In Quake I this coould be used to filter messages by priority. id
Software never implemented it for Quake II, it's just a left-over.
Remove it.
The `msg` cvar was exploited in attacks against the client. A malicious
server send a `msg` cvar as stufftext -> it gets saved into the config
-> since it's retrivable over the network through the userinfo stuff
this can be used to track users, etc.
Patchwork from df399576 no longer needed, deleted
Joysticks open with error checking
Slight optimization for gyro aiming
Better console messages in game controller init
`s_info->samples' is very big, even for short wave files. Multiply it by
1000 has a very high chance of flowing over and it is a wonder that so
far no one noticed it. Fix the overflow by working on 64 bit integers.
Closes#931.
I was reported a strange problem were GL3 is crashing with SIGBUS while
enumerating the GL extensions. To me it looks like a problem in Nvidias
FreeBSD driver, which for some reason doesn't reproduce on my machine.
However it' hard to tell what exactly happens without a full backtrace
and the user is unable to provide one... For the future try to handle
SIGBUS to catch those problems.
Sometimes, when half-submerged in opaque water (head/camera still
above water), explosions and similar weren't drawn, because
1. The check whether a client gets a message to draw an explosion (etc)
uses the clients origin, not the camera position
2. Apparently the map compiler was buggy and (only in some places!)
didn't correctly mark areas in the PVS/PHS (PHS is for hearing) as
connected even though they should be (when underwater you should be
able to hear things in the region above the water, even if the water
is opaque and you can't see it).
This is an experimental(!) workaround that does a second check with a
higher origin if the first check fails and the client is currently
(considered) under water.
It's totally possible that this breaks other things, I don't know..
By the way, a good place to test this is the first water area in jail1
A cool effect used in 'mine2' map ("train2"), ruined 'train' map; fixed
Player pain readjusted by type, resulting intensity is now almost equal for all
instead of the "higher health" ones being bigger, which didn't make sense