Yamagi
6e45f5a66b
Merge pull request #810 from protocultor/prefweap
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Added prefweap command to select weapon by priority
2022-04-13 11:51:33 +02:00
Yamagi
c9a5bc5d03
Merge pull request #811 from protocultor/sdlbackbutton
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Added cvar to define SDL gamepad's 'Back' button
2022-04-11 09:26:07 +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
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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
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saving data into Haiku system user config.
2022-04-03 17:44:06 +02:00
Yamagi
d827636c73
Merge pull request #804 from 0lvin/softcolorlight
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WIP: Add color light to soft render
2022-04-03 17:43:38 +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
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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
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* 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
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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
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refs #805
2022-03-26 23:40:05 +01:00
Daniel Gibson
b5a0050e31
Document gl3_colorlight and gl_texturemode
2022-03-26 19:48:33 +01:00
Daniel Gibson
cc0eabffed
Implement gl3_colorlight, when set to 0, render lights without color
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like the (original) software renderer. defaults to 1, of course
2022-03-26 19:48:11 +01:00
Yamagi
187d19215c
Merge pull request #806 from devnexen/cmake_build_fix
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cmake build fix common linker settings.
2022-03-26 16:22:14 +01:00
David Carlier
20171efc15
cmake build fix common linker settings.
2022-03-22 20:25:17 +00:00
Yamagi
282d1b8ea6
Merge pull request #803 from DanielGibson/more-lerp-control
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Add r_lerp_list and r_videos_unfiltered CVars, fix #800
2022-03-20 18:25:33 +01:00
Yamagi
38a952cf4e
Merge pull request #799 from devnexen/cmake_systemdir
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cmake adding SYSTEMDIR variable to complete SYSTEMWIDE_SUPPORT option.
2022-03-20 17:57:54 +01:00
Daniel Gibson
6eb9ca0f65
Add r_lerp_list and r_videos_unfiltered CVars, fix #800
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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
David Carlier
cd641cfb9a
cmake adding SYSTEMDIR variable to complete SYSTEMWIDE_SUPPORT option.
2022-03-17 12:10:54 +00:00
Daniel Gibson
1230e2c11c
Update docs for building with Visual Studio
2022-03-12 18:11:53 +01:00
Yamagi
3a528e608d
Merge pull request #796 from devnexen/few_simpl
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habdful of little simplifications.
2022-03-12 17:10:35 +01:00
Yamagi
9654ed5562
Merge pull request #795 from DanielGibson/MSVC-upd
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Support building with Visual Studio (via CMake)
2022-03-12 17:07:55 +01:00
Daniel Gibson
09ede9cf47
Make basename() fully compliant and simplify it a bit
2022-03-12 17:01:37 +01:00
Daniel Gibson
6c41a60c6d
Make it work with VS2015 and newer
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the workaround is a bit ugly but should work..
(I only tested VS2017, but I guess 2015 should also work)
2022-03-12 17:01:37 +01:00
Daniel Gibson
d0507ef04a
Win32 Sys_Quit(): Don't use printf() after fclose(stdout)
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causes an assertion in MSVC's CRT
2022-03-12 17:01:37 +01:00
Daniel Gibson
4a02c790e9
MSVC: Don't use YQ2_VLA() in loops
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because on MSVC it uses alloca() (or _malloca()) which mustn't be called
in loops, as the memory is only freed when returning from the function,
not when leaving the scope (or before the next loop iteration).
Instead do one "dry-run" iteration to figure out how big the array must
be at most, and then allocate it once before the loop with that size.
2022-03-12 17:01:37 +01:00
Daniel Gibson
34a8c3833f
Some CMake improvements
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- make sure MSVC builds in parallel
- make sure game.dll ends up in the correct directory
- set yquake2 as VS debugger start project
2022-03-12 17:01:37 +01:00