Commit Graph

2990 Commits

Author SHA1 Message Date
Johan Mattsson
c2a0a7d986 Fix memset 2022-02-05 13:27:42 +00:00
Mickaël Thomas
84daa28267 Fix memory corruption in S_TransferPaintBuffer
When using a non-default sound configuration (such as 6 channels), after
a long time (about 4.5hours for 6 channels at 22050 Hz) an overflow will
occur in `S_TransferPaintBuffer`, causing an out of bounds write into
the dma buffer.

The problematic line is:
```
out_idx = (s_paintedtime * dma.channels) % dma.samples;
```

With `s_paintedtime` large enough, the result of the multiplication will
overflow to a negative number (since `s_paintedtime` is signed), and the
index into the output buffer will be negative.
2021-12-08 18:46:58 +00:00
Zack Middleton
75ae9119e6 Fix passing arguments to VM dylib on Apple M1
The engine function pointer to vmMain used variadic arguments but
the vmMain function in the dylib has explicit arguments. Evidently
the arguments are stored on the stack and/or registers differently.

Found by fretn.
2021-11-19 14:54:59 -05:00
Zack Middleton
fe7325be29 Improve setting Microsoft Store path
Respect configured Program Files directory and use MSSTORE_PATH for
the directory name.
2021-11-06 21:04:06 -04:00
Zack Middleton
d1d5a89aad OpenGL2: GL_DEPTH_TEXTURE_MODE was removed from OpenGL 3.0/Core
GL_DEPTH_TEXTURE_MODE defaults to GL_LUMINANCE. Code sets it here as
part of a workaround old nvidia drivers (apparently? the URL in comment
is dead). GL_DEPTH_TEXTURE_MODE was removed in OpenGL 3.0 / 3.2 Core
contexts and may be treated as an error.
2021-10-23 12:49:48 -04:00
Zack Middleton
1c8b1122c5 Fix being unable to enter Team Arena CD key
The CD key defaulted to spaces. Q3 UI uses text overwrite mode by
default so typing the CD key writes over the spaces. Team Arena UI
uses text insert mode by default so to enter the CD key the user
had to delete the spaces or toggling overwrite mode by pressing
the insert key.

Now the CD key defaults to empty so in Team Arena you can just type
it in.
2021-10-23 08:36:10 -04:00
Zack Middleton
f734a2da9a Print full GL_EXTENSIONS list for OpenGL contexts before 3.0
Printing GL_EXTENSIONS list might be cut off for OpenGL contexts
before 3.0 due to glConfig.extensions_string being a limited length.
Instead get the full extensions list directly.

This was already fixed for OpenGL 3.0 and later contexts.
2021-10-23 07:31:38 -04:00
Zack Middleton
f9ba7c667d OpenGL2: Fix r_grayscale 1 making everything solid black
Using LUMINANCE with OpenGL 3.2 Core contex results in all images being
solid black (in the menu, world, and the console). In the end the whole
screen was solid black except the intro video.

Store images in RGB and RGBA instead. This doesn't affect r_grayscale
visually. If there is issues with it now possibly using compressed
formats, then it would already be an issue for r_grayscale 0.9.
2021-10-23 06:36:45 -04:00
Tom Kidd
de055995d0
Merge pull request #482 from tomkidd/vs2019
Upgrade to build and run from VS2019
2021-10-22 16:38:11 -05:00
Tom Kidd
3afe37a896 Modified MS Store path handling to better follow the pattern of Steam/GOG 2021-10-22 11:28:55 -05:00
Tom Kidd
3d06d07516 Addressed PR suggestions 2021-10-22 10:00:20 -05:00
Tom Kidd
294eeb3c1c Updated SDL 2.0.16 headers and Mac version of libraries to fix GitHub actions 2021-10-02 21:54:26 -05:00
Tom Kidd
2fef57fffa Merge remote-tracking branch 'upstream/main' into xcode 2021-10-02 21:30:17 -05:00
Tom Kidd
bc96500fe6 Added missing variable. 2021-10-02 21:24:45 -05:00
Tom Kidd
7533dcd00b Addressed string concatenation issue and added dummy method for Mac/Linux 2021-10-02 21:21:10 -05:00
Tom Kidd
3c78fe2295 Merge remote-tracking branch 'upstream/main' into vs2019 2021-10-02 21:19:48 -05:00
Adam Mizerski
26780805c8 qsort cannot be called with NULL
resolves #519
2021-09-27 11:15:14 +01:00
Tom Kidd
fa64d4f8a8 Added rudimentary support for automatically finding Microsoft Store version of Quake 3
Unlike the Steam and GOG support I'm not doing a registry search as I don't see anything in the registry that would show us the path. If we find more official ways to search for it later we can address that, in the meantime the path is just hardcoded to where it's installed by default.
2021-09-25 21:30:03 -05:00
Tom Kidd
e987a81edf Update SDL2 to 2.0.16 2021-09-25 21:11:58 -05:00
Tom Kidd
0b45535613 Merge remote-tracking branch 'upstream/main' into vs2019 2021-09-25 20:40:58 -05:00
Tom Kidd
2dc9f006df Architectures in libSDL2 restored for ppc and i386
The ppc arch is the 2.0.1 that was there originaly.
The i386 arch is 2.0.16, now compiled with an SDK later than 10.9 so the Notarization process is cool with it.
So now all post-ppc SDL libraries are 2.0.16.
2021-09-25 17:50:22 -05:00
Tom Kidd
5c5a599929 UB2 now signs and notarizes, upgraded to SDL 2.0.16
Also works on Apple Silicon. Specific signing values are in a non-committed file, and the ub2 script only notarizes if a "notarize" flag is passed in on the command line.

NOTE: the SDL dylib currently only has x86_64 and arm64, will need extra work to graft those back in and keep the Notary service happy.
2021-09-18 18:40:12 -05:00
Zack Middleton
77d6cde137 Fix compiling against SDL 2.0.17
KMOD_RESERVED was replaced with KMOD_SCROLL.
2021-08-15 12:07:02 -04:00
James Canete
bc8737d707 OpenGL2: Flip normals for backfacing triangles.
https://github.com/ioquake/ioq3/issues/513
2021-07-20 13:51:19 -07:00
Tom Kidd
96db7a064f Ad-hoc signed libSDL2-2.0.0.dylib 2021-07-19 23:44:26 -05:00
Tom Kidd
b1ffdd1be0 Removed signature from SDL dylib, enabled dark mode on macOS. 2021-07-10 19:58:06 -05:00
Tom Kidd
46a793b5b3 Reverting alert style to deprecated methods
Until I can find a way to branch around this in a way Xcode 3 is cool with we'll just have to use the deprecated version
2021-07-06 17:30:27 -05:00
Tom Kidd
eef3a40ed6 Restored original opus sse files, excluded from Xcode
Also added line break in script for consistency, thanks @zturtleman
2021-07-06 17:30:27 -05:00
Tom Kidd
1ab25673c5 Update SDL2 to 2.0.14 2021-07-06 17:30:27 -05:00
Tom Kidd
52a43ae1c4 Upgrades to Xcode project and Apple Silicon support
- Reorganized Xcode project
- Added missionpack support to Xcode project
- Incorporated changes from MaddTheSane for Apple Silicon support https://github.com/maddthesane/ioq3
- Built SDL 2.0.14 for Apple Siicon, added to existing SDL dylib
- Built SDLMain for Apple Silicon, added to existing libSDL2main.a
2021-07-06 17:30:27 -05:00
James Canete
b8be5a8bd7 Fix line not removed in previous commit. 2021-07-06 00:18:06 -07:00
James Canete
69ec389335 Add r_parallaxMapOffset. 2021-07-05 21:59:20 -07:00
James Canete
66cb20a7f3 Add epsilon to avoid division by zero in CalcSpecular(). 2021-07-05 21:50:39 -07:00
Tom Kidd
693264caf4 Merge branch 'main' into vs2019 2021-06-26 18:19:31 -05:00
Ch40zz
bc7842e301 Allow unwinding of qvmcall64 call-stub for msvc/masm
qvmcall64 has its own custom calling convention due to pushing all non-volatile registers to the stack. The game uses set/longjmp which on Windows uses "RtlUnwindEx" to unwind the callstack. qvmcall64 cannot be unwound by default due to the custom calling convention. To allow unwinding, we need to add custom SEH unwind data to the function.
2021-06-23 18:01:53 +01:00
Ch40zz
60a2000419 Fixes a crash when compiling the project on windows in 64 bit mode.
Not all non-volatile registers were actually saved and restored, leading to a few registers being trashed after calling the vm instructions.
All non-volatile registers have been added.
2021-05-20 10:12:38 +01:00
Zack Middleton
4003a5b78c Fix the number of weights in the IQM model calculation
[The fourth bone influence of each vertex was ignored. --zturtleman]

Patch by Romulo Fernandes (razor85).
2021-04-03 15:40:45 -04:00
Tom Kidd
3104945bc5 Updated SDL2 include files to fix Mac build in GitHub Actions 2021-03-08 17:41:59 -06:00
Zack Middleton
359db19619 Restore bots crushing unseen player on q3tourney6 in non-CTF
The affect of my 2017 commit c3e64d3806

    "Make bots only use q3tourney6 crusher to kill their enemy"

made it easier to beat the last map of the Quake 3 single player
campaign. It was mainly intended for CTF and Team Arena gametypes
variants of the map. (Team deathmatch is usually treated as deathmatch
with teams rather than an actual team based gametype.)

Restore original difficulty for non-CTF/Team Arena gametypes; bot will
crush player even if bot hasn't seen the player since either they or
player respawned. [This is not good in CTF where all five bots on the
team suddenly flip around and shoot at the crusher trigger.]

Team deathmatch still uses my added behavior of not triggering crusher
if there is a teammate under the crusher.
2021-02-27 00:26:03 -05:00
Zack Middleton
eacb83a244 Allow using pulseaudio for SDL audio capture
Pulseaudio audio capture didn't stop when paused on Debian 8 but works
on Debian 9 when using the same manual SDL build. So it seems to have
been an issue in pulseaudio, not SDL.
2021-02-26 23:55:12 -05:00
Tom Kidd
e274d7fa05 Update SDL2 to 2.0.14 2021-02-26 17:20:55 -06:00
Tom Kidd
d82a1cb7b3 Upgrade to build and run from VS2019
- New msvc142 directory (keeping with naming after version of C compiler)
- Added SDL2.lib/SDL2main.lib back in (compiled from SDL 2.0.8 source from libsdl.org)
- Post build step to copy SDL2.dll to debug directory
2021-01-25 21:59:55 -06:00
Thomas Köppe
d1b7ab6b22 [sdl] Turn tentative definition into actual definition.
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.)
2020-11-17 18:08:13 +00:00
Jack Slater
e7a7a2b6b6
Merge pull request #436 from Calinou/default-texturemode-mipmap-linear
Use `r_texturemode GL_LINEAR_MIPMAP_LINEAR` by default
2020-09-29 16:56:30 -10:00
Tim Angus
8e74119d0f Avoid platform sed differences 2020-09-08 13:25:50 +01:00
Tim Angus
909ab13aeb Make LCC path resolution more robust 2020-08-29 21:40:57 +01:00
r-a-sattarov
daae32ddfd E2K: fixed build by MCST lcc compiler when using USE_CURL=1 option 2019-12-07 08:16:15 -05:00
Hugo Locurcio
2171d070de
Use r_texturemode GL_LINEAR_MIPMAP_LINEAR by default
This improves visual quality without a noticeable performance loss,
especially on maps that use textures with high-frequency details
such as q3dm1.
2019-11-20 20:55:52 +01:00
Zack Middleton
a6e66700e1 Fix duplicate team join center print for bots and g_teamAutoJoin
My 2017 commit f7c3276 ("Fix g_teamAutoJoin and g_teamForceBalance")
caused BroadcastTeamChange() to be run an extra time when bots connect.
This caused a duplicate center print message to be sent to all clients.

g_teamAutoJoin 1 sent an extra center print when any player or bot
connects. Though that is the original behavior from Team Arena.

Team set during connection no longer sends broadcast as it will be
sent later in ClientConnect().

Reported by Pascal Brochart (pbrochart) as causing clients to be
kicked due to server command overflow if many bots join at the
same time.
2019-11-16 01:38:38 -06:00
Zack Middleton
dc0c3e7bdf Fix team orders menu not listing clients with lower clientnums
If bots join before the local client (dedicated server) the bots would
not be listed in the Q3A team orders menu and so they could not be given
orders using the menu.

The Q3A team orders menu got local client's team while looping through
all clients. Ignoring any bots with clientnum lower than the local
client. Get local client's team before the loop so all bots are
listed.
2019-10-28 23:13:57 -05:00
Zack Middleton
f717a8396e Fix lightning gun handling for corpses and single player podiums
The lightning trail is fired from the real non-predicted entity for
the local client so it can show the server location. The real client
entity was always used to check if a player entity is firing the
lighting gun. This potentially causes corpses and players on single
player podiums with lightning gun to render the lightning trail if
the real (living) client is firing the lightning gun.

I'm not aware of this causing any issues without modifying the game
logic. Corpses have no weapon and it's not possible to fire during
single player intermission.
2019-10-11 20:55:57 -05:00
Colton G. Rushton
9500f06b8f Minor typo correction to be_aas_file.c 2019-08-28 01:13:17 -03:00
Colton G. Rushton
793fe4e603 Fixed another minor typo or two 2019-08-28 01:13:17 -03:00
Bernhard M. Wiedemann
a96f32eba2 q3rcc: Allow to override build date
Allow to override __DATE__ and __TIME__ with SOURCE_DATE_EPOCH
in order to make builds reproducible.
See https://reproducible-builds.org/ for why this is good
and https://reproducible-builds.org/specs/source-date-epoch/
for the definition of this variable.

This behavior is what gcc already does.
2019-07-11 14:20:31 +01:00
Zack Middleton
350b8f9c7c Restore OpenGL 1.1 support (GL_CLAMP)
GL_CLAMP (clamp to border) was changed to GL_CLAMP_TO_EDGE in 2008
(f2baf359). In 2018 (ce1d5406) I made OpenGL 1.2 be required since
GL_CLAMP_TO_EDGE is used.

Restore support for GL_CLAMP in order to support OpenGL 1.1 like vanilla
Quake 3 does. This should allow using the default Microsoft Windows
GDI Generic OpenGL 1.1 driver (untested but it won't fail the version
check at least).

From gpuinfo.org, it looks like drivers stopped advertising support for
GL_SGIS_texture_edge_clamp so use a version check in addition to the
extension check.

r_allowExtensions 0 disables using GL_CLAMP_TO_EDGE in the opengl1
renderer. GL_CLAMP support wasn't added to the opengl2 renderer.
2019-05-28 22:44:57 -05:00
Zack Middleton
0fbde293db Remove erroneous newlines from Com_Error in sdl_glimp.c 2019-05-28 21:01:28 -05:00
Zack Middleton
2a2646fe43 Fix IQM quat normalize fail case
Should only happen with invalid models though.
2019-05-28 21:00:02 -05:00
Zack Middleton
95b9cab4d6 Fix warnings that IQM blendWeights may not be initialized 2019-04-29 15:01:47 -05:00
Zack Middleton
d404519cce Fix rendering IQM models between model frames
For lerped frames (refEntity_t frame not equal oldframe) IQM joint
matrices may have incorrect axis scale. This can cause significant model
distortion. The matrix lerp is linear causing each vector to move in a
straight line between frames instead of arcing like a circle. Each joint
frame can have a different scale so can't just normalize the joint
matrix.

Store joints as quaternions and spherical lerp between them and then
convert to a matrix. For my test model, setting up the skeleton is four
times slower now but it still seems to be fast enough to be usable.
2019-04-29 15:01:47 -05:00
Zack Middleton
d13d06424e OpenGL2: Disable r_cubeMapping if not OpenGL 3.0+
r_cubeMapping requires textureCubeLod() which is only in OpenGL 3.0
(GLSL 1.30) and later. It's not in OpenGL ES 3.0 / GLSL ES 3.00.
This needs to be checked before R_InitImages() so can't just check in
GLSL_InitGPUShaders().
2019-04-16 11:48:10 -05:00
Zack Middleton
9fcb2bb336 Override video mode list in Team Arena UI
Override the video mode list in the Team Arena data files with detected
modes from SDL like in ioquake3's Q3 UI. Add the aspect ratio to the
end of the video resolution (i.e., "640x480 (4:3)"). Add the current
(custom) video mode to the list.

Before when using a custom resolution in the menu you could not change
the video mode using the mouse because the resolution text was blank.
Now custom video resolution is displayed and can be clicked.
2019-04-16 00:02:27 -05:00
Zack Middleton
c61417b8e2 Add current (custom) resolution to Q3 UI video mode list
Custom resolution is displayed when entering system options menu and
settings can be changed without being forced to change video resolution.
2019-04-15 23:50:46 -05:00
Zack Middleton
9b4dcc809e OpenGL2: Fix compiling lightall GLSL on OpenGL 2.1
textureCubeLod() requires OpenGL 3.0 / GLSL 1.30. Added in
2018-12-21 commit e5da13f146
"OpenGL2: r_cubemapping 2 for box cubemap parallax."

Report by brugal and Simon McVittie.

Bug-Debian: https://bugs.debian.org/923226
2019-04-15 23:40:32 -05:00
Ane-Jouke Schat
44b18d72ac Fix PRINT_ERROR print level missing from CL_RefPrintf
It's used for one message in the OpenGL2 renderer.
2019-04-15 23:13:36 -05:00
James Canete
d068e1dce1 Add r_parallaxMapShadows. 2019-02-06 01:10:42 -08:00
James Canete
e5da13f146 OpenGL2: r_cubemapping 2 for box cubemap parallax. 2018-12-21 19:53:18 -08:00
kungfooman
a6df505d59 Prevent Q_IsColorString from asserting on negative ascii chars 2018-12-14 10:00:24 +00:00
Zack Middleton
09166ba05e Make Team Arena prevTeamMember command loop around player list
Team Arena HUD's team member info box can be cycled through using
nextTeamMember and prevTeamMember commands. nextTeamMember command loops
around when end of list is reached but prevTeamMember command got stuck
at last entry in list (team overview).
2018-10-17 13:32:53 -05:00
Zack Middleton
0cf10d2b77 Make s_info command display channels instead of stereo
channels-1 was displayed as '# stereo', affectively a boolean for
mono or stereo. However '3 stereo' for quad surround sound doesn't
make sense.
2018-10-01 22:31:36 -05:00
Zack Middleton
58b0fb07cd Fix SDL audio playback with 16-bit stereo sound
My commit last month "Fix SDL audio playback with surround sound" broke
16-bit stereo sound. S_TransferStereo16() still assumed that dma.samples
was a power of two. I also cleaned up code related to the previously
mentioned commit.
2018-10-01 22:28:51 -05:00
Zack Middleton
93dd14c9fb Disable pulseaudio capture regardless of SDL version
SDL changed version to 2.0.9 but the pulseaudio capture bug isn't fixed
yet. Remove my version check.
2018-09-30 14:53:18 -05:00
Zack Middleton
aab1d92b13 Allow binds to use hex values for all key codes 2018-09-30 14:40:02 -05:00
Zack Middleton
33a899d6dd Fix predicting entity origin on rotating mover
Based on G_TryPushingEntity() in code/game/g_mover.c.
2018-09-15 12:06:34 -05:00
Zack Middleton
812a3dbfa5 Fix SDL audio playback with surround sound
If user has surround sound enabled, ioq3 would not play any sound.
Fix painting sound buffer for 4/5.1 audio channels. Extra channels
currently play no audio.
2018-09-13 12:58:23 -05:00
Zack Middleton
e4208cf5a7 Improve finding obelisk entitynum for bot AI
BotSetEntityNumForGoal() was checking all entities that are not
team_redobelisk (which is the obelisk visual entity) to find the
untitled obelisk collision entity. This may fail in rare cases where
there is an another entity within 10 units of the obelisk origin.
Failing to find the correct entity may cause bots to not attack the
obelisk.

Instead add BotSetEntityNumForGoalWithActivator() for looking for the
obelisk collision entity by activator classname (team_redobelisk) which
should be less likely to find the wrong entity.

This doesn't affect official Team Arena maps (unknown if it affects any
others).

Reversed strcmp check was reported by Thomas Köppe.
2018-09-12 16:26:39 -05:00
Zack Middleton
29db64070a Fix loading favorites as initial source in server browser
When I added UIAS_GLOBAL0 in 2017 I missed changing ui_browserMaster
range clamp from 6 to 7.

Reported by cdev-tux.
2018-08-28 21:35:06 -05:00
Zack Middleton
c7ebe82131 Calculate bounds for unanimated IQM models
Bounds are optional for animated IQM models but are not possible to
include with unanimated models (seems intended for use with separate
model containing animations and bounds). Calculating bounds for
unanimated IQM models fixes culling and head model on HUD which
calculates position from model bounds.
2018-08-02 18:20:18 -05:00
Zack Middleton
1994801e1c Fix axis returned by IQM's LerpTag
The axis returned for IQM tag was the animation's joint rotation without
the base frame joint rotation. It only worked correct for models that
did not rotate the base frame joints.
2018-07-31 13:59:56 -05:00
Zack Middleton
11337c9fa2 OpenGL2: Add GPU vertex skinning for IQM models
Using GPU vertex skinning is significantly faster than CPU vertex
skinning. Especially since OpenGL2 has to run R_VaoPackNormal() and
R_VaoPackTangent() each vertex each frame which causes CPU vertex
skinning to be significantly slower than OpenGL1 renderer.
2018-07-27 17:40:25 -05:00
Zack Middleton
cccd283be8 Improve IQM CPU vertex skinning performance
Only calculate vertex blend matrix for each unique bone indexes/weights
combination once per-surface instead of recalculating for each vertex.
For best performance the model surfaces needs to use few vertex bone
indexes and weights combinations.

Unroll loops so GCC better optimizes them.

In my tests drawing animated IQM may take 50% as long in opengl1 and
70% as long in opengl2. It will vary by model though and might not
help much at all.

Made unanimated IQM models skip matrix math altogether.
2018-07-27 17:40:21 -05:00
Zack Middleton
fdc08e860e Improve IQM loading
- Only allocate memory for vertex arrays that are present in the IQM
file and are actually used (may not have colors or blend index/weights,
don't load tangents in opengl1). (Colors is fixed to next commit.)
- Explicitly handle loading IQM files without meshes (bones only).
- Better IQM validation. Header data offset 0 mean data is not present
in file. Check if required vertex arrays are present.

This involved a lot of white space changes and moving code around.
2018-07-27 17:40:16 -05:00
Zack Middleton
6c3d92133d Fix IQM root joint backlerp when joint number is more than 0
Backlerp for root joint (joint with no parent) was always applied to
joint 0. This is an issue when a model has multiple root joints.
2018-07-27 17:40:09 -05:00
Zack Middleton
39e2113c73 OpenGL2: Misc fixes and cleanup
Fix two constants in GLSL shaders. Remove f suffix from float and fix
int to float assignment. They were causing shader compile errors in
OpenGL ES 2 context.

Remove disabling clip plane. Clip plane is unused and never enabled in
the opengl2 renderer. Remove disabling it to avoid causing a GL error
when using OpenGL 3.2 core profile or OpenGL ES.

Make VAO cache vertex stride be size of srfVert_t since that is what
is uploaded to the GPU. No behavior change. There is a disabled debug
id in srfVert_t though which if enabled changes srfVert_t size.
2018-07-20 23:40:35 -05:00
Zack Middleton
14cc4cc6cb OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short
OpenGL ES is only required to support unsigned short for element buffer
values.

R_DrawElements() firstIndex argument was glIndex_t which caused element
indexes to wrap around to 0 when glIndex_t is an unsigned short.
(glIndex_t is an index into the vertexes buffer, not element buffer.)
Change it to 'int' like tess.firstIndex which is passed to
R_DrawElements().

World VAO cache buffer size allowed storing more vertexes than unsigned
short glIndex_t could reference. This resulted in the vertex indexes in
the element buffer wrapping around to 0.
2018-07-20 23:40:31 -05:00
Zack Middleton
658165cfbb Don't check fixed function GL extensions when using shader pipeline
GL_TEXTURE_UNITS_ARB is not part of OpenGL ES 2 API and sets GL error.
It's not part of OpenGL 3.2 core profile either.
2018-07-20 23:40:26 -05:00
Zack Middleton
d861a4f427 Load OpenGL ES 2.0 function procs
Load functions procs supported by OpenGL ES 2.0, though there is not a
compatible renderer yet. Change argument for GLimp_Init from coreContext
to fixedFunction.
2018-07-20 23:40:21 -05:00
Zack Middleton
7391215bd4 Don't load non-core GL functions for OpenGL 3.2 core context
Also declare the GL functions in tr_local.h so there is compile error
for non-core GL functions instead of SEGFAULT from dereferencing a NULL
pointer.

Disable the non-functional stencil shadow code that hasn't been updated
to use OpenGL 3.2 core compatible drawing.
2018-07-20 23:40:17 -05:00
Zack Middleton
255c33b367 OpenGL1: Use RE_UploadCinematic() instead of duplicate code
Already done in opengl2 renderer.
2018-07-20 23:40:12 -05:00
Zack Middleton
476134f5a6 Don't upload 8 bit grayscale images as 16 bit luminance
Using more color bits than the source image provides shouldn't improve
the quality.
2018-07-20 23:40:07 -05:00
Zack Middleton
bead4aa8c7 Fix renderer not clearing some GL extension variables at vid_restart
If renderer is compiled into client (USE_RENDERER_DLOPEN=0) and after
start up set r_allowExtension to 0 and run vid_restart, some extension
were still used.
2018-07-20 23:40:02 -05:00
Zack Middleton
c74b9a4452 Remove unused renderer_buffer variable 2018-07-20 23:39:54 -05:00
Zack Middleton
809a7765b2 Make testgun command without argument disable test gun model 2018-06-24 22:22:25 -05:00
Zack Middleton
38a2f4d938 Fix in_restart causing fatal error while video is shutdown
Connecting to a server running a different fs_game and using a
autoexec.cfg containing in_restart would hit a fatal error in IN_Init().

    IN_Init called before SDL_Init( SDL_INIT_VIDEO )

Reported by smokey2k on the ioquake3 forum.
2018-06-10 15:13:10 -05:00
Zack Middleton
ce1d5406d5 Require OpenGL 1.2 for GL_CLAMP_TO_EDGE 2018-05-28 17:20:27 -05:00
Zack Middleton
77de5019b9 Don't create multiple windows when GL context creation fails 2018-05-28 17:07:38 -05:00
Zack Middleton
4fa93fbfd4 Fix client kicked as unpure when missing the latest cgame/ui pk3s
In 2013 ioquake3 stopped referencing the pk3 file that qagame.qvm was
loaded from. This had the unintended side affect of causing
non-dedicated pure servers to no longer reference a pk3 that only
contains the three QVM files.

Non-dedicated pure servers did not reference the pk3 containing the
latest cgame.qvm so if client did not have the pk3 file they were kicked
as unpure instead of the client trying to download the pk3 file.

Also make server touch ui.qvm since it's required to pass pure check and
may be separate from cgame.qvm.
2018-05-22 14:43:11 -05:00
SmileTheory
c0c45d325d OpenGL2: Readd r_deluxeSpecular.
https://github.com/ioquake/ioq3/issues/369
2018-05-14 18:30:59 -07:00
Zack Middleton
60a3112e45 Fix console offset while Team Arena voiceMenu is open
Fix console text being on top of the Tema Arena voice chat head in
screen resolutions higher than 640x480.
2018-05-14 00:22:58 -05:00
Simon McVittie
5909b9a1cf Isolate the Altivec code so non-Altivec PPC targets can use the same binary.
Moved all the code using Altivec intrinsics to separate files. This 
means we can optionally use GCC's -maltivec on just these files, which
are chosen at runtime if the CPU supports Altivec, and compile the rest
without it, making a single binary that has Altivec optimizations but
can still work on G3.

Unlike SSE and similar extensions on x86, there does not seem to be
a way to enable conditional, targeted use of Altivec based on runtime
detection (which is what ioquake3 wants to do) without also giving the
compiler permission to use Altivec in code generation; so to not crash
on CPUs that do not implement Altivec, we'll have to turn it off
altogether, except in translation units that are only entered when
runtime Altivec detection is successful.

This has been tested on Linux PPC (on an Altivec-enabled CPU),
but we may need further work after testing trickles out to other
PowerPC devices and ancient Mac OS X builds.

I did a little work on this patch, but the majority of the effort belongs 
to Simon McVittie (thanks!).
2018-05-12 14:14:47 -04:00
Zack Middleton
2326a060b9 Don't allow SDL audio capture using pulseaudio
When you start recording using SDL pulseaudio driver the client sends
all audio captured while not recording. 240 milliseconds of audio is
sent each frame until the capture buffer is empty. This is a problem for
privacy and causes confusing to debug VoIP playback issues on other
clients connected to server and when playing back demos.
2018-05-12 04:20:58 -05:00
Zack Middleton
42d2fb908c OpenGL2: Fix parsing specularScale in shaders
Fix specularScale <metallic> <smoothness> with r_pbr 1 which has been
broken since r_pbr was implemented in 2016.

Fix specularScale <r> <g> <b> <gloss> setting b to gloss and leaving
gloss as 0 since it was implemented in 2014.
2018-05-11 23:18:39 -05:00
Zack Middleton
10abac8fa0 Fix duplicate bots displayed in Team Arena ingame add bot menu
The key handler allowed going 2 beyond the end of the bot list and the
display function clamped to 0 causing the first bot to be shown 3 times.

Attempting to add the bot in gametypes < GT_TEAM would fallback to
Sarge in UI_GetBotNameByNumber() (who isn't the first bot) and gametypes
>= GT_TEAM would access characterList past known values (typically NULL
but if teaminfo.txt contained 63 characters it would access out of
bounds memory).
2018-05-06 01:47:49 -05:00
Zack Middleton
da861ff3a2 Fix not closing description.txt and fix path seperator
0 length description.txt files were not closed.
2018-05-03 16:13:19 -05:00
Zack Middleton
51743bbb01 Improvements for dedicated camera followers (team follow1/2)
Switching to dedicated camera follower with no possible players to
follow would spawn at the intermission point and display "connection
interrupted" HUD message. Pmove() was not run for the client so
ps.commandTime was too far behind. I made it so that dedicated camera
followers and scoreboard run Pmove() but cannot move (PM_FREEZE).

When all players possible to follow leave, the dedicated camera follower
would continue to display the old player state of the player they were
following (along with "connection interrupted" HUD message). Unlike the
regular case of a spectator following a specific player, dedicated
camera followers did not reset their player state to the intermission
point after the followed player was no longer valid.

Now a client can be set as 'team follow1' to automatically switch
between displaying the intermission point and following a player when
possible.
2018-05-01 21:25:14 -05:00
Zack Middleton
f3f29e9670 Make s_useOpenAL be CVAR_LATCH
After changing s_useOpenAL the sound needs to be restarted (snd_restart)
for it to take affect.
2018-05-01 16:18:44 -05:00
Zack Middleton
45f8512f8e Fix clearing keys for control in Team Arena UI
When a control is selected for binding a key, pressing backspace would
clear the displayed keys in the menu but not actually unbind the keys.
2018-04-26 11:47:11 -05:00
IR4T4
9b2df26024 Fix array index in CanDamage() function - discovered by MARTY
The wrong array element was accessed. However the correct element is the
same value so fixing it does not affect gameplay.
2018-04-26 11:31:07 -05:00
Zack Middleton
7ad05ccf2d Make UI_DrawProportionalString handle NULL string
This makes the function consistent with UI_DrawString.
2018-04-26 11:22:55 -05:00
Zack Middleton
05758d52f4 Remove unnecessary NULL pointer check in Cmd_RemoveCommand 2018-04-26 11:22:55 -05:00
Zack Middleton
a82a99f68d Fix uninitialized bot_goal_t fields 2018-04-26 11:22:55 -05:00
Zack Middleton
e9e11f1605 Fix possible bot goal state NULL pointer dereference 2018-04-26 11:22:55 -05:00
Zack Middleton
9a0ee67e04 Make macOS Universal Bundle target 10.6 for x86 and x86_64
SDL 2.0.5 dropped support for macOS 10.5 so target 10.6 instead. The
PPC build uses SDL 2.0.1 so it still targets 10.5. macOS 10.5 (x86,
x86_64) should automatically run the PPC build using Rosetta.

Revert MAN-AT-ARMS' change to SDL 2.0.8 SDL_platform.h that allowed
targeting macOS 10.5 for the sake of PPC. It also incorrectly allowed
x86 and x86_64 to target 10.5 as well. (Also macOS PPC uses separate
headers now.)
2018-04-26 11:21:36 -05:00
Zack Middleton
92935df37b Enable SDL audio capture for SDL 2.0.5 and newer
The version check is required for supporting macOS PPC with SDL 2.0.1
and Travis-CI (Ubuntu Trusty) with SDL 2.0.2.

The client now requires SDL 2.0.5 runtime if compiled against SDL 2.0.5
or newer.
2018-04-26 11:21:36 -05:00
Zack Middleton
45af2594a0 Add SDL 2.0.1 headers for macOS PPC
code/libs/macosx/libSDL2-2.0.0.dylib has 2.0.8 for x86 and x86_64 and
2.0.1 for PPC. Add 2.0.1 headers for PPC with modifed SDL_platform.h to
allow compiling using macOS 10.5 SDK. Using separate headers allows the
engine to check the SDL version for enabling newer SDL features.
2018-04-26 11:21:36 -05:00
MAN-AT-ARMS
5bf60a9504 Update SDL2 to 2.0.8 2018-04-26 11:21:36 -05:00
Ryan C. Gordon
8bd2c79109 Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. 2018-04-14 00:56:36 -04:00
Ryan C. Gordon
78c70d0afc Use the SDL2 audio device interface instead of the legacy 1.2 API.
This is a little bit of future-proofing, but also gives us a little more
flexibility in general; now we can add in the cvars to open a specific
device, etc, that the OpenAL codepath does.
2018-04-13 22:47:29 -04:00
Ryan C. Gordon
69f92daf08 Added audio capture support to SDL backend.
This lets you speak through VoIP when not using OpenAL. Previously you could
listen but not speak.
2018-04-13 22:38:17 -04:00
Ryan C. Gordon
2f62394174 There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). 2018-04-13 21:32:51 -04:00
Ryan C. Gordon
62acfb3348 sdl_snd.c should just initialize SDL audio without checking SDL_WasInit().
In SDL2, the initialized subsystems are referenced counted, so it's safe to
initialize them twice, and it makes the SDL_QuitSubSystem during our shutdown
correctly decrement the count. Before (as a probably-harmless bug), it would
not increment the refcount if the subsystem was already initialized, causing
problems when it decremented it later.
2018-04-13 21:30:26 -04:00
Ryan C. Gordon
4f8c7c2f2f Support SDL audio devices that require float32 samples.
Fixes missing audio when playing on Windows with SDL 2.0.7, which started
using WASAPI, which demands floating point audio.
2018-04-13 14:05:12 -04:00
Zack Middleton
3377f9981a Fix map list in Team Arena start server menu after entering SP menu
In September 2017 I moved loading arenas.txt/*.arena files from entering
start server menu to at startup to fix running out of memory in Team Arena
UI after opening the start server menu several times.

However, Team Arena completely replaces the uiInfo.mapList array when
switching between single player and start server menus. So after my
change, entering single player and then entering start server would only
display single player maps. It caused SP endofgame menu to use MP map
list for replay/next map since arenas were loaded after gameinfo.txt.

Continue loading arena info at start up to avoid reallocating arena info
but move setting up uiInfo.mapList to when entering the start server
menu.
2018-04-12 01:04:54 -05:00
Zack Middleton
dfb49e78b5 Make setting r_stencilbits more consistent in Team Arena UI
I changed Color Depth options 'Default' to reset r_stencilbits instead
of 0 and '32 bit' to use r_stencilbits 8 instead of not changing the
value. (This matches my q3_ui changes in the previous commit.)

Set r_stencilbits when changing graphics presets like when changing
Color Depth.
2018-04-11 02:07:27 -05:00
Zack Middleton
61404e25c4 Restore setting r_colorbits in q3_ui
In 2007 in ioquake3 unified-sdl branch (revision 1144) setting
r_colorbits in q3_ui was removed but the Color Depth menu option was
still kept. Setting r_colorbits was not removed from the Team Arena UI.

In 2011 I removed the Color Depth menu option from q3_ui as it did not
change any cvars. Yesterday I restored the option not realizing this
and thinking that requesting 16-bit color depth worked.

Add setting r_colorbits back to q3_ui so Color Depth menu option works
again. I changed Color Depth options 'Default' to reset r_stencilbits
instead of 0 and '32 bit' to use r_stencilbits 8 instead of not changing
the value.

However I discovered r_colorbits 16 does not actually work on my system
(Debian Jessie x86_64 nvidia). ioquake3 was reporting the requested
value instead of the actual obtained value. Fixed in my previous commit.
2018-04-11 02:05:55 -05:00
Zack Middleton
7e9b92de12 Fix displayed color/depth/stencil bits values
The values passed to SDL are just the minimum required. Get actually
values of colorbits, depthbits, and stencilbits from SDL instead of
assuming that the engine got exactly what it asked for.
2018-04-11 01:26:00 -05:00
Zack Middleton
43602a7eb8 Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything."
The r_colorbits cvar still exists and gfxinfo reports it works on
Debian Jessie in both git master and building the commit where I
removed r_colorbits from q3_ui. So it does indeed control something.
Maybe I expected 16-bit color to look different? I don't know.

This reverts my commit 8e689739f4
from August 11 2011.
2018-04-09 16:31:32 -05:00
Zack Middleton
3ad427c68d Fix q3history buffer not cleared between mods and OOB-access
Loading a 1024-byte q3history file will fill the whole consoleSaveBuffer
leaving no space for a string terminator. Com_Parse will read at least
one byte beyond the end of consoleSaveBuffer. The written console
history file can only be 1023 bytes (enforced by Q_strcat) so don't
allow loading size of 1024.

If switching to a mod with a shorter q3history file, the data in
consoleSaveBuffer that isn't overwritten will be parsed. So always
add a string terminator.

String not terminated reported by David "devnexen" CARLIER.
2018-04-09 02:20:49 -05:00
Zack Middleton
699cbed7c7 Fix mouse grab after toggling fullscreen
cls.glconfig.isFullscreen was not updated when changing r_fullscreen
without a vid_restart. Starting in fullscreen and switching to
windowed mode would not release the mouse.

Mods calling trap_GetGlconfig() after a fullscreen toggle now get
the correct value for isFullscreen. (Note: Mods already got the
correct value at start up and after vid_restart.)

Reported by Mickaël "mickael9" Thomas.
2018-04-09 00:05:43 -05:00
Mickaël Thomas
e986384fde Maximize cURL buffer size
Allows higher download throughput (from ~2 MB/s to ~60 MB/s at 120FPS)

This has no effect for curl versions older than 7.53.0 (for which the
buffer can only be shrunk below 16k)
2018-04-08 22:40:37 -05:00
IR4T4
63e59a4591 Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars
Fix the output/behaviour of CVAR_CHEAT flagged cvars in case they are
also of type CVAR_LATCH (avoid the early latch case return to make it
work as intended).
2018-04-08 22:08:04 -05:00
Dominic Fandrey
b8ee77cecc Avoid srcList[-1] in snd_openal.c 2018-04-08 21:41:31 -05:00
Dominic Fandrey
a740ba47dd OpenGL1: Decay float[8] to float * in tr_marks.c 2018-04-08 21:41:31 -05:00
Dominic Fandrey
bf4c7a0341 Add missing address operator in cm_polylib.c
Also avoid nullptr dereference.
2018-04-08 21:41:31 -05:00
Dominic Fandrey
3a702ded65 Fix signed bit operations in MSG_ReadBits 2018-04-08 21:41:31 -05:00
Dominic Fandrey
62cec249d7 Fix shift into sign in cl_cin.c 2018-04-08 21:41:31 -05:00
Zack Middleton
ae9edd1491 Fix shifting bits out of byte in tr_font.c
Found using LLVM sanitizer. Reported by Dominic "lonkamikaze" Fandrey.
2018-04-08 21:41:31 -05:00
Dominic Fandrey
a494edeb94 Fix undefined behaviour due to shifting signed in snd_mem.c 2018-04-08 21:41:26 -05:00
Zack Middleton
4ea0eebfe5 Fix nullptr dereference in front of nullptr check in FS_CheckPak0
Found using LLVM sanitizer. Reported by Dominic "lonkamikaze" Fandrey
and David "devnexen" CARLIER.
2018-04-08 20:56:08 -05:00
Eugene C
9f294ce520 Fix MSG_Read*String*() functions not being able to read last byte from message
This is exact root of q3msgboom bug http://aluigi.altervista.org/adv/q3msgboom-adv.txt
Unfortunately, server still need this ugly '1022 char limit' hack to support unfixed clients in some degree.
And as it affects MSG_ReadBigString() - unfixed clients can still be crashed by 8191-chars long configstrings that comes with gamestate
2018-04-03 22:36:24 -05:00
Zack Middleton
3bf48877f3 Fix "Going to CS_ZOMBIE for [clientname]" developer message
Client name was cleared before printing the message resulting in
a blank name.
2018-04-03 21:37:59 -05:00
Zack Middleton
b61e2998f3 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
2018-04-03 21:37:15 -05:00
Zack Middleton
484149573b Allow loading system OpenAL library on macOS again
In May 2017 the library loading was limited to *.dylib but the macOS
system OpenAL framework does not have dylib extension. So allow loading
files from /System/Library/Frameworks/ as libraries even without dylib
extension.

This is checked in Sys_DllExtension() so that QVM filesystem access will
not allow writing files to /System/Library/Frameworks/ even if homepath
is changed to include it. (Admittedly it doesn't fit the function name
but fits the function description and current usage.)
2018-03-22 14:58:44 -05:00
Zack Middleton
acef71af5e Rename (already updated) opusfile-0.8 to opusfile-0.9 2018-03-16 13:29:20 -05:00
Zack Middleton
58a315fe3f Update opusfile from 0.8 to 0.9 2018-03-16 13:29:20 -05:00
Zack Middleton
8611eb421d Rename (already updated) opus-1.1.4 to opus-1.2.1 2018-03-16 13:29:19 -05:00
Zack Middleton
cb24c59567 Update opus from 1.1.4 to 1.2.1 2018-03-16 13:29:19 -05:00
Zack Middleton
c38c823a2a Rename (already updated) libvorbis-1.3.5 to libvorbis-1.3.6 2018-03-16 13:29:19 -05:00
Zack Middleton
b78c6e61bf Update libvorbis from 1.3.5 to 1.3.6
* Fix CVE-2018-5146 - out-of-bounds write on codebook decoding.
* Fix CVE-2017-14632 - free() on unitialized data
* Fix CVE-2017-14633 - out-of-bounds read
2018-03-16 13:29:02 -05:00
Zack Middleton
ebd3d516ac Rename (already updated) libogg-1.3.2 to libogg-1.3.3 2018-03-16 13:11:27 -05:00
Zack Middleton
2e7900c1aa Update libogg from 1.3.2 to 1.3.3 2018-03-16 13:11:27 -05:00
Tom Murphy
af6b1f8edf Remove CON_FlushIn function and where STDIN needs flushing, use tcflush POSIX function 2018-03-14 21:43:56 +00:00
Zack Middleton
b48d902672 OpenGL1: Use glGenTextures instead of hardcoded values
It's the proper way to use the OpenGL API. It's already done in the
OpenGL2 renderer.
2018-03-13 09:17:23 -05:00
Zack Middleton
0d6edd227a Support Unicode characters greater than 0xFF in cl_consoleKeys
Unrelated: make '0x' value be -1 (invalid) instead of 0.

Reported by MAN-AT-ARMS.
2018-02-22 18:15:53 -06:00
Zack Middleton
00c3480938 OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces
Reported by Mickaël Thomas (mickael9).
2018-02-18 13:05:27 -06:00
Zack Middleton
d1f82ed567 Increase q3_ui .arena filename list buffer size to 4096 bytes
Allow listing about 273 .arena filenames for loading in q3_ui instead
of only about 136 that fit in a 2048 byte buffer (average 15 bytes per
file name).

The buffer for filename list runs out of space long before the buffer
for arena file content does. There is no warning for file list out of
space but there is a warning for arena file content.

This was requested by a user with many maps.
2018-02-11 15:54:05 -06:00
Thomas Köppe
3f29b8558d [qcommon] Make several zone variables and functions static. 2018-02-07 09:13:27 -06:00
Thomas Köppe
d047210aca [qcommon] Remove dead serialization code 2018-02-05 10:37:46 -06:00
Zack Middleton
71a9a5efa6 Make FS_InvalidGameDir() consider subdirectories invalid
fs_game shouldn't be a subdirectory and it simplifies the code.
2018-02-04 20:34:48 -06:00
Zack Middleton
3d6aa05694 OpenGL2: Fix dark lightmap on shader in mpteam6
Team Arena's mpteam6 map has a shader textures/base_wall2/space_concrete
that contains an opaque stage, two non-lightmap blendfunc filter stages,
a blendfunc add stage, and a lightmap stage. The lightmap was attached
to all four of the non-lightmap stages causing the filter stages to
darken the lightmap multiple times.

Change setting up the lightall GLSL shader to only use lightmap if it's
the first stage or not a blendfunc filter stage. Now only the opaque
and blendfunc add stages of the mpteam6 shader use the lightmap.

Reported by Alexander Nadeau (wareya).
2018-02-04 14:34:17 -06:00
Zack Middleton
0b6d97f849 Fix negative frag/capturelimit causing an infinite map end loop
Reported by @vloup.
2018-02-04 10:37:39 -06:00
Zack Middleton
fc16ac6bd2 Fix invalid access to cluster 0 in AAS_AreaRouteToGoalArea()
Newer versions of BSPC such as 2.1h included with the Quake 3 GPL source
code create AAS files containing areas in cluster 0 if the area has no
reachabilities.

The AAS files included with Quake 3 and Team Arena do not contain areas
in cluster 0. It's apparent that BSPC would not create them. Instead it
created clusters with no reachability areas.

It seems the intention was to check if the areanum and goalareanum have
reachable areas using AAS_AreaReachability(areanum) everywhere before
calling AAS_AreaRouteToGoalArea(). This prevents adding cluster 0 to
the routing cache and portal cache. However, it is not checked
everywhere and including some places in the Game VM.

Fix AAS_AreaRouteToGoalArea() instead of trying to wack-a-mole with all
the places that call it.

Cluster 0 access reported by Thomas Köppe (github @tkoeppe) as causing
crashes in rare cases.
2018-02-04 09:07:44 -06:00
Zack Middleton
0822772ea2 Fix timelimit causing an infinite map ending loop
A negative timelimit value or a value that would overflow the
multiplication by 60000 caused an endless map change/reload.

Based on patch and description by @vloup.
2018-02-04 09:00:08 -06:00
Zack Middleton
83119a990a Fix Q_vsnprintf for mingw-w64
By default mingw-w64 uses Microsoft's broken _vsnprintf() in msvcrt.dll.
It can be overriden by defining __USE_MINGW_ANSI_STDIO but let's just
use the same behavior for both MSVC and mingw-w64.

Reported by @birdstakes.
2018-02-04 08:04:13 -06:00
Zack Middleton
df8f657f09 Fix exploit to bypass filename restrictions on Windows
Windows API ignores all trailing spaces and periods which can get around
Quake 3 file system restrictions. QVM opening 'uix86.dll.' actually
opens 'uix86.dll' which allows QVM to write native code.

This is done in the low-level Sys_FOpen() instead of the function
directly used by VMs ( FS_FOpenFileByMode() ) in case there are engine
commands now or in the future that can read or write arbitrary files.

Reported by Noah Metzger (Chomenor).
2018-01-30 07:59:25 -06:00
Zack Middleton
738465d677 Revert my recent cvar latch changes
My cvar latch system changes prevent the Game VM from changing
g_gametype when the value is out of range due to it being registed in
the engine. It's been pointed out as fragile method of security, which
was still exploitable, by Noah Metzger (Chomenor). It doesn't seem like
this is working out to be a good solution.

The issue of fs_game '..' on server being relicated on client via
systeminfo exploit is still fixed as it's not affected by latch.
There are a few cases from current values of fs_game are used which
ideally should use fs_gamedir char array which has been validated.

Revert "Don't let VMs change engine latch cvars immediately"
Partially revert "Fix fs_game '..' reading outside of home and base path"
Revert "Fix VMs forcing engine latch cvar to update to latched value"
2018-01-21 22:45:46 -06:00
Zack Middleton
ed8d48cac3 Fix VMs forcing engine latch cvar to update to latched value
A few commits ago I stopped VM's Cvar_Set() from instantly updating
latched values. Now VM can't call Cvar_Register() afterword to force
latched value to be used.

Reported by Noah Metzger (Chomenor).
2018-01-21 19:49:16 -06:00
Zack Middleton
3638f69dff Fix fs_game '..' reading outside of home and base path
VMs could set fs_game to '..' at anytime to access files outside of home
and base path. fs_game sent by server to clients could also be '..' to
access files outside of home and base path.

'..' was not caught by FS_CheckDirTraversal() as it expects filenames
not a single directory.

I've made fs_game be latched to prevent VMs from changing it with no
good way to validate it before it's used. com_basegame and fs_basegame
are now latched as well.

Additionally, it's now possible to change com_basegame while the engine
is running. game_restart or vid_restart will make it take affect.
com_homepath is now CVAR_PROTECTED to prevent VMs from changing it
to a directory traversal.

This requires my two previous commits for preventing VMs from changing
engine latch cvars and only Cvar_Get fs_game in FS_Startup (so CVAR_INIT
isn't added in serveral other places).

Reported by Noah Metzger (Chomenor).
2018-01-21 06:02:28 -06:00
Zack Middleton
78ca670d4f Don't let VMs change engine latch cvars immediately
If a VM increases sv_maxclients while a server is running the engine
will crash. The value should be latched until engine decides to update
the cvar; the same as when a user sets it.
2018-01-21 06:02:08 -06:00
Zack Middleton
adef4e6c9e Don't register fs_game cvar everywhere just to get the value 2018-01-21 06:02:08 -06:00
Zack Middleton
3a6af1bc48 Fix VMs being able to change CVAR_PROTECTED cvars
VM could use Cvar_Register to set a protected cvar as user created and
was then able to use Cvar_Register with CVAR_ROM to change the value.

Don't allow Cvar_Register to affect protected cvars and prevent VMs
from adding internal flags to any cvars (creator, modified, protected,
nonexistent).

Reported by Noah Metzger (Chomenor).
2018-01-21 06:02:08 -06:00
Thomas Köppe
917bca4f7d Use standard offsetof facility. Dereferencing a null pointer results
in undefined behaviour.
2018-01-21 06:01:50 -06:00
Thomas Köppe
ed1794fe17 Change shift expressions to unsigned types. Shifting signed values to
a result that is not representable has undefined behaviour.
2018-01-21 06:01:50 -06:00
Zack Middleton
7e2aa2c627 Remove extra plus sign from Huff_Compress()
There was an extra plus sign in Huff_Compress(). It wasn't causing any
issues as it does not affect the generated code. Removing it makes the
source code the same as Huff_Decompress().

The odd source code was brought to my attention by Tobias Kuehnhammer.
2018-01-14 18:38:38 -06:00
Zack Middleton
22fcd82965 Make FS_BuildOSPath for botlib.log consistent with typical usage
I don't think anywhere else uses "" to mean current game directory.
Though it's only an issue for my fork where I removed that behavior.
2017-12-23 17:01:08 -06:00
Eugene C
f3bdd6f022 Don't allow qagame module to create "botlib.log" at ANY filesystem location 2017-12-23 16:41:13 -06:00
David CARLIER
c904f6d4aa fix a few potential buffer overwrite in Game VM 2017-12-16 12:51:34 -06:00
David CARLIER
76ec9fb6bd Few LCC memory fixes. 2017-12-15 18:08:23 -06:00
Zack Middleton
7c2dd01873 OpenGL2: Restore adding fixed ambient light when HDR is enabled
Use opengl1 renderer behavior of adding fixed amount of ambient light
to all models regardless of HDR setting. It fixes the view weapon
having zero ambient light on pillcity map.
2017-12-15 17:46:51 -06:00
Zack Middleton
bad8c3ba4e Fix GCC 6 misleading-indentation warning 2017-12-03 05:51:40 -06:00
Zack Middleton
424e1ac7b1 Fix invalid model frame developer warnings in Team Arena
Models for Team Arena's holdable medkit and invulnerability effects use
the frames numbers from the player's torso but the actual models only
have one frame (0).
2017-11-22 20:21:02 -06:00
Zack Middleton
d40b047f13 Correct spelling of two more words
Thanks Undeference for pointing out abreviations.
2017-11-22 20:17:21 -06:00
Edward Betts
fe42b8653d Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
Zack Middleton
3e1599ac4b Fix my previous commit about -1 ammo 2017-11-10 21:09:23 -06:00
Zack Middleton
4af2c91fbf Fix -1 (unlimited) ammo decreasing ammo time remaining
Gauntlet and Grappling Hook use -1 ammo. Gauntlet is excluded from
the check ammo loop but Grappling Hook causes ammo time remaining
to decrease 200 milliseconds.

The out of ammo check tests time remaining is equal to zero. This
means carrying Grappling Hook and out of ammo will have negative
time remaining which results in the low ammo message being displayed
instead of out of ammo.
2017-11-10 20:33:07 -06:00
Zack Middleton
471ea9e564 Fix Team Arena server refresh time format
Make minute less than 10 have a leading 0. Change '7:1' to '7:01'.
2017-11-10 20:06:04 -06:00
Zack Middleton
e8450cae33 OpenGL2: Use ri.Error instead of Com_Error in tr_vbo.c
Com_Error is a wrapper for ri.Error. Use it directly.
2017-11-05 20:58:57 -06:00
Zack Middleton
690c5a4dac Don't send team overlay info to bots 2017-10-09 02:34:22 -05:00
Zack Middleton
b4a4fe98d4 Fix reading crash log when log wraps around buffer 2017-10-08 07:19:07 -05:00
Zack Middleton
9e502bda4d Only draw cm_patch/bot debug polygons in world scenes
Fixes debug polygons appearing in HUD head model scene.
2017-10-08 07:18:40 -05:00
Zack Middleton
e46e9846fc Fix memory leak in (unused) AAS_FloodAreas() 2017-10-07 08:02:24 -05:00
Zack Middleton
815c898bf5 Don't redefine MAX_PATH in bot code 2017-10-04 22:13:50 -05:00
Thomas Köppe
39b0702550 [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH
The array is part of a structure and should have a fixed size that does
not depend on inclusion order.
2017-10-04 21:41:41 -05:00
Zack Middleton
d824cfa5a2 OpenGL2: Fix MD3 surface with zero shaders dividing by zero
Reported by @DescX.
2017-10-04 21:00:04 -05:00
Zack Middleton
ac4802af8d OpenGL2: Fix brightness when r_autoExposure is disabled
The game world is too dark when r_autoExposure is disabled. It can be
fixed by setting (cheat) r_cameraExposure to 1 but then the game is
too bright when r_autoExposure is enabled. So default r_cameraExposure
to 1 and make auto exposure subtract 1 from r_cameraExposure value.
2017-10-02 20:46:36 -05:00
Thomas Köppe
b3223dcfcb [qcommon] Use unsigned types where wrapping arithmetic is intended
The use of signed types in these expressions lead to overflow, hence undefined behaviour. The "sum" aggregator in Com_TouchMemory isn't even used (and presumbably just exists to inhibit optimizations from removing the memory access).
2017-10-02 19:46:37 -05:00
Zack Middleton
a83ae01d93 Load OpenGL ES 1.1 function procs 2017-10-02 04:48:07 -05:00
Zack Middleton
da07a6dbd9 Support parsing OpenGL ES version strings
The renderers don't support OpenGL ES though.
2017-10-01 23:09:20 -05:00
Zack Middleton
c9d12aa3f3 Add common OpenGL version parsing + OpenGL 3 fixes
- Parse OpenGL version in sdl_glimp.c to share with both renderers.
- Add GL_VERSION_ATLEAST(major, minor) macro.
- Get address of glGetStringi if using OpenGL 3.
- Fix glConfig.extensions_string when using GL3 core context in
opengl2 renderer.
- Make opengl1 renderer's gfxinfo support qglGetStringi too.
2017-10-01 23:09:20 -05:00
Zack Middleton
20573bce43 Don't link to libGL at compile time
Get all OpenGL functions using SDL_GL_GetProcAddress(). This makes it
easier to cross-arch compile on Linux and add support for OpenGL ES
in the future.

Users still have to supply their own libSDL2 for cross-arch compiling
on Linux. But now the user does not have to re-install libgl1-mesa-dev
package for i386 or amd64 on Debian when switching between compiling
ioquake3 for x86 and x86_64.
2017-10-01 23:07:33 -05:00
Zack Middleton
51e9aa2df0 Fix hit accuracy stats for lightning gun and shotgun kills
If a lightning bolt killed a player or the first shotgun pellet that
hit a player killed them, the shot was not counted as accurate.

Check if shot player is alive for hit accuracy before dealing damage.
2017-09-29 18:54:57 -05:00
Zack Middleton
45de6be4c2 Fix listen server sending snapshots each client frame
Running a server using the client engine would send server snapshots
to loopback and LAN clients each client frame (com_maxfps).

This causes excessive network traffic and likely does not provide new
information to the clients because SV_Frame() won't have run between
the extra snapshots.

This commit restores the original behavior of respecting local/LAN
client's snaps userinfo and sv_fps. The issue was introduced by the
following commit:

    Commit ac30d86db0
    From: Thilo Schulz
    Date: Wed, 13 Jul 2011 17:11:30 +0000
    Subject: - Improve snapshot rate and data rate control

Reported by Eugene C.
2017-09-15 19:31:00 -05:00
Zack Middleton
11b3bca555 Update UI player animation handling to match CGame
Fix "Error parsing animation file" messages in UI. Caused by fixing the
handling of missing tokens in animation.cfg parser in a past commit.
Fix new Team Arena torso animation frame numbers in UI.
Add support for fixedtorso and fixedlegs keywords.
Add support for reversed animations (negative numframes).
2017-09-10 20:20:30 -05:00
Zack Middleton
098d97bdb0 Fix in_nograb not releasing the mouse cursor
Disable SDL relative mouse mode when in_nograb is enabled. Relative
mouse mode hides the cursor and it cannot exit the window regardless
of the window's grab state.

This wasn't always the case. SDL before 2.0.4 on GNU/Linux released
the mouse cursor in relative mode. However, SDL 2.0.3/4 on Windows
does not. (I did not test other Windows versions.) So I think SDL
2.0.4 made GNU/Linux X11 behavior consistent with other platforms.

This fixes mouse input being unusable when debuging client crashes
in gdb.
2017-09-10 19:11:36 -05:00
Zack Middleton
a48dcdf224 Fix crash when out of memory in Team Arena's String_Alloc 2017-09-10 19:11:35 -05:00
Zack Middleton
dcf5707493 Don't reload arenas.txt/*.arena files in Team Arena UI
Entering Team Arena's start server or in-game callvote menu causes
arenas to be reloaded. The existing memory is not freed so after
a entering the menus a few times the UI runs out of memory and
crashes.

Just load arenas once when the UI loads like in q3_ui.
2017-09-10 19:11:35 -05:00
Eugene Molotov
e0a367451f ignore window resize event on fullscreen 2017-09-10 14:31:51 +05:00
Zack Middleton
5f743bdb22 Disable DPI scaling on Windows
Windows DPI scaling prevents using full monitor resolution in
fullscreen mode.
2017-09-07 21:17:44 -05:00
Zack Middleton
aeaecb4ae5 Add Windows application manifest
- Use common controls 6 so error dialogs use correct visuals on
Windows XP or later!
- Specify running as invoker so Windows doesn't guess if it should
prompt for admin permission on Vista or later.
- Specify compatible with Vista through Windows 10. Tells Windows
not to emulate Vista behavior, not sure if it affects anything.

Makefile automatically runs windres when manifest changes.
2017-09-07 21:04:52 -05:00
Zack Middleton
6f0736ce9a Fix loading renderer DLLs on Windows x86
After 'Fix floating point precision loss in renderer', Windows x86
client won't load the renderer DLLs. The problem is a 64 bit modulus.
I couldn't find any reports of this online. However, client with
built-in renderer worked with the 64 bit modulus.

Only tested with mingw-w64.
2017-09-07 20:42:31 -05:00
Zack Middleton
c2ce1c2f51 Make client for Windows x86_64 use OpenAL64.dll by default
ioquake3.x86_64.exe can't load x86 OpenAL32.dll. Using separate
library names allows shipping OpenAL for both architectures.

Though since the dll name is saved in the config file, using both
clients on the same computer will cause one client arch to always
try to load the wrong OpenAL dll and then fallback to the correct
default OpenAL dll. I guess it could be fixed by using separate
cvar names for s_alDriver.
2017-09-04 20:34:55 -05:00
Zack Middleton
8192f66b39 Don't draw crosshair 0 in Team Arena setup menu
Don't draw crosshair 0 in Team Arena setup menu. It isn't drawn
in CGame. Wrap cg_drawCrosshair in missionpack menu like CGame
instead of treating as index 0 which is no longer drawn.
2017-09-02 18:19:08 -05:00
Zack Middleton
e152761c28 Fix team chat box for spectators
Make spectators use green background for team chat box when following
players. The team chat messages are from spectators not the team of
the followed player.

Make spectators draw team chat box even when not following a player.
2017-09-02 17:57:26 -05:00
Zack Middleton
5d88c6fdee Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack
ui_smallFont and ui_bigFont are for missionpack HUD font size
selection. cg_noTaunt disables missionpack taunt voice chats.
2017-09-02 17:40:16 -05:00
Zack Middleton
2c22ead078 Make map names in q3_ui map select menu be uppercase
Makes map names match on both pages of start server menu.
2017-09-02 17:35:19 -05:00
Zack Middleton
f4d68590c2 Fix going to previous browser source in q3_ui
It wasn't possible to go to previous source from favorites if
sv_master5 cvar wasn't set.
2017-09-02 17:31:04 -05:00
Zack Middleton
c3e64d3806 Make bots only use q3tourney6 crusher to kill their enemy
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.
2017-08-28 21:46:58 -05:00
Zack Middleton
ad1d0e616e Make bots use crusher on other q3tourney6 maps
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.
2017-08-28 21:46:57 -05:00
Zack Middleton
63e07afae9 Make input events use earliest possible time
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.
2017-08-21 22:43:33 -05:00
Zack Middleton
5993c63c4e Removing input functions from sys_local.h for last commit
It helps to actually save files before making commits.
2017-08-21 22:27:09 -05:00
Zack Middleton
ead54782d0 Improve client input responsiveness
Move sampling input to the other side of framerate limiter.

Thanks to Alexander "wareya" Nadeau and Juraj "youurayy" Vitko for
pointing this out.
2017-08-21 21:40:54 -05:00
Zack Middleton
34d0b78754 Improve keys using international key layouts
Always map number row to number keys for AZERTY.
Map Unicode character keys to world keys using scan code.

Based on patches by @mickael9.
2017-08-21 20:21:18 -05:00
Zack Middleton
be1c71d363 Combine mouse movement events in event queue
Fixes 'Com_QueueEvent: overflow' spam after hitch / map load.

Based on patch by @ec-.
2017-08-21 20:12:26 -05:00
Zack Middleton
e793c0c37c Fix crash when pmove_msec is 0
When pmove_fixed is set to 1, setting pmove_msec to 0 would crash.
2017-08-19 01:42:38 -05:00
Mickaël Thomas
bae86208f9 Only allow safe protocols for cURL downloads
A malicious server could abuse dangerous protocols such as gopher:// to,
for instance, send mail via SMTP.
2017-08-15 21:47:27 -05:00
Zack Middleton
9736e7ff91 Fix compiling Cmd_CallTeamVote_f 2017-08-09 19:19:59 -05:00
Zack Middleton
3f267728c3 Remove newlines from chat messages in Game VM
This has no affect due to ioquake3 engine already removing command
separators (which includes newlines) in Cmd_Args_Sanitize().
2017-08-09 18:41:26 -05:00
Zack Middleton
f0b74a27c9 Check for all command separators in callTeamVote
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().
2017-08-09 18:37:18 -05:00
Zack Middleton
0bce5463f7 Add spawnflags to QUAKED for trigger_multiple 2017-08-09 17:47:33 -05:00
SmileTheory
9d1c6748f5 OpenGL2: Force VAO usage on OpenGL 3.0+ 2017-08-08 20:20:11 -07:00
SmileTheory
3f415abe61 OpenGL2: Use extension functions with OpenGL versions before 3.0. 2017-08-07 18:00:00 -07:00
SmileTheory
2955f8dadb Reject OpenGL contexts w/ software renderer when core context requested. 2017-08-03 14:20:33 -07:00
Zack Middleton
59b1262b82 Fix floating point precision loss in renderer [part 2]
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.
2017-08-03 00:14:22 -05:00
Zack Middleton
30fdd88c9f Fix floating point precision loss in renderer [part 1]
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.
2017-08-02 23:44:44 -05:00
Tobias Kuehnhammer
9c4c363ccc Fix friction in AAS_ClientMovementPrediction
Ground and water friction were reversed.
2017-08-02 15:05:46 -05:00
Zack Middleton
d2b1d124d4 Fix/improve buffer overflow in MSG_ReadBits/MSG_WriteBits
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.
2017-08-02 14:55:22 -05:00
Zack Middleton
2d6171f44c Remove CVAR_PROTECTED from cl_renderer
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.
2017-08-02 14:50:22 -05:00
Zack Middleton
c05fbe554e Make warmup in Team Deathmatch wait for players to join both teams
Reported by Cyrax.
2017-07-31 15:24:15 -05:00
Zack Middleton
e62941396d Remove unused imgFlag_t value IMGFLAG_SRGB 2017-07-30 15:39:32 -05:00
Zack Middleton
39716745f9 Silence g_util.c warning about set but not read variable
Probably caused by my commit on June 2 2017.

  commit 4006358492
  Fix spawn/freed entity logic (specifically harvester skulls)
2017-07-28 17:36:20 -05:00
MAN-AT-ARMS
e07ffa715c Update internal curl to 7.54.0 2017-07-28 16:32:22 +01:00
Zack Middleton
6693465336 Don't try to remove non-existant command 'shaderstate'
Remove commands in the order they are added because the different
orders is annoying.
2017-07-27 18:58:46 -05:00
Zack Middleton
fa034c17ec Echo server say/tell/sayto message to console 2017-07-24 20:55:14 -05:00
SmileTheory
356ae10ef6 OpenGL2: Don't use initialized arrays in glsl shaders.
Unsupported in GLSL 1.20 (Mac OS X 10.6)
2017-07-24 16:29:04 -07:00
Zack Middleton
9f239d647b Make 'globalservers 0' fetch all masters
This commit fixes the vanilla Q3 UI VMs not displaying a server list
when id Software's master server is down.

Originally master 0 for the globalservers command was Internet and
master 1 was MPlayer (defunct). In 2008 ioquake3 changed it so that
master 0 to 4 were five separate master servers with no affect on
original Quake3/Team Arena UI VMs; they continued to get the server
list from master.quake3arena.com.

id Software's master server (master.quake3arena.com) goes down
occasionally. Using ioq3's UI VM additional master servers can be
accessed but players using the original UI VMs are unable to get a
server list.

In order to fix the original UI VMs in Quake3/Team Arena's pk3s this
commit makes 'globalservers 0' fetch all master servers. So players
get a combined list of id Software's and ioquake3's master list. Or
just ioquake3's list if id Software's master is down.

Getting lists from individual master servers using globalservers has
changed from 0 through 4 to 1 through 5 to accommodate using 0 for
other purposes. This commit modifies ioq3's UI code to support the new
values for globalservers command.

A side affect of these changes is that UI VMs based on ioq3 since 2008
will have Internet1 fetch all master servers and Internet2 request
sv_master1 instead of sv_master2 and so on. It may be worth noting that
getting server list from masters 3-5 could not be done using ioq3's UI
before 2011.
2017-07-20 15:39:51 -05:00
Noah Metzger
fa1549d457 Move CON_Init ahead of Com_Init to avoid Windows dedicated server crash 2017-07-15 10:16:13 +01:00
Zack Middleton
5f2e4a03c5 Add score bonus for defending the flag carrier in 1 Flag CTF
Set flag_pw to neutral flag instead of using CTF value for red or
blue flag so that flag carrier is detected correctly.
2017-07-14 19:06:43 -05:00
Zack Middleton
13831f9569 Restore not giving defense score bonus to flag carrier
The Team Arena code for giving defense bonus for fragging player
who recently damaged a skull carrier unintentionally applied to
the flag carrier.

The skull carrier case would of been handled by the flag carrier
block above it. However, Harvest mode doesn't call
Team_CheckHurtCarrier() so the skull carrier defense bonus does
not work.

This restores the pre-Team Arena behavior of not giving defense
score bonus to flag carrier.
2017-07-14 19:06:43 -05:00
Zack Middleton
c8db6c55e5 Fix score bonus for defending the flag carrier in CTF
Fix copy-paste error in the original Quake 3 code. The wrong values
are used for v1 and v2. v2 was previously set to distance of attacker
to flag base; which should be handled already.

The game now gives defense score bonus to player when they frag an
enemy near their team's flag carrier while the player is more than
1000 units from the flag carrier.

This may also fix not giving defense bonus when near carrier due to
checking if carrier and enemy (instead of attacker) are in PVS.

Found by @Razish.
2017-07-14 19:06:43 -05:00
SmileTheory
786f6fc525 whoops, left a bit of debugging enabled 2017-07-14 16:26:41 -07:00
SmileTheory
6f1712dafe OpenGL2: "Fix" cg_shadows 4. 2017-07-14 16:15:02 -07:00