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update to latest openjk master commit #3
Commits on Jan 22, 2016
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Commits on Jun 10, 2017
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Commits on Jun 21, 2017
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Commits on Jun 23, 2017
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Commits on Jun 24, 2017
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Commits on Jun 25, 2017
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Commits on Jul 1, 2017
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Commits on Jul 7, 2017
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Fix some compiler warnings (#917)
* Consistently declare Com_Error implementations as noreturn According to comments in code/game/g_public.h (whose version was already tagged noreturn), for function pointers this only works with the gcc/clang-specific spelling __attribute__((noreturn)), and not with the gcc/clang/MSVC abstraction NORETURN. For function implementations, we can use NORETURN to get MSVC support too. This lets the compiler reason about what returns and what doesn't, and in particular silences gcc warnings about functions that are declared NORETURN but that did appear to return. They didn't, because they ended with a call to (a function pointer that eventually calls) Com_Error, but without these annotations the compiler couldn't know that. Signed-off-by: Simon McVittie <smcv@debian.org> * AI_ClosestGroupEntityNumToPoint: Remove, unused It issues compiler warnings (or did until recently), and git grep says nothing actually calls or mentions this function. Signed-off-by: Simon McVittie <smcv@debian.org> * Icarus: Squash a compiler warning about possibly uninitialized length clang can see that BufferRead() does not always assign to length, issuing this warning: IcarusImplementation.cpp|601 col 13| warning: ‘length’ may be used uninitialized in this function [-Wmaybe-uninitialized] (This only happens if the buffer is null, in which case we have bigger problems.) Signed-off-by: Simon McVittie <smcv@debian.org> * Move definition of NORETURN to q_platform.h Signed-off-by: Simon McVittie <smcv@debian.org> * Introduce NORETURN_PTR, a version of NORETURN for function pointers This expands to the same thing as NORETURN on gcc (and clang), but expands to nothing on MSVC. Signed-off-by: Simon McVittie <smcv@debian.org> * Define NORETURN, NORETURN_PTR for non-gcc non-MSVC compilers Signed-off-by: Simon McVittie <smcv@debian.org>
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Commits on Jul 16, 2017
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Commits on Jul 18, 2017
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Commits on Jul 30, 2017
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Shared: Add CVAR_NODEFAULT and improve cvar sorting algo
This patch comes from the ec-/Quake3e repository. Cvars marked with CVAR_NODEFAULT explicitly or with CVAR_ARCHIVE_ND (Both) will not be written to config files when they match the default value and are marked for archive. Also speeds up sorting and listing because sorts now only happen whenever a write would happen instead of at every list and every write. Several cvars are marked in this commit based on whether they are often set differnetly or not (or if changed values would matter betweeen mods). No cvars in mod code are set as such for the time being. See original commit: ec-/Quake3e@da8c757 Sorting commit see: ec-/Quake3e@14a5f02
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Shared: Add cvar_usercreated and unset_usercreated commands
cvar_usercreated - Lists all user created cvars. unset_usercreated - Destroys all user created cvars. (USE with caution because it will unset valid cvars that are not currently valid) Scenarios where valid cvars that might be unset: At main menu and your cg_ g_ ui_ cvars might be not yet active.
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Commits on Aug 11, 2017
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Commits on Nov 4, 2017
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Shared: Add DPI awareness manifest
This fixes issues with text scaling on Windows. Note: only works with msvc compiles right now CMake script comes from ouned/jk2mv and the manifest file is credits to ioquake3.
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Fixes Issue #922 Using official libsdl.org bins and libs
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SP game: Fixed bug introduced in 5c8a2d7
Rage force power no longer acted like undying due to a typo in this commit
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Commits on Nov 11, 2017
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Revert "Shared: Add DPI awareness manifest"
This reverts commit b5c3f14.
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Commits on Dec 6, 2017
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[MP] Rename sv_legacyFixForceSelect to sv_legacyFixes, also force rol…
…l angle Default sv_filterCommands to 1, move ';' filtering to value 2
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Commits on Dec 8, 2017
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SP: Fix symbol error caused by UI functions in cgame
These two functions existin SP's exe which is where UI resides there. I am leaving references to the proper syscalls but since they do not get used when hud is normally loaded in SP (commented out), I think it is best to not call them as it is a global state affecting menus as well.
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Commits on Dec 24, 2017
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Change refimport ri from ptr type to value type
This is mainly for making it similar to the SP renderer. ri. was preferred over ri-> as there is one less level of indirection (and so potentially more performant). The shell command sed -i '' 's/ri\->\([A-Z]\)/ri.\1/g' *.cpp was run to do the majority of the find/replace.
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[MP] Added sv_floodProtectSlow (0 = don't reset timer on rejected com…
…mands). Allowed sv_floodProtect to specify flood time in ms
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[MP] Fix ghoul2 crash found by changing from FFA->Siege and restartin…
…g map on local server
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[MP] Properly close file handles in the case of errors. Also fixed so…
…me flag unsetting (EF_SOUNDTRACKER, WPFLAG_GOALPOINT)
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Commits on Dec 28, 2017
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Use ${CMAKE_C_COMPILER_ID}" MATCHES "Clang"
This allows the test to match to both Clang and AppleClang, which fixes the build on MacOS systems that use the built in Apple clang compiler.
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Commits on Jan 3, 2018
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MP: Server gamecode fix for rancors causing spectators to appear
This commit fixes #875. G_HeldByMonster was being called on the player and any following spectators every frame. The latter of which is unnecessary.
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Commits on Jan 28, 2018
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* Fix Travis CI build Add missing dependencies - why doesn't aptitude just download them?? * Try apt packages using apt add-on in Travis * Remove some packages and fix host env variable * Add libglib2.0-dev dependency for i686 * Maybe Release and Debug flavours? * Split Debug and Release travis builds * Add macOS build * Brew install for OSX build And reorder the builds * Try using install script again * Fix typo when running install script * Fix install script for macOS * Whitespace fixes * Add missing space
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Commits on Feb 1, 2018
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Commits on Feb 3, 2018
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[SP] "Give Force" limit changed from 100, uses playermodel's max forc…
…e power now Previously, the console command "give force" only allowed the amount of force power to go up to 100 and not the actual limit of the current playermodel, because it was set to go until FORCE_POWER_MAX, which was defined as 100. Now, if you are using a playermodel with an increased amount set, that amount will be used as the maximum.
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Commits on Feb 7, 2018
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Added manifest files again, but directly to source list this time.
Hopefully this works better than the previous attempt and does not bork things. CMake 3.4 is required on Windows for this to work. Leaving version as is for now due to other work being done on CMake support elsewhere. Should fix DPI awareness / scaling on Windows + Have proper version info.
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Commits on Feb 25, 2018
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The renderer isn't initialized until the first frame after the restart. The game frame can run before this happens which will try to do some operations with the renderer, causing the process to crash.
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Commits on Feb 26, 2018
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Merge pull request #957 from xycaleth/dev/fix-sp-vidrestart
[SP] Fix vid_restart crash
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Commits on Mar 4, 2018
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Commits on Mar 5, 2018
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Upgrade to newest version of SDL2 (2.0.8)
Visit https://discourse.libsdl.org/t/sdl-2-0-8-released/23957 for release notes on changes
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Commits on Mar 7, 2018
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Merge pull request #961 from JACoders/dev/upgrade-sdl2.0.8
Upgrade to newest version of SDL2 (2.0.8)
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Commits on Mar 9, 2018
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Merge pull request #962 from JACoders/dev/sdl-format-spec-fixes
Shared: Add missing audio format types for newer SDL
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Commits on Mar 22, 2018
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MP: Fix legacy server mods to use function wrappers to protect G2 API
Prevent null pointers reaching the underlying G2 code as is done for cgame.
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MP: Fix and cleanup UI legacy mods G2 API calls
Also fix minor bug in an unused G2 API UI function. Also minor code cleanup in cgame G2 API functions.
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Commits on Mar 25, 2018
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MP: Fix G2 AddBolt API returning inconsistent result
In original game if the g2 pointer/ref was invalid it would return -1. In the new modules it seems to have changed to returning to 0 here causing an inconsistency. UI already returns -1 properly but cgame and server did not.
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Commits on Mar 27, 2018
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MP Ded: Make G2 api more in line with vanilla regular renderer
Fixes some derpiness in cases where handle is invalid and also adds missing calls to check model pointers in some functions.
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Commits on Apr 1, 2018
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Merge pull request #967 from JACoders/dev/fix-legacy-mods-ghoul2-api
Fix Ghoul2 API on server and UI for legacy mods
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Commits on Apr 14, 2018
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Commits on Apr 28, 2018
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And update all the copyright years in those files
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Commits on May 4, 2018
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Merge pull request #972 from xycaleth/dev/cmake-upgrade
Upgrade minimum CMake to 3.1
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Commits on May 6, 2018
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Remove Xbox-related or unused tools
Some of the tools were purpose-made for assets to be used on the Xbox. We don't need these anymore so let's remove them.
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Commits on May 7, 2018
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This will make the macOS app bundle completely self-contained (as it should be), i.e. the client will not need to install SDL2 separately.
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Commits on May 8, 2018
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Merge pull request #975 from xycaleth/dev/remove-unused-tools
Remove Xbox-related or unused tools
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Merge pull request #976 from xycaleth/dev/move-tools
Remove tools which were moved to OpenJK-Tools
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Merge pull request #977 from xycaleth/dev/bundle-sdl2-with-macos-app
Add SDL2 to macOS app bundle
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Commits on Jun 6, 2018
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Commits on Jun 9, 2018
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Commits on Aug 9, 2018
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macOS CI: Upgrade Homebrew packages before installing
Travis-CI's macOS worker image currently has libpng installed at a slightly outdated version. Unlike "apt install", "brew install" will not upgrade a package that is already installed, and will exit unsuccessfully when asked to do so. There does not seem to be a Homebrew command for "upgrade these packages if installed, or install them if not installed", so the most straightforward way seems to be to upgrade everything before invoking brew install. Fixes: #987
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JK2: Remove mismatched allocator from std::map typedefs
The Allocator is meant to be one that is suitable for allocating std::pair<key, value> instances, not value instances, and the Standard C++ library provided by gcc 8 asserts that the types match. The closest valid allocator here would be std::allocator<std::pair<key, value>>, but that is the default for this template anyway, so we can just omit it. Closes: #985 Bug-Debian: https://bugs.debian.org/905477 Signed-off-by: Simon McVittie <smcv@debian.org>
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Commits on Sep 15, 2018
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Merge pull request #978 from xycaleth/fix/s-khz
Use s_khz with SDL sound backend
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Commits on Sep 17, 2018
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Merge pull request #986 from smcv/gcc8
JK2: Remove mismatched allocator from std::map typedefs
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Commits on Oct 31, 2018
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Removed superfluous code to determine the number of compressed bones.
The compressed bone pool of a Ghoul II animation file (MDXA, .gla) is always stored at the end of the file. It is unnecessary to iterate through all frames to determine the number of compressed bones present on big-endian machines. This change is applied to the vanilla renderers of the single- and multiplayer code of JK:JA.
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Commits on Nov 1, 2018
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Re-added code to determine the number of compressed bones.
The original code removed in commit b993a8c is now only used when dealing with MDXA formats different than the original format (version 6) present in JK:JA. This ensures the compressed bone count is always calculated properly.
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Commits on Nov 9, 2018
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Changed the mdxaIndex_t struct.
It now contains a three byte array rather than a regular integer. This has been changed so the G2_GetBonePoolIndex function (and any future implementation) can convert the three byte integer at such an offset without having to worry about endianness.
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Commits on Feb 9, 2019
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Fixed a bug in SP (in the original game?) where dismemberment was har…
…der than it needed to be. Also removed cheat flag and added archive flag to g_saberRealisticCombat, debug_subdivision, g_dismemberProbabilities
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Commits on Feb 21, 2019
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Commits on Apr 6, 2019
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Merge pull request #991 from AJSchat/ghoul2-minor-tweaks
Removed superfluous code to determine the number of compressed bones.
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Commits on Apr 7, 2019
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Commits on Apr 19, 2019
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[MP] Merge ioquake/ioq3@b61e299
Fix exploit to reset player by sending wrong serverId If client sends wrong serverId but is already active in the world (CS_ACTIVE) don't resend initial gamestate for the map. This isn't a valid situation. The player should be CS_CONNECTED or CS_PRIMED. Resending gamestate to an active player will cause them to respawn without dying or disconnecting. If the player had a CTF flag it gets lost until the map is changed or restarted. Reported by Ensiform at: https://bugzilla.icculus.org/show_bug.cgi?id=6324
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Commits on Apr 28, 2019
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Ghoul2 SP enhancment addressing Issue #1005 (#1008)
* Modified tr_ghoul2.cpp, Lines: 3579-3603 to address enhancment issue #1005.
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Commits on May 3, 2019
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Commits on May 4, 2019
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Commits on May 12, 2019
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Merge pull request #1012 from devnexen/asb_to_fabs
Using proper functions for type at hand.
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Commits on May 13, 2019
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Commits on May 14, 2019
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Commits on May 15, 2019
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Removed preprocessor defines for printing ROFF2 notetracks and replac…
…ed with if statement using "g_developer->integer"
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Commits on May 16, 2019
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Fixed formatting alignment, replaced spaces with tabs for type USE no…
…tetrack else if block.
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Commits on May 18, 2019
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Merge pull request #1013 from Archangel35757/ROFF2_bug_fixes
ROFF2 bug fixes
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Merge pull request #1015 from SirYodaJedi/master
High-res executable icons for Windows.
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Commits on May 19, 2019
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Merge pull request #1016 from Archangel35757/ROFF2_bug_fixes
Improve code readability... use VectorClear to zero-out vec3_t variables
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Commits on Jun 6, 2019
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Commits on Jun 16, 2019
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Commits on Jun 17, 2019
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Commits on Jun 22, 2019
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Add VS2017 and VS2019 batch files
Also ensure to use Win32 architecture for all versions. Specifying Win32 is necessary going forward with VS2019 on Win64 host.
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Commits on Oct 25, 2019
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Fix stencil shadows in mirrors
GL_Cull already handles if the view is a mirror or not. By also handling it in RB_DoShadowTessEnd it renders the wrong side of the shadow geometry. This is fixed by simply removing the mirror handling in RB_DoShadowTessEnd.
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Merge pull request #1023 from SomaZ/OpenJK-Master
Fix stencil shadows in mirrors
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Commits on Oct 30, 2019
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[Shared] Explicitly sized some arrays to prevent future breakage
Fixed bad memset on cg_healthBarEnts
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[MP] Fix array bounds check on cg_drawCrosshair, now starts at crossh…
…aira.tga instead of crosshairb.tga, does not allow negative index
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[MP] Fix missing argument in SelectRandomDeathmatchSpawnPoint forward…
… declaration Discovered by C++ compilation not finding an exact linker match
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Commits on Nov 7, 2019
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Merge pull request #1024 from SomaZ/OpenJK-Stencil-Optimization
Draw stencil shadows in one drawcall when possible
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Commits on Nov 23, 2019
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Commits on Nov 24, 2019
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Commits on Nov 29, 2019
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Commits on Mar 9, 2020
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Travis-CI: Move from Ubuntu 14.04 to 18.04
Ubuntu 14.04 reached EOL for mainstream support in April 2019, and I'm about to add a dependency on a version of SDL newer than the one in 14.04. Instead of going via 16.04, which only has about a year of support lifetime left itself, let's go directly to 18.04, currently the latest LTS release. Update build-dependencies accordingly. Signed-off-by: Simon McVittie <smcv@debian.org>
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Remove FindSDL2 find-module, use sdl2-config.cmake instead
This requires SDL >= 2.0.4. Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was not itself built using CMake: it installs a sdl2-config.cmake file to ${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and library, analogous to a pkg-config .pc file. As a result, we no longer need to copy/paste a "find-module package" to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2). Find-module packages are now discouraged by the CMake developers, in favour of having upstream projects behave as config-file packages. This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR and SDL2_LIBRARY, but the standard behaviour for config-file packages is to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword to make sure we search in config-file package mode, and will not find a FindSDL2.cmake in some other directory that implements the old interface. In addition to deleting redundant code, this avoids some assumptions in FindSDL2 about the layout of a SDL installation. The current libsdl2-dev package in Debian breaks those assumptions; this is considered a bug and will hopefully be fixed soon, but it illustrates how fragile these assumptions can be. We can be more robust against different installation layouts by relying on SDL's own CMake integration. When linking to a copy of CMake in a non-standard location, users can now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point to it; previously, these users would have used the SDL2DIR environment variable. This continues to be unnecessary if using matching system-wide installations of CMake and SDL2, for example both from Debian. Mitigates: https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=951087 Signed-off-by: Simon McVittie <smcv@debian.org>
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Commits on Jun 9, 2020
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Doppler effect sound effects cause buffer overread
Sounds that use dopplerScale (e.g., rocket launcher) exhibited a buffer over-read. S_PaintChannelFrom16's ofst reads past end of sfx->pSoundData buffer. To resolve this, take dopplerScale increments of ofst into consideration when calculating count, which controls the loop for ofst. Resolves: #1038 See also: 69800e8
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Commits on Jun 10, 2020
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Commits on Jul 3, 2020
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Commits on Aug 21, 2020
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Improved OOB packet rate limiter (#1018)
* Fix per-ip rate limiter causing heavy load under spoofed ddos * Global and per-IP connectionless server command rate limiters * Remove old OOB rate limiters * Optimize Sys_Milliseconds() calls in OOB rate limiters * Improve performance of per-IP rate limiter in case of spoofed dos * Rudimentary logging of packets dropped by global oob rate limiter * FS_SV_FOpenFileAppend(): Open file in the home directory for appending * sv_autoWhitelist: Save player IPs to allow them using server during DOS attack IPs that managed to fully connect to the server are appended to a whitelist. Whitelist is stored as whitelist.dat in fs_home directory. IPs on the whitelist have higher priority with global OOB rate limiter. * whitelistip: Server console command adding IP to the whitelist * Ratelimiter: Give IP 10 seconds-worth of burst instead of 1
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Commits on Aug 23, 2020
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Commits on Sep 8, 2020
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Commits on Sep 12, 2020
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This also fixes the WINDOWS_IGNORE_PACKING_MISMATCH compiler error that VS2019 would give.
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Commits on Sep 14, 2020
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Commits on Oct 26, 2020
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MP: Fixed a memcopy src==dst error in patch mesh code
Spotted by GCC
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Commits on Nov 8, 2020
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Fixed issue with toolchain not being detected in Docker build (#1055)
* Fixed issue with toolchain not being detected * Updated to use absolute path
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Commits on Nov 11, 2020
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[SP] Fix crash due to invalid qsort/byte copy
qsort() uses a byte copy (like memcpy()) internally to swap elements. std::vector<StringAndSize_t>s got sorted using qsort(), although StringAndSize_t is not trivially copyable (i.e. copyable via byte copy) due to its std::string member. The fix is to use std::sort() instead.
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Commits on Nov 12, 2020
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Commits on Nov 15, 2020
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Merge pull request #1056 from z33ky/fix-crashes
Fix singleplayer crashes
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Commits on Jan 9, 2021
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Generate config files for build-time info
Such as git hash, source date (for reproducible builds), portable builds, etc.
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Commits on Jan 10, 2021
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Fixes #1062. Off by one causes us to miss the item in FindItemForInve…
…ntory on precache.
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Commits on Jan 15, 2021
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Merge pull request #1069 from jolovin/issue-1062
Fix seeker drone crashing SP on maptransition
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Commits on May 4, 2021
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build: pass -fsigned-char on clang
Powerpc and ARM default to unsigned char which causes an immediate crash when starting the game.
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Commits on May 5, 2021
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Merge pull request #1090 from tobhe/signed-char
build: pass -fsigned-char on clang
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Fixes #831 in sp. No reason to rotate footprints by 90 degrees. (#1075)
Co-authored-by: Alex Lo <xycaleth@gmail.com>
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Commits on May 14, 2021
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Commits on May 16, 2021
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Fixed assertions in non-debug environment (#1082)
Co-authored-by: Alex Lo <xycaleth@gmail.com>
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Commits on Jul 31, 2021
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Commits on Jan 31, 2022
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Commits on Jun 11, 2022
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Fix crash after failing to load SP game library
When loading a game in SP, UI_FreeAllSpecies can be called twice without an initialization in between if the SP game library could not be loaded. This results in a double free crash. This commit fixes the issue by resetting some variables after freeing so that calling free again is a no-op.
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Commits on Aug 19, 2022
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Fix not swapping buffers because out of cmd buffer space
Reserve space for end of list and swap buffer commands. These are absolutely required and cannot be dropped. Dropping swap buffer command causes screen to not update and possible crash from drawsurf buffer overflow if not enough cmd buffer space for many continous frames. Fix reserved size for swap buffer command being too small on x86_64 Replace 4 with sizeof( int ) in R_GetCommandBufferReserved ioquake/ioq3@8531162 ioquake/ioq3@81e2b6c ioquake/ioq3@41f83ac Also make sure all renderer commands do not function when the renderer is not loaded (tr.registered) Simplify the setColor(NULL) command Fix incorrect null pointer check on an array Remove unused variables in SP tr_cmds Doubled the size of renderer command buffers to match other engines. Fixes and replaces/supersedes #1109
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Commits on Sep 2, 2022
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