Commit Graph

523 Commits

Author SHA1 Message Date
Garux b0e62198ba use safe strings more 2021-01-21 18:41:16 +03:00
Garux 0ab896b84a remove MAC_STATIC hack 2021-01-21 16:17:23 +03:00
Garux f3c26c791f use safe strings more 2021-01-21 16:08:53 +03:00
Garux 8b204ac054 add and use class PathExtensionless 2021-01-21 15:15:07 +03:00
Garux 15e4b8e850 manage model shaders remapping 2021-01-21 07:19:15 +03:00
Garux fe5c0879b4 remove -tmpin & -tmpout switches, as at best they were prepending tmp/ to absolute path 2021-01-20 12:48:10 +03:00
Garux 3b39a5754d prevent filename overflow in model .skin loader
strip model extension during filename construction
add variadic template operator to StringOutputStream for inline strings creation
2021-01-20 11:59:16 +03:00
Garux cfa502df6e safe string for globalCelShader 2021-01-19 22:40:58 +03:00
Garux cbeccc7e3a use safe string in GetIndexedShader
fix custom shader overflow check
2021-01-19 22:12:53 +03:00
Garux c3437b7833 use safe strings in shaderInfo_s
turn ImageLoad() to expect extensionless path as input
2021-01-19 18:58:18 +03:00
Garux 9590d602d3 use String64 for shaderInfo_s::skyParmsImageBase
add variadic template operator to StringFixedSize for inline strings creation
2021-01-19 17:21:54 +03:00
Garux da3b05728c use safe string for shaderInfo_t.shader 2021-01-19 01:24:21 +03:00
Garux 3578370061 fix the build 2021-01-16 17:52:33 +03:00
Garux 13524d59ef fix the build 2021-01-16 15:10:59 +03:00
Garux fafa271a46 turn quake3 tools to cpp 2021-01-15 01:37:23 +03:00
Garux b2bc2077e5 prevent division by zero, which spreads darkness during bounces
source of the problem is located somewhere else
2021-01-05 01:34:55 +03:00
Garux d074634463 SetupGrid() after _ambient key read 2021-01-01 17:41:11 +03:00
Garux 97f0e61ccc initialize rawGridPoints.ambient correctly 2021-01-01 17:40:06 +03:00
Garux e1f3b25bc6 consider _decal in leak detection
point entities recognition is malformed in general
leak is about point entities, detection by origin key presence is weak, because there may exist entity w/o this key at 0 0 0
group entities may have origin too
detection by primitives presence haven't been working for _decal, as its primitive gets freed at this point
2020-12-14 08:36:55 +03:00
Garux db07c3459d * packer, repacker: handle nodraw patches correctly; warn on visible surface, having shader w/o maps (typically watercaulk) 2020-12-08 03:03:42 +03:00
Garux 5cedd26c75 * -repack -analyze switch: only analyze bsps and exit (to dump bsp resource calls) 2020-12-08 02:45:48 +03:00
Garux dd3db2f147 bump -repack bsp list size 2020-12-08 02:34:55 +03:00
Garux f30ee07376 * packer, repacker: also handle fogs without drawsurfaces 2020-11-25 10:29:49 +03:00
Garux d346f1ee07 packer, repacker: emit warning on "model2" key been found 2020-11-24 20:33:33 +03:00
Garux 06267e67cb repacker: fix odd WARNING3: %s : about to include shader for excluded texture
when repack.exclude has texture = shader from game.exclude
2020-11-24 19:59:51 +03:00
Garux 103ac6931e * fix -fixaas 2020-11-08 13:04:29 +03:00
Garux af71efc0e6 * no shaderlist.txt or empty one = load all shaders 2020-10-25 09:07:29 +03:00
Thomas Debesse 1cf7b72e6b q3map2/light_bounce: prevent infinite loop on obscure bias compute
New code produces same result without loop at all, so
it cannot fall in infinite loop, and it is faster in
use cases requiring more than one loop in previous code.

The Unvanquished vega map is known to trigger the bug:
https://github.com/UnvanquishedAssets/map-vega_src.dpkdir
I reproduced it multiple time on various hardware (8 core FX-9590,
12 core/24 thread Ryzen 9 3900X) with commit af40508 and using
final compilation profile edited to use -fastbounce instead
of -fast option.

The symptom is simple, q3map2 stucks there:

--- Radiosity (bounce 1 of 8) ---
--- RadCreateDiffuseLights ---
0...1...2...3..

Or somewhere else in that progression bar given your hardware
and the amount of core your CPU has.

When stuck, all the CPU cores are running 100% but the thread
never returns (a strace can reveals it, a gdb backtrace too).

Thanks to @slipher for the precious advices and improving my first
attempt to fix it.

For more information on the issue, I asked:

> which negative value never can become positive
> when incremented infinitely?

slipher said:

> for a double, any value less than -2^53 would have this property
> don't know for float off the top of my head

But then, it means that's theorically verified this loop was able
to run forever in some case.

I don't know what this code is doing anyway, but at least we can
keep the behaviour without requiring to understand it.
2020-08-19 08:32:36 +03:00
Garux 4bcce46a59 q3map2: -onlyents: support *.ent as map file param 2020-06-30 13:15:10 +03:00
Garux d8e8c10849 Add "slime" surfaceparam keyword to game_wolfet q3map2 for Quake 3 map shader compatibility.
#45
2020-06-30 12:55:52 +03:00
Garux ae9fe08159 * support -extlmhacksize N N input for non square lightmaps, for example -extlmhacksize 2048 1024
also enables this for -lightmapsize, legitimacy is questionable here
2020-06-14 15:49:16 +03:00
Garux 8cdce0e07c undo searching for q3map_<surfaceparm> removal in f560e2703b
#43
2020-06-06 12:31:18 +03:00
Garux 49b725a1b2 Fix q3 compatibility bug with lightgrid and only one light.
Correct math requires the ambient component of the lightgrid to be zero
in that case. However, q3 ignores lightgrid cells with all zero ambient
value, EVEN if the directed value is nonzero.

This change sets the ambient value to #010101 if it'd be pitch black. This
should be a minimal change without affecting light hue that fixes
lightgrid rendering. In engines like DarkPlaces, almost no map should
look different from this.

Fixes https://gitlab.com/xonotic/netradiant/-/issues/137
2020-04-18 09:16:57 +03:00
Garux 1a614efce1 q3map2 * fix: do not affect styled lightmaps by floodlight
port of https://github.com/id-tech-3-tools/map-compiler/pull/12
87b8589a3a
2020-03-25 21:21:07 +03:00
Garux 7fd32180e2 * support misc_model::_remap facility of q3map2
q3map2: fix inconsistency, introduced in d92c32d453
(_remap result could depend on _remap keys order, e.g. remapping src: moo/rock, moo/sand-rock by: rock, sand-rock suffix matches; rock could be used for moo/sand-rock)
2020-03-25 11:53:14 +03:00
Thomas Debesse 4292115ef7 bsp lump write: pad with zeros, not with random unitialized memory data 2020-02-13 05:39:39 +03:00
Garux 065c415839 nullify unused space of bspShaders.shader to write cleaner bsp 2020-02-13 05:12:57 +03:00
Garux 0b1389b5a4 rename entities in AddTriangleModels() for consistency 2020-02-12 23:30:46 +03:00
Garux c956102065 support variable number of key names in entity key value reading functions 2020-02-12 23:21:15 +03:00
Garux 64f6b4a4ac fix some warnings 2020-02-07 23:00:19 +03:00
Garux 433b9e776b manage entity key value reading routines 2020-02-07 15:49:29 +03:00
Garux 1f59dac119 manage strstr() use 2020-02-05 19:54:44 +03:00
Garux 325a46a102 wrap 'string empty' logic 2020-02-05 18:20:13 +03:00
Garux 234b0cf1d4 wrap strncmp use 2020-02-04 05:53:30 +03:00
Garux 9048028faa wrap Q_strncasecmp use 2020-02-04 05:08:54 +03:00
Garux c7f1391177 wrap Q_stricmp use 2020-02-04 04:33:58 +03:00
Garux 3409de2cb0 change EPAIR_STRCMP semantics 2020-02-04 03:50:33 +03:00
Garux cf98275ee4 wrap strcmp use 2020-02-04 03:40:27 +03:00
Garux eb70faddc8 use standard C bool type:
get rid of qfalse, qtrue aliases everywhere
replace qboolean in q3map2, q3data
redefine qboolean type in q2 tools, mbspc
2020-02-03 01:15:30 +03:00
Garux e5d040a770 fix simple warnings 2020-02-02 14:53:18 +03:00