Commit graph

2682 commits

Author SHA1 Message Date
Zack Middleton
2d6171f44c Remove CVAR_PROTECTED from cl_renderer
Setting cl_renderer isn't a security concern and valid behavior for
a menu to provide. Sys_LoadDLL ensures only libries are loaded and
engine prevents QVMs from writing them.
2017-08-02 14:50:22 -05:00
Zack Middleton
c05fbe554e Make warmup in Team Deathmatch wait for players to join both teams
Reported by Cyrax.
2017-07-31 15:24:15 -05:00
Zack Middleton
e62941396d Remove unused imgFlag_t value IMGFLAG_SRGB 2017-07-30 15:39:32 -05:00
Zack Middleton
39716745f9 Silence g_util.c warning about set but not read variable
Probably caused by my commit on June 2 2017.

  commit 4006358492
  Fix spawn/freed entity logic (specifically harvester skulls)
2017-07-28 17:36:20 -05:00
MAN-AT-ARMS
e07ffa715c Update internal curl to 7.54.0 2017-07-28 16:32:22 +01:00
Zack Middleton
6693465336 Don't try to remove non-existant command 'shaderstate'
Remove commands in the order they are added because the different
orders is annoying.
2017-07-27 18:58:46 -05:00
Zack Middleton
fa034c17ec Echo server say/tell/sayto message to console 2017-07-24 20:55:14 -05:00
SmileTheory
356ae10ef6 OpenGL2: Don't use initialized arrays in glsl shaders.
Unsupported in GLSL 1.20 (Mac OS X 10.6)
2017-07-24 16:29:04 -07:00
Zack Middleton
9f239d647b Make 'globalservers 0' fetch all masters
This commit fixes the vanilla Q3 UI VMs not displaying a server list
when id Software's master server is down.

Originally master 0 for the globalservers command was Internet and
master 1 was MPlayer (defunct). In 2008 ioquake3 changed it so that
master 0 to 4 were five separate master servers with no affect on
original Quake3/Team Arena UI VMs; they continued to get the server
list from master.quake3arena.com.

id Software's master server (master.quake3arena.com) goes down
occasionally. Using ioq3's UI VM additional master servers can be
accessed but players using the original UI VMs are unable to get a
server list.

In order to fix the original UI VMs in Quake3/Team Arena's pk3s this
commit makes 'globalservers 0' fetch all master servers. So players
get a combined list of id Software's and ioquake3's master list. Or
just ioquake3's list if id Software's master is down.

Getting lists from individual master servers using globalservers has
changed from 0 through 4 to 1 through 5 to accommodate using 0 for
other purposes. This commit modifies ioq3's UI code to support the new
values for globalservers command.

A side affect of these changes is that UI VMs based on ioq3 since 2008
will have Internet1 fetch all master servers and Internet2 request
sv_master1 instead of sv_master2 and so on. It may be worth noting that
getting server list from masters 3-5 could not be done using ioq3's UI
before 2011.
2017-07-20 15:39:51 -05:00
Noah Metzger
fa1549d457 Move CON_Init ahead of Com_Init to avoid Windows dedicated server crash 2017-07-15 10:16:13 +01:00
Zack Middleton
5f2e4a03c5 Add score bonus for defending the flag carrier in 1 Flag CTF
Set flag_pw to neutral flag instead of using CTF value for red or
blue flag so that flag carrier is detected correctly.
2017-07-14 19:06:43 -05:00
Zack Middleton
13831f9569 Restore not giving defense score bonus to flag carrier
The Team Arena code for giving defense bonus for fragging player
who recently damaged a skull carrier unintentionally applied to
the flag carrier.

The skull carrier case would of been handled by the flag carrier
block above it. However, Harvest mode doesn't call
Team_CheckHurtCarrier() so the skull carrier defense bonus does
not work.

This restores the pre-Team Arena behavior of not giving defense
score bonus to flag carrier.
2017-07-14 19:06:43 -05:00
Zack Middleton
c8db6c55e5 Fix score bonus for defending the flag carrier in CTF
Fix copy-paste error in the original Quake 3 code. The wrong values
are used for v1 and v2. v2 was previously set to distance of attacker
to flag base; which should be handled already.

The game now gives defense score bonus to player when they frag an
enemy near their team's flag carrier while the player is more than
1000 units from the flag carrier.

This may also fix not giving defense bonus when near carrier due to
checking if carrier and enemy (instead of attacker) are in PVS.

Found by @Razish.
2017-07-14 19:06:43 -05:00
SmileTheory
786f6fc525 whoops, left a bit of debugging enabled 2017-07-14 16:26:41 -07:00
SmileTheory
6f1712dafe OpenGL2: "Fix" cg_shadows 4. 2017-07-14 16:15:02 -07:00
SmileTheory
6a77f4e363 OpenGL2: Don't do MSAA resolve/shadow mask/SSAO on shadow views. 2017-07-14 15:42:41 -07:00
SmileTheory
a4c09236b1 OpenGL2: Remove GLSL_ValidateProgram().
https://stackoverflow.com/questions/39761456/why-does-glvalidateprogram-fail-when-no-vao-is-bound
2017-07-13 12:10:09 -07:00
SmileTheory
d549b642bc OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
Zack Middleton
51ca4d35ea Fix misleading-indentation warnings in cl_cin.c 2017-07-09 14:01:41 -05:00
Zack Middleton
e78da55a75 Fix more maybe-uninitialized warnings in opusfile 2017-07-09 14:01:41 -05:00
Brenton Bostick
a33a904225 Fix warning about using abs() with floats (#222) 2017-07-09 14:00:56 -05:00
Zack Middleton
7c252066a3 Fix set-but-not-used variable warnings in vm_armv7l.c
offsidx and const_value were set but not used.
2017-07-08 16:48:23 -05:00
Zack Middleton
dd73e19546 Improve warning for too many skin surfaces 2017-07-04 15:36:26 -05:00
Zack Middleton
904bbc1a8f Allow more than 32 surfaces in skin files
Models don't have a surface limit; skins shouldn't either. Some player
models require more than 32 surfaces since vanilla Quake 3 did not
enforce the limit.

Skins are now limited to 256 surfaces because having no limit would
require parsing the skin file twice. The skin surfaces are dynamically
allocated so it doesn't increase memory usage when less surfaces
are used.
2017-07-04 14:06:09 -05:00
Zack Middleton
4dffc52c1d Add warnings for animMap and videoMap shader keywords 2017-07-02 17:00:07 -05:00
Zack Middleton
5aa7fb39c2 OpenGL2: Remove two unused cvars and update readme 2017-07-02 16:47:55 -05:00
Zack Middleton
cbd9e432b5 Fix nonresponsive favorites in q3_ui having no hostname
ArenaServers_InsertFavorites() fails to do anything because favorites
are added to the server list even if nonresponsive.

Set nonresponsive favorite server hostname to address.
2017-07-01 14:26:36 -05:00
Zack Middleton
8c3d1fcf59 Allow changing q3_ui server source during refresh
This makes it easier to scroll through the list, especially since
"Local" source now refreshes until a local server is found.
2017-07-01 14:17:45 -05:00
Zack Middleton
0ba359c29e Make UI continue searching for local servers until found
When refreshing local servers, Team Arean UI never changed the status
message when it timed out. This gave a false impression it was still
looking for servers.

Let's continue looking for local servers in q3_ui and Team Arena UI
until one is found.
2017-07-01 14:17:22 -05:00
Zack Middleton
21eeaee9c8 Make Team Arena UI aspect correct in widescreen 2017-07-01 11:27:42 -05:00
Zack Middleton
d9c2e91919 Fix q3_ui cursor going off screen in widescreen 2017-07-01 11:27:22 -05:00
Zack Middleton
e77153766a OpenGL2: Draw sun shadows for first person IQM player models
This makes IQM have the same behavior as MD3 and MDR.
2017-06-30 14:07:26 -05:00
Zack Middleton
102c79eb49 OpenGL2: Fix black planar projection shadows (cg_shadows 3)
Restore MD3 code for cg_shadows 2 and 3 like other model formats.
Fix planar projection shadow deform (cg_shadows 3) to use correct
light direction. I fixed light direction for stencil shadows
(cg_shadows 2) but it's still broken.
2017-06-30 14:06:13 -05:00
Zack Middleton
09a23e0417 OpenGL2: Fix checking r_shadowCascadeZFar pointer instead of value 2017-06-29 21:36:04 -05:00
Zack Middleton
b984dd4a23 Add range check for bot skill in addbot command
Adding a bot with skill of 0 doesn't show icon on hud.
2017-06-29 19:43:37 -05:00
Zack Middleton
cabc32362c Don't pick duplicate random bots until all bot types are added
Don't add the same bot to multiple teams until there are as many
bots on the server as there are bot types.

Previously each team would have unique bots until all bot types
were added to the team but other teams may have the same bot. Now
there will not be any duplicate bots until there are more bots than
bot types.

Now Quake 3 (32 bot types) in 16 vs 16 bot CTF will not contain
duplicate bot types. (You have to increase memory in code/game/
g_mem.c in order to add 32 bots though.)

I had to change G_AddRandomBot() to use 'addbot random' or else the
same bot could be added to red and blue teams. The bot was selected
and stored in console command buffer so game doesn't know not to
select the bot again.
2017-06-29 19:41:17 -05:00
Zack Middleton
0999aff28d Fix duplicate (delayed) random bots being choosen
Count delayed bots when looking for least used bot infos for deciding
which bot to add.
2017-06-29 19:41:17 -05:00
Zack Middleton
d8f2ff7a4b Check delayed bot's team when counting bots for bot_minplayers
note: This requires my previous commit that added teampref userinfo
so that bots choose correct team in ClientConnect.
2017-06-29 19:41:17 -05:00
Zack Middleton
7c601da651 Fix not adding random bot when all bot info are in use on team
If there are two bot infos in scripts/bots.txt then each team can
only add two random bots via bot_minplayers or addbot random.

Pick random bot info from least used bot infos instead of only ones
that are used by zero players. That way a random bot can always be
added to the game.

This rarely affected Quake 3 since there is 32 bot infos. It could
easily affect new games though.
2017-06-29 19:41:16 -05:00
Zack Middleton
d0d1fe1b7c Fix bot_minplayers passing delay as team to addbot in non-team gametypes 2017-06-29 19:41:16 -05:00
Zack Middleton
51649695a5 Fix random bot not looking for bots by funname
Quake 3's Anarki bot has a 'funname' with colors in it.
This commit fixes Anarki not being detected as in use.
2017-06-29 19:41:16 -05:00
Zack Middleton
23a331c9f8 Make 'addbot random' command select a random bot info
It reuses the random bot selection code for bot_minplayers cvar.
2017-06-29 19:41:16 -05:00
Zack Middleton
007e250e11 Split G_AddRandomBot into multiple functions 2017-06-29 17:52:06 -05:00
Zack Middleton
03336dd0bf Allow spectators to use noclip cheat 2017-06-24 20:27:24 -05:00
Zack Middleton
7b9ccd1463 Have spectator always be in first person
Flying around in third person with no body is weird.
2017-06-24 20:25:39 -05:00
Zack Middleton
c2ca5e7856 Check for unlimited time power up using INT_MAX
It is possible for a power up to exceed 999 seconds without it being
unlimited time.
2017-06-24 20:25:39 -05:00
Zack Middleton
520b100449 Make cg_teamChatsOnly only affect team gametypes
Also made it so that 'tell voice chats' are always allowed for
consistancy with 'tell chat'.

Reported by Tobias Kuehnhammer.
2017-06-24 20:25:39 -05:00
Zack Middleton
f19efb77c8 Fix Team Arena team base models not dropping to floor
Team Arena's Overload gametype has red and blue team Obelisk base
objects. It uses separate entities for visual and damage. Only the
damageable entity was dropped to floor. Leaving model floating off
the ground.

Team Arena's Harvester base has the same problem. Model entity
floats in air but trigger entity drops to floor.

Drop all Team Arena team base models to floor. Fixes CTF, 1Flag,
Overload, and Harvester base models.
2017-06-24 20:15:02 -05:00
Zack Middleton
f7c3276fe8 Fix g_teamAutoJoin and g_teamForceBalance
There are various issues caused by not knowing the initial team for
the local client and bots when they connect. This is can be reproduced
by starting a team game from the main menu.

When g_teamAutoJoin is enabled, bots and local client join a random
team at connect and then execute their team command a few frames
later. This may result in the player being killed if they specify a
different team. In Team Arena's Harvester mode this causes harvester
skulls to be spawned at the beginning of the game.

When g_teamForceBalance is enabled, the local client and bots may not
be able to join their desired team. This may result in them being
spectators. If g_teamAutoJoin is also enabled they may be left on
the opposite (red/blue) team they were meant to join.

There is a hack for including bot's team in their player info string
(used by cgame for which team skin to use) before the bot joins
their desired team. Bots aren't guaranteed to join their desired team
(as may happen when both g_teamAutoJoin and g_teamForceBalance are
enabled) so clients may see them as being on the wrong team!

----

Add teampref userinfo option for team preference. If teampref is set
it will be used for attempting to join the team immediately at connect.

Bots now join team at connect using teampref userinfo. So remove
the hack for setting bot's team in player info string before the bot
joins the team.

To avoid the client sending teampref userinfo to all network servers,
the local client uses a g_localTeamPref cvar. The g_localTeamPref
cvar is cleared after it's used so it doesn't get used when starting
another server later. Another reason not to use a teampref userinfo
cvar is there isn't a reliable way to clear it in CGame/UI which are
likely loaded from baseq3 pk3.

Make it so g_teamAutoJoin doesn't affect clients who specify
teampref. If teampref is invalid, the client will join a random team
like g_teamAutoJoin.

Don't apply g_teamForceBalance to the local client or bots. Otherwise
they may be left as spectators when starting team game from menu.

The start server menus use team command and g_localTeamPref to set
the human player's team. This way it's compatible with vanilla Q3
game VMs and the new setting team at connect feature.
2017-06-22 21:56:20 -05:00
SmileTheory
e03cdf444c OpenGL2: Remove SF_VAO_MESH. 2017-06-16 16:52:53 -07:00
Zachary J. Slater
fd3b58b967 Merge pull request #293 from rcgordon/autoupdater-rsa-signature 2017-06-10 21:00:51 -10:00
Zack Middleton
e9436abff0 Only allow connectionless print/echo from server/rcon address
Reported by Ensiform.
2017-06-10 19:15:26 -05:00
Zack Middleton
dfce71929a Add con_autochat and con_autoclear cvars 2017-06-08 15:46:19 -05:00
Zack Middleton
c12b81a273 Fix strncpy usage in botlib
All usage of strncpy in botlib should now either set string
terminator or use Q_strncpyz.
2017-06-07 21:48:01 -05:00
Tobias Kuehnhammer
8956ab41dd Fix notarget cheat
Bots no longer target players in 'no target mode'.
2017-06-07 21:27:33 -05:00
Zack Middleton
c99281a0da Make bots stop attacking player after disconnect
Bots did not notice player disconnected, so they kept attacking
the last known position.

Checking if entity is valid in BotEntityVisible might fix other
similar issues too.
2017-06-07 21:11:52 -05:00
Zack Middleton
9aae0948ab Remove unused define MAX_COMMANDARGUMENTS from be_ea.c 2017-06-07 21:11:38 -05:00
Zack Middleton
74a59f17c7 Don't copy p->org to itself in cg_particles.c 2017-06-07 21:07:42 -05:00
Zack Middleton
8a6c9d1038 Remove unneeded 'angles' variables/clearing in ai_dmq3.c 2017-06-07 21:06:28 -05:00
Zack Middleton
730b917059 Fix comment in BotAIPredictObstacles 2017-06-07 20:53:35 -05:00
Zack Middleton
a738cb9592 Fix overdraw in CG_DrawRect
It was noticeable in the corners when alpha was less than 1.
2017-06-07 20:40:16 -05:00
Zack Middleton
1a8bf792e7 Range check client number for trap_BotUserCommand 2017-06-07 20:38:12 -05:00
Zack Middleton
5b9302a7ef Don't start game entity loops at index 1 2017-06-07 20:32:57 -05:00
Zack Middleton
71512bb1fd Show client's name in callvote clientkick vote display message
Make callvote always kick by client num so player can't rename to
avoid being kicked. Don't allow calling a vote to kick host or
non-existent players.
2017-06-07 20:24:10 -05:00
Zack Middleton
eeb28dc1d0 Fix score info being dropped by server
Server drops reliable command string if it's length is more than 1022.
2017-06-07 19:55:36 -05:00
Zack Middleton
91acf8a681 Don't build score info for bots, they don't parse it 2017-06-07 19:54:34 -05:00
Zack Middleton
b511b8f2f6 Fix Coverity warning that endVelocity is uninitialized 2017-06-07 19:51:32 -05:00
Zack Middleton
c96acec428 Fix (unused) check for map restart in CG_TransitionSnapshot 2017-06-07 19:42:32 -05:00
Zack Middleton
1456008d96 Fix comment for CG_SetInitialSnapshot 2017-06-07 19:41:46 -05:00
Zack Middleton
1048073e26 Unify checks for missing COM_Parse() token 2017-06-07 19:16:05 -05:00
Zack Middleton
d58234a6c7 Fix 'missing token' in parsers for animations.cfg 2017-06-07 19:06:41 -05:00
Zack Middleton
6e340f9a5b Don't use uninitialized ps from BotAI_GetClientState
If BotAI_GetPlayerState returns qfalse, ps is untouched and in
some cases means uninitialized. So don't use it if not valid.
2017-06-07 19:02:20 -05:00
Zack Middleton
74aa4268b2 Stop caching sv_maxclients in bot code 2017-06-07 19:00:28 -05:00
Zack Middleton
d1631d6ea3 Use const char pointers when possible in botlib's libvar code 2017-06-07 18:54:49 -05:00
Ryan C. Gordon
b771192d52 Use "x86_64" and not "x86-64" like everything else in ioq3. 2017-06-04 02:46:49 -04:00
Ryan C. Gordon
749e17ab1d Add a log message if manifest is valid. 2017-06-04 02:23:49 -04:00
Ryan C. Gordon
a761684a23 Windows support for autoupdater manifest signatures. 2017-06-04 02:21:55 -04:00
Ryan C. Gordon
c9c5d8710a Added .gitignore for rsa_tools directory. 2017-06-04 01:49:33 -04:00
Ryan C. Gordon
06cc3a4e1b build-rsa-tools.sh now works on Linux. 2017-06-04 01:44:39 -04:00
Ryan C. Gordon
e04bfd4967 Autoupdater now checks RSA digital signature for manifest. 2017-06-04 01:32:10 -04:00
Ryan C. Gordon
f71260eb8c Replace sha256.c with libTomCrypt equivalent, since we'll be using it anyway. 2017-06-04 01:17:17 -04:00
Ryan C. Gordon
62f6f0c7e0 Wire up libTom stuff to build system. 2017-06-04 01:16:37 -04:00
Ryan C. Gordon
7542966e33 Verify libTom source archives aren't tampered with. 2017-06-04 01:15:38 -04:00
Ryan C. Gordon
ece37f1390 Initial add of rsa_tools.
This is just a simple RSA public key digital signature thing built on
libtomcrypt. The gist:

Some admin will generate a public/private key with rsa_make_keys, keeping the
private key secret. Using the private key and rsa_sign, the admin will sign
the autoupdater manifests, generating manifest.txt.sig.

The public key ships with the game (adding 270 bytes to the download), the
.sig is downloaded with the manifest by the autoupdater (256 bytes extra
download), then the autoupdater checks the manifest against the signature
with the public key. if the signature isn't valid (the manifest was tampered
with or corrupt), the autoupdater refuses to continue.

If the manifest is to be trusted, it lists sha256 checksums for every file to
download, so there's no need to sign every file; if they can't tamper with the
manifest, they can't tamper with any other file to be updated since the file's
listed sha256 won't match.

If the private key is compromised, we generate new keys and ship new
installers, so new installations will be able to update but existing ones
will need to do a new install to keep getting updates. Don't let the private
key get compromised. The private key doesn't go on a public server. Maybe it
doesn't even live on the admin's laptop hard drive.

If the download server is compromised and serving malware, the autoupdater
will reject it outright if they haven't compromised the private key, generated
a new manifest, and signed it with the private key.

libtomcrypt is sort of a big pile of source code, so instead of putting it
in revision control, we have a script to download it. Most things don't need
it. It lives on GitHub, so we _could_ do a git submodule, but most people
don't need it, so why waste their disk and bandwidth? That said, when compiled
you end up with a few hundred kilobytes of binary code to verify a signature
and no external dependencies, so it seems like a win.
2017-06-03 20:26:07 -04:00
Zack Middleton
db1198f6ea Add mouse wheel support to UI list boxes
Allows scrolling server browser list and some other lists.
2017-06-03 14:03:09 -05:00
Zack Middleton
5592342b1b Only auto update empty Team Arena internet server cache
Previously tested a mod cvar which may be wrong when multiple
mods are involved or config is reset. Let's check the server
cache's internet server count directly.
2017-06-03 14:03:09 -05:00
Zack Middleton
66fec1b059 Remove unneeded code from OpenGL2's RB_RenderDrawSurfList
Make it more similar to OpenGL1.
2017-06-03 14:03:09 -05:00
Ryan C. Gordon
1aa20487a4 autoupdater: Fixed up GCC/clang printf function attribute. 2017-06-03 12:02:29 -04:00
Zachary J. Slater
87eecd7bc1 Merge pull request #290 from rcgordon/autoupdater
Initial shot at writing an ioquake3 autoupdater. Thank you icculus, and everyone who contributed to his patreon! https://www.patreon.com/icculus
2017-06-02 22:46:22 -10:00
Zack Middleton
c14cb70f15 Draw disconnect icon over lagometer in Team Arena too
The blinking disconnect icon is drawn over lagometer in Q3.
Team Arena moved the lagometer location. Now let's draw the
disconnect icon over lagometer in Team Arena too!
2017-06-02 22:11:52 -05:00
Zack Middleton
082376ed9e Enable tourney scoreboard in Team Arena
"/team score" draws an oversized scoreboard in Q3. In Team Arena
it draws nothing. They probably intended to replace it with the
new .menu UI. But since it didn't happen, go ahead and use the Q3
tournament scoreboard.
2017-06-02 22:11:52 -05:00
Zack Middleton
1066214548 Fix "brought in 1 skulls" Harvester message
Use correct singular/plural form of skulls for Harvester's brought in
skulls message.

Reported by Tobias.
2017-06-02 22:11:52 -05:00
Zack Middleton
4006358492 Fix spawn/freed entity logic (specifically harvester skulls)
- Actually use the second 'force' pass in G_Spawn when out of
available slots.
- Make G_EntitiesFree return qtrue if we can open a new slot.
(Only used when spawning Harvester skulls.)

Fixes not spawning Harvester skulls when there are no 'open freed
slots', but we have other slots available to open.
2017-06-02 22:11:52 -05:00
Zack Middleton
4227d97958 Make Team Arena win logic handle more game types/blue team
The Team Arena menu uses red team for single player but q3_ui
(and mods could) use blue. Also handle all the game types, not
just the ones used by Team Arena. Fixes FFA and Team DM.
2017-06-02 22:07:27 -05:00
Zack Middleton
4506ebd5d7 Fix joining team when starting local team play server
AKA fix joining team in Team Arena single player. Though it also
affects starting Q3 skirmish in team dm or ctf modes.
2017-06-02 21:07:30 -05:00
Ryan C. Gordon
b33551dfa2 Fixed comment typo: s/until/under 2017-06-02 11:28:33 -04:00
Ryan C. Gordon
063875e89a Fixed linking on things that need -ldl, and compiler warnings. 2017-06-02 01:39:03 -04:00
Ryan C. Gordon
cd4aa2d9a9 Don't fail if the game process went away before we were ready to wait for it. 2017-06-02 01:32:33 -04:00
Ryan C. Gordon
b5c54ec019 Use stdint.h on Visual C if >= Visual Studio 2010. 2017-06-02 01:31:45 -04:00
Ryan C. Gordon
82977da9c8 Working Windows port of the autoupdater! 2017-06-02 00:49:42 -04:00
Zack Middleton
bd067540f5 Fix hitch when opening Team Arena find friend menu
Opening the find friend menu in the Team Arena server browser
hitches due to trying to resolve blank host names.

In UI_BuildFindPlayerList() status requests that are initial or
completed state or have timed out get reset. This means it starts
with MAX_SERVERSTATUSREQUESTS (16) blank host names. So just ignore
them in UI_GetServerStatusInfo().
2017-06-01 18:54:28 -05:00
Zack Middleton
0a19ae0306 Fix levelshot displayed in Team Arena server browser
Levelshot was not updated when server list was initially loaded or
server list was sorted.
2017-06-01 18:03:24 -05:00
Zack Middleton
2091a2e2d5 Fix favorite servers player count message in Team Arena UI
The console message "1 servers listed in browser with 2 players."
would count clients multiple times when viewing favorite servers.

When viewing favorite servers in Team Arena UI, servers are added
to list before getting ping response. Each time UI checked pings
and inserted server it incremented the player count.
2017-06-01 17:24:07 -05:00
Zack Middleton
6b5674e6bb Fix filtering favorite servers in Team Arena UI
Filter favorite servers based on cached server info and new info
instead of only the cached info.

If cached server info is filtered out, don't add it to server list
but wait for getinfo response before marking server as invisible.
2017-06-01 17:24:07 -05:00
Zack Middleton
0b853a659a Make Team Arena server list sub-sort clients by max clients
The player column in Team Arena UI lists clients and max clients
in format of "clients [maxclients]". When sorting by clients the
max clients is ignored which results in player column being
disorganized.

When servers have the same number of clients, sort based on max
clients. Otherwise client sort is sub-sorted based on order of
getinfo responses (ping).
2017-06-01 17:24:06 -05:00
Zack Middleton
2bbe178bc8 Replace constant value with UIAS_GLOBAL1 2017-06-01 17:24:06 -05:00
Zack Middleton
e8f092637c Automatically get initial Internet servers in Team Arena UI
Having to manually request the list, with two buttons (get new
list, refresh list) is somewhat confusing. Also since it looks
like there are no servers, users might not try to figure out
how to get the server list.

The first time viewing a master server list in Team Arena UI,
automatically request a new server list. After that the cache
will be available with a timestamp of the last refresh time.
I think this will make it easier to understand how the menu
works.

This may cause unneeded updating of the server cache because the
last refresh timestamp is per-fs_game but the server cache is
shared by all games. This will only occur once for each game
though so it's not a big concern.
2017-06-01 17:24:06 -05:00
Zack Middleton
f6f2710f94 Make server browser default to Internet
The default use to be local. In q3_ui you have to press spacebar or
wait for scan to time out before you can switch to Internet.
2017-06-01 16:58:21 -05:00
Ryan C. Gordon
8cf088ae27 Fully initialize ManifestItems (rollback, etc, was uninitialized before!). 2017-06-01 17:17:25 -04:00
Ryan C. Gordon
b6a83a1494 ioquake3 calls this arch "x86" and not "i386". 2017-06-01 13:02:17 -04:00
Ryan C. Gordon
a69020b217 Fixed up some types in sha256.* 2017-05-31 03:39:45 -04:00
Ryan C. Gordon
d0da0724e7 Move the autoupdater launcher into its own public domain source file.
So other games can steal this piece if they want.
2017-05-31 01:22:40 -04:00
Ryan C. Gordon
cf5dd87f57 Fix tabs vs spaces. 2017-05-31 01:04:17 -04:00
Ryan C. Gordon
02b116aae0 Initial Windows autoupdater support: the ioq3 internal bits.
This is just the piece that will launch the autoupdater; the autoupdater
itself will be a separate commit.
2017-05-31 01:02:26 -04:00
Ryan C. Gordon
67b0cccc75 Don't fclose(NULL) if a file doesn't exist. 2017-05-30 20:20:18 -04:00
Ryan C. Gordon
f518f75149 Don't link directly to libcurl.
Lots of Linux distros have different names (libcurl-gnutls.so vs etc), and
version the symbols (curl_global_init@@CURL_LIBSSL_3), so it's more compatible
to just dlsym the basic entry points we need and just demand that libcurl is
installed at all.

Alternately: we'll use our own libcurl build, but we'll probably have to dump
SSL support to make this sane to do.
2017-05-30 20:15:59 -04:00
Zack Middleton
973e0a7e9c Refresh master server address cache every 24 hours
Resolve master server addresses every 24 hours instead of keeping
result forever. Don't clear sv_master[1-5] cvar if the address fails
to resolve; it might work later.
2017-05-30 18:33:15 -05:00
Ryan C. Gordon
b892bcfdbc Cleanup in failures a little better. 2017-05-30 18:02:48 -04:00
Ryan C. Gordon
69829916b5 Fixed -Wstrict-prototypes warning. 2017-05-30 17:37:53 -04:00
Zack Middleton
8a50e2aa09 Don't repeat alt+enter key event
Holding alt+enter should not continuously toggle fullscreen mode.
2017-05-29 16:41:03 -05:00
Zack Middleton
024a8842bd Fix compiling debug code for writing VoIP data 2017-05-29 09:54:39 -05:00
Zack Middleton
bc2f45508d Fix dllHandle possibly being uninitialized in Sys_LoadDll 2017-05-26 10:50:56 -05:00
Ryan C. Gordon
4729c683fd Initial shot at writing an ioquake3 autoupdater. 2017-05-25 14:13:18 -04:00
Eugene C
c259e7cba3 Fix comment 2017-05-25 09:44:18 +01:00
ec-
566fb0edfc Allow unaligned load/store in QVM interpreter/x86 compiler
constructions like (dataMask & ~3) was used to protect against out-of-bound load/store when address is 4-byte closer to dataMask
 but at the same time it effectively cut low address bits for ALL load/store operations which is totally wrong in terms of conformance to ALLOWED (i.e. generated by q3lcc from C sources) low-level operations like packed binary data parsing
2017-05-25 09:44:18 +01:00
Zack Middleton
3b0a862290 Merge pull request #256 from WolfWings/patch-4
...too much MISSIONPACK ifdeffery.
2017-05-24 13:44:35 -05:00
Zack Middleton
80c3e503d9 Merge pull request #254 from WolfWings/patch-1
Redundant #ifndef MISSIONPACK block
2017-05-24 13:44:20 -05:00
Zack Middleton
2c225a5a2b Merge pull request #199 from UniQP/typos
Fix some typos in comments
2017-05-24 13:41:15 -05:00
Zack Middleton
66365a3a85 Merge pull request #198 from UniQP/deadvariable
Remove dead variables
2017-05-24 13:40:53 -05:00
Zack Middleton
eecc8326a0 Save connect and playdemo argument before calling CL_Disconnect()
Save argument instead of using a pointer to cmd token memory that
might be overwritten when Cmd_TokenizeString() is called.

No known method for causing the issue without engine changes.
Cmd_TokenizeString() is called by FS_PureServerSetReferencedPaks()
in CL_Disconnect() but it's not an issue because the string is
blank.

Thanks @mickael9.
2017-05-24 12:46:25 -05:00
Zack Middleton
351e8f84d2 Merge pull request #270 from mickael9/unused-warning
Don't include (mission)pak_checksums in standalone build
2017-05-24 12:26:55 -05:00
Zack Middleton
70af7e673f Check for truncated paths in Sys_LoadDll
Check for truncated paths which could allow loading a library with
a non-standard extension. Also provides a better message for why a
valid library with a long path would fail to load.
2017-05-24 10:28:59 -05:00
Zack Middleton
05858d30e8 Don't load libraries with non-standard file extensions
Also don't allow writting files ending in a library extension such
as ".so.0" or ".dylib.0".
2017-05-24 10:28:46 -05:00
Zack Middleton
fbada2caf6 Fix compiling when KEY_WOW64_32KEY is missing from system headers 2017-05-24 10:01:19 -05:00
Zack Middleton
f4739e9c4d Rename (already updated) opusfile-0.5 to opusfile-0.8 2017-05-23 11:47:27 -05:00
Zack Middleton
7139094355 Update opusfile from 0.5 to 0.8 2017-05-23 11:47:27 -05:00
Zack Middleton
ef8ad54421 Rename (already updated) opus-1.1 to opus-1.1.4 2017-05-23 11:47:27 -05:00
Zack Middleton
853110d5d4 Update opus from 1.1 to 1.1.4
Define FLOAT_APPROX in Makefile and misc/msvc12/quake3.vcxproj.
2017-05-23 11:47:26 -05:00
Zack Middleton
67bfe8f8d6 Rename (already updated) libvorbis-1.3.4 to libvorbis-1.3.5 2017-05-23 11:47:26 -05:00
Zack Middleton
bba263d634 Update libvorbis from 1.3.4 to 1.3.5 2017-05-23 11:47:26 -05:00
Zack Middleton
d87bd792c3 Rename (already updated) libogg-1.3.1 to libogg-1.3.2 2017-05-23 11:47:26 -05:00
Zack Middleton
04fc72899a Update libogg from 1.3.1 to 1.3.2 2017-05-23 11:47:26 -05:00
Zack Middleton
e3ec11d42a Remove unused libspeex 2017-05-23 09:13:54 -05:00
SmileTheory
c65d2c2657 Add vao cache for static surfaces.
Remove support for draw range elements, multi draw arrays, world vao creation, surface merging.
2017-04-28 02:13:25 -07:00
Zack Middleton
729766150f Don't start a vote after vote passed for map change
Processing a callvote command after a vote passed to change maps but
has not been executed yet will result in 1) map change immediately
happening 2) after new map loads players have vote HUD messages but
Game VM doesn't have a vote in progress. The phantom vote status will
only be removed if players start a new vote or run vid_restart.

The underlying issue is that a second callvote sets vote config
strings but a map change is executed before they are sent to clients.
Resulting in clients getting "cs" reliable commands with the config
string changes _after_ the map change. Out of sync config strings.

Even if the underlying issue was fixed, the second vote would be lost.
So it's best to not force a map change to happen immediately anyway.

Reported by Tobias Kuehnhammer.
2017-04-12 18:29:17 -05:00
Max Crofts
af69d1148f Improve FS_GetModList
- Paths to search for mods are now specified in an array

- Mods can now consist solely of ".pk3dir" folders and still be
considered valid

- The function now has a consistent style
2017-04-12 17:49:50 +10:00
Max Crofts
7ff610db35 Detect GOG install path 2017-04-07 16:26:26 +10:00
Max Crofts
f5143405f1 Add missing RegCloseKey to Sys_SteamPath 2017-04-07 15:18:28 +10:00
SmileTheory
de3339ebcd Fill in filename in Com_WriteConfig_f() before checking extension.
Thanks BartoCH for pointing out.
2017-03-27 04:11:33 -07:00
SmileTheory
d4e1a01f33 Remove FS_Read2().
Functionally the same as FS_Read().
Streaming functionality was removed in 672cfbf16f but flag remained.
2017-03-17 04:21:11 -07:00