~mittorn

Recent activity

Re: [PATCH] client: make vgui2 character drawings always use utf-8 (old engine behaviour, that used in hlsdk-portable) 8 months ago

From mittorn to ~a1batross/xash3d-fwgs

Ok, but what abput non-unicode locales? How this should work? I do not thing that is good idea to rely on system locale. I even getting locale errors when launching GS/Source now (but engine seems to work ok).

Re: [PATCH] client: make vgui2 character drawings always use utf-8 (old engine behaviour, that used in hlsdk-portable) 8 months ago

From mittorn to ~a1batross/xash3d-fwgs

I think, we may use utf32 unicode codepoints everywhere (just move utf decoding to client side)
It should work on 16-bit unicode subset correctly, will be compatible with wchar_t on linux and i'm unsure any supported mod use anything higher as it's likely to be broken in vgui2. Even if vgui2 use utf-16, our renderer does not precache anything hgher.
Note that hlsdk-portable have check for xash3d and does not use vgui2 char render functions under GS

[PATCH] client: make vgui2 character drawings always use utf-8 (old engine behaviour, that used in hlsdk-portable) 8 months ago

From mittorn to ~a1batross/xash3d-fwgs

---
 engine/client/cl_game.c | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

diff --git a/engine/client/cl_game.c b/engine/client/cl_game.c
index f8413b5d..889b8570 100644
--- a/engine/client/cl_game.c
+++ b/engine/client/cl_game.c
@@ -2884,7 +2884,8 @@ pfnVGUI2DrawCharacter
*/
static int GAME_EXPORT pfnVGUI2DrawCharacter( int x, int y, int number, unsigned int font )
{
	return pfnDrawCharacter( x, y, number, 255, 255, 255 );
	rgba_t color = { 255, 255, 255, 255 };
[message trimmed]

[PATCH] platform/linux: implement debug timers and cl_maxframetime to catch very long frames on debugger 8 months ago

From mittorn to ~a1batross/xash3d-fwgs

---
 engine/client/cl_main.c           |  4 +++
 engine/client/cl_view.c           |  1 +
 engine/platform/linux/sys_linux.c | 45 +++++++++++++++++++++++++++++++
 engine/platform/platform.h        |  8 ++++++
 4 files changed, 58 insertions(+)

diff --git a/engine/client/cl_main.c b/engine/client/cl_main.c
index 182a8354..8950f9bf 100644
--- a/engine/client/cl_main.c
+++ b/engine/client/cl_main.c
@@ -87,6 +87,7 @@ static CVAR_DEFINE_AUTO( model, "", FCVAR_USERINFO|FCVAR_ARCHIVE|FCVAR_FILTERABL
static CVAR_DEFINE_AUTO( topcolor, "0", FCVAR_USERINFO|FCVAR_ARCHIVE|FCVAR_FILTERABLE, "player top color" );
static CVAR_DEFINE_AUTO( bottomcolor, "0", FCVAR_USERINFO|FCVAR_ARCHIVE|FCVAR_FILTERABLE, "player bottom color" );
[message trimmed]

[PATCH] ref_gl: workaround freezes on adreno with vbo on dlighted decals 8 months ago

From mittorn to ~a1batross/xash3d-fwgs

---
 ref/gl/gl_rsurf.c | 21 +++++++++++++++++----
 1 file changed, 17 insertions(+), 4 deletions(-)

diff --git a/ref/gl/gl_rsurf.c b/ref/gl/gl_rsurf.c
index 59577ca4..92a23e96 100644
--- a/ref/gl/gl_rsurf.c
+++ b/ref/gl/gl_rsurf.c
@@ -2348,11 +2348,14 @@ static void R_SetupVBOArrayDlight( vboarray_t *vbo, texture_t *texture )
	}
}

#define SPARSE_DECALS_UPLOAD 0

[message trimmed]