Commit graph

2097 commits

Author SHA1 Message Date
Yamagi
5b327c0417 Don't use yield opcode if unsupported.
This is an enhancement to the previous `yield` work:

* Don't enforce `-march=armv8-a` for aarch64 builds, because it is the
  initial ARMv8 revision and compilers will either use that or something
  newer.
* Refine preprocessor guards around `asm("yield");` so the code isn't
  compiled in if unsupported by the current `-march='.

Submitted by @smcv in #535.
2020-04-03 08:30:41 +02:00
Denis Pauk
9e5ba15eac MacOS softrender fixes #541.
On MacOS texture is cleaned up after render and code have to copy a whole
screen to texture, other platforms save previous texture content and can
be copied only changed parts.
2020-04-02 23:26:55 +03:00
David Carlier
e50fb5dbe4 macos also support backtrace api. 2020-03-27 19:01:36 +00:00
Yamagi
9acb99ed08 Determine the qport in a more random way.
YQ2 has a much more precise Sys_Milliseconds() than Vanilla Quake II and
it always start at 0, not some other semirandom value. If the client is
started by `./quake2 +connect example.com" or all user just walk their
way to the menu there's a very high propability that two ore more
clients end up with the same qport... We can't use rand(), because we're
always starting with the same seed, so all clients generate more or less
the same random numbers and we end up in the same situation.

So just call time(). It's portable and more or less in line what the
original code did for Windows. It may be necessary to implement some
kind of fallback logic just in case that still two clients end up with
the same qport, but that's a task for another day.

Closes #537.
2020-03-24 13:38:06 +01:00
Yamagi
16ea835aa1 Fix partial broken connection to IPv6 / q2ded listening on IPv6 addrs.
This was introduced in 220f0a9 as fix. The submitter, @DanielGibson and
myself missunderstood the code:

* If net_interface is NULL (which in the current code can never happen),
  an empty string (the user sets the `ip` cvar to an empty string) or
  "localhost" (the default) we want to set `Host` to the unspecified
  address. getaddrinfo() will return in6addr_any fot it and we'll bind
  to any available address.

* "0.0.0.0" isn't the IPv4 any address, it's the unspecified address.
  Thats correct and the code was working fine for IPv4. But at least
  the submitter and me confused it with the any address (which is
  0.0.0.0/0). So setting `Host` in the IPv6 to `::/128` (the lowest IPv6
  address) or `::/0` (any IPv6) is wrong, it must be `::` (unspecified
  IPv6 address)!

Have a look at RFC 3493 for the details.

I'm doing the change only for the Unix code path, not for Windows. For
some reason everything besides `::/128` or `::1` doesn't really work on
Windows and I don't know why. Even more scary is that changes to the
IPv6 case also break IPv4 sockets. Since the whole network.c for Windows
is confuse and rather hard to understand (there's still IPX support in
it) I'm leaving things as they are.
2020-03-24 13:38:06 +01:00
Simon McVittie
6f6e27644e Add a separate noreturn macro for function pointers
C11 _Noreturn is only accepted on function declarations, not on function
pointers, so we can't use it on callbacks like game_import_t.error and
refimport_t.Sys_Error. Use a separate macro for those.

The problematic situation doesn't currently happen because the Makefile
hard-codes -std=gnu99, which disables C11 features; but removing
-std=gnu99 (resulting in the compiler's default, currently gnu11) causes
compilation failures with at least gcc 9.x.

Signed-off-by: Simon McVittie <smcv@debian.org>
2020-03-21 18:32:15 +00:00
David Carlier
558ee70b3e Issue 'yield' in main loop to give CPU time to cool down.
This is functional equvalent to the 'pause' instruction on x86.
2020-03-18 15:50:45 +01:00
Yamagi
a5eb0b16da Fix build on Windows after last commit. 2020-03-16 16:02:03 +01:00
Yamagi
b2f0430c9f Hack a simple way to specify the CFGDIR at command line.
Until now CFGDIR was hardcoded to YamagiQ2 on Windows and .yq2 on
everything else. Sometimes it's desireable to have a separate dir
for some tasks, for example  whentesting things that introduce new
cvars. Add -cfgdir to override CFGDIR.
2020-03-16 15:49:04 +01:00
Yamagi
fd1874ff0f Mark all remaining m_* cvar as CVAR_ARCHIVE.
This is another fix for 60a4bd3. Closes #529.
2020-03-16 15:49:04 +01:00
Yamagi
904f14f2ff Bump MAX_STRING_CHARS to 2048 and MAX_TOKEN_CHARS to 1024.
This allows for longer arguments passed to cvars, gl_nolerp_list is a
good example for a case were a token length of 128 is too short. Keep
the mapname[] buffer in the server struct at 128 bytes to preserve
savegame compatibility.

Closes #526.
2020-03-14 17:15:40 +01:00
Yamagi
6b7af81cd2 Change show_hostile from int to float and remove unnecessary casts.
In the vanilla code show_hostile was a qboolean what's clearly wrong.
For wome reasons I don't remember I changed it to an integer and added
the casts. This is problematic because show_hostile is derived from
level.time which is a float. The loss in precision broke some corner
cases like monsters becoming activated when they shouldn't.

Found, analyzed and reported by @BjossiAlfreds #525. Closes #525.
2020-03-10 10:24:44 +01:00
Yamagi
373ecdf429
Merge pull request #521 from 0lvin/for_review
Small cleanup
2020-02-27 18:50:36 +01:00
Yamagi
6d93077f43 Include limits.h in cl_cin.c; it's apparently needed.
I wonder ehy neither me nor @DanielGubson run into this; on Arch Linux
on some kind of Ubuntu, on FreeBSD or Windows... Closes #522.
2020-02-26 17:47:51 +01:00
Yamagi
e0ed5b7599 Bump the version to 7.44pre. 2020-02-24 17:16:27 +01:00
Yamagi
d08cf04d2d Bump the version the 7.43. 2020-02-24 17:15:39 +01:00
Yamagi
0a08d8bfb1 Add back CVAR_ARCHIVE, lost in 60a4bd3.
I hate this code. 60a4bd3 removed unnecessary Cvar_Get() calls,
unfortunately they were the ones defining CVAR_ARCHIVE. The
remaining ones did not...
2020-02-23 18:46:35 +01:00
Denis Pauk
b3c23dee5b make cppcheck happy and use same version messages as other renders 2020-02-23 08:19:02 +02:00
Denis Pauk
aaade648b9 Replace *_ResampleTexture to ResizeSTB 2020-02-23 08:15:06 +02:00
Daniel Gibson
ff9f9accd3 client/refresh/files/stb.c: don't include header from gl1/
instead use ref_shared.h, like the other source files in that directory
2020-02-22 20:27:32 +01:00
Yamagi
bb0fc01e38 Another try to fix the problem of spurious aborts of cinematics.
Until this commit a cinematic was aborted as soon as any key were
marked down when finishing the user command and sending it to the
server. The whole logic to detect if a key is down is broken, for
example `vid_restart` may leave keys marked down that are in fact
up. And there's the possibility to inject fake key events from
nearly everywhere. I'm not really sure but I suspect that even the
server may be able to inject key events.

Therefore untangle the cinematic abort code from the user command
processing, it should depend only on real key strokes:

1. Introduce a new global variable `abort_cinamatic` and set it to
   `cls.realtime` as soon as a key down event is detected. The only
   exceptions are Escape and Shift, because opening the menu and
   toggeling the console should never abort a cinematic.
2. When starting a cinematic `abort_cinamatic` is set to INT_MAX,
   because it needs to be higher than the current `cls.realtime`.
3. When a cinematic is running, `cls.key_dest` is set to `key_game`
   (`key_menu` and `key_console` are ignored, keys send to the menu
   or the console should never abort a cinematic; `key_message`
   can / should never happen while a cinematic is running) and
   `abort_cinamatic` is less than `cls.realtime` the cinematic is
   aborted.

`abort_cinamatic` less than `cls.realtime` is necessary because the
client needs one frame to pop up the menu or toggle the console and set
the `cls.key_dest` accordingly. `abort_cinamatic == cls.realtime - 1`
is not possible because not every frame finishes a user command.

This closes #502.
2020-02-22 18:48:47 +01:00
Yamagi
9160af75d9 Recognize q2pro .pkz files.
Submitted by @Calinou in #520, closes #520.
2020-02-22 16:17:13 +01:00
Yamagi
50d442c1e8 Add sw_gunzposition to alter the guns Z offset.
An option like this was often requested since I fixed the gun field of
view in e466554. Since the software renderer is missing the ability to
alter the persepective matrix (e.g. something like glFrustrum()) this
fix fakes the offset by manipulating the guns transformation marix.
That's not perfect, the gun distorts if `sw_gunzposition` is set to
anything but `0`. Values up to `8` are more or less okay. Defaults
to `8` which matches the GL renderer default.
2020-02-22 15:43:46 +01:00
Yamagi
340b32827f Limit the fix against black debris (1f1a45a) to gibs, debris, monsters.
Pushing all entities slightly away from non-horizontal may let items to
slide to unreachable locations, or let monsters getting stuck.

This is part of yquake2/xatrix#50
2020-02-19 18:49:54 +01:00
Yamagi
e0067e90a8 Missing PVS Studio fixes for soft renderer.
Mod of the problems were already done by @0lvin in 129da805.
2020-02-10 18:21:29 +01:00
Daniel Gibson
b3f61f20d4 PVS Studio fixes for GL3 renderer 2020-02-10 17:55:41 +01:00
Daniel Gibson
00127cc912 PVS Studio fixes for GL1 renderer 2020-02-10 17:55:41 +01:00
Daniel Gibson
9f22f3d298 PVS Studio: Misc. fixes and FIXMEs 2020-02-10 17:55:41 +01:00
Daniel Gibson
95a3e46bdd PVS Studio fixes for game/ 2020-02-10 17:55:41 +01:00
Daniel Gibson
ae3723c900 YQ2_ATTR_NORETURN for functions that don't return (Sys_Error() etc)
must be used in front of functions, not behind (the GCC __attribute__
allows both, but MSVC and C11 don't!)
2020-02-10 17:55:41 +01:00
Daniel Gibson
0ad5c73239 move YQ2_ALIGNAS_* to shared.h
so it's also available in game/
2020-02-10 17:55:41 +01:00
Yamagi
b3bb114ae4
Merge pull request #517 from puleglot/gcc-fno-common
Fix build with -fno-common
2020-02-10 17:53:30 +01:00
Alexander Tsoy
60a4bd3306
Fix build with -fno-common
GCC 10 defaults to -fno-common.

Closes #516
2020-02-10 17:05:48 +03:00
David Carlier
0c1afcdfc1 Hunk API, using FreeBSD super page for large requests. 2020-02-08 20:55:50 +00:00
Denis Pauk
6e80924050 Fix segfault on device without available sound cards
In such case sound system left uninitialized and without cvars.
----
Thread 1 "quake2" received signal SIGSEGV, Segmentation fault.
0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at src/client/sound/ogg.c:351
351 if((trackNo == 0) || ogg_shuffle->value)
(gdb) bt
#0  0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at
src/client/sound/ogg.c:351
#1  0x000055555557bded in CL_PrepRefresh () at src/client/cl_view.c:367
#2  0x000055555556e1a0 in CL_Precache_f () at src/client/cl_main.c:472
#3  0x00005555555a40dc in Cbuf_Execute () at src/common/cmdparser.c:229
#4  0x000055555556f0f9 in CL_Frame (packetdelta=<optimized out>,
renderdelta=<optimized out>, timedelta=<optimized out>,
packetframe=packetframe@entry=true,
    renderframe=renderframe@entry=false) at src/client/cl_main.c:803
#5  0x00005555555aa0c5 in Qcommon_Frame (usec=5) at src/common/frame.c:626
#6  0x00005555555aa48e in Qcommon_Mainloop () at src/common/frame.c:163
#7  0x00005555555aaae6 in Qcommon_Init (argc=1, argv=0x7fffffffdfa8)
at src/common/frame.c:377
#8  0x000055555555e564 in main (argc=1, argv=0x7fffffffdfa8) at
src/backends/unix/main.c:123
----
2020-01-30 22:45:01 +02:00
Denis Pauk
dec8125e07 update stb_* codes
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image_resize.h -O src/client/refresh/files/stb_image_resize.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image.h -O src/client/refresh/files/stb_image.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image_write.h -O src/client/vid/header/stb_image_write.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_vorbis.c -O src/client/sound/header/stb_vorbis.h
2020-01-30 22:29:05 +02:00
Denis Pauk
9f2f249aaa use snprintf in unix/system 2020-01-30 22:28:52 +02:00
Denis Pauk
fae078745f Use simular logic in ref_sw:setMode as in ref_gl 2020-01-30 22:28:36 +02:00
Denis Pauk
b1d3ddebbc use vsnprint in Com_Printf functions 2020-01-30 22:28:13 +02:00
Yamagi
3354252161
Merge pull request #509 from devnexen/network_unix_chg_proposals
unix network little change proposals/few possible leaks fixes
2020-01-28 15:33:31 +01:00
David Carlier
28b65d11f8 unix network little change proposals/few possible leaks fixes 2020-01-26 11:43:22 +00:00
NeonKnightOA
6047c64e36 Easier handling of skill levels by using defines instead of numbers 2020-01-22 12:57:37 -03:00
Yamagi
8383aea813 Fix small typo in GOG.com track mappings.
This closes #504.
2020-01-21 17:08:12 +01:00
Yamagi
29d607c550 Add work around for lost OpenAL output devices.
The Intel display driver for Windows 10 destroys the DisplayPort audio
device when the resolution changes. It's recreated at an unspecified
later time. This is a work around to recover from that:

* Check every frame if OpenAL is still connected.
* If not, wait for 2.5 seconds, after that inject a 'snd_restart'
  into the command buffer.

Samples send to the OpenAL backend while disconnected are skipped.
This fixes #483.
2020-01-15 14:16:44 +01:00
Yamagi
9f00655e8e
Merge pull request #501 from BjossiAlfreds/monsterframes
Monster frame handling improvements
2020-01-12 11:35:10 +01:00
Yamagi
1cc2c94276 Don't call the software renderer experimental.
It's been over two years since we merged it into the master. @0lvin has
done a wonderfull job in maintaining it, he fixed a lot of bugs, did a
fair amount of enhancement, etc. There weren't any bug reports for the
last 6 month, it looks like that it's more or less stable right now. So
don't scare the users by calling it experimental.
2020-01-12 10:55:01 +01:00
BjossiAlfreds
18d38c46e0 Monster frame handling improvements 2020-01-11 22:38:14 +00:00
Yamagi
578256e53b Removed dead code missed in 43fa3a1. 2020-01-08 18:27:58 +01:00
Yamagi
2247f2ef35
Merge pull request #496 from BjossiAlfreds/timeout-fix
Fix for insane marines not firing deathtarget right away
2020-01-05 10:10:01 +01:00
BjossiAlfreds
115c5cf619 Fix for insane marines not firing deathtarget right away 2020-01-02 23:27:45 +00:00
Yamagi
43fa3a1be7 Fix cea7095, so that particles aren't renderes as some kind of dust.
This also simplifies the code a little bit by removing unnecessary (and
broken) pointer magic.
2020-01-02 15:17:31 +01:00
Mason UnixBeard
1c28f34cee Moved the point parameter enabling/disabling logic 2020-01-02 15:17:31 +01:00
Mason UnixBeard
6a9f0c46d7 Add case for when gl point parameters are not supported 2020-01-02 15:17:31 +01:00
DenisBelmondo
af45aa56f1 Added gl1 square particles CVar 2020-01-02 15:17:31 +01:00
Daniel Gibson
9f5ee77c77 Use gl_texturemode for videos, fixes #491
.. and whatever else uses Draw_StretchRaw()
2019-12-21 05:11:15 +01:00
Daniel Gibson
1077b7525f Use gl_texturemode for UI and skies as well, fixes #489 and #491
and make sure that after vid_restart (or starting the game) it's used
correctly in GL3.

While at it, made sure that it's *not* applied to textures from
gl_nolerp_list, because they're supposed to always use GL_NEAREST
independent of this setting (used so console font and crosshairs don't
look blurry)
2019-12-08 22:09:28 +01:00
Yamagi
d66d3d060c Bump version number to 7.43pre. 2019-11-30 15:59:36 +01:00
Yamagi
b5f72d139a Bump version number to 7.42. 2019-11-30 15:58:48 +01:00
Daniel Gibson
6ecc083c83 Fix window position after switching from fullscreen
On Windows last_position_x/y (from SDL_GetWindowPosition()) was 0, 0 when
coming from fullscreen, and creating a window at position (0, 0) cuts off
the window decorations (SDL-Bug?) so the window can't even be moved
around anymore.
So now we only use the last_position_* if last_position_y was > 24, so we
have enough of the title bar to move the window around with the mouse.

This is part of #484
2019-11-16 18:38:21 +01:00
Yamagi
a4f56a9650 Improve readability of last commit, avoid opaque bit tinkering. 2019-11-13 20:53:49 +01:00
Yamagi
fed2e142f5 SDL_WINDOW_FULLSCREEN_DESKTOP implies SDL_WINDOW_FULLSCREEN.
The docs "forget" to mention that. So it's not enough to check for
SDL_WINDOW_FULLSCREEN alone, we would trigger the code intented for the
real fullscreen if we're switching to / running in fullscreen desktop
mode. Add and addition check that SDL_WINDOW_FULLSCREEN_DESKTOP isn't
set.

This may fix issue #484.
2019-11-13 20:29:13 +01:00
Yamagi
78bf3eeebf (Our) MinGW doesn't know about %ld, use %Id instead. 2019-11-13 19:31:55 +01:00
Yamagi
bec90db5fe Add missing stdint.h includes. This fixes the build on Windows. 2019-11-13 19:07:49 +01:00
Daniel Gibson
f3899b1348 Merge branch 'pvs-studio-fixes-1' 2019-11-10 17:39:45 +01:00
Denis Pauk
9f5387ab29 Add force redraw on change gamma 2019-11-05 22:37:07 +02:00
Yamagi
9cc466b2c2 Fix stupid oversight: Query the correct variable for the quicksave name. 2019-10-25 18:09:08 +02:00
BjossiAlfreds
c7b412e768 Added some text to cycleweap doc and added name to credits 2019-10-12 23:51:56 +00:00
Yamagi Burmeister
bf1d8a6cb6 Hack the quicksave slot into the menu.
With this quicksaves can be loaded from the menu. They cannot be saved.
That's an artificial limitation to match the behavior of autosaves. I
think both should behave the same because their comment string are
formatted the same...

This is somewhat hacky. Until now the menu assumed that all savegames
are named from save0 to saveX, where save0 is the autosave slot. There
were 16 slots per page * 2 pages = 32 savegame slot, so the highest slot
was save31. I've reduced the slot per page to 14 to make room for one
quicksave slot and one empty line between it and the first regular slot.
That alone would reduce the number of slots to 28, making the four
highest slots unreachable. So I've increased the number of pages to 4,
there're now 14 slots per page * 4 pages = 56 slots.

The quicksave slot is shown on every page, because it was the easiest
way to integrate it into the existing code. Everything else would
require the paging logic to be rewritten in a way that different pages
can have a different number of slots and a different layout.

This is part of #473.
2019-10-12 16:56:14 +02:00
Yamagi
4e1ed93ae0
Merge pull request #475 from 0lvin/for_review
Copy drawn lines if picture scaled
2019-10-03 10:16:13 +02:00
Yamagi
5fff2f3a25
Merge pull request #474 from BjossiAlfreds/grenquad
Quad sound for quadded hand grenades
2019-10-03 10:11:55 +02:00
Denis Pauk
de2457bb2a Copy drawn lines if picture scalled 2019-10-02 22:07:57 +03:00
BjossiAlfreds
8be755caa2 Quad sound for quadded hand grenades 2019-10-01 21:07:46 +00:00
Yamagi Burmeister
70a94f759f Fix demo playback if cl_loadpaused is 1.
Demos are special. To the client they're more or less the same as normal
maps, the only difference is that the client never joines the server. So
we're never getting the first valid frame txpaht indicates the end of
the connection process. We're using that one to drop out of pause
mode... As a result the client stays in pause mode forever and "hangs".

Work around this by entering pause mode only if the local server is in
state ss_game. Demos are ss_demo. There're some more states for
cinematics, pictures, etc. Since the player can't save in those states
it should be save not check them.
2019-10-01 22:26:37 +02:00
Yamagi Burmeister
52b5698014 Make the new 'cycleweap' command autocompleteable. 2019-10-01 20:55:27 +02:00
BjossiAlfreds
3074c2ddf8 Added cycleweap command for generalized xatrix-like weapon switching 2019-09-29 11:57:09 +00:00
BjossiAlfreds
8b62c972ac Added missing '== RANGE_MELEE' 2019-09-28 03:13:51 +00:00
Yamagi
a0d2604030
Merge pull request #468 from BjossiAlfreds/dodge
Fix monsters being disoriented after ducking
2019-09-27 11:08:50 +02:00
BjossiAlfreds
cfedd92b4f Fix monsters being disoriented after ducking 2019-09-27 00:16:21 +00:00
BjossiAlfreds
981801f6b3 Merge branch 'master' into makron 2019-09-26 13:56:27 +00:00
BjossiAlfreds
6e86473cd5 Fixed medics unable to heal makrons 2019-09-26 11:48:38 +00:00
Daniel Gibson
378f01f7b5 SV_FatPVS(): use int32_t instead of long, as the code assumes it's 32bit 2019-09-25 21:39:02 -01:00
BjossiAlfreds
0bea4d9f44 Fix monsters not changing state after enemy goes away 2019-09-25 20:01:56 +00:00
Yamagi Burmeister
0286cdcd0b Fix floater melee / zap damage getting applied if enemy is out of range.
Found by @BjossiAlfreds, closes #454.
2019-09-23 17:32:43 +02:00
Yamagi
a942ca4bba
Merge pull request #459 from BjossiAlfreds/pathcorner
Triggered spawned monsters use path_corner correctly
2019-09-23 14:08:16 +02:00
Daniel Gibson
4e68ea13b2 Fix loading .cfg's without trailing newline
.. by adding a newline character to the end of the loaded file.
fixes #453
2019-09-22 19:11:07 +02:00
Daniel Gibson
77493e6e5b Don't call SDL_GetWindowDisplayIndex() with window == NULL
I got an SDL assertion because of this.
The problem was that PrintDisplayModes() was called at startup before a
window was created.
2019-09-22 19:09:10 +02:00
BjossiAlfreds
03c96b3fa3 Triggered spawned monsters use path_corner correctly 2019-09-21 08:15:42 +00:00
BjossiAlfreds
80c9976899 Fix for insane marines not always playing pain sounds 2019-09-15 13:16:21 +00:00
Yamagi
990e4f6989
Merge pull request #450 from bibendovsky/fix/448_pendingplays
Fix the pending sound list sorting
2019-09-15 09:41:01 +02:00
Yamagi
cf742c0228
Merge pull request #452 from BjossiAlfreds/monster-viewheight-bugfix
Full bugfix for monsters not fighting parasites
2019-09-14 10:20:16 +02:00
BjossiAlfreds
223ab4d7b2 Full bugfix for monsters not fighting parasites 2019-09-14 01:33:47 +00:00
Boris I. Bendovsky
16ee0073d4
Fix the pending sound list sorting 2019-09-13 19:48:44 +03:00
Denis Pauk
129da805a1 Make static C code analysis tool little more happy(#426)
sw_image.c:
	203: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 203, 192.
	368: The null pointer is passed into 'free' function. Inspect the first argument.
	401: Expression '!pic' is always false.
	401: There are two 'if' statements with identical conditional expressions. The first 'if' statement contains function return. This means that the second 'if' statement is senseless. Check lines: 394, 401.
	565: The potential null pointer is passed into 'memcpy' function. Inspect the first argument. Check lines: 565, 564.

sw_model.c:
	215: The 'model' pointer was used unsafely after it was verified against nullptr. Check lines: 210, 215.
	985: The 'header->lumps[12].filelen / sizeof (int)' expression was implicitly cast from 'size_t' type to 'float' type. Consider utilizing an explicit type cast to avoid the loss of a fractional part. An example: double A = (double)(X) / Y;.
	1277: Function 'RE_BeginRegistration' argument 1 names different: declaration 'map' definition 'model'.

sw_surf.c:
	239: There might be dereferencing of a potential null pointer 'sc_base'. Check lines: 239, 236.

sw_main.c:
	1345: The if condition is the same as the previous if condition
	1466: Function 'R_GammaCorrectAndSetPalette' argument 1 names different: declaration 'pal' definition 'palette'
	2063: The 'swap_buffers' pointer in the expression could be nullptr. In such case, resulting value of arithmetic operations on this pointer will be senseless and it should not be used. Check lines: 2063, 2061.

sw_aclip.c:
	180: Variable 'j' is reassigned a value before the old one has been used.

sw_alias.c:
	209: Function 'R_AliasTransformVector' argument 3 names different: declaration 'm' definition 'xf'.

sw_draw.c:
	78: Function 'RE_Draw_CharScaled' argument 3 names different: declaration 'c' definition 'num'.
	149: Function 'RE_Draw_GetPicSize' argument 3 names different: declaration 'name' definition 'pic'.
	173: The scope of the variable 'u' can be reduced.
	267: Function 'RE_Draw_PicScaled' argument 4 names different: declaration 'factor' definition 'scale'.

sw_scan.c
	593: Function 'D_DrawSpansPow2' argument 1 names different: declaration 'pspans' definition 'pspan'.
	745: Function 'D_DrawZSpans' argument 1 names different: declaration 'pspans' definition 'pspan'.
2019-09-12 22:36:13 +03:00
Yamagi
5d97bbff8a
Merge pull request #442 from 0lvin/for_review
Add zBuffer damage logic
2019-09-12 10:05:32 +02:00
Yamagi Burmeister
7d28dbbc54 Add telepport and listentities commands as forward to server cmds.
This makes them available for autocompletion. Closes issue #430.
2019-09-12 09:35:38 +02:00
Denis Pauk
0bace327f8 Add zbuffer damage checks
Save current player position and compare with a position in the previous
frame, if position is same refresh only changed rectangle in zbuffer.
zBuffer can be damaged by models, particles and static transparent spans.

zBuffer damage is not useful for the screen refresh minimize for now,
as result of explosion can change texture light value.
2019-09-10 08:20:48 +03:00
Denis Pauk
aba398c1b9 dump current possition in world 2019-09-10 08:20:48 +03:00
Denis Pauk
7435283213 Skip flush screen after palette change
Fixes issue with black screen on new game after show the introduction video
2019-09-10 08:20:48 +03:00
Yamagi Burmeister
90c2ac8946 Make sure that the entity to be printed is valid.
Especially after savegame load not all slots in the edicts array may be
used. Check if the current entity has a classname string. This is
another part of #430.
2019-09-07 14:27:21 +02:00
Yamagi Burmeister
c41f61f8fb Fix long standing bug of dead parasites falling through the world model.
It's unclear were this comes from, maybe it's a bug in the collision
detection. Because the collision detection is ununderstandable for
people without 'special brain type game programming' like me and even
bugfixes to it have a very high chance to break things, work around
it. Save current position, perform move, check if we're in the world
model. If we are revert to old position.

Debugged and work arounf suggested by @BjossiAlfreds. Fixes #443.
2019-09-06 07:46:59 +02:00