Commit graph

2651 commits

Author SHA1 Message Date
Yamagi
ca70f8e679
Merge pull request #851 from devnexen/download_limits
client download, adding two new cvar to have the ability to set
2022-06-13 08:08:52 +02:00
Daniel Gibson
86811a4c24 Fix fallback when window couldn't be created because renderer is unsupported
For example, on Windows with AMDs drivers, GLES3 isn't supported,
so CreateSDLWindow() will fail. We should just try the regular GL3
renderer then instead of exiting with Com_Error()

Also make (Windows') Sys_Error() print to stdout (in addition to stderr),
so errors end up in stdout.txt as well (like all other messages).
2022-06-11 17:57:29 +02:00
Yamagi
a1dddaede3
Merge pull request #846 from devnexen/vla_0_fix
GL1 renderer fix VLA with no size cases,
2022-06-11 16:40:48 +02:00
Yamagi
a8ae79c6ab Remove twi unsused declarations. 2022-06-11 16:40:15 +02:00
David CARLIER
a01309235b client download, adding two new cvar to have the ability to set
a threshold to abort the download if a certain transfer rate is too low.
Disabled by default.
2022-06-11 13:41:24 +01:00
Jaime Moreira
df399576a2 Gyro normalization value in Windows improved
SDL2 provides different gyro readings between Windows and Linux/Mac for
the Switch Pro Controller. To keep the natural sensitivity scale intact
(in-game turn = controller turn), the normalization factor is handled
differently by platform, at least for now.
Also, now giving info when there's no gyro sensor available/detected.
And green light for the DualShock 4, because why not :)
2022-06-10 22:31:24 -04:00
apartfromtime
353295d0c7 Infinite loop in bind menu fix
Bug introduced in #841.
Added QMF_INACTIVE.
QMF_INACTIVE menu items are skipped.
2022-06-11 09:17:49 +10:00
Jaime Moreira
077d861a57 Gyro aiming menu options
"Gyro mode", "axis to turn" and "sensitivity" grouped with calibration.
2022-06-07 09:49:47 -04:00
Jaime Moreira
f12b759feb Gyro aiming configuration cvars
Cvar to choose between "yaw" (0) or "roll" (1) axis of the controller
to turn (change your yaw) in-game.
Cvars to change pitch and yaw gyro sensitivities.
Updated cvar documentation with new section "Game Controller".
2022-06-07 09:34:45 -04:00
Jaime Moreira
d3da95cfc8 Gyro aiming implementation
SDL 2.0.16 and a controller with a gyroscope required to make it work.
Manual calibration of the gyro sensor is needed to avoid "drifting"; a menu
option to do it is included.
New cvar 'gyro_mode' for mode of operation, and to assign action to the new
"+gyroaction" button: disable or enable the gyro.
2022-06-07 09:24:08 -04:00
Yamagi
a80f5b6cd7
Merge pull request #844 from protocultor/inventory
Inventory screen keys/buttons display fix
2022-06-07 14:22:23 +02:00
Yamagi
1cd347beb7
Merge pull request #843 from devnexen/fbsd_build_warnings
freebsd/clang and server only warnings build fix
2022-06-07 14:20:59 +02:00
Yamagi
82a280bc40
Merge pull request #841 from apartfromtime/ui
Add menu bitmap support
2022-06-07 14:19:26 +02:00
Yamagi
09d6dfcd92
Merge pull request #840 from Dremor8484/Dremor8484-aimfix-doublebarrel_shotgun
Update weapon.c
2022-06-07 14:18:51 +02:00
apartfromtime
42e85a207a Cache cursor frames
Bug fix. Missed bringing this over from my other failed pull request.
2022-06-05 13:28:58 +10:00
David Carlier
4a60ba634c GL1 renderer fix VLA with no size cases, 2022-05-29 14:43:28 +01:00
Yamagi
3872a60e6c Bump version number to 8.11pre. 2022-05-29 07:12:58 +02:00
Yamagi
31260fc0fd Bump version number to 8.10. 2022-05-29 07:10:24 +02:00
Yamagi
ba2fc77ee8 Enforce a minimal render (dsiplay) time for dlights of 32 milliseconds.
Several effects use dlights which are rendered for only one frame.
Muzzle flashes are an example. While this worked on 1997th computers,
todays hardware renders way too many frames for these dlights to be
visible at all. Work around that by enforcing a minimal display time
of 32 milliseconds for each dlight.

Fixes part of #815.
2022-05-28 16:44:29 +02:00
maraakate
deec7e422d src/common/shared/shared.c: Check >= maxsize in Info_SetValueForKey(). Found by ASAN. 2022-05-27 18:28:31 -04:00
Jaime Moreira
0419cd7931 Inventory screen keys/buttons display fix
When a key/button name is too long, and its bound to an inventory element, its
display in the inventory screen misaligns the item it is bound to, even pushing
it out of the inventory frame.

This commit limits its display to the maximum of 6 characters the inventory
screen allows.
2022-05-21 22:59:02 -04:00
apartfromtime
7e1bc6911b Code style changes
Tabs to white-space.
BSD style.
2022-05-22 05:52:25 +10:00
David CARLIER
aaf6489d21 freebsd/clang and server only warnings build fix 2022-05-21 20:19:04 +01:00
apartfromtime
809588798e De-align apply action
Draw the "apply" action string from right to left, with no alignment.
2022-05-21 22:22:10 +10:00
apartfromtime
07fc65f9c5 Add menu bitmap support
Adds menu bitmap struct, drawing of a menu bitmap and highlighting if bitmap menu item is in focus.
Allows items that are gray (inactive) to be skipped when adjusting the menu cursor.
Removed switch case from Menu_SelectItem, all items either do or do not call their callback functions.
2022-05-21 22:21:29 +10:00
Dremor8484
25aeb81fa7
Update weapon.c
aimfix cvar now applies to the doublebarrel shotgun too
2022-05-20 11:37:34 +02:00
Yamagi
12c7fddfaa
Merge pull request #827 from protocultor/sdlcontroller
Full transition to SDL_GameController for gamepad usage
2022-05-17 19:42:19 +02:00
Daniel Gibson
413b44b4cd Qcommon_Frame(): Try to get closer to desired packet framerate
.. by running a packet frame if the current renderframe is closer to
the time the packet frame *should* be run than the next renderframe
(presumably) will be.

This should also help when using cl_maxfps -1 on a slow system that
can't reach the desired rfps (vid_maxfps or display refresh rate).
Without this change, we might run int the problem described in the
following example:
Imagine having cl_async 1, cl_maxfps 100, no vsync and a system that
mostly only reaches about 60fps. So rfps is 100 and pfps is 50.
But then (without this change) running at 60fps means that only every
second renderframe is a packetframe, so the packetframerate
*effectively* is 30, which can cause movement/clipping/physics bugs
(for example when hugging some non-perpendicular walls, like the right
 wall with the window that leads to the last room in base1).
With this change the packet framerate would effectively be 60 (every
renderframe is also a packetframe), which is less buggy and also closer
to 50 than 30 is.
2022-05-09 20:27:41 +02:00
Daniel Gibson
f95b5e7725 Qcommon_Frame(): Make pfps and rfps floats
should be more precise when converting to microseconds
2022-05-09 02:05:19 +02:00
Daniel Gibson
502ff345c3 Introduce cl_maxfps -1 for "use optimal value based on render framerate"
(this is the default value of that cvar now)

In Qcommon_Frame(), if cl_async is 1, the packet framerate should
ideally be a fraction of the render framerate, and to avoid movement
glitches and such it should be between 45 and 90, ideally around 60.
With cl_maxfps set to -1, pfps now is set to such a value automatically.
2022-05-09 02:05:19 +02:00
Daniel Gibson
7cf1392765 Qcommon_Frame(): Improve max framerate handling when vsync is enabled
When setting rfps based on GLimp_GetRefreshRate() and vid_maxfps,
take into account that GLimp_GetRefreshRate() might return a value
that's slightly too low (like 58 or 59 when it's 59.95 and should be 60)

The 20% tolerance that, in case of vsync enabled, used to be handled
with `packetdelta < 0.8 * 1000000/pfps` (and the same for rfps) is now
instead added to rfps (and thus implicitly pfps, if it's >= refreshrate)
2022-05-09 01:43:08 +02:00
Daniel Gibson
5a8382064a Remove 0.95 factor for packet framerate
It could make things stutter, especially if cl_maxfps was deliberately
set to a fraction of the display refreshrate (as it'd target a few
frames less).
The 0.95 factor was supposed to ensure that we don't have more packet
frames than renderframes (or two packet frames in a row without
rendering in between), as that apparently breaks the movement prediction
code. We now ensure the same thing my not running a packet frame if no
render frame is run at the same time.
2022-05-08 18:10:25 +02:00
Jaime Moreira
422715cee2 Hot plugging / hot swapping of game controller(s)
May be unreliable on some devices, e.g. Nintendo Switch Pro Controller.
Works great on others, e.g. DualShock 4.

Delay added to gamepad initialization on hotplug, gives time to the OS to
recognize the device.
2022-05-08 01:05:07 -04:00
Jaime Moreira
20542420ef New controller alt buttons menu option
Allows to bind buttons that only will work with "+joyaltselector" active.
The definition of another "scope" of keys was needed, to identify ALT bindings.
2022-05-08 00:24:52 -04:00
Jaime Moreira
0aa44afa13 New customize controller buttons menu option
Handles game controller button bindings exclusively.
Classic "customize controls" option now handles only keyboard / mouse bindings.
This separation is achieved with the new order of QKEYS in keyboard.h, and
binding functions in menus (especially "MenuKey" functions) now take into
account the "scope" where they operate: keyboard/mouse only, controller only,
or both.
2022-05-07 23:55:00 -04:00
Jaime Moreira
d4100f7113 Menu inputs standardised
Streamlined menu inputs by making most "*_MenuKey(key)" functions to use
Key_GetMenuKey(). "Backspace" is not a special case anymore, so any menus
that have a "delete" option can already handle any input expected, like the
backspace or delete keys, or the "Y" button of the controller, to run it.

Also, fixed a bug where changing the key for "team chat" also changes the one
for "chat" in the "multiplayer" -> "customize controls" menu.
2022-05-07 22:45:44 -04:00
Jaime Moreira
2bb1b33d7e Full transition to use only SDL_GameController for gamepad
This removes the usage of SDL_Joystick for joystick buttons and hat, and
relies exclusively on SDL_GameController for input. This allows to identify
buttons in a consistent manner across multiple types of controllers, which
in turn allows to assign specific tasks to them without worrying of breaking
usability, like having "A" to accept and "B" to cancel in menus.

Init and Shutdown logic of game controller have been separated from main SDL
Init and Shutdown functions.

Old style button names "JOYx" have been removed.

If your gamepad has paddles or other extra buttons, you'll need at least
SDL version 2.0.14 to use them.
2022-05-07 21:26:50 -04:00
Yamagi
e294fc94e5
Merge pull request #822 from DanielGibson/gles3-rb
OpenGL ES 3.0 support
2022-05-07 09:45:30 +02:00
Yamagi
22ff171007
Merge pull request #825 from devnexen/curl_progress_fix
curl client show progress only when there actually some
2022-05-07 09:44:00 +02:00
Yamagi
434e85feaf
Merge pull request #823 from 0lvin/benchmark
Remove framelimits for timedemo
2022-05-07 09:42:16 +02:00
Yamagi
56d5342fa7
Merge pull request #816 from devnexen/refactor_cpu_pause
frame cpu pause refactoring.
2022-05-07 09:39:57 +02:00
David Carlier
c34071d05c curl client show progress only when there actually some 2022-05-07 07:03:40 +01:00
Denis Pauk
bbaf6d6b20 Remove framelimits for timedemo 2022-04-27 23:09:28 +03:00
Daniel Gibson
56e1b9bc1e Add gles3 renderer to videomenu 2022-04-27 00:33:46 +02:00
Daniel Gibson
0881a63b1e GLES3: Explicitly don't handle gl_drawbuffer
GLES can't render to the front-buffer
2022-04-27 00:33:46 +02:00
Daniel Gibson
a195305592 GL3: Fix particles on RPi4
tested V3D 4.2; OpenGL ES 3.1 Mesa 20.3.5
2022-04-26 04:10:57 +02:00
Daniel Gibson
89f63915a3 GLES3: Make newer shaders work with OpenGL ES 2022-04-26 04:09:38 +02:00
Daniel Gibson
c936e43420 GL3: Use one projection-view matrix in shaders
instead of separate projection and view matrices - this way there is
one less mat4 multiplication in the 3D vertex shaders.
2022-04-26 04:09:38 +02:00
Daniel Gibson
1eabde6b55 GL3: Make GLES3 work on Raspberry Pi 4B
(older Raspberry Pi versions don't support OpenGL ES 3.0, only 2.0)
2022-04-26 04:09:38 +02:00
Daniel Gibson
8737ce64fc GL3: Support OpenGL ES3.0 (compile time option GL3_GLES=yes)
the option defaults to no, of course.
2022-04-26 04:09:38 +02:00
Daniel Gibson
c6145b4e6a GL3: Only use FBO if under water
because on some systems (like RPi4 with my experimental GLES3 branch)
the overhead of a FBO is really noticeable, so no reason to pay for it
when it's not needed
2022-04-26 04:08:21 +02:00
David Carlier
df86c15395 frame cpu pause refactoring.
expanding to powerpc archs also for visual studio/MSVC while
keeping clang support for windows.
2022-04-25 18:17:46 +01:00
Daniel Gibson
3d619a1441 GL3: Implement underwater postprocess effect using framebuffer object
Can be disabled with gl3_usefbo 0.
Mostly this adds an underwater warping effect, like the soft-renderer,
and also like the vulkan renderer (the shader is based on the vk one).
When this is enabled, the v_blend effect (for fullscreen overlay with
one color, like when hit or to make the screen white-ish when under
water) is now applied in the shader used for rendering the FBO instead
of rendering a fullscreen quad in blendmode.
2022-04-25 17:44:51 +02:00
Yamagi
4db6534ab3 Implement damage tracking for the framecounter.
This fixes the framecounter in the soft renderer when `viewsize` is set
to something smaller than 100. This requires the renerer to rerender
bigger parts of the borders which has a measurable speed impact. About
5 frames less with the framecounter enabled on my system. No impact with
`viewsize 100`.
2022-04-24 00:17:48 +02:00
Yamagi
be3e0cc695 Fix viewsize not working correctly with the GL renderers.
The GL renderers require that the borders are redrawn after every
glClear() call, the damage tracking doesn't take that into account.
Since the speedup by the damage tracking is neglibiable in the GL
renderers, don't use it. Just redraw everything when we're running
with everthing which isn't the soft renderer.
2022-04-24 00:01:14 +02:00
Yamagi
a9a0c35a98 Rename the nightmare menu entry to hard+.
I think this looks ugly, I always called it nightmare and it was one of
the first changes I've made to Quake II. But for the sake of peace and
quiet change it to be standard conformant. Closes #809.
2022-04-23 16:35:27 +02:00
Yamagi
aa5d6636d6
Merge pull request #814 from protocultor/gamecontrollerdb
Load gamecontrollerdb.txt for SDL2 joy mappings
2022-04-23 16:21:09 +02:00
Denis Pauk
b2500d6aed soft: revert to use colormap
Apply light uses colormap for each color components with colorlights.
2022-04-17 23:25:22 +03:00
Denis Pauk
afc892001d soft: move light code to separate function 2022-04-17 23:07:38 +03:00
Denis Pauk
a58fb0ed01 soft: fix colors 2022-04-17 23:07:38 +03:00
Denis Pauk
96a78c41c8 soft: speedup apply grey light to wall 2022-04-17 23:07:38 +03:00
Denis Pauk
e1d5bad4db soft: fix grey light with fix c20c47b0 2022-04-17 23:07:38 +03:00
Jaime Moreira
45d8228dff Corrected silly string concatenation 2022-04-16 11:53:22 -04:00
Jaime Moreira
db0e643419 Load gamecontrollerdb.txt for SDL2 joy mappings 2022-04-16 01:37:15 -04:00
Yamagi
6e45f5a66b
Merge pull request #810 from protocultor/prefweap
Added prefweap command to select weapon by priority
2022-04-13 11:51:33 +02:00
Jaime Moreira
fadb281ec9 Added cvar to define SDL gamepad's 'Back' button 2022-04-06 22:15:14 -04:00
Jaime Moreira
f80e5224bb Added prefweap command to select weapon by priority 2022-04-06 15:28:34 -04:00
Yamagi
9d451faca5
Merge pull request #808 from devnexen/sw_useq
S/W last instance of strncpy usage.
2022-04-03 17:46:58 +02:00
Yamagi
8fa5ea3599
Merge pull request #807 from devnexen/config_settings_haiku
saving data into Haiku system user config.
2022-04-03 17:44:06 +02:00
David Carlier
2425082a04 S/W last instance of strncpy usage. 2022-04-03 14:58:04 +01:00
David Carlier
7ce0964b9b saving data into Haiku system user config. 2022-04-02 04:22:55 +00:00
Denis Pauk
ccb22843bf soft: use float for medium light 2022-03-29 22:29:28 +03:00
Denis Pauk
e650eff100 soft: preshift values in lightmap 2022-03-29 22:29:28 +03:00
Denis Pauk
020ce27109 soft: speedup colorlight=0
colorlight>0 is regressed little bit.
2022-03-29 22:29:28 +03:00
Denis Pauk
a0da1717cc soft: use max light in blocklights (colorlight=0) 2022-03-29 22:29:28 +03:00
Denis Pauk
3b825670ba soft: fix lightmap mask 2022-03-29 22:29:28 +03:00
Denis Pauk
c20c47b06f soft: skip light apply on wall's 2022-03-29 22:29:28 +03:00
Denis Pauk
ff1814922e soft: use vid_lightthreshold for skip apply light 2022-03-29 22:29:28 +03:00
Denis Pauk
c73eac63b3 soft: rename r_colorlight -> sw_colorlight 2022-03-29 22:29:28 +03:00
Denis Pauk
b5d45d0371 soft: use lightmap convert table 2022-03-29 22:29:28 +03:00
Denis Pauk
6af5dc1d98 soft: more use of light3_t 2022-03-29 22:29:28 +03:00
Denis Pauk
5eed0ca5d9 soft: reuse R_Alias_clip_scale 2022-03-29 22:29:28 +03:00
Denis Pauk
5fcf0a3afc soft: resuse compact vert_t 2022-03-29 22:29:28 +03:00
Denis Pauk
3f33522977 soft: use separate light3_t 2022-03-29 22:29:28 +03:00
Denis Pauk
480f278045 soft: directly copy r_ambientlight 2022-03-29 22:29:28 +03:00
Denis Pauk
6c80d9b987 soft: add full color light 2022-03-29 22:29:28 +03:00
Denis Pauk
a6839bc584 soft: add fullcolor light apply 2022-03-29 22:29:28 +03:00
Denis Pauk
15553b9971 soft: use plightvec directly 2022-03-29 22:29:28 +03:00
Denis Pauk
36542e737c soft: make pointcolor local 2022-03-29 22:29:28 +03:00
Denis Pauk
12b27e631d fix C --pedantic warnings
* extra semicolon in struct or union specified
* ISO C does not allow extra ‘;’ outside of a function
2022-03-29 22:29:28 +03:00
Denis Pauk
65f8c171c5 soft: use named struct vert_t instead array 2022-03-29 22:29:28 +03:00
Denis Pauk
f8cac738dc soft: sw_light: make variables local 2022-03-29 22:29:28 +03:00
Denis Pauk
512e128c5a soft: save full rgb light in model 2022-03-29 22:29:28 +03:00
Denis Pauk
7c31fd9de2 soft: sync model light calculation 2022-03-29 22:29:28 +03:00
Daniel Gibson
5535773521 GL1: Fix setting gl1_particle_square, fixes #805
both if GL pointparameters are used or not
(though depending on driver and hardware the pointparameters-based
 particles *might* be always square or always round, regardless of
 gl1_particle_square - that's driver-bugs which we can't fix, disable
 pointparameters with `gl1_pointparameters 0` to work around it, or
 just use the GL3 renderer)
2022-03-29 20:30:00 +02:00
Daniel Gibson
f7386eb296 Fix bug in (no)lerp logic in GL1
refs #805
2022-03-26 23:40:05 +01:00
Daniel Gibson
cc0eabffed Implement gl3_colorlight, when set to 0, render lights without color
like the (original) software renderer. defaults to 1, of course
2022-03-26 19:48:11 +01:00
Daniel Gibson
6eb9ca0f65 Add r_lerp_list and r_videos_unfiltered CVars, fix #800
r_lerp_list is to allow exceptions to r_2D_unfiltered (like for having
pixely UI in general, but filtered console background).

r_videos_unfiltered controls whether videos should be filtered or not

I also made r_nolerp_list CVAR_ARCHIVE, like users probably expect it.
2022-03-20 12:16:15 +01:00
Yamagi
3a528e608d
Merge pull request #796 from devnexen/few_simpl
habdful of little simplifications.
2022-03-12 17:10:35 +01:00
Daniel Gibson
09ede9cf47 Make basename() fully compliant and simplify it a bit 2022-03-12 17:01:37 +01:00