Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-08-28 | Various fixes from Fuma | Tim Angus | |
2014-08-28 | Fix initial window position being top left | Tim Angus | |
2014-08-28 | Update SDL2 headers... oops | Tim Angus | |
2014-08-28 | More updates to SDL2 libs from MAN-AT-ARMS | Tim Angus | |
2014-08-28 | Update prebuilt SDL2 libs for Windows | Tim Angus | |
2014-08-28 | SDL2 libs for OSX, thanks to MAN-AT-ARMS | Tim Angus | |
2014-08-28 | The in_mouse stuff makes no sense in SDL2 | Tim Angus | |
2014-08-28 | Update bundled SDL headers/libs | Tim Angus | |
2014-08-28 | Improve console key situation | Tim Angus | |
2014-08-28 | Fix wacky patch for r_ignorehwgamma | Tim Angus | |
2014-08-28 | Convert SDL text input to UTF-32 | Tim Angus | |
2014-08-28 | Allow hardware gamma, in theory | Tim Angus | |
2014-08-28 | Make the mousewheel work | Tim Angus | |
2014-08-28 | Use SDL 2 instead of SDL 1.2 | Tim Angus | |
2014-06-17 | Various adjustments so it compiles | Tim Angus | |
2014-06-17 | OpenGL2 don't try to dlight surfaces that had all dlights culled | Zack 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. | |||
2014-06-17 | OpenGL2: Really obvious optimization to previous commit. | SmileTheory | |
2014-06-17 | OpenGL2: Reimplement MD3 tangent space calculation. | SmileTheory | |
2014-06-17 | Fix potential OOB in Windows Dedicated TTY CON_Show | Zack Middleton | |
Found by Coverity. | |||
2014-06-17 | Fix OOB access in CM_EdgePlaneNum without erroring in CM_GridPlane | Zack Middleton | |
I changed warning to error in 9d74227559d46b85d0c43d395cd280d3de7ae8f4, which broke JA's mp/ctf4 map and probably others. | |||
2014-06-17 | Fix potential buffer overflow caused by long tcMod args | Zack Middleton | |
Found by Coverity. | |||
2014-06-17 | Have OpenGL2 "map $lightmap" check for NULL tr.lightmaps too | Zack 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. | |||
2014-06-17 | Don't use memset with non-zero value to fill ints | Zack Middleton | |
Coverity reported using value -2 as a bad memset. Really doesn't make sense when filling ints and not bytes too. | |||
2014-06-17 | Fix potential out of bounds access caused by CM_GridPlane | Zack Middleton | |
Coverity doesn't care if there is a warning, out of bounds access is bad. | |||
2014-06-17 | Make R_LerpTag return qfalse if MDR tag does not exist | Zack 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. | |||
2014-06-17 | Rebuilt MSVC SDL 1.2.15 Revision 8040 import libs | MAN-AT-ARMS | |
2014-06-17 | OpenGL2: Remove sRGB support, replace with gamma cvars. | SmileTheory | |
2014-06-17 | Add MSVC SDL 1.2.15 Revision 8040 import libs | MAN-AT-ARMS | |
2014-06-17 | Remove unused extern qboolean charSet | Zack Middleton | |
No variable even exists. | |||
2014-06-17 | #6095: OpenGL2: Use areamask and leaf cluster for PVS when VIS is missing. | SmileTheory | |
2014-06-17 | Fix FS_FOpenFileReadDir non-zero file handle when file not found in pk3 | Zack 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. | |||
2014-06-17 | Revert "DMA 44100Hz needs more memory for sound buffers" | Zack Middleton | |
This reverts commit 0e6632f464c08dcb76f26a52f33d97228e64fda1. Cause crashes if com_soundMegs is 32. | |||
2014-06-17 | OpenGL2: Parallax corrected cubemap (cheaper trick) | SmileTheory | |
2014-06-17 | Bunch of comment fixes | Tequila | |
2014-06-17 | DMA 44100Hz needs more memory for sound buffers | Zack 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). | |||
2014-06-17 | Don't mix sfx with NULL soundData | Zack Middleton | |
Caused a crash. Already done for looping sounds. | |||
2014-06-17 | Parse q3map_sunExt in OpenGL1 too | Zack Middleton | |
Used for drawing sun, which is supported by both OpenGL1 and OpenGL2. OpenGL2 already parses it. | |||
2014-06-17 | Fix typo in animMap and videoMap warnings | Zack Middleton | |
2014-06-17 | Fix R_GetEntityToken ending prematurely | Zack Middleton | |
If spawn var key or value is "" it caused R_GetEntityToken (available to cgame, used by opengl2) to stop parsing, whereas game VM would continue. Changed it to match parsing used for game VM (see G_GET_ENTITY_TOKEN in code/server/sv_game.c). The map poq3dm5 has a "wait" key with value "". | |||
2014-06-17 | Don't say cubemap is outside lightgrid 6 times | Zack Middleton | |
2014-06-17 | Fix error handling in R_ParseSpawnVars | Zack Middleton | |
When R_GetEntityToken returns qfalse it resets pointer for parsing, by R_ParseSpawnVars not returning qfalse it could cause an infinite loop. Also add newlines to printfs. | |||
2014-06-17 | Update SDL 1.2.15 to Revision 8040 | MAN-AT-ARMS | |
2014-06-17 | Don't wash out HDR vertex lite surfaces in OpenGL2 | Zack Middleton | |
Vertex lite surfaces being brighter than light maps looks bad, they're meant to look the same. Especially in ET, which mixes them fequently. It's noticeable in Q3 too though. BSP lightmaps (i.e. not external HDR lightmaps) use R_ColorShiftLightingBytes, now *Floats (used by vertex colors) has the same behavior. This may be a problem for HDR lightmaps, as the RGB will always be scaled to 0.0 to 1.0 range. I had enabled this for non-HDR before, but now HDR needs it too. | |||
2014-06-17 | OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage | MAN-AT-ARMS | |
2014-06-17 | OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. | SmileTheory | |
2014-06-17 | OpenGL2: Minor GLSL shader improvements. | SmileTheory | |
2014-06-17 | Fix s_alDopplerSpeed default value | MAN-AT-ARMS | |
2014-06-17 | Release netowrk bindings on shutdown | MAN-AT-ARMS | |
2014-06-17 | OpenGL2: Fix pshadows for MDR models | MAN-AT-ARMS | |
2014-06-17 | Remove references to alDopplerVelocity | Zack Middleton | |
Let's load driver even if it doesn't have the deprecated alDopplerVelocity. |