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Commits on May 1, 2018
  1. Merge pull request #294 from devnexen/addrinfo_leak_fix

    Yamagi committed May 1, 2018
    - Fix addrinfo leaks.
  2. - Fix addrinfo leaks.

    devnexen committed Apr 27, 2018
Commits on Apr 27, 2018
  1. r_gunfov shouldn't be CVAR_USERINFO, only CVAR_ARCHIVE

    DanielGibson committed Apr 27, 2018
    this happens when you just copypaste and adapt r_lefthand
    
    also did some minor changes to R_AliasDrawModel in the soft renderer
    to make sure alias[xy]scale is reset properly in the early out cases
Commits on Apr 21, 2018
  1. Weapon field of view independent of 'fov': r_gunfov cvar

    DanielGibson committed Apr 21, 2018
    At high 'fov' values the weapon looked quite distorted.
    Now it's rendered with an independent FOV, which looks better.
    Note that the 'fov' cvar sets fov_x, while this is based on fov_y
    (which is calculated from fov_x), so it's indeed different values:
    r_gunfov seems to correspond to fov 90.
    We use r_gunfov 80 as default, because it looks better.
Commits on Apr 17, 2018
  1. Merge pull request #285 from 0lvin/particles_size

    Yamagi committed Apr 17, 2018
    Fixes scale particles in soft render
Commits on Apr 13, 2018
  1. Add custom particle shape by sw_custom_particles.

    0lvin committed Apr 13, 2018
     0 - use rectangle (default shape)
     1 - use hexagon
Commits on Apr 10, 2018
  1. Use multiple for particle sizes

    0lvin committed Apr 10, 2018
  2. look to height instead width

    0lvin committed Mar 27, 2018
  3. Add size checks for WAL load

    0lvin committed Mar 25, 2018
  4. Particle fixes from q2dos and kmquake

    0lvin committed Mar 11, 2018
    Authors: maraakate <emoaddict15@gmail.com>
             Knightmare <knightmare66@yahoo.com>
  5. Merge pull request #290 from ericwa/macos-cmake-fixes

    Yamagi committed Apr 10, 2018
    Fix for vorbis/vorbisfile.h not found on macOS with CMake
Commits on Apr 7, 2018
  1. CMakeLists.txt: use VORBIS_INCLUDE_DIR instead of OGGVORBIS_INCLUDE_DIR,

    ericwa committed Apr 7, 2018
    which doesn't seem to be set in the FindOggVorbis.cmake
  2. Merge pull request #289 from maxice8/fix-musl

    Yamagi committed Apr 7, 2018
    fix compilation on musl libc.
Commits on Mar 29, 2018
  1. fix compilation on musl libc.

    maxice8 committed Mar 29, 2018
Commits on Mar 10, 2018
  1. Bump version number to 7.20.

    Yamagi committed Mar 10, 2018
Commits on Mar 7, 2018
  1. Disconnect when we're connected before starting an new game.

    Yamagi committed Mar 7, 2018
    The old code was working only when the client was connected to a local
    server. The 'newgame' executed by the menu expands to a 'map', loading
    a map ends in SV_InitGame() which calls CL_Drop() on the local client.
    That calls CL_Disconnect() and everything is okay.
    When the client is already connected to a remote server and no local
    server is running the 'map' command spawns a new local server. This
    new server thinks "Hey, I'm a new local server and no one is connected
    to me. Let's pull the client in!". So it pull the already connected
    client onto a new server without disconnecting, smashing it's state.
    And everything goes down in flames.
    
    The correct way would be to execute a 'disconnect' right before the
    'newgame'. But the 'disconnect' cmd calls CL_Disconnect_f that throws
    an ERR_DROP. ERR_DROP is implememted through a longjump(), jumping
    around puts the process internal state in ashes... So bite the bullet
    and add another hack: Call CL_Disconnect() before executing 'newgame'.
Commits on Feb 27, 2018
Commits on Feb 26, 2018
Commits on Feb 25, 2018
  1. Update CHANGELOG for 7.20.

    Yamagi committed Feb 25, 2018
  2. Fix changing the game / mod through the 'game' console command.

    Yamagi committed Feb 25, 2018
    The 'game' command was more or less functional after the last commit.
    We just need to reset the initialGame (renamed to userGivenGame) so we
    don't revert back to the old game at server disconnect.
Commits on Feb 24, 2018
  1. Fix writing/loading configs when changing game/mod

    DanielGibson committed Feb 24, 2018
    When connecting to a multiplayer game that runs a different mod
    ("game" cvar) than you are, it didn't load the corresponging configs
    from the mod, but saved your changes to the config to the mod's config.
    Which is doubly useless.
    Now when the "game" cvar is changed, the configs are reloaded (from
    the right directories for the mod), and when disconnecting the configs
    are written, so the changes you did for a mod while playing MP are saved
    before game is reset to the game you started with.
Commits on Feb 20, 2018
  1. Enforce 32 bit IO-API for minizip on !Linux and !Windows.

    Yamagi committed Feb 20, 2018
    By default minizip uses fopen64(), fseek64() and so on. Those may not
    be defined on all system, especially the BSDs. While FreeBSD already
    has a special case, for example OpenBSD hasn't. Work around this by
    forcing minizip to use fopen(), fseek() and so on everything that's not
    Linux or Windows. This is not 100% correct, it may prevent the usage of
    ZIPs lager than 2GB on Solaris and other rarely used systems. But I
    doubt that anyone has such large ZIPs with assets, they would likely hit
    other internal limits.
    
    In the future Quake II should use off_t instead of int were applicable.
    With that we could set -D_FILE_OFFSET_BITS=64.
    
    This change is based upon a patch send by @devnexen in pr #279.
Commits on Feb 15, 2018
  1. Merge pull request #275 from 0lvin/3dhaptic

    Yamagi committed Feb 15, 2018
    Use  SDL_HAPTIC_CARTESIAN as effect direction.
Commits on Feb 14, 2018
  1. VID_WriteScreenshot() PNG compression level must be < 10

    DanielGibson committed Feb 14, 2018
    10 is no valid zlib compression level, so make sure it's not used
    
    Thanks to @maraakate for pointing this out!
  2. Reuse SWimp_Init from refresh.c

    0lvin committed Feb 14, 2018