Commit graph

2443 commits

Author SHA1 Message Date
Yamagi
8863ea2346
Merge pull request #399 from maxcrofts/master
CMake fixes for Windows
2019-05-09 18:12:14 +02:00
Yamagi Burmeister
9b80745d5d Fix cursor position in the 'name' field in the player setup menu.
This closes #396.
2019-05-09 18:01:36 +02:00
Daniel Gibson
7db5c71f3a quake2.exe wrapper puts Q2 window in foreground
because it sucks when you start quake2.exe and the game starts in the
background
2019-05-08 03:04:12 +02:00
Max Crofts
a43f3873a5 Link SDL with q2ded on Windows
This is in line with what the makefile does.
2019-05-07 19:16:02 +10:00
Max Crofts
332a322d8e Remove frame.c from CMakeLists.txt 2019-05-07 19:15:47 +10:00
Daniel Gibson
f5d9c49f20 Allow second layer of keybindings for controllers, refs #387
There's an "enable alt joy keys" command now. If a key is bound to that
command, all joystick buttons (incl. hat and triggers) are turned from
K_JOYx into K_JOYx_ALT, which allows two keybindings on the same key,
one with the altselector pressed and one without.
If there's no keybinding for K_JOYx_ALT, it will use the binding for
just K_JOYx as a fallback (if it exists).

This is especially handy to create direct bindings for all the weapons
on the (limited amount of) Joystick buttons.
2019-05-05 18:10:10 -01:00
Daniel Gibson
c57befe80d When opening file make sure it's actually a file, fixes #394
... and not a directory, which can cause crashes.
2019-05-04 19:55:38 +02:00
Daniel Gibson
d84bc47766
Merge pull request #395 from DanielGibson/faster-gl3
Make gl3 fast with AMDs Windows drivers, fix overbright models with SURF_DRAWSKY
2019-05-04 14:39:30 -01:00
Daniel Gibson
107d044da2 Make AMD performance workaround conditional per driver version 2019-05-04 17:37:16 +02:00
Daniel Gibson
cdf533f995 Fix overbright models in GL3, refs #393
also some dumb bug with using i in two nested loops
2019-05-04 17:37:16 +02:00
Daniel Gibson
26a461575b Try to make GL3_BufferAndDraw3D() faster on AMD/Windows
Seems like AMDs Windows driver doesn't like it when we call
glBufferData() *a lot* (other drivers, incl. Intels, don't seem to
care as much).
Even on an i7-4771 with a Radeon RX 580 I couldn't get stable 60fps
on Windows without this workaround (the open source Linux driver is ok).

This workaround can be enabled/disabled with the gl3_usebigvbo cvar;
by default it's -1 which means "enable if AMD driver is detected".

Enabling it when using a nvidia GPU with their proprietary drivers
reduces the performance to 1/3 of the fps we get without it, so it
indeed needs to be conditional...
2019-05-04 17:37:16 +02:00
Daniel Gibson
7b4dc000ad Unify buffering data and drawing with gl3state.v[ab]ao3D
use GL3_BufferAndDraw3D() instead of glBufferData() and glDrawArrays()
in each place it's needed.
This by itself doesn't make anything faster, but it will make trying out
different ways to upload data easier.
2019-05-04 17:37:16 +02:00
Yamagi Burmeister
44e8088f7d Document gl_fixsurfsky. 2019-05-04 17:35:19 +02:00
Yamagi Burmeister
401ec04691 Make the SURF_DRAWSKY fix committed in 325e893 optional.
The developers tested their maps without the fix and decided that it
looked good. Add a new cvar gl_fixsurfsky defaulting to 0 that enables
the fix if someone really want it.
2019-05-04 17:23:20 +02:00
Yamagi Burmeister
325e893376 Don't create lightmaps and set SURF_DRAWSKY for SURF_SKY surfaces.
The software renderer already did this, but not the GL renderers. Maybe
the logic was lost somewhere on the long way... Without this change a
fullbright lightmap is generated for SURF_SKY surfaces and without the
SURF_DRAWSKY flags the surfaces aren't skipped in RecursiveLightPoint()
and GL3_LM_CreateSurfaceLightmap(). This isn't a problem under real
skyboxes, but in cases were SURF_SKY is abused fpr interior lightning.
rmine2.bsp in rogue is a good place to see the problem

Reported by @m-x-d, fixes #393.
2019-05-01 19:32:30 +02:00
Yamagi Burmeister
2c11d02b80 Fix Com_VPrintf() for messages longer then 4096 chars.
At least with MinGW on Windows vsnprintf() treats buffer < size as an
error, returning -1 instead of the number of characters that would have
been printed without size restrictions. Therefor msgLen may be wrong,
leading to all kind of funny mistakes further down below... Buffer
overflow included. Work around this by handling the msgLen < 0 case and
adding an explicit terminating \0.

This is another case of "I wonder why nobody has never noticed this",
the GL1 renderers extension string triggered the buffer overflow each
time the game started.
2019-04-28 13:57:46 +02:00
Yamagi Burmeister
193a5b7a5c Don't allow 'give health 0' or even less.
Giving the player < -1 health and increasing it to something above 0
without closing the console breaks the player state.
2019-04-27 19:15:38 +02:00
Daniel Gibson
98b24654b6 Make square particles gamma-correct, work around Intel Windows bug
I guess it makes sense to apply gamma to the color, we do the same
for the standard round particles.
Also, this way the fragment shader for square particles references the
uniCommon UBO (gamma is part of it) - apparently the Intel HD4000
(from Ivy Bridge) GPU driver for Windows has a bug that uniform blocks
that exist in the shader source but aren't actually used can't be found
(with glGetUniformBlockIndex(prog, name)), which we treat as an error
in  gl3_shaders.c initShader3D().

fixes #391
2019-04-25 18:38:16 +02:00
Daniel Gibson
0ef064b21d Fix GL1 and GL3 stencil buffer setup
This broke during refactoring (in b8a062e36), reported in #391

(SDL_GL_[SG]etAttribute() return 0 on success and -1 on failure)
2019-04-22 04:05:04 +02:00
Yamagi Burmeister
f9108db668 Fix stupid c&p braino, initialize vid_gamma.
This closes #385.
2019-04-08 14:05:54 +02:00
Yamagi
06c4735fbb
Merge pull request #382 from 0lvin/for_review
Add auto detect resolution
2019-04-08 14:00:52 +02:00
Yamagi
d24335a97c
Merge pull request #384 from devnexen/netbsd_little_update
hunk api mremap supported by NetBSD as well.
2019-04-08 14:00:16 +02:00
Yamagi Burmeister
b2874ab656 Some more fixes to the timing calculations.
If the vsync is enabled missuse it to slow the client down, e.g.
calculate the target framerate, add an security margin of 20% and
let the vsync handle the rest. This hopefully solves some problems
with frametime spikes. This is an idea by @DanielGibson.

If the vsync is disabled use a simple 1s / fps calculation.
2019-04-08 13:56:56 +02:00
Yamagi Burmeister
5bb5e52879 Fix vid_displayrefreshrate reset.
Until now it wasn't possible to reset vid_displayrefreshrate to -1 once
it was changed to something else. Fix that.
2019-04-08 13:56:56 +02:00
Yamagi Burmeister
cda565d044 Rename msec to usec, because it holds microseconds.
Requested by @DanielGibson.
2019-04-08 13:56:56 +02:00
Yamagi Burmeister
49cc1b9789 Fix typos and grammar in comments, clarify some points. 2019-04-08 13:56:56 +02:00
Yamagi Burmeister
209bd9d529 Replace GetSystemTimeAsFileTime() with GetPerformanceCounter().
GetSystemTimeAsFileTime() is okay as long as the game runs fullscreen.
For some reasons it's resolution degraded to ~16ms as soon as the game
runs widowed... Better use GetPerformanceCounter(), its more reliable
and the recommended API for timecounters.
2019-04-08 13:56:56 +02:00
Yamagi Burmeister
f240799e6d Some clarifications and annotations to the file lists. 2019-04-08 13:56:19 +02:00
Yamagi Burmeister
5386e73af9 Add file listsings.
"What file goes were?" is an often asked question, so give a listing of
the complete kit. While at it provide checksums for the paks.
2019-04-03 21:17:13 +02:00
Yamagi Burmeister
9df2311df0 Bring the multiplayer docs inline with other docs.
* Break at 72 chars.
* It's Quake II and not quake2
* It's HTTP and not http
* Don't use german placeholders
2019-04-03 21:08:07 +02:00
Daniel Gibson
178fcff36e GL3: Fix missing dynamic lights on floor for grenades/rockets
Apparently the lightsource for exploding rockets/grenades is very close
to the surface, so the dot-Product between surface-normal and the
vector between the light and the pixel returns 0, basically disabling
the dynamic light for that surface.
As a workaround, move the lightposition (only for that dot product)
a bit above the surface, 32*surfaceNormal looks good.

fixes #386
2019-04-03 19:38:39 +02:00
Yamagi Burmeister
4f20ac97d1 Some clarifications, typo and grammar fixes to the documentation.
Make some things clearer and fix some small miss informations, overhaul
the timing guide. While at it fix typos and grammar mistakes.
2019-04-03 11:33:20 +02:00
David Carlier
65357c9ba5 hunk api mremap supported by NetBSD as well. 2019-03-29 17:24:07 +00:00
Denis Pauk
eea1cd30e8 Fix segfault in about menu 2019-03-23 23:23:54 +02:00
Denis Pauk
e568e3ff0e Save original window position before recreate 2019-03-22 23:29:17 +02:00
Denis Pauk
f0dc7bd6f9 Move GetDesktopMode to client/vid/vid.c 2019-03-21 21:32:34 +02:00
Denis Pauk
f105047540 make cppcheck little more happy 2019-03-20 22:01:14 +02:00
Denis Pauk
025764db79 make cppcheck little more happy 2019-03-20 21:56:28 +02:00
Denis Pauk
0f9e3cc69a Move patches authors to about menu
With whole respect to original authors
2019-03-20 21:28:42 +02:00
Denis Pauk
fbe42511c1 Add resolution autodetect 2019-03-20 20:59:34 +02:00
Denis Pauk
0ab41ee0df Use boolean for r_outof* 2019-03-20 20:45:15 +02:00
Denis Pauk
5e7082e72d Fix for light without current entity 2019-03-20 20:43:54 +02:00
Daniel Gibson
3b296c43a0 GL1, SW: Calculate needed hunk size in Mod_LoadBrushModel()
same as last commit but for the other renderers
2019-03-17 20:24:40 +01:00
Daniel Gibson
ec6d743d46 GL3: Calculate needed hunk size in Mod_LoadBrushModel()
The real needed size can't be derived from the .bsp file size, because
* many generated structs contain pointers
* there's lots of data generated per face..
* _especially_ for warped faces that are subdivided
2019-03-17 18:10:07 +01:00
Daniel Gibson
d2d87025fa Fix case of map savegames name (save/bla/MAPNAME.sav/sv2)
introduced FS_GetFilenameForHandle(fileHandle_t) for this

this helps if a map has been started with "wrong" case, which doesn't
immediately fail if it has been loaded from a pack, but will result
in invalid savegame names that (with case-sensitive FSs) will fail to
load (when going back to a formerly played level)
2019-02-17 18:46:57 +01:00
Yamagi Burmeister
3296b7a1a2 Add back pak prioritization to HTTP download code.
The r1q2 code prioritized pak files over all other files, e.g. as soon
as a pak file was requested no more file were added to the download
queue until it finished downloading. That way one could be sure that
assets included in the pak file weren't downloaded in parallel as single
files.

This is a better, bugfixed and more robust implementation of the same
logic. With this back in place we can switch back to parallel downloads
which gives a nice speedup on Windows. Maybe, just maybe some day
Microsoft will fix Windows crappy I/O...
2019-02-17 10:03:17 +01:00
Yamagi Burmeister
f96a82010e Combine all HTTP download quirks into a strict dlquirks_t.
Working with getter and setters was a good idea as long as we had one or
two quirks. Now we're at three with maybe more to come so it's easier to
use a struct to communicate quirks between the precacher and the HTTP
download code.
2019-02-17 09:38:11 +01:00
Yamagi Burmeister
b1629fb768 Prevent buffer overflows console if vertical resolution > 2048.
The stores it's text in the key_lines array which is NUM_KEY_LINES *
MAXCMDLINE chars long. The code never checked for overflows, it just
assumed that a line will never be longer then 256 chars * 8 = 2048
pixel. With modern displays we can have higher vertical resolutions,
so the array will overflow sooner or later.

Fix it by clamping the maximum line width to MAXCMDLINE - 2 chars (1
for the prompt and 1 for the terminating \0). While at it increase
MAXCMDLINE to 1024 chars * 8 = 8192 pixel, which is more then 8k
resolution and should be enough for the years to come.

This is belived tot fix at least a part of issue #368.
2019-02-16 08:57:44 +01:00
Yamagi Burmeister
b49f2bda6d Reconnect entity states of clients >1 when running in coop mode.
While loading a savegame the global edict arrays is free()ed and newly
malloc()ed to reset all entity states. When the game puts the first
client into the server it sends it's entity state to us, so as long as
there's only one client everything's okay. But when there're more
clients the entity states if all clients >1 are dangeling. Hack around
that by reconnecting the clients >1 entity states "manually".
2019-02-15 19:50:56 +01:00
Yamagi Burmeister
8c60939bd5 Use correct path to filelists when downloading for a mod.
I'm not 100% sure if this is okay for q2pro, but at least in my simple
tests r1q2, q2pro and now yq2 generate the same URL. Nevertheless it's
somewhat inconssistent to search generic files at /moddir/... and the
filelist at /moddir.filelist

This closes issue #370.
2019-02-11 19:27:34 +01:00