Commit graph

131 commits

Author SHA1 Message Date
Zack Middleton
4a063679f8 Merge branch 'misc/lilium_common' into game/eliteforce
Conflicts:
	code/qcommon/common.c
	code/qcommon/q_shared.h
2018-03-04 05:10:01 -06:00
Zack Middleton
51a57b8420 Merge branch 'master' into misc/lilium_common
Conflicts:
	Makefile
	code/client/cl_main.c
	code/qcommon/common.c
	code/qcommon/q_shared.h
	code/sys/sys_unix.c
2018-03-04 05:08:08 -06:00
Zack Middleton
7fda468f5b Change renderer prefix, fix app bundle 2018-03-04 04:14:29 -06:00
Zack Middleton
3521787c14 Merge branch 'misc/lilium_common' into game/eliteforce
Conflicts:
	README.md
	code/client/cl_main.c
	code/qcommon/common.c
	code/qcommon/q_shared.h
	code/sys/sys_unix.c
2018-03-04 04:04:35 -06:00
Zack Middleton
95c3deaa0c Unify com_homepath and use XDG_DATA_HOME 2018-03-04 03:25:13 -06:00
Zack Middleton
cb7ccbacac Allow changing the renderer file name prefix
This makes it easier for forks to coexist without having issues with
incompatible renderers.
2018-03-04 03:17:31 -06:00
Zack Middleton
b9a643264d Change version to 1.39, update README 2018-03-04 01:52:27 -06:00
Zack Middleton
e45538b1c5 Merge branch 'master' into game/eliteforce
Conflicts:
	README.md
	code/server/sv_client.c
2018-03-03 19:27:28 -06:00
Zack Middleton
83119a990a Fix Q_vsnprintf for mingw-w64
By default mingw-w64 uses Microsoft's broken _vsnprintf() in msvcrt.dll.
It can be overriden by defining __USE_MINGW_ANSI_STDIO but let's just
use the same behavior for both MSVC and mingw-w64.

Reported by @birdstakes.
2018-02-04 08:04:13 -06:00
Thomas Köppe
917bca4f7d Use standard offsetof facility. Dereferencing a null pointer results
in undefined behaviour.
2018-01-21 06:01:50 -06:00
Edward Betts
fe42b8653d Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
Zack Middleton
f4edc947b5 Make changing com_gamename use dpmaster protocol instead of efmaster 2017-09-18 00:13:27 -05:00
Zack Middleton
4837f4619e Merge branch 'master' into game/eliteforce
Conflicts:
	code/client/cl_main.c
	code/qcommon/common.c
	code/qcommon/files.c
	code/qcommon/msg.c
	code/qcommon/q_shared.h
	code/renderercommon/tr_common.h
	code/renderergl2/tr_extensions.c
	code/sdl/sdl_glimp.c
2017-09-17 23:16:55 -05:00
Max Crofts
7ff610db35 Detect GOG install path 2017-04-07 16:26:26 +10:00
Simon McVittie
9c76b546e3 Pick up date from SOURCE_DATE_EPOCH, for reproducible builds
The goal of reproducible builds is that a rebuild of the same source
code with the same compiler, libraries, etc. should result in the same
binaries. SOURCE_DATE_EPOCH provides a standard way for build systems
to fill in the date of the latest source change, typically from a git
commit or from metadata like the debian/changelog in Debian packages.

This does not change anything if SOURCE_DATE_EPOCH is not defined;
the intention is that a larger build system like a Debian package
will define it.

Please see https://reproducible-builds.org/ for more information about
reproducible builds.
2016-09-22 09:02:20 +01:00
Zack Middleton
69f9c7d692 Merge branch 'master' into game/eliteforce
Conflicts:
	Makefile
	code/qcommon/q_shared.h
2016-06-17 02:22:52 -05:00
Zachary J. Slater
5555788867 Merge pull request #103 from openmoh/ioq3-intro
Have custom intro cinematics for standalone game
2015-12-28 08:56:20 -08:00
SmileTheory
2f77a98afe Use Windows uninstall path to find Steam Quake 3 install.
Thanks Pan- and Ensiform for pointing this out.
2015-09-25 04:55:41 -07:00
Zack Middleton
7e96fd9cb6 Make steam path optional at compile time for standalone games 2015-09-22 19:25:16 -05:00
Zack Middleton
750fdc0e43 Align indent of defines at top of q_shared.h to 4 space tabs 2015-09-22 19:05:46 -05:00
SmileTheory
f860a753e0 Add Steam's Quake 3 Arena dir to game dirs on Windows. 2015-09-17 02:53:19 -07:00
Zack Middleton
add8b1826d Rename ioST:V to Lilium Voyager
I'd like to avoid confusion with 'official' ioSTVEF releases.
2015-06-24 17:24:03 -05:00
Zack Middleton
4daf397ca0 Correct IDE product version for Elite Force
Make it match version in Makefile.
2015-06-24 17:00:44 -05:00
Michael Rieder
7c5feef6a2 Have custom intro cinematics for standalone game 2015-01-07 23:47:18 +01:00
Zack Middleton
b7cd6b6088 Elite Force white space clean up
Also fixed some code to match ioq3 (a few comments, a printf, ..).
2014-10-29 10:13:12 -05:00
Zack Middleton
c6e5f060fe Port Elite Force iorev2231 patch to latest ioq3
Port Thilo Schulz's Elite Force Holomatch patch to latest ioq3.
Patch for ioq3 svn r2231.

No support for OpenGL2 renderer yet.
2014-10-29 07:15:12 -05:00
Tim Angus
f83334d81b Add facility to describe cvars 2014-09-26 14:29:51 +01:00
Pan7
18e08125dd Add ColorIndexForNumber macro replacing '& 0x07'
Makes it easier to add more colors.
2014-08-28 20:09:37 -05:00
Tequila
baca82d64e Bunch of comment fixes 2014-03-13 02:20:54 +01:00
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
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
693e51c654 Remove old FIXME, pmove_framecount isn't networked 2013-01-11 17:29:39 -06:00
Zack Middleton
29c406c9ec Fix function prototype for Info_RemoveKey_Big. Pointed out by Ensiform. 2012-11-29 17:09:28 +00:00
Zack Middleton
1f8db4c14a Remove references to non-existent functions CM_MarkFragments and CM_LerpTag. 2012-11-19 05:48:27 +00:00
Zack Middleton
ad5c5c32a6 REFACTOR [reletive -> relative]
From /dev/humancontroller.
2012-06-18 16:32:03 +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
5c1ddf4020 Enable zone and hunk debug in debug build. 2011-12-08 22:24:48 +00:00
Tim Angus
fd986dae06 * Fix various warnings with GCC and clang 2011-10-27 21:32:28 +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
Thilo Schulz
c1b3b6f0be Fix compilation on non-x86 platforms, by Simon McVittie 2011-08-05 12:11:27 +00:00
Thilo Schulz
ba385fa43c - Switch master server protocol to dpmaster for better game separation. Based partly on patch by Zack Middleton
- Get rid of ugly cvars sv_heartbeat and cl_gamename and replace with single com_gamename
- Remove sv_flatline. Flatlines are ignored by dpmaster and are considered to be insecure because flatlines can be udp-spoofed.
2011-07-29 13:46:50 +00:00
Thilo Schulz
2349148cf1 - Apply parts of Ben Millwood's target bitfield patch (#3787)
- Fix Ryan's FIXME and have voip packet buffer on the server dynamically allocated via Z_Malloc and store pointers in a circular buffer
- Improve voip target parsing on top of Ben Millwood's patch
- Add new "spatial" target where speaker is spatialized in 3d space and can be heard by all clients in hearing range (s_alMaxDistance)
  (#4467)
- Decrease voip sound lengths from 240ms to 80ms per voip packet to mitigate udp packet loss and decrease latency
- Protocol version incremented to 71
2011-07-27 15:47:29 +00:00
Thilo Schulz
41ac8a232a Bug 5096 - Define PRODUCT_VERSION in q_shared.h if it is not, patch by Zack Middleton 2011-07-27 00:04:29 +00:00
Thilo Schulz
c4f739b8d0 Fix extension name comparison for DLL files 2011-07-24 22:12:21 +00:00
Thilo Schulz
9dc32d55e2 Bug 4812 - GCC __attribute__ annotations for printf, non-returning functions etc., patch by linux@youmustbejoking.demon.co.uk and Zack Middleton 2011-07-18 14:56:57 +00:00
Thilo Schulz
e06c117e9e - Implement dual protocol support (#4962)
- Fix several UDP spoofing security issues
2011-07-12 11:59:48 +00:00
Thilo Schulz
0ed9c43453 Make naming a bit more foolproof for new macro 2011-07-07 16:21:06 +00:00
Thilo Schulz
74e538ffcf - Add better protection against DoSing connecting users from connecting
- Have Com_sprintf return string length
- add STR_LEN macro for static strings
2011-07-07 16:07:58 +00:00
Thilo Schulz
53d89b6c10 More color fixes for railgun
Show other players' railgun color and their firetime state.
Show snapshot client's color on world item models of railgun.
Fix the impact mark using color2 (spiral) rather than color1 (beam).
Credits go to Ensiform and Harekiet for the refire portion.
2011-06-28 08:28:12 +00:00
Thilo Schulz
664f8e578d - align sse control word storage space to 16 byte boundary for snapvector
- replace some whitespace with tabs in snapvector.c
- Give gcc a bit more freedom in choice of registers
2011-06-22 14:36:11 +00:00