Age | Commit message (Collapse) | Author |
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mode - Clean up ftol()/snapvector() mess - Make use of SSE instructions for ftol()/snapvector() if available - move ftol/snapvector pure assembler to inline assembler, this will add x86_64 and improve support for different calling conventions - Set FPU control word at program startup to get consistent behaviour on all platforms
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guarantees 16-byte stack alignment - Add x64 code for MSVC _asm() blocks, not tested yet.
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addressing mode to access opStack, make opStack push/pop operate on %bl portion only - Add a third pass to VM compilation for computation of jump address offsets, removing the need to dereference into vm->instructionPointers[] for every call/jump - Make use of 0F opcode prefix relative jumps - Call Com_Memcpy for OP_BLOCK_COPY - Fix several missing range checks for vm->dataBase memory access
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to stack - Make Linux AT&T asm code consistent with the MASM codeblock
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code (AT&T vs MASM) for OP_CALL and replace with machine code
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refactoring for vm_x86_64.c
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level.num_entities-1, and ENTITYNUM_WORLD and ENTITYNUM_NONE), for player entities and #ENTITYNUM_NONE in particular, patch by DevHC
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+ SDL everywhere
+ New R_LoadImage
+ net_ip.c
+ Window icon
+ GUI based dedicated server support
+ Compile time linked OpenGL
* Remove ui_menuFiles cvar
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+ PNG image loader
+ Non-gas dependent x86_64 VM
+ Collision optimisations
+ Slew of other bug fixes
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* Added back the syscalls things I didn't mean to remove
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- NX stuff
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* Demo state now displayed from cgame
* Merged ioq3-r464
- gcc4/-O0 bug fix
- zone/hunk megs faffage
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* De-quaked various bits and pieces
* Integrated Tremulous into the ioq3 source
* Relicensed Tremulous to be GPL
* It compiles!!!!!!!!11111111!!!!1
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