Denis Pauk
9566ef12c4
Version bump 8.42RR9
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- vk: fixed vulkan call groups,
- game: Add ReRelease translated messages (English only)
- game: Add Heretic 2 translated message (checked with English only)
- game: Anachronox support load entitities decription file,
- game: Daikatana support load entitities decription file,
- game: SiN show entities with defined models,
- renders: Partial support of MDA models (Anachronox),
- renders: improved colors of particles,
- renders: Fix pcx load code,
- renders: Fix maps with 32k+ faces.
2024-09-22 11:05:54 +03:00
Denis Pauk
36011a51c4
game: fix load of Anachronox levant2 map
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Fields planenum, side, firstedge, numedges has made unsigned.
2024-09-22 01:09:48 +03:00
Denis Pauk
ecb53ba29f
Merge remote-tracking branch 'yquake2/master'
2024-09-21 17:00:20 +03:00
Denis Pauk
831f51d070
models: fix mda skin parh search
2024-09-21 16:59:22 +03:00
Yamagi
9278772868
Mark g_swap_speed as CVAR_ARCHIVE.
2024-09-21 09:54:35 +02:00
Denis Pauk
b9286a8d1d
game: load SiN models prodided as model field
2024-09-21 01:44:11 +03:00
Denis Pauk
718202f84e
game: load daikatana entities types list
2024-09-18 01:25:06 +03:00
Denis Pauk
081050ad18
Merge remote-tracking branch 'yquake2/master'
2024-09-17 23:12:54 +03:00
Denis Pauk
105b019130
models: check mda before md2 on load
2024-09-16 00:27:15 +03:00
Yamagi
7b013d5009
Merge pull request #1151 from amalchuk/feature/fix-broken-links
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Fix broken links in the documentation
2024-09-15 22:12:31 +02:00
Denis Pauk
6ba618fc42
models: partial support mda file parse
2024-09-15 19:07:53 +03:00
Denis Pauk
f64ab5bfb7
game: load dynamic entities definition
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Based on Anachronox:
* https://github.com/hogsy/chronon/blob/master/game/g_spawn.cpp
2024-09-15 18:39:53 +03:00
Denis Pauk
7203b0ed78
models: move load code to separate function
2024-09-15 18:37:57 +03:00
Denis Pauk
ce98c8a957
game localization: skip commented out and emplty lines
2024-09-15 18:27:48 +03:00
Andrew Malchuk
b1f1e847ab
Fixed broken links in the documentation
2024-09-15 18:55:59 +04:00
Denis Pauk
3a5d0afea5
game: support translated sounds in messages (Heretic 2)
2024-09-14 23:44:56 +03:00
Denis Pauk
c51ccea802
game: support heretic 2 level message
2024-09-14 23:10:34 +03:00
Denis Pauk
466ca3cba4
game: prepare for use additional sources for level messages
2024-09-14 23:10:17 +03:00
Denis Pauk
3dd4dbf2ce
game: use binary search for message translation
2024-09-14 21:08:33 +03:00
Denis Pauk
1f0e67621c
game: Add remaster translation support
2024-09-14 20:59:50 +03:00
Denis Pauk
51d092660b
ci/cd: Update package versions
2024-09-14 01:07:27 +03:00
Denis Pauk
daa471e0f8
filesystem: load system pak from remaster
2024-09-14 00:56:57 +03:00
Denis Pauk
7509200287
game: code cleanup
2024-09-14 00:56:11 +03:00
Denis Pauk
dcf411bb11
models: add mda file to override list
2024-09-14 00:56:11 +03:00
Denis Pauk
1aadd6e404
gl1: free 16to8 convert table on exit
2024-09-10 06:47:01 +03:00
Denis Pauk
e534f9e2b3
filesystem: fix compressed buffer allocation
2024-09-10 01:18:30 +03:00
Denis Pauk
d0c98f5bab
client: use rgb color in effect color tables
2024-09-09 00:35:30 +03:00
Denis Pauk
f040b01e00
Merge remote-tracking branch 'yquake2/master'
2024-09-09 00:33:38 +03:00
Denis Pauk
6e8502a98d
client: use 16 steps color particles
2024-09-09 00:28:25 +03:00
Denis Pauk
aba2dc9ccf
client: reuse combined colors in CL_BfgParticles
2024-09-09 00:21:38 +03:00
Denis Pauk
8ab3e54f6a
client: reuse combined colors in CL_ParticleSteamEffect
2024-09-09 00:21:38 +03:00
Denis Pauk
ee4086c82d
client: reuse combined colors in CL_ParseTEnt
2024-09-09 00:21:38 +03:00
Denis Pauk
6b00ed85cd
client: reuse combined colors in CL_ParticleEffect
2024-09-09 00:21:38 +03:00
Denis Pauk
900233ada7
client: reuse combined colors in CL_GenericParticleEffect
2024-09-09 00:21:38 +03:00
Denis Pauk
d48904838e
client: reuse combined colors in CL_ColorExplosionParticles
2024-09-09 00:21:38 +03:00
Denis Pauk
7e6e776c6a
client: reuse combined colors in CL_ParticleSmokeEffect
2024-09-09 00:21:38 +03:00
Denis Pauk
1d8de9a89a
client: reuse combined colors in CL_BlasterParticles2
2024-09-09 00:21:38 +03:00
Denis Pauk
db0328a251
client: use combined color insted VID_PaletteColor
2024-09-09 00:21:38 +03:00
Denis Pauk
74e9708204
client: use rgb for CL_FlagTrail/CL_TagTrail
2024-09-09 00:21:38 +03:00
Yamagi
5acb267630
Add a new playback mode ogg_shuffle
== 4
, truly random playback.
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912b65ff74
changed mode `3` from random
playback to truly random playback, allowing the same track being played
several times in a row. Since some users might prefer the old behavior
move truly random playback to a new mode `4`. Add it to the menu and
finally document the `ogg_shuffle` cvar.
In addition to #1143
2024-09-08 17:00:34 +02:00
Yamagi
da15696d23
Save and restore the OGG state only of the backend is enabled.
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Otherwise we might end up in situations were `OGG_SaveState()` writes
invalid values into the state struct and `OGG_ResumeState()` tries to
recover theses values into an uninitialized stb_vorbis state. This may
lead to NULL pointers in stb_vorbis and other problems.
Closes #1135 .
2024-09-08 17:00:34 +02:00
Yamagi
7c88889716
Merge pull request #1150 from amalchuk/feature/keyboard-improvements
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Fix Windows key bind name on non-Mac
2024-09-08 16:18:44 +02:00
Denis Pauk
e188358e2b
Merge remote-tracking branch 'yquake2/master'
2024-09-08 12:58:00 +03:00
Andrew Malchuk
dfc0cf059b
Removed .vscode from .gitignore
2024-09-08 13:45:55 +04:00
Yamagi
a969526d87
Switch the SDL2 sound backend to transparent audio format conversion.
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Since the SDL 1.2 day the SDL sound backend relied on the sound driver
supporting the requested audio format. That workes fine for drivers
support transparent conversions into formats supported by the hardware.
But it failes with drivers which are unable to do such conversions. As
long as we hardcoded the sound driver this wasn't a problem, because all
our chouces supported transparent conversions. When we removed the
hardcoded choices and started to rely on SDLs choices especially the
wsaapi driver - which is SDLs default choice under windows - failed.
wsaapi only guarantees support for AUDIO_F32LSB (other formats may be
supported, depending on the hardware), Quake II needs AUDIO_S16SYS or
AUDIO_U8.
Solve this by switching to transparent conversions through SDL. This way
Quake II can send whatever it wants to SDL and SDL will make sure that
it is in the right format before sending it to the driver.
This isn't necessary for SDL3, SDL3 doesn't support explicit formats and
always relies on transparent conversions.
Remove hardcoded wsaapi on Windows, it's no longer necessary.
Part of #1135 .
2024-09-08 10:29:36 +02:00
Yamagi
5ba7695d64
Merge pull request #1147 from protocultor/delta_time_fs
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Flick Stick fixed duration to 0.1 seconds
2024-09-08 09:49:11 +02:00
Yamagi
14f819aac5
Merge pull request #1148 from 0lvin/backport
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Fix memory leaks
2024-09-08 09:33:53 +02:00
Denis Pauk
ff115d7061
client: update mpeg video decoder
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3198122a19/pl_mpeg.h
2024-09-08 03:18:26 +03:00
Andrew Malchuk
d7845deb4c
Fix Windows key bind name on non-Mac
2024-09-07 14:25:26 +04:00
Denis Pauk
ca5d679b39
github actions: fix win64 build
2024-09-06 01:17:17 +03:00