Denis Pauk
395641e1dc
Image: Share GetTexImage
2022-12-11 12:11:46 +02:00
Denis Pauk
f6f6639a89
Image: Share loadSky textures
...
Add support of `r_palettedtextures` to all renders.
2022-12-11 12:11:46 +02:00
Denis Pauk
18bc788335
Image: Share LoadImage
2022-12-11 12:11:46 +02:00
Denis Pauk
43c690eab2
Image: Share Hicolor
2022-12-11 12:11:46 +02:00
Denis Pauk
5e2ecede93
Image: Add M32 support functions
...
https://github.com/TTimo/GtkRadiant/blob/master/plugins/imagem8/m32.h
2022-12-11 12:11:46 +02:00
Denis Pauk
f77e6940bd
Image: Share M8
2022-12-11 12:11:46 +02:00
Denis Pauk
11f5b9e475
Image: Share code for load Wal
2022-12-11 12:11:46 +02:00
Denis Pauk
ec83adcba5
Image: Share code for add file extension
2022-12-11 12:11:46 +02:00
Denis Pauk
768139ad6a
Image: Share Draw_GetPalette between renders
2022-12-11 12:11:46 +02:00
Yamagi
7f05cefbcf
Bump the version number to 8.21pre.
2022-12-09 12:37:55 +01:00
Yamagi
09d7c41a6e
Bump the version number to 8.20.
2022-12-09 12:37:27 +01:00
Yamagi
e37da07a5a
Update the CHANGELOG for 8.20.
2022-12-03 16:55:25 +01:00
Yamagi
2270b79ea6
Merge pull request #945 from Dremor8484/sshotgun_aimfix_2.0
...
Update weapon.c
2022-12-03 16:52:44 +01:00
Yamagi
c764f3f142
Merge pull request #943 from devnexen/vulkan_menu_upd2
...
updating vulkan renderer sub menu to be a bit more on part with the r…
2022-12-03 16:48:39 +01:00
Yamagi
3617fa56be
Merge pull request #941 from protocultor/controller_refactor
...
Game Controller code refactor
2022-12-03 16:44:28 +01:00
Yamagi
a2d9b1f624
Merge pull request #939 from devnexen/windows_hidden
...
also pause the game if for example we change desktop's workspace
2022-12-03 16:37:13 +01:00
Dremor8484
a77ad02445
Update weapon.c
...
the aimfix was working only on half of the attack, since the supershotgun shoots 2 times (half bullets left, half bullets right)
2022-12-03 15:27:40 +01:00
David Carlier
91368f6f1b
updating vulkan renderer sub menu to be a bit more on part with the rest.
2022-12-01 12:35:26 +00:00
Jaime Moreira
ad56a8bae5
Controller rumble support queried in SDL >= 2.0.9
2022-12-01 09:10:44 -03:00
Jaime Moreira
4d040f0878
Builds with SDL2 <= 2.0.9
...
Unneeded variable deleted
Regretted printing style choice after seeing logs in Windows Notepad
2022-11-24 21:05:34 -03:00
Daniel Gibson
89b0ed9f18
Fix build with newer Visual Studio versions
...
in the __STDC_VERSION__ >= 201112L + _MSC_VER case YQ2_ATTR_INLINE
wasn't defined
and fixed some indenting in the surrounding code
2022-11-24 15:38:34 +01:00
Jaime Moreira
618374f351
Game Controller code refactor
...
Patchwork from df399576
no longer needed, deleted
Joysticks open with error checking
Slight optimization for gyro aiming
Better console messages in game controller init
2022-11-23 01:12:38 -03:00
David Carlier
d93916d6ba
also pause the game if for example we change desktop's workspace
2022-11-21 22:42:35 +00:00
Yamagi
15adee3b06
Merge pull request #936 from devnexen/mem_issues_fix_prop
...
OGG_LoadAsWav, release as long it had been allocated.
2022-11-20 17:15:33 +01:00
Yamagi
282f3a8e9c
Merge pull request #934 from devnexen/vk_menu_upd
...
adding new menu entry for the vulkan renderer
2022-11-20 17:08:29 +01:00
Yamagi
6f07cb2be0
Merge pull request #933 from protocultor/gamepad_menu
...
More options for Gamepad menu
2022-11-20 16:29:57 +01:00
Jaime Moreira
f8e86e9056
Removed unneeded info in controller init
...
Since now there's a menu to show and modify this info, we don't need it
printed on the console.
Also, controller can exit credits option now.
2022-11-19 23:14:43 -03:00
Yamagi
a1e0ce0732
Fix audio file length misscalculated due to overflow.
...
`s_info->samples' is very big, even for short wave files. Multiply it by
1000 has a very high chance of flowing over and it is a wonder that so
far no one noticed it. Fix the overflow by working on 64 bit integers.
Closes #931 .
2022-11-19 16:54:52 +01:00
David Carlier
4568df7fb1
OGG_LoadAsWav, release as long it had been allocated.
2022-11-18 17:43:29 +00:00
Yamagi
8b12b017f7
Handle SIGBUS. Or at least try it.
...
I was reported a strange problem were GL3 is crashing with SIGBUS while
enumerating the GL extensions. To me it looks like a problem in Nvidias
FreeBSD driver, which for some reason doesn't reproduce on my machine.
However it' hard to tell what exactly happens without a full backtrace
and the user is unable to provide one... For the future try to handle
SIGBUS to catch those problems.
2022-11-14 21:37:47 +01:00
Jaime Moreira
20a1db6cac
Invert joystick's pitch in options menu
2022-11-10 16:46:17 -03:00
David Carlier
d9d7eef4ee
adding new menu entry for the vulkan renderer
2022-11-09 20:53:26 +00:00
Jaime Moreira
85b9841785
Reordered elements in 'sticks config' menu
...
Repeated definitions put in a couple of loops
2022-11-09 09:00:32 -03:00
Jaime Moreira
672aef07e6
Hide the gamepad menu if one is not connected
...
SDL Controller opens with error checking
Deleted a duplicate structure on menu
Renamed the "gyro enabled" boolean
2022-11-08 12:38:24 -03:00
Jaime Moreira
b11937980b
Gamepad Sticks submenu
...
Sticks layout and expo options moved there
Includes deadzone sliders
2022-11-08 08:13:13 -03:00
Yamagi
57db0df752
Force the GL1 overbrightbits slider to full integers.
...
The cvar is accepting full integers only.
2022-11-06 18:08:49 +01:00
Yamagi
dfd154b533
Merge remote-tracking branch 'devnexen/gl1_videomenuupd'
2022-11-06 18:05:25 +01:00
Daniel Gibson
17728f12c3
Workaround for #910 (explosions sometimes not drawn when in water)
...
Sometimes, when half-submerged in opaque water (head/camera still
above water), explosions and similar weren't drawn, because
1. The check whether a client gets a message to draw an explosion (etc)
uses the clients origin, not the camera position
2. Apparently the map compiler was buggy and (only in some places!)
didn't correctly mark areas in the PVS/PHS (PHS is for hearing) as
connected even though they should be (when underwater you should be
able to hear things in the region above the water, even if the water
is opaque and you can't see it).
This is an experimental(!) workaround that does a second check with a
higher origin if the first check fails and the client is currently
(considered) under water.
It's totally possible that this breaks other things, I don't know..
By the way, a good place to test this is the first water area in jail1
2022-11-06 17:56:44 +01:00
David Carlier
575ea06b9d
gl1 and gl3 having their own menu data
2022-11-06 16:18:53 +00:00
Yamagi
96aafef55a
Merge pull request #928 from devnexen/va_fn_sig_chang
...
va little signature change
2022-11-05 09:58:10 +01:00
Yamagi
5d6b56b103
Merge pull request #927 from protocultor/rumble
...
Controller rumble support
2022-11-05 09:56:03 +01:00
Yamagi
d58116d717
Merge pull request #916 from 0lvin/color_console
...
Unix: Add color output for console
2022-11-05 09:49:00 +01:00
Jaime Moreira
6998509a85
Fixed annoying rumble effect
...
A cool effect used in 'mine2' map ("train2"), ruined 'train' map; fixed
Player pain readjusted by type, resulting intensity is now almost equal for all
instead of the "higher health" ones being bigger, which didn't make sense
2022-11-04 11:53:10 -03:00
Jaime Moreira
7b5f80cfc4
Rumble effects readjusted
...
Player pain slightly downplayed
Ambient effects can be felt from further distance
2022-11-03 15:39:00 -03:00
Jaime Moreira
1ec0a28369
Disconnecting controller hides haptic slider
...
CenterPrint messages must be 40 characters or lower
2022-10-24 23:46:39 -03:00
David CARLIER
0bc3ac6079
va little signature change
2022-10-23 22:27:39 +01:00
Denis Pauk
c890e59aaa
Reset to default font settings instead white on black
2022-10-23 22:44:30 +03:00
Denis Pauk
66d0751caf
Linux: Add color output for console
...
Usecase: show map name on level load.
Add colorterminal cvar for disable.
xfce4-terminal has:
* TERM=xterm-256color
* COLORTERM=truecolor
2022-10-23 22:44:30 +03:00
Jaime Moreira
303a627d10
Rumble workaround for SDL audio backend
...
Cache length is different from OpenAL, it must be greatly reduced for
a proper length to be used as the duration of the rumble effect.
2022-10-23 12:06:55 -03:00
Jaime Moreira
5a22720735
Controller Rumble / force feedback
...
Replaces classic "haptic" implementation, no longer available for
game controllers as of SDL 2.0.14.
2022-10-23 12:05:06 -03:00