angle/angles is set for info_player_intermission in Q3Rally maps
(and used by Quake 3), not angles2.
(This also required the previous commit to fix angles that CGame
received.)
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.
Fixed another minor typo or two
Minor typo correction to be_aas_file.c
Add .gitignore to msvc10 folder
Added .gitignore to msvc folder
Fix macOS client/server failing to start from terminal
nsis: Remove Speex library
nsis: Require installing SDL
Don't list mod directories at Windows drive root
- Correct the software license to be GPL-2.0-or-later.
- Remove the hyphen in the developer name.
- Add social-audio intense due to unmoderated voice chat.
- Some syntax / order changes to match ioquake3's metainfo.
Use absolute mouse input instead of relative in the menus. Convert the
absolute position to relative movement in virtual "640x480 but aspect
correct" coords and preserve fractional movement. Synchronize the
position of the UI's menu cursor by forcing it to 0,0 and then sending
a delta of the current position in virtual coords.
The cursor can also freely move out of the window in the menu.
A use function was added to func_breakable so it can be destroyed when
triggered by an entity but it stopped using health when shot.
Issue introduced in e0418bd2d4.
Websites can link to q3rally servers using the following:
q3rally://connect/0.0.0.0
A protocol handler needs to be configured on the system to run:
q3rally.x86_64 --uri q3rally://connect/0.0.0.0
On some maps bots went in reverse right away or got (almost to?) the
first checkpoint and then went in reverse forever. Race movement uses
derivatives on a curve but they seem to be invalid at fraction 0 and 1
so limit it to 0.05 to 0.95 (arbitrary).
This change fixes bots being stuck near the beginning of q3r_nightcity,
q3r_ridgeracer, and q3r_valley. The bots can complete the maps now.
Event EV_DEATH1 + sv_maxclients was sent when a player dies. This
is the wrong event. For sv_maxclients 10, CGame errors out because
EV_BREAK_GLASS isn't implemented.
EV_DEATH1 to 3 exist for different animations/sounds in Q3.
Specifically EV_DEATH1 + i is used. "i" for this was removed in
Q3Rally but "i" exists at a higher scope for iterating through
clients.
Q3 updates the weapon model at end of drop weapon animation but
Q3Rally doesn't use animations. So update the weapon model when
triggering the weapon change sound.
ui_controls2.c updated to ioq3 using WP_NUM_WEAPONS, to avoid out
of range enum usage, but ui_players.c was not updated.
The weapon was probably set to WP_NUM_WEAPONS. There is no item
for it so it would use machinegun model instead.
Upgrade to build and run from VS2019
Upgrades to Xcode project and Apple Silicon support
Update SDL2 to 2.0.14
Updated SDL2 include files to fix Mac build in GitHub Actions
Added another mention of arm64 to command line help
Restored original opus sse files, excluded from Xcode
Added arm64 to the post-build symlinking step
Merge branch 'main' into xcode
Merge branch 'main' into vs2019
Added shell script to compile Universal 2 binary (x86_64+arm64)
Reverting alert style to deprecated methods
Upgrades to Xcode project and Apple Silicon support
Update SDL2 to 2.0.14
Added another mention of arm64 to command line help
Restored original opus sse files, excluded from Xcode
Added arm64 to the post-build symlinking step
Added shell script to compile Universal 2 binary (x86_64+arm64)
Reverting alert style to deprecated methods
Merge branch 'xcode' of https://github.com/tomkidd/ioq3 into xcode
Removed signature from SDL dylib, enabled dark mode on macOS.
spaces > tabs
Ad-hoc signed libSDL2-2.0.0.dylib
Fix compiling against SDL 2.0.17
UB2 now signs and notarizes, upgraded to SDL 2.0.16
Architectures in libSDL2 restored for ppc and i386
Merge remote-tracking branch 'upstream/main' into vs2019
Update SDL2 to 2.0.16
Added rudimentary support for automatically finding Microsoft Store version of Quake 3
GHA deprecated Ubuntu 16.04 - update to 18.04
qsort cannot be called with NULL
Merge remote-tracking branch 'upstream/main' into vs2019
Addressed string concatenation issue and added dummy method for Mac/Linux
Added missing variable.
Merge remote-tracking branch 'upstream/main' into xcode
Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions
Addressed PR suggestions
Modified MS Store path handling to better follow the pattern of Steam/GOG
Merge pull request #481 from tomkidd/xcode
Merge pull request #482 from tomkidd/vs2019
OpenGL2: Fix r_grayscale 1 making everything solid black
Print full GL_EXTENSIONS list for OpenGL contexts before 3.0
Fix being unable to enter Team Arena CD key
OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core
Improve setting Microsoft Store path
Update building for macOS in README
Make macOS arm64 default to target macOS 11 in Makefile
Fix error when cross-compiling for macOS arm64 using Makefile
Fix passing arguments to VM dylib on Apple M1
Fix compiling on older macOS
Fix memory corruption in S_TransferPaintBuffer
Fix memset
Fix hex digit
Fix uninitialized variable
some old URL and doc updates
Update README.md
Update FUNDING.yml
code/curl: update ifdef condition for MCST-LCC compiler in mcst-lcc compiler => 1.25 added a new macro definition to determine compiler
Revert "code/curl: update ifdef condition for MCST-LCC compiler"
Revert "E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option"
More predictable mesh normals generation
vm_x86.c: Add `defined(_M_IX86) || defined(_M_X64)` (fix for VS2019)
Add keys for SDL 2.0.14's new gamepad buttons
Fix in_availableJoysticks cvar not updating
Fix (disabled) Wavelet sound decompression
Update to SDL 2.24.0 and add separate macOS UB2 dylib
Update macOS UB1 to SDL 2.0.22
Fix running make-macosx{,-ub2}.sh on Linux
Update MSVC .lib files to SDL 2.24.0
"baseq3r/vm" directory was lost in the move to git; subversion allows
empty directories but git does not. Make run.sh create the directory
so symlinks can be made. Otherwise run.sh fails to run the game.
The new resync_ioq3.sh is _almostly_ automatic if there is no merge
conflicts. Though it probably doesn't handle everything that can
go wrong.
resync_svn.sh requires a lot of manual intervention to fix generated
.patch file when there is binary files changed and manually copying
the files from ioq3. Also have to manually add/remove files from
version control.
resync_svn.sh requires manually removing body of commit messages from
the generated .log for the commit message.