Commit Graph
4195 Commits
Author SHA1 Message Date
ac-stef 84da079bc0 engine tweak: double the speed of remip 2014-05-15 13:48:31 +02:00
ac-stef edc7f48f33 revert (hack style) fix to clean up invisible cubes
This fix is no longer needed, because the new corner handling in the
physics engine does no longer care about those cubes. Also, they can
now be cleaned up by mapmrproper.
2014-05-15 13:48:31 +02:00
ac-stef 832e46141b undo/redo with editmeta pressed also restores player position
also selects the affected area
(less useful in coopedit because always the own position is restored)

for testers: editmeta still defaults to LCTRL
2014-05-15 13:48:31 +02:00
ac-stef aaf01e8b2a redo for the editor
an undo for undos :)
2014-05-15 13:48:31 +02:00
ac-stef 859df26089 refactored load_world and save_world
* separated "loading the map" from "collecting map statistics"
* replaced the buggy toptimize with mapmrproper as default
  pre-save optimiser
* add timestamps to loadmap-stats
2014-05-15 13:48:30 +02:00
ac-stef 24c5fada62 new cleanup tool for hidden map attributes
"mapmrproper" tries to optimize hidden attributes of maps in a way, that
the map can be handled in bigger chunks by the renderer.

The mipmapping routine does not take into account, if certain textures
of a cube are visible at all, when it collects otherwise identical cubes
to be handled en-bloc. "mapmrproper" changes invisible textures in a way,
that the cubes are in fact identical - so, that the mipmapper is satisfied.

This optimization is a bit too huge for now, to be used by savemap by
default (instead of toptimize()) - even though mapmrproper is far superior
to toptimize(). Since mapmrproper potentially changes a lot of textures,
it may be too annoying during the creation of a map anyway. It is a tool
to optimize the map, as soon as the geometry (and texturing) is done.

The optimizer does not change any map properties that are visible in any
way. The optical effect of slightly changing lighting of the map is caused
by the (light-) recalc() function at the end of the optimization run.
Every run of recalc() seems to have that effect (check for yourself, by
typing /recalc several times).

Before any changes are made, mapmrproper creates a backup, which can be
restored by "undo" (press "U"). Enable mipstats (F6), to see, what has
been done.

The command "calcmipstats" just counts all the mips in the current map,
and prints their numbers as 1x1/2x2/4x4/8x8/16x16/32x32/64x64.

Keep in mind, that map geometry /and/ lighting affects the mipmapping.
(To get a better idea of this, try changing the "lighterror" parameter)
2014-05-15 13:48:30 +02:00
ac-stef 2a9d4a98c5 check texlists at map load
if by some freak accident the list gets corrupted, the textures are no
longer accessible from the map editor

this check makes sure, that nothing is missing
2014-05-15 13:48:30 +02:00
ac-stef 50b3f6867c show detailed data of the cube inside editing focus
* shows all geometry data of the cube in editing focus in the hud
* can be toggled by F8 in editmode
* shows cuby type, floor and ceiling heights, vdelta and all textures

(if mipstats *and* edit focus details are requested: show focus detail)
2014-05-15 13:48:30 +02:00
ac-stef a37d437a2f nicer mipstat display
* display mistats in the hud instead of having them flood the console
* added display of 8x8 mips, just to show that they are possible

press F6 in editmode to see the difference
2014-05-15 13:48:30 +02:00
ac-stef 2c2395d97a have the waterlevel variable reflect the actual value of the map 2014-05-15 11:43:37 +02:00
ac-stef ff8aea940d some edit fixes
* fixing edit paste
* fix power of 2 check for corner selection
* fix pasting multiple selections changed target selections
* fixing editdrag: plugging memory leak
* fixing editdrag: proper binding of keys
* fixing editdrag: allow deselecting (by selecting a second time)
* make a little more room for undos (RAM is cheap and maps are big)
* some cleanups
2014-05-15 11:42:54 +02:00
ac-stef eb60302e67 cleanup
- fix possible crash in conc (but it's still an ugly hack)
- fix noob usage of strcmp
- flag some memory leaks (it would be nice, if the author(s) would clean
   up the mess himself)
- fix crash in substr
- whitespace cleanup

there are plenty more memory leaks in command.cpp - for example, every
goto in cubescript does not clean up anything
2014-05-14 22:54:37 +02:00
ac-stef 5058172a06 fix empty map name after /newmap and fix voting for nonexistent maps
now /savemap after /newmap saves to "newmap.cgz" instead of ".cgz"

also, voting for a nonexistent map in singleplayer leaves the client in
some sort of a broken state. this fix blocks the vote.

and: newmap is blocked in bot modes, since that isn't working stable.
2014-05-14 22:39:57 +02:00
ac-stef 23d04ffec6 fix access to uninitialized memory
thx, valgrind
2014-05-14 22:39:57 +02:00
ac-stef 13c432229b reverting integer overflow which floods the log every 50 days
this may have been borons second most stupid commit
2014-05-14 22:39:57 +02:00
ac-stef dcd46bbec9 fix modifyvar
give a proper error message when trying to edit read-only vars
2014-05-14 22:38:29 +02:00
ac-stef c276c508da fix prompt cursor position
no more 1-char limit on inputcommand prompts
2014-05-14 22:38:29 +02:00
ac-stef d0722dbc27 fix seedlen 2014-05-14 22:38:29 +02:00
ac-stef ac54bdbb5a substitute non-portable printf format string
the printf format "llx" can not be used on all platforms (for example,
mingw uses a different name for it)

this patch provides a function, that manually converts a 64-bit integer
to a hex string

Thx, Jpablon
2014-05-14 22:17:21 +02:00
ac-stef 8a091430c7 filter reserved windows filenames
this patch prevents the use of map names like COM1 and PRN for all clients,
so that windows clients wouldn't hang because of the map name

Thx, Jpablon
2014-05-14 22:17:21 +02:00
ac-stef de5deae8e3 fix: gcc crashing the client
This workaround lowers the optimisation level for those parts of the code,
that gcc 4.7 (and probably other versions) would compile to a binary that
crashes after a while. The previous solution for this so-called "linux bug"
was to use clang instead of gcc.

Thx, Jpablon, for doing all the work on this.
2014-05-14 22:17:20 +02:00
ac-stef ec97e75b51 makefile with easier customisation
This makefile allows changing the compiler to g++ or requesting debug
binaries without editing the makefile.

The makefile sets default values for CXX and ACDEBUG, then reads values
from the file Makefile_local (if it exists). A commandline parameter
overrules both.

Makefile_local is not part of the repository, so it can be changed without
git caring (or nagging) about it. It is listed in .gitignore.

To switch to g++, create a file "Makefile_local" with the content
"CXX=g++".

To compile debug binaries, type "make clean install ACDEBUG=yes".

When g++ is used, "fast-math" is now enabled.
2014-05-14 16:31:14 +02:00
Lucas GAUTHERONandac-stef 8e0796a6ae transparency options for console and votes (resolves #45) 2014-05-14 14:28:54 +02:00
Lucas GAUTHERONandac-stef 4fd4e09f43 Added AC icon to SDL window (fixes #29)
As zeSKB reported, there was no icon for the game window.
This should now be fixed. We might want to make it transparent in the future,
but we would have to make sure it will be supported by any system.
2014-05-14 14:28:54 +02:00
ac-stef 6306a75e6e report openal errors with more detail
(to make debugging further sound issues easier)
position checking may be reduced again in a while...
2014-05-14 14:28:45 +02:00
ac-stef c9db8143f4 fix some sound bug
in some cases, TraceLine may shorten the shotline to length zero, which
causes addshotline() to produces illegal coordinates for sound effects
2014-05-14 14:27:00 +02:00
aurhat 88f9448238 Fix of the bug, which causes crash on Windows because of missing "history" file.
After first run of git AC version "config/history" file doesn't exist, what causes crash of  Windows AC version,  which can't find this file.
Commit just adds checking, whether this file exists - "if(!histbuf) return;" in loadhistory() .
Commit fixes also location of some brackets and spaces, in order to keep proper AC style.
2014-04-08 22:23:58 +02:00
aurhat 5b94bab21f Fix of wrong "alive" status in scoreboard.
This commit fixes the issue: https://github.com/assaultcube/AC/issues/21
Player in spectate mode isn't dead, so when he switches from spectate to active mode, he is still non-dead.
Therefore d->state=="CS_DEAD" doesn't work in such cases.
This commit removes also some aimless line.
2014-04-05 13:52:41 +02:00
aurhat 599e62336a Patch adds flags reset in ctf/htf mode after "shuffleteams".
Nowadays after teams rearrangemend flags are only dropped and don't return to base.
2014-03-30 15:38:29 +02:00
RandumKiwi 44524424b8 Merge pull request #35 from pmjdebruijn/master
main: guard against rnd(0) in rndmapname - thanks pmjdebruijn
2014-03-28 08:13:49 +13:00
Pascal de BruijnandPascal de Bruijn 7482f259cf main: guard against rnd(0) in rndmapname
starting ac_client from the wrong working directory, where
packages/maps/official/*.cgz globs to an empty list, we
trigger a SIGFPE because of rnd(0):

Program received signal SIGFPE, Arithmetic exception.
0x000000000044d37d in rndmapname () at main.cpp:897
897	        char *map = newstring(maps[rnd(maps.length())]);
2014-03-27 18:20:21 +01:00
aurhat 1bb7a5d7ac Restoring previous conditions in setfollowplayer().
Current conditions appeared with commit: https://github.com/assaultcube/AC/commit/8f39911eb0725b22bb4dc3a50d3e89702afcc49c
The problem with its is, that when player is SPECTATOR,  then "/setfollowplayer CN" command works only on players in CLA team, and should work on all, like "changefollowplayer".
This commit fixes that. Thread related to this bug: http://forum.cubers.net/thread-7495.html
2014-02-16 13:50:06 +01:00
aurhat ef165773b8 This commit fixes removing sleeps in "resetsleep" function.
To test this bug make, for example, 3 long-standing sleeps, add checking of number of sleeps before and after existing "loopv(sleep)",
and later  type "/resetsleeps" command in AC - result: 3 sleeps "before" and 1 remains "after".

Explanation by stef: after deleting elements from vectors there are no holes,
so if there were sleeps[0], sleeps[1] and sleeps[2], then after removing sleeps[0] there left
sleeps[0] and sleeps[1], so during next loop cycle this sleeps[0] is neglected (because i=1).

Commit just changes loopv to loopvrev (loop from end to begin).
2014-02-15 10:55:07 +01:00
RonaldReagan 8558db7508 Merge pull request #27 from ac-stef/pit
Fixing map header, adding tagclips. yay!
2014-01-30 17:32:35 -08:00
Ronald Reagan c64d1e855b Console history save fixes 2014-01-30 17:21:35 -08:00
ac-stef e69a94cdd8 loop optimizations
also cut some overshooting lines
2014-01-31 00:53:12 +01:00
ac-stef d258b7c186 less annoying visualisation for tagclips
- press B to get the former filled volume view
- raise the value of tagnumfull to get both views simultaneously
- cubescript parameters should be cleaned up before release
2014-01-30 19:38:41 +01:00
ac-stef a8d2ab1c65 transformclipentities improved
The function will now also take care of obsolete clip entities, which
gives the mapper the opportunity to tag clip areas manually and then
have the envelopped (and therefore obsolete) clip entities removed.

When done, the map will be cleaned of "clip & plclip" tags, since clip
already includes the properties of plclip.
2014-01-29 13:03:37 +01:00
ac-stef 7f12ef4131 command to automatically convert all suitable clip entities into tag clips
also: fix sparklies in heightfields
2014-01-29 00:03:50 +01:00
ac-stef 3add3a4876 fix: clip all types of players
i hardly believe, anyone can throw a flag in a tagged area, but who knows...
2014-01-28 17:21:07 +01:00
ac-stef 0ff8fafb5f limit particle emission to 50 fps 2014-01-28 16:01:21 +01:00
ac-stef 6f5635917f visualisation for tagclips
To keep things cheap, only tagged areas inside the editing grid are shown.
I added two variables, tagnum and taglife, to allow playing with the
parameters of the sparklies. Those should be removed later. The default
values work quite well on my really crappy onboard graphics card. Higher
values start dropping fps.

Also, the edit status line now shows the tag value of the cube pointed at.

The patch also fixes the bug, that the edit status line did not show
details about the selection, unless there was at least one entity in the
map.
2014-01-28 14:28:43 +01:00
ac-stef 3865affb0b additional way of clipping areas: tagclips
In addition to the existing clip- and plclip-entities, this patch provides
a new approach to provide the same: clip areas by tagging cubes.
Each cube of a map has a parameter "tag". All tags in all existing ac maps
are currently zero. It is a leftover from cube 1. This patch uses the tag value
to determine, if a cube (from floor to ceiling) should be forbidden for
players (tag 0x80) or every moving object (tag 0x40). Tagclips have several
advantages over classic clip entities: they are fast to establish (mark
area, then /edittag 0x80) and are "cheap" for the engine. Tagclips do not
increase the number of entities. As tagclips are always floor to ceiling,
they can't be used to build stairs or platforms. Tagclips should be
preferred over clip entities, but can coexist without problems.

Technically, setting the tag value to 0x40 or 0x80 causes the physics
engine to handle the cube like a "solid".
2014-01-28 01:12:52 +01:00
ac-stef c3d4713904 clean up map header handling
Older versions of ac did not obey the map header field "headersize".
When a map was written, only the "version" field was updated, even if
the new written header had a different size. Thanks to bigger headers
in map versions 7 & 8 (and now smaller headers again in 9), the headersize
of basically all official maps is bogus. This fix makes sure, only proper
headersizes are written. It also makes the game tolerate different (bigger)
headers - and keeps their content untouched. Future map format extensions
can use this to add header information without breaking existing map parsers.

This patch establishes a new map format 10, which is identical to format 9,
with the exception that the headersize field is guaranteed to be correct.
Format 10 also allows any amount of additional header data.

This patch also cleans up the transformation routines for old map entities.
2014-01-27 23:01:23 +01:00
ac-stef 6e4b23734f fix clang warnings 2014-01-27 23:01:23 +01:00
ac-stef b63e870539 fix rendering of higher mips at the edges of a map
fixes some assumptions of the engine about the rendering
 of mipmapped solid areas at the edge of the world
(confirm bug with an 8x8 solid in the corner of a /newmap)
2014-01-26 20:44:14 +01:00
ac-stef 9066c36b89 physics fix: clean up invisible cubes
have the physics engine take the same shortcuts as the render engine
2014-01-26 20:36:06 +01:00
ac-stef 0c233458c7 g++ warning fix 2014-01-26 20:22:36 +01:00
Ronald Reagan 4d5503be95 No spectate respawn timer evasion. Closes #20 2014-01-23 12:56:56 -08:00
Ronald Reagan 1caf38e898 Added command line history. New file 'history' used in the config folder 2014-01-23 12:09:05 -08:00