Commit Graph

122 Commits

Author SHA1 Message Date
Denis Pauk cfebe51ec9 Merge remote-tracking branch 'yquake2/master' 2024-07-11 23:33:04 +03:00
BjossiAlfreds 6a25ba5118 Workarounds for naggy help icons 2024-07-09 13:11:12 +00:00
Denis Pauk cf144ef2ca fix load mapfix for juggernaut/jug13 2024-07-06 14:30:48 +03:00
Denis Pauk 4c9a04efc5 Merge remote-tracking branch 'yquake2/master' 2024-07-06 14:27:25 +03:00
BjossiAlfreds 298dd69def Mapfix for map jug13 (The Civic Center) in Juggernaut 2024-07-05 15:26:22 +00:00
Denis Pauk 6dfcbf1429 Merge remote-tracking branch 'yquake2/master' 2024-06-18 00:17:16 +03:00
Henk 473b2ca078
Update Makefile to build on Apple Silicon 2024-06-14 17:26:24 +02:00
Denis Pauk eb344a030e renders: Move scroll logic to R_FlowingScroll 2024-04-22 00:04:21 +03:00
Denis Pauk 6b70251341 Merge remote-tracking branch 'yquake2/master' 2023-12-16 23:14:52 +02:00
Yamagi be84f7fb89 Set the `ambush` spawnflag on monster_boss2 in biggun.
I encountered a bug where the monster_boss2 aka hornet in biggun.bsp
somehow slipped into the void while pushed out of it's compartment.
I'm unable to reproduce it, but analysis showed that the hornet isn't
spawned in ambush mode. As soon as the player fires a gun it starts
moving. Maybe that is enough to slip out of the compartment.

Additionally the hornet is a targeted monster. Monsters triggered by
level logic must be set to ambush, otherwise sound and level logic
triggering mess each other up.

Closes #1078.
2023-12-16 18:41:47 +01:00
Denis Pauk 9874f1a6c0 vk:Reuse internal vertex format in poligon and skybox shaders 2023-10-13 00:26:21 +03:00
Denis Pauk 8694aebb20 vk:Reuse internal vertex format in lightmap shaders 2023-10-13 00:25:40 +03:00
Denis Pauk 27f029dcb7 Add .ent files hash checks #4 2023-10-01 00:13:53 +03:00
Denis Pauk 42465a6b03 Add Vulkan render 2023-09-17 14:17:14 +03:00
SirYodaJedi 8163324b8f Quake2.ico - change to teal to improve visibility 2023-01-09 15:02:40 -05:00
SirYodaJedi 712600c931 Quake2.png - change to teal to improve visibility 2023-01-09 14:59:08 -05:00
Yui 21847b8d21
Quake2.svg - change to teal to improve visibility 2023-01-09 14:57:59 -05:00
BjossiAlfreds 729ebfb2cd Fixed some more minor bugs in Research Lab 2022-09-26 23:10:56 +00:00
Yamagi 62d79c07e7 Add entity file for jail5.
Fixes two stuck monsters. Submitted by @BjossiAlfreds, closes #842.
2022-05-28 11:49:11 +02:00
David Carlier 77aef1d732 cmake Haiku build little improvement for SDL retrieval. 2022-05-08 09:06:13 +00:00
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
BjossiAlfreds b4ded6cb4f Additional fix for missing sound effect in waste3 in DM 2021-12-11 14:29:13 +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
Yamagi 1c9a2d89d1 Fix explosive crate beeing cut of in base3.
This is a subtile map bug, one exploding crate in base3 is cut of and
hovering. Reported by @Shockblast and fixed by @ BjossiAlfreds. Closes
2021-06-26 16:53:17 +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
BjossiAlfreds 7a92382b96 Fixed spawnflags of DM-only super shotgun in map train 2021-04-08 14:47:05 +00:00
BjossiAlfreds 23f55b72c7 Map fixes for old and newly discovered bugs + removed code hacks 2021-04-08 13:42:18 +00:00
Ricardo Garcia bdd715ee5c Fix validation errors with unnormalized samplers
When using samplers with unnormalized coordinates in Vulkan, the shaders
must specify the LOD explicitly.
2021-02-23 22:07:32 +01:00
Ricardo Garcia e85f266a84 Restore reduced view textured borders
This commit removes the previous R_CleanupBorders hack and fixes
textured border drawing, so borders are correctly drawn in the right
place and are not taken into account when applying the underwater
effect.
2021-01-24 23:47:21 +01:00
Ricardo Garcia 76f56458b1 Fix water warp edge distortion when keeping resolution
With vid_fullscreen 1 and a scaled down viewport, the water distortion
effect produced waves in the viewport edge. This commit fixes those.
2021-01-24 13:32:45 +01:00
Ricardo Garcia 5fcfcd56b3 Fullscreen Vulkan fixes
This commit includes the following changes:

* When vid_fullscreen is 1, the game is now drawn centered in the
  screen instead of the top left corner, by modifying the viewport and
  scissor when drawing the world warp and UI render passes.

* When vid_fullscreen is 1, the world view no longer has an incorrect
  size and/or aspect ratio. This was due to the world warp and UI
  render passes sampling from the whole color buffer instead of the
  restricted render area. To fix this, the postprocessing and world warp
  shaders now use unnormalized coordinates, corrected with the frame
  offset, and sample directly from the appropriate texels.

* The game no longer outputs pixels which have not been written to,
  which are usually displayed black but may come out with undefined
  colors. For this, some output color attachments are cleared before
  drawing the final elements in the frame.
2021-01-24 11:52:30 +01:00
Yamagi 8a54e49f61
Merge pull request #643 from 0lvin/ref_vk
Enable depthWriteEnable for particles
2021-01-13 18:27:17 +01:00
Denis Pauk 3b9aa6448e Enable depthWriteEnable for particles 2021-01-10 13:25:10 +02:00
Ricardo Garcia 930872b358 Add resolution scaling to Vulkan renderer
This commit adds a new cvar called vk_pixel_size that represents how big
pixels should look in the rendered world in order to simulate lower
screen resolutions. With its default value of 1 everything looks normal,
but with bigger sizes (e.g. 4) the rendered world starts to look
"pixelated" due to pixels appearing bigger.

To implement the effect, the viewport and scissor are modified when
drawing the world so the rendering results cover a smaller area in the
top-left corner of the image.

The post-processing fragment shader is used to scale the image back to
the swapchain size before drawing UI elements on top of it.

The UI is not affected by this change, so the existing UI scaling
options continue to work as before with no changes, adding some
flexibility to the mix.

Related to feature request #588.
2020-12-24 10:14:39 +01:00
Denis Pauk 7eb075198e Fix vk_validation warnings 2020-12-12 14:45:04 +01:00
Denis Pauk 2e5c5974d6 gamma calculation in shaders 2020-12-12 14:45:04 +01:00
Denis Pauk bfab2d3042 Rebuild shaders with glslang-tools 7.12.3352-10 2020-12-12 14:45:04 +01:00
Yamagi aa8dc2f9b4 Add a Dockerfile, submitted by @Opvolger in #498.
If I understand this right it only builds the dedicated server. I think
that Dockerfiles need to be at the project root. Nevertheless I put it
under stuff/, the root dir is already cluttered enough.

Closes #498.
2020-01-21 17:26:29 +01:00
Yamagi dd529e80b3 Remove the link from the old to te new cvar list.
The new cvar list was added over a year ago and the link was broken for
several month, but no one complained. It's time to say goodbye.
2020-01-12 11:10:03 +01:00
Daniel Gibson ebb6b9fce6 Fix link to cvar documentation in --help
also add a link to the new location in the old location, for existing
releases
2019-06-02 19:28:49 +02:00
Yamagi Burmeister 9f65dcb679 Move the packaging guide into our new doc/ directory. 2018-11-07 16:38:41 +01:00
Yamagi Burmeister 1a6c1f5227 Move the cvar list into the new doc/ directory. 2018-11-07 16:38:41 +01:00
Denis Pauk 6adc4cc81c Revert "rename gl_anisotropic to r_anisotropic"
This reverts commit 49af62477a.
2018-09-03 21:22:01 +03:00
Denis Pauk ff6a40ee8c Revert "restore whitespaces"
This reverts commit dc3da331f5.
2018-09-03 21:21:12 +03:00
Yamagi Burmeister 25a1f08656 Merge branch 'buildcleanup' 2018-08-15 17:48:30 +02:00
Denis Pauk dc3da331f5 restore whitespaces 2018-08-14 20:37:21 +03:00
Yamagi Burmeister 692c544f30 Some modernizations to cmake.
* Pass the same compiler flags like make.
* Update FindSDL2.
* Remove unneeded FindOggVorbis.

There still some options missing, like the RPATHes or he ability to
define the system wide installation directory.
2018-08-14 15:29:41 +02:00
Denis Pauk 49af62477a rename gl_anisotropic to r_anisotropic 2018-08-10 23:33:46 +03:00
Daniel Gibson a5e97682a3 Weapon field of view independent of 'fov': r_gunfov cvar
At high 'fov' values the weapon looked quite distorted.
Now it's rendered with an independent FOV, which looks better.
Note that the 'fov' cvar sets fov_x, while this is based on fov_y
(which is calculated from fov_x), so it's indeed different values:
r_gunfov seems to correspond to fov 90.
We use r_gunfov 80 as default, because it looks better.
2018-04-21 18:23:32 +02:00
Yamagi Burmeister 727249f625 Document vid_displayrefreshrate. 2018-02-26 19:15:46 +01:00