Commit graph

333 commits

Author SHA1 Message Date
Yamagi Burmeister
c11149730c Bump version number to 7.21pre. 2018-03-10 18:26:07 +01:00
Yamagi Burmeister
c0291746b0 Bump version number to 7.20. 2018-03-10 18:24:21 +01:00
Yamagi Burmeister
2db01319a1 Fix changing the game / mod through the 'game' console command.
The 'game' command was more or less functional after the last commit.
We just need to reset the initialGame (renamed to userGivenGame) so we
don't revert back to the old game at server disconnect.
2018-02-25 10:24:35 +01:00
Daniel Gibson
f0e21e2ab4 Fix writing/loading configs when changing game/mod
When connecting to a multiplayer game that runs a different mod
("game" cvar) than you are, it didn't load the corresponging configs
from the mod, but saved your changes to the config to the mod's config.
Which is doubly useless.
Now when the "game" cvar is changed, the configs are reloaded (from
the right directories for the mod), and when disconnecting the configs
are written, so the changes you did for a mod while playing MP are saved
before game is reset to the game you started with.
2018-02-24 21:00:35 +01:00
Yamagi Burmeister
ec1733fb97 Rename 'intensity' to 'gl1_intensity', 2018-02-14 09:35:54 +01:00
Yamagi Burmeister
278ff83ad4 Always initialize the busywait cvar. 2018-02-13 21:37:50 +01:00
Yamagi Burmeister
dd43f88450 Take time used to process render and packetframes into account.
Until now we did an easy calculation to determine the frame timing:
1000000 microseconds (== 1 second) / targetframerate == delay between
frames. This works if the CPU and GPU are fast enough since the time
process to process the frame is negligible. But if one of them is too
slow or the GPU driver takes too long (see issue #277 for an example)
we render too few frames.

Work around this by calculating the average time used to process the
last 60 render oder packet frames and take that into account when
determining the delay between the frames. With this change even my
rotten AMD Radeon and it's broken Windows GL driver is able to hold
the displays famerate (enforced by vsync) just fine.

While here add a 5% security margin to our target packet frame rate if
the vsync is enabled. Just to be sure that we never process more render
than packet frames.
2018-02-13 17:36:15 +01:00
Yamagi Burmeister
b80ff7f40c Implement a 'busywait' cvar to force the client and server to busy wait.
Sleeping with Sys_Nanosleep() is fair enough but has the problem that we
may get scheduled away and the hosts power management inteferes with our
interal timings. While this wasn't a big issue on FreeBSD and Linux it
let to serious timing issues in Windows.

There're several reports in the net, apperently everything below 5ms is
very inaccurate on Windows:
* https://stackoverflow.com/questions/7827062/ \
   is-there-a-windows-equivalent-of-nanosleep/7827446#7827446
* https://lists.gnu.org/archive/html/bug-gnulib/2010-04/msg00045.html
2018-02-13 17:36:15 +01:00
Yamagi
f0240af308
Merge pull request #278 from DanielGibson/remember-addressbook
Don't forget entries of Multiplayer "Address Book"
2018-02-13 17:35:59 +01:00
Daniel Gibson
c2061e8c83 Use const char* instead of char* in NET_StringToAdr() 2018-02-12 13:37:58 +01:00
Yamagi Burmeister
17a5106492 Unicode compatibility for zlib on Windows.
There were two ways to implement this. One was to go with the stuff
already included in minizip and one to implement our own wrapper around
fopen(). This is the second options since @DanielGibson convinced me
that it would be safer.
2018-02-06 18:44:44 +01:00
Yamagi Burmeister
716d72a295 Update minizip to version 1.2.11. 2018-02-06 15:11:36 +01:00
Yamagi Burmeister
495b7c5d6b Save some CPU cycles and apply the cvar replacements only once. 2018-02-05 18:30:45 +01:00
Yamagi Burmeister
6b13d77c36 Change the current working directory before writing save games.
We can't rely on the game.dll being unicode conformant. Work around
that by changing the current working directory before calling into
the game.dll, pass a non unicode string to it and chang back after
we return.
2018-02-05 18:00:28 +01:00
Yamagi Burmeister
3634ed7013 Implement -datadir, deprecate the basedir cvar.
To be able to pass UTF-8 encoded pathes through cvars both the cvar
subsystem and the command parser would need a fair amount of UTF-8
understanding. And I'm not the poor soul that's going to implement
that. Therefor pass the datadir trough a global variable.
2018-02-05 16:19:02 +01:00
Yamagi Burmeister
a87e34906c Implement Q_fopen() for Windows.
This is done in shared.c so that's available for both the client /
server / renderer and the game. A work around for older game DLL will
be added at a later time.
2018-02-05 09:36:33 +01:00
Yamagi Burmeister
37ea3e1d58 Introduce a wrapper Q_fopen() and replace fopen() with it.
On Unix platforms unicode is implemented through UTF-8 which is
transparent for applications. But on Windows a UTF-16 dialect is
used which needs alteration at application side. This wrapper is
another step to unicode support on Windows, now we can replace
fopen() by a function that converts our internal UTF-8 pathes to
Windows UTF-16 dialect.

This is a noop for Unix platforms. The Windows build is broken,
the compiler errors out in shared.h. This will be fixed in a
later commit.

Caveats:
* fopen() calls in 3rd party code (std_* and unzip) are not replaced.
  This may become a problem. We need to check that.
* In the Unix specific code fopen() isn't replaced since it's not
  necessayry.
2018-02-05 07:43:26 +01:00
Yamagi Burmeister
a1ba33e6d9 Declare is_portable only once in frame.c and not in each backend. 2018-02-04 16:48:40 +01:00
Yamagi Burmeister
b3562015b0 Remove Sys_SendKeyEvents().
That function did nothing, we can just call IN_Update() directly...
2018-02-04 16:45:32 +01:00
Yamagi Burmeister
e9615608a8 Remove CompareAtributes().
There's no need to exclude directories from search by flags. In fact
the Unix backend has worked nicely for years without it... Sadly we
can't remove the now superfluous 'canhave' and 'musthave' attributes
from Sys_FindFirst() and Sys_FindNext() since they're defined in
shared.h and may be used from custom game DLLs.
2018-02-04 11:49:03 +01:00
Yamagi Burmeister
2096d57eb8 Cleanup the system specific code.
* Remove a bunch of unnecessary functions.
* Reorder functions into logical groups. The orderig is now the same
  on Unix and Windows.

While at it add several TODOs to the code. There's not need for special
library loading functions for the game, the Windows backend still uses
a lot of old and fishy DOS functions, etc. All this will be done at a
later time.
2018-02-04 11:35:10 +01:00
Yamagi Burmeister
acb50c6907 Move the platform independent stuff from main() into Qcommon_*().
There's no need to duplicate machine independent parts of the client
initialization and the main loop for every platform.

While at it remove the nearly empty unix.h header and move Windows
main() into an own file. Not both platform have the same basic layout.
2018-02-04 11:35:10 +01:00
Yamagi Burmeister
e01e9a0b94 Rename gl_ztrick to gl1_ztrick. 2018-01-09 15:58:05 +01:00
Yamagi Burmeister
24b014715f Rename gl_texture*mode to gl1_texture*mode. 2018-01-09 15:54:27 +01:00
Yamagi Burmeister
b87465886e Rename gl_swapinterval to r_vsync. 2018-01-09 15:01:06 +01:00
Yamagi Burmeister
74ac58eb5a Rename gl_stereo* to gl1_stereo*. 2018-01-09 14:51:59 +01:00
Yamagi Burmeister
70ca5b2ade Rename gl_saturatelightning to gl1_saturatelightning. 2018-01-09 14:39:42 +01:00
Yamagi Burmeister
aa6c1826db Rename gl_round_down to gl1_round_down. 2018-01-09 14:36:51 +01:00
Yamagi Burmeister
6c880bcf1f Rename gl_polyblend to gl1_polyblend. 2018-01-09 14:34:27 +01:00
Yamagi Burmeister
bbe4fe0b68 Rename gl_pointparameters to gl1_pointparameters. 2018-01-09 14:31:45 +01:00
Yamagi Burmeister
be94b5612f Rename gl_picmip to gl1_picmip. 2018-01-09 14:29:02 +01:00
Yamagi Burmeister
171e592693 Rename gl_particle* to gl1_particle*. 2018-01-09 14:26:11 +01:00
Yamagi Burmeister
4061e85cd7 Rename gl_palettedtexture to gl1_palettedtexture. 2018-01-09 14:19:00 +01:00
Yamagi Burmeister
f0c4b4fd14 Rename gl_overbrightbits to gl1_overbrightbits. 2018-01-09 14:16:13 +01:00
Yamagi Burmeister
526904ca03 Rename gl_modulate to r_modulate. 2018-01-09 14:09:34 +01:00
Yamagi Burmeister
11ad28b711 Unify gl_mode and sw_mode in r_mode. 2018-01-09 14:03:45 +01:00
Yamagi Burmeister
e6b0e19cff Rename gl_maxfps to vid_maxfps. 2018-01-09 09:47:03 +01:00
Yamagi Burmeister
78ff99dd86 Rename gl_polyblend to gl1_polyblend and unite *_lockpvs to r_lockpvs. 2018-01-09 09:44:06 +01:00
Yamagi Burmeister
3a4496c239 Rename gl_farsee to r_farsee. 2018-01-09 09:32:07 +01:00
Yamagi Burmeister
d2b3030cfe Rename gl_dynamic to gl1_dynamic and remove it from GL3. 2018-01-09 09:29:33 +01:00
Yamagi Burmeister
03098715ee Rename gl_custom* to r_custom*. 2018-01-09 09:25:29 +01:00
Yamagi Burmeister
ae9d7e397f Rename gl_*scale to r_*scale. 2018-01-09 09:19:39 +01:00
Yamagi Burmeister
49fae3c25c Rename gl_clear to r_clear. 2018-01-09 09:09:52 +01:00
Yamagi Burmeister
be569dcaba Rename gl_speeds to r_speeds. 2018-01-06 18:42:40 +01:00
Yamagi Burmeister
214c473de0 Rename gl_novis no r_novis. 2018-01-06 18:38:30 +01:00
Yamagi Burmeister
b453ec5372 Rename gl_norefresh to r_norefresh. 2018-01-06 18:35:03 +01:00
Yamagi Burmeister
f8c71af0cf Rename gl_lightlevel to r_lightlevel. 2018-01-06 18:31:06 +01:00
Yamagi Burmeister
55889e4abb Rename gl_fullbright to r_fullbright. 2018-01-06 17:03:59 +01:00
Yamagi Burmeister
773147524b Rename gl_drawworld to r_drawworld. 2018-01-06 16:59:47 +01:00
Yamagi Burmeister
aa4d92e8dd Rename gl_drawentities to r_drawentities. 2018-01-06 16:53:45 +01:00