Commit Graph

2784 Commits

Author SHA1 Message Date
Yamagi b5f72d139a Bump version number to 7.42. 2019-11-30 15:58:48 +01:00
Yamagi Burmeister 7ede95918f Use - as listmarker to stay consistent with the rest of the file. 2019-11-27 10:56:47 +01:00
Yamagi Burmeister fc1e98f0be Mention softrenderer frame skip logic, introduced in #415. 2019-11-27 10:53:38 +01:00
Yamagi 3a65087f67 Mention the quicksave menu options in the CHANGELOG. 2019-11-17 13:14:19 +01:00
Yamagi fbf103b9c5 Update URL to the Windows build envs. 2019-11-17 12:42:13 +01:00
Daniel Gibson 6ecc083c83 Fix window position after switching from fullscreen
On Windows last_position_x/y (from SDL_GetWindowPosition()) was 0, 0 when
coming from fullscreen, and creating a window at position (0, 0) cuts off
the window decorations (SDL-Bug?) so the window can't even be moved
around anymore.
So now we only use the last_position_* if last_position_y was > 24, so we
have enough of the title bar to move the window around with the mouse.

This is part of #484
2019-11-16 18:38:21 +01:00
Yamagi a4f56a9650 Improve readability of last commit, avoid opaque bit tinkering. 2019-11-13 20:53:49 +01:00
Yamagi fed2e142f5 SDL_WINDOW_FULLSCREEN_DESKTOP implies SDL_WINDOW_FULLSCREEN.
The docs "forget" to mention that. So it's not enough to check for
SDL_WINDOW_FULLSCREEN alone, we would trigger the code intented for the
real fullscreen if we're switching to / running in fullscreen desktop
mode. Add and addition check that SDL_WINDOW_FULLSCREEN_DESKTOP isn't
set.

This may fix issue #484.
2019-11-13 20:29:13 +01:00
Yamagi 78bf3eeebf (Our) MinGW doesn't know about %ld, use %Id instead. 2019-11-13 19:31:55 +01:00
Yamagi bec90db5fe Add missing stdint.h includes. This fixes the build on Windows. 2019-11-13 19:07:49 +01:00
Yamagi Burmeister 25ece83227 Update the CHANGELOG for the upcomming 7.42 release. 2019-11-10 18:16:51 +01:00
Daniel Gibson f3899b1348 Merge branch 'pvs-studio-fixes-1' 2019-11-10 17:39:45 +01:00
Yamagi 294ed35067
Merge pull request #482 from 0lvin/brightnes_fixes
Add force redraw on change gamma
2019-11-08 19:12:04 +01:00
Denis Pauk 9f5387ab29 Add force redraw on change gamma 2019-11-05 22:37:07 +02:00
Yamagi 026a9b1d77
Merge pull request #481 from BjossiAlfreds/coop_baseq2_doc
coop_baseq2 documentation added under General section in cvar docs
2019-11-04 18:59:53 +01:00
BjossiAlfreds 2b27665446 coop_baseq2 documentation added under General section in cvar docs 2019-11-04 16:40:44 +00:00
Yamagi 9cc466b2c2 Fix stupid oversight: Query the correct variable for the quicksave name. 2019-10-25 18:09:08 +02:00
Yamagi 123228961d
Merge pull request #478 from BjossiAlfreds/docs
Added some text to cycleweap doc and added name to credits
2019-10-17 10:44:24 +02:00
BjossiAlfreds c7b412e768 Added some text to cycleweap doc and added name to credits 2019-10-12 23:51:56 +00:00
Yamagi Burmeister bf1d8a6cb6 Hack the quicksave slot into the menu.
With this quicksaves can be loaded from the menu. They cannot be saved.
That's an artificial limitation to match the behavior of autosaves. I
think both should behave the same because their comment string are
formatted the same...

This is somewhat hacky. Until now the menu assumed that all savegames
are named from save0 to saveX, where save0 is the autosave slot. There
were 16 slots per page * 2 pages = 32 savegame slot, so the highest slot
was save31. I've reduced the slot per page to 14 to make room for one
quicksave slot and one empty line between it and the first regular slot.
That alone would reduce the number of slots to 28, making the four
highest slots unreachable. So I've increased the number of pages to 4,
there're now 14 slots per page * 4 pages = 56 slots.

The quicksave slot is shown on every page, because it was the easiest
way to integrate it into the existing code. Everything else would
require the paging logic to be rewritten in a way that different pages
can have a different number of slots and a different layout.

This is part of #473.
2019-10-12 16:56:14 +02:00
Yamagi b24a75ec32 Document how map rotations are configured.
This closes #457.
2019-10-12 16:45:55 +02:00
Yamagi d4a914644c Document the commands added by YQ2. 2019-10-12 16:39:42 +02:00
Yamagi e3c3875bda Explain how option strings with quotation marks are given at cmd-line.
This is part of #457.
2019-10-12 16:25:19 +02:00
Yamagi 08a905b6b2 Update the document index to match our new filenames. 2019-10-12 16:24:56 +02:00
Yamagi e77a8efa77 Reorder documentation files and make room for future additions. 2019-10-12 16:17:18 +02:00
Yamagi 4e1ed93ae0
Merge pull request #475 from 0lvin/for_review
Copy drawn lines if picture scaled
2019-10-03 10:16:13 +02:00
Yamagi 5fff2f3a25
Merge pull request #474 from BjossiAlfreds/grenquad
Quad sound for quadded hand grenades
2019-10-03 10:11:55 +02:00
Denis Pauk de2457bb2a Copy drawn lines if picture scalled 2019-10-02 22:07:57 +03:00
BjossiAlfreds 8be755caa2 Quad sound for quadded hand grenades 2019-10-01 21:07:46 +00:00
Yamagi Burmeister 70a94f759f Fix demo playback if cl_loadpaused is 1.
Demos are special. To the client they're more or less the same as normal
maps, the only difference is that the client never joines the server. So
we're never getting the first valid frame txpaht indicates the end of
the connection process. We're using that one to drop out of pause
mode... As a result the client stays in pause mode forever and "hangs".

Work around this by entering pause mode only if the local server is in
state ss_game. Demos are ss_demo. There're some more states for
cinematics, pictures, etc. Since the player can't save in those states
it should be save not check them.
2019-10-01 22:26:37 +02:00
Yamagi Burmeister 52b5698014 Make the new 'cycleweap' command autocompleteable. 2019-10-01 20:55:27 +02:00
Yamagi e053710dbc
Merge pull request #472 from BjossiAlfreds/cycleweap
Added cycleweap command for generalized xatrix-like weapon switching
2019-10-01 20:53:45 +02:00
BjossiAlfreds 3074c2ddf8 Added cycleweap command for generalized xatrix-like weapon switching 2019-09-29 11:57:09 +00:00
Yamagi 56908ddfa9
Merge pull request #469 from BjossiAlfreds/floatfix
Added missing '== RANGE_MELEE'
2019-09-28 16:17:32 +02:00
BjossiAlfreds 8b62c972ac Added missing '== RANGE_MELEE' 2019-09-28 03:13:51 +00:00
Yamagi a0d2604030
Merge pull request #468 from BjossiAlfreds/dodge
Fix monsters being disoriented after ducking
2019-09-27 11:08:50 +02:00
Yamagi cadca8d5ec
Merge pull request #467 from BjossiAlfreds/makron
Fixed medics unable to heal makrons
2019-09-27 11:05:10 +02:00
BjossiAlfreds cfedd92b4f Fix monsters being disoriented after ducking 2019-09-27 00:16:21 +00:00
BjossiAlfreds 981801f6b3 Merge branch 'master' into makron 2019-09-26 13:56:27 +00:00
Yamagi 357fbdb6b8
Merge pull request #461 from BjossiAlfreds/checkattack
Fix monsters not changing state after enemy goes away
2019-09-26 14:31:09 +02:00
BjossiAlfreds 6e86473cd5 Fixed medics unable to heal makrons 2019-09-26 11:48:38 +00:00
Daniel Gibson 378f01f7b5 SV_FatPVS(): use int32_t instead of long, as the code assumes it's 32bit 2019-09-25 21:39:02 -01:00
BjossiAlfreds 0bea4d9f44 Fix monsters not changing state after enemy goes away 2019-09-25 20:01:56 +00:00
Yamagi Burmeister 0286cdcd0b Fix floater melee / zap damage getting applied if enemy is out of range.
Found by @BjossiAlfreds, closes #454.
2019-09-23 17:32:43 +02:00
Yamagi a942ca4bba
Merge pull request #459 from BjossiAlfreds/pathcorner
Triggered spawned monsters use path_corner correctly
2019-09-23 14:08:16 +02:00
Daniel Gibson 4e68ea13b2 Fix loading .cfg's without trailing newline
.. by adding a newline character to the end of the loaded file.
fixes #453
2019-09-22 19:11:07 +02:00
Daniel Gibson 77493e6e5b Don't call SDL_GetWindowDisplayIndex() with window == NULL
I got an SDL assertion because of this.
The problem was that PrintDisplayModes() was called at startup before a
window was created.
2019-09-22 19:09:10 +02:00
BjossiAlfreds 03c96b3fa3 Triggered spawned monsters use path_corner correctly 2019-09-21 08:15:42 +00:00
Yamagi 9bb0425e36
Merge pull request #455 from BjossiAlfreds/crusified-marine-pain
Fix for insane marines not always playing pain sounds
2019-09-16 12:35:58 +02:00
BjossiAlfreds 80c9976899 Fix for insane marines not always playing pain sounds 2019-09-15 13:16:21 +00:00