the script paths were wrong, on Linux they were like
"pak000.pk4/script/doom_util.script" while on Windows it's only
"script/doom_util.script".
Fixed idFileSystemLocal::OSPathToRelativePath() to skip ...pk4/
also fixed GCC compile error in Common.cpp
That could happen if the searchpath was "" (like the default value of
fs_cdpath ...).
I don't think it could do any damage, but it's confusing (if "developer"
CVar is enabled) and pointless.
It caused lots of "Non-portable: path contains uppercase characters: .."
Warnings, which now also become more readable by adding a newline.
Sometimes memory was allocated with new[] but freed with delete instead
of delete[], which is wrong.
And there were some small memory leaks, too.
Furtunately clang's AddressSanitizer detected all that so I could easily
fix it.
(There seem to be some more small memory leaks which are harder to fix,
though)
The implementation is now in framework/minizip/*
instead of framework/Unzip.cpp
This was version 0.15beta, now we use 1.1 from
zlib 1.2.7/contrib/minizip
Some code had to be adjusted for this, but it got
cleaner on the way
Split fs_savepath for config files. This is in preparation for
moving the writable paths on *nix to $XDG_DATA_HOME and
$XDG_CONFIG_HOME.
Affected files: config.spec, *.cfg, doomkey, xpkey.
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.
Thread return types are different between platforms, and its
probably not a good idea to return something of a different size,
cast the callback and expect it to not crash.