diff options
author | Michael Smith <mikesmiffy128@gmail.com> | 2022-01-07 00:14:55 +0000 |
---|---|---|
committer | Michael Smith <mikesmiffy128@gmail.com> | 2022-01-07 00:14:55 +0000 |
commit | 7652b5d11f54aa3bcd1e2ffebcf46022353d8a17 (patch) | |
tree | a469af728bcb11cb449417511e82949d5a02dc44 | |
parent | 4760ac5c63e504f89cbcf2fa3fbefb2fb2d302a0 (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.c | 29 |
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; + } } } |