This is should make testing for normal endusers easier by providing
prebuild binaries for them. It also serves as a simple CI by compiling
every commit and Pull Request for Linux, MacOS and Win32. And it saves
time, because (Windows) test build must no longer created by hand.
* Windows is build for Win32 only. We won't add a Win64, because there's
no point in having a 64 bit Windows release and it would break most
existing mods. Savegames are also not compatible between 32 and 64 but
builds.
* MacOS is build to get some test exposure and to publish up to date
binaries to users. This doesn't mean that MacOS is now officially
supported. It stays community supported. The binaries are untested,
because I have no Mac. PRs are welcome. ;)
* Linux is build with ubuntu-latest, which is the last LTS release. The
binaries should work on most other distros.
Windows includes all required dependencies. As a difference to release
builds the curl.dll is taken from upstream and not a cut down custom
build. MacOS and Linux do not ship the dependencies, users should
install them through Brew or their distro.
Github strips file permission when zipping the assets. A work around
would be to create a tar archive and zip that, but that is ugly. I
opted against it, users must mark the binaries executable by hand.
These workflows trigger at each push to the master master branch and at
each new or edited pull request.
Special features like SDL3 are not supported at this time.
Windows defaults to `wassapi`, which is a sensible choice. But WASAPI
only guarantees 32 bit float samples, anything else only works if the
driver or something supports it and YQ2 requires 16 bit samples. That
can be worked around by having SDL recode the audio, but I don't want
such a invasive change right before a release.
Another part of #1132.
Hardcoding default driver for some of the supported platform is a
remnant of SDL 1.2 and hasn't been necessary since SDL 2.0 a long
time ago. In fact it has a high properbility to break things, SDL
could easily end up with a non working driver.
When `s_sdldriver` is set to the newly introduced value `auto` the
driver is selected by SDL. In all other cases the string is the
driver name which SDL will be forced to.
This doesn't fix existing configs. Since the OpenAL sound backend has
been the default for nearly 15 years and we haven't received bug reports
for some other problem with the SDL sound backend in the past, I'm half
sure that there are next to users out there. These can reset the cvar
by hand if necessary.
Closes#1132.
glTexSubImage2D() calls are very slow, and are even slower when
the texture is big. Dynamic lighting changes are small compared
to the huge 512x512 size of the lightmap this option provided,
so it was detrimental to performance.
Original logic remains underneath if there's a need of a comeback.
Implemented a batching procedure, to try to group meshes in a buffer
and use a final GL call to draw them all in one step, instead of the
many GL draw calls existing today.
For now, only 2D textures are included, especifically console text
("conchars"), scrap and tiles. It's not worth doing this for
individual 2D elements (e.g. crosshair).
They were in this form:
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG/MIN_FILTER,GL_LINEAR)
Only appeared at startup, but we didn't need so many of them.
ref_gl renders use 0.0..1.0 float texture coordinates in gl commands
and skin ratio/resolution could be any.
ref_soft render uses absolute coordinates as result textures with
different to expected size are applied incorrectly.
Fix will not add support of scalled retextured skins, just fix case
when ratio is incorrect after scale down such or place a incorrect
pcx skin to the model directory.