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https://git.code.sf.net/p/quake/newtree
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Clean up the warnings Tonik didn't
This commit is contained in:
parent
15929debf1
commit
1cfc49b5b2
6 changed files with 20 additions and 19 deletions
18
ROADMAP
18
ROADMAP
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@ -3,23 +3,23 @@ X = done
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? = maybe but not likely
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? = maybe but not likely
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M = more testing
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M = more testing
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o it seems possible to crash a QF server still - need to fix this!
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X water textures are seriously screwed in GL
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X water textures are seriously screwed in GL
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M GL is still way too slow
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X Endy's effects need to be made to work properly (totally broken!)
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X R_DrawParticles in software hangs
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X R_DrawParticles in software hangs
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M it seems possible to crash a QF server still - need to fix this!
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M GL is still way too slow
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M Scitech MGL used in win32 is screwed - dump it and use SDL
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o Draw_Pic and friends need a cleanup in GL at least
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o Draw_Pic and friends need a cleanup in GL at least
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o It's possible to stick on some obtuse-angled corners qwsv 2.3x didn't
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o It's possible to stick on some obtuse-angled corners qwsv 2.3x didn't
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o Scitech MGL used in win32 is screwed - dump it and use SDL
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o software PCXs don't work in X11 at least if you're using 24/32 color
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o software PCXs don't work in X11 at least if you're using 24/32 color
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o console commands to see a user, ignore talk from them, etc
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o console commands to see a user, ignore talk from them, etc
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o more direct inter-team comms (ie, talk to offense or defense directly)
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o timestamping server (and optionally client) consoles
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o improved crosshairs (custom file, 32 bit for GL, etc)
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o fullbrights on models (yeah, we have to..)
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o Endy's effects need to be made to work properly (totally broken!)
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? more direct inter-team comms (ie, talk to offense or defense directly)
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? improved crosshairs (custom file, 32 bit for GL, etc)
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? software targets should mix color at 16/16 or 24/32 color
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? software targets should mix color at 16/16 or 24/32 color
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? Draw_Pic and other tex draw functions should to use local palettes
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? Draw_Pic and other tex draw functions should to use local palettes
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? wad loader should load wad3 and fall back to wad2 if necessary
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? wad loader should load wad3 and fall back to wad2 if necessary
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o timestamping server (and optionally client) consoles
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? better control over client console logging
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o better control over client console logging
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? ban reasons and expire times
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? ban reasons and expire times
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o fullbrights on models (yeah, we have to..)
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16
configure.in
16
configure.in
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@ -940,14 +940,14 @@ if test "x$HAVE_GGI" = xyes ; then
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TARGETS="$TARGETS qf-client-ggi\$(EXEEXT)"
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TARGETS="$TARGETS qf-client-ggi\$(EXEEXT)"
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CL_TARGETS="$CL_TARGETS GGI"
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CL_TARGETS="$CL_TARGETS GGI"
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fi
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fi
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#if test "x$HAVE_SDL" = xyes ; then
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if test "x$HAVE_SDL" = xyes ; then
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# TARGETS="$TARGETS qf-client-sdl\$(EXEEXT)"
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TARGETS="$TARGETS qf-client-sdl\$(EXEEXT)"
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# CL_TARGETS="$CL_TARGETS SDL"
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CL_TARGETS="$CL_TARGETS SDL"
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# if test "x$HAVE_GLX" = xyes; then
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if test "x$HAVE_GLX" = xyes; then
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# TARGETS="$TARGETS qf-client-sgl\$(EXEEXT)"
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TARGETS="$TARGETS qf-client-sgl\$(EXEEXT)"
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# CL_TARGETS="$CL_TARGETS SDL-GL"
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CL_TARGETS="$CL_TARGETS SGL"
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# fi
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fi
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#fi
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fi
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if test "x$HAVE_SVGA" = xyes ; then
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if test "x$HAVE_SVGA" = xyes ; then
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TARGETS="$TARGETS qf-client-svga\$(EXEEXT)"
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TARGETS="$TARGETS qf-client-svga\$(EXEEXT)"
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CL_TARGETS="$CL_TARGETS SVGAlib"
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CL_TARGETS="$CL_TARGETS SVGAlib"
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@ -29,6 +29,7 @@
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#ifdef HAVE_CONFIG_H
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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# include <config.h>
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#endif
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#endif
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#include "quakedef.h" // Host_EndGame
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#include "sys.h"
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#include "sys.h"
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#include "ctype.h"
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#include "ctype.h"
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#include "render.h"
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#include "render.h"
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@ -29,6 +29,7 @@
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#ifdef HAVE_CONFIG_H
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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# include <config.h>
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#endif
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#endif
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#include "quakedef.h" // Host_EndGame
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#include "sys.h"
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#include "sys.h"
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#include "vid.h"
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#include "vid.h"
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#include "client.h"
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#include "client.h"
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@ -585,7 +585,6 @@ void Cmd_TokenizeString (char *text)
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{
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{
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static char argv_buf[1024];
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static char argv_buf[1024];
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int argv_idx;
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int argv_idx;
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int i;
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argv_idx = 0;
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argv_idx = 0;
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@ -613,8 +613,8 @@ void IN_Init (void)
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mouse_x = mouse_y = 0.0;
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mouse_x = mouse_y = 0.0;
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mouse_avail = 1;
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mouse_avail = 1;
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SDL_WM_GrabInput (SDL_GRAB_ON);
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SDL_ShowCursor (0);
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SDL_ShowCursor (0);
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SDL_WM_GrabInput (SDL_GRAB_ON);
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// FIXME: disable DGA if in_dgamouse says to
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// FIXME: disable DGA if in_dgamouse says to
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}
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}
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