This is equivalent to the CI workflows added to the yquake2 main
repository. The workflows are triggered on commit, for new pull
requests and when the pull request branch is updated. The CI is
mostly for providing users with up to date test builds.
This makes sure that 64 bit and 32 bit aren't endig up as `arm`, making
it possible to load 32 bit savegames on 64 bit binaries and vise versa.
This is a theoretical issue with ctf, because the mod doesn't support
savegames.
For MacOS just use what the system calls itself.
Closes#18.
the aimfix was working only on half of the attack, since the supershotgun shoots 2 times (half bullets left, half bullets right)
to carefully test it i tried to comment out 1 of the 2 shots while also keep yaw change to 0
in 1 case the bullets hit around the crossair, in the other case the bullets were not centered around the crossair.
i added the same fix to the shot that did not have it, and it worked.
i tested it out with yaw-5 and yaw+5 with both shots shooting at the same time and the bullets appeared to gather into 2 distinct clusters one left side of crossair, one right side of crossair like 2 eyes on the wall
I added the CMakeLists.txt 6 or 7 years ago so I could load the code
into Jetbrains Clion. I have moved to another editor years ago and the
cmake stuff is effectively unmaintained since then. We kept it around
in case that we'll do a MSVC port, but that's unlikely at this point.
Since bugreport and problems with the CMakeLists.txt keep coming up,
finally retire them. They can be resurrected from the git history if
we'll ever need them again.
Part of yquake2/yquake2#725.
$PROCESSOR_ARCHITECTURE seems to contain the architecture of the host,
but we need the architecture the current MinGW shell is targeting.
$MINGW_CHOST seems to be just that, and on my system it's either
i686-w64-mingw32 (mingw32.exe) or x86_64-w64-mingw32 (mingw64.exe)
(No idea what it looks like for Windows on ARM...)
* Make CFLAGS and LDFLAGS overrideable
* Correct architecture and operating system detection.
* Enforce FPU mode.
* Implement DEBUG.
* Pass LDFLAGS after the objects.
Closes#9, closes#10.
Pushing all entities slightly away from non-horizontal may let items to
slide to unreachable locations, or let monsters getting stuck.
This is part of yquake2/xatrix#50
The gibs and debris per frame must be limited to prevent server mem
map overflows. Until now debris and gibs were handled the same, the
debris spawned by rockets and grenates could prevent the actual gibs
of the killed monster from spawning.
Before this change 20 entities were spawned at max. Now up tp 40
enties can be spawned. This needs some testings.