Commit graph

2576 commits

Author SHA1 Message Date
Yamagi
32fc209084 Bump version number to 8.01. 2022-01-22 09:51:28 +01:00
Denis Pauk
a48c7e1850 gl3: Scale 3x for nolerp 8bit textures 2022-01-18 00:02:54 +02:00
Denis Pauk
dcdc37ea35 gl1: Scale 3x for nolerp 8bit textures 2022-01-18 00:02:26 +02:00
David CARLIER
62fba5a29d menu code unused var warning fix. 2022-01-15 15:57:11 +00:00
Denis Pauk
f49235d28a disable sound effect debug prints 2022-01-13 22:54:21 +02:00
Denis Pauk
da4bbd64d6 soft: add const to functions parameters 2022-01-12 22:11:18 +02:00
Denis Pauk
68ad03aac9 sound: fix local variable 'ogg_file' shadows outer variable 2022-01-12 21:55:56 +02:00
Yamagi
6bec90bbdd Use Windows compatible format specifiers. 2022-01-08 18:05:36 +01:00
David Carlier
80ce342557 client curl update.
displaying download progress based on a new cvar, 0 by default.
2021-12-16 14:55:58 +00:00
BjossiAlfreds
65b1cd167c Moved code hacks for waste3 to waste3.ent and addressed more issues with that map 2021-12-11 14:02:09 +00:00
apartfromtime
aa0ad74e06 Multiplayer\Co-op menu customize controls 2021-11-24 18:42:18 +01:00
Yamagi
ec398e2df0 Mark game mode cvar as CVAR_SERVERINFO and CVAR_LATCH.
* `coop` and `deathmatch` were marked as CVAR_LATCH, `singleplayer` was
  not. Fix that by adding the flag to `singleplayer`.
* `coop` and `deathmatch` were marked CVAR_SERVERINFO in the server
  intitialization code. Mark both of them and `singleplayer` with
  CVAR_SERVERINFO as soon as we're initializing them the first time.

Pointed out by @BjossiAlfreds.
2021-11-13 12:22:14 +01:00
Yamagi
9f558dbc80 Initialize singleplayer as CVAR_LATCH.
Changing the game mode during a session screams for problems.
2021-11-13 12:22:14 +01:00
BjossiAlfreds
91e2cfdada gamemode command for getting info and switching gamemodes 2021-11-13 11:45:48 +01:00
BjossiAlfreds
37cfb61b1f Gamemode management improvements
Restored original gamemode prioritization to dm > coop > sp, fixed a bug where server start menu did not clear singleplayer cvar, and rewrote how server init manages gamemode cvars
2021-11-13 11:41:29 +01:00
Yamagi
09001d3bfb Normalize pathes passed to FS_FOpenFile().
There're some maps and maybe models or even mods in the wild which have
hardcoded paths with self references (`/./`) and / or empty diretories
(`//`). These assets works when read from the filesystem, but not when
read from PAK or ZIP files. Work around that by removing self references
and empty directories from the path right before opening the file.

Closes #767.
2021-11-13 11:09:01 +01:00
Yamagi
42d61449b1
Merge pull request #764 from BjossiAlfreds/playernoise
Fixed player_noise entity leak and improved stability surrounding player noises
2021-11-06 08:49:37 +01:00
BjossiAlfreds
6df8052f10 Fixed player_noise entity leak and improved stability surrounding player noises 2021-11-06 02:25:14 +00:00
Yamagi
a05508240f Disable the thread local stuff in stb_image.h, int breaks Windows.
The code is building fine but at startup the rendere library cannot by
loaded: "LoadLibrary returned 126" Disable thread local as a band-aid
fix, it might be worth to have a deeper look and figure out what exactly
goes wrong.

Closes #762.
2021-11-05 15:14:02 +01:00
Yamagi
84746289fa Move setting health for soldiers above SP_monster_soldier_x().
Otherwise the sound effects may desynchronize after savegame load.
Pointed out by @BjossiAlfreds.
2021-11-05 07:07:03 +01:00
Yamagi
e42d2736fa Fix soldiers never showing their pain skins as long as they're alive.
Since `self->helth` is set after calling `master_start()`
`self->max_health is always 0. Found by @drakonorodny and
analyzed by @BjossiAlfreds. Closes #761.
2021-11-04 18:35:47 +01:00
Yamagi
4456eccc8f
Merge pull request #760 from BjossiAlfreds/entalloc
Made the game able to handle entity overload better
2021-11-04 16:37:07 +01:00
Yamagi
8bb845b037 Fix potential memory leak in R_Upload8() in GL1.
This is a corner case, next to unlikely that anyone would have ever hit
it. That's why my tests with asan didn't find the leak. The if case are
paletted textures which must be enabled by setting `gl1_palettedtexture`
to 1 and requires an GPU with support for `GL_EXT_paletted_texture`.
Nvidia dropped support for that in 2005. Additionally a sky texture
must be uploaded.
2021-11-01 18:42:40 +01:00
Yamagi
b16b1b13d0
Merge pull request #758 from BjossiAlfreds/lateargs
Fixed incorrect handling of - in late args and simplified code
2021-11-01 18:35:30 +01:00
Yamagi
76b501b64b Update stb_vobis.h to af1a5bc.
This brings several small bugfixes and more robust handling of files
without comment / tag header. It's not mentioned in the changelog,
but at least for dhewm3 updating to this latest version fixed some
problems with missdecoded files on MacOS when running on the M1 aarch64
CPUs.
2021-11-01 16:49:47 +01:00
Yamagi
67f22cce17 Update std_image and stb_image_resize to af1a5bc.
This brings a lot of bugfixes, most of them are irrelevant for us. At
least as long as the game is run with standard assets...
2021-11-01 16:41:22 +01:00
Yamagi
5eba52008b Belatedly bump the version number to 8.01pre. 2021-10-31 17:25:55 +01:00
Yamagi
8dde5b8539 Replace hard coded array with malloc() to prevent stack overflow.
This was an issue an Windows with it's small stack. It didn't trigger on
Linux. While at it make the code a little bit more robust by allocating
exactly the amount of data we need and not some arbitrary guess.
2021-10-31 17:08:30 +01:00
Daniel Gibson
3873c76e12 Add r_2D_unfiltered CVar, improve r_nolerp_list handling
Setting r_2D_unfiltered to 1 (0 is default), 2D elements (GUI, menu,
console) are rendered without texture filtering in GL1 and GL3, while
everything else is still rendered with whatever is set in gl_texturemode

This setting (and now also gl_nolerp_list) is applied immediately,
so no vid_restart is needed.

refs #752
2021-10-30 20:42:43 +02:00
BjossiAlfreds
f6d9ffc45c Late args parser now uses one string build instead of two 2021-10-30 15:59:50 +00:00
Daniel Gibson
568602ab49 Support starting maps with '-' from commandline, fix #757
like ./quake2 +map sgc9-1
the problem was that everything from '-' to the next '+' (which starts
a command) was skipped; the intention of that (original Quake2) code
probably was to allow skipping something like "-datadir bla", though
Quake2 never supported arguments starting with '-' (until *we* added
-datadir and -portable); maybe that's a leftover from Quake1.
Anyway, the more correct way (that allows '-' in filenames) is to check
for a space before '-': so `quake2 +map base1 -portable` still works,
and now `quake2 +map sgc9-1` works as well
2021-10-30 17:04:18 +02:00
Yamagi
9a11251740
Merge pull request #742 from 0lvin/benchmark
Update for benchmark mode
2021-10-30 09:39:41 +02:00
BjossiAlfreds
c3b57bc81d Made the game able to handle entity overload better 2021-10-29 17:54:26 +00:00
BjossiAlfreds
ec28387da4 Fixed incorrect handling of - in late args and simplified code 2021-10-29 03:25:23 +00:00
Denis Pauk
1e0d75857b Use separate r_scale8bittextures for image scale
Rename {sw,gl}_retexturing variables to r_retexturing in code.
2021-10-17 11:11:05 +03:00
Denis Pauk
c280c408b1 dont collect statistics with cl_showfps=0 2021-10-16 23:27:56 +03:00
Denis Pauk
4eb2d95ccd limit timedemo to vid_maxfps * 5 2021-10-16 23:26:46 +03:00
Denis Pauk
fa1f5c2c84 Never sleep between frames with timedemo 2021-10-16 14:38:11 +03:00
Denis Pauk
012862b58d set currtime before Qcommon_Frame once
Make Qcommon_Frame and Qcommon_Mainloop static and minimize calls
for get current time, it takes 7% in some profiling cases.

We get current time twice before Qcommon_Frame(as Sys_Microseconds)
and inside it(as Sys_Milliseconds), and we can do it once.
2021-10-16 14:09:22 +03:00
Denis Pauk
11bb96401f soft: set current frame before use worldentity 2021-10-16 12:35:22 +03:00
Denis Pauk
7576d2d300 gl3: make currententity local 2021-10-16 12:35:04 +03:00
Denis Pauk
46c654b379 gl1: use local currentmodel 2021-10-16 12:34:32 +03:00
Denis Pauk
93ab5896e9 gl3: port submodel load code from vk render(8bd39ad5) 2021-10-16 12:34:23 +03:00
Denis Pauk
84773d7d79 gl3: use local model on load(35d598bc) 2021-10-16 12:34:15 +03:00
Denis Pauk
423c3fa299 gl3: preserve cache on free slots in image and models list(aa6032f0) 2021-10-16 12:33:51 +03:00
Denis Pauk
330830fc38 gl1: preserve cache on free slots in image and models list(aa6032f0) 2021-10-16 12:33:13 +03:00
Denis Pauk
e3a83c6b32 add const to Mod_ClusterPVS 2021-10-16 12:32:04 +03:00
Denis Pauk
f3f8c9a1f6 soft: make r_worldentity local 2021-10-15 23:39:34 +03:00
Denis Pauk
083cfca305 gl1: make currententity local 2021-10-15 23:37:56 +03:00
Denis Pauk
2d1a090feb gl: use local currentmodel 2021-10-15 23:37:56 +03:00
Denis Pauk
2c942d83f1 gl: use local model on load(35d598bc) 2021-10-15 23:37:56 +03:00
Denis Pauk
d8eb64cdcd gl1: port submodel load code from vk render(8bd39ad5) 2021-10-15 23:37:53 +03:00
Denis Pauk
34fb8d45b0 soft: Use common RadiusFromBounds 2021-10-15 23:30:56 +03:00
Denis Pauk
a9d6939297 gl: use lower MSAA value on error 2021-10-15 23:30:56 +03:00
Denis Pauk
0bbd65ebac gl1: Scale 8bit images with retexturing=2 2021-10-15 23:30:56 +03:00
Denis Pauk
58af4c84ff gl3: Scale 8bit images with retexturing=2 2021-10-15 23:30:56 +03:00
BjossiAlfreds
59f0462cc1 Fixed updated gunangles and gunoffset not always being sent to client 2021-10-14 02:06:52 +00:00
Yamagi
4b29329758
Merge pull request #748 from devnexen/sw_gl1_inleaf_sig_fix
sw/gl1 client Mod_PointInLeaf sig mismatch.
2021-10-13 17:30:35 +02:00
David Carlier
6cb2981c9c sw/gl1 client Mod_PointInLeaf sig mismatch. 2021-10-08 21:38:34 +01:00
Simon McVittie
d17c00dbd2 backends: Only enable ARM "RunFast" mode when targeting hardware FPU
Older ARM ABIs like Debian armel (ARMv5 EABI softfloat) don't use
or require a hardware FPU, so they can't execute the fmrx and fmxr
instructions. Only do this in hardfloat configurations that guarantee
VFP instructions are available.

The client might not be practically usable on ARM softfloat (although
nobody has reported that it isn't...) but the dedicated server is probably
fine, and ceasing to be able to build either would be a regression.

Signed-off-by: Simon McVittie <smcv@debian.org>
2021-10-05 14:05:15 +01:00
Yamagi
f4f61c1f27 Add g_machinegun_norecoil to the list of cheat proteced cvars. 2021-09-28 18:37:56 +02:00
De-Seppe
b471578c3e Rename variable to conform to naming guidelines
Change the name of the cvar machinegun_norecoil to g_machinegun_norecoil to conform to the naming guidelines
2021-09-27 18:29:37 +02:00
De-Seppe
41a134a195 Add cvar machinegun_norecoil
Add cvar machinegun_norecoil
This cvar allows to disable machinegun recoil in single player.
The default value is the original Quake 2 behaviour.
2021-09-27 12:56:22 +02:00
apartfromtime
a737500f89 Consistent naming 2021-09-21 14:18:25 +10:00
Yamagi
1ff3760c76 Refine the g_footstep cvar.
There were complains that always generating footsteps is annoying,
because there will be footsteps while swimming or jumping. Refine
the cvar a little bit:

* `0`: No footsteps at all.
* `1`: Vanilla Quake II behavior.
* `2`: Always footsteps as long as the player has a ground entity.
* `3`: Always footsteps.

The changes the meaning of the values, `2` has become `3`.

Closes #738.
2021-08-25 18:34:24 +02:00
Denis Pauk
ea272241a4 soft: Use SmoothColorImage as r_anisotropic 2021-08-08 23:34:47 +03:00
Denis Pauk
aa6032f00f soft: preserve cache on free slots in image and models list 2021-08-08 17:43:14 +03:00
Denis Pauk
35d598bce6 soft: use local model on load 2021-08-07 23:03:48 +03:00
Denis Pauk
8bd39ad5dd soft: port submodel load code from vk render 2021-08-07 17:24:39 +03:00
Denis Pauk
a8b02d4725 Sound: unload only on run of slots 2021-08-07 10:38:02 +03:00
DC
bc6a40e27e little memory leak possible when the .pak matches 2021-08-06 16:29:16 +01:00
Yamagi
0f7790c8e3 Remove code unnecessary / redundant since last commit. 2021-08-02 09:09:31 +02:00
Yamagi
7db0a89fe1 Refactor filtering if numbered paks.
For historical reasons numbered paks must be loaded before all other
paks. The logic is easy: Add all numbered paks. Iterate over all
available paks, filter out numbered paks and add everything that's left.

Until now a simple glob comparisson against 'pak*' was used for the
filtering. This has two problems:

1. All paks starting with 'pak*' were filtered, regardless if they're
   numbered paks or not.
2. Upper case or mixed case file names that are valid on caseinsenstive
   systems like Windows weren't recognized as numbered paks and added
   twice. Once as numbered pak and once as other pak.

Refactor the logic to only match paks starting with 'pak%d' and use
strcasecmp() for comparison. Closed #730.
2021-08-02 08:44:49 +02:00
Yamagi
e2e2bddfa3 Fix demo loop after changing the game through the menu.
Injecting the demo loop right after the `game` cvar was changed cannot
work: The demo loop is implemented through aliases, aliases are expended
as soon as they're added to the command buffer. However, the game isn't
changed as soon as the cvar is set, but the next time when the control
flow enters the file system. Therefor the aliases get expanded to the
wrong game and the demo loops breaks.

This closes #719.
2021-07-25 09:45:51 +02:00
Yamagi
8358e386fc
Merge pull request #722 from 0lvin/gamepad
Sync haptic feedback with sound track
2021-06-30 07:28:51 +02:00
Yamagi
fb080fc32c Add missing semicolon, Windows build fix 1/2. 2021-06-29 08:58:40 +02:00
Yamagi
61c08eee13 Fix ASAN and UBSAN builds, enhance sanitizers a little bit.
At least for LLVM / Clang the -fsanitize= option must be passed to the
linker before any objects or libraries, otherwise the sanitizers will
either noch link or are disfunctional. Split LDFLAGS into LDFLAGS for
flags and LDLIBS for librariers, pass LDFLAGS before any objects and
LDLIBS after all objects. While at it set RTLD_NODELETE so that shared
libs opened by dlopen() are never deleted from memory when building
with sanitizers.
2021-06-26 16:28:08 +02:00
Denis Pauk
7f1fd069f4 use LittleShort in S_GetStatistics and S_GetVolume 2021-06-26 15:23:07 +03:00
Denis Pauk
c4526bac51 Sync haptic effect to sound track 2021-06-26 15:23:07 +03:00
Yamagi
d9d5552662
Merge pull request #717 from 0lvin/ogg_sound
Add ogg/vorbis sound for effects
2021-06-25 10:18:41 +02:00
Yamagi
c9f7faa7b1 Add logic to mark search path entries as required or optional.
Until 7.45 we supported adding non existent dirs to the search path,
8.00 bails out if it cannot at a dir. It turned out that some users
install the binary through their package management (SYSTEMWIDE is set),
but use local game data. This case was broken, because the SYSTEMDIR
doesn't exist. Fix this by marking the SYSTEMDIR as optional.

Closes #724.
2021-06-20 18:24:22 +02:00
Yamagi
21483dc1bd
Merge pull request #718 from Spirrwell/master
Fix some leaks
2021-06-19 08:48:54 +02:00
Yamagi
f64837868d Bump the CHANGELOG to 8.00. 2021-06-14 16:38:38 +02:00
Denis Pauk
408e7d9a99 Scale down model preview icon is too big 2021-06-13 15:52:48 +03:00
Denis Pauk
7be959894b fix line duplication 2021-06-13 15:46:16 +03:00
Denis Pauk
d554b89730 sound: cleanup ogg to wav code 2021-06-13 15:46:16 +03:00
Denis Pauk
fbde7b753f fclose is not required with close_on_free=true 2021-06-13 15:46:16 +03:00
Denis Pauk
bf286dc952 Add ogg/vorbis sound for effects 2021-06-13 15:46:16 +03:00
David Carlier
53c684525f solairs/illumos build fix proposal. 2021-06-13 08:25:56 +01:00
Yamagi
f4e7ee59c4 Bump version to 8.00rc1. 2021-06-07 10:10:16 +02:00
Daniel Gibson
7ae9655f3a Fix UBSan Warnings
- memcpy() shouldn't be called with NULL, even if length == 0
- In CMod_LoadBrushSides() j (from in->texinfo) could be -1,
  which of course is no valid array index
2021-06-04 13:39:43 +02:00
Daniel Gibson
dc7ad65bb0 Fix crash in soft renderer
RE_Draw_StretchPicImplementation() would write up to
height+picupscale-1 lines.
That overflows the buffer so make sure it doesn't.
2021-06-04 13:38:14 +02:00
Spirrwell
b9129f2fa8 Fix some leaks
Most of these are probably "harmless", but I could definitely see the missing/improper SDL_Quit/SDL_QuitSubsystem causing headaches later.
2021-06-02 19:45:34 -04:00
Yamagi
c9913eb538 Detect if an autosave is loaded and advance world by 100 frames.
Autosaves are special. The are a byproduct of the level change process.
When loaded they aren't respawning the player at it's last position, the
player is relocated to func_playerstart. Since entities spawn at their
start position, the player may end up in the wrong spot.

One example is train.bsp -> base2.bsp. The platform spawns in upper
position, the player in lower position. The platform comes down and
crushes the player.

Most of these cases work by luck when the client isn't paused during
load, because the world advances a few frames before the player is
spawned. Implement a better fix: Detect if an autosave is loaded (name
is save0 or current) and treat it like a map change, advance the world
by 100 frames. We cant use the `autosave` boolean, because it's in the
game savefile.

Fix suggested by @BjossiAlfreds, closes #711.
2021-05-29 17:16:42 +02:00
Yamagi
8f6a085434 Remove ref_vk, the Vulkan renderer ported from vkQuake2.
While having a Vulkan renderer in Yamagi Quake II sounded like a good
idea, especially for cheap hardware with broken OpenGL drivers, the last
weeks showed that the code is not ready for primetime. Some examples
for critical problems:

 * Render glitches when using non-standard assets. Everything with more
   polygons and texture resultion than baseq2 seems to be broken.
 * The startup and shutdown code is a mess. While I fixes the most
   critical bug, there're a lot of cases left. Startup and shutdown
   mostly works by luck.
 * At least one memory leak in the model code.

And neither @DanielGibson nor myself have deeper knowledge about Vulkan.
We don't have the time and the motivation to learn it. While some
community members did excellent work on ref_vk (especially @0lvin and
@rg3), the community maintenance promised in the initial pull request
never really materialized. Therefor we risk ending up with a renderer
that we can't and won't maintain by ourself.

Vulkan is not gone. The code will be recommitted in a separate
repository at: https://github.com/yquake2/ref_vk

We're willing to give community members commit access to that
repository. Send a substantial pull request and ask for it.
2021-05-28 09:33:46 +02:00
Yamagi
76d61d9d8f Remove rev_vk from the client. 2021-05-28 09:33:44 +02:00
Yamagi
84312ae8b7 Check if renderer lib exists before loading it.
This is a noop change, we're just bailing out somewhat earlier.
2021-05-28 09:32:42 +02:00
Yamagi
496985eb90 'Unknown renderer' as upper entry point to the fallback magic.
This is next to no functional change, the only difference to before is,
that the Vulkan renderer is treated as an unknown renderer. gl3 is the
first regular fallback.
2021-05-28 09:32:42 +02:00
Yamagi
ffddd0f7c9 Unify renderer lib path generation.
This makes sure that all users of the renderer lib have the same world
view.
2021-05-28 09:32:42 +02:00
Yamagi
6822da851e Move renderer availability check into vid.c, rename to VID_HasRenderer. 2021-05-28 09:32:42 +02:00
Yamagi
ddce6691e2 Let the video menu skip over non existent renderer libs.
Unitl now the video menu showed all known renderer libs (gl1, gl3, vk
and soft), regardless if the lib was available or not. Rework the
renderer selection logic to skip over non existent renderer libs:
Generate an array combining the menu string and cvar string of all
available renderer libs, use this array instead of the hardcoded array.
While at it simplify the code a little bit.
2021-05-28 09:32:42 +02:00
Yamagi
e66fd250c2 It's vk, not vulkan. 2021-05-25 11:54:38 +02:00
Yamagi
968cd4248d Bump max number of OGG/Vorbis files to 128.
Requested in #714, closes #714.
2021-05-12 18:11:26 +02:00
Daniel Gibson
002498c33d framerate-independent turning of player-model in multiplayer menu
fixes #701
2021-05-08 18:59:52 +02:00
Daniel Gibson
ea51d5f924 Add r_listmodes, change one comment and a message
r_listmodes does the same as vid_listmodes, but is more consistent with
r_mode

the rest is cosmetical
2021-05-08 18:58:24 +02:00
Yamagi
2e8e6088b3 Add logic to prevent Vulkan restart loops.
So far I haven't seen a restart loop, but at least in theory they'e
possible. Because its hard to break out of such loop, especially on
Windows were interaction with the taskmanager is required, play save
and restart max. 3 times in a row.
2021-04-30 13:14:29 +02:00
Yamagi
950ec0d67e Lower vkAcquireNextImageKHR() timeout to 500 milliseconds.
The timeout specifies how long Vulkan waits for the next frame becoming
available. On the one hand we need to take the vsync or the possibility
that we get scheduled away for longer times into account. On the other
hand we don't want to wait for too long, the game may run into the
timeout after its windows was minimized, etc. 500 milliseconds sounds
like a good compromise.
2021-04-30 13:14:29 +02:00
Yamagi
7ea425ee25 Handle VK_TIMEOUT, may lead to restart loops. 2021-04-30 13:14:29 +02:00
Yamagi
c543d3cc05 Work around maximal extent size of 0x0 when the game is minimized.
Some GPU drivers set a maximal extent size of 0x0 when the window gets
minimized. One example is Intel on Windows. A swapchain with extent
size of 0x0 is invalid, so we cannot reinitialize the renderer... Work
around that by postponing the restart as long as the maxmimal extent
size stays 0x0.

This could should be done in the client (don't call into th renderer
when the window is minimized), but it would need a lot of changes
to the client <-> renderer interactions. So take the easy route.
2021-04-30 13:14:29 +02:00
Yamagi
dd80702913 Add a function QVk_CheckExtent() to query the extent state.
This will be used to detect if we've got an extent size of 0x0 because
the window has been maximized.
2021-04-30 13:14:29 +02:00
Yamagi
0ccf1e8ef8 Make current frame as not started after vk init / shutdown.
The client might call into the renderer after it was shut down by
`VID_ShutdownRenderer()` or initialized `VID_LoadRenderer()`. This
is arguably a client bug, but hard to fix on client side and not
a problem for all other renderers. Work around it by marking the
current frame as 'not started' at Vulkan shutdown and init.
2021-04-30 13:14:29 +02:00
Yamagi
a38084c621 Move QVk_Postinit() from render init to context init.
This is more in line with the rest of the code. Reinitializing the
internal state when building a new context is saver than relying on
Vulkan telling us that something is wrong an reacting to that.
2021-04-30 13:14:29 +02:00
Yamagi
1f4082c419 Call QVk_WaitAndShutdownAll() on context shutdown.
Just calling `QVk_Shutdown()` is wrong. It doesn't wait for Vulkan to
finish, which can cause crashes. And it leaks some ressources which
makes the GPU driver unhappy.
2021-04-30 13:14:29 +02:00
Yamagi
3cf786e158 Ensure that the vk renderer isn't init or shutdown twice.
The ref_vk renderer was written for vkQ2 which has differend renderer
<-> client semantics. In YQ2 we can end up initializing or shutting the
renderer down several times. Not by the client, but by the client not
knowing of the renderer has already initialized / shutdown it's internal
state. This is fatal, leading to ressource leaks, crashes and other fun.

Introduce a new global variable `vk_initialize` and use it to track if
we're initialized or not.
2021-04-30 13:14:29 +02:00
BjossiAlfreds
d41d90d8b3 Fix for some player sound bugs 2021-04-30 01:43:15 +00:00
Yamagi
4cacd4a0c9
Merge pull request #706 from BjossiAlfreds/shark-bbox
Shark bbox fix and added check for inuse after entity thinking
2021-04-27 08:59:53 +02:00
Yamagi
c88c299172 Fix playback of OGG/Vorbis files with != 2 channels.
This was a stupid bug and the code worked just by luck, but only with
stereo files. Because sizeof(short) == 2 and ogg_file->channels.
2021-04-24 17:48:28 +02:00
BjossiAlfreds
75d671656e Shark bbox fix and added check for inuse after entity thinking 2021-04-18 01:07:07 +00:00
Yamagi
7d27e0d0e8
Merge pull request #698 from BjossiAlfreds/map-fixes
Map fixes for old and newly discovered bugs + removed code hacks
2021-04-13 13:00:19 +02:00
Yamagi
ef248cbe6a Port the vk renderer to the new ref restart API.
Since `vid_fullscreen` isn't special anymore, it's completely handled by
`Vid_Restart_f()`, which in turn simplifies the spaghetti code in the vk
renderer. If I understand that glibberish correctly the only we need to
handle is the partial restart in `QVk_Restart()`.
2021-04-11 11:23:45 +02:00
Yamagi
fa30a41c5e Port the soft renderer to the new ref restart API. 2021-04-11 11:23:45 +02:00
Yamagi
01fa2cfc1c Port the gl1 renderer to the new ref restart API. 2021-04-11 11:23:44 +02:00
Yamagi
27a021eb7c Port the client to the new restart API.
This fixes the video menu and alt-tab when running a renderer that uses
the new API.
2021-04-11 11:23:44 +02:00
Yamagi
a5102f47dd Port the gl3 renderer to the new ref restart API. 2021-04-11 11:23:44 +02:00
Yamagi
09d645ab4b Extend the ref import API with Vid_RequestRestart().
This function will be used to replace the vid_fullscreen->modified
mechanism used the communicate renderer configuration restarts to the
client with a proper proper API. The implementation is backward
compatible, existing renderers are still working.
2021-04-11 11:23:44 +02:00
Yamagi
886ce1525e Port missing !vk_frameStarted guards from vulkanQ2.
Without these guards draw calls may be emitted without having a working
or sane context, leading to crashes in the Vulkan driver.
2021-04-11 11:17:52 +02:00
Yamagi
33148a3085 Revert "unix network little change proposal. socket port fits within unsigned 16 bits type."
This reverts commit df3b2307f2.
2021-04-10 17:40:03 +02:00
BjossiAlfreds
23f55b72c7 Map fixes for old and newly discovered bugs + removed code hacks 2021-04-08 13:42:18 +00:00
Yamagi
4fd0369f47
Merge pull request #697 from 0lvin/for_review
soft: fix m8 image load
2021-04-08 11:05:56 +02:00
Yamagi
56754ff8b8
Merge pull request #696 from devnexen/segfault_with_console_at_launch
Fix segfault when turning the console before the game is launched
2021-04-08 11:04:17 +02:00
Yamagi
916515182f
Merge pull request #690 from devnexen/savegame_data_packing
game data packing representation of the headers
2021-04-08 11:02:28 +02:00
Denis Pauk
5cc959e501 soft: fix m8 image 2021-04-07 22:58:46 +03:00
David CARLIER
f66d7a9540 Fix segfault when turning the console before the game is launched
(thus audio backend not yet initialised).
2021-04-07 20:17:27 +01:00
Yamagi
26bda18549
Merge pull request #694 from 0lvin/for_review
Vulkan code improvements and cleanup
2021-04-07 09:56:07 +02:00
Yamagi
1bae4e679f
Merge pull request #695 from devnexen/arm_runfast_mode
Little optimisation attempt targeted only for ARM 32 bits,
2021-04-07 09:32:18 +02:00
Yamagi
d4bf1415b7
Merge pull request #691 from devnexen/network_unix_chg
unix network little change proposal. socket port fits within unsigned…
2021-04-07 09:16:41 +02:00
Denis Pauk
68a0605582 sw: support full size retextured it_pic 2021-04-07 00:03:04 +03:00
David Carlier
159f5e3ae4 Little optimisation attempt targeted only for ARM 32 bits,
enabling "RunFast" mode ; benefits might depend on the board
 at hand.
2021-04-04 13:15:42 +01:00
Denis Pauk
e8105810d7 vk: rework lefthand pipeline logic 2021-04-04 13:36:47 +03:00
Denis Pauk
456acfda05 vk: Reuse TriangledFan logic for TriangleStrip 2021-04-04 12:11:11 +03:00
Denis Pauk
f8708a0f76 vk: rename triangle_{fan}_index_count 2021-04-04 10:46:35 +03:00
Denis Pauk
b2ff95249e vk: fix water on jail1 level 2021-04-03 13:31:21 +03:00
Denis Pauk
ec013874a0 check vert realloc in vk and vert list overflow in model 2021-04-03 13:31:05 +03:00
David Carlier
df3b2307f2 unix network little change proposal. socket port fits within unsigned 16 bits type. 2021-04-01 19:39:23 +01:00
David Carlier
4bbf7ef27a game data packing representation of the headers 2021-04-01 12:18:13 +01:00
Denis Pauk
0b821a49c3 ref_vk: Reallocate mesh verts 2021-04-01 00:26:55 +03:00
Denis Pauk
bef9485859 Fix vulkan validation warning
VK_WARNING: Validation Performance Warning: [ UNASSIGNED-BestPractices-vkCreateRenderPass-image-requires-memory ] Object 0: handle = 0x58e7d23ea0, type = VK_OBJECT_TYPE_DEVICE; | MessageID = 0x4003982 | Attachment 2 in the VkRenderPass is a multisampled image with 4 samples, but it uses loadOp/storeOp which requires accessing data from memory. Multisampled images should always be loadOp = CLEAR or DONT_CARE, storeOp = DONT_CARE. This allows the implementation to use lazily allocated memory effectively. (performance)
2021-03-31 22:20:01 +03:00
Yamagi
557668c35e
Merge pull request #680 from rg3/vk_restart_tweaks
Vulkan restart tweaks
2021-03-31 19:36:18 +02:00
Yamagi
ee945625d3 Add a cvar g_commanderbody_nogod to make the com. body destructable.
The commanders body entity is special, because it's spawned in god mode.
That's no problem in the baseq2 and addons campaigns. But it may break
some custom maps and prevents some hacks, one example is putting the
entity inside an killbox.

Submitted by Евгений T.
2021-03-31 19:28:20 +02:00
Yamagi
635f6ffb16
Merge pull request #685 from BjossiAlfreds/bad-triggered
Console warning and fix for triggered monsters with no targetname
2021-03-31 10:07:06 +02:00