Commit graph

2861 commits

Author SHA1 Message Date
Yamagi
486441eb0e
Merge pull request #576 from pettyalex/macos-relative-linker-path
Enable rpath with Mac OS linker
2020-06-02 08:29:18 +02:00
Yamagi
ffe8f893ed Abort downloads if a server hasn't a file over UDP.
This is a special case, the bug was already present in Vanilla Q2: If a
server is offering assets for download but is missing some files the
USP download code runs in an endless loop. CL_ParseDownload() detects
that something is wrong and calls CL_RequestNextDownload() which tries
to download the same file again... Work around this by skippig over that
file.

This closes #552.
2020-06-02 08:03:06 +02:00
Alex Petty
a2d6cc9cdc Mac OS uses @executable_path not for rpath 2020-05-20 19:39:09 -05:00
Alex Petty
895c7bc850 Enable rpath with Mac OS linker 2020-05-20 19:30:52 -05:00
Yamagi
7f339952cb
Merge pull request #575 from kondrak/master
Fixed the Jorg skin bug present since the original Quake 2 release.
2020-05-11 12:59:06 +02:00
Yamagi
3c681210ba
Merge pull request #574 from 0lvin/for_review
fix tearing with fix palette change(explosion near without move)
2020-05-11 12:30:47 +02:00
Yamagi
93c0302d79
Merge pull request #572 from BjossiAlfreds/gunner-idle
Fix for gunner AI freeze bug
2020-05-11 11:42:40 +02:00
Yamagi
94caa85a64
Merge pull request #569 from bibendovsky/fix/508_liquid_shader
Move liquid transformations into fragment shader
2020-05-11 11:31:41 +02:00
Krzysztof Kondrak
6d9930fd75 Fixed the Jorg skin bug present since the original Quake 2 release. 2020-05-10 15:00:34 +02:00
Denis Pauk
ef841ce98c fix tearing with fix palette change(explosion near without move) 2020-05-09 14:11:12 +03:00
BjossiAlfreds
8de243a42f Fix for gunner AI freeze bug 2020-05-08 22:10:34 +00:00
Boris I. Bendovsky
0ae9f55089
Move liquid transformations into fragment shader 2020-05-04 22:42:08 +03:00
Yamagi
3492dff774
Merge pull request #564 from bibendovsky/fix/558_silenced_muzzle_flash
Don't play silenced muzzle flash sounds
2020-05-04 18:19:28 +02:00
Yamagi
33591ceb6e Update stb_vorbis to 37b9b20fdec06c75a0493e0bb59e2d0f288bfb51.
This fixes the crash reported in #568 for me.
2020-05-04 18:17:41 +02:00
Boris I. Bendovsky
93a0473244
Add cvar to control sorting of play sounds 2020-05-04 18:44:58 +03:00
Boris I. Bendovsky
1887072cc9
Merge remote-tracking branch 'upstream/master' into fix/558_silenced_muzzle_flash 2020-05-04 17:41:36 +03:00
Yamagi
8f2542e05f Limit the new order of the pending sound lists to baseq2 and the addons.
The new ordering was introduced in 16ee007, fixing some problems with
the wrong sound getting played when an entity triggers several sound at
the same timestamp. This broke the behavior of the mods, in #558 dday
was mentioned, muzzle flashe sound prevent the firing sound from getting
played.

Since we don't control the source of all mods, add a simple band aid
fix: Use the new ordering for baseq2, xatrix and rouge. Use the old
ordering for everything else.

An alternative approach is being discussed in #564.
2020-05-04 09:51:53 +02:00
Yamagi
1eca56a4a3
Merge pull request #566 from echoline/master
musl libc and uclibc do not have backtrace()
2020-04-27 12:52:45 +02:00
Linux User
c4e43f0403 musl libc and uclibc do not have backtrace() 2020-04-25 20:30:55 -07:00
Boris I. Bendovsky
4646859535
Don't play silenced muzzle flash sounds 2020-04-22 17:53:41 +03:00
Yamagi
563ef16ee3 Exec autoexec.cfg everytime game changes.
I don't remember why we restricted it to client startup. The original
code executed it everytime when `game` changed... Revert to that
behavior. Look here if some problems come up. ;)

Closes #544.
2020-04-21 14:06:16 +02:00
Yamagi
5455ffa96f s_doppler should default to 0.
The doppler effect is a game play change. And it's rather badly
implemented. Discussed in yquake2/xatrix#51.

Closes yquake2/xatrix#51.
2020-04-21 13:58:58 +02:00
Yamagi
00e6eb6303 Remove unnecessary OSX_ARCH setting, replace it with YQ2_ARCH. 2020-04-21 13:57:09 +02:00
Yamagi
beadebbdec Document aimfix. 2020-04-21 13:00:00 +02:00
Yamagi
f043db2a56
Merge pull request #562 from BjossiAlfreds/disruptor-doc
Added doc entry for g_disruptor cvar in GroundZero
2020-04-21 12:55:10 +02:00
Yamagi
73d0812d9f
Merge pull request #561 from mjr4077au/Client_AimFixWithCVAR
Implement accurate-aiming CVAR in baseq2 game code.
2020-04-21 12:54:32 +02:00
BjossiAlfreds
975298b3f2 Added doc entry for g_disruptor cvar in GroundZero 2020-04-21 00:28:51 +00:00
Mitchell Richters
85fb607010 Implement accurate-aiming CVAR in baseq2 game code. 2020-04-21 06:17:40 +10:00
Yamagi
19214d6049 Implement adaptive vsync.
Adaptive vsync is a often requested feauture and easy to implement. Set
`r_vsync` to `2` to enable. This is untested because my system doesn't
support it.
2020-04-20 12:31:25 +02:00
Yamagi
fc99e5456f Make the gun fov optional.
Set r_gunfov to force the gun fov to be the same as the global fov.
While here finally commit somes missed parts of 50d442c.
2020-04-20 11:57:27 +02:00
Yamagi
1299a807ed
Merge pull request #557 from BjossiAlfreds/insta-powerups
Fix for some items playing wrong sound when instantly used
2020-04-20 09:00:13 +02:00
Yamagi
d1a53bdeec
Merge pull request #551 from DanielGibson/scancode-input
Scancodes for Input and other keyboard input improvements
2020-04-20 08:59:55 +02:00
Yamagi
642c2259aa
Merge pull request #549 from 0lvin/fix_big_pak
Dynamically allocate memory on PAK directory read
2020-04-20 08:58:47 +02:00
Daniel Gibson
d675254e4e (More) special cases for key names in configs
There already was one (that I only recently fixed) for semicolon, but
the same problem can happen with quotes or $ (which is used in macros)
(single-quote ' is probably not affected, added it just to be sure)
2020-04-12 00:40:30 +02:00
BjossiAlfreds
ef5c0adf0c Fix for some items playing wrong sound when instantly used 2020-04-11 01:50:57 +00:00
Daniel Gibson
d6cdcc3e52 Make sure K_CONSOLE up events are ignored
otherwise we might get an error about an unbound key for up (!down)
events.
2020-04-11 03:04:54 +02:00
Denis Pauk
3e039d1cbd dynamically allocate buffer for PAK 2020-04-10 23:35:26 +03:00
Daniel Gibson
a44225c625 Introduce K_CONSOLE, generated by the keyboard's "console key"
regardless of keyboard layout, with a special exemption for layouts
where that key generates a quote character (like the Brazilian one)
because you may wanna type a quote into the console.
(It's SDL_SCANCODE_GRAVE, that key between Esc, 1 and Tab)

The old hack of matching for ^, ~ and ` in Char_Event() didn't work very
well for layouts we didn't anticipate, which is especially relevant with
the recent Scancode fallback, which for example allows binding the ^ key
on Belgian keyboards (which is on SDL_SCANCODE_LEFTBRACKET, far away
from the "console key"), but in that case would *also* open the console.

This is mostly straight-forward, except for a small hack to prevent the
key from generating text input (on German layouts you otherwise get
"^" in the console when closing+opening it), which requires the
"console key" to be pressed without any modifiers like Shift or AltGr.
Yes, it's ugly, but it works and all the uglyness is contained in
IN_Update() and on the other hand Char_Event() becomes less ugly :)
2020-04-10 06:21:10 +02:00
Daniel Gibson
f1a81a5611 SV_Frame(int _usec_) instead of msec
it's microseconds, not milliseconds.
2020-04-08 15:28:59 +02:00
Daniel Gibson
bbde4e2a81 Support scancodes as fallback for unknown keyboard keys
If we can't map a SDL_KEYDOWN/KEYUP events SDL_Keycode to a known
Quake2 K_* keycode, we try to map the SDL_Scancode to one of the new
K_SC_* YQ2 scancodes instead.
The scancode name corresponds to the key at that position on US-QWERTY
keyboards *not* the one in the local layout, for example the German 'Ö'
key is K_SC_SEMICOLON.

This way (hopefully!) all keys on common keyboards can be bound,
regardless of their layout. The key name won't be immediately obvious
to the user, but it's only a fallback and better than nothing.

fixes #543
2020-04-08 04:43:25 +02:00
Daniel Gibson
3015995d04 Reorder (and complete) K_* related listings to match the enum
this way it's easier to tell if a key constant is not handled.

Also, there was a half-finished workaround to allow binding a ';' key
(which apparently in configs would otherwise be interpreted as
 command separator), now that should actually work (=> special case
 it in Key_KeynumToString())
2020-04-08 04:43:25 +02:00
Daniel Gibson
e86ea9f86e Remove unused K_AUX*
no idea what this was exactly, but we never generate those so they
can't be used anyway
2020-04-08 04:43:25 +02:00
Daniel Gibson
c67d82dd53 Use K_LAST instead of 256 in some loops
It's not 256 anymore, hasn't been in a long time..
2020-04-08 04:43:25 +02:00
Denis Pauk
841076f2a9 Fix game shutting down on error 2020-04-06 23:11:07 +03:00
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
Yamagi
98cbb17bb4
Merge pull request #545 from 0lvin/apple_texture
MacOS softrender fixes #541.
2020-04-03 08:16:31 +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
Yamagi
0785996786
Merge pull request #538 from devnexen/fix_build_apple_backtrace_support
macos also support backtrace api.
2020-03-28 11:27:41 +01:00
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