Commit graph

2576 commits

Author SHA1 Message Date
Yamagi
bc9ffec5ac Update the CHANGELOG for 7.43. 2020-02-12 17:54:10 +01:00
Yamagi
e0067e90a8 Missing PVS Studio fixes for soft renderer.
Mod of the problems were already done by @0lvin in 129da805.
2020-02-10 18:21:29 +01:00
Daniel Gibson
b3f61f20d4 PVS Studio fixes for GL3 renderer 2020-02-10 17:55:41 +01:00
Daniel Gibson
00127cc912 PVS Studio fixes for GL1 renderer 2020-02-10 17:55:41 +01:00
Daniel Gibson
9f22f3d298 PVS Studio: Misc. fixes and FIXMEs 2020-02-10 17:55:41 +01:00
Daniel Gibson
95a3e46bdd PVS Studio fixes for game/ 2020-02-10 17:55:41 +01:00
Daniel Gibson
ae3723c900 YQ2_ATTR_NORETURN for functions that don't return (Sys_Error() etc)
must be used in front of functions, not behind (the GCC __attribute__
allows both, but MSVC and C11 don't!)
2020-02-10 17:55:41 +01:00
Daniel Gibson
0ad5c73239 move YQ2_ALIGNAS_* to shared.h
so it's also available in game/
2020-02-10 17:55:41 +01:00
Yamagi
b3bb114ae4
Merge pull request #517 from puleglot/gcc-fno-common
Fix build with -fno-common
2020-02-10 17:53:30 +01:00
Yamagi
95216a3c7e
Merge pull request #515 from devnexen/hunk_alloc_rework_fbsd
Hunk API, using FreeBSD super page for large requests.
2020-02-10 17:44:48 +01:00
Alexander Tsoy
60a4bd3306
Fix build with -fno-common
GCC 10 defaults to -fno-common.

Closes #516
2020-02-10 17:05:48 +03:00
David Carlier
0c1afcdfc1 Hunk API, using FreeBSD super page for large requests. 2020-02-08 20:55:50 +00:00
Yamagi
32b4e6f4a8
Merge pull request #511 from 0lvin/fixes
Small fixes
2020-02-03 16:06:49 +01:00
Denis Pauk
6e80924050 Fix segfault on device without available sound cards
In such case sound system left uninitialized and without cvars.
----
Thread 1 "quake2" received signal SIGSEGV, Segmentation fault.
0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at src/client/sound/ogg.c:351
351 if((trackNo == 0) || ogg_shuffle->value)
(gdb) bt
#0  0x00005555555956a1 in OGG_PlayTrack (trackNo=7) at
src/client/sound/ogg.c:351
#1  0x000055555557bded in CL_PrepRefresh () at src/client/cl_view.c:367
#2  0x000055555556e1a0 in CL_Precache_f () at src/client/cl_main.c:472
#3  0x00005555555a40dc in Cbuf_Execute () at src/common/cmdparser.c:229
#4  0x000055555556f0f9 in CL_Frame (packetdelta=<optimized out>,
renderdelta=<optimized out>, timedelta=<optimized out>,
packetframe=packetframe@entry=true,
    renderframe=renderframe@entry=false) at src/client/cl_main.c:803
#5  0x00005555555aa0c5 in Qcommon_Frame (usec=5) at src/common/frame.c:626
#6  0x00005555555aa48e in Qcommon_Mainloop () at src/common/frame.c:163
#7  0x00005555555aaae6 in Qcommon_Init (argc=1, argv=0x7fffffffdfa8)
at src/common/frame.c:377
#8  0x000055555555e564 in main (argc=1, argv=0x7fffffffdfa8) at
src/backends/unix/main.c:123
----
2020-01-30 22:45:01 +02:00
Denis Pauk
dec8125e07 update stb_* codes
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image_resize.h -O src/client/refresh/files/stb_image_resize.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image.h -O src/client/refresh/files/stb_image.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_image_write.h -O src/client/vid/header/stb_image_write.h
wget https://raw.githubusercontent.com/nothings/stb/master/stb_vorbis.c -O src/client/sound/header/stb_vorbis.h
2020-01-30 22:29:05 +02:00
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