Age | Commit message (Collapse) | Author |
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Fixes possibly of reading memory past end of lightGridData or reading
wrong light grid data (wrapping around to next row).
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Also change light grid bounds clamping to make it more clear what invalid
values are.
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It's usage was removed in commit 8a500d71.
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Also, convert '\n's to real new lines because the literal '\n's were
printed.
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If your distribution doesn’t include such niceties, these could help a
newbie get started with a compiled build of ioquake3 for servers and a
short script to get started.
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Windows' Sys_ListFiles would add files that contain the extension anywhere,
not only at the end of the file name.
Example: "word.pk3omghacks" use to be loaded as a pk3 file.
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My last commit made it so that CGame "waterlevel 1" is feet in water,
but before it was erroneously about waist deep in water. The places
where it is checked it is suppose to be view position underwater.
Change comparisons to use correct value for view position underwater.
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CG_WaterLevel() added lerpOrigin to itself instead of adding view height
when checking for waterlevel 2 and 3. This did not cause issues because
ioq3 only compared the calculated waterlevel to more or equal to 1.
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Add support for Aarch64, the 64-bit ARM architecture.
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Cinematic's startTime and lastTime are always set from CL_ScaledMilliseconds
which returns int and are converted back and forth to int and unsigned int.
This fixes a warning that abs() is used on an unsigned int.
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It will always be true.
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strcpy() arguments may not overlap !
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The functions themselves are in code/renderercommon/tr_image_*.c
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[As with GNU/kFreeBSD, it's treated as "Linux": all three use the GNU libc
and runtime linker, which is mostly what matters for ioquake3. -smcv]
Bug-Debian: http://bugs.debian.org/679330
Reviewed-by: Simon McVittie <smcv@debian.org>
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fix initialization based on r_width and r_height
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let the cvars default to "0"; upon video startup, if any of these are non-positive, try to pick up the desktop's resolution, and update the cvars
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pretty pointless in 2015 anyway)
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If a bot is accompanying someone before map change or restart, the bot would
continue accompanying them but press up against them and orbit around them.
This is caused by the bot's formation distance being 0.
Save the formation distance so they maintain proper distance and do not
orbit around the player.
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Also, use the check overflow macro like everywhere else.
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Changed image size to 512, but 'data' buffer is only 16x16 resulting
in libGL segfault. Use NULL instead like other dynamic images.
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When the engine is compiled with Clang it appears that the return value
is being written to the WRONG address, either due to the vm_ variables being
changed (unexpectedly) elsewhere, or as a result of bad assembly assumptions;
having a stack variable pointing to where to write the return value seems
to do the trick.
This fixes the case where, for a trap_Register()-like call, weird numbers
are being returned when, during the process, an error message is printed
(which in Tremulous results in a QVM call and (nested) system call).
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With cg_draw3dicons 0 if attacker is kicked or disconnects, the
attacker icon becomes the default image.
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The renderer color is set to health color when drawing crosshair. After
drawing the crosshair, the renderer color was not cleared and could affect
other things. With cg_draw3dicons 0 and cg_drawCrosshairNames 0 it affected
the attacker icon.
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Hopefully fixes the following warning
cg_draw.c:2315 assuming signed overflow does not occur when assuming that (X + c) < X is always false [-Wstrict-overflow]
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