Commit graph

1180 commits

Author SHA1 Message Date
Alibek Omarov
7da9772143 engine: check for macOS bundle in SDL_GetBasePath, and fallback to SDL_GetPrefPath for our directory 2025-01-23 22:58:19 +03:00
Alibek Omarov
f0b29bac1b engine: client: add cl_trace_consistency used to print which resources server wants to check 2025-01-23 13:57:17 +03:00
Alibek Omarov
c86c45503f engine: replace few more Xash3D strings by XASH_ENGINE_NAME macro 2025-01-23 10:33:22 +03:00
Alibek Omarov
ef75a4c28d engine: rename pref path on Mac to Xash3D FWGS by allowing for custom branding through XASH_ENGINE_NAME macro 2025-01-23 10:24:55 +03:00
Alibek Omarov
bccd3f2271 engine: pass launcher's default game directory all the way down to Platform_Init, so we mount correct extras.pk3 on Mac 2025-01-23 10:22:53 +03:00
Tom Kidd
7bbc3e8238 Made modifications for Mac App Bundle
- Looks for game data in SDL pref path (Application Support)
- Sets XASH3D_EXTRAS_PAK1 to SDL base path (Resources dir in App Bundle
- Added option to force search for SDL dylib via pkgconfig on Darwin instead of Framework (option for Mac Source Ports build process)
2025-01-23 10:15:47 +03:00
Alibek Omarov
c34e0c66d9 engine: add fuzzing target for Mod_LoadModel 2025-01-23 10:12:32 +03:00
Alibek Omarov
1e075d25b7 engine: make LZSS compression optional for 49 protocol, disable it for local clients (singleplayer) 2025-01-22 21:18:19 +03:00
Alibek Omarov
f6f15cc204 engine: mod_studio: validate studio self-reported length before loading model 2025-01-22 20:00:13 +03:00
Alibek Omarov
9f322df498 engine: imagelib: handle loading truncated palette files, by filling remaining bytes with zeros 2025-01-22 19:21:51 +03:00
Alibek Omarov
c2da140ccc engine: model: do not crash if renderer refused to load this model 2025-01-22 19:12:43 +03:00
Alibek Omarov
375998dffb Cleanup xash3d_types.h from engine-specific macros and types 2025-01-22 15:10:18 +03:00
Alibek Omarov
787444f63d engine: simplify sound fx allocation 2025-01-22 14:46:40 +03:00
Alibek Omarov
0c50076ff0 engine: zone: ensure poolcount is zero on Memory_Init 2025-01-22 13:49:51 +03:00
Alibek Omarov
8ce01c38c7 engine: http: ensure we don't write broken decompressed files 2025-01-22 13:49:24 +03:00
Alibek Omarov
fc017286a6 engine: base_cmd: slightly faster search based on assumption that list is always ordered 2025-01-22 05:41:52 +03:00
Alibek Omarov
20d4e3e719 engine: fix flexible array member usage in case of null terminated strings
(woops)
2025-01-22 05:41:52 +03:00
Alibek Omarov
4eaa32fc10 engine: whereami: sync with upstream 2025-01-21 20:03:20 +03:00
Alibek Omarov
273990d292 engine: cmd: store command description in flexible array member 2025-01-21 15:06:08 +03:00
Alibek Omarov
8a9b209db0 engine: zone: optimize memory usage a bit by compressing memheader_t better while keeping it efficient
It saves about 40 kilobytes of memory.
2025-01-21 14:04:33 +03:00
Alibek Omarov
232d1f8583 engine: make separate mempools for cmds, cvars and basecmd 2025-01-21 11:26:35 +03:00
Alibek Omarov
6cfa5877a4 engine: base_cmd: decrease base cmd hash size 2025-01-21 11:25:33 +03:00
Andrey Akhmichin
d278d3bdd7 engine: common: fix clang build. 2025-01-19 04:33:06 +03:00
Alibek Omarov
7811b60292 engine: common: fix build for apple and freebsd-15 2025-01-18 10:40:12 +03:00
Alibek Omarov
3e93aa459d engine: net_buffer: turn bit write and read masks into predefined arrays, so we don't have to call InitMasks
In future, net_buffer might get moved to libpublic.

Also, get rid of 32-th bit write mask, it's only get used when we're trying to
write zero bits value which is nonsense.
2025-01-18 09:54:11 +03:00
Alibek Omarov
5b9db5940b engine: mod_bmodel: don't try to load luma/fullbright texture for water, as no renderers support it anyway, and instead we will use that field for rippletexture 2025-01-18 08:30:59 +03:00
Alibek Omarov
4b1b3aa13c public: remove Q_colorstr, as it's completely useless and checking for color string is easy actually 2025-01-18 08:29:36 +03:00
Alibek Omarov
a75666a3cd engine: common: fix dedicated build by defining SV_GetMaxClients before CL_GetMaxClients stub (that redirects to it)
Also remove CL_Shutdown from dedicated stub lists.
2025-01-14 13:10:02 +03:00
Alibek Omarov
49426721d8 engine: use zero initializers instead of memset 2025-01-14 12:11:27 +03:00
Alibek Omarov
04125284a3 engine: dedicated: make some stubs inlined 2025-01-14 12:10:31 +03:00
Alibek Omarov
69341e36a3 public: expose commit and branch as global variables instead of functions 2025-01-13 20:02:59 +03:00
Alibek Omarov
90e493fa3a engine: common: add Host_ExitInMain function that will force engine return from Host_Main() function, essentially making engine gracefully exit on Android
In future, this might be used everywhere, so users would be able to add custom
cleanup in some advanced game_launch implementation, on any platform.
2025-01-09 20:31:26 +03:00
Alibek Omarov
0d55441830 engine: properly pass shutdown reason down to close log, helps to finally get rid of global finalmsg 2025-01-09 08:04:18 +03:00
Alibek Omarov
98ff33d9e2 engine: mod_bmodel: rewrite .lit file loader using normal stream io functions 2025-01-09 08:02:39 +03:00
Alibek Omarov
baa8fbaaec engine: mod_bmodel: fix misleading debug message telling about monochrome lighting when .lit file is used 2025-01-09 08:02:39 +03:00
Alibek Omarov
a0b46da04b engine: consolidate all box clipnodes used in studio models, pmove and server in a single place 2025-01-09 08:02:39 +03:00
Alibek Omarov
e70ba7ad64 engine: now, remove SUPPORT_BSP2_FORMAT macro, only prevent ref_soft from loading such maps 2025-01-09 08:02:39 +03:00
Alibek Omarov
47aff9e30b engine: hack mnode_t struct so we can have 24-bit face and children indices to support BSP2 format in runtime 2025-01-09 08:02:39 +03:00
Alibek Omarov
ced8744ac9 engine: split edge struct into two with 16-bit indicies and 32-bit indicies to support BSP2 format in runtime 2025-01-08 14:46:07 +03:00
Alibek Omarov
734c07ddab engine: split clipnodes struct into two with 16-bit indicies and 32-bit indicies to support BSP2 format in runtime 2025-01-08 14:46:07 +03:00
Alibek Omarov
cfebb3e1d6 filesystem: massively rework how scanning game directories work
* No more conversion from liblist.gam to gameinfo.txt. We are using liblist.gam directly now.
  gameinfo.txt being native format to Xash3D not only remains, it takes priority over liblist.gam.
* Quake game directories now don't receive autogenerated gameinfo.txt.
* Empty directories don't get gameinfo.txt either, finally making it easier to support HD addon folders.
* If user still wishes to generate gameinfo.txt, there is now command fs_make_gameinfo that creates
  gameinfo.txt for currently running game.
* No more creating empty folders for RoDir. They are now created on demand.
2025-01-08 01:22:23 +03:00
Alibek Omarov
2a7f13151a engine: cmd: when command is already defined and has the same function pointer, show it as warning 2025-01-06 13:51:25 +03:00
Alibek Omarov
14e79f04ac engine: prevent extra malloc in exec by checking if cfg already contains newline at EOL and appending it to cbuf if required 2024-12-28 16:03:49 +03:00
Alibek Omarov
88949a9ee6 engine: launcher: drop support for changing games from within internal launcher for platforms that do not have execv equivalent 2024-12-27 18:45:31 +03:00
Alibek Omarov
2d1e76199b engine: host: always print Host_Error text to log, even if console hasn't been enabled 2024-12-27 18:37:25 +03:00
Alibek Omarov
a5d78ecfd7 engine: be more verbose on why the engine is going to be shut down 2024-12-27 18:30:46 +03:00
Alibek Omarov
3576e474e6 engine: get rid of SendKeyEvents function, it only listened for WM_QUIT on Windows and we don't use that with SDL 2024-12-27 18:30:01 +03:00
Alibek Omarov
48bdd4238e engine: always include reason to server shutdown 2024-12-26 02:13:13 +03:00
Alibek Omarov
0e42e5b9e3 engine: command: introduce new type of commands that can be overriden by a mod DLL for better compatibility 2024-12-26 01:15:32 +03:00
Alibek Omarov
6469b0a5f5 engine: common: shut up warn-unused-result on log write functions, only fetch system time for system logs when necessary 2024-12-24 11:27:34 +03:00