Commit graph

3068 commits

Author SHA1 Message Date
Yamagi
468f90ad48 Implement a simple download filter.
`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.
2024-06-22 16:56:42 +02:00
Yamagi
93178d0f6b Implement a Q_strcasecmp() library replacement function.
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.
2024-06-22 16:47:19 +02:00
Denis Pauk
e7dc4f3b2c menu: Fix default NULL 2024-06-11 23:28:50 +03:00
Denis Pauk
28aeb68826 menu: show weapon in player model preview 2024-06-08 23:36:57 +03:00
Denis Pauk
8fd8c2b546 menu: support long player skin name 2024-06-08 23:21:00 +03:00
Yamagi
41e9b46358
Merge pull request #1110 from protocultor/gyro_tightening
Gyro tightening
2024-06-08 19:09:53 +02:00
Jaime Moreira
c842ab806f Remove fruitless glBindTexture() calls
...when there are no SURF_DRAWTURB surfaces to draw.
2024-06-06 18:23:26 -04:00
Jaime Moreira
24b03b61f8 Gyro tightening
A practical way to avoid a noisy gyro signal, or shaky hands.
Unlike a deadzone, inputs below the threshold are "squeezed towards
zero", so they are not completely ignored. Source:
http://gyrowiki.jibbsmart.com/blog:good-gyro-controls-part-1:the-gyro-is-a-mouse#toc9
2024-06-04 15:48:42 -04:00
Jaime Moreira
0e63bad7d9 Sliders and gamepad buttons refactor
Same logic with less code.
2024-06-04 15:18:37 -04:00
Jaime Moreira
d2b0ebd522 Correct OpenGL boolean flags. 2024-06-04 15:10:41 -04:00
Jaime Moreira
6869d7dddd GL1 multitexture combine removed
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.
2024-06-04 14:59:05 -04:00
Jaime Moreira
c68ffec274 GL1 multitexture bugfix
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.
2024-06-04 14:53:25 -04:00
starfrost013
e160691fec Fix potential memory corruption issue where cl_numparticles is 0 and CL_ClearParticles is called. 2024-05-29 15:41:12 +01:00
Jaime Moreira
0f307cc9c1 GL1 scrap/atlas configurable size
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.
2024-05-11 18:20:13 -04:00
Jaime Moreira
81fd2c1027 Increased lightmap size in GL1
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.
2024-05-11 18:18:28 -04:00
Jaime Moreira
a8824972db Fixed potential game crash at shutdown
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.
2024-05-11 18:16:38 -04:00
Yamagi
b401846ce6
Merge pull request #1103 from protocultor/gl1_multitexture
GL1 multitexture
2024-05-11 16:28:39 +02:00
Yamagi
d50408ff0b Bump SDL 3 support to the latest preview, SDL 3.1.2.
SDL 3.1.1 -> 3.1.2 brings another round of API changes. Only one of them
is relevant for us: the SDL_RENDERER_ACCELERATED flag was removed.
2024-05-05 09:37:36 +02:00
Jaime Moreira
b81e910929 GL1 multitexture, refactored memory allocation
It was missing error checking and cleanup at shutdown.
Also, reset state when needed. Fixes "death by laser" in boss1 map.
2024-04-29 14:39:48 -04:00
Jaime Moreira
ba71af2af8 GL1 multitexture: fast dynamic lighting
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).
2024-04-23 12:26:44 -04:00
Jaime Moreira
86528d7812 GL1 multitexture, first version
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.
2024-04-23 12:25:38 -04:00
Jaime Moreira
3faa3db167 GL1 multitexture, initialization
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.
2024-04-23 12:24:20 -04:00
Jaime Moreira
79bb13d3a7 Updated OpenGL definitions in qgl.h
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>.
2024-04-23 12:23:00 -04:00
Jaime Moreira
3dde0d5859 Texture chains working properly
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.
2024-04-23 12:21:40 -04:00
Denis Pauk
c1920e3ec4 client: fix gles3 name
Fix regression introduced in e61d9444c

https://github.com/yquake2/yquake2/issues/1097
2024-04-07 18:50:01 +03:00
Yamagi
e61d9444c9 Bump default renderer to GL3...
...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.
2024-04-07 11:01:45 +02:00
Yamagi
23f60d25b1 Pass SDL major version between ref and client, bump ref API version.
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.
2024-04-07 11:01:45 +02:00
Yamagi
8cedbb0694 Port the Windows platform backend including Makefile support to SDL3.
This also fixes a long standing bug with the Windows part of the
Makefile linking -lSDL2 into q2ded.exe.
2024-04-07 11:01:45 +02:00
Yamagi
a675b654c6 Update to SDL 3.1.1 API.
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.
2024-04-07 11:01:45 +02:00
Yamagi
af82cfe978 Switch the default for vid_highdpiaware to 1 when build against SDL3.
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.
2024-04-07 11:01:45 +02:00
Yamagi
218829f031 Port the SDL audio backend to SDL 3.
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.
2024-04-07 11:01:45 +02:00
Yamagi
74ac473447 Remove support for older SDL version in the SDL 3 input backend.
SDL 3 is a fresh start, no need to support older versions.
2024-04-07 11:01:45 +02:00
Yamagi
40e1830885 Port joystick and controller handling to SDL 3. 2024-04-07 11:01:45 +02:00
Yamagi
d315f02a7b Port window event handling to SDL3. 2024-04-07 11:01:45 +02:00
Yamagi
a81b065893 Apply Coccinelle to input/sdl3.c.
Again this isn't enough to get the file compiling, but it's a start.
2024-04-07 11:01:45 +02:00
Yamagi
adfd7362b5 Explicitly shutdown the SDL_INIT_EVENTS subsystem.
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.
2024-04-07 11:01:44 +02:00
Yamagi
5a21397761 Refactor refreshrate handling from int to float.
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.
2024-04-07 11:01:44 +02:00
Yamagi
5d30c5913b Query the primary display with SDL_GetPrimaryDisplay().
Everything else doesn't work reliable and is depended on the display
server. X11 uses it's display IDs, Wayland some UUIDs...
2024-04-07 11:01:44 +02:00
Yamagi
bcbeb81198 Several fixes in detection of the window position.
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.
2024-04-07 11:01:44 +02:00
Yamagi
8a2336a375 Fix displaying the list of supported modes at startup.
While here limit the number of decimals of the real mode to 2.
2024-04-07 11:01:44 +02:00
Yamagi
bb8c6eac44 Refactor the fullscreen modes into an enum. 2024-04-07 11:01:44 +02:00
Yamagi
3c5dccb4d0 Port remaining parts of glimp_sdl3.c to SDL 3.
These are semantic changes to several functions which Coccinelle didn't
translate properly and some now superfluous SDL version checks.
2024-04-07 11:01:44 +02:00
Yamagi
cbc46009fd Port PrintDisplayModes() to SDL 3. 2024-04-07 11:01:44 +02:00
Yamagi
55a1e38717 Port GetWindowSize() to SDL 3. 2024-04-07 11:01:44 +02:00
Yamagi
6f0da6c247 Port fullscreen handling to SDL 3.
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.
2024-04-07 11:01:44 +02:00
Yamagi
2877f1c391 Remove workaround for SDL bug #4700 from glimp_sdl3.c.
It has been fixed since SDL 2.22, all SDL 3 versions will have the fix.
2024-04-07 11:01:44 +02:00
Yamagi
2c624d0207 Port window creation to SDL 3.
Window properties and flags are now passed in an SDL_PropertiesID object
and no longer als parameters to `SDL_CreateWindow()`.
2024-04-07 11:01:44 +02:00
Yamagi
a33285bdd4 Apply Coccinelle to glimp_sdl3.c.
This isn't eneugh to get it compiling and some changes are looking fishy
but it's a start.
2024-04-07 11:01:44 +02:00
Yamagi
aaf917e28e Port ref_soft SDL 3. 2024-04-07 11:01:44 +02:00
Yamagi
61e7ec9697 Port ref_gl3 to SDL 3.
Not many changes here. `make ref_gl3` now builds a library and it works
with the proof of concept port of the client.
2024-04-07 11:01:44 +02:00
Yamagi
9a1990ecc4 Port ref_gl1 to SDL 3.
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:'.
2024-04-07 11:01:44 +02:00
Yamagi
9b0c95daaa Fork the clients SDL 2 backends into SDL 3 versions.
At this time they are just copies. The actual porting will be done in
upcoming commits.
2024-04-07 11:01:44 +02:00
Yamagi
126c2ea10b Add SDL 3 support to the Makefile.
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.
2024-04-07 11:01:44 +02:00
Yamagi
34d2ddc2a9
Merge pull request #1100 from dkoreshkov/master
Some improvements to the SW renderer
2024-04-06 16:26:13 +02:00
Denis
784f35faed move ifdef into function 2024-04-01 20:49:40 +03:00
Yamagi
5a642c4205
Merge pull request #1099 from BjossiAlfreds/cvar-cl_laseralpha
Added cvar cl_laseralpha and documentation in cvarlist
2024-04-01 09:12:03 +02:00
Yamagi
aa259a5d5f
Merge pull request #1096 from devnexen/unroll_dis
VectorLength reduces complexity.
2024-04-01 09:07:59 +02:00
Yamagi
48a4e5397c
Merge pull request #1094 from 0lvin/light_code_style
Rename functions r_dlightframecount parameter to lightframecount
2024-04-01 08:58:35 +02:00
Denis
6d1ac97a77 cleanup alias scan conversion 2024-03-31 22:45:30 +03:00
Denis
85b7ae87ef fix bmodel clipping 2024-03-31 22:40:29 +03:00
Denis
d5c26f28d6 free for real 2024-03-31 22:39:50 +03:00
BjossiAlfreds
c134d0127d Added cvar cl_laseralpha and documentation in cvarlist 2024-03-31 10:45:31 +00:00
David Carlier
3e64b2c1f9 VectorLength reduces complexity. 2024-03-25 06:29:23 +00:00
BraXi
764c977106 Rename functions r_dlightframecount parameter to lightframecount
Renders has global variable with such name that used as parameters
for R_MarkLights shared function.

Fixes:
 * https://github.com/yquake2/yquake2remaster/issues/17
 * https://github.com/yquake2/yquake2/issues/1093
2024-03-23 23:11:13 +02:00
Yamagi
9569f41c3c
Merge pull request #1091 from apartfromtime/Texture-filter-menu-option
Texture filtering options for OpenGL and Software video modes
2024-03-19 19:24:41 +01:00
Yamagi
6c21caa55d
Merge pull request #1088 from ConHuevosGuey/master
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.
2024-03-19 19:17:12 +01:00
apartfromtime
26194c76cf Fix software dithering
Rounding view angles to degrees fixes undefined software texture filter behaviour.
2024-03-18 12:19:35 +11:00
apartfromtime
72de1d45f8 Texture filtering options for OpenGL and Software video modes
Add renderer specific menu options.
2024-03-18 11:11:47 +11:00
Yamagi
823998d87f
Merge pull request #1085 from apartfromtime/Texture-filter-menu-option
Texture filtering option
2024-03-16 11:37:43 +01:00
Feels Duck Man
cf5b3687f2 Added an option to draw speed under the crosshair with cl_showspeed 2, fixed drawing the speedometer when the game wasn't playing. 2024-03-10 10:26:53 -05:00
Feels Duck Man
9cff22b55c Removed 'Speed' label for speedometer when being displayed 2024-03-02 13:54:43 -06:00
Feels Duck Man
cfece2f55d Added a speedometer that displays the player's speed in QU/s. Wasn't quite sure how to implement it without adding GetPlayerSpeed() to pmove.c. Unsure if there is a cleaner way to do this while keeping it inside cl_screen.c 2024-03-01 14:05:36 -06:00
apartfromtime
292bc0f632 Texture filtering option
Adds texture filtering option to the video menu.

Closes #753
2024-02-26 18:08:18 +11:00
Yamagi
e72ef48ae7 Add gl4 to the video menu renderer list.
GL4 is community maintained variant of GL3 using somewhat more up to
date OpenGL APIs. Requsted in #1045.
2024-02-03 16:18:06 +01:00
Yamagi
cc176da74e
Merge pull request #1083 from apartfromtime/Case-insensitive-sort-on-player-skin-names
Case insensitive sort for player skins
2024-02-03 16:03:32 +01:00
Yamagi
5933b64f77 Sort the mod list case insensitive. 2024-02-03 16:00:30 +01:00
apartfromtime
8beb3d8a2e Case insensitive sort for player skins
Case insensitive compare in quicksort compare function for player names.

Closes #1082
2024-02-02 21:33:14 +11:00
Jaime Moreira
adf638d1f4 Controller buttons read more succinctly 2024-01-06 13:35:48 -03:00
Jaime Moreira
fb46007bc3 Fixed gl1_overbrightbits limiter, for real now
Allowed values are 0, 1, 2 and 4 only.
Updated documentation, again.
2024-01-06 13:32:48 -03:00
Jaime Moreira
9f9c212648 OpenGL 1 errors are visible now
Needs DEBUG=1 to enable
2024-01-06 13:29:13 -03:00
Yamagi
e40f5d1480
Merge pull request #1077 from apartfromtime/Fix-duplicate-entries
Fix duplicate menu key keyboard entries
2023-12-19 18:33:39 +01:00
apartfromtime
87ae381ed2 Attempt to fix indentation 2023-12-18 09:27:57 +11:00
apartfromtime
1570baee4d Remove superfluous switch statement 2023-12-18 08:52:35 +11:00
Yamagi
18aa42653a
Merge pull request #1076 from protocultor/quick_weap
Faster "weapprev" and "weapnext" behavior
2023-12-17 11:58:28 +01:00
apartfromtime
089a1cd53f Fix duplicate menu key keyboard entries
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.
2023-12-17 09:55:58 +11:00
apartfromtime
ef456964e3 Revert "Fix duplicate menu key keyboard entries"
This reverts commit 2180ca6c40.
2023-12-17 08:18:38 +11:00
Jaime Moreira
01ce6787dc Preview of the coming weapon for weapprev/weapnext
The weapon you are changing to appears in the HUD, in "pickup" format.
Requires g_quick_weap == 1.
2023-12-16 17:52:00 -03:00
apartfromtime
2180ca6c40 Fix duplicate menu key keyboard entries
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.
2023-12-12 14:29:52 +11:00
apartfromtime
71570bb2ef Revert changes to shaders
Uses min/max from shader language.
2023-12-09 12:28:30 +11:00
Jaime Moreira
9eca08fd92 Faster "weapprev" and "weapnext" behavior
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.
2023-12-07 23:57:19 -03:00
apartfromtime
f0d2c5afaa More min\max function renaming
Missed function renaming.
2023-12-04 22:59:31 +11:00
apartfromtime
9ac19de4ac Rename min\max to avoid conflict with c-plus plus
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.
2023-12-01 11:58:21 +11:00
Yamagi
4967b9d0ca Update miniz to e5700656b34b732f8d4e5df87cb0de00a6c8f319. 2023-11-24 09:26:14 +01:00
Yamagi
3d8fa3995c Update minizip unzip to 643e17b7498d12ab8d15565662880579692f769d. 2023-11-23 18:42:20 +01:00
Yamagi
90402c3f85 Move miniz into a subdirectory.
An upcoming update will add several files, having miniz in it's own
subdirectory makes it clear what belongs to it an whit to unzip.
2023-11-23 18:21:44 +01:00
Yamagi
d4940703f0 Bump version number to 8.31pre. 2023-11-05 12:15:35 +01:00
Yamagi
11993ed7e6 Bump version number to 8.30. 2023-11-05 12:13:43 +01:00
Yamagi
06017193fc
Merge pull request #1070 from devnexen/network_getaddrinfo_error
NET_Socket unix using getaddrinfo's error code in case.
2023-11-04 14:13:24 +01:00
David Carlier
478d16e786 NET_Socket unix using getaddrinfo's error code in case. 2023-10-28 15:34:50 +01:00
David Carlier
a5192af173 fix curl uaf previous fix. 2023-10-25 18:46:03 +01:00
Jaime Moreira
36bf9de5a8 Typos 2023-10-18 20:37:49 -03:00
Jaime Moreira
fa218c9f4c Fixed gl1_overbrightbits limiter
Allows values between 0 and 4. Updated documentation.
2023-10-18 20:35:51 -03:00
Yamagi
5c642b6a5b
Merge pull request #1061 from DanielGibson/curl-uaf-fix
Fix use-after-free bugs in htttp download code
2023-10-15 18:09:25 +02:00
Yamagi
73c3afd47e
Merge pull request #1060 from devnexen/constify_it
"constifying" where underlying C calls expect compile time constants.
2023-09-16 18:14:17 +02:00
David CARLIER
3b8053edae "constifying" where underlying C calls expect compile time constants. 2023-09-16 16:20:21 +01:00
Daniel Gibson
3c8f087bb5 Fix use-after-free bugs in htttp download code
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.
2023-09-16 16:59:31 +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
Jaime Moreira
faee2203b8 Added missing include for USHRT_MAX 2023-09-15 11:42:50 -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
Jaime Moreira
118b78256f Fixed g_swap_speed behaviour with extreme values
When its value was between 0 and 1, rounded down to 0.
Did the same when bigger than 65535.
Both cases locked up the entire weapon animation.
2023-08-26 19:08:26 -04:00
Johan Mattsson
9c929ab463
Fix potential index out of bounds 2023-08-13 18:04:04 +02:00
David Carlier
efc59a3e3d unix NET_Socket fix socket leak at address assignment failure. 2023-07-29 06:55:22 +01:00
Yamagi
030af432f7
Merge pull request #1033 from BjossiAlfreds/vn2-fix
Fixed VectorNormalize2 not writing 0-length vectors to out
2023-07-16 09:48:54 +02:00
BjossiAlfreds
d3c9529df6 Fixed VectorNormalize2 not writing 0-length vectors to out 2023-07-07 23:59:20 +00:00
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
f6361740f5 Fix another spurious warning.
gcc 13.1 thinks that `newsocket` can be used uninitialized, because it
doesn't know that a call to `Com_Error()` is fatal.
2023-07-01 17:52:36 +02:00
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
a94e9dca81 Snappier "g_swap_speed" behaviour
Player is no longer forced to go through the last frame of activation
or deactivation of a weapon before changing its state.
2023-06-29 11:14:58 -04:00
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
Yamagi
0e92c704c9
Merge pull request #1028 from BjossiAlfreds/tdam-dir
T_Damage no longer modifies dir parameter
2023-06-17 17:28:36 +02:00
Yamagi
04abfca2df
Merge pull request #1027 from BjossiAlfreds/makronjmp-aifix
Fix for AI bug introduced by new makron jump code
2023-06-17 16:34:40 +02:00
David CARLIER
1ce09d7ef9 R_SetFrustum micro optimisation. 2023-06-16 13:06:05 +01:00
BjossiAlfreds
9ca5923082 T_Damage no longer modifies dir parameter 2023-06-10 18:19:37 +00:00
BjossiAlfreds
51bbb7da70 Fix for AI bug introduced by new makron jump code 2023-06-07 13:44:11 +00:00
Yamagi
4f04e7857a
Merge pull request #1016 from devnexen/netsocket_desc_leaks
network close descriptors on socket creation failure.
2023-06-05 19:16:23 +02:00
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
BjossiAlfreds
8d937b0a9c Various fixes to makron jump sequence 2023-05-21 16:43:07 +00:00
David CARLIER
c216eece9e network close descriptors on socket creation failure. 2023-05-21 15:24:28 +01:00
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
BjossiAlfreds
f128c44e30 Fixed despawning makron torso 2023-05-09 18:37:15 +00:00
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
5fcf2f8d3f
Merge pull request #1005 from BjossiAlfreds/makrondeath
Fixed ungibbable makron parts
2023-05-08 18:23:46 +02:00
Yamagi
040d17ef79
Merge pull request #1007 from BjossiAlfreds/parasitefoot
Fixed parasites ignoring g_monsterfootsteps
2023-05-08 18:16:30 +02:00