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try #3
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try #3
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Remove commands in the order they are added because the different orders is annoying.
Probably caused by my commit on June 2 2017. commit 4006358 Fix spawn/freed entity logic (specifically harvester skulls)
Reported by Cyrax.
Setting cl_renderer isn't a security concern and valid behavior for a menu to provide. Sys_LoadDLL ensures only libries are loaded and engine prevents QVMs from writing them.
Prevent reading past end of message in MSG_ReadBits. If read past end of msg->data buffer (16348 bytes) the engine could SEGFAULT. Make MSG_WriteBits use an exact buffer overflow check instead of possibly failing with a few bytes left.
Ground and water friction were reversed.
Patch for https://bugzilla.icculus.org/show_bug.cgi?id=5931 by Eugene C. from 2013 plus recent fix for tcMod rotate. I merged the changes into the OpenGL2 renderer though the fix for tcMod turb doesn't translate.
Fix floatTime using float precision instead of double using GCC. Fix R_BindAnimatedImage to be in sync with function table. Fix vertexDeform bulge, vertexDeform normals, noise wave function at high level time. Revert unnecessary float -> double conversions.
Make callTeamVote check for all command separators like in callVote. It's not exploitable as the only vote option (leader) always uses an integer argument. Also the ioquake3 engine remove command separators from client game commands in Cmd_Args_Sanitize().
This has no affect due to ioquake3 engine already removing command separators (which includes newlines) in Cmd_Args_Sanitize().
A malicious server could abuse dangerous protocols such as gopher:// to, for instance, send mail via SMTP.
When pmove_fixed is set to 1, setting pmove_msec to 0 would crash.
Fixes 'Com_QueueEvent: overflow' spam after hitch / map load. Based on patch by @ec-.
Always map number row to number keys for AZERTY. Map Unicode character keys to world keys using scan code. Based on patches by @mickael9.
Move sampling input to the other side of framerate limiter. Thanks to Alexander "wareya" Nadeau and Juraj "youurayy" Vitko for pointing this out.
It helps to actually save files before making commits.
SDL doesn't provide exact the exact time that input events happen so use the earliest possible time that an event could happen. This make sub-frame input actions such as walking take affect immediately instead of in the next frame. Based on patch by Alexander "wareya" Nadeau.
Make bots activate crusher on q3tourney6_ctf and mpq3tourney6. Check if player is inside the crush bounds instead of below the crusher. There is a jumppad the goes under it in mpq3tourney6.
Only use the crusher for killing the bot's enemy. This doesn't affect 1v1 very much but prevents the whole team of bots in CTF from suddenly shooting at the crusher button. Entering the crusher bounds was basically instant death.
It wasn't possible to go to previous source from favorites if sv_master5 cvar wasn't set.
Additional updates to the Xcode project
Added various sponsorships, I hope that hotlinking works fine!
Add C syntax highlighting to readme
Use `r_texturemode GL_LINEAR_MIPMAP_LINEAR` by default
There is no need for a tentative definition in this case. By providing an explicit initializer, the resulting definition has the same effect as before, but is no longer tentative. This avoids easy errors resulting from multiple tentative definitions in different translation units. (Previous compilers permitted those common errors, but GCC 10 rejects them by default.)
Allow to assign action also to right stick diagonals (up-left, up-right, down-left and down-right)
I strongly recommend AGAINST pushing this repository into the main Source Code repository for Quake 3 Arena. We must never lose the original source code at all costs public-facing. |
agreed, this is supposed to be an historical repository for Q3A, please close |
Archive the repo. |
Archive this. |
ioquake people are not in reality :( |
archive + close pls hi im thaldren |
Only Adrenos (who opened this pull request) or id Software (owner of this repository) can close this pull request. Adrenos has never been involved with ioquake3 development. ioquake3 developers cannot close this pull request. No one is pushing for merging ioquake3 into the id-Software/Quake-III-Arena repository. refs: ioquake#615 |
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