Commit graph

2580 commits

Author SHA1 Message Date
Zack Middleton
494789664e Try to fix Travis CI MinGW builds
Listing i686-w64-mingw32-gcc as a compiler stopped working.
Travis tries to print version before installing it.

$ i686-w64-mingw32-gcc --version

/home/travis/build.sh: line 201: i686-w64-mingw32-gcc: command not found

The command "i686-w64-mingw32-gcc --version" failed and exited with 127 during setup.
2014-05-19 17:28:06 -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
Zack Middleton
daa570c193 Fix always switching back to mgun in Q3 controls menu
Caused by 120e296a74.
2014-05-18 20:27:18 -05:00
Zack Middleton
5c4e429471 Merge branch 'features/add-x86_64-travis-ci-support' of github.com:xhairball/ioq3 2014-05-12 21:34:40 -05:00
Zack Middleton
6d47ff88a6 Don't install libvorbis-dev on Travis
The in-tree copy of vorbis is used. No reason to install the package anymore.
2014-05-12 21:30:39 -05:00
Tim Angus
d44f4ed9ac Merge pull request #69 from RobertoEstrada/master
Switched runtime library to Multithreaded DLL to fix build on VS2012.
2014-05-07 09:48:31 +01:00
Roberto Estrada
adc1b2cbd1 Switched runtime library to Multithreaded DLL to fix build on VS2012. 2014-05-07 10:37:42 +02:00
Zack Middleton
3a7298d6ae Make R_LerpTag return qfalse if MDR tag does not exist
Elite Force SDK has trap_R_LerpTag return void, so this shouldn't cause issues for iostvef.
Allows new games to check if a tag exists in a MDR model.
2014-05-06 21:10:16 -05:00
Zack Middleton
b9061c8447 Fix cg.skulltrails out of bounds access in Team Arena Harvester mode
In Team Arena's Harvester mode, players corrupt your memory from beyond
the grave. Gib the players to stop the corruption!

CG_PlayerTokens is called for player entities, including corpses.
The entity number is used for the index in cg.skulltrails which only has
MAX_CLIENTS elements. This results in incorrect memory being overwritten
for corpse entities (as the entity number is >= MAX_CLIENTS).

So limit skull trails to valid entities (entity number < MAX_CLIENTS).
2014-05-01 21:32:21 -05:00
SmileTheory
7beff8bc7e OpenGL2: Remove misleading documentation for gamma cvars. 2014-04-22 19:50:39 -07:00
MAN-AT-ARMS
b9b67036f3 Rebuilt MSVC SDL 1.2.15 Revision 8040 import libs 2014-04-16 15:08:21 -05:00
SmileTheory
4fe69cb418 OpenGL2: Remove sRGB support, replace with gamma cvars. 2014-04-16 05:26:03 -07:00
MAN-AT-ARMS
880a7c6bec Add MSVC SDL 1.2.15 Revision 8040 import libs 2014-04-07 22:28:18 -05:00
Tim Angus
20086f392c Merge pull request #63 from kungfooman/visualstudio
Add misc/msvc11/ to support Microsoft Visual Studio 2012 Express Edition
2014-04-04 11:04:11 +01:00
kungfooman
40985b53d6 Add misc/msvc12/ to support Microsoft Visual Studio 2012 Express Edition 2014-04-01 17:30:57 +02:00
Zack Middleton
cfcd2d2d7f Merge pull request #65 from MAN-AT-ARMS/sdl2_203
Update SDL2 to 2.0.3
2014-03-24 19:37:46 -05:00
MAN-AT-ARMS
d426ed307d Update SDL2 to 2.0.3 2014-03-24 19:13:56 -04:00
Zack Middleton
c55df2c9aa Merge branch 'master' into sdl2 2014-03-24 17:53:08 -05:00
Zack Middleton
8b06986a9f Skip merging sdl1.2 commit into sdl2 2014-03-24 17:52:32 -05:00
Zack Middleton
73aa7ef2c7 Merge branch 'master' (early part) into sdl2 2014-03-24 17:51:57 -05:00
Tobias Kuehnhammer
63463d1bcf Fix compiling game VM with OBSTACLEDEBUG defined 2014-03-24 17:10:24 -05:00
Zack Middleton
cf7d8ef9cf Remove -falign-loops and -falign-jumps from Makefile
Clang warns and errors because of them on various platforms.

Based on pull request #43 by @xhairball.
2014-03-24 13:09:49 -05:00
Zack Middleton
9f3fd12501 Remove unused extern qboolean charSet
No variable even exists.
2014-03-24 12:47:14 -05:00
Tim Angus
3185ae6b1f Merge pull request #56 from MAN-AT-ARMS/net_stop
Release network bindings on shutdown
2014-03-24 14:35:34 +00:00
Tim Angus
1cbb5e9771 Merge pull request #44 from xhairball/features/add-vorbis-1.3.4
Add vorbis 1.3.4 support
2014-03-24 14:15:11 +00:00
Tim Angus
2393c8f44f Merge pull request #55 from MAN-AT-ARMS/status_command
Fix colored name padding and allow IPv6 address to fit in output of 'status' command
2014-03-24 14:12:06 +00:00
Tim Angus
9027365be6 Merge pull request #59 from MAN-AT-ARMS/sdl_1215_hg
Update SDL 1.2.15 to Revision 8040
2014-03-24 13:23:24 +00:00
SmileTheory
b099255748 #6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing. 2014-03-19 17:59:07 -07:00
Zack Middleton
67d9ecd070 Fix FS_FOpenFileReadDir non-zero file handle when file not found in pk3
If a pk3 search path is passed to FS_FOpenFileReadDir, a non-zero
file handle is returned if file is not found. This causes incorrect
behavior in FS_ReadFileDir (when a pk3 search path is passed in)
which only checks file handle, not length, for seeing if file exists.

I don't know of any issues in ioq3 caused by this.
2014-03-18 20:49:52 -05:00
Zack Middleton
0861d3c583 Revert "DMA 44100Hz needs more memory for sound buffers"
This reverts commit 0e6632f464.

Cause crashes if com_soundMegs is 32.
2014-03-17 13:44:30 -05:00
Zack Middleton
9f22ae9cb2 Fix ctrl-c etc codes for edit fields 2014-03-17 12:46:09 -05:00
Zack Middleton
344ff23164 Fix multisampling on X11
Setting SDL_GL_ACCELERATED_VISUAL was disabled for ioq3 SDL 1.2
for other reasons. However, it causes creating GL context to fail
if multisampling is enabled on X11 for both SDL1.2 and SDL2.

Tested using nVidia proprietary driver on Debian 7.
2014-03-17 12:24:59 -05:00
SmileTheory
375f6247d4 OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
Zack Middleton
8455b5a833 Don't crash when fail to create SDL window 2014-03-15 17:54:00 -05:00
Zack Middleton
d0d1883895 Merge pull request #60 from smokin-guns/master
Bunch of comment fixes
2014-03-12 20:28:49 -05:00
Tequila
baca82d64e Bunch of comment fixes 2014-03-13 02:20:54 +01:00
Zack Middleton
0e6632f464 DMA 44100Hz needs more memory for sound buffers
It doubles the size of the data compared to the default (22050),
so increase the buffer automatically. Likewise, decreasing speed
doesn't need as much (though that doesn't really matter).
2014-03-11 17:16:03 -05:00
Zack Middleton
a167110f43 Don't mix sfx with NULL soundData
Caused a crash. Already done for looping sounds.
2014-03-11 16:44:50 -05:00
Zack Middleton
63d1911c18 Parse q3map_sunExt in OpenGL1 too
Used for drawing sun, which is supported by both OpenGL1 and OpenGL2.
OpenGL2 already parses it.
2014-03-11 12:38:53 -05:00
Zack Middleton
07290a7d52 Fix typo in animMap and videoMap warnings 2014-03-10 19:58:55 -05:00
Zack Middleton
c8c7bb1dc3 Fix R_GetEntityToken ending prematurely
If spawn var key or value is "" it caused R_GetEntityToken (available to
cgame, used by opengl2) to stop parsing, whereas game VM would continue.

Changed it to match parsing used for game VM
(see G_GET_ENTITY_TOKEN in code/server/sv_game.c).

The map poq3dm5 has a "wait" key with value "".
2014-03-10 16:27:31 -05:00
Zack Middleton
5a3e10d716 Don't say cubemap is outside lightgrid 6 times 2014-03-10 16:12:49 -05:00
Zack Middleton
b98e6d5cc0 Fix error handling in R_ParseSpawnVars
When R_GetEntityToken returns qfalse it resets pointer for parsing, by
R_ParseSpawnVars not returning qfalse it could cause an infinite loop.

Also add newlines to printfs.
2014-03-10 15:57:26 -05:00
MAN-AT-ARMS
5e1011bf70 Update SDL 1.2.15 to Revision 8040 2014-03-09 09:24:54 -04:00
MAN-AT-ARMS
dafed0fd66 Update SDL2 to 2.0.2 2014-03-08 21:33:02 -06:00
Zack Middleton
9ec7931c54 Merge branch 'master' into sdl2 2014-03-08 21:32:47 -06:00
Zack Middleton
e7f43545ed Don't wash out HDR vertex lite surfaces in OpenGL2
Vertex lite surfaces being brighter than light maps looks bad,
they're meant to look the same. Especially in ET, which mixes
them fequently. It's noticeable in Q3 too though.

BSP lightmaps (i.e. not external HDR lightmaps) use
R_ColorShiftLightingBytes, now *Floats (used by vertex colors)
has the same behavior.

This may be a problem for HDR lightmaps, as the RGB will always be
scaled to 0.0 to 1.0 range.

I had enabled this for non-HDR before, but now HDR needs it too.
2014-03-08 12:30:47 -06:00
James Canete
8caeb62741 Merge pull request #57 from MAN-AT-ARMS/specularScale
OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage
2014-03-04 18:01:25 -08:00
MAN-AT-ARMS
11ed883298 OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage 2014-03-04 20:31:31 -05:00