Commit Graph

2049 Commits

Author SHA1 Message Date
Tim Angus fbdb3e0875 Fix game warnings 2014-09-01 11:09:11 +01:00
Tim Angus b55809b925 Fix ui warnings 2014-09-01 11:05:46 +01:00
Tim Angus 4444202a41 Fix cgame warnings 2014-09-01 10:47:15 +01:00
Tim Angus 621a72e698 Fix a few warnings 2014-08-30 17:29:23 +01:00
Zack Middleton c621589157 Fix 6155: OpenGL2: some shader stages remains visible through fog volumes
Fix CalcFog in generic_vp.glsl to fog fogged surfaces.
Now it's the same as CalcFog in fogpass_vp.glsl.

Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
2014-08-29 02:50:02 -05:00
Zack Middleton de3062623a Use ColorIndexForNumber in Con_DrawSolidConsole 2014-08-29 01:55:47 -05:00
Zack Middleton e742952db8 Port COM_ParseExt fixes to CommaParse 2014-08-28 20:34:05 -05:00
Zack Middleton 1d95ef210e SDL 2 scroll/caps/num lock keys send KEYUP event when key is released 2014-08-28 20:09:37 -05:00
Pan7 18e08125dd Add ColorIndexForNumber macro replacing '& 0x07'
Makes it easier to add more colors.
2014-08-28 20:09:37 -05:00
Zack Middleton eeef7cbae7 Don't scale cinematic time by timescale twice
Reported by Ensiform.
2014-08-28 20:09:37 -05:00
Zack Middleton f17f58705c Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.c
numIboIndexes is set to 0 inside the loop for each surface. Does not need to be set before loop.
2014-08-27 20:47:45 -05:00
Zack Middleton e5f54c584a Fix incorrect rgbGen const reading uninitialized memory
If ParseVector fails, color isn't fully set.
2014-08-27 20:35:16 -05:00
Zack Middleton 0853c85e19 Fix incorrect strncat usage in CL_ServerInfoPacket 2014-08-27 20:35:16 -05:00
Zack Middleton b0596248ff Remove unused functions from null_main.c and null_input.c
Sys_mkdir is suppose to have a capital M, which is also in null_main.c.
2014-08-27 20:35:16 -05:00
Tim Angus 86b75ba936 There have been 0 days since the last compiler warning 2014-08-27 12:40:45 +01:00
Tim Angus 0c0019a2d1 Fix some warnings 2014-08-27 11:24:25 +01:00
Zack Middleton 137ddb9dc6 Get clipboard data from SDL
This makes pasting in client console and UI edit fields work on X11 and OS X.

Sys_GetClipboardData is only used by client, so returning NULL in dedicated is fine.
2014-08-27 04:32:05 -05:00
Zack Middleton 077f6bd068 Fix binding KP_NUMLOCK
Restore mapping SDL numlock to quake3 numlock.
2014-08-26 23:01:18 -05:00
Tim Angus cf7004ffb2 Fix OSX build 2014-08-25 12:03:10 -04:00
Tim Angus 2a3368481d Merge branch 'master' into sdl2
Conflicts:
	Makefile
	code/renderergl2/tr_image.c
2014-08-25 15:00:48 +01:00
Tim Angus 7d026177ad Fix assorted warnings 2014-08-25 14:48:49 +01:00
SmileTheory ca9eebb125 OpenGL2: Fix a glsl compile error on old hardware with r_shadowFilter 0. 2014-08-02 00:02:46 -07:00
SmileTheory ff1f093a0b OpenGL2: Remove R_MipMap() and R_MipMap2(), and fix gamma conversion in R_MipMapsRGB() 2014-08-01 23:57:26 -07:00
SmileTheory 2b2d696f12 OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults. 2014-07-31 21:01:57 -07:00
/dev/humancontroller 7b866ae96d guard against out-of-bounds jump table targets 2014-07-31 03:56:29 -05:00
Zack Middleton 75cce50a9c Don't load external GLSL files by default
External GLSL should probably only be used for development testing,
not released products. The GLSL files are tied to the code, and the
code changes some what often.

Fixes using OpenArena 0.8.8 which has incompatible GLSL files in a pk3.
2014-07-25 23:57:53 -05:00
SmileTheory 3d01543e2c OpenGL2: Replace R_MipMapsRGB() with faster version. 2014-07-22 11:43:19 -07:00
Zack Middleton 0fe2e8d224 Restore drawing a cut off client console line in 1920x1080
The text lines don't meet at top of the sceen in 1920x1080, restore
drawing a cut off line across the top. In 640x480 this line isn't seen
at all. This is still better then trying to draw twice as many lines
than are actually seen (the way it was before the last commit).
2014-07-13 02:07:45 -05:00
Zack Middleton b9e0398244 Don't draw client console buffer past top of screen
Thanks @Pan7.
2014-07-12 21:57:03 -05:00
Zack Middleton d9309ac6db Fix overstrike/insert logic being reversed in q3_ui 2014-07-03 21:06:05 -05:00
Zack Middleton 1d664a3a10 Remove unused cvar in_joystickDebug 2014-07-03 20:59:54 -05:00
Zack Middleton 5994564537 Remove unused array joy_pressed 2014-06-19 20:48:54 -05:00
Zack Middleton 5c1091b414 Fix SkipRestOfLine going past end of string
If string data starts with a 0 (string terminator), don't skip over it at p++.

Not causing any problems in ioq3 as far as I know.
2014-06-17 21:31:29 -05:00
Zack Middleton 95b241b8ba OpenGL2 don't try to dlight surfaces that had all dlights culled
In the renderers, dlightbits are never cleared from world surfaces.
The dlight image does not repeat, so if it draws on extra surfaces it's
not visible.

However if using a repeating image (tr.defaultImage instead of tr.dlightImage);

  * In OpenGL1 image is only drawn on surfaces close to dlight origin.
  * In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces.

It seems there was a similar issue with pshadowBits. So update surface
dlightBits even if 0, like already done for pshadowBits. This causes
only surfaces close to origin to be affected. (Though it is a little
farther than in OpenGL1.)

I have no idea why this isn't a problem in OpenGL1.
2014-06-10 21:34:31 -05:00
Zack Middleton 107cae63d6 Merge branch 'master' into sdl2
Conflicts:
	.travis.yml
2014-06-03 00:52:49 -05:00
Zack Middleton b12a9acf4d Merge branch 'master' (early part 2) into sdl2 2014-06-03 00:50:50 -05:00
Ensiform af79d2cb38 Fix an invalid null deref check in the slider code. 2014-05-29 22:27:00 -05:00
SmileTheory 9efaf819dc OpenGL2: Really obvious optimization to previous commit. 2014-05-27 20:52:36 -07:00
SmileTheory 318d45cff5 OpenGL2: Reimplement MD3 tangent space calculation. 2014-05-27 18:20:12 -07:00
Zack Middleton 347b429fdb Fix potential OOB in Windows Dedicated TTY CON_Show
Found by Coverity.
2014-05-26 23:11:56 -05:00
Zack Middleton 077ab4cbd1 Fix OOB access in CM_EdgePlaneNum without erroring in CM_GridPlane
I changed warning to error in 9d74227559,
which broke JA's mp/ctf4 map and probably others.
2014-05-25 23:03:42 -05:00
Zack Middleton eeeaf3f125 Fix potential buffer overflow caused by long tcMod args
Found by Coverity.
2014-05-25 18:44:17 -05:00
Zack Middleton 9c99cf29db Have OpenGL2 "map $lightmap" check for NULL tr.lightmaps too
Zero length lightmap lump will have NULL tr.lightmaps.

OpenGL1 already has this check, because r_vertexLight 1
would crash Team Arena. OpenGL2 does not disable loading lightmaps
when r_vertexLight is 1 though, so it does not have that issue.
2014-05-25 18:41:57 -05:00
Zack Middleton 7a4ef47476 Fix max bans range check in SV_AddBanToList
Adding too many bans would write out of bounds. Found by Coverity.
2014-05-25 18:41:51 -05:00
Zack Middleton eea9fbdb61 Fix unchecked buffer size issues in l_script.c and l_precomp.c
Found by Coverity.
2014-05-25 18:41:24 -05:00
Zack Middleton 078d004dc2 Fix potential buffer overflow in PS_ReadPrimitive
Found by Coverity.
2014-05-25 16:28:38 -05:00
Zack Middleton e21ff01946 Don't use memset with non-zero value to fill ints
Coverity reported using value -2 as a bad memset. Really doesn't make sense when filling ints and not bytes too.
2014-05-25 16:10:01 -05:00
Zack Middleton 9d74227559 Fix potential out of bounds access caused by CM_GridPlane
Coverity doesn't care if there is a warning, out of bounds access is bad.
2014-05-25 15:59:09 -05:00
Zack Middleton 6a33a69795 Disable key repeat if key catcher is 0
SDL1.2 branch disables key repeat when key catcher is 0.
Presumably to prevent binds from executing multiple times.

SDL2 replaced being able to disabled key repeat using SDL_EnableKeyRepeat
with a non-zero repeat value in the key event.
2014-05-19 03:45:44 -05:00
Zack Middleton a3c2f77236 Fix Gauntlet barrel axis in UI
UI's PositionRotatedEntityOnTag is different than CGame's and
UI has switched pitch/roll for Gauntlet/BFG axis to get it to
look like /close to/ how it looks in CGame.

Making UI use the same *PositionRotatedEntityOnTag and axis as
CGame fixes the Gauntlet blade being wobbly in controls menu.
2014-05-18 20:38:14 -05:00