8 Commits

Author SHA1 Message Date
NyakoFox 08c3590a0a Fix audio buffer issues on some platforms
On certain ports of the game, and possibly some Linux distros, the
game's audio would crackle, or slow down with loud buzzing. This commit
attempts to fix that, by enabling `FAUDIO_1024_QUANTUM`, which should
increase the internal FAudio buffer size.
2026-04-30 17:07:58 -04:00
Ethan Lee ea811e15bd 2.4.4 2026-04-21 12:02:06 -04:00
NyakoFox 4b9f26bf81 Solve render recaching issues
Past solutions were just "recache the screen textures under these known
circumstances" where whenever things OUTSIDE of those known
circumstances happened, the issue would reoccur.

I recently learned about an SDL event, `SDL_RENDER_TARGETS_RESET`,
which is for this exact problem. I ripped out all of the other places
`Screen::recacheTextures()` was called, and just slotted it in there,
and it worked perfectly.

...well, the old behavior worked perfectly; but the old behavior was
flawed as well, because it only checked for "ingame_titlemode" (if
you're in the main menu during gameplay) and forgot to check for the
map screen... plus, it didn't ever regenerate the minimap in custom
levels, which is another "persistant" render target.

Hopefully, this is the last time we'll ever have to think about this
one. I'm certainly sick of it.

This should 100% be backported into 2.4, as the bug occurs there as
well.
2026-04-12 09:09:49 -04:00
NyakoFox 6ed72297da Clamp editor mouse coordinates
The editor has never clamped mouse bounds, and instead relied on SDL to
return clamped mouse coordinates. Unfortunately, in #1140, this detail
was missed, and the behavior changed, allowing the cursor to leave the
bounds of the screen.

This isn't much of a problem most of the time because anything that
uses position as array indeces has bounds checks. Unfortunately,
placing entities outside of a room's bounds leads to entities you can't
ever touch ever again without modifying the level externally. This is
the worst with checkpoints, as pressing Enter in a room will now take
you to the out-of-bounds checkpoint, causing you to immediately wrap to
another room.

This fix should be backported to 2.4, as the issue can lead to level
files which need manual editing to fix!
2026-04-12 09:09:43 -04:00
NyakoFox cf66323721 Make sure special roomnames have enough text
There's another crash, which is indexing out of bounds if there's
not enough text. This adds simple bounds checks for them.
2026-02-16 11:43:24 -05:00
NyakoFox b708b8911c Fix empty roomnames potentially crashing the game
TinyXML2 seems to sometimes return NULL when an element has either no
text or whitespace, instead of returning an empty string. Why it does
this, I'm not sure, but I have recently learned from Dav999 that it
will crash the game. Great.
2026-02-16 11:43:17 -05:00
leo60228 30bdb47f80 Don't overwrite existing CMAKE_EXE_LINKER_FLAGS 2026-01-24 18:57:31 -05:00
Ethan Lee f22ae5fbf5 CMake: Use rpath, not runpath 2025-07-05 18:07:45 -04:00
9 changed files with 31 additions and 16 deletions
+1
View File
@@ -54,6 +54,7 @@ if(NOT WIN32)
elseif(CMAKE_SIZEOF_VOID_P MATCHES "8")
set(BIN_LIBROOT "lib64")
set(BIN_RPATH "\$ORIGIN/lib64")
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,--disable-new-dtags")
else()
set(BIN_LIBROOT "lib")
set(BIN_RPATH "\$ORIGIN/lib")
+8
View File
@@ -1387,6 +1387,10 @@ next:
{
name.text.push_back(std::string(text));
}
else
{
name.text.push_back(std::string(""));
}
}
else
{
@@ -1404,6 +1408,10 @@ next:
{
name.text.push_back(std::string(text));
}
else
{
name.text.push_back(std::string(""));
}
}
}
}
+2 -3
View File
@@ -3175,8 +3175,8 @@ void editorinput(void)
ed.old_tilex = ed.tilex;
ed.old_tiley = ed.tiley;
ed.tilex = key.mousex / 8;
ed.tiley = key.mousey / 8;
ed.tilex = SDL_clamp(key.mousex, 0, SCREEN_WIDTH_PIXELS - 1) / 8;
ed.tiley = SDL_clamp(key.mousey, 0, SCREEN_HEIGHT_PIXELS - 1) / 8;
bool up_pressed = key.isDown(SDLK_UP) || key.isDown(SDL_CONTROLLER_BUTTON_DPAD_UP);
bool down_pressed = key.isDown(SDLK_DOWN) || key.isDown(SDL_CONTROLLER_BUTTON_DPAD_DOWN);
@@ -3594,7 +3594,6 @@ void editorinput(void)
if (game.currentmenuname == Menu::ed_settings)
{
ed.state = EditorState_DRAW;
gameScreen.recacheTextures();
}
else
{
-1
View File
@@ -7800,7 +7800,6 @@ void Game::mapmenuchange(const enum GameGamestate newgamestate, const bool user_
gamestate = newgamestate;
graphics.resumegamemode = false;
mapheld = true;
gameScreen.recacheTextures();
if (prevgamestate == GAMEMODE)
{
+4 -1
View File
@@ -459,6 +459,10 @@ void KeyPoll::Poll(void)
break;
}
case SDL_RENDER_TARGETS_RESET:
gameScreen.recacheTextures();
break;
/* Window Events */
case SDL_WINDOWEVENT:
switch (evt.window.event)
@@ -496,7 +500,6 @@ void KeyPoll::Poll(void)
}
}
SDL_DisableScreenSaver();
gameScreen.recacheTextures();
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
if (!game.disablepause)
+3 -3
View File
@@ -214,11 +214,11 @@ void mapclass::updateroomnames(void)
if (rx == roomname->x && ry == roomname->y && (roomname->flag == -1 || (INBOUNDS_ARR(roomname->flag, obj.flags) && obj.flags[roomname->flag])))
{
roomname_special = true;
if (roomname->type == RoomnameType_STATIC)
if (roomname->type == RoomnameType_STATIC && roomname->text.size() >= 1)
{
setroomname(roomname->text[0].c_str());
}
if (roomname->type == RoomnameType_GLITCH)
if (roomname->type == RoomnameType_GLITCH && roomname->text.size() >= 2)
{
roomname->delay--;
if (roomname->delay <= 0)
@@ -232,7 +232,7 @@ void mapclass::updateroomnames(void)
}
setroomname(roomname->text[roomname->progress].c_str());
}
if (roomname->type == RoomnameType_TRANSFORM)
if (roomname->type == RoomnameType_TRANSFORM && roomname->text.size() >= 1)
{
roomname->delay--;
if (roomname->delay <= 0)
+1 -1
View File
@@ -731,7 +731,7 @@ musicclass::musicclass(void)
void musicclass::init(void)
{
if (FAudioCreate(&faudioctx, 0, FAUDIO_DEFAULT_PROCESSOR))
if (FAudioCreate(&faudioctx, FAUDIO_1024_QUANTUM, FAUDIO_DEFAULT_PROCESSOR))
{
vlog_error("Unable to initialize FAudio");
return;
+1 -1
View File
@@ -1,6 +1,6 @@
#ifndef RELEASEVERSION_H
#define RELEASEVERSION_H
#define RELEASE_VERSION "v2.4.3"
#define RELEASE_VERSION "v2.4.4"
#endif /* RELEASEVERSION_H */
+11 -6
View File
@@ -5,6 +5,8 @@
#include "Alloc.h"
#include "Constants.h"
#include "CustomLevels.h"
#include "Enums.h"
#include "Exit.h"
#include "FileSystemUtils.h"
#include "Game.h"
@@ -14,6 +16,7 @@
#include "GraphicsResources.h"
#endif
#include "InterimVersion.h"
#include "Map.h"
#include "Render.h"
#include "Vlogging.h"
@@ -152,7 +155,6 @@ void Screen::ResizeScreen(int x, int y)
if (!isWindowed || isForcedFullscreen())
{
int result = SDL_SetWindowFullscreen(m_window, SDL_WINDOW_FULLSCREEN_DESKTOP);
recacheTextures();
if (result != 0)
{
vlog_error("Error: could not set the game to fullscreen mode: %s", SDL_GetError());
@@ -175,7 +177,6 @@ void Screen::ResizeScreen(int x, int y)
SDL_WINDOWPOS_CENTERED_DISPLAY(windowDisplay)
);
}
recacheTextures();
}
}
@@ -352,8 +353,6 @@ void Screen::toggleVSync(void)
{
vsync = !vsync;
SDL_RenderSetVSync(m_renderer, (int) vsync);
recacheTextures();
}
void Screen::recacheTextures(void)
@@ -366,15 +365,21 @@ void Screen::recacheTextures(void)
graphics.towerbg.tdrawback = true;
graphics.titlebg.tdrawback = true;
if (game.ingame_titlemode)
if (game.gamestate == MAPMODE || game.ingame_titlemode)
{
// Redraw the cached gameplay texture if we're in the in-game menu.
// Redraw the cached gameplay texture if we're in the map screen.
// Additionally, reset alpha so things don't jitter when re-entering gameplay.
float oldAlpha = graphics.alpha;
graphics.alpha = 0;
gamerender();
graphics.alpha = oldAlpha;
}
if (map.custommode)
{
// If we're in a custom level, regenerate the minimap, which also got cleared.
cl.generatecustomminimap();
}
}
bool Screen::isForcedFullscreen(void)