The CD key defaulted to spaces. Q3 UI uses text overwrite mode by
default so typing the CD key writes over the spaces. Team Arena UI
uses text insert mode by default so to enter the CD key the user
had to delete the spaces or toggling overwrite mode by pressing
the insert key.
Now the CD key defaults to empty so in Team Arena you can just type
it in.
Printing GL_EXTENSIONS list might be cut off for OpenGL contexts
before 3.0 due to glConfig.extensions_string being a limited length.
Instead get the full extensions list directly.
This was already fixed for OpenGL 3.0 and later contexts.
Using LUMINANCE with OpenGL 3.2 Core contex results in all images being
solid black (in the menu, world, and the console). In the end the whole
screen was solid black except the intro video.
Store images in RGB and RGBA instead. This doesn't affect r_grayscale
visually. If there is issues with it now possibly using compressed
formats, then it would already be an issue for r_grayscale 0.9.
Unlike the Steam and GOG support I'm not doing a registry search as I don't see anything in the registry that would show us the path. If we find more official ways to search for it later we can address that, in the meantime the path is just hardcoded to where it's installed by default.
The ppc arch is the 2.0.1 that was there originaly.
The i386 arch is 2.0.16, now compiled with an SDK later than 10.9 so the Notarization process is cool with it.
So now all post-ppc SDL libraries are 2.0.16.
Also works on Apple Silicon. Specific signing values are in a non-committed file, and the ub2 script only notarizes if a "notarize" flag is passed in on the command line.
NOTE: the SDL dylib currently only has x86_64 and arm64, will need extra work to graft those back in and keep the Notary service happy.
- Reorganized Xcode project
- Added missionpack support to Xcode project
- Incorporated changes from MaddTheSane for Apple Silicon support https://github.com/maddthesane/ioq3
- Built SDL 2.0.14 for Apple Siicon, added to existing SDL dylib
- Built SDLMain for Apple Silicon, added to existing libSDL2main.a
qvmcall64 has its own custom calling convention due to pushing all non-volatile registers to the stack. The game uses set/longjmp which on Windows uses "RtlUnwindEx" to unwind the callstack. qvmcall64 cannot be unwound by default due to the custom calling convention. To allow unwinding, we need to add custom SEH unwind data to the function.
Not all non-volatile registers were actually saved and restored, leading to a few registers being trashed after calling the vm instructions.
All non-volatile registers have been added.
The affect of my 2017 commit c3e64d3806
"Make bots only use q3tourney6 crusher to kill their enemy"
made it easier to beat the last map of the Quake 3 single player
campaign. It was mainly intended for CTF and Team Arena gametypes
variants of the map. (Team deathmatch is usually treated as deathmatch
with teams rather than an actual team based gametype.)
Restore original difficulty for non-CTF/Team Arena gametypes; bot will
crush player even if bot hasn't seen the player since either they or
player respawned. [This is not good in CTF where all five bots on the
team suddenly flip around and shoot at the crusher trigger.]
Team deathmatch still uses my added behavior of not triggering crusher
if there is a teammate under the crusher.
Pulseaudio audio capture didn't stop when paused on Debian 8 but works
on Debian 9 when using the same manual SDL build. So it seems to have
been an issue in pulseaudio, not SDL.