Valery Guskov
b662cb9979
added split view basic support
2016-04-01 16:22:28 +03:00
Valery Guskov
0f8bda3c33
first attempt at porting separation support
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ported from stereo-quake
http://www.benryves.com/products/stereoquake
2016-04-01 08:51:11 +03:00
Yamagi
1c3dce7be0
Merge pull request #128 from Jarvik7/master
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Fix broken OSX makefile
2016-03-17 09:05:32 +01:00
Martin Hauke
629c714469
Cmake: Add option for systemwide installation of game assets
2016-03-17 09:00:50 +01:00
Jarvik7
ca753d4f87
Fix broken OSX makefile
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Makefile rewrite forgot to include OpenAL folders for Darwin
2016-03-17 11:26:39 +08:00
Daniel Gibson
7f7ba1870b
Bump version to 5.34pre
2016-01-30 20:03:33 +01:00
Daniel Gibson
50fe9cfdbc
Bump version to 5.33
2016-01-30 19:48:00 +01:00
Daniel Gibson
703cec74e7
Fix fix for not sending Char_Event to console when not opened
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turns out the if the console is opened while no game is currently
running, cls.key_dest is not key_console but still key_game.
Changing it to key_console in those cases blows up in interesting ways.
So in Char_Event() we send events to the console in those cases.
2016-01-30 18:43:32 +01:00
Daniel Gibson
4a762c0002
Don't send Char_Event to Console if it isn't opened
2016-01-30 17:46:34 +01:00
Daniel Gibson
0fb8d80507
Small improvements to input code
2016-01-30 17:46:34 +01:00
Daniel Gibson
dc155cca9c
Workaround for better AZERTY-Keyboard support
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The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à, ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188
As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have scancodes
which we need scancodes to identify the keys.
While at it I unified handling of SDL_KEYDOWN and SDL_KEYUP, the code
is almost identical anyway, apart from one bool argument to Key_Event().
We track this problem in #81
2016-01-30 17:46:34 +01:00
svdijk
31ffb96614
Console: Adjust line length based on scale
2015-12-19 20:36:25 +01:00
svdijk
5c54521199
Screen: Clamp scale to a minimum of 1, except for the HUD
2015-12-19 20:34:02 +01:00
svdijk
54b6d276b2
Screen: Make SCR_Get*Scale() callable before SCR_Init().
2015-12-19 20:18:17 +01:00
svdijk
354d2ff789
Menu: Some alignment fixes for scaled menus
2015-12-13 11:48:02 +01:00
Daniel Gibson
ca4bab172e
Make "no such (old)frame" warnings developer-only
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those "problems" don't really matter, so don't spam the console with
it (unless you've enabled developer messages).
"Fixes" https://github.com/yquake2/xatrix/issues/7
2015-12-12 20:17:40 +01:00
svdijk
3e5ac1c15a
Draw: Also don't lerp crosshairs
2015-11-24 14:19:16 +01:00
svdijk
0880bef8c8
Draw: Handle "nolerp" of console characters through a cvar
2015-11-24 14:16:18 +01:00
svdijk
44969748fb
HUD: Fix centering of scaled crosshair
2015-11-20 22:04:27 +01:00
svdijk
712016783b
UI scaling: Clamp the scale to avoid "over-scaling"
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This clamps the UI scale, limiting the relative size of the UI
elements to what they would be at scale 1 in a 320x240 resolution.
Allowing bigger scales is not useful, and would make it possible
for the user to shoot him-/herself in the foot by setting a
"too big" UI scale value in the menu. (Since this would mess up
the menu, it could be hard te recover from for a casual user.)
2015-11-20 18:47:08 +01:00
svdijk
9964b2f3df
q2icon.xbm: Make this a bit more like the new icon
2015-11-18 20:52:19 +01:00
svdijk
4194ff24dd
q2icon64.h: Recreated to have the same margins as the source SVG
2015-11-18 19:58:08 +01:00
svdijk
d5bd14d1e7
quake2-appbundle.zip: Update quake2.icns to the new icon
2015-11-18 19:41:03 +01:00
svdijk
b3ba71c09a
Quake2.ico: Recreated to have the same margins as the source PNG
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The ImageMagick command to generate the ICO was:
convert Quake2.png \
\( -clone 0 -resize 16x16 \) \
\( -clone 0 -resize 32x32 \) \
\( -clone 0 -resize 48x48 \) \
\( -clone 0 -resize 64x64 \) \
\( -clone 0 -resize 96x96 \) \
\( -clone 0 -resize 128x128 \) \
\( -clone 0 -resize 256x256 \) \
\( -clone 0 -resize 512x512 \) \
-delete 0 Quake2.ico
2015-11-18 18:59:53 +01:00
svdijk
00b804c743
Quake2.png: Recreated to have the same margins as the source SVG
2015-11-18 18:54:02 +01:00
svdijk
8a9741dd89
Videomenu: Minor optimization to GetCustomValue for subsequent calls
2015-11-16 22:23:15 +01:00
svdijk
8d7f4a74e6
Videomenu: Simplify uiscale initialization
2015-11-16 19:26:46 +01:00
svdijk
a6b3bfd35a
qmenu.c: Some whitespace changes for consistency.
2015-11-16 19:18:50 +01:00
svdijk
de8c50bcb9
Videomenu: Make the "custom" value handling less error prone.
2015-11-16 19:11:00 +01:00
Yamagi
a72d595430
Merge pull request #117 from Quix0r/master
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Also ignore .d files as they got generated every time.
2015-11-13 17:48:47 +01:00
Roland Haeder
db1480e1a6
Also ignore .d files as they got generated every time.
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Signed-off-by: Roland Haeder <roland@mxchange.org>
2015-11-12 19:15:37 +01:00
svdijk
1804fad355
Videomenu: Add integer scaling options up to 6x
2015-11-09 22:14:45 +01:00
svdijk
e92b54990d
Videomenu: Also include crosshair_scale in the ui scale option
2015-11-09 22:09:48 +01:00
svdijk
8d9cdc0768
Videomenu: Limit the ui scale option to integer values
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Fractional values look ugly. If people really want this they can set this from the console, we won't "advise" it from the menu.
2015-11-08 18:20:54 +01:00
svdijk
0cdf927d3e
Default the various scale variables to "-1" (automatic)
2015-11-08 12:48:27 +01:00
svdijk
64d4e8e619
Videomenu: Change the HUD scale option to a more generic UI scale option
2015-11-08 12:46:38 +01:00
svdijk
dae3de4b73
Videomenu: Don't mess up custom hudscale setting upon "apply"
2015-11-08 11:15:36 +01:00
svdijk
a7e0338c56
Makefile: The OSX library extension is "dylib", not "dynlib"
2015-11-06 18:52:45 +01:00
svdijk
5b6fdb2bde
CMake: Remove unneeded PREFIX setting for executables
2015-11-05 21:52:52 +01:00
svdijk
11750e8273
CMake: Use a single output dir "release", like the official Makefile
2015-11-05 21:52:14 +01:00
svdijk
a6b0796f03
CMake: Whitespace
2015-11-05 21:18:03 +01:00
svdijk
1950e7ff8f
CMake: Build "game" as a MODULE instead of as SHARED
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This avoids building an unwanted libgame.dll.a when cross-compiling for Windows.
2015-11-05 21:09:22 +01:00
svdijk
e467850800
CMake: Don't link "game" into "q2ded"
2015-11-05 21:08:41 +01:00
svdijk
e0fb8ec49f
Fix a typo in CHANGELOG
2015-11-05 19:53:49 +01:00
svdijk
57c494cfd6
Fix compiler warning in stb_image.h
2015-11-05 19:51:22 +01:00
svdijk
2c2b0562c2
CMake: Some cleanup (alphabetical order, whitspace).
2015-11-04 22:08:00 +01:00
svdijk
98cdc57140
CMake: Add the icon to Windows executables.
2015-11-04 21:22:48 +01:00
svdijk
97f9494400
Windows: Use a relative path for the icon.
2015-11-04 21:08:25 +01:00
svdijk
ec9657134f
Windows: icon.rc is a source file, so move it to the source directory.
2015-11-04 21:05:30 +01:00
svdijk
00768dff9e
CMake: Partial revert of b0479ce
.
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Because setting both a default target directory and a configuration specific target directory wouldn't work as intended with multi-configuration generators.
2015-11-04 20:44:12 +01:00