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.
- 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
- New msvc142 directory (keeping with naming after version of C compiler)
- Added SDL2.lib/SDL2main.lib back in (compiled from SDL 2.0.8 source from libsdl.org)
- Post build step to copy SDL2.dll to debug directory