Reducing camera angle in damageYaw to 8-bit caused camera to be limited
to 256 angles and not rotate smoothly.
Restore setting it locally in higher precision as a separate variable
(damageAngles) but still keep it as 8-bit in damagePitch/damageYaw so
it networks correctly.
Issue introduced in "Fix sending angles in damagePitch/damageYaw".
damagePitch/damageYaw are send over the network as 8-bit but Q3Rally
stored 16-bit short for angle in them. This caused CGame to have
different angles than Game.
If you finish the race and then follow another player (fire and then
rear fire to switch to SPECTATOR_FOLLOW) and then after other player
finishes and there is no one else to follow the game switches you
to SPECTATOR_FREE. This calls ClientBegin() which clears most of the
game client data, including the finishRaceTime. This puts the player
in last place on the scoreboard.
OpenGL2: Use ri.Error instead of Com_Error in tr_vbo.c
Fix Team Arena server refresh time format
Fix -1 (unlimited) ammo decreasing ammo time remaining
Correct spelling mistakes
Fix invalid model frame developer warnings in Team Arena
Mostly whitespace changes. No bug fixes.
Q3Rally doesn't change any botlib code so revert copyright in botlib headers that use to be in the Q3 SDK game source directory.
MD3_MAX_* defines (besides MD3_MAX_LOD) are not used so revert to ioq3 values.
Fix going to previous browser source in q3_ui
Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack
Fix team chat box for spectators
Don't draw crosshair 0 in Team Arena setup menu
Make client for Windows x86_64 use OpenAL64.dll by default
Fix loading renderer DLLs on Windows x86
Add Windows application manifest
Disable DPI scaling on Windows
ignore window resize event on fullscreen
Don't reload arenas.txt/*.arena files in Team Arena UI
Fix crash when out of memory in Team Arena's String_Alloc
Fix in_nograb not releasing the mouse cursor
Update UI player animation handling to match CGame
Fix specifying minimum mac os version in make-macosx.sh
Fix listen server sending snapshots each client frame
Statically link libgcc on Windows
Fix hit accuracy stats for lightning gun and shotgun kills
Don't link to libGL at compile time
Add common OpenGL version parsing + OpenGL 3 fixes
Support parsing OpenGL ES version strings
Fix setting cflags/libs from sdl2-config
Load OpenGL ES 1.1 function procs
[qcommon] Use unsigned types where wrapping arithmetic is intended
OpenGL2: Fix brightness when r_autoExposure is disabled
OpenGL2: Fix MD3 surface with zero shaders dividing by zero
[botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH
Don't redefine MAX_PATH in bot code
Fix memory leak in (unused) AAS_FloodAreas()
Fix compiling GLSL shaders under Windows.
Only draw cm_patch/bot debug polygons in world scenes
Fix reading crash log when log wraps around buffer
Don't send team overlay info to bots
Fix a race condition in the makedirs target
Fix shader corruption on OpenBSD
This is the last ioquake3 revision before ioquake3 changed from subversion to git at the beginning of 2013.
#5808 - Include and use .glsl in source (rend2)
#5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders.
Include Rend2 renderer in MacOSX bundle
Include OpenGL1 and Rend2 renderers in MacOSX UB
Include Rend2 renderer in NSIS installer.
Include OpenGL1 and Rend2 renderers in Loki Setup Installer.
Have NSIS uninstaller delete rend2.
Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes#5813.
Fix writting voip data in demos (broke in r2102).
Fix server ignoring client move commands if voip data is included.
Allow changing cl_voip without restarting.
Fix assert failing in CL_ParseVoip() while flipping cl_voip off and on.
Only declare var_SampleToView in lightall shader when it is actually used.
Fix a couple files not ending with a newline.
Fix clients being able to reset their player state and respawn using donedl.
Fix passing arg9 (qvm only), arg10, and arg11 to vmMain for native libs and non-i386 compiled or interpated qvms. (Currently they aren't use in vmMain in game, cgame, or ui.)
Fix passing args[11] to args[15] from vm to engine on ppc64 and sparc64. Some of the args are used by game bot prediction syscalls. May have been causing bugs. Note: This was fixed for x86_64 in r2163.
Fix reconnect command to work after leaving server. (#5794)
Fix dedicated server crashing when using MSG_ReadDelta*, though it only happens if someone modifies the engine. (#5449)
Makefile fixes for OpenBSD by Jonathan Gray. (#5728)
Save all arguments from connect for reconnect command.
Remove unnecessary localhost check from reconnect command.
Support r_srgb even without hardware support. Also tweak default autoexposure/tonemap settings to look good on both r_srgb 0 and 1.
Changed the MacOS-X build system to make UB's containing i386 and x86_64 arches and made make-macosx.sh not build UB's but only standard binaries
Fix spectator client being switched from follow to free after map_restart if following a client with a higher client number.
Fix client unlinking issue caused by ent->s.number being set to followed client's ps->clientNum after map_restart. Reported by Ensiform.
Changes from Ensiform:
- In G_AddBot, try to allocate clientNum before doing anything else.
- In G_AddBot, don't set SVF_BOT and inuse. It's done in ClientConnect, plus inuse causes ClientDisconnect to be run for no reason.
- In G_AddBot, only set skill in bot useinfo once.
- Avoid using cl->ps.clientNum to check if cl is a bot.
Fix bot skill format so it doesn't always have a space at the beginning of it.
More fixes to the macosx buildsystem. This removes the SDL Framework and makes use of a SDL library that is position independant. This also brings back PPC builds into the UB and also as a standa alone build choice.
Have make-macosx.sh require the user to specify which architecture she/he wants to build for and suggest building UB's if the user is unaware of what architectures are
Lets list all the valid options.