From 95d8d75ae0612fcbf1227d0338b962dcd307fff6 Mon Sep 17 00:00:00 2001 From: Daniel Gibson Date: Sun, 29 Jan 2023 02:46:34 +0100 Subject: [PATCH] Update Changelog, another small MD3 fix --- Changelog.md | 16 ++++++++++++++++ neo/renderer/Model_md3.cpp | 2 +- 2 files changed, 17 insertions(+), 1 deletion(-) diff --git a/Changelog.md b/Changelog.md index 9ecba110..660bd052 100644 --- a/Changelog.md +++ b/Changelog.md @@ -4,6 +4,22 @@ dhewm3 Changelog Note: Numbers starting with a "#" like #330 refer to the bugreport with that number at https://github.com/dhewm/dhewm3/issues/ +1.5.3 (WIP) +------------------------------------------------------------------------ + +* Fixed problems with lights after loading a savegame (#495) +* Fix volume of some weapon sounds, like chaingun being too quit (#326) +* Increase stack size on Windows to 8MB (instead default of 1MB) to make loading huge models work +* Fixed crash in Radiant Model Preview Dialog (#496) +* Fix MD3 model support +* Several new CMake options: + - To enable Clang/GCC Address Sanitizer and Undefined Behavior Sanitizer + - Hardlink the game code into the executable (instead of using game DLLs, + only supports base *or* d3xp then; needed for Undefined Behavior Sanitizer) + - Force colored diagnostic output from GCC or Clang (esp. useful when building with ninja) +* Fix several compiler warnings +* Added build instructions for Linux (and similar systems) to README.md + 1.5.2 (2022-06-13) ------------------------------------------------------------------------ diff --git a/neo/renderer/Model_md3.cpp b/neo/renderer/Model_md3.cpp index 8fa7d640..f43ea4ff 100644 --- a/neo/renderer/Model_md3.cpp +++ b/neo/renderer/Model_md3.cpp @@ -172,7 +172,7 @@ void idRenderModelMD3::InitFromFile( const char *fileName ) { const idMaterial *sh = declManager->FindMaterial( shader->name ); // DG: md3Shadder_t must use an index to the material instead of a pointer, // otherwise the sizes are wrong on 64bit and we get data corruption - shader->shaderIndex = shaders.AddUnique( sh ); + shader->shaderIndex = (sh != NULL) ? shaders.AddUnique( sh ) : -1; } // swap all the triangles