This was an issue an Windows with it's small stack. It didn't trigger on
Linux. While at it make the code a little bit more robust by allocating
exactly the amount of data we need and not some arbitrary guess.
Setting r_2D_unfiltered to 1 (0 is default), 2D elements (GUI, menu,
console) are rendered without texture filtering in GL1 and GL3, while
everything else is still rendered with whatever is set in gl_texturemode
This setting (and now also gl_nolerp_list) is applied immediately,
so no vid_restart is needed.
refs #752
like ./quake2 +map sgc9-1
the problem was that everything from '-' to the next '+' (which starts
a command) was skipped; the intention of that (original Quake2) code
probably was to allow skipping something like "-datadir bla", though
Quake2 never supported arguments starting with '-' (until *we* added
-datadir and -portable); maybe that's a leftover from Quake1.
Anyway, the more correct way (that allows '-' in filenames) is to check
for a space before '-': so `quake2 +map base1 -portable` still works,
and now `quake2 +map sgc9-1` works as well
Make Qcommon_Frame and Qcommon_Mainloop static and minimize calls
for get current time, it takes 7% in some profiling cases.
We get current time twice before Qcommon_Frame(as Sys_Microseconds)
and inside it(as Sys_Milliseconds), and we can do it once.
Older ARM ABIs like Debian armel (ARMv5 EABI softfloat) don't use
or require a hardware FPU, so they can't execute the fmrx and fmxr
instructions. Only do this in hardfloat configurations that guarantee
VFP instructions are available.
The client might not be practically usable on ARM softfloat (although
nobody has reported that it isn't...) but the dedicated server is probably
fine, and ceasing to be able to build either would be a regression.
Signed-off-by: Simon McVittie <smcv@debian.org>
There were complains that always generating footsteps is annoying,
because there will be footsteps while swimming or jumping. Refine
the cvar a little bit:
* `0`: No footsteps at all.
* `1`: Vanilla Quake II behavior.
* `2`: Always footsteps as long as the player has a ground entity.
* `3`: Always footsteps.
The changes the meaning of the values, `2` has become `3`.
Closes#738.