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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.
2014-06-17Fix OOB access in CM_EdgePlaneNum without erroring in CM_GridPlaneZack Middleton
I changed warning to error in 9d74227559d46b85d0c43d395cd280d3de7ae8f4, which broke JA's mp/ctf4 map and probably others.
2014-06-17Fix potential buffer overflow caused by long tcMod argsZack Middleton
Found by Coverity.
2014-06-17Have OpenGL2 "map $lightmap" check for NULL tr.lightmaps tooZack Middleton
Zero length lightmap lump will have NULL tr.lightmaps. OpenGL1 already has this check, because r_vertexLight 1 would crash Team Arena. OpenGL2 does not disable loading lightmaps when r_vertexLight is 1 though, so it does not have that issue.
2014-06-17Don't use memset with non-zero value to fill intsZack Middleton
Coverity reported using value -2 as a bad memset. Really doesn't make sense when filling ints and not bytes too.
2014-06-17Fix potential out of bounds access caused by CM_GridPlaneZack Middleton
Coverity doesn't care if there is a warning, out of bounds access is bad.
2014-06-17Make R_LerpTag return qfalse if MDR tag does not existZack Middleton
Elite Force SDK has trap_R_LerpTag return void, so this shouldn't cause issues for iostvef. Allows new games to check if a tag exists in a MDR model.
2014-06-17Rebuilt MSVC SDL 1.2.15 Revision 8040 import libsMAN-AT-ARMS
2014-06-17OpenGL2: Remove sRGB support, replace with gamma cvars.SmileTheory
2014-06-17Add MSVC SDL 1.2.15 Revision 8040 import libsMAN-AT-ARMS
2014-06-17Remove unused extern qboolean charSetZack Middleton
No variable even exists.
2014-06-17#6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing.SmileTheory
2014-06-17Fix FS_FOpenFileReadDir non-zero file handle when file not found in pk3Zack Middleton
If a pk3 search path is passed to FS_FOpenFileReadDir, a non-zero file handle is returned if file is not found. This causes incorrect behavior in FS_ReadFileDir (when a pk3 search path is passed in) which only checks file handle, not length, for seeing if file exists. I don't know of any issues in ioq3 caused by this.
2014-06-17Revert "DMA 44100Hz needs more memory for sound buffers"Zack Middleton
This reverts commit 0e6632f464c08dcb76f26a52f33d97228e64fda1. Cause crashes if com_soundMegs is 32.
2014-06-17OpenGL2: Parallax corrected cubemap (cheaper trick)SmileTheory
2014-06-17Bunch of comment fixesTequila
2014-06-17DMA 44100Hz needs more memory for sound buffersZack Middleton
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).