Commit Graph

1991 Commits

Author SHA1 Message Date
sago007
7b621b7f01 Attempt to fix a duplicate symbol.
Prevents compiling on Mac OS X
2018-06-16 17:10:08 +02:00
sago007
1e47ea5264 Removed MDO for now 2018-02-12 20:55:54 +01:00
sago007
89d67c8c3e A few warnings from Travis. Including an out of bound access 2018-02-10 17:34:54 +01:00
sago007
8dbdaa7704 Also remove some clang warnings. Including removing some compiler aguments that are properly only doing things worse now. 2018-02-10 13:59:47 +01:00
sago007
57b2e3c0fd Com compiles without warnings on gcc 7.2.0. Might just test clang too 2018-02-10 13:43:56 +01:00
sago007
a099619f9e Reduced the warning count further 2018-02-06 20:59:19 +01:00
sago007
509f7baeed Removed the numeric array bounds 2018-02-06 20:33:17 +01:00
sago007
8c43d3368f Removed most warnings except for array bound.
Some logic changes has happened where I was certain that there was a bug.
2018-02-06 20:27:38 +01:00
sago007
c7798a862b Small whitespace fix 2016-12-30 19:19:40 +01:00
sago007
3a716d93b4 Now creates XDG_DATA_HOME if it is missing. This fixes all known problems. 2016-12-30 18:24:12 +01:00
sago007
05cbf012e3 Moved the symlink logic in case of an invalid. Also deleted old outcommented logic. 2016-12-30 17:39:33 +01:00
sago007
d905eba02b Wrong logic while creating "homeXdg".
Also changed .local/share/openarena to .local/share/OpenArena.

com_homepath will properly be permanently broken as it cannot handle two different home names.
2016-12-28 16:23:09 +01:00
sago007
4209b06c26 Started to implement Issue #30. XDG folder structure. All weaknesses from the old system are still there:
HOME must be defined: Not a regression
Only one level of mkdir: Not a regression (but might be more relevant)

com_homepath is not fully implemented and it will need to be set to "openarena" instead of ".openarena". But that just makes it like Mac.
2016-12-28 15:28:19 +01:00
sago007
e785563a21 Significantly simplified S_XMP_CodecReadStream. Based on my understanding of the libxmp 4.4 API documentation. 2016-11-27 12:34:07 +01:00
sago007
976ce69b41 Small corrections 2016-11-27 12:25:51 +01:00
sago007
c0c6bbb0ef Pure formatting changes 2016-11-27 11:55:46 +01:00
sago007
e90e80eb92 Some incompatible pointer types 2016-11-27 11:54:01 +01:00
sago007
8a0c6dd04b Formatting changes 2016-11-27 11:46:04 +01:00
sago007
f5c2b2d71b Hard an brutal reformatting to make it easier to see my changes 2016-11-27 11:40:54 +01:00
sago007
217a26e3c6 Different proactive changes to prevent problems... or make them A LOT more visible. 2016-11-27 11:25:39 +01:00
sago007
dd2ce7ca1a No longer crashes on Linux 64 bit.
I did not know why "cg_leiEnhancement 1" caused the game to crash.

Before I started debugging I just ran through tr_particles.c and fixed a lot of warnings. This also fixed my problem.
I think the critical part was:
```
-int reallyactive;
+particle_t* reallyactive;
```

The diff makes it a bit hard but another change was:
```
else if (p->colortype = P_INDEXED)
```
to
```
else if (p->colortype == P_INDEXED)
```
and:
```
-vec3_t		color;
+vec4_t		color;
```
2016-11-27 10:34:14 +01:00
leilei-
f62b262b27 - "Generic" in vendor string no longer triggers software rasterizer performance workarounds 2016-11-16 00:32:08 -05:00
leilei-
ecb1a7a219 - Don't picmip the detail textures. this allows detail to look better in lower detail
- try to process generic shoehorned detail textures
2016-11-04 04:02:30 -04:00
leilei-
245fea051e Renderer-based particle system (#25)
* A WIP particle system

* - Some more particle refactoring
- an attempt to fix things that went wrong
- trying to integrate fog onto particles (which is currently wrong)
- qpal.h committed (oops)
- Attempt to separate particle rendering from particle moving for future optimization/refactor
2016-11-01 03:30:15 -04:00
leilei-
cc41c5793e - Quick fix to widescreen expansion code so it won't mess with interface refdefs anymore (the old menu logo should be at normal size now, for example)
- Don't build opengl1 and softwaare as those are either obsolete or don't make a difference and would only serve to confuse
2016-08-20 16:53:55 -04:00
leilei-
05e97b1a7f - fix nasty recursion coming from trace flares, by disabling flares in non-world situations (like interface) 2016-06-23 01:08:50 -04:00
leilei-
cf103f3cb0 - Trace checks added to flares (HUGE speedup)
- Remove obsolete Quake2-era "gamma" code that shouldn't be there anymore since there's a modern way to gamma correct now
2016-06-22 01:19:36 -04:00
leilei-
6711f046d3 - If it's not Windows NT or newer, then startup in 640x480 first, instead of malformed desktop resolutions. This causes 3 less unneccessary initializations on 3dfx 2016-06-08 01:07:16 -04:00
leilei-
3b1646bf1e Integrated youurayy's input lag fix (which was long overdue) 2016-06-02 02:33:07 -04:00
leilei-
22d8f94415 Removing dependency on PSAPI.DLL, and instead, load it when it's needed (and available) just for one EnumProcesses function.
tl;dr: This fixes Windows 95 support
2016-06-01 04:09:11 -04:00
leilei-
ea9bdc0a68 Several renderer fixes for 3dfx hardware:
- Try to determine which 3dfx card we are using
- Use GL_CLAMP for 3dfx instead, fixes dynamic lights/skyboxes/etc. (GL_CLAMP_TO_EDGE becomes GL_REPEAT on older 3dfx drivers)
- Support for 3dfx gamma control and overbrights restored
- Indexed w/ alpha color is now forced GL_RGBA on Voodoo Graphics (v1)
- attempt at silencing the 3dfx splash
2016-05-31 04:34:45 -04:00
leilei-
601a5ec701 The "eaarly console" widnow is now back for Windows
- can be defined off to windowless behavior
- X still doesn't close it
- Still some makefile-related and other cleanup/implementation to do. i sleepcoded this :(
2016-05-28 08:35:11 -04:00
leilei-
5c4712f192 - added tcMod atlas. Lets you have texture page atlases, and animate them!
- Entity alpha can animate them too (for animated compatible replacement smokepuffs for example)
2016-05-19 06:57:02 -04:00
leilei-
d31b9ad6d9 changed this from a warning to a devmsg because these *really* spam up the console in OA3 and is generally a useless warning to the player. 2016-05-09 04:02:14 -04:00
leilei-
95dec7a204 - Made GLSL features a compiling option...sort of 2016-05-09 03:55:16 -04:00
leilei-
3e2c073524 update slightly obsolete filter code 2016-04-23 19:47:08 -04:00
leilei-
04a9dab58c - Moved flare quality check. Fixes crash with dynamic lights
- Removed some silly recursive call.
2016-02-22 01:45:55 -05:00
leilei-
ed43aa0c02 Flare-related speedup:
- r_flareDelay - delays the glReadPixels every specified tics to keep the video bus from being congested by excess reads (maps with way too many flares (i.e. pvomit) sohuld not slow down as much as before)
- TestFlareFast actually now is working as intended because of it
- normal high quality flare functionality moved to r_flareQuality 2.
- r_flareQuality default is now 1.
2016-02-22 00:47:59 -05:00
leilei-
444e8bc25f Preliminary MDO model support from revanic 2015-09-19 02:27:17 -04:00
leilei-
04870d3a20 - r_roundImagesDown 2 - nonpowerof2 (NPOT) support. No extension checking added yet; use at your own risk! (intended for buffer effects)
- r_parseStageSimple - working towards pcx2 support by loading shader stages with the texture last, to approximate blending functions by processing them into having alpha channels (or not, for opaque surfaces). Because I can.
- leifx filter change - indicate number of passes to the shader, so the pixel blurring order can be tweaked to further perfection (ridding the left pixel check as that happens)
2015-04-03 05:53:02 -04:00
leilei-
3597b3cefa - r_tvMode is now r_virtualMode
- r_virtualMode now takes the same modes from r_mode, rather than specifically 640x480 and 320x240
- cleaning up a bunch of warnings and general code refactoring
- r_lightmapBits - specify color depth of the lightmap
- added a few more r_modes
- r_iconBits - specify the color depth of icon elements, saves a bit of vram and the loss is questionably perceptable with all those flat colors anyway
- r_textureDither - work in progress dither for 16-bit textures
- deprecate r_shadeSpecular
- safelewd: load from models/player, so we can hit models/playerfs/ directory
2015-03-16 02:10:19 -04:00
leilei-
fd5f8bc4a6 - Detail texture forcing; adds detail texture layers to shaders that don't specify for one. Slightly broken and still needs work.
- Detail texture scale and layesr also adjust the amplification and density of this effect
- Detail mip fade fixed
- r_suggestiveThemes 0 properly loads models and shaders and textures from models/player only. speedup a bit
- r_suggestiveThemes 2 loads _lewd models, shaders and textures.  To keep 'safe' and 'sexy' safe from autodownloaded lewd that respect the prefix.
- removing r_anime _cel loading, which conflicts with the above system and i'm going all out shader on that anyway
- even more waterimage removal
- r_leifx no longer allows trilinear filter. closer to actual real world voodoo behavior
2015-03-01 04:57:37 -05:00
leilei-
f2c082017e - updated shader programs
- fixed brightness shader
- fixing leifx shaders
- r_modelshader - enables the use of a new diffuse fragment shader for enhanced model shading
- shadespecular slightly regressed :(
- don't do libxmp for travis?
- disabled leifx gamma, seems redundant with actual gamma now
- more waterimage cruft removal. don't do this waterreflectrefract until we have fbos please
2015-01-26 05:01:46 -05:00
leilei-
05433b5c7e - stupid hack to do leifx texture shaders
- some less waterimage stuff
2014-12-18 05:22:04 -05:00
leilei-
1609c8732a - aspect correction for r_tvmode
- timedemo finishing writes to cl_timedemoResult (for UI3)
- support for screen palletizing shader
- Additional placeholder textures (not yet used)
- trying to make r_film more dynamic
- more model shading crap you should ignore
- also, ignore the
2014-11-11 06:03:45 -05:00
leilei-
c18b3f7339 - Options to reduce the blinding dynamic light flare effects to not so blinding that it affects the gameplay negatively
- Some unfinished hack to try to get tvMode screenshots
2014-09-22 06:52:33 -04:00
leilei-
afa5229e5c - Removing more unused 'crazy' lighting
- More r_envmode/shademode removal
- LoadTGA warning shouldn't try to load the tga anyway (leading to gray badly loaded textures which may have memory leaks or buffer issues or something)
2014-09-11 01:01:45 -04:00
leilei-
f619c08fd9 - Deprecating r_shadeMode and r_envMode
- Added lightingSpecularDiffuse which is like diffuse, but clamps and does a specular calc for the overbrights, and this is also disableable with the new r_shadeSpecular cvar
- Added tcGen environmentWater which is more suitable for water
- Faster bulge code from JK2
- Shutting up TGA loading fatal errors for warnings instead (to hunt down bad TGAs easier)
2014-09-06 09:23:10 -04:00
leilei-
2c07195887 - an attempt at sorting and restructuring tr_bloom.c
- NTSC filter support
- added some rgbGen that has entity colors AND lighting, so colorable players don't have to glow
- broken image loading time for imagelist
2014-07-24 02:19:26 -04:00
leilei-
43d6a97c43 - Fixed crash for fragment shader effects being loaded for unsupported hardware
- unfinished texture dumping mode, r_texdump would save jpegs of any texture that loads....upside down. The purpose of this is to make compact content builds with only the used textures (without bloat)
- the eager beginning of a water refraction/reflection buffer
- some map texture listing fixes
- very unfinished revolution environment maps
- very unfinished 'crazy' lighting changes
- some pointless whitepsaces added for no reason other than to open file, add something, remove it later, and leave it changed
2014-06-14 07:30:15 -04:00