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2015-03-17Fix crash in MSVC x64 qsnapvectorsse, bug #5905Zack Middleton
Make MASM x64 qsnapvectorsse the same as the inline version. Remove leftover OP code, see commit 8a500d71daaadf199957309f5ee4d8c0fc2157da.
2015-03-17Make barrel/flash model name buffer safeZack Middleton
2015-03-17Fix possible levelPicNames buffer overflow in q3_uiZack Middleton
2015-03-17Fix parsing bots in arena info with trailing spacesZack Middleton
q3_ui would shown bot at index of number of bots in list. game would send empty name to addbot command and command would think skill (i.e., 2.000000) was the bot name.
2015-03-17Remove logically dead code from UI_GetServerStatusInfoZack Middleton
2015-03-17Make Window_Paint check if w is NULL before dereferenceZack Middleton
2015-03-17Fix (unused) "orders" menu script logicZack Middleton
"orders" menu script is not used by Team Arena. The same C format string was given an int or string argument depending on if ordering a single person or everyone. Make it always use int.
2015-03-17Fix handling too many characters or aliases in Team Arena UIZack Middleton
2015-03-17Fix possible string buffer overflows in Team Arena UIZack Middleton
2015-03-17Fix off-by-one range checks in Team Arena UIZack Middleton
2015-03-17Set float rounding mode on non-Windows platformsZack Middleton
Sys_SetFloatEnv in sys_unix.c existed but was not called. It sets the rounding mode to "to nearest" which is the default on Linux. Might be required on other platforms, I don't know.
2015-03-17Use MSVC mode marcos for creat in q3cpp on WindowsZack Middleton
Using unix mode 0666 for creat was causing crashes when compiled with MSVC. So use the marcos recommended by MSDN. MinGW also has the marcos, so apply to Windows builds in general.
2015-03-17Ensure that mbstowcs does not overflow its bufferSimon McVittie
Similar to one of the changes by Tim Angus in fd986da: mbstowcs' third argument is the number of wchar_t available in dest, not the number of bytes. This does not appear to be exploitable, because ioquake3 does not actually call mumble_set_identity() or mumble_set_description() anywhere, but it might be relevant to derivatives. Spotted via compiler warnings.
2015-03-17Stop LCC from warning about null pointer conversion to function pointerJun Woong
Fixed LCC to correctly diagnose expressions with NPC. It no longer reports messages such as warning: conversion from `pointer to void' to `pointer to void function(void)' is compiler dependent
2015-03-17q3lcc option -lcppdir and -lrccdirPan7
2015-03-17Fix case where interval overflows (thanks jackeri)Tim Angus
[17:58] <Jacker> hey, you might be interested in checking out this https://github.com/etlegacy/etlegacy/commit/4da5a397b5994bfe5fddb9dad35bef5ddbea64c9#diff-acaedc9d8b492f9af8966ae68597392cR615 [17:58] <Jacker> its related to the ddos protection code you wrote [17:59] <Jacker> in continuation to: ab9b08e5845b0ff19814c996ad0cfb1dccab2790 [17:59] <Jacker> in a case if the client has in the past connected to the server days/weeks earlier and time wraps the client wont be able to connect [18:00] <Jacker> since in that case if the bucket of that clients ip still exists it wont get checked correctly
2015-03-17Include stdint.h instead of inttypes.h in libmumblelink.cZack Middleton
MSVC 2010 has stdint.h but not inttypes.h. Debian (GCC, MinGW) and OS X (Clang) can compile using stdint.h.
2015-03-17Unfix warningTim Angus
2015-03-17Fix warningTim Angus
2015-03-17Fix cg.intermissionStarted only being enabled at first intermissionZack Middleton
Game sets CS_INTERMISSION to 1 at intermission, but does not clear it at map_restart so it's only sent the first time. CG_MapRestart manually clears cg.intermissionStarted (which is set to value of CS_INTERMISSION when it's modified). So subsequent intermissions do not have cg.intermissionStarted enabled. Now CS_INTERMISSION is cleared and sent each time intermission is started and cg.intermissionStarted is enabled each time. This makes subsequent intermissions not play sounds in CG_CheckLocalSounds during the 1 second between intermission starting and switching to scoreboard (PM_INTERMISSION) and makes Team Arena voice chats not play.
2015-03-17Windows header files for q3lccPan7
2015-03-17Renaming outp to outbufp because outp() is an existing functionPan7
2015-03-17When player stops following a player, keep view anglesZack Middleton
Now player keeps looking the same direction instead of facing somewhere else which is slightly disorienting.
2015-03-17Don't use dead view angles after stop following a dead playerZack Middleton
If ps.stats[STAT_HEALTH] is less or equal to 0, cgame uses fixed view angles. When stop following a player, make sure health isn't less or equal to 0.
2015-03-17Fix reading 4 byte UTF-8 text inputZack Middleton
2015-03-17Add weapon barrel to gauntlet/mg/bfg items in baseq3 tooZack Middleton
2015-03-17Fix weapon barrel angle on Gauntlet and BFG items in Team ArenaZack Middleton
The barrels were rotated 90 degrees from what they should be. Used barrel code from CG_AddPlayerWeapon to fix them.
2015-03-17Fix compile error with ml64 assemblerMichael Rieder
2015-03-17Fix bot's teamleader name field being too shortZack Middleton
Players using names with 32 to 35 characters could not be recognized as the team leader. Reported by Razor.
2015-03-17Fix negative glyph index in Team Arena text functionsZack Middleton
Team Arena's text functions cast signed char values to int and use as an array index. This works fine for values 0 to 127, but not for -128 to -1 which are a negative array index. Instead use "character & 255" like client and original Q3 ui/cgame string drawing code.
2015-03-17Fix saving/loading glyph 255 in RegisterFontZack Middleton
The glyph for character 255 (lower case y with two dots above it) was rendered, but it's glyph information was not stored in fontInfo_t and not saved into .dat file (including the ones in Team Arena). Attempting to load it from existing .dat font files is fine because shader name is "" and gets 0 handle. The handle was already 0 anyway.
2015-03-17OpenGL2: Fix face culling.SmileTheory
2015-03-17OpenGL2: Ensure tess VAO is bound before using it.SmileTheory
2015-03-17Fix stencil shadows not drawing if has 500 or more vertexesZack Middleton
Stencil shadow is not drawn if a mesh, or multiple meshes with the same entity and shader, have more than 500 vertexes. The issue is caused by storing the projected positions in the tess vertex buffer. Use a new array instead.
2015-03-17Don't set fog image border colorZack Middleton
GL1's R_CreateImage sets GL texture to 0 before it ends, so border color is not applied to the fog image. GL_CLAMP is not used for fog image (in either renderer), so it would presumably not be used even if applied to the fog image.
2015-03-17Remove unfinished OpenGL display list codeZack Middleton
It seems unlikely anyone is going to do anything with this aside from stub it out in OpenGLES ports.
2015-03-17Correct a few OpenGL variable typesZack Middleton
Affectly no change for desktop OpenGL. Use correct types for OpenGLES support.
2015-03-17OpenGL2: Bit more parallax optimization.SmileTheory
2015-03-17OpenGL2: Add support for parallax occlusion mapping.SmileTheory
2015-03-17OpenGL2: remove lightmap support from generic glsl shader. This path was ↵SmileTheory
barely used and doing this compiles fewer shaders.
2015-03-17Clear window buffer when it's createdZack Middleton
When starting the game in windowed mode, the window buffer used whatever was on the screen before running the game. Kind of like you could see through the window, but it doesn't update what happens behind it. It makes it look like something is broken or non-responsive. So clear the window opengl buffer to black. Credit to theinvsblman for the code.
2015-03-17Remove accidentally added increment.SmileTheory
2015-03-17OpenGL2: Support half floats for texcoords and vertex colors.SmileTheory
2015-03-17Always use GL_Cull to change cull stateZack Middleton
Manually changing cull state can cause later GL_Cull calls to not change the cull state.
2015-03-17Fix pid file ignoring user set fs_homepathZack Middleton
Create pid file in fs_homepath instead of (always) default homepath. If not manually set, fs_homepath is set to Sys_DefaultHomePath().
2015-03-17Add missing EV_USE_ITEM15 casesZack Middleton
Add EV_USE_ITEM15 to cg_event.c and ai_dmq3.c for consistency.
2015-03-17OpenGL2: Change normal/tangent vertex encoding.SmileTheory
2015-03-17OpenGL2: Speed up tonemap shader.SmileTheory
2015-03-17OpenGL2: Fix corrupt models.SmileTheory
2015-03-17OpenGL2: Bit of multidraw optimization.SmileTheory