Commit graph

3728 commits

Author SHA1 Message Date
Denis Pauk
db83143b47 haptic: reuse old slots and left some slots for rumble on error 2023-01-07 21:30:21 +02:00
Denis Pauk
da65a6df12 haptic: Fix typos 2023-01-07 21:30:21 +02:00
Denis Pauk
66523aa98e Restore haptic feedback functionality.
Rumble feedback will be default.
Checked in both modes with:
* LibSDL2: 2.24.2+dfsg-1 (debian testing)
* Microntek USB Joystick (DragonRise hid-dr.ko)
2023-01-07 21:30:21 +02:00
Yamagi
f9bf0e8861 Add some thoughts about security to the multiplayer guide. 2023-01-07 19:31:58 +01:00
Yamagi
81647f79ec Remove the unused msg cvar and server side infrastructure.
In Quake I this coould be used to filter messages by priority. id
Software never implemented it for Quake II, it's just a left-over.
Remove it.

The `msg` cvar was exploited in attacks against the client. A malicious
server send a `msg` cvar as stufftext -> it gets saved into the config
-> since it's retrivable over the network through the userinfo stuff
this can be used to track users, etc.
2023-01-07 19:15:01 +01:00
Yamagi
ce2410079e
Merge pull request #924 from 0lvin/shared_image_load
Shared image load
2023-01-01 14:51:22 +01:00
HAMM3REXTREME
8d6eec5d7b
Seperated mapfixes text from monster footstep text
Fixed typo too
2022-12-11 15:02:17 -05:00
Denis Pauk
9fb4480948 Share SURF_* values between renders
Reuse DRAWSKY value in soft render instead unused
DRAWSKYBOX and SURF_FLOW.

Move mipadjust calculation to usage place in soft render.
2022-12-11 12:11:47 +02:00
Denis Pauk
c2dc8debb6 Share models structs in ref_shared.h
Fix calculation in:
```
hunkSize += calcLumpHunkSize(&header->lumps[LUMP_MODELS], sizeof(dmodel_t), sizeof(model_t));
```
`Mod_LoadSubmodels` uses whole model_t as submodel type.
2022-12-11 12:11:47 +02:00
Denis Pauk
322424ef33 Image: show missed images with r_validation 2022-12-11 12:11:47 +02:00
Denis Pauk
49a1478d44 Image: Check skin image before use 2022-12-11 12:11:46 +02:00
Denis Pauk
a22bbc8719 Image: Share Draw_FindPic 2022-12-11 12:11:46 +02:00
Denis Pauk
395641e1dc Image: Share GetTexImage 2022-12-11 12:11:46 +02:00
Denis Pauk
f6f6639a89 Image: Share loadSky textures
Add support of `r_palettedtextures` to all renders.
2022-12-11 12:11:46 +02:00
Denis Pauk
18bc788335 Image: Share LoadImage 2022-12-11 12:11:46 +02:00
Denis Pauk
43c690eab2 Image: Share Hicolor 2022-12-11 12:11:46 +02:00
Denis Pauk
5e2ecede93 Image: Add M32 support functions
https://github.com/TTimo/GtkRadiant/blob/master/plugins/imagem8/m32.h
2022-12-11 12:11:46 +02:00
Denis Pauk
f77e6940bd Image: Share M8 2022-12-11 12:11:46 +02:00
Denis Pauk
11f5b9e475 Image: Share code for load Wal 2022-12-11 12:11:46 +02:00
Denis Pauk
ec83adcba5 Image: Share code for add file extension 2022-12-11 12:11:46 +02:00
Denis Pauk
768139ad6a Image: Share Draw_GetPalette between renders 2022-12-11 12:11:46 +02:00
Yamagi
7f05cefbcf Bump the version number to 8.21pre. 2022-12-09 12:37:55 +01:00
Yamagi
09d7c41a6e Bump the version number to 8.20. 2022-12-09 12:37:27 +01:00
Yamagi
e37da07a5a Update the CHANGELOG for 8.20. 2022-12-03 16:55:25 +01:00
Yamagi
2270b79ea6
Merge pull request #945 from Dremor8484/sshotgun_aimfix_2.0
Update weapon.c
2022-12-03 16:52:44 +01:00
Yamagi
c764f3f142
Merge pull request #943 from devnexen/vulkan_menu_upd2
updating vulkan renderer sub menu to be a bit more on part with the r…
2022-12-03 16:48:39 +01:00
Yamagi
3617fa56be
Merge pull request #941 from protocultor/controller_refactor
Game Controller code refactor
2022-12-03 16:44:28 +01:00
Yamagi
a2d9b1f624
Merge pull request #939 from devnexen/windows_hidden
also pause the game if for example we change desktop's workspace
2022-12-03 16:37:13 +01:00
Dremor8484
a77ad02445
Update weapon.c
the aimfix was working only on half of the attack, since the supershotgun shoots 2 times (half bullets left, half bullets right)
2022-12-03 15:27:40 +01:00
David Carlier
91368f6f1b updating vulkan renderer sub menu to be a bit more on part with the rest. 2022-12-01 12:35:26 +00:00
Jaime Moreira
ad56a8bae5 Controller rumble support queried in SDL >= 2.0.9 2022-12-01 09:10:44 -03:00
Jaime Moreira
4d040f0878 Builds with SDL2 <= 2.0.9
Unneeded variable deleted
Regretted printing style choice after seeing logs in Windows Notepad
2022-11-24 21:05:34 -03:00
Daniel Gibson
89b0ed9f18 Fix build with newer Visual Studio versions
in the __STDC_VERSION__ >= 201112L + _MSC_VER case YQ2_ATTR_INLINE
wasn't defined

and fixed some indenting in the surrounding code
2022-11-24 15:38:34 +01:00
Jaime Moreira
618374f351 Game Controller code refactor
Patchwork from df399576 no longer needed, deleted
Joysticks open with error checking
Slight optimization for gyro aiming
Better console messages in game controller init
2022-11-23 01:12:38 -03:00
David Carlier
d93916d6ba also pause the game if for example we change desktop's workspace 2022-11-21 22:42:35 +00:00
Yamagi
15adee3b06
Merge pull request #936 from devnexen/mem_issues_fix_prop
OGG_LoadAsWav, release as long it had been allocated.
2022-11-20 17:15:33 +01:00
Yamagi
282f3a8e9c
Merge pull request #934 from devnexen/vk_menu_upd
adding new menu entry for the vulkan renderer
2022-11-20 17:08:29 +01:00
Yamagi
6f07cb2be0
Merge pull request #933 from protocultor/gamepad_menu
More options for Gamepad menu
2022-11-20 16:29:57 +01:00
Jaime Moreira
f8e86e9056 Removed unneeded info in controller init
Since now there's a menu to show and modify this info, we don't need it
printed on the console.
Also, controller can exit credits option now.
2022-11-19 23:14:43 -03:00
Yamagi
a1e0ce0732 Fix audio file length misscalculated due to overflow.
`s_info->samples' is very big, even for short wave files. Multiply it by
1000 has a very high chance of flowing over and it is a wonder that so
 far no one noticed it. Fix the overflow by working on 64 bit integers.

 Closes #931.
2022-11-19 16:54:52 +01:00
David Carlier
4568df7fb1 OGG_LoadAsWav, release as long it had been allocated. 2022-11-18 17:43:29 +00:00
Yamagi
8b12b017f7 Handle SIGBUS. Or at least try it.
I was reported a strange problem were GL3 is crashing with SIGBUS while
enumerating the GL extensions. To me it looks like a problem in Nvidias
FreeBSD driver, which for some reason doesn't reproduce on my machine.
However it' hard to tell what exactly happens without a full backtrace
and the user is unable to provide one... For the future try to handle
SIGBUS to catch those problems.
2022-11-14 21:37:47 +01:00
Jaime Moreira
20a1db6cac Invert joystick's pitch in options menu 2022-11-10 16:46:17 -03:00
David Carlier
d9d7eef4ee adding new menu entry for the vulkan renderer 2022-11-09 20:53:26 +00:00
Jaime Moreira
85b9841785 Reordered elements in 'sticks config' menu
Repeated definitions put in a couple of loops
2022-11-09 09:00:32 -03:00
Jaime Moreira
672aef07e6 Hide the gamepad menu if one is not connected
SDL Controller opens with error checking
Deleted a duplicate structure on menu
Renamed the "gyro enabled" boolean
2022-11-08 12:38:24 -03:00
Jaime Moreira
b11937980b Gamepad Sticks submenu
Sticks layout and expo options moved there
Includes deadzone sliders
2022-11-08 08:13:13 -03:00
Yamagi
57db0df752 Force the GL1 overbrightbits slider to full integers.
The cvar is accepting full integers only.
2022-11-06 18:08:49 +01:00
Yamagi
dfd154b533 Merge remote-tracking branch 'devnexen/gl1_videomenuupd' 2022-11-06 18:05:25 +01:00
Daniel Gibson
17728f12c3 Workaround for #910 (explosions sometimes not drawn when in water)
Sometimes, when half-submerged in opaque water (head/camera still
above water), explosions and similar weren't drawn, because
1. The check whether a client gets a message to draw an explosion (etc)
   uses the clients origin, not the camera position
2. Apparently the map compiler was buggy and (only in some places!)
   didn't correctly mark areas in the PVS/PHS (PHS is for hearing) as
   connected even though they should be (when underwater you should be
   able to hear things in the region above the water, even if the water
   is opaque and you can't see it).

This is an experimental(!) workaround that does a second check with a
higher origin if the first check fails and the client is currently
(considered) under water.
It's totally possible that this breaks other things, I don't know..
By the way, a good place to test this is the first water area in jail1
2022-11-06 17:56:44 +01:00