Commit graph

2239 commits

Author SHA1 Message Date
Tim Angus
76e49b668e Merge branch 'master' into sdl2 2013-09-16 22:34:51 +01:00
SmileTheory
a408a2bdae OpenGL2: Fix inaccurate RGBM calculation. 2013-09-16 14:26:42 -07:00
SmileTheory
e80faf812e OpenGL2: Use RGBM instead of RGBE encoding for lightmaps. 2013-09-16 05:57:14 -07:00
SmileTheory
7e875c6941 #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
Tim Angus
58b8cfa0b3 Various fixes from Fuma 2013-09-15 23:54:52 +01:00
Zack Middleton
68a616c7f1 Free bot client if cannot load bot
Introduced by commit a57a5cfd9b.
2013-09-08 21:59:58 -05:00
Zack Middleton
27ddba9c2e Fix crash caused by too many surfaces in skin 2013-09-04 20:36:45 -05:00
Razish
61dd609aee Fix warning message in animation.cfg parsing functions
Signed-off-by: Zack Middleton <zturtleman@gmail.com>
2013-09-04 15:51:34 -05:00
Tim Angus
462694763e Bug #6021 Fix misuse of Sys_Mkdir (Joerg Dietrich) 2013-09-04 17:56:11 +01:00
Zack Middleton
99317a9e9a Make cgame's tcmd use trap_SendClientCommand for "gc"
gc command was forwarded to server after if wasn't recognized locally, but let's just send straight to server.

(trap_SendConsoleCommand should of had a \n at end, but using trap_SendClientCommand makes more sense.)
2013-09-03 18:19:48 -05:00
Zack Middleton
c79e0dfc25 Fix targetNum check in cgame's tcmd 2013-09-01 20:58:51 -05:00
Tim Angus
fb9270306b Fix initial window position being top left 2013-08-29 19:15:35 +01:00
Thilo Schulz
daf71ca502 Fix recursive crash when home path cannot be created 2013-08-25 12:00:30 +02:00
SmileTheory
311376af8a Fix upside-down SSAO. 2013-08-23 01:51:58 -07:00
SmileTheory
d46916082d #5999: OpenGL2: Don't use lightall shader with deforms or adjustColorsForFog. 2013-08-23 01:35:17 -07:00
SmileTheory
ebd164deaf #6004: OpenGL2: Make any CGEN_LIGHTING_DIFFUSE stages use lightall shader. 2013-08-23 00:55:28 -07:00
Tim Angus
273b9ab77e Update SDL2 headers... oops 2013-08-20 18:30:56 +01:00
Tim Angus
32a859c680 More updates to SDL2 libs from MAN-AT-ARMS 2013-08-19 23:19:29 +01:00
Tim Angus
e13773de69 Update prebuilt SDL2 libs for Windows 2013-08-18 18:23:14 +01:00
Tim Angus
e6d075e165 SDL2 libs for OSX, thanks to MAN-AT-ARMS 2013-08-18 18:08:03 +01:00
Tim Angus
bde7665462 Merge branch 'master' into sdl2
Conflicts:
	code/sdl/sdl_input.c
2013-08-16 23:34:08 +01:00
Zack Middleton
d4c6711e51 Fix "bind <key>" message for unbound keys
"bind X cmd; unbind X; bind X" now says '"x" is unbound' instead of '"x" = ""'
2013-08-16 15:41:01 -05:00
Zack Middleton
3d69ae9995 Fix OpenAL music stop issues using stream stop code
S_AL_StopBackgroundTrack would sometimes generate AL errors.
S_AL_MusicSourceFree needs to kill source or next track may have short looping buffer.
2013-08-16 15:29:12 -05:00
Zack Middleton
81909bb266 Fix text getting appended to vid_restart in command buffer
I was getting unknown command "vid_restart-button2" warning on OSX when trying to use alt-return to toggle fullscreen.
2013-08-03 17:40:50 -05:00
Zack Middleton
3518e7b22e Fix bind commands getting run when closing UI
Introduced in commit "Add togglemenu command" bf2b04.

Don't let UI key event changing key catcher affect bind parsing. Bind parsing itself will never change the key catcher.

Example of issue: if mouse1 is bound to +attack when clicking Resume Game, player will shoot until releasing the mouse button.
Mouse button should have to be released and pressed again before player will shoot.
2013-07-22 17:44:28 -05:00
Henry Stratmann III
db85b61e94 Add assignment below declarations otherwise compiling fails with msvc
Signed-off-by: Zack Middleton <zturtleman@gmail.com>
2013-07-21 19:15:24 -05:00
Zack Middleton
43ea1aebb3 Fix Windows server history scrolling
Update history position when CON_HistNext goes to input line, otherwise
when going to previous a line is skipped.
Don't let CON_HistPrev go to unused lines.
2013-07-21 17:32:56 -05:00
Anthony Pesch
b0f0376a4f Misc fixes to IBO code to correctly use sizeof(glIndex_t) 2013-07-19 14:16:49 -07:00
morturp
7b47c6cf36 out seems to be unnecessarily large for one byte per pixel 2013-07-18 03:00:39 +03:00
Zack Middleton
690b281e4d Remove unused models from server_t 2013-07-11 23:26:30 -05:00
Zack Middleton
30fcabec65 SDL Mouse Button clean up
Make 'b' variable an int so that key values more than 255 will work (not currently an issue in ioq3 afaik).
Use SDL_BUTTON_* for easier transition to SDL2.
(SDL2 doesn't have SDL_BUTTON_WHEELUP or SDL_BUTTON_WHEELDOWN, X1/X2 are different values.)
2013-07-09 14:41:56 -05:00
Zack Middleton
4776fb4767 (bug #5984) Unload renderer lib 2013-07-08 16:36:30 -06:00
Zack Middleton
6b13806066 Fix getting servers from and being listed on id's q3 master server
Use q3 master protocol when com_gamename is Quake3Arena (the default), otherwise use dpmaster protocol.
2013-07-07 16:31:36 -05:00
Zack Middleton
608e852ac6 Free Team Arena fonts/fontImage_X.dat buffer
Caused temp memory to be present all the time, so Hunk_Alloc ignored memory low/high preference.

May have caused other issues as well.
2013-07-04 15:34:05 -05:00
morturp
213b8e2435 Prevent the skip of the glyph if it does not fit 2013-06-26 11:42:59 +03:00
Zack Middleton
d79fe65878 Fix r_mergeLightmaps 0 crashing OpenGL2 renderer
tr.fatLightmapStep was 0 and caused modulus division by 0.
2013-06-20 21:56:04 -05:00
Zack Middleton
872465500e Fix r_nocurves in OpenGL2 renderer
Check r_nocurves in surface cull.
While r_nocurves is enabled, don't use merged surfaces because merged curves would be renderer. (note: surface merging is enabled by r_mergeLeafSurfaces)
2013-06-20 16:27:00 -05:00
Zack Middleton
323e8b9921 Fix r_speeds 4 in OpenGL2 renderer 2013-06-20 16:21:26 -05:00
Zack Middleton
aa2ea68741 Fix IQM tess buffer overflow
Set the variables that use tess.numVertexes after calling RB_CHECKOVERFLOW() as it may set tess.numVertexes to 0!

Could cause visual issues and error "RB_EndSurface() - SHADER_MAX_VERTEXES hit".
2013-06-18 18:00:45 -05:00
Zack Middleton
cb2fa48d65 Only allow model meshes to have SHADER_MAX_VERTEXES - 1 vertexes
The last index is used to check for buffer overflows. See RB_CheckOverflow and RB_EndSurface.
2013-06-18 17:02:47 -05:00
Zack Middleton
00c1831edb Don't try to fog flares with fogNum 0
fogNum 0 means no fog. Shaders don't try to apply fog color if fogNum is 0.

This was done to make things more consistent and fix a crash in iortcw MP using a user made map on GNU/Linux x86_64.
2013-06-11 15:47:00 -05:00
Tim Angus
7b15415042 Rate limit getchallenge 2013-06-10 20:31:15 +01:00
Zack Middleton
2937ac7661 Allow adjusting VoIP gain and mute during SP demo playback 2013-06-04 23:19:47 -05:00
Zack Middleton
e89a1b9f8e Allow adjusting VoIP gain and mute during demo playback 2013-06-04 23:02:23 -05:00
Zack Middleton
21c93736b8 Allow recording VoIP in SP for demo commentaries 2013-06-04 22:28:46 -05:00
Zack Middleton
1315d62491 Make COM_ParseWarning report starting line number of multi-line tokens
COM_ParseWarning use to show last line number of multi-line string tokens, now shows starting line number.
2013-06-03 22:35:57 -05:00
Zack Middleton
d4f785c465 Improve warning for shader missing opening brace 2013-06-02 21:59:01 -05:00
Zack Middleton
3ec2b02dce Check for shaders without closing brace
Shaders without closing brace can eat shaders in other files.
Pass depth to SkipBracedSection instead of reparsing text as it messed up parse line numbers.
2013-06-02 21:55:19 -05:00
Zack Middleton
c0a21d0898 Fix setting COM_Parse current line number
Fix initial off-by-one error.
Count lines in /* */ comments and multi-line strings.
Fix counting some lines twice if text has Unix newlines.
2013-06-02 21:21:45 -05:00
Zack Middleton
6c4d010f29 Fix null model axis disappearing if sky is in view 2013-05-31 01:07:49 -05:00
Zack Middleton
eb73dcb7f4 Catch more bad shader syntax cases
Use to only ignore file in cases where both { and \0 were missing after shader name. Now ignore file when either are missing, such as "}\0".
2013-05-30 22:58:58 -05:00
/dev/humancontroller
120e296a74 fix some OOB enumerator usages
(should be no-op with usual compiler workings)
2013-05-30 15:48:49 -05:00
/dev/humancontroller
9e9d6fa52c clean up return statements a bit more 2013-05-30 15:43:21 -05:00
/dev/humancontroller
9d626b6a12 drop some useless return statements 2013-05-30 15:43:21 -05:00
/dev/humancontroller
bbd17d75ce reduce the amount of compiler warnings for variable shadowing 2013-05-30 15:43:20 -05:00
/dev/humancontroller
1d0a044de3 when using the condump command, do not say "dumped console text" prematurely, before trying to open the file 2013-05-30 15:41:19 -05:00
/dev/humancontroller
a8ce30163e make the fread() success-check code in Sys_RandomBytes() more secure 2013-05-30 15:41:19 -05:00
/dev/humancontroller
f0b43aba35 remove some unused stuff 2013-05-30 15:41:19 -05:00
/dev/humancontroller
8cc817b5a3 remove some redundant exit() calls 2013-05-30 15:41:18 -05:00
/dev/humancontroller
830d93aa38 add some noreturn annotations 2013-05-30 15:39:22 -05:00
/dev/humancontroller
2d54a12615 fix some "\n"-related stuff
add missing "\n"s to some Printf()-like calls (in Rend2)
drop erroneous "\n"s from some Error()-like calls (in Rend2)
drop erroneous "\n" from a Com_Error() call (in vm_sparc.c)
2013-05-30 15:32:44 -05:00
Tim Angus
242dcf9cf8 Suppress warning 2013-05-29 14:24:09 +01:00
Zack Middleton
0c3ec34db9 Allow drawing sun in OpenGL1 renderer
Removed #if 0 ... #endif around RB_DrawSun().
Merged improvements and changes from OpenGL2 renderer.
2013-05-27 14:52:18 -05:00
Tim Angus
ab4c602374 Fix Freetype build problems 2013-05-27 20:45:42 +01:00
Zack Middleton
d5b046186a Clarify comment for OpenGL2's RDF_NOFOG 2013-05-24 13:16:56 -05:00
Zack Middleton
71b804a096 Remove RF_SUNFLARE from OpenGL2 renderer
RF_SUNFLARE didn't do anything after commit "Merge Reaction renderer features, remove "#ifdef REACTION"s".
2013-05-24 12:26:45 -05:00
Zack Middleton
0448f68a13 Fix predicting touching items in CTF and 1FCTF
In CTF, rail or plasma gun/ammo were not predicted for pickup depending on what team player is on. The rail and plasma values are the same as PW_REDFLAG and PW_BLUEFLAG.
In 1FCTF, only neutral flag, BFG, and BFG ammo were predicted for pickup. WP_BFG is equal to PW_NEUTRALFLAG.
2013-05-23 00:55:32 -05:00
Svante Signell
540e4225cc Add support for the GNU/Hurd architecture
[As with GNU/kFreeBSD, it's treated as "Linux": all three use the GNU libc
and runtime linker, which is mostly what matters for ioquake3. -smcv]

Bug-Debian: http://bugs.debian.org/679330
Reviewed-by: Simon McVittie <smcv@debian.org>
2013-05-19 21:50:40 +01:00
Ensiform
53bbfc2cd6 Remove unused renderCommandList variable from renderers 2013-05-13 12:08:16 -05:00
Tim Angus
d9d52f0306 Merge branch 'master' into sdl2
Conflicts:
	Makefile
	code/renderercommon/qgl.h
	code/renderergl1/tr_local.h
	code/sdl/sdl_glimp.c
2013-05-08 14:27:15 +01:00
Jonathan Gray
3234d2b141 dlopen libopenal.so not libopenal.so.1 on OpenBSD 2013-05-05 11:28:54 +10:00
Zack Middleton
ee7bd0cae6 Show surface names in excessive vertexes and triangles warnings
Add newlines to renderergl2's R_LoadMD3 vertex and triangle warnings.
2013-05-03 14:28:18 -05:00
SmileTheory
3a47192ba8 Use specular texture RGB as specular reflectance, multiplied by per-material value. 2013-05-03 00:32:59 -07:00
SmileTheory
aff3f18101 #5889: Do post-processing only on viewport portion of frame buffer. 2013-04-26 18:49:48 -07:00
Zack Middleton
b6d64b7dc4 Correct TeamCount return type and team argument type 2013-04-26 15:46:12 -05:00
Harley Laue
1b2a6abed9 Rename FS_CheckFilenameIsNotImmutable to ..IsMutable 2013-04-24 14:45:37 -05:00
Zack Middleton
6c88bf8aee Rename FS_CheckFilenameIsNotExecutable to ..NotImmutable 2013-04-24 14:14:13 -05:00
Zack Middleton
936db459ee Don't allow modifying qvms or pk3s
Exception for allowing pk3s to be downloaded.
2013-04-24 14:11:18 -05:00
SmileTheory
8270d54a25 Don't scale shadow multipliers by overbrightbits, and improve documentation. 2013-04-22 21:52:16 -07:00
Zack Middleton
feb012152c Give botlib com_basegame for botlib.log path
Before it always used BASEGAME fallback code.
2013-04-22 23:11:10 -05:00
Zack Middleton
b95d8a91aa Fix referencing pk3 with only qagame QVM 2013-04-22 16:21:46 -05:00
Zack Middleton
a7317ac0d5 Add fallback for __func__ (ioq3 isn't compiled as c99 by default)
Using Debian gcc version 4.7.2 and clang 3.0-6.1 anyway.
2013-04-20 21:28:21 -05:00
Mikael Pettersson
1c66e30e7e Fix memmove()
[The lcc source] overrides the libc memmove() with its own implementation,
but that implementation fails to follow the specification. In particular,
it returns NULL rather than memmove()'s first parameter.

GCC now optimizes based on this aspect of the specification, so things go
wrong at runtime.

[Text & patch from http://gcc.gnu.org/bugzilla/show_bug.cgi?id=56881#c8]
2013-04-14 20:08:08 +01:00
Tim Angus
6983187a99 Remove old .mak files from botlib 2013-04-13 11:26:42 +01:00
Zack Middleton
319df2d4d7 Fix zone memory leak in OpenGL2 renderer
meminfo command showed the dynamic renderer zone amount going up by 1824 bytes each time I reloaded map using map command.
2013-04-10 23:21:40 -05:00
Tim Angus
230af8c9e9 Fix shfolder.dll not getting freed 2013-04-09 21:43:01 +01:00
Zack Middleton
0f62a565f9 Fix setting CVAR_VM_CREATED flag on user created cvars
Fix setting CVAR_VM_CREATED flag on cvars created using set[asu] commands (including archived cvars from cfg) and trap_Cvar_Set.

trap_Cvar_Register called Cvar_Get which cleared CVAR_USER_CREATED flag, but CVAR_VM_CREATED wasn't set because the cvar already existed.
2013-04-06 01:06:34 -05:00
SmileTheory
6a763f0671 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest 2013-04-02 00:18:24 -07:00
SmileTheory
28e14c4546 Add sunlight/lightmap merging by multiply (r_sunlightMode 1)
Merge additive sunlight and map lighting into one GLSL shader (r_sunlightMode 2)
Change single lightmap blends to use lightall
2013-04-02 00:17:24 -07:00
Tim Angus
12115c28cd Fix the warning caused by fixing the warnings 2013-03-26 18:32:36 +00:00
Tim Angus
98360bcd57 Fix some of the things clang --analyze flagged 2013-03-26 16:50:03 +00:00
SmileTheory
66acde6d60 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest 2013-03-25 21:05:27 -07:00
Zachary Slater
01efc26654 s/enum/typedef enum/g on uniform_t for glorious fix of mac build. h/t MAN-AT-ARMS 2013-03-25 14:28:01 -07:00
Tim Angus
8d70929d12 Ditch 'historical compatibility' and use 'logic' instead 2013-03-22 11:33:27 +00:00
SmileTheory
8b23985358 Make all GLSL shaders use the same set of uniforms. 2013-03-20 22:53:30 -07:00
Zack Middleton
9bfff1363e Fix NET_IPSocket and NET_IP6Socket return type
It was causing a warning on Windows x64.
2013-03-18 16:04:53 -05:00
Zack Middleton
98dda7758f Always initialize joint_names in R_LoadIQM
Reported by MAN-AT-ARMS
2013-03-18 15:55:25 -05:00
Ensiform
9a752ce8cd Use PATH_SEP for a debug message in FS_FOpenFileReadDir 2013-03-18 14:44:34 -05:00
Zack Middleton
bf962c516d Fix loading and rendering IQMs with no joints 2013-03-18 14:13:09 -05:00
Tim Angus
ecd50f01c2 Remove RAVENMD4 #define 2013-03-18 19:05:51 +00:00
SmileTheory
e14a814ba2 Support more tcgens in lightall shader. 2013-03-14 23:11:27 -07:00
SmileTheory
9eef320c91 Remove some more automatic sRGB image flags. 2013-03-12 22:00:51 -07:00
Tim Angus
dfbad1360f Fix some clang warnings 2013-03-12 21:50:59 +00:00
Tim Angus
bf25c27105 Oops missed a bit 2013-03-12 21:20:33 +00:00
Tim Angus
3e92679100 Fix USE_FREETYPE breakage 2013-03-12 19:41:52 +00:00
Tim Angus
37c69a8009 Move renderers a bit closer together 2013-03-12 17:52:29 +00:00
SmileTheory
41985945f6 Always reset vertex attrib pointers with animated meshes. 2013-03-11 22:46:21 -07:00
Tim Angus
78132cf829 Remove old x86_64 JIT compiler 2013-03-11 22:20:10 +00:00
Zack Middleton
b009528e6a Fix displaying demo name when loading demo 2013-03-09 15:58:35 -06:00
Zack Middleton
89ee8b050f Fix size reserved for IQM jointMats (allocated more than used) 2013-03-08 15:28:27 -06:00
Zack Middleton
8aa6efe7b6 Fix origin returned by IQM's LerpTag
It use to return pose joint's offset from base at the lerped frame, now it returns the joint's origin at the lerped frame.

Patch by Axel Isouard and Zack Middleton.
2013-03-08 13:47:16 -06:00
SmileTheory
e6e0d47099 Fix clampmapped images being always treated as sRGB. 2013-03-07 14:23:28 -08:00
SmileTheory
fb6b08bdd6 Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git 2013-03-06 21:00:21 -08:00
Zack Middleton
a737d442a0 Fix RAVENMD4 warnings in OpenGL2 2013-03-06 17:52:06 -06:00
SmileTheory
fbe56e4fa1 Some minor cleanup. 2013-03-06 02:02:01 -08:00
SmileTheory
027af8e6cc Simplify RE_StretchRaw() with RE_UploadCinematic() and RB_InstantQuad2(). 2013-03-06 00:54:56 -08:00
SmileTheory
11e83b2ee3 Oops, fix typo. 2013-03-05 20:21:03 -08:00
SmileTheory
7c04002b87 Simplify previous patch. 2013-03-05 19:52:11 -08:00
SmileTheory
2153fc4671 Calculate viewport and screen texture coordinates correctly for sun shadows. This fixes part of #5889. 2013-03-05 01:41:51 -08:00
Ensiform
e7753f9acf Fix vote Y/1 and teamvote Y/1 2013-03-03 21:53:14 -06:00
Zack Middleton
fe0a65e52e Show lowercased ascii in bind command 2013-03-03 19:14:36 -06:00
Zack Middleton
a18ae32a5e Fix Key_StringToKeynum to return lowercased ascii
Fixes bind and unbind uppercase ascii and uppercase ascii in cl_consoleKeys.

keycodes.h states "normal keys should be passed as lowercased ascii"
2013-03-03 19:07:44 -06:00
Zack Middleton
db68f59281 Fix comment for gametype parsing in ui 2013-02-27 16:09:10 -06:00
Zack Middleton
4cd60e5af7 Fix BotExportTest's args for BotGetReachabilityToGoal 2013-02-27 15:57:55 -06:00
Zack Middleton
b9a33f84be Remove unused config string code from botlib 2013-02-27 15:55:01 -06:00
Zack Middleton
57cb0b2d89 be_ai_weap.c: s/move state/weapon state/g 2013-02-27 15:39:28 -06:00
Zack Middleton
c7059fbf28 Move noise function declations to tr_common.h
tr_noise.c is in renderercommon directory, so declare them in header there too.
2013-02-27 15:35:02 -06:00
Zack Middleton
eb7e554c46 Fix comment in snd_codec_opus.c 2013-02-27 15:31:26 -06:00
Zack Middleton
eef897b3c1 Remove Sys_SnapVector 2013-02-18 19:05:37 -06:00
James Canete
5b5f7f5c0a Fix compiling opusfile on mingw32 2013-02-18 19:00:41 -06:00
Zack Middleton
7987b71a9d Fix last commit 2013-02-17 20:42:18 -06:00
Zack Middleton
a41354f3f7 Add missing config_types.h for libogg
It's usally generated by configure, most platform cases are handled in os_types.h
2013-02-17 20:34:45 -06:00
Zack Middleton
5c3d76665f Fix compiling opus using mingw 2013-02-17 18:56:31 -06:00
Zack Middleton
2a31f33fc6 Add libogg 1.3.0 2013-02-17 18:56:06 -06:00
Zack Middleton
6d56d8bb33 Add libopus 1.0.2 and libopusfile 0.2 2013-02-17 18:33:39 -06:00
Zack Middleton
3dd5c5d862 Add Ogg Opus support 2013-02-17 18:32:05 -06:00
Zack Middleton
1b0fb6e8d8 5882 - Update OpenAL Headers to OpenAL Soft 1.15.1 2013-02-17 07:34:41 -06:00
Zack Middleton
f4d56e5429 Add GPL header to tr_common.h 2013-02-16 15:46:09 -06:00
Tim Angus
d201443350 Remove a few name tags 2013-02-16 21:03:56 +00:00
Tim Angus
2da0fd6de8 Add renderercommon/tr_common.h 2013-02-16 20:58:04 +00:00
Tim Angus
93e6183ce3 Move some things into renderercommon 2013-02-16 12:15:36 +00:00
Zack Middleton
372b07a97a Fix freeing source while parsing botfiles/items.c 2013-02-16 04:40:27 -06:00
Ensiform
3041eee0cf condump improvements
Default output file extension to ".txt"
Show output filename in error message.
Use Windows line endings on Windows.
Dynamically allocate line buffer. (by ZTM)
2013-02-15 22:49:08 -06:00
Ensiform
e5f7e1de52 Remove unneeded variable extern 2013-02-15 22:03:34 -06:00
Zack Middleton
2e45edb550 5717 - Gamecode can open file "" for reading 2013-02-15 21:08:47 -06:00
Zack Middleton
92573270de 5097 - Menu corrupted on start (on IRIX) 2013-02-15 20:14:02 -06:00
Tim Angus
f6fb9eb602 renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
SmileTheory
bff574e04e #5878: Ensure surfaces are drawn before executing full-screen render commands, and when at the end of the render command list. 2013-02-12 20:53:59 -08:00
Zack Middleton
c0d5ba9e06 Fix compiling 2013-02-11 20:45:17 -06:00
Zack Middleton
91194bfc3e Fix possible delta from invalid entity 2013-02-11 20:36:14 -06:00
Zack Middleton
62cef99b28 Extend Team Arena name edit fields to MAX_NAME_LENGTH 2013-02-11 19:51:36 -06:00
Zack Middleton
6f88df262c Don't add pk3dirs if connecting to a pure server
Only .cfg etc would be read from pk3dirs, but they should be treated like pk3s that are not on the pure list.
2013-02-11 19:15:14 -06:00
Zack Middleton
ebee21157c Change pk3dir README / comments to fit in better 2013-02-11 18:02:40 -06:00
Andrew Browne
37a9614179 5289 - Support for .pk3dir 2013-02-11 17:58:24 -06:00
Zack Middleton
c9137d9d14 Update invalid g_gametype right away 2013-02-11 16:43:18 -06:00
Zack Middleton
50e85b23b3 Remove newlines from Rend2 error messages 2013-02-11 16:37:00 -06:00
Zack Middleton
eab1f9720a Add missing traps to cg_local.h 2013-02-11 16:28:41 -06:00
Tobias Kuehnhammer
2147f2b7c2 Adds Z checking to CanDamage function. 2013-02-11 16:02:01 -06:00
Zack Middleton
ac621642ac Unify/cleanup max snapshot entities on client and server 2013-02-11 15:49:47 -06:00
Zack Middleton
d815052df0 Fix renderering TrueType Fonts in Rend2
Reported by Axel Isouard (exidl)
2013-02-11 14:33:38 -06:00
Zack Middleton
75598f1a2b Fix IPv6 favorites in q3_ui
This does however allow favorites to contain hostnames which was explicitly not allowed before.
2013-02-08 18:11:03 -06:00
Zack Middleton
81f92fe7f0 Extend Team Arena Favorite Address edit field to hold an IPv6 address 2013-02-08 18:10:22 -06:00
Zack Middleton
7b34987823 Fix resolving IPv6 favorites in Team Arena UI 2013-02-08 16:47:27 -06:00
Zack Middleton
2b7bf5b37e Merge branch 'master' of https://github.com/ioquake/ioq3 2013-02-07 21:04:28 -06:00
Zack Middleton
7ccdff6e12 Fix creating favorite when not on view favorite servers 2013-02-07 21:03:33 -06:00
Zack Middleton
fe47952bf5 Increase favorite address buffer size in Team Arena UI
Now it can hold an IPv6 address.
2013-02-07 20:55:51 -06:00
SmileTheory
649f0c351f Merge branch 'reactionmerge' 2013-02-04 20:34:58 -08:00
SmileTheory
9bace5bac7 Merge Reaction renderer features, remove "#ifdef REACTION"s 2013-02-04 20:33:58 -08:00
Zack Middleton
80b0792980 Remove MSG_WriteDeltaUsercmd and MSG_ReadDeltaUsercmd 2013-02-02 22:26:22 -06:00
Jeremy Davis
617107429d Use Q_strncpyz in G_AddRandomBot 2013-02-02 21:58:01 -06:00
Zack Middleton
9c741f95ea Remove some unused defines from msg.c 2013-02-02 21:40:03 -06:00
Zack Middleton
b4ad5a8411 Fix MSG_ReadDeltaKey setting bit 1<<bits often
MSG_ReadDeltaKey would often set 1<<bits, it should never be set. It exceeds the size of what was being read.
Worked okay for weapons/forward/right/up as they stored as chars (value would wrap around to correct value, lucky).
Angles had the wrong value, not sure if it was causing issues.
2013-02-01 22:07:52 -06:00
SmileTheory
cda1c46e3a Merge branch 'HEAD' of https://github.com/ioquake/ioq3.git into suntest 2013-01-30 17:28:34 -08:00
SmileTheory
974b938f8f Starting sunlight experimentation branch 2013-01-30 17:27:36 -08:00
Tim Angus
b9355c5f12 The in_mouse stuff makes no sense in SDL2 2013-01-28 09:25:38 +00:00
Tim Angus
51df89ab13 Remove the SMP renderer feature 2013-01-24 22:53:08 +00:00
Tim Angus
b43f766141 Update bundled SDL headers/libs 2013-01-21 22:40:05 +00:00
Tim Angus
42586b782b Improve console key situation 2013-01-21 22:20:15 +00:00
Tim Angus
9b8711d2e1 Fix wacky patch for r_ignorehwgamma 2013-01-19 21:39:35 +00:00
Tim Angus
aaea838d39 Convert SDL text input to UTF-32 2013-01-19 21:35:09 +00:00
Tim Angus
3105d62027 Allow hardware gamma, in theory 2013-01-18 21:53:37 +00:00
Jeremy Davis
3f489fe5f2 Make UI_CVAR_CREATE use VM specific code
Makes cvar be flagged as VM created and unset ROM if ARCHIVE is set.
2013-01-17 15:21:29 -06:00
Tim Angus
61ed67bd1a Make the mousewheel work 2013-01-17 19:04:27 +00:00
Tim Angus
f478761e07 Use SDL 2 instead of SDL 1.2 2013-01-17 18:20:03 +00:00
Zack Middleton
9c701a781b Run toggleconsole in binds while in menu or message mode 2013-01-16 23:06:35 -06:00
Zack Middleton
4ba14425ed Add togglemenu to q3_ui controls menu 2013-01-16 23:04:50 -06:00
Zack Middleton
bf2b04254a Add togglemenu command
Allow togglemenu to be run in binds while in menu or message mode.
2013-01-16 23:03:09 -06:00
Jeremy Davis
4de32b1c1a Fix error message in BG_EvaluateTrajectory 2013-01-14 14:50:12 -06:00
Jeremy Davis
76f906703e Fix error message in BG_EvaluateTrajectoryDelta 2013-01-14 00:22:57 -06:00
Tim Angus
70b165ee33 Fix screwed up whitespace in files.c
Apologies to anyone merging this :(
2013-01-13 22:26:09 +00:00
Tim Angus
5fd456ff7c Fix FS_FOpenFileRead corner case
FS_FOpenFileRead is a fairly mental function that changes its return
behaviour depending on whether or not file is NULL or not. It turns out
in the case where file is NULL, we were returning the wrong value when
the file didn't exist.
2013-01-13 22:26:09 +00:00
Zack Middleton
693e51c654 Remove old FIXME, pmove_framecount isn't networked 2013-01-11 17:29:39 -06:00
Zack Middleton
2d6b68edd8 Fix win32 console partial print being overwritten 2013-01-10 16:29:54 -06:00
Zack Middleton
20cd170993 Make win32 console cursor visible 2013-01-10 15:34:54 -06:00
Zack Middleton
c1ddacf5be Fix win32 input left on buffer and overwritten
The input line on the console screen buffer was moved up a line and
overwritten by CON_Print.

Remove input line when console shutdown as well.
2013-01-10 15:06:59 -06:00
Zack Middleton
eb6b5e5eab Merge branch 'master' of https://github.com/ioquake/ioq3 2013-01-09 23:18:41 -06:00
Mark
a99a214589 Fix #5849 - broken snapvector inverts player speed
Snapvector was converting floats to 16 bit integers instead of 32 bit integers.
2013-01-09 23:15:21 -06:00
SmileTheory
ed87774a77 #5866: Fix surface culling through portals, and use the correct number of frustum planes. 2013-01-09 18:30:12 -08:00
Zack Middleton
daa9619913 Don't look for colors past win32 input line length 2013-01-09 15:42:21 -06:00
Zack Middleton
768083b46f Fix win32 dedicated input line printing to backlog
Use to write win32 input line using WriteConsole then overwrite by
CON_Print, so when CON_Print removes color format characters the end of original input line was visable.

"hi ^1guys" use to be shown as "hi guysys" in the console backlog.
2013-01-09 15:21:44 -06:00
Zack Middleton
c501c1ad8a Colorize text on win32 console
Text input line color based on code by "spior"
Main colorize function based on Sys_AnsiColorPrint in sys_main.c
2013-01-08 17:20:01 -06:00
SmileTheory
3d311bdbe3 #5863 - Use proper texture coordinates for alpha tested materials when doing depth prepass. 2013-01-07 21:29:19 -08:00
SmileTheory
af77b93597 #5818 - Modular renderer and Rend2 support for MSVC. 2013-01-07 20:30:49 -08:00
Zachary Slater
20a77764dd Increase various arbitrary limits - Bug #5463 2013-01-06 01:36:39 -08:00
Richard Allen
6a7a67a497 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. 2012-12-31 01:32:15 +00:00
Zack Middleton
45bb0f7b53 Fix bot skill format so it doesn't always have a space at the beginning of it. 2012-12-29 03:35:48 +00:00
Zack Middleton
a57a5cfd9b 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.
2012-12-29 03:33:00 +00:00
Zack Middleton
b791040f42 - 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.
2012-12-29 01:45:11 +00:00
Richard Allen
1c8fa31c0d 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 2012-12-20 00:15:17 +00:00
James Canete
98677b1c72 Missed a file in the previous commit. 2012-12-18 06:21:47 +00:00
James Canete
78b4a3bb7a Support r_srgb even without hardware support. Also tweak default autoexposure/tonemap settings to look good on both r_srgb 0 and 1. 2012-12-18 06:15:38 +00:00
Zack Middleton
26b1fcc471 Save all arguments from connect for reconnect command.
Remove unnecessary localhost check from reconnect command.
2012-12-16 19:20:08 +00:00
Zack Middleton
8ef0f36a3f Fix dedicated server crashing when using MSG_ReadDelta*, though it only happens if someone modifies the engine. (#5449) 2012-12-16 00:15:14 +00:00
Zack Middleton
aac23d6934 Fix reconnect command to work after leaving server. (#5794) 2012-12-15 23:33:02 +00:00
Zack Middleton
c5af65fe5f 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.
2012-12-15 21:55:07 +00:00
Zack Middleton
b943d506bf Fix clients being able to reset their player state and respawn using donedl. 2012-12-15 08:08:46 +00:00
James Canete
3bb7138b84 Fix a couple files not ending with a newline. 2012-12-15 00:40:08 +00:00
James Canete
082ecc4d6c Only declare var_SampleToView in lightall shader when it is actually used. 2012-12-15 00:39:17 +00:00
Zack Middleton
d79ea2e5cd - Allow changing cl_voip without restarting.
- Fix assert failing in CL_ParseVoip() while flipping cl_voip off and on.
2012-12-14 07:32:07 +00:00
Zack Middleton
50475fc37b Fix server ignoring client move commands if voip data is included. 2012-12-13 23:54:58 +00:00
Zack Middleton
7786f95c06 Fix writting voip data in demos (broke in r2102). 2012-12-13 05:25:50 +00:00
James Canete
f4a0a78b43 Split light sample into direct and ambient parts when using deluxemaps or per-vertex light vectors. Fixes #5813. 2012-12-10 22:35:57 +00:00
James Canete
b356dac903 From /dev/humancontroller: Typo. 2012-12-06 21:53:52 +00:00
James Canete
374c551404 #5812 - Use refdef's coordinates when drawing to screen shadow fbo, and separate depth texture and screen texture coordinates in glsl shaders. 2012-12-06 01:55:45 +00:00
James Canete
736e1d5170 Oops, fix line endings in new files in previous commit 2012-12-04 03:05:34 +00:00
James Canete
edb414b34a #5808 - Include and use .glsl in source (rend2) 2012-12-04 01:56:52 +00:00
Thilo Schulz
6b811ada7a Add length check here as well, thanks Ensiform 2012-12-03 17:58:55 +00:00
Zack Middleton
311acbe263 In q3_ui if uis.demoversion is set, hide "Team Arena" and "Mods" in main menu. (They aren't shown in id's q3a demo and use to be drawn under demo message). 2012-12-01 23:17:14 +00:00
Zack Middleton
29c406c9ec Fix function prototype for Info_RemoveKey_Big. Pointed out by Ensiform. 2012-11-29 17:09:28 +00:00
Zack Middleton
10a574e6ed Remove unused function CL_DisconnectPacket. Pointed out by Ensiform. 2012-11-24 20:55:47 +00:00
Zack Middleton
b785f8a241 Changes suggested by DevHC:
- Remove "!target" checks from tell, vtell, and gc commands. Target was just set, cannot be NULL.
- Validate "order" in gc command before "player id."
2012-11-20 22:51:48 +00:00
James Canete
467619c034 Make software overbright optional (cvar r_softOverbright) and reduce the number of FBOs and FBO blits when able. 2012-11-20 03:34:16 +00:00
Zack Middleton
1f8db4c14a Remove references to non-existent functions CM_MarkFragments and CM_LerpTag. 2012-11-19 05:48:27 +00:00
Zack Middleton
3da8779180 - Check for invalid filename in OpenAL's RegisterSound function.
- Changed Base sound system to warn not error when sound filename is empty or too long.
2012-11-19 00:40:03 +00:00
Zack Middleton
6c1045a003 Remove unneeded name buffer in S_Play_f. 2012-11-18 23:30:26 +00:00
Zack Middleton
d9bea4977b Improve "play" command, based on a patch from Ensiform. 2012-11-18 23:16:13 +00:00
Zack Middleton
98f04d39a6 #5799 - Change messagemode text box to display colors like in console input box. 2012-11-18 22:24:15 +00:00
Zack Middleton
05bc03d32d Remove anti tamper leftover code 'CL_ChangeReliableCommand'. From Ensiform. 2012-11-18 22:12:30 +00:00
Zack Middleton
bf9b5cd7de - Fix up "gc" command, make it more like "tell". Based on patch by Ensiform.
- Add usage messages for gc, tell, vtell, and votell commands.
- Check player names in gc, tell, vtell, and votell commands.
2012-11-18 22:08:58 +00:00
Zack Middleton
1cdb3b33e7 Fix follow command to find clients whose name begins with a number. 2012-11-18 21:55:40 +00:00
Zack Middleton
f13a87daad Change error message in CL_ConfigstringModified to specify out of range index like in server. 2012-11-18 19:14:07 +00:00
Zack Middleton
82f83cd092 Fix some "> MAX_*" to be ">= MAX_*". 2012-11-18 19:09:54 +00:00
James Canete
d635193e19 Various shader fixes and optimizations. 2012-11-14 10:56:31 +00:00
James Canete
b269acac94 Fix bugs where some surfaces weren't merged and others were counted as merged in R_MergeLeafSurfaces(). 2012-11-09 08:13:38 +00:00
James Canete
86984eb536 When calling qglDrawRangeElementsEXT(), use proper start and end parameters. 2012-11-07 00:06:51 +00:00
Zack Middleton
8234225459 Change more operator commands to require sv_running to be usable. Patch by Ensiform. 2012-11-01 06:03:15 +00:00
James Canete
262e8e96b6 Ensure the correct FBO is bound when drawing. (Fixes bug #5791.) 2012-10-30 22:05:07 +00:00
Zack Middleton
c4288507e0 Don't draw cursor during Team Arena's loading screen. 2012-10-30 20:06:48 +00:00
Zack Middleton
016b74b633 Fix restoring old fs_game upon leaving a server. Patch by Ensiform. 2012-10-30 16:51:06 +00:00
Zack Middleton
17ee96e6c8 Clean up getting pshadowMap in Rend2's R_DecomposeSort(). 2012-10-30 09:00:58 +00:00
Zack Middleton
faa0cb04c1 Show reason non-default renderer failed to load. 2012-10-30 07:43:44 +00:00
James Canete
32d1bc4f2a Fix some non-ASCII characters.
Patch originally by /dev/humancontroller, modified by me.
2012-10-30 03:00:46 +00:00
Zack Middleton
36c30f6782 Remove initializing "sv_mapname" cvar in game. It's set to "" and never used. 2012-10-29 19:18:06 +00:00
James Canete
3dff29e991 Remove ARRAY_SIZE, and use ARRAY_LEN instead. 2012-10-28 20:35:16 +00:00
James Canete
5cbe7888f8 Fix FBO_*() usage when framebuffers are unavailable or undesired. 2012-10-28 20:22:13 +00:00
Zack Middleton
6bc0e6fae4 Merge changes to GL_Cull from Rend2 into opengl1 renderer, behavior is the same. 2012-10-26 07:40:57 +00:00
Zack Middleton
3dfd2dac7e Split Rend2's printing OpenGL extensions string (> 1024 characters) into separate function and merged into opengl1 renderer. (Fixes bug #5559.) 2012-10-26 07:23:49 +00:00
Zack Middleton
64ed856dfd Add smiletheory to credits in q3_ui. 2012-10-26 04:16:25 +00:00
Zack Middleton
c9e5537341 Remove gfxmeminfo command when shuting down Rend2. 2012-10-26 04:07:07 +00:00
Zack Middleton
3814f04a8a Fix gcc warnings in Rend2. 2012-10-26 03:56:45 +00:00
Zack Middleton
d092ba6627 Fix restoring fs_game when default.cfg is missing. 2012-10-26 01:27:16 +00:00
James Canete
4f7eb9fa21 Added Rend2, an alternate renderer. (Bug #4358) 2012-10-26 01:23:06 +00:00
Zack Middleton
037565293f From /dev/humancontroller:
to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES
2012-10-17 21:20:29 +00:00
Zack Middleton
bc4ca164e0 From /dev/humancontroller:
really fix the confusion with game entity and refentity numbers

for any natural number M, the following is logical as a whole:
- the array size for refentities is M;
- the refentity number limit is M-1, ie., each refentity number is in [0..M-1];
- the special number for the world is M.

before r1429, the code was roughly the following:

// constants related to the game, should not be used by the renderer

// renderer stuff
refEntity_t refEntities[MAX_ENTITIES];
int numRefEntities = 0;

void addRefEntity(refEntity_t re)
{
	if (numRefEntities >= ENTITYNUM_WORLD)
		return; // full
	refEntities[numRefEntities++] = re;
}

void render(int num)
{
	if (num == ENTITYNUM_WORLD)
		renderWorld();
	else
		renderRefEntity(refEntities[num]);
}

so before r1429,
- the array size for refentities was 1023;
- the refentity number limit was 1021, ie., each refentity number was in [0..1021]; and
- the special number for the world entity was 1022.
this was a small waste of memory, as the last array element wasn't used.

r1429 changed
	if (numRefEntities >= ENTITYNUM_WORLD)
to
	if (numRefEntities >= MAX_ENTITIES).

this creates the following configuration:
- the array size for refentities is 1023;
- the refentity number limit is 1022, ie., each refentity number is in [0..1022]; and
- the special number for the world entity is 1022.

r1429 just makes things worse: it allows 1 more refentity to be added, but that entity doesn't get drawn anyway, as its number will be equal to the special number for the world. this is a small waste of not only memory, but also processing time.

perhaps in XreaL,

ENTITYNUM_WORLD is a game entity constant, and has nothing to do with refentities. a new REFENTITYNUM_WORLD constant should be added to denote the special number for the world, and that constant should be used in the renderer code in place of ENTITYNUM_WORLD. so define such a constant, and let it be equal to MAX_ENTITIES, which is 1023.
2012-10-17 21:17:37 +00:00
Zack Middleton
d49d0753eb When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) 2012-10-17 20:39:45 +00:00
Zack Middleton
ce9f2ee5f9 Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) 2012-10-17 19:30:41 +00:00
Zack Middleton
0167b439c9 Don't include client.h in sdl_glimp.c as it is part of the external renderer lib. 2012-10-13 23:15:02 +00:00
Zack Middleton
0a8eb09834 Play correct team sounds when in spectator mode and following a player. 2012-10-11 18:22:41 +00:00
Zack Middleton
cf30922932 Fix resetting single player level selection in q3_ui when there is no training level, such as in demoq3. 2012-09-30 06:21:08 +00:00
Zack Middleton
a32dc4dca4 Fix arrow buttons in q3_ui join server menu to be selectable by mouse. 2012-09-30 03:59:10 +00:00
Zack Middleton
656a0145bc Added myself to ioq3 credits in q3_ui. 2012-09-30 03:10:10 +00:00
Zack Middleton
11811e8138 Fix UI player model FOV when using non-640x480 resolution. 2012-09-30 02:56:50 +00:00
Zack Middleton
2cb7f25093 Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. 2012-09-17 04:16:30 +00:00
Zack Middleton
02f3664b2e Fix game getting stuck in a do-while loop when "team follow1" or "team follow2" client sends a follownext or followprev command. 2012-09-10 01:22:13 +00:00
Zack Middleton
c65142179f Fix g_warmup < 2 causing client prediction issues (bug #5740). (Reused code for tournament gametype.) 2012-09-09 22:14:15 +00:00
Zack Middleton
e3fc1826b1 Send team info for team overlay to spectators for the team of the client they're following (bug #5740). 2012-09-08 23:19:06 +00:00
Zack Middleton
56ebe14239 Don't have g_teamAutoJoin affect bot's team
Bots set their team later, setting it here causes some bots to change team and die later. Can cause extra skulls to be spawn at beginning of harvester (bug #5740).
2012-09-08 22:32:41 +00:00
Zack Middleton
b4a76e74f7 Remove a redundant code statement. 2012-09-04 21:13:25 +00:00
Zack Middleton
1aaf9d3e7b Use correct fallback height and width for r_mode -2. 2012-08-27 15:38:55 +00:00
Zack Middleton
42d3ff8d1d Added r_mode -2, uses desktop resolution. Bug #5408. Patch by Andrei Drexler and myself. 2012-08-27 14:52:41 +00:00
Zack Middleton
a3ae0dc5ef Removed a check that was made unnessicary by r1644. 2012-08-24 18:04:44 +00:00
Zack Middleton
dc8b48855d More MISSIONPACK ifdeffery. 2012-08-17 19:05:40 +00:00
Zack Middleton
9a69b738bf Added MISSIONPACK ifdef around GT_1FCTF code. 2012-08-17 06:18:37 +00:00
Zack Middleton
b82c02fc03 Don't replay to status OOB requests in Team Arena single player. 2012-08-16 21:38:02 +00:00
Thilo Schulz
027ea8d6d3 Oops, still need this 2012-08-08 09:42:33 +00:00
Thilo Schulz
ffac0e6757 Move argument passing from VM to engine to global variables which allows to get rid of lots of OS specific stuff and also fixes errors that happens when compilers add lots of boilerplate to the DoSyscall() function 2012-08-08 09:34:03 +00:00
Thilo Schulz
ded2b11959 Fix this for real now. 2012-07-23 21:27:17 +00:00
Tim Angus
88cbeae0fd * Fix warning 2012-07-07 18:24:20 +00:00
Thilo Schulz
053aa8ead7 Fix windows as well 2012-07-07 18:22:19 +00:00
Tim Angus
37f2b4db90 * (bug #5709) Fix crash when invoked with --version 2012-07-07 17:32:19 +00:00
Zack Middleton
79bb668a9f Fixed G_LogPrintf format warning on 64 bit systems added in r2294. 2012-07-05 13:42:08 +00:00
Zack Middleton
2cfda4384b We should not try to broadcast via the IPv4 socket if that socket is closed.
Previously, error messages were generated when querying local servers while IPv4 was disabled. Patch from /dev/humancontroller.
2012-07-05 13:33:55 +00:00
Thilo Schulz
b5456faaea Revert pk3dir patch because some users report the code gets stuck in an infinite loop in the new code 2012-07-02 01:03:55 +00:00
Thilo Schulz
2c0b262a5a Mark JPEG lib changes, file provided by Simon McVittie 2012-07-01 18:07:56 +00:00
Thilo Schulz
b757968839 Support for .pk3dir (#5298) - Patch by Andrew (dersaidin@gmail.com) 2012-07-01 18:00:18 +00:00
Thilo Schulz
56f16e10d6 Various bugfixes by Tobias Kuehnhammer (#5270)
- A stupid bug where bots re-trigger jumppads if they fell onto it.
- A small "memset" bug concerning player animations.
- Reward sounds were never cleared and thus they are played on a map restart.
- Safer and more secure handling of disconnected clients and clients with 
  malformed or illegal info strings.
- first_gauntlet_hit.wav was not played (ops/ps) bug
- capturelimit not hit (from OAX)
2012-07-01 17:27:52 +00:00
Thilo Schulz
1af9c636a5 r_ignorehwgamma 1 does not actually turn on software gamma (#5511) - patch by Serge Belyshev 2012-07-01 17:01:30 +00:00
Thilo Schulz
c9fc250532 Incorrect number of overbright bits printed by GfxInfo_f() (#5510) - fix by Serge Belyshev 2012-07-01 16:59:20 +00:00
Thilo Schulz
ca44693f34 More intelligent exponentiation in strtod/strtol (#5487) - patch by Ben Millwood 2012-07-01 16:43:28 +00:00
Thilo Schulz
a3c7003d9c prevent using getinfo as an amplifier for DDOS attacks (#5678). Patch by DevHC 2012-07-01 14:18:31 +00:00
Zack Middleton
b340c9d835 Fixed fatal error ("OP_BLOCK_COPY out of range!") when using qvms on Mac OS X powerpc (see r2031 and r2034). 2012-06-29 18:35:55 +00:00
Zack Middleton
3b09685b42 - Have NET_Sleep work with Windows' INVALID_SOCKET again...
- Use SOCKET_ERROR in NET_Sleep.
2012-06-19 22:36:54 +00:00
Zack Middleton
725c9df608 #5672 - Fixed incorrect type usage in NET_Sleep(), patch from Özkan Sezer. 2012-06-19 16:12:16 +00:00
Zack Middleton
68b3b0922b static-ize inline functions for Clang/LLVM
From /dev/humancontroller.
2012-06-19 15:56:21 +00:00
Zack Middleton
afa607c3b6 Added kicknum, kickall, and kickbots commands, patch by Ensiform. 2012-06-19 15:52:08 +00:00
Zack Middleton
945f01d4af more '\n' business
From /dev/humancontroller.
2012-06-19 15:14:57 +00:00
Zack Middleton
4cfbbe506c when interacting with QVMs, Clang/LLVM requires the standard use of the va_*() macros instead of (fast) call hacks
From /dev/humancontroller.
2012-06-19 14:57:51 +00:00
Zack Middleton
64c26ec338 fix a WRONG size argument to a memset() call found by Clang/LLVM
From /dev/humancontroller.
2012-06-19 14:53:40 +00:00
Zack Middleton
2db73231eb remove a bunch of superfluous formatting calls
From /dev/humancontroller.
2012-06-19 14:52:22 +00:00
Zack Middleton
20c6d1e33f rename trap_Printf() to trap_Print() in the game module, as that function has nothing to do with printf()-like formatting
From /dev/humancontroller.
2012-06-19 14:51:02 +00:00
Zack Middleton
6067cadc72 Removed 0xAD character, from /dev/humancontroller. 2012-06-19 14:47:30 +00:00
Zack Middleton
2a4f775d6c Fixed comment in server.h (ent->v.absmax to ent->r.absmax). 2012-06-18 22:25:35 +00:00
Zack Middleton
cd3654a21f Only have bots issue vtaunt commands in Team Arena. 2012-06-18 20:11:09 +00:00
Zack Middleton
f40042113a Let's actually use MOD_CHAINGUN! From Ensiform. 2012-06-18 17:12:35 +00:00
Zack Middleton
56a918b9ac Made more code for Team Arena be inside ifdef MISSIONPACK, from Ensiform. 2012-06-18 17:09:33 +00:00
Zack Middleton
a375f898f5 REFACTOR [anough to enough] 2012-06-18 16:39:58 +00:00
Zack Middleton
2579738256 Removed unneeded va() and use CG_Error instead of trap_Error in cgame. Found by Ensiform. 2012-06-18 16:36:21 +00:00
Zack Middleton
1d70ffc9b2 fix the usage description of the clientkick server command (also rename SV_KickNum_f() to SV_ClientKick_f())
found by Ensiform
2012-06-18 16:33:13 +00:00
Zack Middleton
ad5c5c32a6 REFACTOR [reletive -> relative]
From /dev/humancontroller.
2012-06-18 16:32:03 +00:00
Zack Middleton
f3e7012bdb REFACTOR [a vs an]
From /dev/humancontroller.
2012-06-18 16:31:16 +00:00
Zack Middleton
4bd24d3182 never set groundEntityNum to -1, use ENTITYNUM_NONE instead
From /dev/humancontroller.
2012-06-18 16:28:39 +00:00
Zack Middleton
7f9a04fd80 REFACTOR
From /dev/humancontroller.
2012-06-18 16:27:00 +00:00
Zack Middleton
997615168a fix some typos
From /dev/humancontroller.
2012-06-18 16:25:13 +00:00
Zack Middleton
ad8d3dc567 remove a bunch of unused stuff from game
From /dev/humancontroller.
2012-06-18 16:23:43 +00:00
Zack Middleton
af90948182 bring some freeish()ing operations ahead from after Errorish() calls
From /dev/humancontroller.
2012-06-18 16:17:39 +00:00
Zack Middleton
a4c61d874d add a missing '\n', remove some unwanted ones
From /dev/humancontroller.
2012-06-18 16:16:57 +00:00
Zack Middleton
c3ca5c1caa non-missionpack build throws up a few "0" plums
found by Ensiform
2012-06-18 16:14:48 +00:00
Zack Middleton
2834a58600 add missing commands to autocompletition
found by Ensiform
2012-06-18 16:11:35 +00:00
Zack Middleton
62f7fab62e add the "execq" command, a more quiet version of the "exec" command
in exec/execq, always print the extension for the filename

From /dev/humancontroller.
2012-06-18 16:09:14 +00:00
Zack Middleton
6ff3b03376 fix IPv6-only operation of Windows binaries
the SOCKET type is unsigned on Windows, and should be casted to an int before comparing with the highestfd variable (note: ``int highestfd = -1;'')

From /dev/humancontroller.
2012-06-18 16:05:47 +00:00
Zack Middleton
c16338cfa9 fix wrong socket ID comparison, from /dev/humancontroller 2012-06-18 16:03:06 +00:00
Zack Middleton
2131536d07 Call sound files 'audio' not 'wav' in debug messages. 2012-06-18 16:00:38 +00:00
Zack Middleton
a17dafc5e7 Cleaned up game server command usage messages. 2012-06-18 15:58:48 +00:00
Zachary Slater
b5acc31a4d CVE-2012-3345 2012-06-14 18:28:58 +00:00
Zack Middleton
fb1f629bbc Removed unnessicary "!!". 2012-06-01 19:49:07 +00:00
Zack Middleton
22ecd68cf2 In CheckTeamLeader, make sure to only set one client as team leader. Reported by Tobias Kuehnhammer. 2012-05-20 21:22:11 +00:00
Zack Middleton
5abf7e3d84 #5503 - SIGSEGV with r_vertexlight 1 in missionpack (patch by Serge Belyshev). 2012-05-07 23:06:00 +00:00
Zack Middleton
2c5d0c1e3a Fixed two issues pointed out in a PVS-Studio static code analyzer article (bug #5505). 2012-05-07 22:47:19 +00:00
Zack Middleton
c211114cb0 #5462 - do not require clients to have a matching qagame.qvm (adapted from OpenArena) 2012-05-07 22:26:03 +00:00
Thilo Schulz
d2b035eb73 Fix (#5312) introduced by rev 2103 2012-05-04 15:59:52 +00:00
Ryan C. Gordon
f3a61afd09 Minor hack to SDL headers for building on Linux. 2012-04-11 04:51:58 +00:00
Zachary Slater
a07b8587f1 updating SDL includes to 1.2.15
Listen to this if this doesn't work out properly:
http://timedoctor.org/fun/swf/starwars/tauntaun-soundboard.swf
2012-04-10 06:44:04 +00:00
Zachary Slater
3a98b67e01 updating mac SDL stuff to 1.2.15 2012-04-10 06:01:16 +00:00
Zack Middleton
1db2124a65 Moved dpi variable inside BUILD_FREETYPE ifdef. 2012-04-07 16:34:21 +00:00
Zack Middleton
a55a059abc Fixed some issues found using clang static analyzer. 2012-04-07 02:53:42 +00:00
Zack Middleton
ce3ec3ceef #5453 - Tell command for server. 2012-04-05 22:43:32 +00:00
Zack Middleton
395225cb7e #5439 - Potential memory leak in host name resolution. (Eugene C.) 2012-04-05 21:29:51 +00:00
Zack Middleton
88020d5fb8 #5485 - Use Sys_LoadDll to search in the local directory for the fallback default renderer. Patch by Harley Laue. 2012-04-04 17:21:17 +00:00
Zack Middleton
021ce233b2 #5484 - Remove unneeded tr_local.h include from sdl_input.c. Patch by Harley Laue. 2012-04-04 17:16:11 +00:00
Zack Middleton
b211b35853 Use FreeType include macros instead of filenames directly (per the API docs), patch by Radegast. 2012-04-02 17:23:46 +00:00
Zack Middleton
de1360f268 Fixed up warning messages in tr_font.c 2012-03-29 06:35:33 +00:00
Zack Middleton
c8e790e4af Use tabs in tr_font.c 2012-03-29 05:42:30 +00:00
Zack Middleton
5e9c7f5b37 Removed set but not used variable 'satLevels' from tr_font.c. 2012-03-29 05:31:18 +00:00
Zack Middleton
4b7a623cc0 Make sure font glyph shader names are null-terminated. 2012-03-29 05:28:09 +00:00
Zack Middleton
94fb80f021 Fixed possibly placing a font glyph (at the beginning of a row) past the bottom of a font cache image. 2012-03-29 05:15:46 +00:00
Zack Middleton
f15a3cca21 Fixed writing pre-rendered font TGAs, needed to flip image. 2012-03-29 04:49:36 +00:00
Zack Middleton
ea0102d403 - Added support for enabling FreeType Support (make USE_FREETYPE=1).
- Fixed compiling tr_font.c for dynamic renderer.
2012-03-29 04:05:13 +00:00
Zack Middleton
33d66c8034 Added range checks to j_*_axis cvars. 2012-02-15 18:47:50 +00:00
Zack Middleton
7a1efc19a4 Support up to 16 joystick axes, select which to use with j_*_axis cvars. 2012-02-15 18:26:08 +00:00
Zack Middleton
91fd58f6e4 Allow analog joystick up axis to be remapped too. 2012-02-15 18:09:24 +00:00
Zack Middleton
7d8b751afd Patches by symlink.
#5313 - EF_CONNECTION set on wrong eFlags
#5314 - snc drawn in nirvana instead at lagometer
2012-02-06 21:28:40 +00:00
Zack Middleton
c84377854a Unix clients can now enter commands from tty console. Patch by Rambetter with some edits by me. (#4799) 2012-02-06 21:05:57 +00:00
Thilo Schulz
3241ca6e7b Add the new ioquake3 master server as standard for sv_master2 2012-01-24 23:42:16 +00:00
Zack Middleton
5729c8c518 Changed three filename buffers to be MAX_QPATH (not MAX_QPATH*2), filename lengths are limited to MAX_QPATH by engine and elsewhere in game logic. 2012-01-17 23:06:06 +00:00
Zack Middleton
73744a84c6 Fixed UI to use MAX_QPATH for skin filename buffer length. 2012-01-17 22:38:49 +00:00
Zachary Slater
89f7863254 bugzilla bug #5273
exploit resolved, we're now disallowing forwardmove of -128 and vice versa

Thanks, devhc!
2011-12-25 09:07:36 +00:00
Thilo Schulz
dfd3245c38 Fix build for new modular renderer on MacOSX 2011-12-15 21:12:38 +00:00
Zack Middleton
34b22e9119 Reverted r2209... 2011-12-08 23:34:51 +00:00
Zack Middleton
93d1d0f83e Show warning when renderer cannot load model after checking all supported formats, instead of after each format. 2011-12-08 23:17:37 +00:00
Zack Middleton
2fbf9d9006 Removed unused functoin Hunk_Trash. 2011-12-08 22:54:45 +00:00
Zack Middleton
a5c88d0e0d Removed an unused variable (which wasn't compiled in as _DEBUG isn't defined using make). 2011-12-08 22:53:58 +00:00
Zack Middleton
7b2f842053 Show file/line/label in Com_Error messages when run out of memory in debug build. 2011-12-08 22:25:25 +00:00
Zack Middleton
5c1ddf4020 Enable zone and hunk debug in debug build. 2011-12-08 22:24:48 +00:00
Zack Middleton
943d94bf0b Use GENTITYNUM_BITS for jumppad_ent bits. 2011-12-03 20:27:18 +00:00
Thilo Schulz
66820c79f4 Fix net_restart when networking was temporarily disabled 2011-12-03 02:23:38 +00:00
Zack Middleton
fe64955c0c Removed duplicate setting of contents for trigger_hurt. 2011-11-28 17:36:58 +00:00
Zack Middleton
88e9d66633 Disable blood on HUD when com_blood is 0. 2011-11-18 21:36:59 +00:00
Thilo Schulz
3ecd92ed91 Add color combination green-magenta for anaglyph 2011-11-18 12:47:42 +00:00
Zack Middleton
fd0d156338 Added missing newlines to game dedicated chat messages. 2011-11-10 04:49:07 +00:00
Zack Middleton
0724458818 Fixed usage of various entity defines. 2011-11-05 01:02:35 +00:00
Zack Middleton
4e59ef714b Print developer message when renderer runs out of free entities. 2011-11-05 00:56:26 +00:00
Zack Middleton
b648d6f17b Client no longer tries to run UI_SHUTDOWN on ui vms with an unsupported API version. 2011-11-03 03:52:46 +00:00
Thilo Schulz
6283e552d4 My bad. Revert the FPU control word to old value instead of the new one of course. Thanks to marky for reporting this 2011-10-28 21:54:06 +00:00
Zack Middleton
9064a13409 Fixed showing number of qvm jump table targets (r2180 caused it to show 0 on alloc). 2011-10-28 19:43:43 +00:00
Tim Angus
4ccd548512 * I zigged when I should have zagged 2011-10-28 18:51:31 +00:00
Tim Angus
fd986dae06 * Fix various warnings with GCC and clang 2011-10-27 21:32:28 +00:00
Tim Angus
675e7a641a * clang support 2011-10-21 22:48:53 +00:00
Thilo Schulz
f9cde509b2 [18:48:20] <Ensiform> Thilo: http://pastebin.com/2UUmSCQK fixes point contents on the server side related to the cg fix with moving water. Dunno why s.origin and s.angles was ever used, the rest of sv_world.c always uses r.currentOrigin and r.currentAngles
[18:58:10] <Thilo> mhm
[18:58:15] <Thilo> Ensiform: it doesnt break anything?
[18:59:20] <Ensiform> nah
2011-10-14 17:03:59 +00:00
Thilo Schulz
d4f8c4716d Force unload of running VMs when quitting through signal handler 2011-10-14 13:52:28 +00:00
Thilo Schulz
89d986a35b Fix a few string literals 2011-09-28 03:13:30 +00:00
Thilo Schulz
b93a88455a Allow interpreted VM on pure servers 2011-09-27 22:56:10 +00:00
Thilo Schulz
7eba074ce4 Allow VM_Restart to load unpure qagame.qvm so that local server won't crash after map_restart if server operator has qagame.qvm residing outside pak file (#5196)
Thanks to "rg3" for providing a shell account
2011-09-27 22:16:07 +00:00
Thilo Schulz
d176ebe84a Add some checks when reloading QVMs via VM_Restart() 2011-09-27 21:49:01 +00:00
Thilo Schulz
acc2da023c Throw error when making calls to empty VM 2011-09-27 21:17:21 +00:00
Thilo Schulz
8a500d71da Set default rounding mode to FE_NEAREST again. Thanks to Matthias Bentrup for providing some explanations. 2011-09-27 14:43:20 +00:00
Thilo Schulz
ebec84c55d Fix q3vm execution on x86/x86_64 MacOSX 2011-09-27 01:38:13 +00:00
Thilo Schulz
7a1f2bc92b Bug 5238 - cURL wrong use of curl_easy_setopt property, by Adrian Fuhrmann 2011-09-21 15:17:22 +00:00
Zack Middleton
3f79d04536 Center ioq3 credits vertically. 2011-09-20 03:39:23 +00:00
Zack Middleton
2943488927 Added option for selecting sound system (SDL or OpenAL) and option for setting SDL sound quality to q3_ui sound menu.
Sound settings must now be applied before they take affect (needed for sound system and SDL sound quality changes).
2011-09-20 03:29:22 +00:00
Thilo Schulz
af4607c026 Bug 5178 - Sound quality menu option has no effect 2011-09-19 22:38:51 +00:00
Thilo Schulz
bc3e989967 Bug 5199 - IQM joint matrices wrong, patch by James Canete 2011-09-19 22:15:24 +00:00
Thilo Schulz
9124d26afb Fix latest commit for x86 msvc 2011-09-19 21:57:15 +00:00
Thilo Schulz
c927fab58f Implement Mathias Benthrup's suggestion for x86 ASM snapvector implementation which reduces cache misses. 2011-09-19 18:30:24 +00:00
Thilo Schulz
98af5f4bb0 Fix missing return instruction for fpu ftol on msvc. Thanks to Ensiform for reporting. 2011-09-19 15:49:45 +00:00
Zack Middleton
beff4a3c47 Only include libmumblelink.h if USE_MUMBLE is defined, reported by Ensiform. 2011-09-19 02:15:46 +00:00
Zack Middleton
b14c6d581c Use correct variable for getting buffer length, reported by Ensiform. 2011-09-19 02:10:17 +00:00
Zack Middleton
2b50313c9a Use platform's path separator in FS_Path_f (for consistent output on Windows), reported by Ensiform. 2011-09-18 18:07:57 +00:00
Zack Middleton
0866b667e0 Fixed win32 dedicated server console output. It use to write input line and then write output over the top of it. Reported by Ensiform. 2011-09-12 20:14:36 +00:00
Zack Middleton
3774a8aeee Restored loading ".dat" journal files from disk when connect to pure servers. Accidentally broke in r1911, reported by Ensiform. 2011-09-12 14:54:01 +00:00
Zack Middleton
f7a20068ee Support vm syscalls with up to 15 args using 64 bit compiled vm (like interprated vms). 2011-09-09 21:54:14 +00:00
Zack Middleton
b7fa3e7073 Use EXEC_NOW instead of hardcoded 0 in cl_ui.c 2011-09-09 21:50:45 +00:00
Zack Middleton
72d00c568b Use BIGCHAR_WIDTH instead of hardcoded 16 in cl_scrn.c 2011-09-09 21:49:03 +00:00
Zack Middleton
22d6240fe2 Removed unused kbutton_t declarations in client.h 2011-09-09 21:48:38 +00:00
Zack Middleton
237b09f4ab Fixed some function name comments in cl_cin.c 2011-09-09 21:48:07 +00:00
Zack Middleton
4632d85553 Removed unused IN_ButtonDown and IN_ButtonUp functions. 2011-09-09 21:47:25 +00:00
Zack Middleton
4113f63a63 Changed the joystick axis to key remap to start at K_JOY17 (fits better with hat_keys and K_JOY16 is used by button). 2011-09-09 21:46:37 +00:00
Zack Middleton
d9b72dedc1 Require gamename if not supporting legacy protocol. 2011-09-07 19:38:19 +00:00
Zack Middleton
56f5fedee9 - Only need cl_cURLLib cvar if USE_CURL_DLOPEN is defined.
- Try to load libcurl-4.dll on win32 (it use to be included in the NSIS installer).
2011-08-29 13:57:46 +00:00
Thilo Schulz
de182882f1 Fix auto game-restart when disconnecting from a server that explicitly set fs_game to "baseq3" instead of "" 2011-08-24 14:47:57 +00:00
Zack Middleton
abe85940ae Disabled getting motd from update server in standalone build. 2011-08-22 20:30:45 +00:00
Zack Middleton
1469df546e Reverted r2145 per Timbo's suggestion. 2011-08-11 20:57:39 +00:00
Zack Middleton
1609d1c42b - Added r_mode -2 for using display resolution.
- Changed q3_ui's very high video settings use display resolution.
2011-08-11 05:14:42 +00:00
Zack Middleton
8e689739f4 Removed "Color Depth" from q3_ui system settings, it didn't control anything. 2011-08-11 03:57:23 +00:00
Thilo Schulz
a248451e66 Fix warning on MacOSX 2011-08-10 21:21:54 +00:00
Thilo Schulz
08acc75a1a - More MacOSX changes to Makefile
- Ship libSDL-1.2.0.dylib with x86_64 platform support
2011-08-10 21:14:17 +00:00
Thilo Schulz
99e157e066 - Add x86_64 platform for MacOSX
- Fix compilation on MacOSX gcc
2011-08-10 20:48:53 +00:00
Thilo Schulz
3b642f9032 Add hack to allow server the setting of game cvar values that are important for playerstate prediction for legacy gamecode. 2011-08-09 12:19:27 +00:00
Zack Middleton
5d24905c8d Simulate line buffering and fix the overflow bug in Com_ReadFromPipe(), patch from DevHC. 2011-08-05 21:45:22 +00:00
Zack Middleton
a87b059ab7 Don't grab mouse till UI loads. 2011-08-05 19:47:33 +00:00
Zack Middleton
06231971ed Use STDOUT_FILENO instead of 1 in con_tty.c 2011-08-05 16:19:01 +00:00
Thilo Schulz
52aed503b5 Bug 5146 - Remove last of warnings under gcc 4.6.1 for Linux, patch by q3urt.undead@gmail.com 2011-08-05 13:33:15 +00:00
Thilo Schulz
c1b3b6f0be Fix compilation on non-x86 platforms, by Simon McVittie 2011-08-05 12:11:27 +00:00
Zack Middleton
6242d16e0d Support five master servers in Team Arena server browser. 2011-08-05 08:28:01 +00:00
Zack Middleton
f220db0e08 Fixed viewing sv_master[3-5] in q3_ui server browser (don't give engine fake sources). 2011-08-05 08:10:54 +00:00
Tim Angus
85ae08e800 * Fix some grammar in DLL loading
* s/Sys_LoadQVMDll/Sys_LoadGameDll/
2011-08-03 14:32:49 +00:00
Thilo Schulz
06628af7c5 Don't do game_restart if game directory changed from "" to "baseq3" or "baseq3" to "" 2011-08-03 00:58:33 +00:00
Thilo Schulz
0bc54ab696 Fix game restart after curl download finished 2011-08-02 23:34:50 +00:00
Thilo Schulz
63c2b017d6 Remove executable property from these files 2011-08-02 20:26:46 +00:00
Thilo Schulz
86a7cd3dea Fix crash bug introduced in r2116. traceEnt does not always have to be a client, so gauntlet attacking something that is not a client will crash the game. Thanks to Ensiform for reporting 2011-08-02 20:04:18 +00:00
Thilo Schulz
c21dee0b37 [16:31:51] <ZTurtleMan> Thilo: two small fixes, one for r2112 and one for r2116. http://pastebin.com/raw.php?i=h19r211Z 2011-08-01 14:40:53 +00:00
Thilo Schulz
800a3c8d7b Fix ARCH_STRING macro for mingw64 2011-08-01 14:38:37 +00:00
Thilo Schulz
eb9fe030c4 Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################

- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
  NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
  in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes. 
  NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.

################################################################################
Details:
################################################################################

********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
     blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
          be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0) 
     but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be 
          ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no 
     Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered 
          if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you 
     don't play (io)Quake3 every day and know the places where it happens! ;) 
     But anyway...
     Test: start q3dm12 go to "Long Jump Canyon" (where the small platform 
     teleporter for the BFG is) place yourself at the point where the railgun 
     spawns, look in the direction where the red suspended armor is. Now shoot
     at the sloped wall on the out/leftside of the door you see. (the sloped 
     wall should be nearly in the center of your screen now). If you choose the 
     correct brush face and shoot up and down at this brush face, the impact 
     marks sometimes aren't visible.

     There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from 
         "Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
     Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not 
     restricted to that. All weapons except those two were handled correct. 
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats 
          with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here: 
      http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.

      Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
     someone tries to implement a lot of singleplayer monsters which should
walk
     slowly (like the "Crash" bot). So if someone wants to make slow down bots
     or monsters when they are walking towards a goal and alter the function
     "BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
     this is the default (also buggy) behavior they start running although they
     shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J. 
          Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)) 
                   should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
                              (result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
     "(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots 
     (test: mpq3tourney6 with many bots). If that happens, game becomes 
     unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
   I added this: 
#ifdef MISSIONPACK
    if (bs->enemy == redobelisk.entitynum || bs->enemy == 
                                                        blueobelisk.entitynum)
{
    AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
    return qfalse;
    }
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
     shooting at you, although you are on their team now. It seems that the 
     configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
     enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
         "Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
     You can test it with some regular id maps (q3dm14, q3dm12) but there are
     also many custom maps where this can happen! This is annoying because in 
     the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman. 
          Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
     (something like "Limbo" or "Meeting") because of the way the player spawn
     effect, intermission and spawning on victory pads is handled. I reworked
it
     a bit and simplified it so that the effect is handled when a client      
     respawns
     (as the name says) and not when a client begins. I think this will help 
     more
     mod makers everytime they want to make changes to spawning of players,
bots
     on victory pads or monsters... and want to avoid spectators with 
     Machineguns
     which can kill and score... :()

     NOTE: I also renamed the poorly named function "respawn" 
           to "ClientRespawn". If someone searches the code base for "respawn" 
           it was really hard to find the correct place for what was 
           meant. "respawn" is used so often, that you really get headache ... 
           now with "ClientRespawn" it's easier!

     IMPORTANT: The whole respawning, moving to intermission point and 
                everything related to that is now done in a more reliable way 
                without changing the default behavior. (How critical the whole 
                spwaning mess was did you see by yourself (ioquake3 rev. 2076). 
                With this patch it's safer. 
                Trust me, I spent hours of fixing silly problems...
-------------------------------------------------------------------------------- 
Solution: Simplified "ClientBegin" and moved the teleport event  
          to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
     drowning sounds are played together. This is silly. Moreover it's no good
     idea to let the server play client sounds! There was a solution in a mod 
     called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************

################################################################################
2011-08-01 11:39:33 +00:00
Thilo Schulz
8ab91bde8e - Fix already defined command warnings for minimize
- Fix recursive CL_Shutdown warning and "command already defined" warnings when quitting while playing on a server that changed the gamedir.
2011-08-01 10:16:40 +00:00
Thilo Schulz
404fe4e6e0 Don't search system directories for renderer lib 2011-08-01 09:33:48 +00:00
Thilo Schulz
5a1449bd51 Add forgotten file for last rev 2011-08-01 01:30:54 +00:00
Thilo Schulz
40dfcee06e Modular rendering system. Patch by use.less01
This might break MSVC builds. I'll take care of it later
2011-08-01 01:19:55 +00:00
Thilo Schulz
8ab958fab9 Fix pak order when reconnecting to a server.
When /connect to the same server is issued while already connected, an initial call to CL_Disconnect will remove all pak file references
and reset the pak order.
Reordering only occurs through FS_Restart, which in turn is called when checksum feed changes. Because we reconnect to the same server,
checksum feed never changes and pak file order is not restored to server order again. With certain pak file constellations between client/server,
this may result in an inability to load files from paks which are not correctly detected as referenced paks.
2011-08-01 01:14:26 +00:00
Thilo Schulz
e5ddcee71e Some more removal of unused code in addition to r2104, by Zack Middleton 2011-07-31 19:24:08 +00:00
Thilo Schulz
2e94ec6b85 Bug 5134 - q3_ui incorrectly tells user to refresh servers while auto-refreshing, patch by Zack Middleton 2011-07-31 19:21:56 +00:00
Thilo Schulz
f697df05aa Fix strange ifdeffery (#5140) 2011-07-31 19:20:50 +00:00