]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - view.c
Add GL_ExtensionSupported in vid_null.c because vid_shared.c relies on
[xonotic/darkplaces.git] / view.c
diff --git a/view.c b/view.c
index 559ab97ee819ad952f2cb05c2245e3ccc502b814..77aed899ddce7e8223e09196b83b2b7cd6ec060e 100644 (file)
--- a/view.c
+++ b/view.c
@@ -48,6 +48,10 @@ cvar_t cl_bobmodel = {CVAR_SAVE, "cl_bobmodel", "1", "enables gun bobbing"};
 cvar_t cl_bobmodel_side = {CVAR_SAVE, "cl_bobmodel_side", "0.15", "gun bobbing sideways sway amount"};
 cvar_t cl_bobmodel_up = {CVAR_SAVE, "cl_bobmodel_up", "0.06", "gun bobbing upward movement amount"};
 cvar_t cl_bobmodel_speed = {CVAR_SAVE, "cl_bobmodel_speed", "7", "gun bobbing speed"};
+cvar_t cl_bob_limit = {CVAR_SAVE, "cl_bob_limit", "7", "limits bobbing to this much distance from view_ofs"};
+cvar_t cl_bob_limit_heightcheck = {CVAR_SAVE, "cl_bob_limit_heightcheck", "0", "check ceiling and floor height against cl_bob_limit and scale down all view bobbing if could result in camera being in solid"};
+cvar_t cl_bob_limit_heightcheck_dontcrosswatersurface = {CVAR_SAVE, "cl_bob_limit_heightcheck_dontcrosswatersurface", "1", "limit cl_bob_limit to not crossing liquid surfaces also"};
+cvar_t cl_bob_velocity_limit = {CVAR_SAVE, "cl_bob_velocity_limit", "400", "limits the xyspeed value in the bobbing code"};
 
 cvar_t cl_leanmodel = {CVAR_SAVE, "cl_leanmodel", "0", "enables gun leaning"};
 cvar_t cl_leanmodel_side_speed = {CVAR_SAVE, "cl_leanmodel_side_speed", "0.7", "gun leaning sideways speed"};
@@ -88,6 +92,30 @@ cvar_t v_ipitch_level = {0, "v_ipitch_level", "0.3", "v_idlescale pitch amount"}
 
 cvar_t v_idlescale = {0, "v_idlescale", "0", "how much of the quake 'drunken view' effect to use"};
 
+cvar_t v_isometric = {0, "v_isometric", "0", "changes view to isometric (non-perspective)"};
+cvar_t v_isometric_verticalfov = { 0, "v_isometric_verticalfov", "512", "vertical field of view in game units (horizontal is computed using aspect ratio based on this)"};
+cvar_t v_isometric_xx = {0, "v_isometric_xx", "1", "camera matrix"};
+cvar_t v_isometric_xy = {0, "v_isometric_xy", "0", "camera matrix"};
+cvar_t v_isometric_xz = {0, "v_isometric_xz", "0", "camera matrix"};
+cvar_t v_isometric_yx = {0, "v_isometric_yx", "0", "camera matrix"};
+cvar_t v_isometric_yy = {0, "v_isometric_yy", "1", "camera matrix"};
+cvar_t v_isometric_yz = {0, "v_isometric_yz", "0", "camera matrix"};
+cvar_t v_isometric_zx = {0, "v_isometric_zx", "0", "camera matrix"};
+cvar_t v_isometric_zy = {0, "v_isometric_zy", "0", "camera matrix"};
+cvar_t v_isometric_zz = {0, "v_isometric_zz", "1", "camera matrix"};
+cvar_t v_isometric_tx = {0, "v_isometric_tx", "0", "camera position (player-relative)"};
+cvar_t v_isometric_ty = {0, "v_isometric_ty", "0", "camera position (player-relative)"};
+cvar_t v_isometric_tz = {0, "v_isometric_tz", "0", "camera position (player-relative)"};
+cvar_t v_isometric_rot_pitch = {0, "v_isometric_rot_pitch", "60", "camera rotation"};
+cvar_t v_isometric_rot_yaw = {0, "v_isometric_rot_yaw", "135", "camera rotation"};
+cvar_t v_isometric_rot_roll = {0, "v_isometric_rot_roll", "0", "camera rotation"};
+cvar_t v_isometric_relx = {0, "v_isometric_relx", "0", "camera position*forward"};
+cvar_t v_isometric_rely = {0, "v_isometric_rely", "0", "camera position*left"};
+cvar_t v_isometric_relz = {0, "v_isometric_relz", "0", "camera position*up"};
+cvar_t v_isometric_flipcullface = {0, "v_isometric_flipcullface", "0", "flips the backface culling"};
+cvar_t v_isometric_locked_orientation = {0, "v_isometric_locked_orientation", "1", "camera rotation is fixed"};
+cvar_t v_isometric_usevieworiginculling = {0, "v_isometric_usevieworiginculling", "0", "check visibility to the player location (can look pretty weird)"};
+
 cvar_t crosshair = {CVAR_SAVE, "crosshair", "0", "selects crosshair to use (0 is none)"};
 
 cvar_t v_centermove = {0, "v_centermove", "0.15", "how long before the view begins to center itself (if freelook/+mlook/+jlook/+klook are off)"};
@@ -110,6 +138,8 @@ cvar_t v_deathtiltangle = {0, "v_deathtiltangle", "80", "what roll angle to use
 // Prophecy camera pitchangle by Alexander "motorsep" Zubov
 cvar_t chase_pitchangle = {CVAR_SAVE, "chase_pitchangle", "55", "chase cam pitch angle"};
 
+cvar_t v_yshearing = {0, "v_yshearing", "0", "be all out of gum (set this to the maximum angle to allow Y shearing for - try values like 75)"};
+
 float  v_dmg_time, v_dmg_roll, v_dmg_pitch;
 
 
@@ -446,6 +476,7 @@ static void highpass3_limited(vec3_t value, vec_t fracx, vec_t limitx, vec_t fra
  *   cl.oldongrounbd
  *   cl.stairsmoothtime
  *   cl.stairsmoothz
+ *   cl.calcrefdef_prevtime
  * Extra input:
  *   cl.movecmd[0].time
  *   cl.movevars_stepheight
@@ -490,7 +521,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                cl.lastongroundtime = cl.movecmd[0].time;
        }
        cl.oldonground = clonground;
+       cl.calcrefdef_prevtime = max(cl.calcrefdef_prevtime, cl.oldtime);
 
+       VectorClear(gunangles);
        VectorClear(gunorg);
        viewmodelmatrix_nobob = identitymatrix;
        viewmodelmatrix_withbob = identitymatrix;
@@ -519,6 +552,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                        r_refdef.view.matrix = *entrendermatrix;
                        Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, clstatsviewheight);
                }
+               if (v_yshearing.value > 0)
+                       Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
                Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
                Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
                Matrix4x4_Copy(&viewmodelmatrix_withbob, &viewmodelmatrix_nobob);
@@ -548,7 +583,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
 
                // apply the viewofs (even if chasecam is used)
                // Samual: Lets add smoothing for this too so that things like crouching are done with a transition.
-               viewheight = bound(0, (cl.time - cl.oldtime) / max(0.0001, cl_smoothviewheight.value), 1);
+               viewheight = bound(0, (cl.time - cl.calcrefdef_prevtime) / max(0.0001, cl_smoothviewheight.value), 1);
                viewheightavg = viewheightavg * (1 - viewheight) + clstatsviewheight * viewheight;
                vieworg[2] += viewheightavg;
 
@@ -578,20 +613,20 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup;
 #if 0
 #if 1
-                               //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
-                               trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                               //trace = CL_TraceLine(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
+                               trace = CL_TraceLine(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
 #else
-                               //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
-                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                               //trace = CL_TraceBox(vieworg, eyeboxmins, eyeboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
+                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, true, false, NULL, false);
 #endif
                                VectorCopy(trace.endpos, vieworg);
                                vieworg[2] -= 8;
 #else
                                // trace from first person view location to our chosen third person view location
 #if 1
-                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
+                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
 #else
-                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
 #endif
                                VectorCopy(trace.endpos, bestvieworg);
                                offset[2] = 0;
@@ -604,9 +639,9 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                                chase_dest[1] = vieworg[1] - forward[1] * camback + up[1] * camup + offset[1];
                                                chase_dest[2] = vieworg[2] - forward[2] * camback + up[2] * camup + offset[2];
 #if 1
-                                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
+                                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
 #else
-                                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false);
+                                               trace = CL_TraceBox(vieworg, camboxmins, camboxmaxs, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false);
 #endif
                                                if (bestvieworg[2] > trace.endpos[2])
                                                        bestvieworg[2] = trace.endpos[2];
@@ -632,7 +667,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                chase_dest[0] = vieworg[0] + forward[0] * dist;
                                chase_dest[1] = vieworg[1] + forward[1] * dist;
                                chase_dest[2] = vieworg[2] + forward[2] * dist + camup;
-                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_SKY, true, false, NULL, false, true);
+                               trace = CL_TraceLine(vieworg, chase_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
                                VectorMAMAM(1, trace.endpos, 8, forward, 4, trace.plane.normal, vieworg);
                        }
                }
@@ -654,62 +689,96 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                        if (!cldead)
                        {
                                double xyspeed, bob, bobfall;
-                               float cycle;
+                               double cycle; // double-precision because cl.time can be a very large number, where float would get stuttery at high time values
                                vec_t frametime;
 
-                               frametime = (cl.time - cl.oldtime) * cl.movevars_timescale;
+                               frametime = (cl.time - cl.calcrefdef_prevtime) * cl.movevars_timescale;
 
-                               // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
-                               if(teleported)
+                               if(cl_followmodel.integer || cl_leanmodel.integer)
                                {
-                                       // try to fix the first highpass; result is NOT
-                                       // perfect! TODO find a better fix
-                                       VectorCopy(viewangles, cl.gunangles_prev);
+                                       // 1. if we teleported, clear the frametime... the lowpass will recover the previous value then
+                                       if(teleported)
+                                       {
+                                               // try to fix the first highpass; result is NOT
+                                               // perfect! TODO find a better fix
+                                               VectorCopy(viewangles, cl.gunangles_prev);
+                                               VectorCopy(vieworg, cl.gunorg_prev);
+                                       }
+
+                                       // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
+                                       VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+                                       highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
                                        VectorCopy(vieworg, cl.gunorg_prev);
+                                       VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
+
+                                       // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
+                                       VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+                                       cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
+                                       cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
+                                       cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
+                                       highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
+                                       VectorCopy(viewangles, cl.gunangles_prev);
+                                       VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
+
+                                       // 3. calculate the RAW adjustment vectors
+                                       gunorg[0] *= -cl_followmodel_side_speed.value;
+                                       gunorg[1] *= -cl_followmodel_side_speed.value;
+                                       gunorg[2] *= -cl_followmodel_up_speed.value;
+
+                                       gunangles[PITCH] *= -cl_leanmodel_up_speed.value;
+                                       gunangles[YAW] *= -cl_leanmodel_side_speed.value;
+                                       gunangles[ROLL] = 0;
+
+                                       // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
+                                       //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
+                                       highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
+                                       lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
+                                       // we assume here: PITCH = 0, YAW = 1, ROLL = 2
+                                       highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
+                                       lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
+
+                                       // 5. use the adjusted vectors
+                                       VectorAdd(vieworg, gunorg, gunorg);
+                                       VectorAdd(viewangles, gunangles, gunangles);
+                               }
+                               else
+                               {
+                                       // Just initialize gunorg/gunangles.
+                                       VectorCopy(vieworg, gunorg);
+                                       VectorCopy(viewangles, gunangles);
                                }
-
-                               // 2. for the gun origin, only keep the high frequency (non-DC) parts, which is "somewhat like velocity"
-                               VectorAdd(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
-                               highpass3_limited(vieworg, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_side_highpass1.value, cl_followmodel_side_limit.value, frametime*cl_followmodel_up_highpass1.value, cl_followmodel_up_limit.value, cl.gunorg_highpass, gunorg);
-                               VectorCopy(vieworg, cl.gunorg_prev);
-                               VectorSubtract(cl.gunorg_highpass, cl.gunorg_prev, cl.gunorg_highpass);
-
-                               // in the highpass, we _store_ the DIFFERENCE to the actual view angles...
-                               VectorAdd(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
-                               cl.gunangles_highpass[PITCH] += 360 * floor((viewangles[PITCH] - cl.gunangles_highpass[PITCH]) / 360 + 0.5);
-                               cl.gunangles_highpass[YAW] += 360 * floor((viewangles[YAW] - cl.gunangles_highpass[YAW]) / 360 + 0.5);
-                               cl.gunangles_highpass[ROLL] += 360 * floor((viewangles[ROLL] - cl.gunangles_highpass[ROLL]) / 360 + 0.5);
-                               highpass3_limited(viewangles, frametime*cl_leanmodel_up_highpass1.value, cl_leanmodel_up_limit.value, frametime*cl_leanmodel_side_highpass1.value, cl_leanmodel_side_limit.value, 0, 0, cl.gunangles_highpass, gunangles);
-                               VectorCopy(viewangles, cl.gunangles_prev);
-                               VectorSubtract(cl.gunangles_highpass, cl.gunangles_prev, cl.gunangles_highpass);
-
-                               // 3. calculate the RAW adjustment vectors
-                               gunorg[0] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
-                               gunorg[1] *= (cl_followmodel.value ? -cl_followmodel_side_speed.value : 0);
-                               gunorg[2] *= (cl_followmodel.value ? -cl_followmodel_up_speed.value : 0);
-
-                               gunangles[PITCH] *= (cl_leanmodel.value ? -cl_leanmodel_up_speed.value : 0);
-                               gunangles[YAW] *= (cl_leanmodel.value ? -cl_leanmodel_side_speed.value : 0);
-                               gunangles[ROLL] = 0;
-
-                               // 4. perform highpass/lowpass on the adjustment vectors (turning velocity into acceleration!)
-                               //    trick: we must do the lowpass LAST, so the lowpass vector IS the final vector!
-                               highpass3(gunorg, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_side_highpass.value, frametime*cl_followmodel_up_highpass.value, cl.gunorg_adjustment_highpass, gunorg);
-                               lowpass3(gunorg, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_side_lowpass.value, frametime*cl_followmodel_up_lowpass.value, cl.gunorg_adjustment_lowpass, gunorg);
-                               // we assume here: PITCH = 0, YAW = 1, ROLL = 2
-                               highpass3(gunangles, frametime*cl_leanmodel_up_highpass.value, frametime*cl_leanmodel_side_highpass.value, 0, cl.gunangles_adjustment_highpass, gunangles);
-                               lowpass3(gunangles, frametime*cl_leanmodel_up_lowpass.value, frametime*cl_leanmodel_side_lowpass.value, 0, cl.gunangles_adjustment_lowpass, gunangles);
-
-                               // 5. use the adjusted vectors
-                               VectorAdd(vieworg, gunorg, gunorg);
-                               VectorAdd(viewangles, gunangles, gunangles);
 
                                // bounded XY speed, used by several effects below
-                               xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), 400);
+                               xyspeed = bound (0, sqrt(clvelocity[0]*clvelocity[0] + clvelocity[1]*clvelocity[1]), cl_bob_velocity_limit.value);
 
                                // vertical view bobbing code
                                if (cl_bob.value && cl_bobcycle.value)
                                {
+                                       float bob_limit = cl_bob_limit.value;
+
+                                       if (cl_bob_limit_heightcheck.integer)
+                                       {
+                                               // use traces to determine what range the view can bob in, and scale down the bob as needed
+                                               float trace1fraction;
+                                               float trace2fraction;
+                                               vec3_t bob_height_check_dest;
+
+                                               // these multipliers are expanded a bit (the actual bob sin range is from -0.4 to 1.0) to reduce nearclip issues, especially on water surfaces
+                                               bob_height_check_dest[0] = vieworg[0];
+                                               bob_height_check_dest[1] = vieworg[1];
+                                               bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * 1.1f;
+                                               trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
+                                               trace1fraction = trace.fraction;
+
+                                               bob_height_check_dest[0] = vieworg[0];
+                                               bob_height_check_dest[1] = vieworg[1];
+                                               bob_height_check_dest[2] = vieworg[2] + cl_bob_limit.value * -0.5f;
+                                               trace = CL_TraceLine(vieworg, bob_height_check_dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY | (cl_bob_limit_heightcheck_dontcrosswatersurface.integer ? SUPERCONTENTS_LIQUIDSMASK : 0), 0, MATERIALFLAGMASK_TRANSLUCENT, collision_extendmovelength.value, true, false, NULL, false, true);
+                                               trace2fraction = trace.fraction;
+
+                                               bob_limit *= min(trace1fraction, trace2fraction);
+                                       }
+
                                        // LordHavoc: this code is *weird*, but not replacable (I think it
                                        // should be done in QC on the server, but oh well, quake is quake)
                                        // LordHavoc: figured out bobup: the time at which the sin is at 180
@@ -722,7 +791,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                                cycle = sin(M_PI + M_PI * (cycle-cl_bobup.value)/(1.0 - cl_bobup.value));
                                        // bob is proportional to velocity in the xy plane
                                        // (don't count Z, or jumping messes it up)
-                                       bob = xyspeed * bound(0, cl_bob.value, 0.05);
+                                       bob = xyspeed * cl_bob.value;
+                                       bob = bound(0, bob, bob_limit);
                                        bob = bob*0.3 + bob*0.7*cycle;
                                        vieworg[2] += bob;
                                        // we also need to adjust gunorg, or this appears like pushing the gun!
@@ -745,7 +815,7 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                                cycle = cos(M_PI * cycle / 0.5); // cos looks better here with the other view bobbing using sin
                                        else
                                                cycle = cos(M_PI + M_PI * (cycle-0.5)/0.5);
-                                       bob = bound(0, cl_bob2.value, 0.05) * cycle;
+                                       bob = cl_bob2.value * cycle;
 
                                        // this value slowly decreases from 1 to 0 when we stop touching the ground.
                                        // The cycle is later multiplied with it so the view smooths back to normal
@@ -762,8 +832,8 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                                        // calculate the front and side of the player between the X and Y axes
                                        AngleVectors(viewangles, forward, right, up);
                                        // now get the speed based on those angles. The bounds should match the same value as xyspeed's
-                                       side = bound(-400, DotProduct (clvelocity, right) * cl.bob2_smooth, 400);
-                                       front = bound(-400, DotProduct (clvelocity, forward) * cl.bob2_smooth, 400);
+                                       side = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, right) * cl.bob2_smooth, cl_bob_velocity_limit.value);
+                                       front = bound(-cl_bob_velocity_limit.value, DotProduct (clvelocity, forward) * cl.bob2_smooth, cl_bob_velocity_limit.value);
                                        VectorScale(forward, bob, forward);
                                        VectorScale(right, bob, right);
                                        // we use side with forward and front with right, so the bobbing goes
@@ -852,18 +922,25 @@ void V_CalcRefdefUsing (const matrix4x4_t *entrendermatrix, const vec3_t clviewa
                        viewangles[2] += v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value;
                }
                Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2], 1);
+               if (v_yshearing.value > 0)
+                       Matrix4x4_QuakeToDuke3D(&r_refdef.view.matrix, &r_refdef.view.matrix, v_yshearing.value);
 
                // calculate a viewmodel matrix for use in view-attached entities
                Matrix4x4_Copy(&viewmodelmatrix_nobob, &r_refdef.view.matrix);
                Matrix4x4_ConcatScale(&viewmodelmatrix_nobob, cl_viewmodel_scale.value);
 
                Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix_withbob, gunorg[0], gunorg[1], gunorg[2], gunangles[0], gunangles[1], gunangles[2], cl_viewmodel_scale.value);
+               if (v_yshearing.value > 0)
+                       Matrix4x4_QuakeToDuke3D(&viewmodelmatrix_withbob, &viewmodelmatrix_withbob, v_yshearing.value);
+
                VectorCopy(vieworg, cl.csqc_vieworiginfromengine);
                VectorCopy(viewangles, cl.csqc_viewanglesfromengine);
 
                Matrix4x4_Invert_Simple(&tmpmatrix, &r_refdef.view.matrix);
                Matrix4x4_Concat(&cl.csqc_viewmodelmatrixfromengine, &tmpmatrix, &viewmodelmatrix_withbob);
        }
+
+       cl.calcrefdef_prevtime = cl.time;
 }
 
 void V_CalcRefdef (void)
@@ -877,7 +954,7 @@ void V_CalcRefdef (void)
                ent = &cl.entities[cl.viewentity];
 
                cldead = (cl.stats[STAT_HEALTH] <= 0 && cl.stats[STAT_HEALTH] != -666 && cl.stats[STAT_HEALTH] != -2342);
-               V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
+               V_CalcRefdefUsing(&ent->render.matrix, cl.viewangles, !ent->persistent.trail_allowed, cl.onground, cl.cmd.jump, cl.stats[STAT_VIEWHEIGHT], cldead, cl.intermission != 0, cl.velocity); // FIXME use a better way to detect teleport/warp than trail_allowed
        }
        else
        {
@@ -890,6 +967,66 @@ void V_CalcRefdef (void)
        }
 }
 
+void V_MakeViewIsometric(void)
+{
+       // when using isometric view to play normal games we have to rotate the camera to make the Ortho matrix do the right thing (forward as up the screen, etc)
+       matrix4x4_t relative;
+       matrix4x4_t modifiedview;
+       matrix4x4_t modify;
+       vec3_t forward, left, up, org;
+       float t[4][4];
+
+       r_refdef.view.useperspective = false;
+       r_refdef.view.usevieworiginculling = !r_trippy.value && v_isometric_usevieworiginculling.integer;
+       r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
+       r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
+       r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
+       r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
+       r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
+       r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
+
+       t[0][0] = v_isometric_xx.value;
+       t[0][1] = v_isometric_xy.value;
+       t[0][2] = v_isometric_xz.value;
+       t[0][3] = 0.0f;
+       t[1][0] = v_isometric_yx.value;
+       t[1][1] = v_isometric_yy.value;
+       t[1][2] = v_isometric_yz.value;
+       t[1][3] = 0.0f;
+       t[2][0] = v_isometric_zx.value;
+       t[2][1] = v_isometric_zy.value;
+       t[2][2] = v_isometric_zz.value;
+       t[2][3] = 0.0f;
+       t[3][0] = 0.0f;
+       t[3][1] = 0.0f;
+       t[3][2] = 0.0f;
+       t[3][3] = 1.0f;
+       Matrix4x4_FromArrayFloatGL(&modify, t[0]);
+
+       // if the orientation is locked, extract the origin and create just a translate matrix to start with
+       if (v_isometric_locked_orientation.integer)
+       {
+               vec3_t vx, vy, vz, origin;
+               Matrix4x4_ToVectors(&r_refdef.view.matrix, vx, vy, vz, origin);
+               Matrix4x4_CreateTranslate(&r_refdef.view.matrix, origin[0], origin[1], origin[2]);
+       }
+
+       Matrix4x4_Concat(&modifiedview, &r_refdef.view.matrix, &modify);
+       Matrix4x4_CreateFromQuakeEntity(&relative, v_isometric_tx.value, v_isometric_ty.value, v_isometric_tz.value, v_isometric_rot_pitch.value, v_isometric_rot_yaw.value, v_isometric_rot_roll.value, 1.0f);
+       Matrix4x4_Concat(&r_refdef.view.matrix, &modifiedview, &relative);
+       Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, org);
+       VectorMAMAMAM(1.0f, org, v_isometric_relx.value, forward, v_isometric_rely.value, left, v_isometric_relz.value, up, org);
+       Matrix4x4_FromVectors(&r_refdef.view.matrix, forward, left, up, org);
+
+       if (v_isometric_flipcullface.integer)
+       {
+               int a = r_refdef.view.cullface_front;
+               r_refdef.view.cullface_front = r_refdef.view.cullface_back;
+               r_refdef.view.cullface_back = a;
+       }
+}
+
+
 void V_FadeViewFlashs(void)
 {
        // don't flash if time steps backwards
@@ -1072,6 +1209,30 @@ void V_Init (void)
        Cvar_RegisterVariable (&v_iroll_level);
        Cvar_RegisterVariable (&v_ipitch_level);
 
+       Cvar_RegisterVariable(&v_isometric);
+       Cvar_RegisterVariable(&v_isometric_verticalfov);
+       Cvar_RegisterVariable(&v_isometric_xx);
+       Cvar_RegisterVariable(&v_isometric_xy);
+       Cvar_RegisterVariable(&v_isometric_xz);
+       Cvar_RegisterVariable(&v_isometric_yx);
+       Cvar_RegisterVariable(&v_isometric_yy);
+       Cvar_RegisterVariable(&v_isometric_yz);
+       Cvar_RegisterVariable(&v_isometric_zx);
+       Cvar_RegisterVariable(&v_isometric_zy);
+       Cvar_RegisterVariable(&v_isometric_zz);
+       Cvar_RegisterVariable(&v_isometric_tx);
+       Cvar_RegisterVariable(&v_isometric_ty);
+       Cvar_RegisterVariable(&v_isometric_tz);
+       Cvar_RegisterVariable(&v_isometric_rot_pitch);
+       Cvar_RegisterVariable(&v_isometric_rot_yaw);
+       Cvar_RegisterVariable(&v_isometric_rot_roll);
+       Cvar_RegisterVariable(&v_isometric_relx);
+       Cvar_RegisterVariable(&v_isometric_rely);
+       Cvar_RegisterVariable(&v_isometric_relz);
+       Cvar_RegisterVariable(&v_isometric_flipcullface);
+       Cvar_RegisterVariable(&v_isometric_locked_orientation);
+       Cvar_RegisterVariable(&v_isometric_usevieworiginculling);
+
        Cvar_RegisterVariable (&v_idlescale);
        Cvar_RegisterVariable (&crosshair);
 
@@ -1090,6 +1251,10 @@ void V_Init (void)
        Cvar_RegisterVariable (&cl_bobmodel_side);
        Cvar_RegisterVariable (&cl_bobmodel_up);
        Cvar_RegisterVariable (&cl_bobmodel_speed);
+       Cvar_RegisterVariable (&cl_bob_limit);
+       Cvar_RegisterVariable (&cl_bob_limit_heightcheck);
+       Cvar_RegisterVariable (&cl_bob_limit_heightcheck_dontcrosswatersurface);
+       Cvar_RegisterVariable (&cl_bob_velocity_limit);
 
        Cvar_RegisterVariable (&cl_leanmodel);
        Cvar_RegisterVariable (&cl_leanmodel_side_speed);
@@ -1134,5 +1299,7 @@ void V_Init (void)
 
        Cvar_RegisterVariable (&v_deathtilt);
        Cvar_RegisterVariable (&v_deathtiltangle);
+
+       Cvar_RegisterVariable (&v_yshearing);
 }