autocompleting -- you're still all WRONG :p
* Fix bugette where the completee didn't get its case copied from
the completed token
* Add functionality to autocomplete key names
* Don't build client command completion on the dedicated server
1) NET_Sleep() no longer watches for input, Sys_Sleep() added for waiting
on input.
2) Added "CtrlHandler" for trapping Ctrl-C and other quit methods not
handled by signals on windows
3) Added history support
4) Added tab completion
5) Removed automatic cursor/scroll adjustment (too problematic)
6) Enable mousewheel scrolling
7) Stop using the InputBuffer for editing
This seems to work pretty well now, but I jumped the gun on a previous
commit message by saying you can scroll now without locking up your server.
That was only true up until the point that a server tried to print to
the console, at that point it will hang until you release the scroll bar :(
It may be possible to get around this by using a seperate thread for
console output, but that's a whole new can of worms.
+ Merge q3asm and q3lcc Makefiles into the core Makefile
+ Don't find .d files, create a list from .o
+ .asm files now depend on q3lcc
+ .qvm files now depend on q3asm
* IMPORTANT NOTE: do a "make distclean" if you have problems
* Revert to using literal function pointers for GL extensions rather than PFN*
typedefs as some platforms' headers are broken enough that they prevent
SDL_opengl.h from fixing things up if the PFN* typedefs are missing
+ Move win32/win_net.c to qcommon/net_ip.c and make it portable
+ Remove unix_net.c, but incorporate its revision history into win_net.c
+ Remove all IPX support -- this remains compatible with existing mods
+ This change also inadvertently gets us SOCKS support on non-Windows
platforms
* Add developer warning when texture loading falls back on jpg from tga
* Remove uppercase extension hack from texture loading since the Q3 pk3
file system is case insensitive anyway and you would likely want to
know about the failures when loading images from the native FS
* (bug 2946) Console scrolling broken (identified by misantropia)
+ Field_VariableSizeDraw contained a hack to ensure the cursor was always
visible. Unfortunately this interfered with scrolling long lines. Move the
hack to a different place
+ Removed commented code in the same function
+ Reworked Field_KeyDownEvent to use a switch( ... ) and set edit->scroll in
every case, thereby avoiding scrolling issues when "Home" or "End" are
pressed
* (bug 3303) Removal of never compiled code from cgame drawing functions (beast
<info@dbwatersports.com>)
* (bug 3297) Add missing limit to Q3 UI server info (beast
<info@dbwatersports.com>)
* (bug 3029) Fix to shader hash table being overpopulated (identified by
Stefan "#@" Langer <raute_at@gmx.de>)
to i3enedek).
* remove some spammy Mac OS X printf's regarding local network detection
* replaced a #warning for non-OS X PPC systems with a call to
msync(..., MS_INVALIDATE). This needs testing.
* Remove unused DO_DEBUG_CC and DO_SHLIB_DEBUG_CC commands
* Fix various bits of trailing whitespace
* Remove vm_ppc.c and move vm_ppc_new.c into its place
* Rename winquake.rc to win_resource.rc