Commit graph

79 commits

Author SHA1 Message Date
Dennis Felsing c79320ed71 Improve macos performance
by declaring all threads as QoS class interactive
2022-01-23 18:23:09 +01:00
Jupeyy 55a1406641 Further android build fixes 2022-01-20 11:04:47 +01:00
Jupeyy 69202fdc22 Fix windows macro and split the resize events 2022-01-15 16:55:32 +01:00
def ac094b5378 Fix text selection cursor position (fixes #4444)
after moving window to a screen with different dimensions than the
initial one
2021-12-13 19:12:37 +01:00
Jupeyy 85b0dcdbd5 Fix data race in backend_sdl 2021-10-28 00:52:06 +02:00
Jupeyy 0d17665137 Revert "Add new mouse state"
This reverts commit e4cb348db2.
2021-10-23 13:48:21 +02:00
bors[bot] fce6776c38
Merge #4095 #4176
4095: [Concept] Add new mouse state (ingame mouse) r=def- a=Jupeyy

This would remove ui_mousesense and use the desktop cursor position instead for menus and editor
This would also fix the editor cursor to not move faster than in menus.
That's probably how most games would handle menus, instead of using relative mouse mode
And this would work for touch inputs.

The normal gameplay relative mouse is ofc NOT affected by any kind

Opinions?

Missing:
- [x] m_MouseSlow in menus
- [x] Make desktop cursor invisible
- [x] Some components that use ui mouse
- [x] Remove focus in/out relative mouse state changes, fixed with next SDL version


## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


4176: Entity switch prediction r=def- a=trml

Adds the prediction for pickups and projectiles (based on #4108)

For blinking entities (deactivated by switch) I also used the extended info to make the blinking effect happen client-side. So instead of the server omitting the projectile/pickup from the snapshot every N ticks (which prevented some things like explosive bullets from being predicted correctly), the server will keep sending the item and let the client decide how to show it.

Added doors as well, and changed how they are sent (and rendered) in a similar way (by always sending both endpoints and using a fixed m_StartTick instead of updating it every tick).

An idea was that this could potentially reduce network traffic a bit (in addition to helping with prediction), especially for stationary items that are rarely/never have to be updated (doors and pickups).

This makes CItems::OnRender a bit more complex, and it could perhaps be cleaned up some way (either using something like CProjectileData, or by moving more of the logic into RenderProjectile/Laser/Pickup).

Some things missing:
- Add more entities (draggers, light, gun)
- Entities are not correctly shown when in super (e.g. doors are shown as closed, and should be open)

## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [x] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: trml <trml@users.noreply.github.com>
2021-10-16 16:38:18 +00:00
Edgar 8810531065
remove missused volatile 2021-10-15 12:15:39 +02:00
Jupeyy e4cb348db2 Add new mouse state 2021-10-07 16:48:25 +02:00
Jupeyy b216b6744a Add Android build scripts 2021-08-24 12:18:20 +02:00
Jupeyy ac56075b1b Upgrade resolution list 2021-08-22 15:00:12 +02:00
Jupeyy 6f01de1193 Fix modern GL graphic settings for the multi backend 2021-05-02 23:21:00 +02:00
Jupeyy b8f96ce500 Allow GLES3 coexists with OpenGL on Linux 2021-05-02 04:39:02 +02:00
Jupeyy e05abbaa91 Remove GL includes from headers 2021-05-01 23:56:30 +02:00
Jupeyy ecc5a7af81 Make GLES3 only makros 2021-05-01 21:21:09 +02:00
Jupeyy f5f05f3dcb make screenshot work 2021-05-01 01:39:37 +02:00
Jupeyy c0d6ce6d25 Add GLES support 2021-05-01 01:39:37 +02:00
Jupeyy f0160b5313 Differenciate better between window modes 2021-03-30 10:07:41 +02:00
Jupeyy c23f1e51be Print GPU info into console 2021-03-26 11:38:03 +01:00
def e985632fae OSX -> macOS
Changing the filenames of the releases will be a bit more annoying, so
not sure we want to do that
2021-02-12 13:41:41 +01:00
Jupeyy cafd1a4e8f Allow windows resizing 2020-12-13 00:52:57 +01:00
Edgar 105b049497
Rename lock and semaphore classes to match current naming 2020-11-29 18:12:58 +01:00
Jupeyy f38e4e133e Unlimited texture names 2020-11-18 12:50:53 +01:00
bors[bot] 11d5e87047
Merge #3255
3255: Add block list for drivers r=def- a=Jupeyy

Only briefly tested,
- the error message is bad
- the impl basically only works for the intel windows string, so its not really a generalized list

fixes #3234
## Checklist

- [x] Tested the change ingame
- [ ] Provided screenshots if it is a visual change
- [ ] Tested in combination with possibly related configuration options
- [ ] Written a unit test if it works standalone, system.c especially
- [ ] Considered possible null pointers and out of bounds array indexing
- [ ] Changed no physics that affect existing maps
- [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional)


Co-authored-by: Jupeyy <jupjopjap@gmail.com>
Co-authored-by: def <dennis@felsin9.de>
2020-11-12 07:40:10 +00:00
Jupeyy a77e3ca842 Remove some "if" checks from shader(check at compile time) & cleanup 2020-11-10 04:39:13 +01:00
def 3b90f97aa5 Pull out blocklist_driver.cpp and unit test it 2020-11-06 19:00:14 +01:00
Jupeyy 54946518dc Add block list for drivers 2020-11-05 21:07:14 +01:00
Jupeyy eb2689cf9e Rename QuadContainerAsSprite to QuadContainerEx, so its useful for all kind of rendering 2020-10-20 18:45:03 +02:00
def 406d383c45 Clean up OpenGL command processor 2020-09-30 23:59:44 +02:00
Jupeyy c951fc3ee4 Allow specifying texture LOD BIAS 2020-09-27 00:37:42 +02:00
def b178c7c74a Make sure headers compile standalone
Not planning to do this automatically, but at least cleaning it up once
provides some benefit. Every header should include what it uses.

$ for i in src/**/*.h; do j=${i#"src/"}; echo $j; echo "#include <$j>\nint main() { return 0; }" | /usr/bin/c++ -DCONF_OPENSSL -DCONF_SQL -DCONF_VIDEORECORDER -DCONF_WAVPACK_CLOSE_FILE -DCONF_WAVPACK_OPEN_FILE_INPUT_EX -DGAME_RELEASE_VERSION=\"15.0.5\" -DGLEW_STATIC -D_FORTIFY_SOURCE=2 -I/usr/include/freetype2 -I/usr/include/opus -I/usr/include/SDL2 -I/usr/include/wavpack -I/usr/include/gdk-pixbuf-2.0 -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include -I/usr/include/libmount -I/usr/include/blkid -Isrc -I/usr/include/mysql -I/home/deen/sys/include/ -O2 -g -DNDEBUG -fdiagnostics-color=always -fstack-protector-all -Wall -Wextra -Wno-unused-parameter -Wno-missing-field-initializers -Wformat=2 -Wno-nullability-completeness -Wduplicated-cond -Wduplicated-branches -Wlogical-op -Wrestrict -std=gnu++11 -o /dev/null -x c++ -; done

Ignored: tuning.h, variables.h, config_common.h, mapitems_ex_types.h, mapbugs_list.h, protocol7.h, teehistorian_ex_chunks.h, protocol_ex_msgs.h, config.h, config_variables.h, external, keynames.h
2020-09-26 21:50:27 +02:00
def 3be8a592e5 Run clang-format
Purely automatic change. In case of conflict with this change, apply the
other change and rerun the formatting to restore it:

$ python scripts/fix_style.py
2020-09-26 21:50:15 +02:00
Jupeyy 84cad658d6 Add new renderer(as streamed vertices) for editor 2020-09-23 16:45:32 +02:00
Jupeyy 9a4dd80a5e Remove rescale function, always use resize 2020-09-14 21:30:25 +02:00
Jupeyy 7ca716fb3f Do more aggressive analysis and check all gl Functions that were used and added in 2.0 2020-09-05 13:07:25 +02:00
Jupeyy 49d2e36e26 Fix texture destroy 2020-09-03 10:46:15 +02:00
Jupeyy 570f148287 Analyse 3D/2D array texture sampling data when creating context 2020-08-29 18:44:42 +02:00
def c85ffb90af Revert "Revert Jupeyy's OpenGL changes"
This reverts commit 3eab3f5eb7.
2020-08-29 12:10:53 +02:00
def 3eab3f5eb7 Revert Jupeyy's OpenGL changes
Emergency-revert for 14.5.1 release, too many problems
2020-08-26 20:03:22 +02:00
Jupeyy 5b9269f30a Check NPOT textures and stronger 1.x fallback (fixes #2630) 2020-08-22 21:15:50 +02:00
Jupeyy a07e9ac2cf Add OpenGL 1.x, 2.x, 3.x support (fixes #2619) (fixes #2607) 2020-08-22 10:22:51 +02:00
Jupeyy 7450e354de Add OpenGL 4.x support & cleanup 2020-08-19 08:42:09 +02:00
Jupeyy c2ce132ba3 Allow specifying an OpenGL version manually 2020-08-19 07:04:54 +02:00
Sirius 45263ebdd0
Merge branch 'master' into demo_render2 2019-10-31 22:08:49 +08:00
ChillerDragon 47b41f35ff Fix objc_msgSend() xcode11 error
Fix by @heinrich5991
from the documentation of objc_msgSend in <objc/message.h>
```
/* Basic Messaging Primitives
 *
 * On some architectures, use objc_msgSend_stret for some struct return types.
 * On some architectures, use objc_msgSend_fpret for some float return types.
 * On some architectures, use objc_msgSend_fp2ret for some float return types.
 *
 * These functions must be cast to an appropriate function pointer type
 * before being called.
 */
OBJC_EXPORT void
objc_msgSend(void /* id self, SEL op, ... */ )
    OBJC_AVAILABLE(10.0, 2.0, 9.0, 1.0, 2.0);

OBJC_EXPORT void
objc_msgSendSuper(void /* struct objc_super *super, SEL op, ... */ )
    OBJC_AVAILABLE(10.0, 2.0, 9.0, 1.0, 2.0);
```
2019-10-23 17:23:51 +02:00
H-M-H 7ae4b39574 made recording demos work
- videorecorder only works for recording demos now
- demoplayer was modified to allow controll over the time that passed
  in order to get perfect fps, IVideo controlls how much time passed,
  basically every rendercall sets the time to record the next frame
2019-09-30 20:48:47 +08:00
yangfl 81a39c229b Fix typo 2018-07-10 17:29:02 +08:00
heinrich5991 925aff21d4 Fix all the header guards and adjust the script a little 2018-07-06 16:11:38 +02:00
Jupeyy 35f3dd5bc2 add new shader programs in the backend 2018-03-13 21:44:58 +01:00
Jupeyy 060f6fd36e Load shaders through IStorage class
Fixes #939.
2017-12-02 22:19:57 +01:00