The mod list on Windows would search the root of the drive if
fs_basepath, fs_homepath, fs_steampath, or fs_gogpath are blank ("")
(which is usually the case).
The issue is in the low-level Sys_ListFiles() but it only affects the
mod menu, on Windows. It cannot be abused by console commands to
list system files outside of the virtual filesystem.
---
If a directory at the root of the drive of the working directory
contained a pk3 file, the directory was listed in the mods menu. The
virtual filesystem doesn't add blank directory names to the search path
so it cannot load mods from the drive root. (Unless of course you set a
fs_*path cvar to "C:\".)
Sys_ListFiles() with blank directory caused Windows to use "\*" for the
search path and "\" prefix means root of drive. Unix opendir("") failed
so nothing was listed for blank directory.
Sys_ListFilteredFiles() with blank directory _and_ specifying subdirs
could access any directory (on Windows and Unix-like) but no code uses
this or makes it accessible.
These functions are only used for initializing the virtual filesystem
and listing mods. They are not accessible by anything else such as a
console command. Only the mods menu, on Windows, is affected.
The macOS client and server were completely unusable when run from a
terminal. They blocked forever in `[NSApp run];` which was called by
Sys_InitProtocolHandler(). `applicationDidFinishLaunching` was never
called to exit the NSApp run loop.
Use SDL's SDL_DROPFILE event to receive URLs to handle on macOS instead.
This also handles URLs while the game is running (connect to new server)
instead of nothing happening when clicking a link while the game is
running.
This lets the user click a link in a web browser to very easily join a Quake 3 multiplayer game. As browser-based matchmaking websites become more popular, this makes it a lot more convenient and simple to play Quake 3 with others.
The links have the following URI format: quake3://connect/example.com:27950. The format has been designed to be flexible to allow more types of links in the future and avoiding having to make a breaking change. At the moment, "connect" is the only supported command.
Fix crash when scrolling using touchpad on macOS 10.6 (I fixed it
in SDL 2.0.18) and fix failing to start on x86 due to ioq3 SDL dylib
having absolute path instead of "@executable_path/libSDL2-2.0.0.dylib".
SDL 2.24.0 removed macOS 10.6 support (last with x86). Offically at
least, they also dropped x86_64 on macOS 10.7 and 10.8. So ioq3 UB1
is limited to SDL 2.0.22.
- Update x86 and x86_64 to SDL 2.0.22. Compiled with 10.13 SDK as
10.14 SDK dropped running on older than macOS 10.9 and I ran
"strip -x" on the libraries. Ad-hoc signed with PyOxidizer rcodesign.
- PPC is still MAN-AT-ARMS' SDL 2.0.1 build but I ran "strip -x"
on it to reduce the file size.
- ARM64 build was removed from UB1 as UB2 with SDL 2.24.0 should
be used instead.
Update mingw and macOS SDL libraries to 2.24.0. (MSVC .lib files and
Xcode project haven't been updated.)
There is now a separate SDL dylib for macOS Universal Binary 1 and 2
because SDL 2.24.0 dropped support for macOS 10.6 (which is last to
support x86). Documentation says SDL 2.24.0 also dropped macOS 10.7
and 10.8 too. So UB2 is now 10.9 or later while 10.5 to 10.8 live in
UB1.
Compiled using osxcross with macOS 11.3 SDK. Ran "strip -x" on Windows
and macOS libraries. Ad-hoc signed dylib using PyOxidizer rcodesign to
fix digest checksums after strip.
The first chunk of Wavelet sound was decoded as ADPCM and then
following chunks were decoded as Wavelet. It played as static
noise.
Using Wavelet compression requires engine code changes to enable.
When in_restart is called or SDL controller added/remove event is
received, IN_InitJoystick() tried to update the list but instead
of updating the cvar Cvar_Get() just printed a developer message:
Warning: cvar "in_availableJoysticks" given initial values:
"first joystick
", "first joystick
second joystick
"
When using a non-default sound configuration (such as 6 channels), after
a long time (about 4.5hours for 6 channels at 22050 Hz) an overflow will
occur in `S_TransferPaintBuffer`, causing an out of bounds write into
the dma buffer.
The problematic line is:
```
out_idx = (s_paintedtime * dma.channels) % dma.samples;
```
With `s_paintedtime` large enough, the result of the multiplication will
overflow to a negative number (since `s_paintedtime` is signed), and the
index into the output buffer will be negative.
ranlib errors on older macOS because of arm64 arch in code/libs/macosx/-
libSDL2main.a. Use lipo to extract the library for the specific arch
that is being linked.
The engine function pointer to vmMain used variadic arguments but
the vmMain function in the dylib has explicit arguments. Evidently
the arguments are stored on the stack and/or registers differently.
Found by fretn.
Fix "Architecture arm64 is not supported when cross compiling" and
also be more be more flexible for manually specifying CC or the
osxcross darwin version (which corresponds with a macOS SDK version
to build against).
GL_DEPTH_TEXTURE_MODE defaults to GL_LUMINANCE. Code sets it here as
part of a workaround old nvidia drivers (apparently? the URL in comment
is dead). GL_DEPTH_TEXTURE_MODE was removed in OpenGL 3.0 / 3.2 Core
contexts and may be treated as an error.
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.