`cl_nodownload_list` is a whitespace seperated list of strings, files
containing one of these strings in their name are never downloaded. Set
to `.dll .dylib .so` by default to prevent downloading libraries which
can be injected into client.
Closes#1114.
It will be used in a later commit. While at it change Q_strcasecmp() and
Q_strncasecmp() to take the arguments as const, matching the signatures
of the non-replacement versions.
Applied too many OpenGL calls for an effect that could not be told
apart from normal GL_MODULATE; explains its absence from Q3A code.
Also, removed calls to glPixelStorei when no dynamic lights present.
With "hand 2" and no "alias" models in player sight, sometimes only
lightmap was visible. Now forcing disabled multitexture when needed.
Another bugfix: "gl_showbbox 1" no longer produces OpenGL errors.
Controlled by gl1_biglightmaps cvar, works like new lightmaps.
Max size is 384x384; a bigger size is not justified.
Added a transparent border so colors from one picture don't bleed
into the next.
Controlled by new cvar, gl1_biglightmaps.
Size is now up to 512x512, for a max quantity of 8 lightmaps.
Should reduce rebinding of them, and reduce the number of calls
to glTexSubImage2D(), although it may increase data transfer on
each call.
Only happens in Windows. A cvar was being queried just after
all cvars were freed, in Qcommon_Shutdown().
GL_GENERATE_MIPMAP definition relocated.
scrap_uploads counter deleted, it wasn't being read anywhere.
Using MH's solution, which is keeping all lightmaps in memory
to modify and upload them as a batch when possible.
lightmap_buffer is now an array; index 0 is used as the legacy
lightmap buffer (when no mtex), and the rest of the indexes are
to store the different lightmaps (only when using mtex).
Unlike the old, buggy one, this implementation follows the
texture chain, just like the standard execution path. It also
avoids doing the lightmap chains, since it has already done it
in the second TMU; there's no duplicated work for lightmaps.
No errors appear in the lava on the "boss1" map either.
It's still slow when having an overdraw of dynamic lights.
Further work is needed.
While it is based on the old, buggy multitexture implementation
(removed in 68a12d4e & 8fe8f832), rework will be done to make it
function as intended this time.
For this commit, just init and function declarations.
Using GL 1.4 declarations in code, although 'point parameters' will
use legacy extensions if they're the only ones found.
Moved stuff out of local.h; better to have definitions in one place.
Extracted from <glext.h>.
Somehow, R_TextureAnimation() returns different results for the same
surface when called consecutively. We force it to be called once, so
the chains in R_DrawTextureChains() are getting respected now.
...and alter the render finding and fallback sequences to include GLES3
as the first fallback. This should have been done years ago, when GL3
became the clear better option above GL1.
SDL major versions must not be combined in one process, otherwise bad
things will happen. In the best case the game crashes, in the worst case
strange bugs will occure. To prevent that:
* Add a new field `framework_version` to the renderer API and use it to
pass the SDL major version from the renderer to client. Don't load the
renderer if it and the client were build with different SDL major
versions.
* Bump the renderer API version to 7. This could have been implemented
by assuming `framework_version == 0` (not filled by renderer) as SDL
2, but let's keep things clean and bump the version.
While here fix a long standing bug with printing the error when not
loading a renderer lib. The message must be generated before shutting
down the renderer, otherwise the API version will alsways be 0. The
struct is zeroed at renderer shutdown.
Changes are:
* SDL_SetWindowGrab() was renamed to SDL_SetWindowMouseGrab().
* SDL doesn't give precalculated battery states anymore. Use the same
scale as SDL 3.1.0, 20% is low and 1% is empty.
With SDL3 the high dpi support is in much better shape than with SDL2.
And for Wayland the experience on high dpi displays is generally better
when the application is high dpi aware.
Reimplement `SDL_BackendInit()` and `SDL_BackendShutdown()` for SDL 3.
Hide now unnecessary locking calls behind !USE_SDL3. To minimize code
duplication `SDL_Callback()` is hidden behind a wrapper function.
SDL_INIT_VIDEO includes SDL_INIT_EVENTS when initialized through
SDL_Init(), but not when shutdown to SDL_Quit(). Handle the shutdown
in the input subsystem. This closes some memory leaks in SDL.
With SDL 2 the refreshrate handling was rather limited by SDL 2 only
supporting integer refreshrates, making it impossible to represent the
common 59.95hz and other non-integer refreshrates. Quake II works around
this by assuming a refreshrate of 2hz higher than returned by SDL.
SDL 3 finally supports float refreshrates. Refactor the internal API to
also use floats.
This should be a no-op since the 'refreshrate * 1.02' logic stayes in
place for the time being. This can be reevaluated at a later time for
the SDL 3 build, but needs testing.
As a nice side effect fix the `vid_displayrefreshrate` cvar. It was
broken in both SDL 2 and 3 since it was always overwritten with the
actual display refresh rate.
In SDL 2 the first display was 0 and the error code -1. In SDL 3 this
changed to 1 as the first display and 0 for the error code. While at
it implement error handling and fallbacks for all cases.
SDL 3 has a new approach to fullscreen handling, which is way better
than the old fiddling with several window flags. In SDL 3:
* The SDL_FULLSCREEN_FLAG puts the window in fullscreen window mode.
* For exclusive fullscreen a fullscreen mode must be requested and set.
* Applying the mode to the window is asynchronous, the mode change may
occure at any later time. The window can be synchronized to force the
mode change.
This is - of course - totaly untested, since the client doesn't build
yet with SDL 3. There will likely be bugs and shortcomings.
And the code is still ugly, it can be refactored somewhat more.
Not many changes here. `make ref_gl1` now builds a library and it works
with the proof of concept port of the client.
SDL3 dropped support for hardware gamma, so `vid_gamma` will be ignored
until we can come up with something else. If we can, gamma without
shaders is hard to impossible :/
SDL3 TODOs will be marked with 'TODO SDL3:'.
This is hidden behind WITH_SDL3, which is disabled by default.
Additionally rename the SDL sources files in the client to represent the
SDL major version they are supporting. They will be forked for SDL 3.
That isn't optimal, because it forces us to support two variants of the
same code. However the changes between SDL 2 and 3 are too big to work
with #ifdef and something like function pointer magic is even more
confusing.
Added a player speed display that prints the players speed and ground speed at the top right corner. The function can be toggled on using cl_showspeed 1.
Fixes a bug where duplicate keyboard entries would occur in menu fields when using the keypad keys with num-lock on.
Adds `IN_NumpadIsOn` function returning the state of the numpad key.
Fixes a bug where duplicate keyboard entries would occur in menu fields when using the keypad keys with num-lock on.
Menu fields now mirror behaviour of the console field.
Removed keypad left arrow case from console key ignore list.
These commands can now "count" how many times they have been called,
similar to how "cycleweap" operates after #865.
This allows for changing to different weapons, instead of just going
"one down" or "one up".
New cvar "g_quick_swap" allows to enable/disable this behavior.
While trying to compile the yquake2 rebased heretic2 source from 0lvin, a name conflict with min\max of different parameter counts included by a std::cpp library occurred.
CL_RemoveFromQueue(qdlqueue_t *entry) free()s that entry, so the loops
that call q->next after CL_RemoveFromQueue(q) are accessing free'd
memory. Fix that by getting a pointer to the next entry before calling
CL_RemoveFromQueue().
Also did a tiny non-functional change to CL_RemoveFromQueue() to
make it easier to understand.
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.
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.
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.