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
679e556b4f
Rename gl_speeds to r_speeds.
2018-01-06 18:40:50 +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
8a83c92044
Rename gl_lerpmodels to r_lerpmodels.
2018-01-06 18:25:53 +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
Yamagi Burmeister
54fc79e6b1
Remove unused function Cvar_CompleteVariable().
2018-01-06 16:36:28 +01:00
Yamagi Burmeister
226e5922b9
Rename cl_drawfps to cl_showfps, to be consistent with other cvar.
...
And ensure that a nice message is printed to the console if anyone
enters the old cvar.
2018-01-06 16:26:28 +01:00
Yamagi Burmeister
7ae9b38da1
Fix video background color if the gl1 or gl3 renderer is used.
...
Both use truecolor and not paletted colors.
2018-01-03 21:11:08 +01:00
David Carlier
da5d36a7fd
bus error fix when quitting. spotted on openbsd while
...
working ok on Linux and others.
2018-01-01 02:29:36 +01:00
Yamagi Burmeister
4d1b4fa88c
Move the soft renderer header files into a subdirectory header/.
...
This matches the rest of YQ2s source tree.
2017-12-26 09:33:10 +01:00
Yamagi Burmeister
cc5e154511
Disable the softrenderer by default.
...
Before we can ship the softrenderer in the default install we'll need to
clean up the cvars. Currently the softrenderer is using the gl_* cvars
which is confusing.
2017-12-19 21:39:54 +01:00
Yamagi
b993e9d320
Merge pull request #256 from 0lvin/soft_render
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Soft render from https://icculus.org/quake2/
2017-12-19 21:36:21 +01:00
Denis Pauk
5a24b969bc
Merge commit '041d1c6cb6e1eff8d84ce883ff42c3c7f1c5f67e' into soft_render
2017-12-18 22:54:07 +02:00
Denis Pauk
4f68f0e9f1
Fix link issues
2017-12-17 23:18:56 +02:00
Yamagi Burmeister
339c9da8a8
Enable the softrenderer by default.
2017-12-17 10:00:43 +01:00
Yamagi Burmeister
2c149eda99
Call te soft renderer just "Software" and not "SDL Soft".
2017-12-17 09:59:37 +01:00
Yamagi Burmeister
e3067a325c
Implement CMake support for the new soft renderer.
2017-12-17 09:58:00 +01:00
Yamagi Burmeister
6129e902b0
Add missing SDL2.h header.
2017-12-17 08:34:42 +01:00
Yamagi Burmeister
041d1c6cb6
Remove unused WinError() function.
2017-12-16 16:55:30 +01:00
Yamagi Burmeister
00bf016576
Rewrite all cvars, not just the ones loaded from config.cfg.
...
And print a nice message thate the cvar is deprecated.
2017-12-16 16:42:24 +01:00
Yamagi Burmeister
b433ee10fd
Add a way to rewrite cvars loaded from config.cfg.
...
With this renamed cvars can be rewritten when config.cfg is first
loaded. Please note that once this was done older YQ2 versions can't
parse that config.cfg anymore.
2017-12-14 19:48:44 +01:00
Denis Pauk
60b444834e
Set VSYNC
2017-12-11 23:48:12 +02:00
Denis Pauk
4f9833153f
Fix background under cinematic and gamma values
2017-12-11 23:33:19 +02:00
sezero
51200b3e6b
replace several long casts with intptr_t and include stdint.h for it.
2017-12-11 23:33:19 +02:00
Denis Pauk
c43e944a3d
Rebase soft render from https://icculus.org/quake2/
...
* deleted asm code
* added support 2k+ resolutions
* SDL2 support
2017-12-11 23:33:19 +02:00
Yamagi Burmeister
430e21eab0
Bump version number to 7.11pre now that 7.10 is done.
2017-12-11 17:12:05 +01:00
Yamagi Burmeister
0e51204908
Bump version number to 7.10.
2017-12-08 10:22:59 +01:00
Yamagi Burmeister
e0ea5d4928
Add CHANGELOG for 7.10.
2017-12-07 15:00:38 +01:00
Yamagi Burmeister
9b82cad2c6
Bump version number to 2.10pre.
...
The next version will be 2.10 and not 2.03. This is done in preparation
of some Windows test builds.
2017-12-04 17:35:40 +01:00
Daniel Gibson
c3d3e9fc76
Make viewing with joystick framerate-independent
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otherwise looking around is faster with higher framerates, that sucks,
especially with unstable framerates (on RPi)
2017-12-02 18:54:31 +01:00
Yamagi Burmeister
e429356bd3
Merge branch 'openal_volume'
2017-12-02 16:41:39 +01:00
Yamagi
44da2aca3b
Merge pull request #262 from DanielGibson/fix-win-msaa-crash
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Fix crash on Windows if MSAA is set to a value the driver doesn't support
2017-12-02 16:38:26 +01:00
Daniel Gibson
c105117d41
cap cl_maxfps and gl_maxfps to sane values
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gl_maxfps > 1000 breaks things, and cl_maxfps starts to behave weird
at >90, and while up to 125 or so you get the bugfeature of higher
jumping, beyond that things just get even buggier, at some point causing
bugs like #261
2017-12-02 16:36:50 +01:00
Yamagi Burmeister
e3e5bd1bdd
Fix drop in volume when shooting into a Brains power screen.
...
If too many of these sounds are started in one frame (for example if the
player shoots with the super shotgun into the power screen of a Brain)
things get too loud and OpenAL is forced to scale the volume of several
other sounds and the background music down. That leads to a noticable
and annoying drop in the overall volume.
Work around that by limiting the number of sounds started. 16 was
choosen by empirical testing.
2017-11-30 08:26:39 +01:00
Yamagi Burmeister
e30f824944
Don't cast the array itself but it's content.
...
This was so broken... Casting the type of an array to silence a
warning... It worked on x86, of course. But gave a SIGBUS on ARM.
Do it right, cast / copy the content of the array into another
array of the correct type. Yeah.
This fixes issue #231 .
2017-11-14 17:24:41 +00:00
Yamagi
82616d0992
Merge pull request #253 from 0lvin/sdl_build_fix
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Fix build with SDL1.2
2017-11-07 10:32:52 +01:00
Yamagi Burmeister
1396741904
Fix possible Vorbis buffer underruns.
...
There're two possible problems with the calculation of the number of
sound buffers for Vorbis if OpenAL is in use:
* We assume that the (more or less) maximum number buffers is allocated
during map load. This is not correct if in a multiplayer game a lot of
custom models with custom sound connect at a later time.
* 64 buffers (about 3 seconds worth of music) may be too low in some
situations.
Work around this by recalculating the number of buffers if necessary.
We're now reserving about 256 (== 12 seconds) buffers.
This may fix issue #252 .
2017-11-04 18:22:53 +01:00
Denis Pauk
9495fe4da9
Show real place of error and fix build with SDL1.2
2017-11-01 22:57:54 +02:00
Yamagi
7b6340ddff
Merge pull request #245 from 0lvin/back_button_as_escape
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Add support for use controller back button as ESC
2017-10-22 18:19:56 +02:00
Yamagi Burmeister
185e89722a
Don't unqueue OpenAL raw samples if OpenAL isn't initialized.
...
This fixes a crash at menu entry if a cinematic is playing when the
game is build with OpenAL support, but s_openal is set to 0.
2017-10-22 17:58:31 +02:00
Thomas Green
f46c46864a
Fix a potential OGG issue when OpenAL library is not found.
2017-10-22 17:54:59 +02:00