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authorMichael Smith <mikesmiffy128@gmail.com>2022-01-07 00:14:55 +0000
committerMichael Smith <mikesmiffy128@gmail.com>2022-01-07 00:14:55 +0000
commit7652b5d11f54aa3bcd1e2ffebcf46022353d8a17 (patch)
treea469af728bcb11cb449417511e82949d5a02dc44
parent4760ac5c63e504f89cbcf2fa3fbefb2fb2d302a0 (diff)
Fix mat_queue_mode *properly*
I hadn't realised this was all that newer versions did. Thanks Aciidz for testing the fix on earlier versions too and confirming that it really is this simple.
-rw-r--r--src/fixes.c29
1 files changed, 16 insertions, 13 deletions
diff --git a/src/fixes.c b/src/fixes.c
index 49cddf7..5883eb4 100644
--- a/src/fixes.c
+++ b/src/fixes.c
@@ -56,21 +56,24 @@ void fixes_apply(void) {
// this out. Good meme 8/10.
unhide("sv_hosting_lobby");
- // L4D2 resets mat_queue_mode to -1 (multicore rendering off) all the time
- // if gpu_level is 0 (low shader detail), causing lag that can only be fixed
- // by manually fixing the setting in video settings. Make mat_queue_mode
- // public so it can be set on a bind or something to work around this bug,
- // *but* constrain it so people don't use the other two modes, which aren't
- // available otherwise. Unlike other fixes, make this one only fire for L4D2
- // since we don't know what video modes should be available for every other
- // Source game.
+ // Older versions of L4D2 reset mat_queue_mode to -1 (multicore rendering
+ // off) all the time if gpu_level is 0 (low shader detail), causing lag that
+ // can only be fixed by manually fixing the setting in video settings. Newer
+ // versions work around this by marking it as ARCHIVE, *breaking* the code
+ // that's supposed to link it to the other settings with a warning in the
+ // console. This two-wrongs-make-a-right spaghetti hack fix is so stupid
+ // that we can reimplement it ourselves for older versions even with our
+ // limited intelligence. We also make it public for convenience, but
+ // constrain it so we don't enable a configuration that isn't already
+ // possible on these earlier versions (who knows if that breaks
+ // something...).
if (GAMETYPE_MATCHES(L4D2)) {
- // TODO(compat): *technically* this should also check for newer
- // versions since they don't have the bug but whatever that's a nitpick
struct con_var *v = con_findvar("mat_queue_mode");
- if (v) v->parent->base.flags &= ~(CON_DEVONLY | CON_HIDDEN);
- v->parent->hasmax = true; v->parent->maxval = 0;
- unhide("mat_queue_mode");
+ if (v && (v->parent->base.flags & CON_ARCHIVE)) {
+ v->parent->base.flags = v->parent->base.flags
+ & ~(CON_DEVONLY | CON_HIDDEN) | CON_ARCHIVE;
+ v->parent->hasmax = true; v->parent->maxval = 0;
+ }
}
}