Commit graph

789 commits

Author SHA1 Message Date
Denis Pauk
a37d6cb07a clean up code 2018-07-24 16:54:43 +03:00
Denis Pauk
6136900fac little speedup 2018-07-24 00:16:31 +03:00
Denis Pauk
f9a77d2d66 Share same Mod_DecompressVis 2018-07-23 17:40:06 +03:00
Denis Pauk
ad771fdd99 more warnings 2018-07-23 17:06:39 +03:00
Denis Pauk
789cd0128a use only allocated finalverts 2018-07-23 16:51:16 +03:00
Denis Pauk
1a5a0922c8 Set bigger limits 2018-07-23 00:34:34 +03:00
Denis Pauk
d36f19fda5 use only allocated surfaces 2018-07-22 17:20:33 +03:00
Denis Pauk
a57b1f9be0 use only allocated edges 2018-07-22 16:50:44 +03:00
Ricardo Garcia
d425f40eb6 Fix segfault in OGG_PlayTrack when ogg_enable is set to zero 2018-07-15 09:33:58 +02:00
Yamagi Burmeister
d96a46dc1f Fix stupid bug when scaling the chat input.
The vertical offset must be multiplied with the scale. And not the
scale added onto it... This fixes issue #306.
2018-06-25 09:41:57 +02:00
Yamagi Burmeister
1f4e90e0d3 Don't restart music if track 0 is requested and ogg_ignoretrack0 set. 2018-06-12 19:28:13 +02:00
Yamagi Burmeister
9cf029182a Fix playback when cd_shuffle is 1
Until now, likely since we first introduced OGG/Vorbis playback 9 years
ago, in about 50% of all cases OGG_PlayTrack() was never called if
cd_shuffle was set 1, resulting in missing background music. Add the
missing call. :)
2018-06-12 18:52:36 +02:00
Yamagi Burmeister
653d2bad80 Fix build.
I wonder why I didn't catch this in sunday. For some reason a "make
clean ; make" cycle was necessary. Maybe a corner case that the header
dependencies didn't catch?
2018-06-12 18:42:21 +02:00
Yamagi Burmeister
4a602227d1 Fix shuffle playback and it's menu integration. 2018-06-12 18:22:35 +02:00
Yamagi Burmeister
2406597356 Mark everythings that's local to ogg.c as static. 2018-06-12 18:22:35 +02:00
Yamagi Burmeister
b586f84a3a Combine the various ogg_* commands into a single "ogg" cmd.
While here remove unecessary ogg_init and ogg_shutdown commands. And
some more cleanup.
2018-06-12 18:22:35 +02:00
Yamagi Burmeister
750b37f288 Some general cleanup to the vorbis backend.
* Remove unneccessary global variables.
* Simplify initialization.
* Reorder functions.
2018-06-12 18:22:35 +02:00
Daniel Gibson
c3af040f0c More ogg/vorbis refactoring, supports GOG-style tracks now
also removed lots of code.

Windows support still missing, needs Sys_IsDir() and Sys_IsFile().
2018-06-12 18:22:35 +02:00
Daniel Gibson
781e7c7e12 1. step in OGG refactoring: add OGG_PlayTrack(int track), remove others 2018-06-12 18:22:35 +02:00
Denis Pauk
e5ef665e09 Use more short code in *EdgeSearch 2018-05-20 13:55:04 +03:00
Denis Pauk
466364589d Use constants for x/y/z shifts 2018-05-20 13:55:04 +03:00
Denis Pauk
2412363001 Add some comments from Fabien Sanglard article 2018-05-20 13:55:04 +03:00
Denis Pauk
1ea3fdc1a2 We have enough memory, skip Com_PageInMemory 2018-05-20 13:55:04 +03:00
Denis Pauk
b0b0265e4b Move Surf Search to separate functions 2018-05-20 13:55:04 +03:00
Denis Pauk
4fd37b73ca Define NUM_MIPS=4 instead hardcoded value 2018-05-20 13:55:04 +03:00
fabiensanglard
184ff91453 Added Unreal kernel filtering. 2018-05-20 13:55:04 +03:00
Denis Pauk
96a81f64f9 little speed up 2018-05-20 13:55:04 +03:00
Denis Pauk
f48e3e5b4d Use real height/width instead warp dimensions 2018-05-20 13:55:04 +03:00
Daniel Gibson
1e3135d4fc r_gunfov shouldn't be CVAR_USERINFO, only CVAR_ARCHIVE
this happens when you just copypaste and adapt r_lefthand

also did some minor changes to R_AliasDrawModel in the soft renderer
to make sure alias[xy]scale is reset properly in the early out cases
2018-04-27 23:42:27 +02:00
Daniel Gibson
12a8da7180 r_gunfov for the software renderer 2018-04-21 21:35:13 +02:00
Daniel Gibson
c59c1bfda1 Fix Rogue heatbeam rendering at high FOVs 2018-04-21 20:19:42 +02:00
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
Denis Pauk
189a34e707 Add custom particle shape by sw_custom_particles.
0 - use rectangle (default shape)
 1 - use hexagon
2018-04-13 23:29:56 +03:00
Denis Pauk
23d25db601 Little different shape of particle 2018-04-10 23:24:53 +03:00
Denis Pauk
14c934762d use one function for any mip levels 2018-04-10 23:13:38 +03:00
Denis Pauk
cd6c686980 Use multiple for particle sizes 2018-04-10 23:09:36 +03:00
Denis Pauk
758ab07a38 look to height instead width 2018-04-10 23:06:54 +03:00
Denis Pauk
14af679b7e Add size checks for WAL load 2018-04-10 22:59:13 +03:00
Denis Pauk
511b73baf9 Particle fixes from q2dos and kmquake
Authors: maraakate <emoaddict15@gmail.com>
         Knightmare <knightmare66@yahoo.com>
2018-04-10 22:59:13 +03:00
Daniel Gibson
3a641c8beb "/currentmap" command that prints the currently loaded map 2018-03-10 16:38:37 +01:00
Yamagi Burmeister
808a208de4 Disconnect when we're connected before starting an new game.
The old code was working only when the client was connected to a local
server. The 'newgame' executed by the menu expands to a 'map', loading
a map ends in SV_InitGame() which calls CL_Drop() on the local client.
That calls CL_Disconnect() and everything is okay.
When the client is already connected to a remote server and no local
server is running the 'map' command spawns a new local server. This
new server thinks "Hey, I'm a new local server and no one is connected
to me. Let's pull the client in!". So it pull the already connected
client onto a new server without disconnecting, smashing it's state.
And everything goes down in flames.

The correct way would be to execute a 'disconnect' right before the
'newgame'. But the 'disconnect' cmd calls CL_Disconnect_f that throws
an ERR_DROP. ERR_DROP is implememted through a longjump(), jumping
around puts the process internal state in ashes... So bite the bullet
and add another hack: Call CL_Disconnect() before executing 'newgame'.
2018-03-07 21:49:58 +01:00
Yamagi Burmeister
ed54fe2364 Fix '/connect $server' while connected to a server. 2018-02-27 19:17:45 +01:00
Yamagi Burmeister
8ff7109b9d Rename forgotten gl_modulate and gl_farsee cvars in the GL3 renderer. 2018-02-25 10:38:04 +01:00
Yamagi Burmeister
2db01319a1 Fix changing the game / mod through the 'game' console command.
The 'game' command was more or less functional after the last commit.
We just need to reset the initialGame (renamed to userGivenGame) so we
don't revert back to the old game at server disconnect.
2018-02-25 10:24:35 +01:00
Daniel Gibson
f0e21e2ab4 Fix writing/loading configs when changing game/mod
When connecting to a multiplayer game that runs a different mod
("game" cvar) than you are, it didn't load the corresponging configs
from the mod, but saved your changes to the config to the mod's config.
Which is doubly useless.
Now when the "game" cvar is changed, the configs are reloaded (from
the right directories for the mod), and when disconnecting the configs
are written, so the changes you did for a mod while playing MP are saved
before game is reset to the game you started with.
2018-02-24 21:00:35 +01:00
Denis Pauk
80616a418e Reuse SWimp_Init from refresh.c 2018-02-14 23:07:20 +02:00
Denis Pauk
b376c7e0d2 correctly exit if have not found console fonts 2018-02-14 23:07:20 +02:00
Denis Pauk
24b7cb3529 Remove unused K_WORLD_* from Q_KEYS 2018-02-14 23:07:20 +02:00
Denis Pauk
c68fd0be5b Add 3d haptic/SDL_HAPTIC_CARTESIAN with distance and orientation 2018-02-14 23:07:20 +02:00
Yamagi Burmeister
ec1733fb97 Rename 'intensity' to 'gl1_intensity', 2018-02-14 09:35:54 +01:00