Commit graph

2945 commits

Author SHA1 Message Date
David CARLIER
038848b246 console fix warning build. 2023-03-17 17:17:32 +00:00
David CARLIER
5adf5175c4 CURL client fix on error with CURLMcode. 2023-03-11 15:02:59 +00:00
Denis Pauk
6c9c81e2f7 openal: Fix reverb slot configuration 2023-02-05 16:19:38 +02:00
Yamagi
74bb325deb
Merge pull request #970 from devnexen/silent_analyzers
silencing static analysis warnings.
2023-02-04 17:42:37 +01:00
Yamagi
6c6aa62032
Merge pull request #968 from devnexen/riscv_build_fix
cpu pause instruction for RISV-64 compatible gcc/clang.
2023-02-04 17:41:09 +01:00
Daniel Gibson
d3f748c03a Fix special case in filesystem when game is reset to baseq2, #969
When running a mod/addon and then switching back to baseq2,
FS_BuildGameSpecificSearchPath() is called and sets fs_gamedir
(amongst other things). Unfortunately it used fs_baseSearchPaths->path
to set it, and in the -portable case, the top base search path is
pak2.pak, i.e. not a normal directory, so fs_baseSearchPaths->path is ""
and fs_gamedir is set to "" => later Sys_Mkdir(fs_gamedir) fails.

Now fs_gamedir is set to the correct directory, based on fs_rawPath
2023-02-04 17:38:35 +01:00
David Carlier
2e51a9f72f silencing static analysis warnings. 2023-01-31 06:47:04 +00:00
David Carlier
a5ee9c9d4f cpu pause instruction for RISV-64 compatible gcc/clang. 2023-01-22 21:00:04 +00:00
Denis Pauk
16395a15d9 Fix m32 load code 2023-01-21 18:31:18 +02:00
Denis Pauk
0cd2eed28b Share R_CullBox and R_SetFrustum 2023-01-21 18:31:16 +02:00
Denis Pauk
32ab1e1815 Share R_MarkLights 2023-01-21 18:24:55 +02:00
Denis Pauk
d326b1be51 Share R_AreaVisible 2023-01-21 18:24:55 +02:00
Denis Pauk
c17210b34a Share R_TextureAnimation 2023-01-21 18:24:55 +02:00
Denis Pauk
42bfb2014c Share Mod_PointInLeaf 2023-01-21 18:24:55 +02:00
Denis Pauk
442fe10f27 Share Mod_Load* functions 2023-01-21 18:24:55 +02:00
Denis Pauk
4463e1fcd7 Share mnode_t and mleaf_t struct between renders. 2023-01-21 18:24:55 +02:00
Yamagi
54949d59ce
Merge pull request #960 from DanielGibson/cmake-msvc
Fix build with VisualC++'s internal CMake
2023-01-21 16:55:46 +01:00
Yamagi
6566a2ae7d Handle case that ResizeSTB() failed.
This unlikely, however the compiler printed a warning that `image` may
be used uninitialized.
2023-01-21 16:43:27 +01:00
Yamagi
e17d4f5dc0 Solve warning regarding deprecated curl macros.
These are deprecated since curl 7.31 and 7.50. Even Debian Stretch
(oldoldstable) ships with 7.52.
2023-01-21 16:31:02 +01:00
Yamagi
548b7ff37f Implement gl_polyblend for GL3.
Closes #965.
2023-01-21 16:24:02 +01:00
Yamagi
c5c2af0320 Rename gl1_polyblend to gl_polyblend.
An upcoming commit will implement it for GL3.
2023-01-21 16:19:18 +01:00
Daniel Gibson
651503d48a Fix build with VisualC++'s internal CMake
.. which doesn't set CMAKE_GENERATOR_PLATFORM

so set YQ2ARCH in src/common/header/common.h when building with MSVC
2023-01-16 06:02:26 +01:00
David Carlier
f394209c75 introduces a new cl_unpaused_scvis cvar to unpause the cli. 2023-01-08 10:14:09 +00:00
Yamagi
6c18d819d3
Merge pull request #947 from devnexen/sound_pause_option
Introduces new cvar cl_audiopaused to control if the audio loop
2023-01-08 10:45:55 +01:00
David Carlier
7616880b96 Introduces new cvar cl_audiopaused to control if the audio loop
ought to go on or not when the game pauses.
2023-01-07 20:16:24 +00:00
Denis Pauk
633c50177a Haptic: Fix comments 2023-01-07 21:30:21 +02:00
Denis Pauk
4e36b66654 Add joy_haptic_distance cvar.
Haptic maximum effect distance value, By default this cvar is `100.0`.
Any positive value is valid. E.g. effect of shot near barrel to barrel
has 58 points.
2023-01-07 21:30:21 +02:00
Denis Pauk
e1aed62201 Haptic code cleanup 2023-01-07 21:30:21 +02:00
Denis Pauk
1c4dae7c87 Haptic: Add sound filtering by string
filters are separated by spaces with '*' support,
and '!' for apply opposite decision.
2023-01-07 21:30:21 +02:00
Denis Pauk
37344b5330 Haptic: skip clean of slots without configured haptic 2023-01-07 21:30:21 +02:00
Denis Pauk
db83143b47 haptic: reuse old slots and left some slots for rumble on error 2023-01-07 21:30:21 +02:00
Denis Pauk
da65a6df12 haptic: Fix typos 2023-01-07 21:30:21 +02:00
Denis Pauk
66523aa98e Restore haptic feedback functionality.
Rumble feedback will be default.
Checked in both modes with:
* LibSDL2: 2.24.2+dfsg-1 (debian testing)
* Microntek USB Joystick (DragonRise hid-dr.ko)
2023-01-07 21:30:21 +02:00
Yamagi
81647f79ec Remove the unused msg cvar and server side infrastructure.
In Quake I this coould be used to filter messages by priority. id
Software never implemented it for Quake II, it's just a left-over.
Remove it.

The `msg` cvar was exploited in attacks against the client. A malicious
server send a `msg` cvar as stufftext -> it gets saved into the config
-> since it's retrivable over the network through the userinfo stuff
this can be used to track users, etc.
2023-01-07 19:15:01 +01:00
Denis Pauk
9fb4480948 Share SURF_* values between renders
Reuse DRAWSKY value in soft render instead unused
DRAWSKYBOX and SURF_FLOW.

Move mipadjust calculation to usage place in soft render.
2022-12-11 12:11:47 +02:00
Denis Pauk
c2dc8debb6 Share models structs in ref_shared.h
Fix calculation in:
```
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_MODELS], sizeof(dmodel_t), sizeof(model_t));
```
`Mod_LoadSubmodels` uses whole model_t as submodel type.
2022-12-11 12:11:47 +02:00
Denis Pauk
322424ef33 Image: show missed images with r_validation 2022-12-11 12:11:47 +02:00
Denis Pauk
49a1478d44 Image: Check skin image before use 2022-12-11 12:11:46 +02:00
Denis Pauk
a22bbc8719 Image: Share Draw_FindPic 2022-12-11 12:11:46 +02:00
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
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
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
Jaime Moreira
5c560039d8 Pause when controller is disconnected
Controller battery warnings added
2022-10-23 11:48:07 -03:00
Yamagi
1a450ef23d Add some more alignement to the video menu.
It looks better this way and is more in line with the other menus.
2022-10-23 14:56:04 +02:00
Yamagi
eab0f90289
Merge pull request #915 from devnexen/renderer_new_options
gl3/gl3es renderer display intensity/colorlight sub options.
2022-10-23 14:54:44 +02:00
Yamagi
871292934d Work around wrong palette after skiping cinematic whith developer 1.
Quake II has two palettes. One static palette used for the world and one
dynamic palette used by cinematics. Switching from the cinematic back to
the world palette is handled by putting up the loading plaque. Since a
cinematic always ends with loading somehting else this generally works.

Unfortunatly setting `developer 1` skips the loading plaque. The palette
never gets reset and the world looks like a bad LSD trip. ;) A correct
fix is complicated, because the loading plaque logic is messed up and
working by luck. Reworking the logic has a high propability breaking
corner cased exploited by mods.

Therefor take the easy route and uncoditionally switch to the world
palette when bringing up the loading plaque with `developer 1`.

Closes #925.
2022-10-23 14:50:47 +02:00
David Carlier
1a8f05b3ca gl3/gl3es renderer display intensity/colorlight sub options. 2022-10-22 21:19:28 +01:00
Daniel Gibson
690e46512e Restore stair step smoothing code for step sizes != 16
commit 93e9633382 "Port step smoothing code from r1q2." ported
r1q2 stair step smoothing for ranges that are equivalent to 8, 12 and 16
units/step.
Later in commit 7f996cc "Don't smooth half height steps" we removed
step sizes 8 and 12, because it appeared to make an elevator in hangar2
(over the water, after jump'n'run sequency) stutter.
However, in reality what made them stutter was the broken comparison
for velocity with an illegal cast, that we later fixed in
e30f82494 "Don't cast the array itself but it's content."

So now restore the smoothing for step sizes 8 and 12, which hopefully
fixes bug #923, and definitely does *not* break the elevater in hangar2.
2022-10-22 17:09:49 +02:00
Yamagi
898b87f0f4
Merge pull request #908 from 0lvin/shared_model_load
Shared model load
2022-10-19 18:58:29 +02:00
Yamagi
bd97725a3d Fix savegame backward compatibility after cfb86ac.
The steps when loading a savegame are:

1. The server loads the map.
2. Loading the map spawns all entities, i.e. their spawn func is called.
   This loads the models, precaches the sounds, etc.
3. The savegame is loaded and all the entities in the edict are replaced
   by the entities read from game.ssv.

When the monster footstep sound were added in cfb86ac, new sounds were
added to the spawn functions of most monster entities. This alters the
sound indices of all sounds precached at a later time. When a savegame
from an older version is loaded, the entities read from game.svv still
reference the old sound indices. This leads to the wrong sound getting
played.

Work around this by lazy loading the footstep sounds. Instead of loading
(precaching) them in the spawn function, load them at their first use.
This has the nice side effect of preventing the "missing sound" messages
when running without the footsteps.pkz file in baseq2/. It might lead to
short stuttering when the sound is played for the first time, though.

Closes #917.
2022-10-18 07:40:47 +02:00
Denis Pauk
b628fa9133 Share Mod_ReLoadSkins for reload images on model load 2022-10-17 22:43:40 +03:00
Denis Pauk
b2e8fbb086 Use quake style for types naming 2022-10-17 22:43:40 +03:00
Denis Pauk
f6e4f17c0a Mod_Load*: use pointer to image find 2022-10-17 22:43:40 +03:00
Denis Pauk
1dc617dee6 Mod_LoadMD2: Set max/min 2022-10-17 22:43:39 +03:00
Denis Pauk
e01e5273f8 {gl1,gl3,soft}_model.c fix const parameters 2022-10-17 22:43:39 +03:00
Denis Pauk
ae13c7e034 Share MD2/SP2 files 2022-10-17 22:43:39 +03:00
Yamagi
caab3864c6
Merge pull request #921 from BjossiAlfreds/ogg
Fixed ignoretrack0 and ogg menu option bugs
2022-10-16 18:57:35 +02:00
Jaime Moreira
f0d985dfb9 Deleted unneeded string terminators
Redundant after the usage of Q_strlcpy
2022-10-15 10:41:38 -03:00
Jaime Moreira
cc45e20bac Replaced strncpy with Q_strlcpy 2022-10-12 14:53:33 -03:00
BjossiAlfreds
e1efbecc82 Fixed ignoretrack0 and ogg menu option bugs 2022-10-12 13:42:48 +00:00
Jaime Moreira
7ca0ba4c11 Allows controller to select skin in menu 2022-10-11 17:13:26 -03:00
Jaime Moreira
b96734b9ee Skin names can have a length of 32 total
Fixes crash when entering "multiplayer" -> "player setup" menu with a skin name len > 16
Fixes "playermodels" cmd, which showed "(null)" as a final skin for every model
2022-10-11 16:58:44 -03:00
Yamagi
72ec12f8df Fix two 'comparison will always be false' warnings:
* Check the return value for `_wfullpath()`, not the returned pointer.
* Check first byte of char array, not the array itself.
2022-10-09 11:21:21 +02:00
Jaime Moreira
5c7bf732df Player skins in menu sorted alphabetically
Mods in menu are now ordered: baseq2, xatrix, rogue, ctf, the rest
2022-10-08 17:21:50 -03:00
Yamagi
746f5ad21e
Merge pull request #913 from devnexen/sdl_windowmin_pause
pause the game when window is minimized.
2022-10-08 19:44:24 +02:00
David Carlier
9298c3abc8 pause the game when window is minimized.
closes #911
2022-10-08 18:03:03 +01:00
Yamagi
75f7f7092e The always_inline does not inline the function...
...it just forces inline functions to be inlined, regardless of
restrictions.
2022-10-08 17:02:43 +02:00
Yamagi
66dcc8edf3
Merge pull request #898 from devnexen/sdl_cpupauseinstr
Sys_CpuPause uses the new SDL_CPUPauseInstruction macro if available.
2022-10-08 16:37:23 +02:00
Daniel Gibson
4d6bdcc853 If CM_LeafCluster() returned -1, don't use that as array index, fix #894
It seems to return -1 if the leaf is in the void; sometimes it
also seems to happen when you're just close to a wall, maybe due to
(mis)prediction.
ASan complains about this, but in practice it probably can't cause
issues, as the byte left to the mask array (from CM_ClusterPVS() or
CM_ClusterPHS()) will either belong to another global variable or
padding between them. Fixed it anyway.
2022-10-08 16:34:28 +02:00
Yamagi
434bc90fbb
Merge pull request #909 from BjossiAlfreds/collision
Prevent dead bodies from obstructing elevators
2022-10-08 15:32:23 +02:00
Yamagi
0b67676535
Merge pull request #906 from BjossiAlfreds/powercubes
Fix coop power cube related bugs
2022-10-08 15:24:40 +02:00
Yamagi
87e9db15a3
Merge pull request #904 from BjossiAlfreds/splashes
Fix items already in water at level start playing splash sound
2022-10-08 15:22:11 +02:00
Yamagi
ff75190541
Merge pull request #902 from BjossiAlfreds/flood
Prevent crash or memory corruption when flood_msgs is too high or too low
2022-10-08 15:21:23 +02:00
Yamagi
3222270df6
Merge pull request #900 from protocultor/delete_save
Quicksaves can be deleted from menu
2022-10-08 15:16:06 +02:00
Yamagi
294c4d1175
Merge pull request #896 from protocultor/gyro_invert
Options to invert gyro axes
2022-10-08 15:08:14 +02:00
David Carlier
f9d9577e9c fix some unitialized vars and clarify signedness on a handful of bitshift ops. 2022-10-08 15:07:02 +02:00
Yamagi
08b729ca6c
Merge pull request #869 from 0lvin/audioq2rtx
Add step sound and reverberation
2022-10-08 14:58:51 +02:00
BjossiAlfreds
240232cdde Prevent dead bodies from obstructing elevators and from falling through BSP geometry 2022-09-30 14:16:09 +00:00
BjossiAlfreds
37db07410f Fix coop power cube related bugs 2022-09-24 14:31:21 +00:00
BjossiAlfreds
9891f3f5af Fix items already in water at level start playing splash sound 2022-09-24 12:11:16 +00:00
BjossiAlfreds
153587f0cb Prevent crash or memory corruption when flood_msgs is too low or too high 2022-09-24 01:23:39 +00:00
Jaime Moreira
654c145e29 Quicksaves can be deleted from menu
Also, avoids asking for deletion in "<empty>" savegames
2022-09-23 17:57:01 -03:00
David Carlier
9d38e5c347 Sys_CpuPause uses the new SDL_CPUPauseInstruction macro if available. 2022-09-20 19:06:03 +01:00
Jaime Moreira
9de55c603d Classic cvar 'in_initjoy' resurrected
Added myself to credits
2022-09-19 11:36:23 -03:00
Jaime Moreira
da31490684 "Invert gyro" spincontrols 2022-09-19 11:27:47 -03:00
Jaime Moreira
54eb9e441d Sliders can ignore cvar value's sign, if needed
Gyro sensitivity sliders need this, since their values can be negative
to invert pitch and yaw.
2022-09-19 11:24:06 -03:00
Yamagi
e29d37956a
Merge pull request #868 from devnexen/cmake_build_fix2
Cmake build fix2
2022-09-19 11:11:53 +02:00
Denis Pauk
61f4540617 Fix documentation for model preview.
All default players models have 84-94 frames for salute.
So value will be same for `cyborg`/`female`/`male`.
2022-09-18 12:39:50 +03:00
Denis Pauk
3b583a7143 Bumb game version value
New code has exported monster footsteps sounds function.

Fixes typos.
2022-09-18 12:39:50 +03:00
Denis Pauk
4946400260 sound: reverb logic cleanup 2022-09-18 12:39:50 +03:00
Denis Pauk
93c6c76b0e sound: cleanup reverb code 2022-09-18 12:39:50 +03:00
Denis Pauk
983f1db185 audio: Update autopick reverb magic 2022-09-18 12:39:50 +03:00
Denis Pauk
eb640a0033 sound: Little bit simplify reverb 2022-09-18 12:39:50 +03:00
SkacikPL
f0d6db5d4a Improved reverb behavior and presets
Adjusted presets and their ranges. Occluded sounds no longer have reverb.

Cherrypick of 66927bff72
2022-09-18 12:39:50 +03:00
SkacikPL
93812df488 Added reverb sound effect
Enabled by default, can be disabled via s_reverb 0. Also by default
picks preset automatically out of 7 presets based on surrounding
size, this function can be disabled via s_reverb_preset_autopick 0.
Presets can be set manually via s_reverb_preset (0-113).

Cherrypick of ac7be51e94
2022-09-18 12:39:50 +03:00
SkacikPL
66f1bc9a33 Add simple sound occusion based on YQ2 AL EFX code
Can be disabled via s_occlusion 0, strength is modified
via s_occlusion_strength (higher values are actually less occlusion).

Cherrypick of b557494e14
2022-09-18 12:39:50 +03:00
Denis Pauk
9820aa4cb1 game: sync functions definitions
Make local variables static
2022-09-18 12:39:50 +03:00
Denis Pauk
a1d053bca1 game: replace rand with randk in footsteps 2022-09-18 12:39:50 +03:00
Denis Pauk
e1164fc839 game: Fix makron walk
Walk/Run is fully same for makron, looks like copy/paste issue.
2022-09-18 12:39:50 +03:00
Denis Pauk
90b14fca24 game: make mframe static and export footstep functions 2022-09-18 12:39:50 +03:00
SkacikPL
cfb86acc81 game: Implement monster footsteps.
Better tracking of enemies complementing the audio changes.

Cherrypick of 74edb966a2
2022-09-18 12:39:50 +03:00
Yamagi
5a3163a7e4 Merge remote-tracking branch 'ui/ui' 2022-09-18 09:43:49 +02:00
Ted Thompson
7e7cda4487 Added brackets around mod names in menu 2022-09-17 17:30:17 +02:00
Yamagi
1053b5dfb1
Merge pull request #871 from 0lvin/new_commands
Add new cheats spawn commands
2022-09-17 17:17:02 +02:00
Yamagi
e705b48a8e
Merge pull request #883 from protocultor/thumbsticks_fs
Improved controller thumbsticks precision + Flick Stick
2022-09-17 16:13:57 +02:00
David Carlier
2301ce0f78 Fix cmake's C11 build and removing C99 flag then. 2022-09-16 21:27:32 +01:00
apartfromtime
f63b5914f6 Include guard pointers
Spincontrol checks for null itemnames, which could cause undefined behaviour (menu disappears or crashes) in some instances.
2022-09-10 09:05:36 +10:00
Denis Pauk
1dfeddc40f game: fix memory leak with spawn entities cheat 2022-09-04 23:40:55 +03:00
Denis Pauk
5cddd2110c client: add multiplayer model preview animation 2022-09-04 23:40:55 +03:00
Denis Pauk
cf110b5ea0 game: Add spawn on start point
It could be used for spawn weapon or opponnent for coop at spawn point.
2022-09-04 23:40:55 +03:00
Denis Pauk
2a8a2f390a game: add spawn entity by coordinates 2022-09-04 23:40:55 +03:00
Yamagi
021d6480d6
Merge pull request #873 from skullernet/pusher-delta-yaw
Remove broken pusher delta yaw manipulation
2022-09-04 18:55:46 +02:00
Yamagi
ac9c09694a Don't try to draw particles if there aren't any.
This fixes a VLA getting allocated with length 0 which is undefined
behavior. Additionally it may yield a small performance gain in some
situations.
2022-09-04 18:45:07 +02:00
Yamagi
a4edbb979f
Merge pull request #866 from apartfromtime/ui
Make skin icon bitmap part of the player setup menu
2022-09-04 18:37:46 +02:00
Yamagi
a44de1596d Fix spin controls getting applied multiple times.
When a spin control is at min or max value, pressing the arrow key to
switch to the next nonexiting value executes the callback function. That
is confusing.

Example: 'freelook' is set to 'no'. The user presses left arrow,
switching to the nonexiting value before no. The code handles the
case and resets the current value drom -1 to 0. Nevertheless the
callback is executed and switches 'freelook' from no to yes...

Fix that by not executing the callback when we're at min or max value.

Closes #884.
2022-09-04 18:18:58 +02:00
Jaime Moreira
2ee5d7b479 IN_MapRange slight optimization 2022-08-25 21:07:53 -04:00
Jaime Moreira
c6dd713c89 Smooth rotation for Flick Stick
Added cvar to change maximum rotation angle that will be smoothed
2022-08-24 19:37:25 -04:00
Jaime Moreira
748909fd96 "Flick Stick" controller layout implementation
With southpaw version added to "sticks layout" menu
Cvar for length of stick to be considered a flick or rotation
Lacks rotation smoothing
2022-08-24 19:02:21 -04:00
Jaime Moreira
0417bc1023 Sloped axial deadzone added
2 cvars to change it, 1 per stick
Provides the "snap-to-axis" feeling of the previous axial deadzone
2022-08-24 17:48:33 -04:00
Jaime Moreira
f3fcf3fc24 Joystick handling refactored for precision
Changed 6 cvars for stick layout to 1; includes menu option
Axial deadzone replaced with radial one, 6 cvars to 2
Expo different for each thumbstick (1 cvar to 2); sliders included
Expo applied to full joystick vector magnitude, instead of per axis
Deleted "joystick_up" ("updown" function) and its sensitivity
2022-08-24 12:30:39 -04:00
Jaime Moreira
301a2ce735 Disable gyro when game is paused
Changed text on controller menu for lower resolutions
Appropiate data type for updates_countdown
2022-08-23 18:36:33 -04:00
apartfromtime
45f4e1860c Check for null and free correct number of directories
Potential errors.
2022-08-21 11:31:09 +10:00
apartfromtime
4c7ab467f8 Dangling pointer on free
Won't need the guard pointer.
2022-08-19 16:05:21 +10:00
apartfromtime
64ac8c3183 Zero list elements
For in check for "NULL" cases, if free succeeds you probably want to
clear the pointer bits.
2022-08-19 15:26:53 +10:00
apartfromtime
73427b77a2 Convert model info from AOS to SOA
Converted model info from AOS to SOA
All strings allocated dynamically at run-time
New command "playermodels" prints valid models to console
Fixes any bugs that may have existed in the directory search

The issue still exists of undefined behavior if a directory name for a
model exceeds the predefined limits.
2022-08-19 15:22:22 +10:00
Andrey Nazarov
fe15bf2335 Remove broken pusher delta yaw manipulation.
This didn't work correctly for multiple reasons:

1. `deltayaw` was wrongly initialized for the pusher itself, rather than
for pushed client.

2. `delta_angles[YAW]` is a short, adding plain `amove[YAW]` to it is
wrong.

To support yaw angle rotation properly, delta_angles must be
interpolated on the client. But this is hardly practical as it would
introduce other bugs. Thus, simply remove delta yaw manipulation code
altogether.

Fixes infamous Q2 bug when player standing on a blocked lift gets turned
into wrong direction.
2022-08-16 01:43:47 +03:00
apartfromtime
acea0c54d9 Remove player skin box bounds check introduced in #866
Failure produces black screen.
2022-08-13 10:09:05 +10:00
apartfromtime
e87f025d13 Merge branch 'master' into ui 2022-08-13 10:08:02 +10:00
Yamagi
98a4522b1b
Merge pull request #865 from protocultor/cycleweap_quick
Faster weapon switching with 'cycleweap'
2022-08-07 18:21:30 +02:00
apartfromtime
de051f248c Make skin icon bitmap part of the player setup menu
Adding menu bitmaps makes this possible.
Bounds check on skin box current value.
2022-08-06 13:20:21 +10:00
Jaime Moreira
7f689f649c Faster weapon switching with 'cycleweap'
Allows to skip elements on the weapon list by tapping the same bound key
2022-08-01 14:31:26 -04:00
Jaime Moreira
5f59b752c0 Scope fixed for some cvars
Old sliders required some of their associated cvars to be "extern" so
their current value could be read. That's no longer needed, so they are
"static" now.
2022-07-30 14:29:38 -04:00
Jaime Moreira
6c4866995b Enhanced sliders for menus
"menuslider_s" types, used to create sliders in menus, now are directly
associated to a cvar. That makes possible for them to get their
currently selected value from the cvar, and express their min and max
values in terms of the real values of the cvar.
The rhythm at how they change can be overridden with s->slidestep.
The new sliders also present visually their current value to the user,
making them more useful than before.
2022-07-30 14:23:33 -04:00
David Carlier
cfd8cd94e5 Hunk_Begin/Alloc attr malloc addition. 2022-07-23 14:05:30 +01:00
Yamagi
90eb2f394d
Merge pull request #862 from devnexen/glrenderer_drawparticles_sig
R_DrawParticles2 signature slight change fixing build warning.
2022-07-22 10:14:37 +02:00
Yamagi
2cb98b7a1d
Merge pull request #857 from protocultor/gyro_bluetooth
Gyro aiming through Bluetooth for PS4 & PS5 controllers
2022-07-22 09:53:00 +02:00
David Carlier
136222d4d7 R_DrawParticles2 signature slight change fixing build warning. 2022-07-20 22:54:42 +01:00
Yamagi
aaffcf81b0
Merge pull request #861 from devnexen/client_pingserverfix
client ping server fix unitialized field.
2022-07-17 12:24:35 +02:00
Yamagi
91fd76ca5d
Merge pull request #860 from apartfromtime/ui
UI code maintenance
2022-07-17 12:24:20 +02:00
David Carlier
024d065f80 client ping server fix unitialized field. 2022-07-16 19:44:30 +01:00
apartfromtime
affea5aef3 Remove menu number of slots property
Remove unused and dead code.
2022-07-15 12:51:01 +10:00
apartfromtime
c0bad27f43 Pre-calculate x, y offsets
Make code easier to read.
2022-07-15 12:47:41 +10:00
Jaime Moreira
0bb2bf0cea Increased sensitivity range for controllers on menu 2022-07-07 23:43:02 -04:00
Jaime Moreira
1fa432f695 Gyro aiming through Bluetooth for PS4 & PS5 controllers 2022-07-05 19:15:10 -04:00
Yamagi
95eabefec9
Merge pull request #856 from apartfromtime/ui
Iterate once through menu item list
2022-06-25 17:28:40 +02:00
apartfromtime
c03f4fd094 Iterate once through menu item list
Avoids any infinite loop cases.
2022-06-25 14:17:58 +10:00
David Carlier
a635721c50 client download, sets a sane connection timeout, the default being way to high. 2022-06-24 20:49:23 +01:00
Yamagi
c6f6a17176
Merge pull request #849 from protocultor/gyro_aiming
Gyro aiming
2022-06-17 13:07:25 +02:00
Jaime Moreira
35495fb6f2 Readability improved for gyro calibration & controller hotplug code
"init_delay" was renamed to "updates_countdown", since it's now a "general
purpose" countdown, having also to count the inputs left for gyro calibration,
besides controller initialization.
Reason for the countdown is now explicit, not having to depend if
"gyro_calibration" was true or not to select what was the purpose of the
countdown.
Explanation comment added for gyro initialization on Linux & Mac.
REMINDER: see if SDL2 will keep the difference of gyro readings between Windows
and Linux/Mac for the Switch controllers.
2022-06-14 16:16:47 -04:00
Yamagi
ca70f8e679
Merge pull request #851 from devnexen/download_limits
client download, adding two new cvar to have the ability to set
2022-06-13 08:08:52 +02:00
Daniel Gibson
86811a4c24 Fix fallback when window couldn't be created because renderer is unsupported
For example, on Windows with AMDs drivers, GLES3 isn't supported,
so CreateSDLWindow() will fail. We should just try the regular GL3
renderer then instead of exiting with Com_Error()

Also make (Windows') Sys_Error() print to stdout (in addition to stderr),
so errors end up in stdout.txt as well (like all other messages).
2022-06-11 17:57:29 +02:00
Yamagi
a1dddaede3
Merge pull request #846 from devnexen/vla_0_fix
GL1 renderer fix VLA with no size cases,
2022-06-11 16:40:48 +02:00
Yamagi
a8ae79c6ab Remove twi unsused declarations. 2022-06-11 16:40:15 +02:00
David CARLIER
a01309235b client download, adding two new cvar to have the ability to set
a threshold to abort the download if a certain transfer rate is too low.
Disabled by default.
2022-06-11 13:41:24 +01:00
Jaime Moreira
df399576a2 Gyro normalization value in Windows improved
SDL2 provides different gyro readings between Windows and Linux/Mac for
the Switch Pro Controller. To keep the natural sensitivity scale intact
(in-game turn = controller turn), the normalization factor is handled
differently by platform, at least for now.
Also, now giving info when there's no gyro sensor available/detected.
And green light for the DualShock 4, because why not :)
2022-06-10 22:31:24 -04:00