Commit Graph

22 Commits

Author SHA1 Message Date
ml 9d0a0d5798 Add engine-debug-tools and fix critter animation rendering bugs
build / build (push) Successful in 2m52s
- engine-debug-tools/: a debug dump hotkey + dump2png to inspect
  decoded critter frames independent of the renderer (see root
  README.md's "Debugging" section).
- engine-patches/04,05: fix critter sprite scale and an OpenGL
  texture cache collision, found using that tooling.
- mdlp: fix encodeFrames RLE-diffing upscaled frames against a
  previous-frame reference the real RSD8 decoder never implements
  (verified against Night Dive's original Mac source down to the
  68K assembly) - was rendering as scattered static in-game.
- Upscale pipeline: better color quantization (dithering, pure-ramp
  exclusion) and per-resource model selection.
2026-10-18 06:59:47 +02:00
ml 389abd7de7 Add a first-party MDL mod-build system and reorganize modding/ under src/
modding/mods/ holds message edits as plain JSON (type, index, language,
plus only the changed fields - a long body can live in a sibling .txt to
avoid escaping in JSON), so mod authoring is reviewable in git instead of
living only in hacked's GUI. mdlp (modding/src/mdlp/, its own Docker image
mdlp-image/) turns them into the same mod folder/zip hacked's own Save
produces, reusing hacked's ss1/edit, ss1/world and ss1/content/text
packages via a go.mod replace - no GUI/GLFW/GTK needed. `make mods`
builds every mod into dist/mods/<name>/, scoped per-mod so it never
touches hacked's own build output; `make` (no target) now builds both.

Fixes a bug this surfaced: hacked's FileLocation.AbsolutePathFrom
silently writes into the current directory instead of the given output
folder when passed a relative path (the GUI never hits this since its
folder picker is always absolute) - mdlp now resolves its own paths
up front.

res/run-mods.sh/.bat are new companion launchers to run.sh/.bat: they
pass every dist/mods/*/mod folder to the engine as a separate absolute
argument, since ProcessModDirectory() only scans one directory level
deep. Wired into `make dist`/`dist-win` only, not the release archives.

modding/hacked/, its patches, sqweek-dialog/, its patches, and the new
mdlp/ move under modding/src/, separating source from the surrounding
Docker/script scaffolding; all path references updated to match.

NOTICE.txt gains a section for hacked's distributed build, listing hacked
(New BSD), sqweek/dialog (ISC - corrected from a wrong "New BSD" note),
and hacked's other direct Go dependencies.
2026-09-26 15:41:56 +02:00
ml cdb960dc71 Adding publishing assets for Github and Sidequest 2026-09-26 06:45:46 +02:00
ml 135e474a14 Add v0.5.3 screenshots and a video; name captures by version.
build / build (push) Successful in 2m52s
2026-09-21 20:14:51 +02:00
ml f0a83df667 Replace the logo and icon with QuestShock artwork; add a GitHub release workflow
build / build (push) Successful in 2m14s
2026-09-20 17:23:55 +02:00
ml 9586c58a67 Add a QuestShock startup splash; rename the app and data folder
build / build (push) Successful in 2m35s
2026-09-20 16:49:28 +02:00
ml c24b7f15cb Add remappable controller controls with a Controller Options tab
build / build (push) Successful in 2m14s
Add a player_controls config group that maps game actions to controller
inputs, and a Controller Options menu tab to rebind them in-headset.

- 45 actions: movement, click/double-click, jump, fire, and the engine's own
  keyboard hotkeys (posture, save/load, weapon/MFD select, etc.), sent to the
  engine as synthetic key events. Cheat and dead hotkeys are not exposed.
- Press-to-capture rebinding with per-input exclusivity, Reset to Defaults
  (built-in defaults, then questshock.config.default.json), and new defaults:
  left stick moves/strafes, right stick turns.
- Controller profiles for Touch, Vive and generic OpenXR
  (res/controller_profiles/), matched to the active interaction profile at
  runtime, with a fatal dialog if a profile's bindings are rejected at
  startup.
- The menu's thumbstick locomotion is disabled while the Controller Options
  tab is open or a capture is active. A scrollable list with a tap-to-jump
  scroll bar handles the long action list.
- Opening the menu pauses a running game and resumes it on close.
- Reset Position now keeps the player's facing instead of turning the screen
  to the current gaze.
- Play the intro video in the game's language (engine patch 23), falling back
  to English.
- Watchdog and shared-key handling for stuck movement keys, plus key-edge
  logging.
2026-09-20 06:08:50 +02:00
ml e1e6a006d4 Add configurable game/initial screen width and distance, with a bundled first-run config
build / build (push) Successful in 2m41s
- Video Options tab offers width and distance presets independently for
  the Initial Screen (splash/intro/menu) and Game Screen (gameplay)
  profiles, with their preset step/offset configurable via
  questshock.config.json.
- Ships res/questshock.config.default.json as the initial config on
  first run (or whenever questshock.config.json doesn't exist yet),
  refreshed from the APK on every launch without touching a user's own
  saved config.
2026-09-06 09:08:54 +02:00
ml c0619a55ab Add a language option to the VR menu, and fix a crash switching to it
build / build (push) Successful in 2m22s
- New "Language" row on the Main Menu tab (English/French/German),
  backed by a new "general" group in questshock.config.json
- Fixes a device-reproduced crash: switching language used to call
  language_dealfunc(), whose render_run()/opanel_redraw() repaint
  assumes the game's own in-game options panel is on screen - crashes
  (SIGSEGV) when triggered from our independent VR overlay instead.
  Now calls language_change() directly, which is all that's actually
  needed to reload resources and refresh the inventory/MFD/side-icon UI
- Fixes a second crash: this data set ships frnstrng.res/gerstrng.res
  but not mfdfrn.res/mfdger.res, and language_change() closes the
  current resource files before discovering the new ones don't exist -
  leaving no valid resource file open and crashing on the next lookup.
  Now checks both files exist before ever switching, refusing the
  change (with an in-headset popup) instead of corrupting resource state
- extract_assets.sh can now also pull mfdfrn.res/mfdger.res out of a
  System Shock: Classic installer (which includes them, unlike Enhanced
  Edition) if one is present in res/assets/ - entirely optional
- Documented all of the above in README.md/CONFIG.md
2026-09-05 08:09:12 +02:00
ml 09280dd410 Overhaul the VR menu UI: header, tabs, live video options, hover/click feedback, i18n, and dragging
build / build (push) Successful in 2m25s
- Header with title, git-tag-derived version, and a live FPS/frame-time/
  CPU/GPU-utilization/free-memory stats ribbon below the tab bar (FPS via
  a new per-frame tracker in xr_session.c; CPU/GPU via the OpenXR
  XR_META_performance_metrics extension, gracefully unavailable on
  runtimes that don't support it)
- Bottom tab bar with a live-editable Video Options tab (renderer/
  resolution), applying changes immediately via qs_config.c
- Hover and press feedback on every menu/keyboard button via a
  StateListDrawable (Android's default ripple never animates on this
  permanently unattached view tree), with a lighter default button color
  for visibility
- i18n for all menu/keyboard chrome text, following the game's own
  language setting (Strings.java)
- The main menu is now draggable via its header, matching the keyboard;
  xr_input.c's drag handling is generalized to per-overlay state instead
  of being keyboard-only
- The keyboard's title bar now matches the menu header's style
2026-09-05 07:02:30 +02:00
ml c4fd4eb3dd Adding support for a configuration file 2026-09-05 05:30:00 +02:00
ml e0a2e1f4bf Fix persistent GL_INVALID_OPERATION spam and resolution-change bugs on Android
build / build (push) Successful in 2m44s
- opengl_end_frame() bound framebuffer 0 on Android, which has no valid
  target there (real presentation goes through the OpenXR swapchain's own
  FBOs) - gl4es reported this every frame. Skip it there.
- render_hack_cameras() re-entered opengl_start_frame()/opengl_end_frame()
  for camera-monitor renders that never touch the GL screen; excluded them
  to match use_opengl()'s existing behavior. Also drains a stray error left
  by xrPollEvent().
- ChangeScreenSize() never called opengl_resize() on Android, freezing the
  3D render target at launch size after an in-game resolution change; and
  xr_get_game_resolution() used the swapchain's fixed size instead of the
  current screen resolution, misplacing the laser-pointer cursor after such
  a change.
- Removes all temporary bisection diagnostics added while tracking down the
  GL_INVALID_OPERATION source.
2026-09-04 16:34:52 +02:00
ml d6e438a541 Fix 3D texture corruption and stuck/dead-key input bugs
build / build (push) Successful in 2m13s
Stale GL_UNPACK state in gl4es and a missing pre-release GPU sync
caused diagonal-banded corruption in the 3D view. Synthetic key
press/release must track the real controller button or touch down/up
edges, not fire together in one call - fixes a typed movement key
sticking forever, then a follow-up that had silently broken A-button
jump and on-screen keyboard arrow keys. Also adds force-rebuild.sh for
the known stageEngine stale-cache issue.
2026-08-29 19:26:53 +02:00
matthias a2fb95e57b Add Windows cross-compilation via MinGW, and fix Docker build permission
build / build (push) Successful in 3m5s
issues on vboxsf-mounted checkouts

New `make dist-win`/`package-win` targets (folded into `dist`/`package`
alongside the renamed `dist-linux`/`package-linux`) cross-compile
systemshock.exe via MinGW, using prebuilt SDL2/SDL2_mixer/GLEW/
fluidsynth-lite baked into the build-image - no Windows machine or Wine
needed to build it, confirmed working and playable on a real Windows
machine. dist-win/ ships DLLs flat alongside the exe plus a new
res/run.bat launcher, packaged into a .zip the same way dist/ becomes a
.tar.gz.

Also fixes three build-image bugs hit while testing on a VirtualBox
vboxsf-mounted checkout: build-engine.sh/docker-entrypoint.sh losing
their execute bit (chmod +x on restrictive source perms), the container
user missing access to /workspace's supplementary vboxsf group, and
cp -a failing on symlink/hard-link creation (vboxsf doesn't support
either) - now falls back to dereferencing copies when detected. Also
adds Docker/zip/etc. prerequisites to the README for both the desktop
and Quest builds.
2026-08-16 06:27:31 +02:00
ml d2dc58391b Add controller input and a laser-pointer-driven menu quad
build / build (push) Successful in 2m26s
- xr_input.c/h: an OpenXR action set (aim pose, trigger/select click, a
  menu-toggle button) plus ray/quad hit-testing, and a visible
  laser-pointer line drawn from the controller toward the hit point.
- xr_menu.c/h + MenuOverlay.java: a second composition-layer quad,
  toggled by a controller button, showing an off-screen, never-attached
  Android View tree (one "Keyboard" button so far) driven by synthetic
  touch events computed from the laser ray's hit UV.
- Migrate gl4es from a prebuilt binary baked into the Docker build-image
  to a vendored source snapshot (android/gl4es-src/) compiled from
  source at APK build time via CMake add_subdirectory(), patched through
  a new android/gl4es-patches/ (mirrors the existing engine-patches/
  pattern). This was needed to track down and fix a bug hit while
  building the menu: gl4es's fixed-pipeline emulation (fpe.c) was
  unconditionally substituting its own shader onto the menu's draw call
  (fpe_ReleventState() always sets alphafunc to a nonzero sentinel, so
  its fpe_IsEmpty() check could never see the state as empty), making
  the menu quad show the game's own rendering instead of its own
  content. Fixed by routing the menu's blit through a real
  glBlitFramebuffer() call instead of a shader-based draw, which gl4es's
  fpe.c has nothing to intercept - documented in README.md's new
  "Debugging notes" section.
- Renumber android/engine-patches/ to close the gap left by removing an
  unrelated diagnostic-only patch, and strip investigation-journal
  comments and dead diagnostic code (temporary tracing, env-var probes)
  left over from finding the bug above.
- Restructure README.md into numbered sections, document every
  engine/gl4es patch, add Android Studio dev/testing-cycle instructions,
  and generalize Quest-specific wording to any OpenXR headset. Update
  NOTICE.txt to match (gl4es is now vendored/patched source, not a
  prebuilt binary; add the OpenXR-SDK loader).
2026-08-02 06:27:49 +02:00
ml 2300d081c3 Add OpenXR bring-up: render the game as a floating quad in an immersive Quest session
build / build (push) Successful in 2m12s
- New android/app/src/main/cpp/xr_session.c (+.h): owns the OpenXR
  instance/session/local-space/swapchain and the per-frame
  xrWaitFrame/xrBeginFrame/xrEndFrame loop, submitting the game's
  existing flat render as a single head-tracked XrCompositionLayerQuad.
  No stereo rendering or controller input yet - that's steps B/C/D of
  the plan.
- 11-android-openxr-cmake.patch: links the OpenXR loader as a build
  dependency, staged into jniLibs the same way as gl4es/SDL2.
  build-image/Dockerfile and prepare-android-project.sh build and stage
  it.
- 12-android-openxr-present.patch: redirects OpenGL.cc's final present
  step (opengl_swap_and_restore / SDLDraw's software path) into the XR
  swapchain FBO instead of the window, on Android only. Two real gl4es
  bugs had to be worked around to get pixels on screen at all:
    - gl4es's own glBindFramebuffer errors on an FBO id it didn't create
      itself, even though the real driver-level bind succeeds - fixed by
      creating the swapchain FBO container via gl4es's own
      glGenFramebuffers/glBindFramebuffer, and only using the real
      (dlsym'd) driver call for attaching OpenXR's foreign swapchain
      texture, which gl4es's own attach can't handle.
    - gl4es's glBegin/glVertexAttrib/glVertex3f immediate-mode emulation
      only captures a fresh per-vertex value for attribute 0 (position,
      driven directly by glVertex3f) - custom attributes like this
      shader's texcoords/light are GLES2's *constant*-attribute API and
      applied once for the whole draw, not per vertex, silently
      collapsing the UI-overlay quad to a single sampled texel. Fixed by
      switching that one draw call to real vertex arrays
      (glVertexAttribPointer/glDrawArrays).
  Also flips the V texcoord to match SDL's top-down row order against
  GL's texture convention, and reuses a persistent texture object
  instead of a fresh gen/upload/delete every frame.
- AndroidManifest.xml: declares the immersive-HMD intent category and
  focus-aware metadata, drops the 2D-panel layout hint.
- README: documents the new OpenXR immersive mode.
2026-07-25 07:25:27 +02:00
ml 0f59898bb6 - AndroidManifest.xml: add android:screenOrientation="landscape" and a
build / build (push) Successful in 2m15s
<layout> defaultWidth/defaultHeight/minWidth/minHeight/gravity hint -
  Quest's Home shell otherwise defaults a freshly-launched 2D panel to a
  portrait shape, cropping the game's 4:3 640x480 content down to a
  sliver.
- The actual root cause of the remaining crop (game rendering into one
  corner of an otherwise correctly-sized panel), found via on-device
  logcat and the new diagnostics below rather than guesswork:
  ChangeScreenSize() (engine/src/MacSrc/ShockBitmap.c) calls
  SDL_SetWindowSize() whenever the game sets its video mode. That's a
  desktop-only operation in effect - Android has no SetWindowSize driver
  hook, so SDL's generic layer instead overwrites its own cached window
  size to the game's internal resolution (640x480) and synthesizes a
  resize event from that, desyncing SDL's notion of the window size from
  the real, unchanged Android surface (e.g. 1600x1200). Both SDL's own
  renderer viewport and the engine's custom GL viewport then scale
  against that corrupted cached size. 10-android-no-window-resize.patch
  skips the desktop-only SDL_SetWindowFullscreen/SetWindowSize/
  SetWindowPosition calls on Android, keeping the legitimate
  SDL_RenderSetLogicalSize/offscreen-bitmap setup.
- 06-android-resize-event.patch: also react to SDL_WINDOWEVENT_RESIZED
  in the engine's event loop, not just SIZE_CHANGED - Android's SDL video
  backend never sends SIZE_CHANGED for surface-driven resizes, only
  RESIZED, an independent gap worth closing regardless of the bug above.
- 08/09-android-logcat-*.patch: route the engine's existing log.c output
  (previously plain fprintf(stderr,...), never actually captured by
  logcat on this build) through __android_log_vprint instead, so every
  existing INFO/DEBUG/WARN/ERROR call site becomes visible for on-device
  debugging. This is what made the diagnostic below (and everything
  since) observable at all.
- 07-android-size-diagnostics.patch: one-time startup log comparing
  SDL_GetWindowSize/SDL_GL_GetDrawableSize/SDL_GetRendererOutputSize -
  the evidence that actually pinned down the SDL_SetWindowSize bug above.
- QuestShockActivity.java: add a diagnostic onSizeChanged() log on
  GameSurface, used to rule out a later Android-side panel relayout as
  the cause before finding the real one.
2026-07-24 06:31:18 +02:00
ml 4e47e0a989 Fix missing-assets detection race, 16 KB page alignment, and Android audio backend
build / build (push) Successful in 2m11s
- QuestShockActivity now actually blocks the native engine from starting
  when game data is missing, closing three gaps found via on-device
  testing: super.onCreate() must run unconditionally first (Android
  throws SuperNotCalledException otherwise); SDLActivity.mBrokenLibraries
  is now set provisionally before the storage-permission check, since
  onWindowFocusChanged() closing the permission dialog could otherwise
  start the engine before the async onRequestPermissionsResult() callback
  ran; and a new GameSurface (SDLSurface subclass) closes the actual gap
  that let the init_popups NULL-deref crash through even with
  mBrokenLibraries set - SDLSurface.surfaceChanged() starts the native
  thread directly without ever checking that flag.
- Force Android to use SDL2's openslES audio backend instead of AAudio
  (android/engine-patches/05-android-audio-driver.patch): AAudio only
  allows one open playback device at a time, but the engine opens two
  (cutscene audio via SDL_OpenAudioDevice, SFX/MIDI via Mix_OpenAudio),
  hitting an assertion failure on real hardware.
- Add 16 KB ELF page-size alignment (-Wl,-z,max-page-size=16384) to every
  Android shared library - the four prebuilts (SDL2, SDL2_mixer,
  fluidsynth-lite, gl4es, in build-image/Dockerfile) and the engine's own
  libmain.so (build.gradle) - matching Google's Play Store requirement
  for Android 15+ and clearing Android Studio's compatibility warning.
- Add a stageEngine Gradle task that automatically re-stages the patched
  engine/ copy and prebuilt libraries before any Android Studio build
  (hooked into preBuild, with proper up-to-date checking), so source/
  patch changes can't silently go stale in the build/android-engine
  scratch copy - previously a manual, easy-to-forget step. Skips
  automatically inside the build-image container so make apk/CI are
  unaffected.
2026-07-23 19:20:22 +02:00
ml ac640762d7 Fix Quest launch crashes, version the APK like the tarball, and support native builds in Android Studio
build / build (push) Successful in 2m13s
- patchelf gl4es's embedded SONAME to libGL.so so AGP's jniLibs packaging
  (which drops any file not literally named "*.so") and the dynamic
  linker's NEEDED-entry resolution (by embedded SONAME, not filename)
  finally agree - fixes the "library \"libGL.so.1\" not found" crash seen
  on real Quest hardware.
- QuestShockActivity now checks that res/data and res/sound exist before
  starting the native engine, showing an explanatory dialog instead of
  crashing on init_popups' unchecked NULL resource load when a fresh
  install has no game data copied in yet.
- dist/questshock-<version>-android-arm64.apk is now versioned from the
  same git-tag-or-dev-placeholder scheme as the desktop tarball
  (build-image/version.sh, shared by both via the Makefile and
  build-apk.sh).
- build-image/prepare-android-project.sh (prep logic extracted out of
  build-apk.sh) can now stage android/ for a native build directly in
  Android Studio (--host-paths), exporting the prebuilt SDL2/SDL2_mixer/
  fluidsynth-lite/gl4es libraries and writing host-resolvable paths,
  instead of only ever building inside the Docker image.
- Corrected GET_ASSETS.txt/GET_ASSETS_QUEST.txt, which wrongly described
  merging res/pc/hd and res/pc/cdrom trees out of the raw installer's
  sshock.kpf - an already-installed copy's res/data res/sound can just
  be copied directly, with extract_assets.sh only needed from the raw
  installer.
2026-07-23 06:42:45 +02:00
ml 9e2c9ffbe6 Adding first APK build 2026-07-20 09:45:08 +02:00
ml 8712269b51 Adding a logo and NodeJS to the build image
build / build (push) Successful in 42s
2026-07-19 16:50:36 +02:00
ml a5ec8db5f7 Vendor the Shockolate engine and build it via a Docker image with every
build / build (push) Failing after 5s
dependency (SDL2, SDL2_mixer, fluidsynth-lite, a MIDI soundfont)
prebuilt, so compiling the engine needs no network access - just the
image and the engine source. Add res/assets/extract_assets.sh to pull
the game's data files out of a purchased GOG installer, and a Makefile
that assembles a runnable dist/ from the two.

Also add `make package`, which builds a redistributable tarball that
omits the proprietary game assets (shipping res/GET_ASSETS.txt instead)
plus license information for both the MIT tooling and the GPLv3 engine,
and a Gitea Actions workflow that builds and publishes it to
dl.ladkau.de on every push.
2026-07-19 15:43:38 +02:00