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2015-03-17Change default value for s_alDopplerSpeedMAN-AT-ARMS
2015-03-17Fix possible division by zero in S_PaintChannelFrom16_altivecMAN-AT-ARMS
2015-03-17Actually, that's not suppressing, that's changing behaviourTim Angus
2015-03-17Fix more warningsTim Angus
2015-03-17Fix renderergl2 warningsTim Angus
2015-03-17Fix renderergl1 warningsTim Angus
2015-03-17Suppress warning of (deliberate) null pointer deferenceTim Angus
2015-03-17Fix client warningsTim Angus
2015-03-17Fix game warningsTim Angus
2015-03-17Fix ui warningsTim Angus
2015-03-17Fix cgame warningsTim Angus
2015-03-17Fix a few warningsTim Angus
2015-03-17Fix 6155: OpenGL2: some shader stages remains visible through fog volumesZack Middleton
Fix CalcFog in generic_vp.glsl to fog fogged surfaces. Now it's the same as CalcFog in fogpass_vp.glsl. Fixes shaders that use adjustColorsForFog. Impact wallmarks, blood sprites, flame textures and so on.
2015-03-17Use ColorIndexForNumber in Con_DrawSolidConsoleZack Middleton
2015-03-17Port COM_ParseExt fixes to CommaParseZack Middleton
2015-03-17SDL 2 scroll/caps/num lock keys send KEYUP event when key is releasedZack Middleton
2015-03-17Add ColorIndexForNumber macro replacing '& 0x07'Pan7
Makes it easier to add more colors.
2015-03-17Don't scale cinematic time by timescale twiceZack Middleton
Reported by Ensiform.
2015-03-17fixed formatting of a few GLSL float constants remove unneeded version ↵Anthony Pesch
number from texturecolor shader call GLSL_VertexAttribPointers after attribute arrays have been enabled
2015-03-17Add cvar_modified commandZack Middleton
Based on cvarlist command, it only lists modified cvars.
2014-08-28Use correct path nameTim Angus
2014-08-28Make it compileTim Angus
2014-08-28Merged ioq3 ab41267e9fee18f1015b6a68ec8824678c781d82Tim Angus
2014-08-28Only run scan-build on one of the clang buildsTim Angus
2014-08-28Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.cZack Middleton
numIboIndexes is set to 0 inside the loop for each surface. Does not need to be set before loop.
2014-08-28Fix incorrect rgbGen const reading uninitialized memoryZack Middleton
If ParseVector fails, color isn't fully set.
2014-08-28Fix incorrect strncat usage in CL_ServerInfoPacketZack Middleton
2014-08-28Remove unused functions from null_main.c and null_input.cZack Middleton
Sys_mkdir is suppose to have a capital M, which is also in null_main.c.
2014-08-28Moved the systemd to /misc/linuxZachary J. Slater
2014-08-28Use scan-build when invoking clangTim Angus
2014-08-28Show environment variables from jenkinsTim Angus
2014-08-28Link instead of copyTim Angus
2014-08-28Add cppcheck stage to jenkins scriptTim Angus
2014-08-28removed absolute path to binary, removed sv_pure parameterDaniel Heitmann
2014-08-28There have been 0 days since the last compiler warningTim Angus
2014-08-28Fix some warningsTim Angus
2014-08-28Bullshit change to test jenkins configurationTim Angus
2014-08-28Get clipboard data from SDLZack Middleton
This makes pasting in client console and UI edit fields work on X11 and OS X. Sys_GetClipboardData is only used by client, so returning NULL in dedicated is fine.
2014-08-28Fix binding KP_NUMLOCKZack Middleton
Restore mapping SDL numlock to quake3 numlock.
2014-08-28removed a few defaults to make it completely usable out of the boxDaniel Heitmann
2014-08-28added systemd unit for easier server-deploymentDaniel Heitmann
2014-08-28Add SDL libraries to the buildsTim Angus
2014-08-28Fix OSX buildTim Angus
2014-08-28Fix assorted warningsTim Angus
2014-08-28OpenGL2: Fix a glsl compile error on old hardware with r_shadowFilter 0.SmileTheory
2014-08-28OpenGL2: Remove R_MipMap() and R_MipMap2(), and fix gamma conversion in ↵SmileTheory
R_MipMapsRGB()
2014-08-28OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar ↵SmileTheory
defaults.
2014-08-28guard against out-of-bounds jump table targets/dev/humancontroller
2014-08-28Don't use -mwindows with Clang on Windowshairball
Thanks to stigmha for pointing out this doesn't work in Windows.
2014-08-28Don't load external GLSL files by defaultZack Middleton
External GLSL should probably only be used for development testing, not released products. The GLSL files are tied to the code, and the code changes some what often. Fixes using OpenArena 0.8.8 which has incompatible GLSL files in a pk3.