Commit graph

3395 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
Yamagi
041f808ff4
Merge pull request #850 from apartfromtime/ui
Infinite loop in bind menu fix
2022-06-11 16:35:58 +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
Yamagi
7d0ca125af Some more updates to the CHANGELOG for 8.10. 2022-05-28 11:52:14 +02:00
Yamagi
62d79c07e7 Add entity file for jail5.
Fixes two stuck monsters. Submitted by @BjossiAlfreds, closes #842.
2022-05-28 11:49:11 +02:00
Yamagi
c1212875b2
Merge pull request #845 from maraakate/master
Check >= maxsize in Info_SetValueForKey().  Found by ASAN.
2022-05-28 11:42:00 +02:00
Yamagi
d9c7895394 Update CHANGELOG for 8.10. 2022-05-28 11:25:08 +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
Yamagi
b59077b972 Normalize arm64 to aarch64.
This ensures that we call ARM64 `aarch64` on all platform, which aren't
MacOS or Windows. And it fixes the bug, that `arm64` was normalized to
`arm`, making incompatible savegames between 32 bit and 64 bit ARM
loadable. Leading to crashes.
2022-05-20 12:56:22 +02:00
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
ae4388abed Doc: Make busywait 0 sound a bit less scary
As far as we know it's mostly a Windows-only problem, where
(especially in power-saving modes) sleeping can be very imprecise.
2022-05-11 17:44:57 +02:00
Daniel Gibson
13d3dd1b33 doc/030_configuration.md: Update (and shorten) tuning guide 2022-05-11 16:20:28 +02:00
Daniel Gibson
e3aa1010f9 doc/040_cvarlist.md: improve documentation of cl_async etc
to reflect reality, including the latest changes
2022-05-11 02:02:46 +02:00
Yamagi
1833f160eb
Merge pull request #830 from DanielGibson/timing-improvements
Improve timings in Qcommon_Frame()
2022-05-10 18:53:55 +02:00
Yamagi
e3f2d1e6d7
Merge pull request #828 from devnexen/haiku_cmake_build_ease
cmake Haiku build little improvement for SDL retrieval.
2022-05-10 18:47:07 +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
David Carlier
77aef1d732 cmake Haiku build little improvement for SDL retrieval. 2022-05-08 09:06:13 +00:00
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
ab8d700674 Add hangar1.ent entity file.
This fixes two stuck monsters. Found and submitted by @Dremor8484.
Closes #821.
2022-05-07 10:08:49 +02:00