Zephaniah E. Hull
66e0e31b57
strcat -> strncat
...
sprintf -> snprintf
AKA, really big buffer overflow security fixes.
More to come, geez we have holes everywhere.
2000-12-05 11:08:30 +00:00
Jeff Teunissen
2652e77b5f
Update style guide.
2000-12-05 07:07:55 +00:00
Jeff Teunissen
fefca3d275
Fix up host.h snafu's
2000-12-05 06:58:01 +00:00
Bill Currie
cbf7cd5447
show_time 2 will select 12h clock as opposed to 24h (Misty again)
2000-12-05 06:57:44 +00:00
Bill Currie
97f7b9a568
rename quakedef.h to host.h (I should have done this months ago).
...
NOTE: -{sdl,sgl,3dfx,ggi,wgl,mgl} targets are very likely to be broken
if any file fails to compile, just put #include "host.h" into it
2000-12-05 06:33:44 +00:00
Bill Currie
9554be96f9
clean up screen.c and gl_screen.c includes
...
remove scr_allowsnap from screen.c
move crosshair related cvars to *screen.c
2000-12-05 05:55:16 +00:00
Bill Currie
481fe0b9ed
Misty's hudswap/fps/time patch to put the fps/time on the opposite side of the
...
screen to the hud.
2000-12-05 04:21:47 +00:00
Bill Currie
19a1e03f5d
apply Misty's clock patch part 2
2000-12-05 03:22:35 +00:00
Bill Currie
b5ff8b5c6c
re-arrange things a bit, make some items clearer and correct some spelling
...
errors
2000-12-05 01:30:13 +00:00
Bill Currie
6b3f8e5dba
make sure com_gamedir exists before writing config.cfg
2000-12-04 16:07:08 +00:00
Bill Currie
37eb211c0a
Misty's clock hack. show_clock 1 displays a clock on the screen for those that
...
need to know the current time while playing.
2000-12-04 03:46:04 +00:00
Bill Currie
ae290926c4
WildCode's location marking code (with a little touchup).
2000-12-03 23:52:54 +00:00
Dabb
5910c51bbe
Replaced my crap with Seth's instructions.
2000-12-03 11:06:09 +00:00
Dabb
0a8b0a72d2
Removed evil things. WIN32 SDL/SGL now uses (totally crappy)
...
SDL sounds instead of old directx sounds. Its time to pay for "portability".
2000-12-03 10:53:07 +00:00
Dabb
05bb0be33a
WIN32 SDL/SGL now uses (totally crappy) SDL sounds instead of old directx sounds. Its time to pay for "portability".
2000-12-03 10:48:02 +00:00
Dabb
b426b6daa7
Crappy complier doesn't allow me to UNDEF _win32 on command line! So here we have def WIN32SDL until I figure out better way to do it. Oh yeah, WIN32 SDL/SGL now uses (totally crappy) SDL sounds instead of old directx sounds.
2000-12-03 10:47:07 +00:00
Bill Currie
3bafaa371c
don't bother downloading sounds if we are unable to play them.
2000-12-03 01:57:29 +00:00
Bill Currie
8ed2ff9241
-svga now works in background. NOTE: mouse and joystick are probably still
...
grabbed by svgalib.
2000-12-02 22:19:26 +00:00
Bill Currie
7faabf5032
add thiss before I accidently lose it. It's intended use is for when I
...
eventually implement the demo movie writer and it will write the sound to a
file rather than the soundcard.
2000-12-02 19:59:35 +00:00
Bill Currie
bacfb94db0
a slight update
2000-12-02 19:57:23 +00:00
Bill Currie
67896c5d5d
fix a stupid bug
2000-12-02 08:31:18 +00:00
Bill Currie
7623a08ada
don't subdivide sky polys. we don't need it and it only slows us down
2000-12-02 07:41:47 +00:00
Bill Currie
e8da8add75
disable debug output. oops :/
2000-12-02 07:41:06 +00:00
Jeff Teunissen
19dd0f19dd
whitespace
2000-12-02 06:17:47 +00:00
Bill Currie
2f02dffe41
this shows the possible cases for clipping a polygon against a cube (from the
...
inside). Hopefully, more skybox clipping documentation will be forthcoming :)
2000-12-02 06:14:10 +00:00
Bill Currie
bd47fcf241
pass though indent, correct a comment and change vertexen to vertices
2000-12-02 06:09:18 +00:00
Bill Currie
c90adba9dc
finally. every condition I've been able to produce in start.bsp (quad jump to
...
the top of the map) works well. Depth issues have been taken care of as well
(sort of: same problems as non-clipped skybox, but you don't get sky IN the
map any more)
2000-12-02 05:32:50 +00:00
Bill Currie
6ced43e560
this SHOULD take care of case 5.3. Find out when I get home :/
2000-12-01 19:57:33 +00:00
Jeff Teunissen
7b82e44ca1
Fix PCX loading on big-endian systems
2000-12-01 08:59:44 +00:00
Jeff Teunissen
778fa713a6
Fix snd_null crash (Cvars undefined, segfault)
2000-12-01 08:57:54 +00:00
Bill Currie
a7ed89bdd2
got case 5.1 sorted out and in the process of sorting out 5.3 (just need to
...
decide on the best way to translate the information).
2000-12-01 08:10:02 +00:00
Bill Currie
588082a570
the cases of 6 faces with two vertexen (both adjoining and opposing) and 7
...
faces with 1 vertex are implemented, but I have no way of testing them :(ie, I
haven't found anywhere to test them, there just don't seem to be any sky polys
of the right shape)
2000-12-01 07:30:29 +00:00
Bill Currie
257c0eb64a
the case of 5 faces with 3 vertexen is now handled. it looks like there might
...
be a bug in my face visiting code that's causing process_corners to think some
numver of faces < 5 are being visted when really 5 are. I'll sort that out
later (at worst causes a little overdraw).
2000-12-01 05:41:05 +00:00
Bill Currie
fefe5df1bc
the case of 5 faces visited with one cube vertex enclosed is now handled.
2000-12-01 05:24:53 +00:00
Bill Currie
d6cb69f6fa
a major(?) algo change in cubee vertex handling. When a polygon goes around a
...
cube vertex, that vertex is no longer added immediatly, instead delaying it's
addition to the poly vertex list until all the sky poly points have been
handled (this has a side benefit of completely eliminating those two almost
identical functions: enter_face() and leave_face() :). After the sky poly
vertexen have been processed, the faces the edges of the poly have visted are
analysed for all 14 possible cases to determine how many and which cube
vertexen are to be added to the face polys. So far, 9/14 cases are handled
properly and 1 seems to be mysteriously handled in what seems to be a correct
fashion part of the time (bloody heisenbugs). The remaining cases are: 5
visited faces with 1 vertex and 3 vertexen (the heisenbug); 6 faces and 2
vertexen (2 variants: neighboring vertexen and opposing vertexen); and 7 faces
with 1 vertex.
2000-12-01 04:57:35 +00:00
Bill Currie
fbf23b9597
#ifdef out the 8 bit support functions
2000-12-01 04:44:05 +00:00
Bill Currie
c67a1b37e5
fix handling of +set on the command line so the global config file can be
...
overridden (so long as it doesn't use setrom:)
2000-11-30 19:53:25 +00:00
Bill Currie
42b3a83bd9
move host_parms from quakefs.c to somewhere a little more sensibe.
2000-11-29 23:26:45 +00:00
Bill Currie
150e04b784
finally compiles with `recent' alsa cvs. Doesn't work though (but fails
...
gracefully).
2000-11-29 23:22:21 +00:00
Jeff Teunissen
03ca6e6da3
Logos for the X11 clients.
2000-11-29 05:00:57 +00:00
Jeff Teunissen
975ff3ceff
Make vid_common_gl.c use the new extension system.
2000-11-29 04:59:18 +00:00
Jeff Teunissen
377655df11
Get the makefiles to link the new extension system in.
2000-11-29 04:56:23 +00:00
Jeff Teunissen
732dc94090
New functionality: QuakeForge now has a general OpenGL extension-loading
...
interface. To detect an extension, call QFGL_ExtensionPresent(). To get
the address of an extension function, call QFGL_ExtensionAddress(). This
function uses the preferred method for finding a function, based on
whatever OS and windowing system you use.
2000-11-29 04:55:24 +00:00
Dabb
ba1b5f8974
Added Borland C++ Builder 5 to list of supported compilers.
2000-11-28 18:02:03 +00:00
Dabb
0a6f195001
Made sure we can build with C++ Builder 5 too. Fixed TASM compile a bit.
2000-11-28 17:53:42 +00:00
Forest Hale
8b04d3e8e7
taniwha removed host_parms, which was necessary to compile...
2000-11-28 11:25:06 +00:00
Bill Currie
d74ab2865a
basedir is nolonger mentioned anywhere in the source. It's gone, gone, gone,
...
gone (and it better stay gone).
2000-11-27 23:03:01 +00:00
Dabb
462138e983
More fun missed by Havoc, SV_Init(void)
2000-11-27 15:30:09 +00:00
Dabb
008f880ea4
Well, let's be really strict and put SV_Init(void) here..
2000-11-27 15:29:25 +00:00
Dabb
6e3337b64a
Well, let's be really strict and put Host_Init(void) here..
2000-11-27 15:26:49 +00:00