Commit Graph

3480 Commits

Author SHA1 Message Date
Denis Pauk 9abc88e6ab gl4: support multimesh models 2024-04-30 00:13:48 +03:00
Jaime Moreira b81e910929 GL1 multitexture, refactored memory allocation
It was missing error checking and cleanup at shutdown.
Also, reset state when needed. Fixes "death by laser" in boss1 map.
2024-04-29 14:39:48 -04:00
Denis Pauk 19f6e5df62 Version bump 8.31RR7
* Rework map load logic,
 * Support SiN map load,
 * Support track names,
 * Support N64 flags,
 * SDL3 build support (by Yamagi),
 * Fixes for sort render (by dkoreshkov),
 * Added cvar cl_laseralpha (by BjossiAlfreds),
 * VectorLength reduces complexity (by devnexen),
 * Sync with latest yquake 2 code.
2024-04-27 00:22:00 +03:00
Denis Pauk 42b4a61794 renders: support SURF_N64_UV 2024-04-24 23:54:52 +03:00
Denis Pauk f7ec7d268e server: use game api version for protocol detect 2024-04-24 00:55:53 +03:00
Jaime Moreira ba71af2af8 GL1 multitexture: fast dynamic lighting
Using MH's solution, which is keeping all lightmaps in memory
to modify and upload them as a batch when possible.
lightmap_buffer is now an array; index 0 is used as the legacy
lightmap buffer (when no mtex), and the rest of the indexes are
to store the different lightmaps (only when using mtex).
2024-04-23 12:26:44 -04:00
Jaime Moreira 86528d7812 GL1 multitexture, first version
Unlike the old, buggy one, this implementation follows the
texture chain, just like the standard execution path. It also
avoids doing the lightmap chains, since it has already done it
in the second TMU; there's no duplicated work for lightmaps.
No errors appear in the lava on the "boss1" map either.
It's still slow when having an overdraw of dynamic lights.
Further work is needed.
2024-04-23 12:25:38 -04:00
Jaime Moreira 3faa3db167 GL1 multitexture, initialization
While it is based on the old, buggy multitexture implementation
(removed in 68a12d4e & 8fe8f832), rework will be done to make it
function as intended this time.
For this commit, just init and function declarations.
2024-04-23 12:24:20 -04:00
Jaime Moreira 79bb13d3a7 Updated OpenGL definitions in qgl.h
Using GL 1.4 declarations in code, although 'point parameters' will
use legacy extensions if they're the only ones found.
Moved stuff out of local.h; better to have definitions in one place.
Extracted from <glext.h>.
2024-04-23 12:23:00 -04:00
Jaime Moreira 3dde0d5859 Texture chains working properly
Somehow, R_TextureAnimation() returns different results for the same
surface when called consecutively. We force it to be called once, so
the chains in R_DrawTextureChains() are getting respected now.
2024-04-23 12:21:40 -04:00
Denis Pauk 1364e4703f renders: implement SURF_N64_SCROLL 2024-04-22 00:35:54 +03:00
Denis Pauk eb344a030e renders: Move scroll logic to R_FlowingScroll 2024-04-22 00:04:21 +03:00
Denis Pauk 9a13efe9b4 game: fix door open in base3
Partial revert f95ca597 with sorting of fields.
2024-04-21 18:46:17 +03:00
Denis Pauk 067a30e83d savegame: fix load/save Q64 maps 2024-04-20 18:40:32 +03:00
Denis Pauk 85dcc852b7 cmodels: Add quake2 map type for remove all ReRelease flags 2024-04-20 17:21:51 +03:00
Denis Pauk 119e1f6993 cmodels: extend texture name size to 64 2024-04-20 13:07:19 +03:00
Denis Pauk cca9317a55 cmodels: add surface and contents flags convert logic
Based on:
* https://github.com/NightDive-Studio/sin-ex-game
* https://github.com/TrenchBroom/TrenchBroom/
2024-04-20 01:35:12 +03:00
Denis Pauk 9b6bae3454 renders: remove custom function for non QBSP format
Also remove Little* function usage, QBSP come with correct byte order.
2024-04-18 01:06:06 +03:00
Denis Pauk 8d21ed6874 renders: remove support of QBSP map format
Map should be converted from any format to QBSP before render by
Mod_Load2QBSP
2024-04-18 00:29:14 +03:00
Denis Pauk c3af9815e6 renders: use converted to QBSP format map
Mod_LoadValidateLumps is fully removed.
2024-04-17 01:14:22 +03:00
Denis Pauk 606451cc9c collision: move surface flag to QBSP convert logic
Only Mod_LoadVisibility has LittleLong format convertion logic on
server side.
2024-04-17 00:34:36 +03:00
Denis Pauk 3e46e777c0 cmodel: implement left QBSP to QBSP convert 2024-04-17 00:28:43 +03:00
Denis Pauk becea2987b collision: direct QBSP map load 2024-04-17 00:22:10 +03:00
Denis Pauk 1bc2d7d18b collision: add DKBSP callbacks 2024-04-17 00:20:23 +03:00
Denis Pauk aefea127e2 cmodel: move convert callback to rules tables 2024-04-17 00:16:33 +03:00
Denis Pauk c0e3a86f30 collision: use RBSP to QBSP converted maps 2024-04-16 23:55:39 +03:00
Denis Pauk 3cd279248d cmodel: Split Mod_Load2QBSP_IBSP to separate functions 2024-04-16 23:38:49 +03:00
Denis Pauk 53d69f98e5 collision: create IBSP -> QBSP convert logic 2024-04-16 23:22:36 +03:00
Denis Pauk 12aaebf80e maps: validate read outside of BSPX section 2024-04-16 01:17:09 +03:00
Denis Pauk 2f0d3e2189 render: support texture name with full field size 2024-04-16 00:12:43 +03:00
Denis Pauk ea91764196 collision: make firstbrushside unsigned 2024-04-16 00:12:24 +03:00
Denis Pauk 446224467d Fix memory use after free detected by ASAN 2024-04-15 00:30:30 +03:00
Denis Pauk 701defd4ad maps: move get rules to separate function 2024-04-13 15:58:32 +03:00
Denis Pauk 2d6241b31e renders: move lightmap calls to LM_CreateLightmapsPoligon 2024-04-13 14:44:40 +03:00
Denis Pauk 02b8e85c01 opengl renders: support of gl_version_override cvar
Provides way to check render with lower officialy
reported OpenGL version.

Same as:
* MESA_GL_VERSION_OVERRIDE=4.6
* MESA_GLSL_VERSION_OVERRIDE=460
2024-04-13 13:25:34 +03:00
Denis Pauk 5babb3b96a renders: fix function name in GL4*_InitContext errors 2024-04-13 01:03:42 +03:00
Denis Pauk 4ab6777e1f renders: move lightmap creation call outside of LoadFace code 2024-04-13 00:15:31 +03:00
Denis Pauk 310c0fdb58 maps: load code cleanup 2024-04-12 00:13:14 +03:00
Denis Pauk 7a5154bd6b renders: Add RBSP initial support
Surfaces/faces/tetures flags is incorrect.
2024-04-11 00:35:43 +03:00
Denis Pauk c13074758a client: Add RBSP initial support
Structures sizes should be mosly correct and have found by estimate
sizes that could have lump size mod equal to zero as for other formats.
Possition of fields are taken from IBSP structures, that could be
incorrect. All other fields marked as unknow/unused.
2024-04-11 00:13:10 +03:00
Denis Pauk d4bc315363 client: play arbitrary CDTRACK ogg file
Initial implementation of https://github.com/yquake2/yquake2remaster/issues/18
2024-04-09 00:34:47 +03:00
Denis Pauk 1e935a5879 collision: fix crash without vis info 2024-04-08 23:07:01 +03:00
Denis Pauk c1920e3ec4 client: fix gles3 name
Fix regression introduced in e61d9444c

https://github.com/yquake2/yquake2/issues/1097
2024-04-07 18:50:01 +03:00
Denis Pauk 30861e07ef filesystem: sort files in pack and use binary search in packs 2024-04-07 18:46:40 +03:00
Denis Pauk e3a1b0ef11 maps: Mod_CalcNonModelLumpHunkSize combine QBSP cases 2024-04-07 18:46:40 +03:00
Denis Pauk e90fa70680 renders: reuse Mod_CalcNonModelLumpHunkSize 2024-04-07 18:46:40 +03:00
Denis Pauk d2e5955547 renders: reuse CalcLumpHunkSize for Leaf and Nodes 2024-04-07 18:46:40 +03:00
Denis Pauk 851c72f7b4 soft: sync code with other renders 2024-04-07 18:46:40 +03:00
Denis Pauk fe96447980 client: fix gles3 name
Fix regression introduced in e61d9444c

https://github.com/yquake2/yquake2/issues/1097
2024-04-07 18:43:45 +03:00
Yamagi 352d87af15 Add SDL 3 support to ref_gl4.
This is mostly a port of the same changes to ref_gl3:

* Add SDL 3 support to the Makefile.
* Port API changes.
* Bump renderer API to version 7.

a884514f97
https://github.com/yquake2/yquake2/issues/1097
2024-04-07 18:38:15 +03:00
Yamagi 4fedab5914 Port ref_vk to SDL3.
* Makefile support for SDL3.
* Change API to match SDL3.
* Bump renderer API to version 7 and communicate SDL version to client.

61be37b183
2024-04-07 18:25:14 +03:00
Denis Pauk 4bd19bf982 Merge remote-tracking branch 'yquake2/master' 2024-04-07 18:12:09 +03:00
Yamagi e61d9444c9 Bump default renderer to GL3...
...and alter the render finding and fallback sequences to include GLES3
as the first fallback. This should have been done years ago, when GL3
became the clear better option above GL1.
2024-04-07 11:01:45 +02:00
Yamagi 23f60d25b1 Pass SDL major version between ref and client, bump ref API version.
SDL major versions must not be combined in one process, otherwise bad
things will happen. In the best case the game crashes, in the worst case
strange bugs will occure. To prevent that:

* Add a new field `framework_version` to the renderer API and use it to
  pass the SDL major version from the renderer to client. Don't load the
  renderer if it and the client were build with different SDL major
  versions.
* Bump the renderer API version to 7. This could have been implemented
  by assuming `framework_version == 0` (not filled by renderer) as SDL
  2, but let's keep things clean and bump the version.

While here fix a long standing bug with printing the error when not
loading a renderer lib. The message must be generated before shutting
down the renderer, otherwise the API version will alsways be 0. The
struct is zeroed at renderer shutdown.
2024-04-07 11:01:45 +02:00
Yamagi 8cedbb0694 Port the Windows platform backend including Makefile support to SDL3.
This also fixes a long standing bug with the Windows part of the
Makefile linking -lSDL2 into q2ded.exe.
2024-04-07 11:01:45 +02:00
Yamagi a675b654c6 Update to SDL 3.1.1 API.
Changes are:
* SDL_SetWindowGrab() was renamed to SDL_SetWindowMouseGrab().
* SDL doesn't give precalculated battery states anymore. Use the same
  scale as SDL 3.1.0, 20% is low and 1% is empty.
2024-04-07 11:01:45 +02:00
Yamagi af82cfe978 Switch the default for `vid_highdpiaware` to 1 when build against SDL3.
With SDL3 the high dpi support is in much better shape than with SDL2.
And for Wayland the experience on high dpi displays is generally better
when the application is high dpi aware.
2024-04-07 11:01:45 +02:00
Yamagi 218829f031 Port the SDL audio backend to SDL 3.
Reimplement `SDL_BackendInit()` and `SDL_BackendShutdown()` for SDL 3.
Hide now unnecessary locking calls behind !USE_SDL3. To minimize code
duplication `SDL_Callback()` is hidden behind a wrapper function.
2024-04-07 11:01:45 +02:00
Yamagi 74ac473447 Remove support for older SDL version in the SDL 3 input backend.
SDL 3 is a fresh start, no need to support older versions.
2024-04-07 11:01:45 +02:00
Yamagi 40e1830885 Port joystick and controller handling to SDL 3. 2024-04-07 11:01:45 +02:00
Yamagi d315f02a7b Port window event handling to SDL3. 2024-04-07 11:01:45 +02:00
Yamagi a81b065893 Apply Coccinelle to input/sdl3.c.
Again this isn't enough to get the file compiling, but it's a start.
2024-04-07 11:01:45 +02:00
Yamagi adfd7362b5 Explicitly shutdown the SDL_INIT_EVENTS subsystem.
SDL_INIT_VIDEO includes SDL_INIT_EVENTS when initialized through
SDL_Init(), but not when shutdown to SDL_Quit(). Handle the shutdown
in the input subsystem. This closes some memory leaks in SDL.
2024-04-07 11:01:44 +02:00
Yamagi 5a21397761 Refactor refreshrate handling from int to float.
With SDL 2 the refreshrate handling was rather limited by SDL 2 only
supporting integer refreshrates, making it impossible to represent the
common 59.95hz and other non-integer refreshrates. Quake II works around
this by assuming a refreshrate of 2hz higher than returned by SDL.

SDL 3 finally supports float refreshrates. Refactor the internal API to
also use floats.

This should be a no-op since the 'refreshrate * 1.02' logic stayes in
place for the time being. This can be reevaluated at a later time for
the SDL 3 build, but needs testing.

As a nice side effect fix the `vid_displayrefreshrate` cvar. It was
broken in both SDL 2 and 3 since it was always overwritten with the
actual display refresh rate.
2024-04-07 11:01:44 +02:00
Yamagi 5d30c5913b Query the primary display with SDL_GetPrimaryDisplay().
Everything else doesn't work reliable and is depended on the display
server. X11 uses it's display IDs, Wayland some UUIDs...
2024-04-07 11:01:44 +02:00
Yamagi bcbeb81198 Several fixes in detection of the window position.
In SDL 2 the first display was 0 and the error code -1. In SDL 3 this
changed to 1 as the first display and 0 for the error code. While at
it implement error handling and fallbacks for all cases.
2024-04-07 11:01:44 +02:00
Yamagi 8a2336a375 Fix displaying the list of supported modes at startup.
While here limit the number of decimals of the real mode to 2.
2024-04-07 11:01:44 +02:00
Yamagi bb8c6eac44 Refactor the fullscreen modes into an enum. 2024-04-07 11:01:44 +02:00
Yamagi 3c5dccb4d0 Port remaining parts of glimp_sdl3.c to SDL 3.
These are semantic changes to several functions which Coccinelle didn't
translate properly and some now superfluous SDL version checks.
2024-04-07 11:01:44 +02:00
Yamagi cbc46009fd Port PrintDisplayModes() to SDL 3. 2024-04-07 11:01:44 +02:00
Yamagi 55a1e38717 Port GetWindowSize() to SDL 3. 2024-04-07 11:01:44 +02:00
Yamagi 6f0da6c247 Port fullscreen handling to SDL 3.
SDL 3 has a new approach to fullscreen handling, which is way better
than the old fiddling with several window flags. In SDL 3:

* The SDL_FULLSCREEN_FLAG puts the window in fullscreen window mode.
* For exclusive fullscreen a fullscreen mode must be requested and set.
* Applying the mode to the window is asynchronous, the mode change may
  occure at any later time. The window can be synchronized to force the
  mode change.

This is - of course - totaly untested, since the client doesn't build
yet with SDL 3. There will likely be bugs and shortcomings.

And the code is still ugly, it can be refactored somewhat more.
2024-04-07 11:01:44 +02:00
Yamagi 2877f1c391 Remove workaround for SDL bug #4700 from glimp_sdl3.c.
It has been fixed since SDL 2.22, all SDL 3 versions will have the fix.
2024-04-07 11:01:44 +02:00
Yamagi 2c624d0207 Port window creation to SDL 3.
Window properties and flags are now passed in an SDL_PropertiesID object
and no longer als parameters to `SDL_CreateWindow()`.
2024-04-07 11:01:44 +02:00
Yamagi a33285bdd4 Apply Coccinelle to glimp_sdl3.c.
This isn't eneugh to get it compiling and some changes are looking fishy
but it's a start.
2024-04-07 11:01:44 +02:00
Yamagi aaf917e28e Port ref_soft SDL 3. 2024-04-07 11:01:44 +02:00
Yamagi 61e7ec9697 Port ref_gl3 to SDL 3.
Not many changes here. `make ref_gl3` now builds a library and it works
with the proof of concept port of the client.
2024-04-07 11:01:44 +02:00
Yamagi 9a1990ecc4 Port ref_gl1 to SDL 3.
Not many changes here. `make ref_gl1` now builds a library and it works
with the proof of concept port of the client.

SDL3 dropped support for hardware gamma, so `vid_gamma` will be ignored
until we can come up with something else. If we can, gamma without
shaders is hard to impossible :/

SDL3 TODOs will be marked with 'TODO SDL3:'.
2024-04-07 11:01:44 +02:00
Yamagi 9b0c95daaa Fork the clients SDL 2 backends into SDL 3 versions.
At this time they are just copies. The actual porting will be done in
upcoming commits.
2024-04-07 11:01:44 +02:00
Yamagi 126c2ea10b Add SDL 3 support to the Makefile.
This is hidden behind WITH_SDL3, which is disabled by default.

Additionally rename the SDL sources files in the client to represent the
SDL major version they are supporting. They will be forked for SDL 3.
That isn't optimal, because it forces us to support two variants of the
same code. However the changes between SDL 2 and 3 are too big to work
with #ifdef and something like function pointer magic is even more
confusing.
2024-04-07 11:01:44 +02:00
Denis Pauk 97ab6314ab soft: fix build and cppcheck warnings 2024-04-06 19:09:03 +03:00
Denis Pauk fd7b43f5c6 Merge remote-tracking branch 'yquake2/master' 2024-04-06 18:42:12 +03:00
Denis Pauk 51419ffc63 maps: add little bit knowledge about SIN
Without real implementation for now
2024-04-06 18:15:15 +03:00
Yamagi 34d2ddc2a9
Merge pull request #1100 from dkoreshkov/master
Some improvements to the SW renderer
2024-04-06 16:26:13 +02:00
Trey Harrison a7d3bb7573 renders: add SWL texture support
Author: Trey Harrison <trey@u.washington.edu>
Based on: https://web.archive.org/web/20001212060900/http://starbase.neosoft.com:80/~otaku/program.html
2024-04-06 16:17:36 +03:00
Denis Pauk 4cafc778ef game: Sync CDTRACK code with ReRelease code
Look to: https://github.com/yquake2/yquake2remaster/issues/18
2024-04-05 00:48:43 +03:00
Denis Pauk 7a0d1d737e maps: rearrange Daikatana detect code 2024-04-05 00:19:53 +03:00
Denis Pauk 5770a9ff1b maps: Convert surface flags by gametype 2024-04-04 23:51:44 +03:00
Denis Pauk 18d0310e4b game: show values for unknow fields 2024-04-04 00:30:56 +03:00
Denis Pauk 31ace1fa5a soft: reuse calcTexinfoFacesLeafsSize 2024-04-03 18:39:10 +03:00
Denis Pauk 672fa8780d renders: share calcTexinfoFacesLeafsSize 2024-04-03 00:11:11 +03:00
Denis Pauk 80a4282ec7 Merge remote-tracking branch 'yquake2/master' 2024-04-01 23:22:25 +03:00
Denis 784f35faed move ifdef into function 2024-04-01 20:49:40 +03:00
Yamagi 5a642c4205
Merge pull request #1099 from BjossiAlfreds/cvar-cl_laseralpha
Added cvar cl_laseralpha and documentation in cvarlist
2024-04-01 09:12:03 +02:00
Yamagi aa259a5d5f
Merge pull request #1096 from devnexen/unroll_dis
VectorLength reduces complexity.
2024-04-01 09:07:59 +02:00
Yamagi 48a4e5397c
Merge pull request #1094 from 0lvin/light_code_style
Rename functions r_dlightframecount parameter to lightframecount
2024-04-01 08:58:35 +02:00
Denis Pauk f54aea1361 renders: Add autodetect Daikatana maps bsp format 2024-04-01 01:19:57 +03:00
Denis Pauk 2c0fca8458 filesystem: add sin pack file support
Based on: https://github.com/yquake2/pakextract
2024-03-31 23:55:49 +03:00
Denis 6d1ac97a77 cleanup alias scan conversion 2024-03-31 22:45:30 +03:00
Denis 85b7ae87ef fix bmodel clipping 2024-03-31 22:40:29 +03:00
Denis d5c26f28d6 free for real 2024-03-31 22:39:50 +03:00
Denis Pauk 8cf9848291 filesystem: support daikatana pak files
Release leafs have 32 != 28 bytes record size, and unsupported
for now.
2024-03-31 19:13:31 +03:00
Denis Pauk 6b6da54054 filesystem: rearange pak load code 2024-03-31 16:43:31 +03:00
Denis Pauk 57e68967cb fix %zu windows build warnings 2024-03-31 16:14:44 +03:00
BjossiAlfreds c134d0127d Added cvar cl_laseralpha and documentation in cvarlist 2024-03-31 10:45:31 +00:00
Denis Pauk 98ebc126c2 filesystem: check pak header record size 2024-03-30 23:30:27 +02:00
Denis Pauk d1e23ae740 maps: initial flags surface flags convert
Convert map flags before load for load maps files from games with
different flags meaning.
2024-03-30 19:12:06 +02:00
Denis Pauk c343f87928 maps: remove currently unused fields 2024-03-30 18:29:36 +02:00
Denis Pauk d58e1493e3 maps: prevalidate lumps on load 2024-03-28 00:30:48 +02:00
Denis Pauk d87b1b512d game: fix configstring convert before connection creation 2024-03-27 23:51:06 +02:00
Denis Pauk eb566c3b70 files/light: rearrange light code 2024-03-25 23:05:58 +02:00
David Carlier 3e64b2c1f9 VectorLength reduces complexity. 2024-03-25 06:29:23 +00:00
Denis Pauk f3ae3beacd Version bump to 8.31RR6
BraXi (2):
      renders: fix BSPX lightmaps
      Rename functions r_dlightframecount parameter to lightframecount

David Carlier (1):
      models_md5 few memory related fixes

Denis Pauk (58):
      client: add custom protocol with short model index
      client: bump protocol and game version / unstable compatibility
      render: sync count of images with protocol max image count
      models: md5 do not copy token before use
      models: md5 partial COM_Parse in ReadMD5Anim
      models: md5 partial COM_Parse usage in ReadMD5Model
      models: ReadMD5Anim use strtol for parse
      models: ReadMD5Model get rid of sscanf usage
      models: ReadMD5Model more strict validation
      models: ReadMD5Anim get rid sscanf usage
      models: md5 call R_CompressNormalMDL only once for vertex
      soft: reuse R_LerpVerts code
      soft: move R_LerpVerts upper by call stack
      refresh/files: cppcheck warning clean up
      gl3/gl4: fix count lightmap in mgu5m2
      gl1: cppcheck fixes
      models: md3/md5 show count of verts and tris
      models: show number commands in model
      models: md3 compress commands
      models: remove static buffers for commands compress
      models: prepare command compress to share logic
      models: md5 rearrange glcommands generation
      models: save triangles ofs/num in each mesh
      soft: fix multi mesh models render
      client: fix pickup message in demo
      models: md5 tris compress before compress gl commands.
      models: apply md3 compress tris logic
      models: revert slow vect compress logic
      models: md3/md5 share command generation code
      models: mdl compress triangles
      models: mdl support grouped frames
      models: make mdl count frames detect separate function
      models: mdl separate function for image load
      models: mdl fix texture coordinates
      models: dkm Daikatana, md2 Anachronox generate normals
      models: dkm split model to meshes
      models: add mdx / Kingpin models support
      renders: load mdx/Kingpin models support
      models: MDX mesh split by subobj value
      soft: fix cppcheck warnings, remove unused isflattop
      soft: fix cppcheck warning and remove unused fullscreen property
      cin: support tga/jpg/png static image
      models: fix md5 replacement load without md2 model
      filesystem: add support of Anachronox DAT archive format
      filesystem: Anachronox fix load sky
      filesystem: support longer path in archives (up to 128)
      client: add xatrix demo protocol check
      Add windows 32bit build releases
      small build clean up
      Add readme note about SiN maps
      protocol: share configstring convert logic
      server: convert config string to protocol range
      server: support of load original game library
      server: QII97 protocol version check unification
      server: extend count of sound indexes
      server: extend gun frame and index to short
      soft: fix original Quake 2 map lights regression
      renders: split R_BuildLightMap to two function

Feels Duck Man (4):
      Added a speedometer that displays the player's speed in QU/s.  Wasn't quite sure how to implement it without adding GetPlayerSpeed() to pmove.c.  Unsure if there is a cleaner way to do this while keeping it inside cl_screen.c
      Removed 'Speed' label for speedometer when being displayed
      Added an option to draw speed under the crosshair with cl_showspeed 2, fixed drawing the speedometer when the game wasn't playing.
      Added documentation for 'cl_showspeed' in 040_cvarlist.md

Guilherme Nemeth (1):
      berserker: slam attack, running club attack

Sajt (1):
      models: add gl command compress code from qwalk

apartfromtime (3):
      Texture filtering option
      Texture filtering options for OpenGL and Software video modes
      Fix software dithering
2024-03-24 19:01:49 +02:00
Denis Pauk 611259e0a1 renders: split R_BuildLightMap to two function 2024-03-24 18:28:24 +02:00
Denis Pauk d02cfe40ac soft: fix original Quake 2 map lights regression
Fixes regression from 84f5fd2c97
2024-03-24 15:53:15 +02:00
Denis Pauk c57fd107d6 server: extend gun frame and index to short 2024-03-24 14:39:17 +02:00
Denis Pauk cc2f531faa server: extend count of sound indexes 2024-03-24 14:18:26 +02:00
Denis Pauk 6aa0b2a92b server: QII97 protocol version check unification 2024-03-24 13:22:42 +02:00
Denis Pauk f7dc2777c5 server: support of load original game library 2024-03-24 12:32:30 +02:00
Denis Pauk 32047010a2 server: convert config string to protocol range 2024-03-24 01:19:16 +02:00
BraXi 99f80e12cd Rename functions r_dlightframecount parameter to lightframecount
Renders has global variable with such name that used as parameters
for R_MarkLights shared function.

Fixes:
 * https://github.com/yquake2/yquake2remaster/issues/17
 * https://github.com/yquake2/yquake2/issues/1093
2024-03-23 23:28:48 +02:00
BraXi 764c977106 Rename functions r_dlightframecount parameter to lightframecount
Renders has global variable with such name that used as parameters
for R_MarkLights shared function.

Fixes:
 * https://github.com/yquake2/yquake2remaster/issues/17
 * https://github.com/yquake2/yquake2/issues/1093
2024-03-23 23:11:13 +02:00
Denis Pauk f5bbf533bc protocol: share configstring convert logic 2024-03-23 18:47:17 +02:00
Denis Pauk b6df49dbb7 Add readme note about SiN maps 2024-03-23 16:11:45 +02:00
BraXi 84f5fd2c97 renders: fix BSPX lightmaps
Look to:
 * #16 R_RecursiveLightPoint returning total black color when
   DECOUPLED_LM lump is present
 * d740355147
2024-03-23 11:21:49 +02:00
Denis Pauk 51407d7139 small build clean up 2024-03-21 23:28:43 +02:00
Denis Pauk ee5d131b9c client: add xatrix demo protocol check 2024-03-21 00:49:56 +02:00
Denis Pauk 3e7e3bad39 filesystem: support longer path in archives (up to 128) 2024-03-20 23:20:08 +02:00
Denis Pauk f389359074 filesystem: Anachronox fix load sky 2024-03-20 00:49:11 +02:00
Denis Pauk 04807e2ece filesystem: add support of Anachronox DAT archive format 2024-03-19 23:42:22 +02:00
Denis Pauk c385789a87 Merge remote-tracking branch 'yquake2/master' 2024-03-19 22:12:01 +02:00
Yamagi 9569f41c3c
Merge pull request #1091 from apartfromtime/Texture-filter-menu-option
Texture filtering options for OpenGL and Software video modes
2024-03-19 19:24:41 +01:00
Yamagi 6c21caa55d
Merge pull request #1088 from ConHuevosGuey/master
Added a player speed display that prints the players speed and ground speed at the top right corner. The function can be toggled on using cl_showspeed 1.
2024-03-19 19:17:12 +01:00
apartfromtime 26194c76cf Fix software dithering
Rounding view angles to degrees fixes undefined software texture filter behaviour.
2024-03-18 12:19:35 +11:00
apartfromtime 72de1d45f8 Texture filtering options for OpenGL and Software video modes
Add renderer specific menu options.
2024-03-18 11:11:47 +11:00
Denis Pauk 05f78dd7d3 models: fix md5 replacement load without md2 model 2024-03-18 00:12:26 +02:00
Denis Pauk 3906f6d146 cin: support tga/jpg/png static image 2024-03-17 23:21:49 +02:00
Denis Pauk 6590097752 soft: fix cppcheck warning and remove unused fullscreen property 2024-03-17 15:47:39 +02:00
Denis Pauk 2b9c4e88fe soft: fix cppcheck warnings, remove unused isflattop 2024-03-17 15:47:23 +02:00
Denis Pauk 344f132044 models: MDX mesh split by subobj value 2024-03-17 15:46:26 +02:00
Denis Pauk bb3ac6ef9c renders: load mdx/Kingpin models support 2024-03-17 15:45:31 +02:00
Denis Pauk b30dd7dd2d models: add mdx / Kingpin models support
Without meshes support.

Based on documentation from https://kingpin.info/?p=mdx
Author: tical@kingpin.com
2024-03-17 15:45:31 +02:00
Denis Pauk ffeabf4007 models: dkm split model to meshes 2024-03-17 15:45:31 +02:00
Denis Pauk 93bbc60bd8 models: dkm Daikatana, md2 Anachronox generate normals 2024-03-17 15:45:31 +02:00
Denis Pauk b6dc5ac8ad models: mdl fix texture coordinates 2024-03-17 15:45:31 +02:00
Denis Pauk 25d60b826e Merge remote-tracking branch 'yquake2/master' 2024-03-16 12:48:35 +02:00
Yamagi 823998d87f
Merge pull request #1085 from apartfromtime/Texture-filter-menu-option
Texture filtering option
2024-03-16 11:37:43 +01:00
Denis Pauk fe906a21d2 models: mdl separate function for image load 2024-03-14 23:36:38 +02:00
Denis Pauk f6b49d8e2b models: make mdl count frames detect separate function 2024-03-14 23:00:42 +02:00
Denis Pauk dd6ae35d75 models: mdl support grouped frames 2024-03-14 22:36:49 +02:00