Age | Commit message (Collapse) | Author |
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[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
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From /dev/humancontroller.
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Based partly on patch by Zack Middleton - Get rid of ugly cvars sv_heartbeat and cl_gamename and replace with single com_gamename - Remove sv_flatline. Flatlines are ignored by dpmaster and are considered to be insecure because flatlines can be udp-spoofed.
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fragments and queued packets when server is idle - Voip protocol detection is tied to com_protocol making past-end-of-message reading unncessary - Use Hunk_AllocateTempMemory() for buffering VOIP packets and fix buffering scheme that ryan hates so much - Disable packet scrambling for new protocol as it is useless now - Get rid of the old packet scrambling functions predating latest point release - Use Hunk_AllocateTempMemory() for netchan packet queue to fix memory leak when client gets disconnected with packets in the queue - Use Hunk_AllocateTempMemory() for download blocks to fix memory leak when client gets disconnected with download blocks in the queue - Fix SV_RateMsec to account for udp/udp6 packet lengths
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security issues
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shouldn't be in trunk
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* MOTD parsing should use the whole string rather than just arg1
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+ IPv6
+ VoIP
+ Stereo rendering
+ Other minor stuff
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+ Windows dedicated console
+ MSVC project
+ Makefile tweaks
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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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failed on the cvar value. This behaviour went unnoticed in Q3 since
lookups were typically only done when the server started or sv_masterX
cvars were manually changed. Now that Tremulous does fresh DNS lookups
after every map change, any network hiccup could clear out the
sv_masterX settings. This cvar clearing is now removed.
* removes a duplicate line setting sv_master[ X ]->modified.
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* Refactored botlib parsing code into qcommon
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- SDL_GammaRamp stuff
- Anisotropic texture filtering
- q3testesque r_flares
- cl_guid
- Security fixes
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* Moved server command queuing from game to server -- sv_dequeuePeriod probably
needs to be lowered
* Added g_friendlyBuildableFire to enable friendly buildable fire
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- OpenAL fixes
- SV_Shutdown message fixes
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* Master server now responsible for logging game statistics
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* Removed gametype, fraglimit and dmflags cvars
* Removed CD key authentication stuff
* Implemented a means to save and restore cmd context
* Bumped protocol version up to 69 (same as 68)
* Removed various references to punkbuster
* Maps on create server menu now sorted by name
* Fixed some warnings
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* Changed defaults for r_picmip and r_textureMode
* Changed internal alien weapon names
* Removed playback of the intro movie
* Fixed painblend reset bug
* Added multiple chat sounds
* Player splash wake now uses mark system
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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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