Commit graph

2861 commits

Author SHA1 Message Date
Denis Pauk
9f2f249aaa use snprintf in unix/system 2020-01-30 22:28:52 +02:00
Denis Pauk
fae078745f Use simular logic in ref_sw:setMode as in ref_gl 2020-01-30 22:28:36 +02:00
Denis Pauk
b1d3ddebbc use vsnprint in Com_Printf functions 2020-01-30 22:28:13 +02:00
Yamagi
3354252161
Merge pull request #509 from devnexen/network_unix_chg_proposals
unix network little change proposals/few possible leaks fixes
2020-01-28 15:33:31 +01:00
Yamagi
83c9358105
Merge pull request #503 from NeonKnightOA/skilllevel
Easier handling of skill levels by using defines instead of numbers.
2020-01-28 15:28:14 +01:00
David Carlier
28b65d11f8 unix network little change proposals/few possible leaks fixes 2020-01-26 11:43:22 +00:00
NeonKnightOA
6047c64e36 Easier handling of skill levels by using defines instead of numbers 2020-01-22 12:57:37 -03:00
Yamagi
aa8dc2f9b4 Add a Dockerfile, submitted by @Opvolger in #498.
If I understand this right it only builds the dedicated server. I think
that Dockerfiles need to be at the project root. Nevertheless I put it
under stuff/, the root dir is already cluttered enough.

Closes #498.
2020-01-21 17:26:29 +01:00
Yamagi
8383aea813 Fix small typo in GOG.com track mappings.
This closes #504.
2020-01-21 17:08:12 +01:00
Yamagi
29d607c550 Add work around for lost OpenAL output devices.
The Intel display driver for Windows 10 destroys the DisplayPort audio
device when the resolution changes. It's recreated at an unspecified
later time. This is a work around to recover from that:

* Check every frame if OpenAL is still connected.
* If not, wait for 2.5 seconds, after that inject a 'snd_restart'
  into the command buffer.

Samples send to the OpenAL backend while disconnected are skipped.
This fixes #483.
2020-01-15 14:16:44 +01:00
Yamagi
9f00655e8e
Merge pull request #501 from BjossiAlfreds/monsterframes
Monster frame handling improvements
2020-01-12 11:35:10 +01:00
Yamagi
dd529e80b3 Remove the link from the old to te new cvar list.
The new cvar list was added over a year ago and the link was broken for
several month, but no one complained. It's time to say goodbye.
2020-01-12 11:10:03 +01:00
Yamagi
8114748018 Document gl1_particle_square. 2020-01-12 11:05:15 +01:00
Yamagi
1cc2c94276 Don't call the software renderer experimental.
It's been over two years since we merged it into the master. @0lvin has
done a wonderfull job in maintaining it, he fixed a lot of bugs, did a
fair amount of enhancement, etc. There weren't any bug reports for the
last 6 month, it looks like that it's more or less stable right now. So
don't scare the users by calling it experimental.
2020-01-12 10:55:01 +01:00
BjossiAlfreds
18d38c46e0 Monster frame handling improvements 2020-01-11 22:38:14 +00:00
Yamagi
578256e53b Removed dead code missed in 43fa3a1. 2020-01-08 18:27:58 +01:00
Yamagi
2247f2ef35
Merge pull request #496 from BjossiAlfreds/timeout-fix
Fix for insane marines not firing deathtarget right away
2020-01-05 10:10:01 +01:00
BjossiAlfreds
115c5cf619 Fix for insane marines not firing deathtarget right away 2020-01-02 23:27:45 +00:00
Yamagi
43fa3a1be7 Fix cea7095, so that particles aren't renderes as some kind of dust.
This also simplifies the code a little bit by removing unnecessary (and
broken) pointer magic.
2020-01-02 15:17:31 +01:00
Mason UnixBeard
1c28f34cee Moved the point parameter enabling/disabling logic 2020-01-02 15:17:31 +01:00
Mason UnixBeard
6a9f0c46d7 Add case for when gl point parameters are not supported 2020-01-02 15:17:31 +01:00
DenisBelmondo
af45aa56f1 Added gl1 square particles CVar 2020-01-02 15:17:31 +01:00
Yamagi
e23010c9f9
Merge pull request #494 from DanielGibson/fix-gl_texturemode
Use gl_texturemode for UI and skies as well, fixes #489 and #491
2020-01-02 14:37:33 +01:00
Daniel Gibson
9f5ee77c77 Use gl_texturemode for videos, fixes #491
.. and whatever else uses Draw_StretchRaw()
2019-12-21 05:11:15 +01:00
Daniel Gibson
1077b7525f Use gl_texturemode for UI and skies as well, fixes #489 and #491
and make sure that after vid_restart (or starting the game) it's used
correctly in GL3.

While at it, made sure that it's *not* applied to textures from
gl_nolerp_list, because they're supposed to always use GL_NEAREST
independent of this setting (used so console font and crosshairs don't
look blurry)
2019-12-08 22:09:28 +01:00
Yamagi
e1ef6e6f35 Fix link to docs. 2019-12-04 19:35:43 +01:00
Yamagi
d66d3d060c Bump version number to 7.43pre. 2019-11-30 15:59:36 +01:00
Yamagi
b5f72d139a Bump version number to 7.42. 2019-11-30 15:58:48 +01:00
Yamagi Burmeister
7ede95918f Use - as listmarker to stay consistent with the rest of the file. 2019-11-27 10:56:47 +01:00
Yamagi Burmeister
fc1e98f0be Mention softrenderer frame skip logic, introduced in #415. 2019-11-27 10:53:38 +01:00
Yamagi
3a65087f67 Mention the quicksave menu options in the CHANGELOG. 2019-11-17 13:14:19 +01:00
Yamagi
fbf103b9c5 Update URL to the Windows build envs. 2019-11-17 12:42:13 +01:00
Daniel Gibson
6ecc083c83 Fix window position after switching from fullscreen
On Windows last_position_x/y (from SDL_GetWindowPosition()) was 0, 0 when
coming from fullscreen, and creating a window at position (0, 0) cuts off
the window decorations (SDL-Bug?) so the window can't even be moved
around anymore.
So now we only use the last_position_* if last_position_y was > 24, so we
have enough of the title bar to move the window around with the mouse.

This is part of #484
2019-11-16 18:38:21 +01:00
Yamagi
a4f56a9650 Improve readability of last commit, avoid opaque bit tinkering. 2019-11-13 20:53:49 +01:00
Yamagi
fed2e142f5 SDL_WINDOW_FULLSCREEN_DESKTOP implies SDL_WINDOW_FULLSCREEN.
The docs "forget" to mention that. So it's not enough to check for
SDL_WINDOW_FULLSCREEN alone, we would trigger the code intented for the
real fullscreen if we're switching to / running in fullscreen desktop
mode. Add and addition check that SDL_WINDOW_FULLSCREEN_DESKTOP isn't
set.

This may fix issue #484.
2019-11-13 20:29:13 +01:00
Yamagi
78bf3eeebf (Our) MinGW doesn't know about %ld, use %Id instead. 2019-11-13 19:31:55 +01:00
Yamagi
bec90db5fe Add missing stdint.h includes. This fixes the build on Windows. 2019-11-13 19:07:49 +01:00
Yamagi Burmeister
25ece83227 Update the CHANGELOG for the upcomming 7.42 release. 2019-11-10 18:16:51 +01:00
Daniel Gibson
f3899b1348 Merge branch 'pvs-studio-fixes-1' 2019-11-10 17:39:45 +01:00
Yamagi
294ed35067
Merge pull request #482 from 0lvin/brightnes_fixes
Add force redraw on change gamma
2019-11-08 19:12:04 +01:00
Denis Pauk
9f5387ab29 Add force redraw on change gamma 2019-11-05 22:37:07 +02:00
Yamagi
026a9b1d77
Merge pull request #481 from BjossiAlfreds/coop_baseq2_doc
coop_baseq2 documentation added under General section in cvar docs
2019-11-04 18:59:53 +01:00
BjossiAlfreds
2b27665446 coop_baseq2 documentation added under General section in cvar docs 2019-11-04 16:40:44 +00:00
Yamagi
9cc466b2c2 Fix stupid oversight: Query the correct variable for the quicksave name. 2019-10-25 18:09:08 +02:00
Yamagi
123228961d
Merge pull request #478 from BjossiAlfreds/docs
Added some text to cycleweap doc and added name to credits
2019-10-17 10:44:24 +02:00
BjossiAlfreds
c7b412e768 Added some text to cycleweap doc and added name to credits 2019-10-12 23:51:56 +00:00
Yamagi Burmeister
bf1d8a6cb6 Hack the quicksave slot into the menu.
With this quicksaves can be loaded from the menu. They cannot be saved.
That's an artificial limitation to match the behavior of autosaves. I
think both should behave the same because their comment string are
formatted the same...

This is somewhat hacky. Until now the menu assumed that all savegames
are named from save0 to saveX, where save0 is the autosave slot. There
were 16 slots per page * 2 pages = 32 savegame slot, so the highest slot
was save31. I've reduced the slot per page to 14 to make room for one
quicksave slot and one empty line between it and the first regular slot.
That alone would reduce the number of slots to 28, making the four
highest slots unreachable. So I've increased the number of pages to 4,
there're now 14 slots per page * 4 pages = 56 slots.

The quicksave slot is shown on every page, because it was the easiest
way to integrate it into the existing code. Everything else would
require the paging logic to be rewritten in a way that different pages
can have a different number of slots and a different layout.

This is part of #473.
2019-10-12 16:56:14 +02:00
Yamagi
b24a75ec32 Document how map rotations are configured.
This closes #457.
2019-10-12 16:45:55 +02:00
Yamagi
d4a914644c Document the commands added by YQ2. 2019-10-12 16:39:42 +02:00
Yamagi
e3c3875bda Explain how option strings with quotation marks are given at cmd-line.
This is part of #457.
2019-10-12 16:25:19 +02:00