Age | Commit message (Collapse) | Author |
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Q_vsnprintf, Q_sprintf, Q_concat, Q_strlcpy, Q_strcat all return number of
characters to be written into the buffer regardless of overflow.
Removed COM_AppendExtension, FS_CopyFile, FS_RemoveFile, FS_CopyFile_f.
Made sure Q2PRO can only write files into subdirectories of the game directory
with a fixed extension.
Moved `play' command implementation into main client code.
Added support for `s_ambient' value of 3.
Renamed `net_log_active' cvar to `net_log_enable'.
Log files are now written into `logs/' subdirectory.
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Use single BSP models cache for refresh and collision subsystems.
Refresh libraries may not longer be dynamically loaded.
Made gi.TagMalloc use separate tag namespace to avoid
conflicts with engine reserverd tags.
Fixed listing order of MVD channels in chooser menu.
A lot of misc changes... MSVC build is definitely broken now.
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New R1Q2 and Q2PRO minor protocol versions, 1905 and 1014.
Use environment variables for game and server features negotiation.
Relax restrictions on quake paths when searching inside pak files.
Made OSS subsystem cvar names consistent with core sound system conventions.
Misc latched cvar handling changes.
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Updated client docs.
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Extended menu scripts.
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Added support for `cl_noskins' value of 2 (default all female
skins to `female/athena', all male skins to `male/grunt').
Renamed `scoreshot' command to `aashot', added `aadump' command.
Fixed several alignment issues on ARM architecture.
Server browser menu now indicates full and password protected
servers with color codes.
Implemented history search in console with Ctrl+R, Ctrl+S.
Removed `cl_railtrail_alpha' variable, all `cl_rail*_color' variables now
accept colors in #RRGGBBAA format.
Added `map_override' cvar (enables loading map entity lump from
external maps/*.ent file).
Made `quit' command accept extra arguments.
Made `draw' command accept arbitrary colors in #RRGGBBAA format.
Fixed debian packages.
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Cvar_Get now resets user defined cvar values for read-only cvars.
Sever and game DLL features are now advertised via cvars instead of exports.
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Added initial support for Win64 port.
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Avoid spamming MVD channels with broadcasts when client is dropped.
Allow referencing MVD channels by name along with numeric ID.
When spectator enters a MVD channel for the first time,
start following the most followed player by default.
Changed default GL driver to `libGL.so.1' on Unix.
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Use -Wno-strict-aliasing instead of -fno-strict-aliasing.
Added q_packed attribute to zstatic_t structure.
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Made endianness conversion macros return unsigned integers.
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Added `con_notifylines' variable.
Do not allow chat beeps to overlap.
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Added autocompletion of options for some commands.
Made logfile_prefix not empty by default.
Re-enabled `anti-kick' exploit fix.
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Use fixed size integer types from stdint.h instead of custom defined ones.
Get endianess infromation form endian.h.
Added `remotemode' console command.
Link with -ldl only on Linux.
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Added `cl_updaterate' variable.
Fixed 'jerking bodies' bug when playing MVD stream.
Fixed new entities warping when playing MVD stream.
Allow dummy MVD client to be kicked.
Never update layouts more than once per server frame for MVD observers.
Added support for scrolling MVD client list using `invnext' and `invprev'.
Fixed ref_soft compilation issue.
Removed `mvd_wait_enter' and `mvd_wait_leave' variables
in favor of `mvd_wait_delay' and `mvd_wait_percent'.
Enter waiting state after buffer underflow only.
Added `sv_locked' variable.
Kick clients updating their userinfo to invalid one.
Echo client name changes to the dedicated server console.
Allow truncated MVDs to be played back in a row.
Added `mvdpause' command.
Made `serverstatus' command to query current server if called without argument.
Enumerate clients in `serverstatus' command output.
Demo browser now caches MVDs correctly.
Allow `play' command to be used for playing MVDs too.
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(fixes hall of mirrors in MVD Waiting Room).
Made `deathmatch' and `maxclients' default to `1' and `8' respectively.
Made autocompletion work for some console variables too.
Made `set' command accept multiple args with spaces, as well as Cvar_Command.
Fixed potential crash on entities with EF_BFG bit and out of range skinnum.
Levelshots work again now.
Made `pingservers' command ping all 64 possible servers.
Delete scrap texture on refresh shutdown.
Added `leave' command for GTV, switches client to Waiting Room.
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Made FS_LoadFile return 0 instead of -1 on gzipped files.
Cleaned up MVD_ParseUnicast.
Display chase target name on the screen for non-q2pro GTV clients.
Implemented UF_NOGAMECHAT = 8, UF_NOMVDCHAT = 16 user flags.
MVD_Say_f no longer uses SV_BroadcastPrintf.
Changed `scr_showfollowing' default value back to 1.
Filter svc_stufftext and svc_layout on game server before
sending mvd_unicast message to MVD clients.
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Properly parse multiple AC server messages received at once.
Added `--enable-anticheat' option to configure script.
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Renamed `listban' command to `listbans'.
Make sure NET_Connect sets NS_CONNECTING state even if
connect() succeedes immediately.
Changed FIFO_Read/FIFO_Write semantics.
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Properly redirect messages longer than rd_buffersize.
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Initial changes to demo browser to support caching.
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Minimize probability of prediction misses to be counted as ladder steps.
Make sure Q_vnsprintf always returns length in range [0, destsize - 1].
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Manual pauses during re-recording of client demos
are included in demo stream as zero frames. This makes
adding audio comments to demos easier.
Fixed compilation ussue with pre-4.X.X GCC versions.
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Make sure WAVE sound driver is built by default.
Added --disable-wave option to `configure'.
Command line history is now remembered between sessions.
ALT+Space refreshes all servers in Server Browser.
Handle command line agruments like original Q2 engine did.
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Version string no longer overdraws long command line in console.
Cap `gl_celshading' value to 5 to prevent possible cheating.
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Fixed munmap() hang in OSS_Shutdown().
Added (crappy) SDL audio driver, but ALSA should work now.
Made r_maxfps and cl_maxfps really separate with cl_async 1.
This way, any configuration is allowed (e.g. r_maxfps 60, cl_maxfps 120).
Implemented water warping via fragment program, removed subdivision code.
Removed (crappy) dynamic lighting.
Removed surface sorting and batching.
Minimized vertex copying operations.
Implemented celshading.
Removed S_RawSamples and friends.
Smooth handling of smaller ladder steps (e.g. those on q2next2).
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Made 'mvdisconnect' command actually work, added 'mvdkill' command.
Properly parse player names out of MVD stream.
Added gl_showerrors variable.
Fixed SV_OUTPUTBUF_LENGTH so it fits into UDP packet without fragmentation!
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Modified demo recording and playback functions to support longer pathnames.
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Link in assembly version of BoxOnPlaneSide.
Added simple game DLL interface for describing enhanced features.
Changed some renderer algorithms to do half of the
recurion path in simple cylce.
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Added QDECL specifier for some interface functions.
Changed default values for com_date_format and com_time_format.
On Windows, set up empty CRT invalid parameter handler so e.g. invalid
modificators passed to strftime do not raise an exception.
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