Add missing SDLMain and icon/resource files to generated .xcodeproj
Now builds on Lion in XCode4 with the 10.6 SDK using LLVM-GCC4.2.
Also tested on WinXP in VS 9 2008 Professional, I don't appear to have
broken anything there, stuff like MACOSX_BUNDLE_INFO_PLIST is
effectively ignored.
idAnimator::GetJointLocalTransform() miscompiles with gcc 4.5 and
-ftree-vrp (implied by -O2).
Reorder code to avoid the compiler bug, no functional change.
Sys_GetScanTable() and MapKey() are only used by the Windows backend
or the Windows-only tools.
Rename to Win_GetScanTable() and move MapKey() as Win_MapKey() to
win_input.cpp.
New CVar "in_kbd" to set the layout for the keyboard. SDL 1.2
doesn't offer any way to determine it, and we need this feature
to use the same key for toggling the console independent of the
keyboard layout.
The old "in_nograb" from the Linux backend is still supported.
Use SDL to set video modes, get a GL context and detect the
amount of VRAM.
As with the Linux GLimp implementation, sys_videoRam can be used
in case the SDL detection fails.
Required for events with string arguments. On debug builds
an assert() is triggered when trying to save such an event,
while events could not be properly restored in any build.
This happens when going from map delta4 to hell1 and the
autosave feature kicks in. The trigger event 'selectWeapon'
with the string argument 'weapon_fists' is in the event queue.
With the binary from id a warning is issued:
WARNING: player1 is not carrying weapon ''
so the bug exists in there too, just that its a release build
and doesn't abort().
I also managed to trigger this while saving shortly after
activating an elevator switch.
Bug introduced with e97d3288. This doesn't work with MinGW, since
the struct members might not be aligned to the native pointer
size (in this case idSampleDecoderLocal was aligned to a 8 byte
boundary on win32).
Just switch the two members to avoid ugly code.
This function only exists starting with libjpeg8.
Check for existence and provide an implementation if necessary.
This allows libjpeg6 to be used.
Code borrowed from libjpeg8, adapt copyright in README
accordingly.
We want to use the SIMD functions of the base class if the
deriving class does not implement every overloaded variant.
Added missing idLight::SetColor(idVec3) which is declared in
idEntity.
The defines in idlib/Str.h won't be set to redirect the low
level c string functions to idStr when IDSTR_NO_REDIRECT is
set.
Fixes compilation for MSVC:
error C2761: 'Cmp' : member function redeclaration not allowed
Reported by spiral.
Get rid of the 2 CPUID flags and combine them with SSE in one
implementation.
SSE flags can now be set on all x86 and x86_64 platforms -
independent of -ffast-math.
Helper defines borrowed from STREFLOP.
The class is only used for debugging and statistical purposes.
The precision is now reduced to milliseconds, but that's only
relevant for fine grained debug timings - where the old code
was inaccurate at anyway.
Use SDL_main on all platforms.
Fix main() for non-const argv so it matches with the SDL
prototype.
Adapt win32 WinMain() to main() and get rid of the win32 special
case in Common::Init().
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.