Commit graph

2019 commits

Author SHA1 Message Date
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
Yamagi Burmeister
281aaeebbd Fix current health being reset to 100 if >100 at level change.
This is another code inconsistency, we must not clamp the current health
to the client max health (which apparently is always 100) but to the
current max health of the player entity.

Analyzed and fix suggest by @BjossiAlfreds, fixes #441.
2019-09-06 07:04:53 +02:00
Yamagi Burmeister
34c27cd2c7 Fix monsters not fighting back when attacked by a a parasite.
This is another corner case. Parasites have a bbox height of 24,
walkmonster_start_go() hardcodes a viewheight of 25. Therefor most
traces in other functions like visible() overshoot the parasite.
Fix this by not overriding the monster viewheight.

Analyzed and fix suggested by @BjossiAlfreds. Closes issue #440.
2019-09-06 06:52:55 +02:00
Yamagi Burmeister
cd93737eb7 Add 'listentities' command.
This rather sophisticated command prints all entities of one or more
given classes and their coordinates. Possible classes are:

* ammo
* items
* keys
* monsters
* weapons

Classes can be combined into one command, e.g. `listentities ammo keys'
would print all ammunition and all keys. The special class `all` prints
all entities, regardless of their class.

The command is protected by `cheats 1`.

This is part of issue #430.
2019-09-05 17:48:07 +02:00
Yamagi
f75b1c24b5
Merge pull request #439 from devnexen/curl_little_chg
Little code changes proposal.
2019-09-05 08:30:01 +02:00
Yamagi Burmeister
41134fa204 Add a new command 'teleport'.
A command that teleports the player to abitrary locations was often
requested and may be helpfull for debugging, so finally add it. It works
like a normal teleporter: It moves the player to the requested location,
clears all movements, tells the server and clients that the entity just
teleported and telefrags everything that's in the target location.

The implementation does not verify if the requested location is save,
the player may teleport into the world model or even the void. But the
requested Z coordinate is elevated by 10 units to prevent the player
getting stuck in the floor.

The command is protected by sv_cheats.

This is part of issue #430.
2019-09-05 08:18:20 +02:00
David Carlier
28e22f15d5 Little code changes proposal. 2019-09-04 21:56:22 +01:00
Yamagi Burmeister
5ae4a73acd Fix stupid endless loop in HTTP->UDP Fallback handling.
The fallback logic is: r1q2 style URLs -> q2pro style URLs -> UDP. In
case that an r1q2 or q2pro server is missing files, we may fall through
to UDP and download files over abysmal slow UDP that are available over
HTTP. To work around this problem we reset the precacher iterations back
to 0 and start over with r1q2 style URLs. This works as long as we're
able to download all files. But if one or more files are unavailable
over all three download options we'll run into an endless loop. Mitigate
this by starting over only once. This comes with the drawback that on
servers that miss more than one file downloads might done over UDP were
HTTP is available. In that case the server should be fixed.

This closes #429.
2019-09-04 18:02:06 +02:00
Yamagi Burmeister
b7bb9f2550 Reset paused_at_load after loading has finished. 2019-09-03 08:45:59 +02:00
Yamagi Burmeister
fc5c2788a1 Put the client into pause mode when loading save games.
This prevenits the worlds from advancing during client connect. The
player won't get attacked by monsters or hurt by the environment. Note
that in baseq2 there're still 4 world frames processed by the game and
100 world frames if the player enters a level that he or she already
visited. Both aren't a big problem, 4 world frames are hardly enough
for monsters starting to attack and in most levels the starting area
can't be reached by monsters and is free from environmental effects.

Pause mode is only entered for local servers and only in single player
mode. This should prevent problems with coop and deathmatch games.

The behaviour can be controlled by `cl_loadpaused`:
* `0`: Do not enter pause mode, Vanilla Quake I behaviour.
* `1`: Enter pause mode at load and leave it at first regular server
       frame.
* `2`: Enter pause mode at load, never leave it. The player must leave
       it by hand.

This was requested in issue #417.
2019-09-03 08:42:05 +02:00
Yamagi Burmeister
81a36bb3ad Add 'dec' and 'inc' operations.
'dec' decrements and 'inc' increments a given cvar either by 1 or a
given value.

The code was taken from q2pro.

This closes issue #414.
2019-09-02 17:57:02 +02:00
Yamagi Burmeister
d1981e7edf Add 'toggle' cvar operation.
The 'toggle' operation allows toggling a cvar between `0` and `1` or two
custom values.

This code was taken from q2pro.

This is part of issue #414.
2019-09-02 17:29:00 +02:00
Yamagi Burmeister
66ca44e040 Add new cvar operation 'reset' and 'resetall'.
cvar operations are special commands that allow the programmatic
manipulation of cvar values. 'reset' resets a given cvar to it's
default value, e.g. `reset r_mode' would reset `r_mode` to `4`.
'resetall' resets all known cvar with the exception of `game`.

The code is based upon q2pro.

This is part of issue #414.
2019-09-02 17:28:41 +02:00
Yamagi Burmeister
5136ceb123 Try to fix monsters getting stuck by waiting forever for their enemy.
44472722e added some sanity checks to the AI code. The checks in
ai_run() are likely wrong because the enemy entity might be already
NULL if we arrive their. By aborting early the code is unable to
determine a new enemy or return the monster to idle state, so the
monster will wait forever for an enemy that'll never come.

This happens only in monster vs. monster fights. Never in monster vs.
player, that game ends if the player dies.

In theory this change should be harmless, because if the enemy entity is
gone it won't generate sound targets now be visible. If the game crashes
by self->enemy being NULL we've got a problem elsewere.

This was reported by @BjossiAlfreds in #483. He also suggested the fix.
2019-08-31 10:56:50 +02:00
Yamagi Burmeister
5c17eb0132 Fix monsters being unable to see the player if he generates noise.
When searching for the player FinTarget() always goes after sound
targets and aborts as soon as it finds one. So if the player is
constantly generating sounds - for example firing the machine gun -
there's a high chance that monsters will only hear but never see
him. Work around this by adding a small timeout to player noises, make
sure that at least 3 frames passed since the last noise. This gives
monsters 2 frames to see the player.

This bug was present in the original code, this is a small gameplay
change.

The problem was analysed by @BjossiAlfreds in #436. He also suggested
the fix.
2019-08-31 10:40:13 +02:00
Yamagi Burmeister
35547d813a Fix berserker fidget animation aborting attack.
M_MoveFrame() calls first the AI functions that decide if a monster
should attack or not. After that the monsters think function is called
which walks through berserk_frames_stand[]. Even if the AI function found
an enemy and decided to attack, the monster is still standing for this
frame and berserker_fidget() is called. It may override the earlier
earlier decision, aborting the attack. Even worse this may let the
berserker stuck, because AI_STAND_GROUND may be cleared which prevents
further attacks.

This bug was present in the original code, so this is small gameplay
change. It's likely also present in both addons.

Reported and analyzed by @BjossiAlfreds in issue #433. He also suggested
the fix.
2019-08-31 10:23:18 +02:00
Daniel Gibson
d615190e36 Fixes for PVS Studio warnings: warnings in unix/main.c and sv_send.c 2019-08-24 20:40:06 -01:00
Daniel Gibson
f9c77b98af YQ2_ALIGNAS_*() in common.h 2019-08-24 20:38:42 -01:00
Daniel Gibson
bebd9e73b3 YQ2_COM_CHECK_OOM() macro to check if malloc() etc was successful 2019-08-21 21:07:31 -01:00
David Carlier
97e66dfd9b Silence deprecation warning with OpenGL.
on Darwin, Mojabe has deprecated it in favor of Metal,
here we silent the lengthy build warning.
2019-08-01 20:01:43 +01:00
Daniel Gibson
95983f08cf Fixes for PVS Studio warnings: Sound stuff 2019-07-21 05:29:05 +02:00
Daniel Gibson
d368a67976 Fixes for PVS Studio warnings: most of src/common/
except for frame.c, I'd like Yamagi's input on that
2019-07-21 03:14:21 +02:00
Daniel Gibson
90d0fe07e2 Fixes for PVS Studio warnings: (q)menu.c, glimp_sdl.c 2019-07-21 03:08:52 +02:00
Daniel Gibson
4c265d448f Fixes for PVS Studio warnings: client/cl_*.c and curl/download.c
except for cl_cin.c that'll need some actual refactorings

see #426
2019-07-21 03:02:22 +02:00
Yamagi Burmeister
eaa4aa46ce Don't screw up if 'sensitivity' is set to non-integral values.
Like most other cvars 'sensitivity' allowes for float values. But until
now mouse events were handled as integers which led to some confusing
problems. This was especially noticeable at values lower than 1, small
mouse movements were cut to 0 and discarded. Since the clients movement
code is written in floats and we're already using floats for joystick
movement switch the mouse event handling over to them, too.

This should have any impact on configs were 'sensitivity' is ste to
integral values. If it was set to decimal values the behaviour is now
correct.

This fixes #419.
2019-07-20 16:19:35 +02:00
Yamagi Burmeister
e3d4038233 Remove S_RegisterSexedModel().
I new that it was unused, I left it in the code because I thought it
might be usefull one day. It wasn't, so finally remove it. Closes #425.
2019-07-20 16:19:15 +02:00
David Carlier
78a5a819c6 curl buffer resizing lost fix proposal. 2019-07-14 13:08:40 +01:00
Yamagi Burmeister
158fbbe559 Enable the numpad * key.
All other keys were already enabled. Reported by @m-x-d, closes #420.
2019-07-11 14:12:14 +02:00
Yamagi Burmeister
3b641e481d Trigger the SDL bug #4700 only if we're in fullscreen. 2019-07-11 14:04:14 +02:00
Yamagi Burmeister
2681276fa1 Remove unused variable and statement.
Reported by @m-x-d. Closes #420.
2019-07-11 14:02:05 +02:00
Yamagi
c1ccb95026
Merge pull request #416 from 0lvin/for_review
Fix overrun in RE_BufferDifferenceStart
2019-07-11 07:45:03 +02:00
Daniel Gibson
b9d8ceba0b Reset vid_rate when using fallback display mode 2019-07-06 19:44:27 +02:00
Denis Pauk
af27d68483 Remove unused sw_partialflush flag 2019-07-06 13:25:29 +03:00
Denis Pauk
5b98640dd2 use pixel position for skip unchanged 2019-07-06 11:43:01 +03:00
Denis Pauk
c6b31d1b46 change 2d buffer damage before frame flush 2019-07-06 10:33:15 +03:00
Denis Pauk
a7199f95db Always flush whole texture to render 2019-07-05 22:28:48 +03:00
Denis Pauk
ceb7fd03b1 fix issue with back_max in RE_BufferDifferenceStart 2019-07-05 22:28:48 +03:00
Yamagi Burmeister
6db1203f22 Evil hack to work around SDL bug 4700.
Check if we're in the requested mode after the fullscreen window was
created. If not: Try to switch again in the requested mode by calling
SDL_SetWindowDisplayMode(). If that's successfull set the new window
size with SDL_SetWindowSize(). That shouldn't be necessary, at least to
SDLs crappy doku, but without the subsequent SDL_GetWindowDisplayMode()
call fails with 'Invalid Window'. Use that call to check if we're now
in the requested mode. If yes, process. If not abort and trigger the
fallback magic. It'll set `r_mode 4` and `vid_fullscreen 0`.

Caveat: In the worst case this will switch the display mode 3 times.
To create the window, to work around the bug and to set a refresh rate.
No problem for flat panels, but my unforgotten Trinitron CRT would
have cried in pain.
2019-07-05 14:12:27 +02:00
Yamagi Burmeister
890d708085 Add a new cvar vid_rate and make sure that we're at the requested mode.
* Normaly SDL chooses a sane refresh rate for fullscreen windows. Users
  may want to override that, so provide a new cvar `vid_rate`. If it's
  set to a value greater than 0, we're trying to get a mode close to the
  requested resolution and refresh rate and switch to that.
* A bug in SDL may leave us in the wrong mode, detect that condition and
  abort. See https://bugzilla.libsdl.org/show_bug.cgi?id=4700 for details.

This is part of issue #302.
2019-07-02 19:04:13 +02:00
Yamagi Burmeister
aeca570a96 Fix code style after latest changes.
Since it's apperently too hard to stay within the style and I'm sick of
discussing it, I fix it by myself.
2019-07-02 17:52:17 +02:00
Yamagi Burmeister
b5f3a79f5d Print SDL display modes.
Print a list of all available modes as soon as SDLs video backend
initializes and the real display mode after the window was created
or altered.

This hopefully helps debbuging problem with display mode selection, see
issue #302 for an example.
2019-06-29 21:11:44 +02:00
Yamagi
40b5fbe87a
Merge pull request #412 from Spirrwell/master
Multi-Monitor Management
2019-06-29 21:06:37 +02:00
Spirrwell
4f5de01d8e (Code Formatting)Fix Indentation 2019-06-29 13:54:59 -04:00
Denis Pauk
f8c73ca731 Flush only frame difference. 2019-06-24 21:47:42 +03:00
Denis Pauk
60f9af27f5 Dynamicly allocate lights 2019-06-24 21:47:42 +03:00
Denis Pauk
9783e7955f correctly check limits in RE_Draw 2019-06-24 21:47:42 +03:00
Denis Pauk
65888e6b9b fix distance selection for mip level 2019-06-24 21:47:42 +03:00
Denis Pauk
a2af07c9fc make d_ziorigin, d_zistepu, d_zistepv local 2019-06-24 21:47:42 +03:00
Denis Pauk
25a2aff688 render code cleanup and allocate spans at once 2019-06-24 21:47:41 +03:00
Denis Pauk
5f2293bf0d limit surfaces amount to unsigned short 2019-06-24 21:47:41 +03:00
Spirrwell
39728eb5d4 (Multi-Monitor)Hide "display index" Option If Single Display
-The "display index" option will now no longer show up in the "VIDEO" menu if user only has a single display
2019-06-16 17:35:55 -04:00
Spirrwell
fc78aefee3 (Multi-Monitor)Better Handling
-Add back use of last_position_x and last_position_y
-last_position_x and last_position_y will be set to undefined when the window is shutdown IF the current display used is not the desired display
-last_display will be set to desired display at window shutdown if not the same
-vid_displayindex clamped using ClampDisplayIndexCvar() at startup and window shutdown
2019-06-16 17:34:00 -04:00
Spirrwell
0da8099de8 (Multi-Monitor)Code Cleanup
-We only need to init the display indices once in GLimp_Init
-We only need to clear the display indices once in GLimp_Shutdown
-Remove extra 'displayindex' variable
2019-06-16 01:11:20 -04:00
Spirrwell
03e3c6bf71 Move 'num_displays' Initialization
-SDL_GetNumVideoDisplays() will always remain the same after the call to SDL_Init(SDL_INIT_VIDEO), so it makes sense to set in GLimp_Init where we do this.
2019-06-16 01:02:53 -04:00
Spirrwell
f6a9690a36 (Multi-Monitor)Can Choose Which Monitor to Use
-Adds option in the "VIDEO" menu for "display index" that lets you specify which monitor you would like to use.
2019-06-16 00:50:15 -04:00
Yamagi Burmeister
1f1a45a562 Push entitie slightly away from non horizontal surfaces.
Otherwise the entities origin might be in the surface, which causes it
to be rendered in full black. This fix is a port from KMQuake2, reported
by @m-x-d. Closes #407.
2019-06-15 17:39:51 +02:00
Max Crofts
bc565030a5 Allow scrolling with mouse in console
Mouse keycodes have been added to consolekeys. Unbound key warnings now only print when in-game.
2019-06-04 19:36:37 +10:00
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
1668f5950e Fix missleading console message.
Reported by @m-x-d, closes #402.
2019-05-30 11:14:23 +02:00
Yamagi Burmeister
8e779bfb87 Remove superfluous statements.
`while (*s != '\\' && *s)` already checks for `s` being valid. This was
reported by @m-x-d, closes #401.
2019-05-30 11:14:11 +02:00
Yamagi Burmeister
4573e9639e Bump version number to 7.42pre. 2019-05-26 09:14:30 +02:00
Yamagi Burmeister
8bcb8f849c Bump version number to 7.41. 2019-05-26 08:43:11 +02:00
Yamagi
33bfd28ebc
Merge pull request #400 from DanielGibson/wrapper-foreground
quake2.exe wrapper puts Q2 window in foreground
2019-05-09 18:12:31 +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
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
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
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