Commit Graph

2614 Commits

Author SHA1 Message Date
Daniel Wolf ef14f634ef
update cl_entities? 2020-03-09 01:11:53 -04:00
Daniel Wolf e952dfe401
update cl_input 2020-03-09 00:39:10 -04:00
Daniel Wolf 813785d2f7
add VR_Move 2020-03-08 22:10:58 -04:00
Daniel Wolf bbbd1479ca
remove redundancy 2020-03-08 21:39:35 -04:00
Daniel Wolf d5042e9026
FALSE type name 2020-03-08 21:39:23 -04:00
Daniel Wolf 06844da269
missing semicolon 2020-03-08 21:36:51 -04:00
Daniel Wolf 212feb75cd
missing semicolon 2020-03-08 21:36:11 -04:00
Daniel Wolf 0c8d3e682d
include stdint 2020-03-08 21:33:57 -04:00
Daniel Wolf cd1c72cb66
faithfully port over cl_vr.c and cl_vr.h 2020-03-08 21:31:21 -04:00
Daniel Wolf 6933007417
add missing semicolon 2020-03-07 17:13:32 -05:00
Daniel Wolf 1efb6fce8b
need oculus math defines always 2020-03-07 17:12:32 -05:00
Daniel Wolf 755f531a99
renamed VR_FrameStart to VR_FrameBegin 2020-03-07 17:10:53 -05:00
Daniel Wolf 9bc678c348
split things out to make wrapping easier 2020-03-07 17:10:30 -05:00
Daniel Wolf 5500ab0bfa
return qboolean 2020-03-06 04:37:27 -05:00
Daniel Wolf 67a1f28360
build non-vr too 2020-03-06 03:55:59 -05:00
Daniel Wolf c4346c3192
keep on trucking, mah boy 2020-03-06 03:55:30 -05:00
Daniel Wolf 9c65b1b7d2
try to create oculus session 2020-03-06 02:28:13 -05:00
Daniel Wolf abd427d355
cannot initialize struct like that 2020-03-05 23:28:39 -05:00
Daniel Wolf 07bd2588a6
yet another oculus spelling mistake 2020-03-05 23:27:42 -05:00
Daniel Wolf be58819cd2
correct oculus error info type 2020-03-05 23:25:05 -05:00
Daniel Wolf 66220048e9
some more tidying 2020-03-05 23:13:16 -05:00
Daniel Wolf b80b40898c
fix header names 2020-03-05 21:13:26 -05:00
Daniel Wolf 409e01ed9f
spruced things up a little 2020-03-05 21:11:49 -05:00
Daniel Wolf 97ef366d33
initialize openvr 2020-03-05 16:25:27 -05:00
Daniel Wolf 278fc87b0e
quarantine refresh changes for now 2020-03-05 14:40:40 -05:00
Yamagi 373ecdf429
Merge pull request #521 from 0lvin/for_review
Small cleanup
2020-02-27 18:50:36 +01:00
Yamagi 6d93077f43 Include limits.h in cl_cin.c; it's apparently needed.
I wonder ehy neither me nor @DanielGubson run into this; on Arch Linux
on some kind of Ubuntu, on FreeBSD or Windows... Closes #522.
2020-02-26 17:47:51 +01:00
Yamagi e0ed5b7599 Bump the version to 7.44pre. 2020-02-24 17:16:27 +01:00
Yamagi d08cf04d2d Bump the version the 7.43. 2020-02-24 17:15:39 +01:00
Yamagi 16b657af89 Mention the gun Z offset in the CHANGELOG. 2020-02-24 17:15:09 +01:00
Yamagi 0a08d8bfb1 Add back CVAR_ARCHIVE, lost in 60a4bd3.
I hate this code. 60a4bd3 removed unnecessary Cvar_Get() calls,
unfortunately they were the ones defining CVAR_ARCHIVE. The
remaining ones did not...
2020-02-23 18:46:35 +01:00
Denis Pauk b3c23dee5b make cppcheck happy and use same version messages as other renders 2020-02-23 08:19:02 +02:00
Denis Pauk aaade648b9 Replace *_ResampleTexture to ResizeSTB 2020-02-23 08:15:06 +02:00
Daniel Gibson ff9f9accd3 client/refresh/files/stb.c: don't include header from gl1/
instead use ref_shared.h, like the other source files in that directory
2020-02-22 20:27:32 +01:00
Yamagi bb0fc01e38 Another try to fix the problem of spurious aborts of cinematics.
Until this commit a cinematic was aborted as soon as any key were
marked down when finishing the user command and sending it to the
server. The whole logic to detect if a key is down is broken, for
example `vid_restart` may leave keys marked down that are in fact
up. And there's the possibility to inject fake key events from
nearly everywhere. I'm not really sure but I suspect that even the
server may be able to inject key events.

Therefore untangle the cinematic abort code from the user command
processing, it should depend only on real key strokes:

1. Introduce a new global variable `abort_cinamatic` and set it to
   `cls.realtime` as soon as a key down event is detected. The only
   exceptions are Escape and Shift, because opening the menu and
   toggeling the console should never abort a cinematic.
2. When starting a cinematic `abort_cinamatic` is set to INT_MAX,
   because it needs to be higher than the current `cls.realtime`.
3. When a cinematic is running, `cls.key_dest` is set to `key_game`
   (`key_menu` and `key_console` are ignored, keys send to the menu
   or the console should never abort a cinematic; `key_message`
   can / should never happen while a cinematic is running) and
   `abort_cinamatic` is less than `cls.realtime` the cinematic is
   aborted.

`abort_cinamatic` less than `cls.realtime` is necessary because the
client needs one frame to pop up the menu or toggle the console and set
the `cls.key_dest` accordingly. `abort_cinamatic == cls.realtime - 1`
is not possible because not every frame finishes a user command.

This closes #502.
2020-02-22 18:48:47 +01:00
Yamagi 9160af75d9 Recognize q2pro .pkz files.
Submitted by @Calinou in #520, closes #520.
2020-02-22 16:17:13 +01:00
Yamagi 50d442c1e8 Add `sw_gunzposition` to alter the guns Z offset.
An option like this was often requested since I fixed the gun field of
view in e466554. Since the software renderer is missing the ability to
alter the persepective matrix (e.g. something like glFrustrum()) this
fix fakes the offset by manipulating the guns transformation marix.
That's not perfect, the gun distorts if `sw_gunzposition` is set to
anything but `0`. Values up to `8` are more or less okay. Defaults
to `8` which matches the GL renderer default.
2020-02-22 15:43:46 +01:00
Yamagi 340b32827f Limit the fix against black debris (1f1a45a) to gibs, debris, monsters.
Pushing all entities slightly away from non-horizontal may let items to
slide to unreachable locations, or let monsters getting stuck.

This is part of yquake2/xatrix#50
2020-02-19 18:49:54 +01:00
Yamagi bc9ffec5ac Update the CHANGELOG for 7.43. 2020-02-12 17:54:10 +01:00
Yamagi e0067e90a8 Missing PVS Studio fixes for soft renderer.
Mod of the problems were already done by @0lvin in 129da805.
2020-02-10 18:21:29 +01:00
Daniel Gibson b3f61f20d4 PVS Studio fixes for GL3 renderer 2020-02-10 17:55:41 +01:00
Daniel Gibson 00127cc912 PVS Studio fixes for GL1 renderer 2020-02-10 17:55:41 +01:00
Daniel Gibson 9f22f3d298 PVS Studio: Misc. fixes and FIXMEs 2020-02-10 17:55:41 +01:00
Daniel Gibson 95a3e46bdd PVS Studio fixes for game/ 2020-02-10 17:55:41 +01:00
Daniel Gibson ae3723c900 YQ2_ATTR_NORETURN for functions that don't return (Sys_Error() etc)
must be used in front of functions, not behind (the GCC __attribute__
allows both, but MSVC and C11 don't!)
2020-02-10 17:55:41 +01:00
Daniel Gibson 0ad5c73239 move YQ2_ALIGNAS_* to shared.h
so it's also available in game/
2020-02-10 17:55:41 +01:00
Yamagi b3bb114ae4
Merge pull request #517 from puleglot/gcc-fno-common
Fix build with -fno-common
2020-02-10 17:53:30 +01:00
Yamagi 95216a3c7e
Merge pull request #515 from devnexen/hunk_alloc_rework_fbsd
Hunk API, using FreeBSD super page for large requests.
2020-02-10 17:44:48 +01:00
Alexander Tsoy 60a4bd3306
Fix build with -fno-common
GCC 10 defaults to -fno-common.

Closes #516
2020-02-10 17:05:48 +03:00
David Carlier 0c1afcdfc1 Hunk API, using FreeBSD super page for large requests. 2020-02-08 20:55:50 +00:00