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2014-08-28Fix some warningsTim 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.
2014-08-28Fix 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 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.
2014-08-28OpenGL2: Replace R_MipMapsRGB() with faster version.SmileTheory
2014-08-28Restore drawing a cut off client console line in 1920x1080Zack Middleton
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).
2014-08-28Don't draw client console buffer past top of screenZack Middleton
Thanks @Pan7.
2014-08-28Remove unused cvar in_joystickDebugZack Middleton
2014-08-28Remove unused array joy_pressedZack Middleton
2014-08-28Fix SkipRestOfLine going past end of stringZack Middleton
If string data starts with a 0 (string terminator), don't skip over it at p++. Not causing any problems in ioq3 as far as I know.
2014-08-28Disable key repeat if key catcher is 0Zack Middleton
SDL1.2 branch disables key repeat when key catcher is 0. Presumably to prevent binds from executing multiple times. SDL2 replaced being able to disabled key repeat using SDL_EnableKeyRepeat with a non-zero repeat value in the key event.
2014-08-28Update SDL2 to 2.0.3MAN-AT-ARMS
2014-08-28Fix ctrl-c etc codes for edit fieldsZack Middleton
2014-08-28Fix multisampling on X11Zack Middleton
Setting SDL_GL_ACCELERATED_VISUAL was disabled for ioq3 SDL 1.2 for other reasons. However, it causes creating GL context to fail if multisampling is enabled on X11 for both SDL1.2 and SDL2. Tested using nVidia proprietary driver on Debian 7.
2014-08-28Don't crash when fail to create SDL windowZack Middleton
2014-08-28Update SDL2 to 2.0.2MAN-AT-ARMS
2014-08-28Readd backspace char event for UI VM text fieldsZack Middleton
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).
2014-08-28Check #ifdef MACOS_X not #if MACOS_XZack Middleton
2014-08-28Use bundle icon on Mac OS X instead of internal 32x32 window iconZack Middleton
2014-08-28Ignore -psn* arguments on Mac OS XZack Middleton
Mac OS X adds an argument starting with "-psn" when launched using Finder, Dock, or a terminal using open command and not specifying arguments. It caused the opening videos to be skipped. This change mimics SDL 1.2.
2014-08-28Fix warning that SDL_GetKeyboardState return value is used non-constZack Middleton
2014-08-28Fix SDL2 losing event subsystemZack Middleton
Quiting SDL Video or Joystick subsystem implies quiting the Event subsystem in SDL2. SDL keeps track of number of init and shutdown calls for each subsystem. Shuting down video or joystick more or equal to number of times they're inited will lead to event shutdown. Toggling in and out of fullscreen or running in_restart twice causes SDL event subsystem to shutdown, making input not work. If the console is closed, IN_GobbleMotionEvents gets stuck in a loop. SDL_PeepEvents returns -1 when there is an error, but we assume non-0 means read more events. IN_ShutdownJoystick needs to check if joystick subsystem was inited before quitting it, otherwise we may cause SDL event subsystem to shutdown.
2014-08-28Send key up events for the mouse wheelcmf028
Previous versions of SDL would send SDL_MOUSEBUTTONUP events for the mouse wheel immediately following the corresponding SDL_MOUSEBUTTONDOWN event
2014-08-28Set com_minimized to 0 when the window is restoredcmf028
2014-08-28Don't set the window title twicecmf028
2014-08-28Various fixes from FumaTim Angus
2014-08-28Fix initial window position being top leftTim Angus
2014-08-28Update SDL2 headers... oopsTim Angus
2014-08-28More updates to SDL2 libs from MAN-AT-ARMSTim Angus
2014-08-28Update prebuilt SDL2 libs for WindowsTim Angus
2014-08-28SDL2 libs for OSX, thanks to MAN-AT-ARMSTim Angus
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
2014-06-17Various adjustments so it compilesTim 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.