Commit Graph

1620 Commits

Author SHA1 Message Date
Valery Guskov 3ed18bd7fe Merge branch 'feature-stereo' 2016-04-04 23:29:53 +03:00
Valery Guskov 248bebeca6 unncecessary newlines 2016-04-04 22:41:27 +03:00
Valery Guskov d09c942b52 added pause changes from stereo-quake 2016-04-04 22:25:53 +03:00
Valery Guskov 45d3dd0a2f fixed loading display
i guess
2016-04-04 20:55:17 +03:00
Valery Guskov 135fb021e5 fixed viewports a bit 2016-04-04 19:33:18 +03:00
Valery Guskov 294a4dfbb9 cleaning up
removed non-minimal changes from porting stereo-quake
2016-04-04 00:25:20 +03:00
Valery Guskov 2e87216abf Revert "ported meatball crosshair"
This reverts commit 1e6f016fca.
2016-04-04 00:11:03 +03:00
Valery Guskov bfa212f6ba correct models provide skin path 2016-04-03 19:26:16 +03:00
Valery Guskov b3bea99597 added new code for 3d crosshair
original meat can be thrown out
2016-04-03 00:26:35 +03:00
Valery Guskov 1e6f016fca ported meatball crosshair
copied from http://www.quakewiki.net/archives/qdevels/quake2/12_1_98.html
2016-04-02 01:24:14 +03:00
Valery Guskov b662cb9979 added split view basic support 2016-04-01 16:22:28 +03:00
Valery Guskov 0f8bda3c33 first attempt at porting separation support
ported from stereo-quake
http://www.benryves.com/products/stereoquake
2016-04-01 08:51:11 +03:00
Yamagi 1c3dce7be0 Merge pull request #128 from Jarvik7/master
Fix broken OSX makefile
2016-03-17 09:05:32 +01:00
Martin Hauke 629c714469 Cmake: Add option for systemwide installation of game assets 2016-03-17 09:00:50 +01:00
Jarvik7 ca753d4f87 Fix broken OSX makefile
Makefile rewrite forgot to include OpenAL folders for Darwin
2016-03-17 11:26:39 +08:00
Daniel Gibson 7f7ba1870b Bump version to 5.34pre 2016-01-30 20:03:33 +01:00
Daniel Gibson 50fe9cfdbc Bump version to 5.33 2016-01-30 19:48:00 +01:00
Daniel Gibson 703cec74e7 Fix fix for not sending Char_Event to console when not opened
turns out the if the console is opened while no game is currently
running, cls.key_dest is not key_console but still key_game.
Changing it to key_console in those cases blows up in interesting ways.
So in Char_Event() we send events to the console in those cases.
2016-01-30 18:43:32 +01:00
Daniel Gibson 4a762c0002 Don't send Char_Event to Console if it isn't opened 2016-01-30 17:46:34 +01:00
Daniel Gibson 0fb8d80507 Small improvements to input code 2016-01-30 17:46:34 +01:00
Daniel Gibson dc155cca9c Workaround for better AZERTY-Keyboard support
The first row of AZERTY-Keyboards (used in France and Belgium) doesn't
have numbers as keys but ², &, é, ", ', (, -, è, _, ç, à, ), =
(with small differences between France and Belgium).
For some of those keys we don't have keycodes - and neither does SDL2.
See also https://bugzilla.libsdl.org/show_bug.cgi?id=3188

As a workaround, just map those keys to 1, 2, ..., 9, 0 anyway, as those
are keys Quake2 already knows (and those chars are printed on the keys
too, for typing they're reachable via shift).
This workaround only works for SDL2, as SDL1.2 doesn't have scancodes
which we need scancodes to identify the keys.

While at it I unified handling of SDL_KEYDOWN and SDL_KEYUP, the code
is almost identical anyway, apart from one bool argument to Key_Event().

We track this problem in #81
2016-01-30 17:46:34 +01:00
svdijk 31ffb96614 Console: Adjust line length based on scale 2015-12-19 20:36:25 +01:00
svdijk 5c54521199 Screen: Clamp scale to a minimum of 1, except for the HUD 2015-12-19 20:34:02 +01:00
svdijk 54b6d276b2 Screen: Make SCR_Get*Scale() callable before SCR_Init(). 2015-12-19 20:18:17 +01:00
svdijk 354d2ff789 Menu: Some alignment fixes for scaled menus 2015-12-13 11:48:02 +01:00
Daniel Gibson ca4bab172e Make "no such (old)frame" warnings developer-only
those "problems" don't really matter, so don't spam the console with
it (unless you've enabled developer messages).

"Fixes" https://github.com/yquake2/xatrix/issues/7
2015-12-12 20:17:40 +01:00
svdijk 3e5ac1c15a Draw: Also don't lerp crosshairs 2015-11-24 14:19:16 +01:00
svdijk 0880bef8c8 Draw: Handle "nolerp" of console characters through a cvar 2015-11-24 14:16:18 +01:00
svdijk 44969748fb HUD: Fix centering of scaled crosshair 2015-11-20 22:04:27 +01:00
svdijk 712016783b UI scaling: Clamp the scale to avoid "over-scaling"
This clamps the UI scale, limiting the relative size of the UI
elements to what they would be at scale 1 in a 320x240 resolution.
Allowing bigger scales is not useful, and would make it possible
for the user to shoot him-/herself in the foot by setting a
"too big" UI scale value in the menu. (Since this would mess up
the menu, it could be hard te recover from for a casual user.)
2015-11-20 18:47:08 +01:00
svdijk 9964b2f3df q2icon.xbm: Make this a bit more like the new icon 2015-11-18 20:52:19 +01:00
svdijk 4194ff24dd q2icon64.h: Recreated to have the same margins as the source SVG 2015-11-18 19:58:08 +01:00
svdijk d5bd14d1e7 quake2-appbundle.zip: Update quake2.icns to the new icon 2015-11-18 19:41:03 +01:00
svdijk b3ba71c09a Quake2.ico: Recreated to have the same margins as the source PNG
The ImageMagick command to generate the ICO was:

convert Quake2.png \
    \( -clone 0 -resize 16x16 \) \
    \( -clone 0 -resize 32x32 \) \
    \( -clone 0 -resize 48x48 \) \
    \( -clone 0 -resize 64x64 \) \
    \( -clone 0 -resize 96x96 \) \
    \( -clone 0 -resize 128x128 \) \
    \( -clone 0 -resize 256x256 \) \
    \( -clone 0 -resize 512x512 \) \
    -delete 0 Quake2.ico
2015-11-18 18:59:53 +01:00
svdijk 00b804c743 Quake2.png: Recreated to have the same margins as the source SVG 2015-11-18 18:54:02 +01:00
svdijk 8a9741dd89 Videomenu: Minor optimization to GetCustomValue for subsequent calls 2015-11-16 22:23:15 +01:00
svdijk 8d7f4a74e6 Videomenu: Simplify uiscale initialization 2015-11-16 19:26:46 +01:00
svdijk a6b3bfd35a qmenu.c: Some whitespace changes for consistency. 2015-11-16 19:18:50 +01:00
svdijk de8c50bcb9 Videomenu: Make the "custom" value handling less error prone. 2015-11-16 19:11:00 +01:00
Yamagi a72d595430 Merge pull request #117 from Quix0r/master
Also ignore .d files as they got generated every time.
2015-11-13 17:48:47 +01:00
Roland Haeder db1480e1a6
Also ignore .d files as they got generated every time.
Signed-off-by: Roland Haeder <roland@mxchange.org>
2015-11-12 19:15:37 +01:00
svdijk 1804fad355 Videomenu: Add integer scaling options up to 6x 2015-11-09 22:14:45 +01:00
svdijk e92b54990d Videomenu: Also include crosshair_scale in the ui scale option 2015-11-09 22:09:48 +01:00
svdijk 8d9cdc0768 Videomenu: Limit the ui scale option to integer values
Fractional values look ugly. If people really want this they can set this from the console, we won't "advise" it from the menu.
2015-11-08 18:20:54 +01:00
svdijk 0cdf927d3e Default the various scale variables to "-1" (automatic) 2015-11-08 12:48:27 +01:00
svdijk 64d4e8e619 Videomenu: Change the HUD scale option to a more generic UI scale option 2015-11-08 12:46:38 +01:00
svdijk dae3de4b73 Videomenu: Don't mess up custom hudscale setting upon "apply" 2015-11-08 11:15:36 +01:00
svdijk a7e0338c56 Makefile: The OSX library extension is "dylib", not "dynlib" 2015-11-06 18:52:45 +01:00
svdijk 5b6fdb2bde CMake: Remove unneeded PREFIX setting for executables 2015-11-05 21:52:52 +01:00
svdijk 11750e8273 CMake: Use a single output dir "release", like the official Makefile 2015-11-05 21:52:14 +01:00