* idSysSignal::Wait should now handle timeouts > 1s better (or at all)
* Use clock_gettime for Sys_Milliseconds()
* Use CLOCK_MONOTONIC_RAW (and CLOCK_MONOTONIC as fallback if
that's not available) for Sys_Milliseconds() and Sys_Microseconds()
CLOCK_MONOTONIC can behave strange when NTP is used
* Small fixes in Sys_Microseconds(): use 64bit int to store time
(like return type...), divide by 1000 (not 1000000) for nsec=>musec
D3BFG gets the username from Steam, in the GPL release it just
uses the hostname.
Now it's possible to set a custom name with the ui_name CVAR
(like in classic doom3). If ui_name is empty ("") the hostname
is used.
The window losing focus in MP resulted in the console being spammed
with "changing com_pause not allowed in Multi Player" (or similar)
messages. Added CVAR_NOCHEAT flag to com_pause to get rid of that.
On true unices malloc.h was never available and on Linux one should
include stdlib.h instead. While this change is necessary to build
rbdoom3 on FreeBSD and other true unices, the big question is what
it means to Windows.
It now works on Linux so executing it doesn't freeze the game
like described in
https://github.com/RobertBeckebans/RBDOOM-3-BFG/issues/33
Furthermore, this function doesn't have any parameters anymore
(on any platform) because the only thing supplied was the original
program arguments +"+set com_skipIntroVideos 1" anyway - this is now
done in Sys_ReLaunch() (also on Windows).
Having the program arguments as one string is bad on Linux/POSIX
because there it's expected that the program arguments are one
C-string per argument.
A lot of keys (especially keys not available on US keyboards) just weren't
supported for console input with SDL1.2 (SDL2 uses a different mechanism for
that).
This is fixed now by reordering a few lines in sdl_events.cpp
Please note that still only ASCII characters are supported and those keys
still can not be used in bindings - only for text input!
Turned out that as "extension" (which is really more like a pattern
that matches the whole file) was even used with patterns like "*.*"
so we do proper matching using fnmatch() now - which is even easier
than the old way.
Now deleting savegames on POSIX works.
If the window loses focus com_pause is set to 1, when it regains focus
it's set to 0.
The behaviour on Win32 stayed the same (the implementation is less
hacky though) and Linux now matchces that.
.. from zlib-1.2.7/contrib/minizip/
It resides next to the unzip code in framework/minizip/
This updates makes the code a bit cleaner and creating zip64
with the idZipBuilder is now more feasible and update to future
minizip versions should be easier as I didn't change the original
files from minizip 1.1 very much.
.. from zlib-1.2.7/contrib/minizip/
The original source was minizip 0.15beta from 1998.
This update brings zip64 support (untested) and cleaner code.
Furthermore, updates to future minizip should be much easier now, as
my changes to the original source files from minizip are quite small.
To make diffing to upstream minizip-src easier, I added the minizip
source as exceptions in the astyle-scripts and left them in their own
directory.
Two custom functions from idSoftware - unzSetCurrentFileInfoPosition()
and unzGetCurrentFileInfoPosition() - aren't needed anymore as
minizip 1.1 has functions that do the same.
In Sys_ListFiles() the extension was abused to match whole
filenames (of savegames), not just their extensions - that
didn't work with the POSIX backend, now it does.
Sys_ListFiles() now also supports "*" as a wildcard that matches
all files - needed for deleting savegames.
However, things like "bl*" or "*ub" don't work.
While at it, I replaced readdir() with the thread-safe readdir_r()