Extra bloaty junk to modernise stuff a bit. https://fte.triptohell.info/moodles/qss/
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Sander van Dijk cebef615e5 input: Rework the text/non-text input mode handling.
Before, "gamekey" was the special case, now "textmode" is. We are now more precise about when we activate "textmode", e.g. we only do this when the console, messagemode, or a textfield in the menu are active. The trigger for doing this was this line on the "SDL_StartTextInput" page of the SDL2 wiki: "On some platforms using this function activates the screen keyboard.". Although we currenly support no such platform, it's good te be prepared, and what we do now is more correct anyway.


git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@1066 af15c1b1-3010-417e-b628-4374ebc0bcbd
2014-09-23 19:10:02 +00:00
Linux slightly revise the game command known bug infos. 2014-09-23 09:28:22 +00:00
MacOSX Xcode project: created "QuakeSpasmSDL2" target. It expects a copy of SDL2.framework to be in /Library/Frameworks 2014-09-21 21:22:35 +00:00
Misc rediff the extra fs_search_order.patch so it applies cleanly. 2014-09-22 09:40:25 +00:00
Quake input: Rework the text/non-text input mode handling. 2014-09-23 19:10:02 +00:00
Windows fix broken libFLAC builds from previous commit. 2014-08-10 11:00:26 +00:00
LICENSE.txt rename gnu.txt to LICENSE.txt 2014-09-21 14:02:30 +00:00
Quakespasm-Music.txt update README files to reflect further 0.85.10 changes so far. 2014-09-15 09:10:19 +00:00
Quakespasm.html slightly revise the game command known bug infos. 2014-09-23 09:28:22 +00:00
Quakespasm.txt slightly revise the game command known bug infos. 2014-09-23 09:28:22 +00:00