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try #3

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Adrenos
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@Adrenos Adrenos commented Oct 29, 2017

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zturtleman and others added 30 commits July 24, 2017 20:55
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)
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.
tomkidd and others added 19 commits February 10, 2020 17:20
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.)
@NuclearMonster NuclearMonster deleted the branch id-Software:master February 10, 2021 09:26
@NuclearMonster NuclearMonster deleted the master branch February 10, 2021 09:26
@timangus timangus deleted the branch id-Software:master September 27, 2021 09:57
realityforge referenced this pull request in realityforge/Quake-III-Arena Apr 11, 2022
Allow to assign action also to right stick diagonals (up-left, up-right, down-left and down-right)
@ghost
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ghost commented Jul 22, 2023

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.

@rawr51919
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agreed, this is supposed to be an historical repository for Q3A, please close

@Nakilon
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Nakilon commented Aug 14, 2023

Archive the repo.

@ghost
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ghost commented Aug 25, 2023

Archive this.

@ghost
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ghost commented Aug 25, 2023

ioquake people are not in reality :(

@ghost
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ghost commented Oct 24, 2023

archive + close pls

hi im thaldren

@zturtleman
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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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