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.
Formerly, there were "6 frames" with a precalculated change factor on each frame.
This allowed to use Flick Stick exclusively on vsync 60 Hz screens only (6 *
16.6 ms = 100 ms). By using any other refresh rate, or just disabling vsync,
these 6 frames could take any time, normally much less than the intended 100 ms.
Now delta time is used to calculate the angle change on each frame displayed,
so the entire flick duration remains at 100 ms, independent of refresh rate.
* Build ref_gles1 only on Linux, it's of limited use under MacOS and Win.
* Fetch openal-soft from Github, the other mirror had several connection
problems in the past.
* Always include the latest curl.dll in Windows builds. Since this isn't
a stripped down build of curl, it's better to have it up to date.
* Make sure that we are on Ubuntu 22.04. Otherwise the binaries wouldn't
work on newer distros when `ubuntu-latest` becomes Ubuntu 24.04.
* Fix some typos.
* Mention some more new features added in the last years.
* Make clear that only FreeBSD, Linux and Windows have official support.
Everything else is community supported.
* Link to the official addons and yquake2remaster.
* Give some hints to bug reporters and contributors.
* Link to CI builds.
* Avoid relative links so that personal forks link back to the main
projects. If forks want to link to their own ressources, they can
edit the file.
This is should make testing for normal endusers easier by providing
prebuild binaries for them. It also serves as a simple CI by compiling
every commit and Pull Request for Linux, MacOS and Win32. And it saves
time, because (Windows) test build must no longer created by hand.
* Windows is build for Win32 only. We won't add a Win64, because there's
no point in having a 64 bit Windows release and it would break most
existing mods. Savegames are also not compatible between 32 and 64 but
builds.
* MacOS is build to get some test exposure and to publish up to date
binaries to users. This doesn't mean that MacOS is now officially
supported. It stays community supported. The binaries are untested,
because I have no Mac. PRs are welcome. ;)
* Linux is build with ubuntu-latest, which is the last LTS release. The
binaries should work on most other distros.
Windows includes all required dependencies. As a difference to release
builds the curl.dll is taken from upstream and not a cut down custom
build. MacOS and Linux do not ship the dependencies, users should
install them through Brew or their distro.
Github strips file permission when zipping the assets. A work around
would be to create a tar archive and zip that, but that is ugly. I
opted against it, users must mark the binaries executable by hand.
These workflows trigger at each push to the master master branch and at
each new or edited pull request.
Special features like SDL3 are not supported at this time.
Windows defaults to `wassapi`, which is a sensible choice. But WASAPI
only guarantees 32 bit float samples, anything else only works if the
driver or something supports it and YQ2 requires 16 bit samples. That
can be worked around by having SDL recode the audio, but I don't want
such a invasive change right before a release.
Another part of #1132.