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Sys_SetFloatEnv in sys_unix.c existed but was not called. It sets the
rounding mode to "to nearest" which is the default on Linux. Might be
required on other platforms, I don't know.
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Using unix mode 0666 for creat was causing crashes when compiled with MSVC.
So use the marcos recommended by MSDN. MinGW also has the marcos, so apply
to Windows builds in general.
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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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Fixed LCC to correctly diagnose expressions with NPC. It no longer reports messages such as
warning: conversion from `pointer to void' to `pointer to void function(void)' is compiler dependent
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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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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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The glyph for character 255 (lower case y with two dots above it) was
rendered, but it's glyph information was not stored in fontInfo_t and
not saved into .dat file (including the ones in Team Arena).
Attempting to load it from existing .dat font files is fine because
shader name is "" and gets 0 handle. The handle was already 0 anyway.
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Stencil shadow is not drawn if a mesh, or multiple meshes with the same
entity and shader, have more than 500 vertexes. The issue is caused by storing
the projected positions in the tess vertex buffer. Use a new array instead.
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GL1's R_CreateImage sets GL texture to 0 before it ends, so border color is not
applied to the fog image. GL_CLAMP is not used for fog image (in either renderer),
so it would presumably not be used even if applied to the fog image.
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It seems unlikely anyone is going to do anything with this aside from stub
it out in OpenGLES ports.
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Affectly no change for desktop OpenGL.
Use correct types for OpenGLES support.
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barely used and doing this compiles fewer shaders.
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When starting the game in windowed mode, the window buffer used whatever
was on the screen before running the game. Kind of like you could see
through the window, but it doesn't update what happens behind it.
It makes it look like something is broken or non-responsive.
So clear the window opengl buffer to black.
Credit to theinvsblman for the code.
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Manually changing cull state can cause later GL_Cull calls to not change
the cull state.
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Create pid file in fs_homepath instead of (always) default homepath.
If not manually set, fs_homepath is set to Sys_DefaultHomePath().
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SDL can give the same resolution with different refresh rates.
The refresh rate isn't used, so only add resolution to mode list once.
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SDL 1.2 sends SDKL_*META (command) and SDLK_*SUPER (windows key).
SDL2 sends SDLK_*GUI for both.
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SDL 1.2 converted Windows' VK_APPS and X11 XK_Hyper_R to SDLK_MENU.
SDL2 has it as a separate SDLK_APPLICATION key, so convert it to K_MENU too.
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