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
Yamagi
9de9939fe0
Merge pull request #751 from BjossiAlfreds/weapframe
...
Fixed updated gunangles and gunoffset not always being sent to client
2021-10-25 10:10:49 +02:00
Denis Pauk
1e0d75857b
Use separate r_scale8bittextures for image scale
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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
Yamagi
3f32958493
Merge pull request #750 from smcv/arm-softfloat
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backends: Only enable ARM "RunFast" mode when targeting hardware FPU
2021-10-13 17:29:59 +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
c41e9413bb
Move g_machinegun_norecoil
to the appropriate section.
2021-09-28 18:40:07 +02:00
Yamagi
f4f61c1f27
Add g_machinegun_norecoil
to the list of cheat proteced cvars.
2021-09-28 18:37:56 +02:00
Yamagi
bd90450ba7
Merge pull request #747 from De-Seppe/master
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Feature request : add cvar to disable machine gun recoil in single player #741 (baseq2)
2021-09-28 18:36:20 +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
c1e0372366
Add new cvar to the documentation
2021-09-27 13:06:58 +02:00
De-Seppe
ed1d1bc0c6
Merge branch 'master' of https://github.com/De-Seppe/yquake2
2021-09-27 12:57:55 +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
Yamagi
8d2a3f84ce
Merge pull request #746 from devnexen/doc_bsd_update
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installatio doc update proposal, regarding BSD and Solaris
2021-09-27 11:27:03 +02:00
Yamagi
9132c558d4
Merge pull request #744 from apartfromtime/master
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Consistent naming
2021-09-27 10:41:12 +02:00
David Carlier
137d2608c0
installatio doc update proposal, regarding BSD and Solaris
...
compatible systems.
2021-09-26 13:27:18 +01:00
apartfromtime
a737500f89
Consistent naming
2021-09-21 14:18:25 +10:00
Yamagi
79c918eefb
Clarify the Windows build instructions a little bit.
2021-09-04 17:25:00 +02:00
Yamagi
e9be3a8c5a
Link the Neural Upscale Texture pak.
2021-09-04 17:19:04 +02:00
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
Yamagi
5cc9e91b02
Merge pull request #734 from 0lvin/slots_optimize
...
Preserve sounds/maps and images on map change
2021-08-21 17:54:57 +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