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2014-08-28SDL2 libs for OSX, thanks to MAN-AT-ARMSTim Angus
2014-08-28Find Speex via user override, pkg-config or default search pathSimon McVittie
2014-08-28Look for system Vorbis, Opus and Ogg via pkg-configSimon McVittie
As usual, the order of precedence is: user override, pkg-config, or assume they're in standard locations. In particular, Opus isn't in the default search path on Debian.
2014-08-28Find system zlib via user override, pkg-config or in standard locationsSimon McVittie
2014-08-28Allow system libjpeg to be in a non-standard locationSimon McVittie
It doesn't have pkg-config metadata (at least on Debian), so if the user doesn't override it, assume normal system paths.
2014-08-28Allow OpenAL to be in a non-standard location on all platformsSimon McVittie
Similar to libcurl, we didn't use OPENAL_LIBS and assumed it was always "-lopenal".
2014-08-28Allow libcurl to be in a non-standard location on all platformsSimon McVittie
We didn't add CURL_CFLAGS to CLIENT_CFLAGS on all platforms, and didn't use CURL_LIBS at all, so if "pkg-config --libs" returned "-L... -lcurl" or even "/.../libcurl.a", it wouldn't work.
2014-08-28Centralize checks for Freetype, with a user overrideSimon McVittie
This lets us find a library in a non-standard library directory (via -L in the pkg-config metadata), and allows overrides similar to the Autoconf convention, e.g. make FREETYPE_CFLAGS=-I/opt/freetype/include \ FREETYPE_LIBS="-L/opt/freetype/lib -lfreetype" If pkg-config didn't work, assume that Freetype is in the default location.
2014-08-28Add USE_INTERNAL_LIBS, a default for USE_INTERNAL_*Simon McVittie
Linux distributions that want to link dependencies externally will generally want to link (almost) every dependency externally; similarly, minimal-dependency builds that want to use the embedded copies of dependencies will generally want to do so for (almost) every dependency. Make it easier to choose one of those by setting USE_INTERNAL_LIBS=0 or USE_INTERNAL_LIBS=1, respectively. The default can still be overridden per-dependency; for instance, "make USE_INTERNAL_LIBS=0 USE_INTERNAL_OPUS=1" will use the system version of everything except Opus.
2014-08-28The in_mouse stuff makes no sense in SDL2Tim Angus
2014-08-28Update bundled SDL headers/libsTim Angus
2014-08-28Improve console key situationTim Angus
2014-08-28Fix wacky patch for r_ignorehwgammaTim Angus
2014-08-28Convert SDL text input to UTF-32Tim Angus
2014-08-28Allow hardware gamma, in theoryTim Angus
2014-08-28Make the mousewheel workTim Angus
2014-08-28Use SDL 2 instead of SDL 1.2Tim Angus
2014-06-17Remove ioq3 README.mdTim Angus
2014-06-17Various adjustments so it compilesTim Angus
2014-06-17Merged ioq3 95b241b8ba3d7eacf5e8a9dfbab45aab907b4b6cTim Angus
2014-06-17OpenGL2 don't try to dlight surfaces that had all dlights culledZack Middleton
In the renderers, dlightbits are never cleared from world surfaces. The dlight image does not repeat, so if it draws on extra surfaces it's not visible. However if using a repeating image (tr.defaultImage instead of tr.dlightImage); * In OpenGL1 image is only drawn on surfaces close to dlight origin. * In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces. It seems there was a similar issue with pshadowBits. So update surface dlightBits even if 0, like already done for pshadowBits. This causes only surfaces close to origin to be affected. (Though it is a little farther than in OpenGL1.) I have no idea why this isn't a problem in OpenGL1.
2014-06-17OpenGL2: Really obvious optimization to previous commit.SmileTheory
2014-06-17OpenGL2: Reimplement MD3 tangent space calculation.SmileTheory
2014-06-17Fix potential OOB in Windows Dedicated TTY CON_ShowZack Middleton
Found by Coverity.
2014-06-17Fix OOB access in CM_EdgePlaneNum without erroring in CM_GridPlaneZack Middleton
I changed warning to error in 9d74227559d46b85d0c43d395cd280d3de7ae8f4, which broke JA's mp/ctf4 map and probably others.
2014-06-17Fix potential buffer overflow caused by long tcMod argsZack Middleton
Found by Coverity.
2014-06-17Have OpenGL2 "map $lightmap" check for NULL tr.lightmaps tooZack Middleton
Zero length lightmap lump will have NULL tr.lightmaps. OpenGL1 already has this check, because r_vertexLight 1 would crash Team Arena. OpenGL2 does not disable loading lightmaps when r_vertexLight is 1 though, so it does not have that issue.
2014-06-17Don't use memset with non-zero value to fill intsZack Middleton
Coverity reported using value -2 as a bad memset. Really doesn't make sense when filling ints and not bytes too.
2014-06-17Fix potential out of bounds access caused by CM_GridPlaneZack Middleton
Coverity doesn't care if there is a warning, out of bounds access is bad.
2014-06-17Make R_LerpTag return qfalse if MDR tag does not existZack Middleton
Elite Force SDK has trap_R_LerpTag return void, so this shouldn't cause issues for iostvef. Allows new games to check if a tag exists in a MDR model.
2014-06-17Rebuilt MSVC SDL 1.2.15 Revision 8040 import libsMAN-AT-ARMS
2014-06-17OpenGL2: Remove sRGB support, replace with gamma cvars.SmileTheory
2014-06-17Add MSVC SDL 1.2.15 Revision 8040 import libsMAN-AT-ARMS
2014-06-17Add misc/msvc12/ to support Microsoft Visual Studio 2012 Express Editionkungfooman
2014-06-17Remove -falign-loops and -falign-jumps from MakefileZack Middleton
Clang warns and errors because of them on various platforms. Based on pull request #43 by @xhairball.
2014-06-17Remove unused extern qboolean charSetZack Middleton
No variable even exists.
2014-06-17#6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing.SmileTheory
2014-06-17Fix FS_FOpenFileReadDir non-zero file handle when file not found in pk3Zack Middleton
If a pk3 search path is passed to FS_FOpenFileReadDir, a non-zero file handle is returned if file is not found. This causes incorrect behavior in FS_ReadFileDir (when a pk3 search path is passed in) which only checks file handle, not length, for seeing if file exists. I don't know of any issues in ioq3 caused by this.
2014-06-17Revert "DMA 44100Hz needs more memory for sound buffers"Zack Middleton
This reverts commit 0e6632f464c08dcb76f26a52f33d97228e64fda1. Cause crashes if com_soundMegs is 32.
2014-06-17OpenGL2: Parallax corrected cubemap (cheaper trick)SmileTheory
2014-06-17Bunch of comment fixesTequila
2014-06-17DMA 44100Hz needs more memory for sound buffersZack Middleton
It doubles the size of the data compared to the default (22050), so increase the buffer automatically. Likewise, decreasing speed doesn't need as much (though that doesn't really matter).
2014-06-17Don't mix sfx with NULL soundDataZack Middleton
Caused a crash. Already done for looping sounds.
2014-06-17Parse q3map_sunExt in OpenGL1 tooZack Middleton
Used for drawing sun, which is supported by both OpenGL1 and OpenGL2. OpenGL2 already parses it.
2014-06-17Fix typo in animMap and videoMap warningsZack Middleton
2014-06-17Fix R_GetEntityToken ending prematurelyZack Middleton
If spawn var key or value is "" it caused R_GetEntityToken (available to cgame, used by opengl2) to stop parsing, whereas game VM would continue. Changed it to match parsing used for game VM (see G_GET_ENTITY_TOKEN in code/server/sv_game.c). The map poq3dm5 has a "wait" key with value "".
2014-06-17Don't say cubemap is outside lightgrid 6 timesZack Middleton
2014-06-17Fix error handling in R_ParseSpawnVarsZack Middleton
When R_GetEntityToken returns qfalse it resets pointer for parsing, by R_ParseSpawnVars not returning qfalse it could cause an infinite loop. Also add newlines to printfs.
2014-06-17Update SDL 1.2.15 to Revision 8040MAN-AT-ARMS
2014-06-17Don't wash out HDR vertex lite surfaces in OpenGL2Zack Middleton
Vertex lite surfaces being brighter than light maps looks bad, they're meant to look the same. Especially in ET, which mixes them fequently. It's noticeable in Q3 too though. BSP lightmaps (i.e. not external HDR lightmaps) use R_ColorShiftLightingBytes, now *Floats (used by vertex colors) has the same behavior. This may be a problem for HDR lightmaps, as the RGB will always be scaled to 0.0 to 1.0 range. I had enabled this for non-HDR before, but now HDR needs it too.