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2015-06-07Fix cppcheck warningTim Angus
2015-06-07clang gets upset by some of these compiler options (and they're probably ↵Tim Angus
pretty pointless in 2015 anyway)
2015-06-07Horizontal scroll should not cause K_MWHEELDOWN key pressZack Middleton
2015-06-07Save bot accompany distance across map change or restartZack Middleton
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.
2015-06-07Let's not ifdef MISSIONPACK inside of ifdef MISSIONPACKZack Middleton
2015-06-07OpenGL2: Use signed value in case value goes below 0.SmileTheory
2015-06-07Fix MDR surface indexes overflow checkZack Middleton
Also, use the check overflow macro like everywhere else.
2015-06-07OpenGL2: Fix shadow cubemap segfaultZack Middleton
Changed image size to 512, but 'data' buffer is only 16x16 resulting in libGL segfault. Use NULL instead like other dynamic images.
2015-06-07Add a comment about non-functional bot codeZack Middleton
2015-06-07Fix return values in nested system calls from QVMs/dev/humancontroller
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).
2015-06-07OpenGL2: Fix shadow cubemap sizeAuthor: Xycaleth
2015-06-07Fix attacker icon being default image if attacker leftZack Middleton
With cg_draw3dicons 0 if attacker is kicked or disconnects, the attacker icon becomes the default image.
2015-06-07Fix crosshair drawing not clearing colorZack Middleton
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.
2015-06-07Clean up CG_DrawProxWarning designZack Middleton
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]
2015-06-07Fix Com_RandomBytes weak-random case/dev/humancontroller
255 is valid for unsigned char too.
2015-06-07unzip: comment why there is no USE_INTERNAL_MINIZIP boolean optionSimon McVittie
Bug: https://github.com/ioquake/ioq3/pull/116
2015-06-07Use pkg-config for a system libjpeg if available: libjpeg-turbo has itSimon McVittie
Bug: https://github.com/ioquake/ioq3/pull/116
2015-04-14Merge pull request #8 from jkent/masterTim Angus
Customize macosx app build script for Tremulous
2015-04-11Customize macosx app build script for TremulousJeff Kent
2015-03-17Merged ioq3 40cfbc9a8246ab2ea6b2f05f5043de70eb5ad980Tim Angus
2015-03-17OpenGL2: Fix culling again.SmileTheory
2015-03-17Don't run vid_restart when "resized" to current sizeZack Middleton
2015-03-17Fix AAS_Reachability_Grapple's sky surface checkZack Middleton
Surface flags are stored in bsptrace.surface.value not flags.
2015-03-17OpenGL2: Remove unused function prototype from tr_fbo.cZack Middleton
2015-03-17Fix incorrect strncpy in S_AL_StartBackgroundTrackZack Middleton
Error is loop argument is NULL. Ensure that s_backgroundTrack is a null terminated string.
2015-03-17Fix compiling lcc using mingw under cygwinZack Middleton
Also have 'make' under cygwin automatically use mingw.
2015-03-17Inform how many shader stages the max is in the warning messageEnsiform
2015-03-17Add arrow key support for win32 consoleXycaleth
2015-03-17Move Event processor call down below the mouse checks.Ensiform
Only send mouse events if both values are non-zero. Hopefully this helps with the event overflow spam that can sometimes happen on loads or laggy situations.
2015-03-17Fix Team Arena tauntGauntlet commandvloup
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.