Commit graph

3231 commits

Author SHA1 Message Date
Zachary J. Slater
6387c336b6 tiny readme thing 2018-01-07 21:41:55 -10:00
Zack Middleton
22fcd82965 Make FS_BuildOSPath for botlib.log consistent with typical usage
I don't think anywhere else uses "" to mean current game directory.
Though it's only an issue for my fork where I removed that behavior.
2017-12-23 17:01:08 -06:00
Eugene C
f3bdd6f022 Don't allow qagame module to create "botlib.log" at ANY filesystem location 2017-12-23 16:41:13 -06:00
Zack Middleton
7166a3cd39 Enable compiler optimization on all macOS architectures
It seems to improve framerate and still work on x86 and x86_64. I
haven't tested ppc64 as I don't have the hardware. ppc64 isn't built
into the universal bundle either.

I noticed this because compiling opus warns it may be slow due to
optimization being disabled.
2017-12-16 12:51:56 -06:00
David CARLIER
c904f6d4aa fix a few potential buffer overwrite in Game VM 2017-12-16 12:51:34 -06:00
David CARLIER
76ec9fb6bd Few LCC memory fixes. 2017-12-15 18:08:23 -06:00
Zack Middleton
7c2dd01873 OpenGL2: Restore adding fixed ambient light when HDR is enabled
Use opengl1 renderer behavior of adding fixed amount of ambient light
to all models regardless of HDR setting. It fixes the view weapon
having zero ambient light on pillcity map.
2017-12-15 17:46:51 -06:00
Zachary J. Slater
bfb6ef590b add SECURITY.md 2017-12-05 22:25:43 -10:00
Zack Middleton
bad8c3ba4e Fix GCC 6 misleading-indentation warning 2017-12-03 05:51:40 -06:00
Zack Middleton
424e1ac7b1 Fix invalid model frame developer warnings in Team Arena
Models for Team Arena's holdable medkit and invulnerability effects use
the frames numbers from the player's torso but the actual models only
have one frame (0).
2017-11-22 20:21:02 -06:00
Zack Middleton
d40b047f13 Correct spelling of two more words
Thanks Undeference for pointing out abreviations.
2017-11-22 20:17:21 -06:00
Edward Betts
fe42b8653d Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
Matt Palmer
14cb72f912 Improvements to the linux build script
In no particular order:

* Use `set -e`, because it prevents accidents, and means we can avoid
  lengthy &&-joined command chains.
* Override defaults by setting env vars; this means people don't have to
  edit the script to change things.
* Use an unpredictable and safely-created tmpdir for building; ain't nobody
  wants to cleanup from a tmpdir race condition attack.
* Test for the presence of `git` and `make` *before* asking questions, and
  only prompt the user about them if they're missing.  No need to bother
  people with unnecessary reading.
* Automatically clean up the build directory after use.
* Tidy up some indenting that had come asunder.
2017-11-21 23:07:54 -06:00
Zack Middleton
3e1599ac4b Fix my previous commit about -1 ammo 2017-11-10 21:09:23 -06:00
Zack Middleton
4af2c91fbf Fix -1 (unlimited) ammo decreasing ammo time remaining
Gauntlet and Grappling Hook use -1 ammo. Gauntlet is excluded from
the check ammo loop but Grappling Hook causes ammo time remaining
to decrease 200 milliseconds.

The out of ammo check tests time remaining is equal to zero. This
means carrying Grappling Hook and out of ammo will have negative
time remaining which results in the low ammo message being displayed
instead of out of ammo.
2017-11-10 20:33:07 -06:00
Zack Middleton
471ea9e564 Fix Team Arena server refresh time format
Make minute less than 10 have a leading 0. Change '7:1' to '7:01'.
2017-11-10 20:06:04 -06:00
Zack Middleton
e8450cae33 OpenGL2: Use ri.Error instead of Com_Error in tr_vbo.c
Com_Error is a wrapper for ri.Error. Use it directly.
2017-11-05 20:58:57 -06:00
Mickaël Thomas
6ecfa4f263 Fix shader corruption on OpenBSD
OpenBSD's sed (and possibly other platforms') interprets `\r` as a
literal `r` rather than a carriage return, which leads to all `r`
letters being stripped from the shaders' source.

This fixes the issue by using the POSIX-compliant `tr -d '\r'` to remove
carriage returns.

Thanks to @ryan-sg for reporting the issue
2017-10-16 16:23:14 +01:00
Mickaël Thomas
7d012f229e Fix a race condition in the makedirs target
A race condition can happen when running "make all" with parallel jobs.

The issue is that the build directory can be created by another
concurrent job between the moment it was detected as missing and the
moment mkdir is called (which fails if the directory already exists).

This fixes the problem by always using `mkdir -p` which doesn't fail if
the directory already exists.
2017-10-16 16:22:37 +01:00
Zack Middleton
690c5a4dac Don't send team overlay info to bots 2017-10-09 02:34:22 -05:00
Zack Middleton
b4a4fe98d4 Fix reading crash log when log wraps around buffer 2017-10-08 07:19:07 -05:00
Zack Middleton
9e502bda4d Only draw cm_patch/bot debug polygons in world scenes
Fixes debug polygons appearing in HUD head model scene.
2017-10-08 07:18:40 -05:00
Walter Barrett
96f94a2891 Fix compiling GLSL shaders under Windows.
Now the `sed` command cope with files using Windows-style line endings.
2017-10-07 08:02:25 -05:00
Zack Middleton
e46e9846fc Fix memory leak in (unused) AAS_FloodAreas() 2017-10-07 08:02:24 -05:00
Zack Middleton
815c898bf5 Don't redefine MAX_PATH in bot code 2017-10-04 22:13:50 -05:00
Thomas Köppe
39b0702550 [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH
The array is part of a structure and should have a fixed size that does
not depend on inclusion order.
2017-10-04 21:41:41 -05:00
Zack Middleton
d824cfa5a2 OpenGL2: Fix MD3 surface with zero shaders dividing by zero
Reported by @DescX.
2017-10-04 21:00:04 -05:00
Zack Middleton
ac4802af8d OpenGL2: Fix brightness when r_autoExposure is disabled
The game world is too dark when r_autoExposure is disabled. It can be
fixed by setting (cheat) r_cameraExposure to 1 but then the game is
too bright when r_autoExposure is enabled. So default r_cameraExposure
to 1 and make auto exposure subtract 1 from r_cameraExposure value.
2017-10-02 20:46:36 -05:00
Thomas Köppe
b3223dcfcb [qcommon] Use unsigned types where wrapping arithmetic is intended
The use of signed types in these expressions lead to overflow, hence undefined behaviour. The "sum" aggregator in Com_TouchMemory isn't even used (and presumbably just exists to inhibit optimizations from removing the memory access).
2017-10-02 19:46:37 -05:00
Zack Middleton
a83ae01d93 Load OpenGL ES 1.1 function procs 2017-10-02 04:48:07 -05:00
Zack Middleton
e657dbd6b2 Fix setting cflags/libs from sdl2-config
SDL_CFLAGS and SDL_LIBS assignment was "only if absent". However due
to previously assigning them to "pkg-config sdl2" values, the values
from sdl2-config were ignored.
2017-10-02 02:03:16 -05:00
Zack Middleton
da07a6dbd9 Support parsing OpenGL ES version strings
The renderers don't support OpenGL ES though.
2017-10-01 23:09:20 -05:00
Zack Middleton
c9d12aa3f3 Add common OpenGL version parsing + OpenGL 3 fixes
- Parse OpenGL version in sdl_glimp.c to share with both renderers.
- Add GL_VERSION_ATLEAST(major, minor) macro.
- Get address of glGetStringi if using OpenGL 3.
- Fix glConfig.extensions_string when using GL3 core context in
opengl2 renderer.
- Make opengl1 renderer's gfxinfo support qglGetStringi too.
2017-10-01 23:09:20 -05:00
Zack Middleton
20573bce43 Don't link to libGL at compile time
Get all OpenGL functions using SDL_GL_GetProcAddress(). This makes it
easier to cross-arch compile on Linux and add support for OpenGL ES
in the future.

Users still have to supply their own libSDL2 for cross-arch compiling
on Linux. But now the user does not have to re-install libgl1-mesa-dev
package for i386 or amd64 on Debian when switching between compiling
ioquake3 for x86 and x86_64.
2017-10-01 23:07:33 -05:00
Zack Middleton
51e9aa2df0 Fix hit accuracy stats for lightning gun and shotgun kills
If a lightning bolt killed a player or the first shotgun pellet that
hit a player killed them, the shot was not counted as accurate.

Check if shot player is alive for hit accuracy before dealing damage.
2017-09-29 18:54:57 -05:00
Zack Middleton
eeaade70bd Statically link libgcc on Windows
Fix for ioq3 test builds for Windows x86 (cross-compiled from Ubuntu
using mingw-w64) requiring libgcc_s_sjlj-1.dll. I'm unable to reproduce
the issue using mingw-w64 in Debian or Cygwin.
2017-09-26 01:15:25 -05:00
Zack Middleton
414f3c5e3e Enable Ogg Vorbis support by default
libvorbis is included in-tree so this doesn't require additional
dependencies.
2017-09-23 19:56:42 -05:00
Zack Middleton
45de6be4c2 Fix listen server sending snapshots each client frame
Running a server using the client engine would send server snapshots
to loopback and LAN clients each client frame (com_maxfps).

This causes excessive network traffic and likely does not provide new
information to the clients because SV_Frame() won't have run between
the extra snapshots.

This commit restores the original behavior of respecting local/LAN
client's snaps userinfo and sv_fps. The issue was introduced by the
following commit:

    Commit ac30d86db0
    From: Thilo Schulz
    Date: Wed, 13 Jul 2011 17:11:30 +0000
    Subject: - Improve snapshot rate and data rate control

Reported by Eugene C.
2017-09-15 19:31:00 -05:00
Zack Middleton
c04cf19b77 Fix minimum macOS version not being set in AppBundle Info.plist
make-macosx-app.sh reads MACOSX_DEPLOYMENT_TARGET variable but
it wasn't ever set.
2017-09-14 16:51:47 -05:00
Zack Middleton
0a599268bb Fix specifying minimum mac os version in make-macosx.sh
Use newer method of telling Makefile instead of specifying CFLAGS
and LDFLAGS which results in using both Makefile's and scripts flags.
2017-09-14 16:48:09 -05:00
Zack Middleton
11b3bca555 Update UI player animation handling to match CGame
Fix "Error parsing animation file" messages in UI. Caused by fixing the
handling of missing tokens in animation.cfg parser in a past commit.
Fix new Team Arena torso animation frame numbers in UI.
Add support for fixedtorso and fixedlegs keywords.
Add support for reversed animations (negative numframes).
2017-09-10 20:20:30 -05:00
Zack Middleton
098d97bdb0 Fix in_nograb not releasing the mouse cursor
Disable SDL relative mouse mode when in_nograb is enabled. Relative
mouse mode hides the cursor and it cannot exit the window regardless
of the window's grab state.

This wasn't always the case. SDL before 2.0.4 on GNU/Linux released
the mouse cursor in relative mode. However, SDL 2.0.3/4 on Windows
does not. (I did not test other Windows versions.) So I think SDL
2.0.4 made GNU/Linux X11 behavior consistent with other platforms.

This fixes mouse input being unusable when debuging client crashes
in gdb.
2017-09-10 19:11:36 -05:00
Zack Middleton
a48dcdf224 Fix crash when out of memory in Team Arena's String_Alloc 2017-09-10 19:11:35 -05:00
Zack Middleton
dcf5707493 Don't reload arenas.txt/*.arena files in Team Arena UI
Entering Team Arena's start server or in-game callvote menu causes
arenas to be reloaded. The existing memory is not freed so after
a entering the menus a few times the UI runs out of memory and
crashes.

Just load arenas once when the UI loads like in q3_ui.
2017-09-10 19:11:35 -05:00
James Canete
213b15a9db Merge pull request #310 from em92/sceenlooping-bugfix
ignore window resize event on fullscreen
2017-09-10 10:54:09 -07:00
Eugene Molotov
e0a367451f ignore window resize event on fullscreen 2017-09-10 14:31:51 +05:00
Zack Middleton
5f743bdb22 Disable DPI scaling on Windows
Windows DPI scaling prevents using full monitor resolution in
fullscreen mode.
2017-09-07 21:17:44 -05:00
Zack Middleton
aeaecb4ae5 Add Windows application manifest
- Use common controls 6 so error dialogs use correct visuals on
Windows XP or later!
- Specify running as invoker so Windows doesn't guess if it should
prompt for admin permission on Vista or later.
- Specify compatible with Vista through Windows 10. Tells Windows
not to emulate Vista behavior, not sure if it affects anything.

Makefile automatically runs windres when manifest changes.
2017-09-07 21:04:52 -05:00
Zack Middleton
6f0736ce9a Fix loading renderer DLLs on Windows x86
After 'Fix floating point precision loss in renderer', Windows x86
client won't load the renderer DLLs. The problem is a 64 bit modulus.
I couldn't find any reports of this online. However, client with
built-in renderer worked with the 64 bit modulus.

Only tested with mingw-w64.
2017-09-07 20:42:31 -05:00
Zack Middleton
c2ce1c2f51 Make client for Windows x86_64 use OpenAL64.dll by default
ioquake3.x86_64.exe can't load x86 OpenAL32.dll. Using separate
library names allows shipping OpenAL for both architectures.

Though since the dll name is saved in the config file, using both
clients on the same computer will cause one client arch to always
try to load the wrong OpenAL dll and then fallback to the correct
default OpenAL dll. I guess it could be fixed by using separate
cvar names for s_alDriver.
2017-09-04 20:34:55 -05:00