Commit graph

1663 commits

Author SHA1 Message Date
Denis Pauk
db436ee6e4 Add Quake mdl format support
http://tfc.duke.free.fr/coding/mdl-specs-en.html
2023-09-17 13:48:09 +03:00
Denis Pauk
bd5685d201 Add Heretic 2 mpeg support
2aa2b7aec8
2023-09-17 12:11:41 +03:00
Dominic Szablewski
88079c9c70 Add mpeg decoder
https://github.com/phoboslab/pl_mpeg

License: MIT
2023-09-17 12:04:28 +03:00
Denis Pauk
c898573885 Add support of smacker files
https://sourceforge.net/projects/libsmacker/files/libsmacker-1.2/

libsmacker is released under the Lesser GNU Public License, v2.1.
2023-09-17 11:54:57 +03:00
Denis Pauk
85ebca9979 ref_gl1: Load IBSQ map format 2023-09-16 19:42:40 +03:00
Frank Richter
10e791471e Add 'skyautorotate' worldspawn property as found in rerelease game.
This is necessary to stop the sky in some rerelease maps, eg base1,
from spinning: these maps set a 'skyrotate' value, but explicitly
disable it with the new 'skyautorotate'.
2023-09-16 19:42:40 +03:00
Daniel Svensson
9cb349e6e9 ref_gl1: LIGHTMAPS: Add support for DECOUPLEDLM.
Decouples texture coordinates from lightmap coordinates to allow for
higher resolution lightmaps, and also avoids lightmap misalignment when
shadows span surfaces with differing texture scale.
2023-09-16 19:42:40 +03:00
Daniel Svensson
27331bcd1c ref_gl1: LIGHTMAPS: Add support for LMSHIFT.
Could be extended to support the LMSHIFT BSPX blob. Currently mostly a
cleanup to make DECOUPLEDLM changes more readable.
2023-09-16 19:42:40 +03:00
Denis Pauk
a11b298d5c ref_gl1: Add BSPX load 2023-09-16 19:42:40 +03:00
David CARLIER
437c16c0d1 "constifying" where underlying C calls expect compile time constants. 2023-09-16 18:16:52 +02:00
Yamagi
203780b613 Merge remote-tracking branch '0lvin/rerelease' 2023-09-16 17:29:36 +02:00
Yamagi
43e2a67f12 Fix indention problems introduced in the last commits. 2023-09-16 16:33:13 +02:00
Yamagi
49d4f2ce1f Merge remote-tracking branch 'menu/oss' 2023-09-16 16:30:04 +02:00
Denis Pauk
ae7d6c1800 r_retexturing: use rgb with pcx if image has builtin palette 2023-09-16 10:56:50 +03:00
Denis Pauk
3ffe9f522e soft: use same full light as gl* version if none
Use fullbright if not lights provided, same logic used by default
for gl renders and way to show something for ReRelease version
while real support is not implemented yet.
2023-09-16 10:56:50 +03:00
Denis Pauk
3b82261dec Make sound samples const 2023-09-16 10:56:50 +03:00
Denis Pauk
2fc15692d3 Add support of Quake 2 N64 ReRelease 2023-09-16 10:56:50 +03:00
Denis Pauk
318cd69318 Add nolerp filtering by * 2023-09-16 10:56:50 +03:00
Denis Pauk
9f8af6ec54 Generate palette and color map 2023-09-16 10:56:50 +03:00
Denis Pauk
dfff401645 Share 24to8 convert logic 2023-09-16 10:56:50 +03:00
Denis Pauk
43e4951f43 Automatically generate 16to8 bit colors 2023-09-16 10:56:50 +03:00
Denis Pauk
903272ee09 Support Quake2 ReRelease textures 2023-09-16 10:56:50 +03:00
Yamagi
4afcd900cc
Merge pull request #1049 from protocultor/g_swap_speed_fix
Fix for g_swap_speed behaviour with extreme values
2023-09-14 21:01:42 +02:00
Jaime Moreira
9821c4b0a2 Show correct replacement for gl_lightmap cvar
Typos corrected
2023-08-26 19:18:24 -04:00
Jaime Moreira
c2ab0f61d7 Fixed Zoid Kirsch's name in credits 2023-08-26 19:10:26 -04:00
Johan Mattsson
9c929ab463
Fix potential index out of bounds 2023-08-13 18:04:04 +02:00
Denis Pauk
63d990487a models: ignore sprites/skins bigger than MAX_MD2SKINS 2023-07-02 00:30:21 +03:00
Denis Pauk
5c0883594f cl_cin: Support of RGBA png/jpg image with r_retexturing as cinematic 2023-07-02 00:03:18 +03:00
Denis Pauk
86dd7e6d2d Remove redudant rserr_invalid_fullscreen check 2023-07-01 23:17:17 +03:00
Yamagi
cb317f2cd3
Merge pull request #1031 from protocultor/g_swap_speed
Cheat to speed up "weapon change" animations
2023-07-01 16:21:42 +02:00
Yamagi
8855d650c6
Merge pull request #1030 from devnexen/compile_time_checks
adding compile time assertion support whenever possible
2023-07-01 16:10:34 +02:00
Jaime Moreira
c5e2d51fd7 Cheat cvar "g_swap_speed" implemented
Allows to skip frames of "putting down weapon" and
"raising weapon" animations, speeding them up.
2023-06-28 15:28:40 -04:00
David Carlier
ce3e9136a8 adding compile time assertion support whenever possible
and convert some runtime which deserve to be evaluated earlier.
2023-06-17 16:37:29 +01:00
David CARLIER
1ce09d7ef9 R_SetFrustum micro optimisation. 2023-06-16 13:06:05 +01:00
Yamagi
9212ded546
Merge pull request #1011 from devnexen/cl_setenv_overflow_fix
fix potential overflow on env vars settings.
2023-06-05 19:15:56 +02:00
Rykita
cd351a0602 Fixed vid_pauseonfocuslost, final. 2023-05-25 23:59:26 +02:00
apartfromtime
be1e6e1743 Fix pause/un-pause on window focus gained or lost
Fixed pause/un-pause on window focus gained or lost in pull request #1017.
Fixed ogg playback when switching video options, missed in #1004.
Fixed ogg playback when the last menu closed, misplaced in #1004.
2023-05-25 15:33:12 +10:00
Rykita
8cbbfaae9e Pause on Minimized/Focus Lost is now in the options menu 2023-05-24 16:42:36 +02:00
Daniel Gibson
218ac53ce9 GL3: Add hack to make lava glow, fix #1014
Normal warping surfaces (SURF_DRAWTURB) with water etc should use
brightness 0.5*intensity (like they did before), but those with lava
should be brighter, so use 1.0*intensity in the shader.
The reason that intensity needs to be scaled down is that these surfaces
have no lightmaps, so they'd be rendered fullbright otherwise.

I'm using the simple heuristic of texturename contains "lava" to
detect lava textures.
2023-05-20 21:07:16 +02:00
Yamagi
51cdc80525 Fix game with older SDL versions.
The window `flags` must be returned always, otherwise there won't be
usable Window flags and the game doesn't start.
2023-05-20 16:26:02 +02:00
David CARLIER
07553f0980 fix potential overflow on env vars settings.
changing a bit Q_strlcpy flow as it can report wrong bytes copied
if src > buffer size.
2023-05-14 19:16:18 +01:00
Yamagi
5f03705c5d Update stb_image.h to v2.28. 2023-05-14 10:01:04 +02:00
Yamagi
dbc0fa12ec Update glad-gles3 to it's latest version. 2023-05-14 09:57:45 +02:00
Yamagi
83fd0d092e Update glad-gl3 to it's latest version. 2023-05-14 09:55:37 +02:00
Yamagi
a5560ff3a2 Implement high dpi awareness into the client and all renderers.
Over the last years high dpi displays became increasingly popular. We
already implemented very basic high dpi support for Windows several
years ago by setting the "please don't scale us" option. Linux (and
all other unixoid platforms) hadn't a real understandig of high dpi
and everything involved until the advent of Wayland and finally the
*fractional-scale-v1* protocol last autumn.

Since then SDL (even bevore the protocol was finalized) and all three
common Wayland compositors (Gnome, KDE and wlroots) have grown support
for the protocol and are now high dpi aware. In a high dpi aware world
the choice is scale yourself or get scaled by the compositor. The later
option isn't so good for fast paced games like Quake II, it introduces
blur and slugishness. Therefore implement hig dpi awareness through SDL.

This isn't perfect right now:
* SDL is still getting high dpi awareness fixes with every release. High
  dpi awareness in YQ2 is currently limited to at least SDL 2.26 and we
  may rise the required version even more if necessary.
* There are stll bugs in the compositors. For example Gnome 44.1 has a
  tedency to misscalculate the space occupied by the fullscreen window,
  the game ends up wit a white bar on top. sway even misscalculates
  some scaling factors: https://github.com/swaywm/sway/issues/7463
* SDL hasn't got a reliable way to get the real non scales desktop
  resolution.

Because of this:
* High dpi awareness is currently restricted to Wayland. Let's get one
  platform right before we implement it for everything else.
* It's hidden behind `vid_highdpiawareness` and disabled by default.

High dpi awareness is implemented by setting `SDL_WINDOW_ALLOW_HIGHDPI`
on the window. After the window and rendering context are created
`SDL_GL_GetDrawableSize()` or `SDL_GetRendererOutputSize()` are used
to query the actual drawable size and the internal representation is
overwritten with it.

This would scale the fullscreen window over the full screen, no matter
what resolution was selected. Some work arounds are implemented to
(mostly) keep the old behaviour were resoltions lower than the desktop
resolution weren't scaled. There is one inconsistency: While the non
high dpi aware soft renderer always scaled over the full screen, the
high dpi aware variant doesn't. This is a restriction by SDL Renderer.

Setting native fullscreen was broken before when running on high dpi
displays and it's not fixed. This is caused by SDL being unable to
determine the real resolution (or whatever the compositor thinks the
real resolution is). Depending on the compositor or if the client is
high dpi aware the correct resolution must be set by hand **or** auto
setting with `r_mode -2` must be used. Resolution detection was switched
to `SDL_GetCurrentDisplayMode()` because it's somewhat less problematic
than `SDL_GetCDesktopDisplayMode()`.

The renderer API was extended by one function pointer `*GetDrawableSize`
used to communicate the actual drawable size between renderer and
client. The API version was bumped to 6. I'll fix ref_vk before pushing
this change to master.
2023-05-14 09:44:23 +02:00
Yamagi
a241fd50e4
Merge pull request #999 from devnexen/gcc13_build_fixes
addressing few gcc 13 analyser warnings.
2023-05-08 21:16:55 +02:00
David Carlier
571f3f6fec addressing few gcc 13 analyser warnings. 2023-05-08 18:07:27 +01:00
Yamagi
9816ff7712
Merge pull request #1004 from apartfromtime/ogg-pause-music-when-pause-game
Sound backend and ogg pause features
2023-05-08 18:06:22 +02:00
apartfromtime
bc5926be4f Sound backend and ogg pause features
Playback features outlined in issue #715 .

Reintroduce activate\deactivate sound backend when window focus in changed.
Added "windowed_pauseonfocuslost" cvar to allowing user control of pause when the window changes focus.
Added "ogg_pausewithgame" cvar to allow user control of ogg playback whenever the game is paused.
Introduced ogg playback command "mute" as an additional playback option for the console, command buffer and key binds.

If the window focus is changed all sound playback will stop and resume as expected.
Setting "window_pauseonfocuslost" to 1 will force the game to pause when the window focus is lost, "cl_paused" is ignored in multiplayer.
Setting "ogg_pausewithgame" to 1 will force ogg playback to pause whenever the game is paused.
Toggling ogg mute through "ogg mute" sets the volume to 0 while playback resumes.
2023-04-29 13:27:38 +10:00
apartfromtime
0960984c91 Revert previous changes in 7d4cfd4acd
Implement @protocultors fix.
2023-04-23 17:52:45 +10:00