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cvar: misc description fixes, allow vsync to a fraction of refresh rate
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Refresh rate fractions are supported by SDL2 for positive and negative
(adaptive) values, and by emscripten for positive values.

Signed-off-by: bones_was_here <[email protected]>
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bones-was-here committed May 28, 2024
1 parent 8698e53 commit 927653b
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Showing 4 changed files with 5 additions and 5 deletions.
4 changes: 2 additions & 2 deletions cl_screen.c
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Expand Up @@ -51,12 +51,12 @@ cvar_t scr_loadingscreen_barcolor = {CF_CLIENT, "scr_loadingscreen_barcolor", "0
cvar_t scr_loadingscreen_barheight = {CF_CLIENT, "scr_loadingscreen_barheight", "8", "the height of the loadingscreen progress bar"};
cvar_t scr_loadingscreen_maxfps = {CF_CLIENT, "scr_loadingscreen_maxfps", "20", "maximum FPS for loading screen so it will not update very often (this reduces loading time with lots of models)"};
cvar_t scr_infobar_height = {CF_CLIENT, "scr_infobar_height", "8", "the height of the infobar items"};
cvar_t scr_sbarscale = {CF_CLIENT | CF_READONLY, "scr_sbarscale", "1", "current vid_height/vid_conheight, for compatibility with csprogs that read this cvar (found in Fitzquake-derived engines and FTEQW; despite the name it's not specific to the sbar)"};
cvar_t scr_sbarscale = {CF_CLIENT | CF_READONLY, "scr_sbarscale", "1", "current vid_height/vid_conheight, for compatibility with csprogs that read this cvar (found in Fitzquake-derived engines and FTEQW; despite the name it's not specific to the status bar)"};
cvar_t vid_conwidthauto = {CF_CLIENT | CF_ARCHIVE, "vid_conwidthauto", "1", "automatically update vid_conwidth to match aspect ratio"};
cvar_t vid_conwidth = {CF_CLIENT | CF_ARCHIVE, "vid_conwidth", "640", "virtual width of 2D graphics system (note: changes may be overwritten, see vid_conwidthauto)"};
cvar_t vid_conheight = {CF_CLIENT | CF_ARCHIVE, "vid_conheight", "480", "virtual height of 2D graphics system"};
cvar_t vid_pixelheight = {CF_CLIENT | CF_ARCHIVE, "vid_pixelheight", "1", "adjusts vertical field of vision to account for non-square pixels (1280x1024 on a CRT monitor for example)"};
cvar_t scr_screenshot_jpeg = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_jpeg","1", "save jpeg instead of targa"};
cvar_t scr_screenshot_jpeg = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_jpeg","1", "save jpeg instead of targa or PNG"};
cvar_t scr_screenshot_jpeg_quality = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_jpeg_quality","0.9", "image quality of saved jpeg"};
cvar_t scr_screenshot_png = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_png","0", "save png instead of targa"};
cvar_t scr_screenshot_gammaboost = {CF_CLIENT | CF_ARCHIVE, "scr_screenshot_gammaboost","1", "gamma correction on saved screenshots and videos, 1.0 saves unmodified images"};
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2 changes: 1 addition & 1 deletion sv_main.c
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Expand Up @@ -162,7 +162,7 @@ cvar_t sv_warsowbunny_backtosideratio = {CF_SERVER, "sv_warsowbunny_backtosidera
cvar_t sv_onlycsqcnetworking = {CF_SERVER, "sv_onlycsqcnetworking", "0", "disables legacy entity networking code for higher performance (except on clients, which can still be legacy)"};
cvar_t sv_areadebug = {CF_SERVER, "sv_areadebug", "0", "disables physics culling for debugging purposes (only for development)"};

cvar_t sys_ticrate = {CF_SERVER | CF_ARCHIVE, "sys_ticrate","0.01388889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 0.0138889 matches QuakeWorld physics"};
cvar_t sys_ticrate = {CF_SERVER | CF_ARCHIVE, "sys_ticrate","0.01388889", "how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players), 1/72 matches QuakeWorld physics"};
cvar_t sv_maxphysicsframesperserverframe = {CF_SERVER, "sv_maxphysicsframesperserverframe","10", "maximum number of physics frames per server frame"};
cvar_t sv_lagreporting_always = {CF_SERVER, "sv_lagreporting_always", "0", "report lag even in singleplayer, listen, or an empty dedicated server"};
cvar_t sv_lagreporting_strict = {CF_SERVER, "sv_lagreporting_strict", "0", "log any extra frames run to catch up after a holdup (only applies when sv_maxphysicsframesperserverframe > 1)"};
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2 changes: 1 addition & 1 deletion vid_sdl.c
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Expand Up @@ -1526,7 +1526,7 @@ static void VID_ApplyDisplayMode_c(cvar_t *var)

static void VID_SetVsync_c(cvar_t *var)
{
signed char vsyncwanted = cls.timedemo ? 0 : bound(-1, vid_vsync.integer, 1);
int vsyncwanted = cls.timedemo ? 0 : vid_vsync.integer;

if (!context)
return;
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2 changes: 1 addition & 1 deletion vid_shared.c
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Expand Up @@ -146,7 +146,7 @@ cvar_t vid_touchscreen_density = {CF_CLIENT, "vid_touchscreen_density", "2.0", "
cvar_t vid_touchscreen_xdpi = {CF_CLIENT, "vid_touchscreen_xdpi", "300", "Horizontal DPI of the screen (only valid on Android currently)"};
cvar_t vid_touchscreen_ydpi = {CF_CLIENT, "vid_touchscreen_ydpi", "300", "Vertical DPI of the screen (only valid on Android currently)"};

cvar_t vid_vsync = {CF_CLIENT | CF_ARCHIVE, "vid_vsync", "0", "sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time) at the cost of latency, 1 always syncs and -1 is adaptive (stops syncing if the framerate drops, unsupported by some platforms), automatically disabled when doing timedemo benchmarks"};
cvar_t vid_vsync = {CF_CLIENT | CF_ARCHIVE, "vid_vsync", "0", "sync to vertical blank, prevents 'tearing' (seeing part of one frame and part of another on the screen at the same time) at the cost of latency, >= 1 always syncs and <= -1 is adaptive (stops syncing if the framerate drops, unsupported by some platforms), automatically disabled when doing timedemo benchmarks"};
cvar_t vid_mouse = {CF_CLIENT | CF_ARCHIVE, "vid_mouse", "1", "whether to use the mouse in windowed mode (fullscreen always does)"};
cvar_t vid_mouse_clickthrough = {CF_CLIENT | CF_ARCHIVE, "vid_mouse_clickthrough", "0", "mouse behavior in windowed mode: 0 = click to focus, 1 = allow interaction even if the window is not focused (click-through behaviour, can be useful when using third-party game overlays)"};
cvar_t vid_minimize_on_focus_loss = {CF_CLIENT | CF_ARCHIVE, "vid_minimize_on_focus_loss", "0", "whether to minimize the fullscreen window if it loses focus (such as by alt+tab)"};
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