Commit graph

1605 commits

Author SHA1 Message Date
Daniel Gibson
c59c1bfda1 Fix Rogue heatbeam rendering at high FOVs 2018-04-21 20:19:42 +02:00
Daniel Gibson
a5e97682a3 Weapon field of view independent of 'fov': r_gunfov cvar
At high 'fov' values the weapon looked quite distorted.
Now it's rendered with an independent FOV, which looks better.
Note that the 'fov' cvar sets fov_x, while this is based on fov_y
(which is calculated from fov_x), so it's indeed different values:
r_gunfov seems to correspond to fov 90.
We use r_gunfov 80 as default, because it looks better.
2018-04-21 18:23:32 +02:00
Denis Pauk
189a34e707 Add custom particle shape by sw_custom_particles.
0 - use rectangle (default shape)
 1 - use hexagon
2018-04-13 23:29:56 +03:00
Denis Pauk
23d25db601 Little different shape of particle 2018-04-10 23:24:53 +03:00
Denis Pauk
14c934762d use one function for any mip levels 2018-04-10 23:13:38 +03:00
Denis Pauk
cd6c686980 Use multiple for particle sizes 2018-04-10 23:09:36 +03:00
Denis Pauk
758ab07a38 look to height instead width 2018-04-10 23:06:54 +03:00
Denis Pauk
14af679b7e Add size checks for WAL load 2018-04-10 22:59:13 +03:00
Denis Pauk
511b73baf9 Particle fixes from q2dos and kmquake
Authors: maraakate <emoaddict15@gmail.com>
         Knightmare <knightmare66@yahoo.com>
2018-04-10 22:59:13 +03:00
maxice8
2365d4705f fix compilation on musl libc. 2018-03-29 10:29:30 -03:00
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
Daniel Gibson
3a641c8beb "/currentmap" command that prints the currently loaded map 2018-03-10 16:38:37 +01:00
Yamagi Burmeister
808a208de4 Disconnect when we're connected before starting an new game.
The old code was working only when the client was connected to a local
server. The 'newgame' executed by the menu expands to a 'map', loading
a map ends in SV_InitGame() which calls CL_Drop() on the local client.
That calls CL_Disconnect() and everything is okay.
When the client is already connected to a remote server and no local
server is running the 'map' command spawns a new local server. This
new server thinks "Hey, I'm a new local server and no one is connected
to me. Let's pull the client in!". So it pull the already connected
client onto a new server without disconnecting, smashing it's state.
And everything goes down in flames.

The correct way would be to execute a 'disconnect' right before the
'newgame'. But the 'disconnect' cmd calls CL_Disconnect_f that throws
an ERR_DROP. ERR_DROP is implememted through a longjump(), jumping
around puts the process internal state in ashes... So bite the bullet
and add another hack: Call CL_Disconnect() before executing 'newgame'.
2018-03-07 21:49:58 +01:00
Yamagi Burmeister
ed54fe2364 Fix '/connect $server' while connected to a server. 2018-02-27 19:17:45 +01:00
Yamagi Burmeister
8ff7109b9d Rename forgotten gl_modulate and gl_farsee cvars in the GL3 renderer. 2018-02-25 10:38:04 +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
c68aade396
Merge pull request #275 from 0lvin/3dhaptic
Use  SDL_HAPTIC_CARTESIAN as effect direction.
2018-02-15 07:35:58 +01:00
Daniel Gibson
3acf5f0cba VID_WriteScreenshot() PNG compression level must be < 10
10 is no valid zlib compression level, so make sure it's not used

Thanks to @maraakate for pointing this out!
2018-02-15 00:39:43 +01:00
Denis Pauk
80616a418e Reuse SWimp_Init from refresh.c 2018-02-14 23:07:20 +02:00
Denis Pauk
b376c7e0d2 correctly exit if have not found console fonts 2018-02-14 23:07:20 +02:00
Denis Pauk
24b7cb3529 Remove unused K_WORLD_* from Q_KEYS 2018-02-14 23:07:20 +02:00
Denis Pauk
c68fd0be5b Add 3d haptic/SDL_HAPTIC_CARTESIAN with distance and orientation 2018-02-14 23:07:20 +02:00
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 Burmeister
832f3f6497 Implement vid_displayrefreshrate to override the displays refresh rate.
Modern LCD displays often haven't itegral refresh rates like 60hz but
fractional ones  like 59.95hz. SDL communicates the refresh rate as
integer. On X11 the rate is rounded up or down with round(), but on
Windows it's (at least on my system with an AMD Radeon) truncated...
So on an 59.95hz display it's just 59hz, Quake II renders 0.95 frames
too few and the user sees microstutters.

And return the actual / requested display frame rate increased by one
to work around inaccuracies in Quake IIs internal timing. It should be
a problem if we're running a little bit too fast.

This is belived to fix at least a part of issue #277.

Refreshrate 2
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
Daniel Gibson
1c7b02cc85 Make sure Q2 doesn't "forget" contents of server "address book"
The problem was that the cvars were only initialized (with CVar_Get())
if you opened the address book menu.
So if you start (and possibly run) and quit the game /without/ opening
that menu (or at least the "join network server" menu), the game will
not save those cvars to the config when it next writes it.

To prevent this, *always* initialize the cvars in M_Init().
2018-02-12 01:03:06 +01:00
Yamagi Burmeister
a1aac4e56d Fix stupid bug in e30f824. :(
It's VectorCopy(src, dest) and not the other way round. Clion noticed
that, but neither clang nor gcc complained that tmp was used
unitialized.
2018-02-07 19:02:13 +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
582c1062cb Fix an "Unused variable" warning. 2018-02-05 18:29:29 +01:00
Yamagi Burmeister
ba4f91f619 Fix a compiler warning on 32 bit.
Hopefully we'll never allocate more than 2^32 bytes of memory for
surfaces. :)
2018-02-05 18:27:34 +01:00
Yamagi Burmeister
1e6f790d51 Make the stdout and stderr redirects unicode aware. 2018-02-05 18:20:41 +01:00
Yamagi Burmeister
3b810ba51e Convert stb_image_write.h to Q_fopen() to be able to create screenshots. 2018-02-05 18:10:22 +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
efcaf17f69 Make SetExecutablePath() on Windows unicode compatible. 2018-02-05 10:01:21 +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
bcb7364507 Convert library loading to widechars. 2018-02-04 17:06:49 +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
54ab3f75db Don't use a DOS path for the home directory, but a UTF-8 path.
With this commit YQ2 is able to start and run on ReFS volumes. :) At
least as long as neither the binary path, the game data path nor the
path to the users home directory contain anything but ASCII characters.

Please note: This make break some corner cases with hore directories
containting unicode characters. They worked until now by pure luck.
A better solution providing full unicode support will be committed
in the next few days.
2018-02-04 13:22:27 +01:00
Yamagi Burmeister
4ca38f92fa Convert Sys_Mkdir from DOS to WinAPI.
With this we're able to create directorys with Unicode characters
anywhere in the path.
2018-02-04 13:04:31 +01:00