Age | Commit message (Collapse) | Author |
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Error is loop argument is NULL.
Ensure that s_backgroundTrack is a null terminated string.
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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.
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MSVC 2010 has stdint.h but not inttypes.h.
Debian (GCC, MinGW) and OS X (Clang) can compile using stdint.h.
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Reported by Ensiform.
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The text lines don't meet at top of the sceen in 1920x1080, restore
drawing a cut off line across the top. In 640x480 this line isn't seen
at all. This is still better then trying to draw twice as many lines
than are actually seen (the way it was before the last commit).
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Thanks @Pan7.
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UI VMs expect a backspace char event, but sdl2 branch only was only sending a key event.
Revert cl_keys.c to master branch (it would cause backspace to happen twice in console).
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This reverts commit 0e6632f464c08dcb76f26a52f33d97228e64fda1.
Cause crashes if com_soundMegs is 32.
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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).
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Caused a crash. Already done for looping sounds.
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Let's load driver even if it doesn't have the deprecated alDopplerVelocity.
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After playing Team Arena, if you switch to Q3A and try to play a demo with
cl_allowDownload enabled it would print "Need Paks: blah blah" and not play the demo.
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Note: This uses the generic curlbuild.h because it is used by multiple platforms.
A system curl would have a configure generated one.
The libraries for win32 and win64 were cross compiled with these options:
--disable-shared --enable-static --disable-ares --enable-http \
--enable-ftp --disable-ldap --disable-ldaps --disable-rtsp \
--disable-dict --disable-file --disable-telnet --disable-tftp \
--disable-pop3 --disable-imap --disable-smtp --disable-gopher \
--enable-ipv6 --without-ssl \
--disable-manual --disable-libcurl-option
This effectively enables only HTTP and FTP protocol support.
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We make sure intro isn't NULL. Then if loop is NULL, set it to intro.
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Maybe this is why demoName is a static global with the comment 'compiler bug workaround'?
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Already works correctly in OpenAL.
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In S_UpdateBackgroundTrack, s_backgroundLoop was passed to
S_Base_StartBackgroundTrack and tried to copy to itself using Q_strncpyz.
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If OpenAL source isn't playing, often what happens is: queued buffers is 0 and processed buffers is non-0.
S_AL_StreamUpdate won't play the steam if queued buffers 0.
So start the stream in S_AL_RawSamples.
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The default OpenAL library on OS X errors AL_INVALID_VALUE for AL_SEC_OFFSET if source isn't playing.
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Don't assume we have unlimited OpenAL buffers.
Detach buffers from sources by setting AL_BUFFER to 0. Cannot delete buffers on OS X immediately after alSourceUnqueueBuffers.
Free unprocessed stream and music buffers.
Free unused sfx buffers when sound file exists and fails loading into OpenAL (though I haven't seen it fail).
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Use FS_SEEK_END in sound code instead of working around it.
If FS_SEEK_SET and going to current position, just return.
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Have cls.localServers use CL_InitServerInfo.
Don't set cls.localServers netType to from.type, it's the wrong value.
Note: server->visible is not cleared in CL_InitServerInfo, as stated by a comment below a place where CL_InitServerInfo is used.
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Causes handle 0 to be returned by S_RegisterSound.
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"bind X cmd; unbind X; bind X" now says '"x" is unbound' instead of '"x" = ""'
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S_AL_StopBackgroundTrack would sometimes generate AL errors.
S_AL_MusicSourceFree needs to kill source or next track may have short looping buffer.
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Introduced in commit "Add togglemenu command" bf2b04.
Don't let UI key event changing key catcher affect bind parsing. Bind parsing itself will never change the key catcher.
Example of issue: if mouse1 is bound to +attack when clicking Resume Game, player will shoot until releasing the mouse button.
Mouse button should have to be released and pressed again before player will shoot.
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