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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-10-29 01:53:09 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-10-29 01:53:09 +0000
commit8ceb35ae193c50bdf11820eb28f5f86b40c2a89c (patch)
tree661d65cbc34ad7f84d095666363a992c7a2e825b /ChangeLog
parent65b817698937b59af8cc1b268a06d7efe2fb4857 (diff)
downloadioquake3-aero-8ceb35ae193c50bdf11820eb28f5f86b40c2a89c.tar.gz
ioquake3-aero-8ceb35ae193c50bdf11820eb28f5f86b40c2a89c.zip
* Added STATUS
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill... git-svn-id: svn://svn.icculus.org/quake3/trunk@196 edf5b092-35ff-0310-97b2-ce42778d08ea
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+2005-10-29 Various contributors
+ + nasm syntax asm ported to gas
+ + Disabled-by-default MD4 support
+ + cons build system removed
+ + Better FreeBSD support
+ + Makefile generates dependencies
+ + Some SDL sound tweaks
+ + qvm build tools and qvms are now built with the rest of the binaries
+ + q3asm-turbo from Phaethon
+ + Moved various displaced c and h files into more appropriate places
+ + A shitload (can I say shit?) of bug fixes -- see the svn log for details
+
+2005-09-22 Tim Angus <tim@ngus.net>
+ + MinGW port
+
+2005-09-??
+ + SDL Stuff (icculus)
+ + x86_64 (ludwig von angstenheimer)
+ + patches from a cast of thousands
+
+2004-05-22 Timothee Besset <ttimo@idsoftware.com>
+ + updated the xcode project from Apple's version
+ now with the latest vm_ppc code
+
+2004-05-21 Timothee Besset <ttimo@idsoftware.com>
+ + fixed the Linux build to compile again on sid (glext.h and gcc3 warnings)
+ + 2 weeks ago, hacked up the source to compile on panther / xcode 1.1
+ several cleanups were needed, and VM support seems broke (hangs or crashes)
+ + got altivec optimisations from Apple (Kenneth Dyke)
+ merged back in
+ + looks like with the new code merge the VM support is back in and working
+
+2003-09-15 Timothee Besset <ttimo@idsoftware.com>
+ + import Q3 java master code, cleanups on monster
+
+2003-08-31 Timothee Besset <ttimo@idsoftware.com>
+ + loki_setup hell
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=626
+ http://zerowing.idsoftware.com/linux/q3a/index.html#glibc
+ text mode installer in loki_setup image built on Mandrake 7.2 crashes on
+ some glibc 2.3 systems such as RH9 etc. need to move to a different
+ version of the installer, and update old installers to keep them still
+ 'installing' moving to build the setup binaries on Debian Woody systems
+ (glibc 2.2, text mode installer will no longer work on 2.1 systems) hacked
+ together a new setup, using setup tree from RTCW. would need a complete
+ revamp if a new full setup with new binaries is needed
+
+2003-07-17 Timothee Besset <ttimo@idsoftware.com>
+ + new cvsreport, testing per-module config
+
+2003-01-19 Timothee Besset <ttimo@idsoftware.com>
+ + building on both gcc 2.x and 3.x
+ added conf modules to check gcc version
+ ccache support
+
+2003-01-13 Timothee Besset <ttimo@idsoftware.com>
+ + tweaking around for gcc 3.x build
+ edit Conscript to change the compiler
+
+2002-12-16 Timothee Besset <ttimo@idsoftware.com>
+ + added pbEmit class to auth code, emit CD keys to local PB master
+
+2002-11-14 Timothee Besset <ttimo@idsoftware.com>
+ + up to latest makeself.sh
+ + add both quake3.x86 and quake3-smp.x86 to setup
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=573
+ console setup crash / glibc 2.3 (Debian Sid)
+ investigated, put together a workaround
+
+2002-11-5 Timothee Besset <ttimo@idsoftware.com>
+ + Linux building both smp and non-smp again. Will have to put both in setup
+ + added in_subframe to toggle X subframe event handling
+ + reworked the timing code to be more reliable
+ + cleaned up dgamouse/in_mouse code, removed unnecessary dgamouse var
+ + made the mouse grabbing an in_nograb cvar, no longer a compile time option
+ in_nograb 1 force in_dgamouse 0 and r_fullscreen 0 (any of those two will b0rk)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=565
+ mouse issues on Suze 8.1 - related to subframe event timing
+ added code chunk to detect broken X timing and disable subframe
+ + tweaked the subframe/X bug workaround to be less paranoid
+
+2002-10-28 Timothee Besset <ttimo@idsoftware.com>
+ + no longer blocking demo recording if g_synchronous clients != 0
+ only sending out a warning (everyone does g_sync 1 ; record ; g_sync 0)
+
+2002-10-21 Timothee Besset <ttimo@idsoftware.com>
+ + building final mod sdk setups (added lcc bins, added link to q3asm-turbo in readme)
+
+2002-10-8 Timothee Besset <ttimo@idsoftware.com>
+ + quickfix cl_maxpackets > 125 brings back to 100
+
+1.32 release ---
+
+2002-10-7 Timothee Besset <ttimo@idsoftware.com>
+ + made the 'demo' command case-insensitive on extension match (it was confused by demo FOUR.DM_68)
+ + mouse wheel scrolling with in_mouse 1 + window mode was not working, fixed (DI didn't catch)
+ + removing on-the-fly pk3 build from Linux setup, using the finalized ones now
+ added 'pk3' option to cons for toggle of pk3 building
+
+2002-10-5 Timothee Besset <ttimo@idsoftware.com>
+ + updated win32 mod sdk (in win32/mod-sdk-setup)
+ added q3asm and lcc source
+ updated the .bat to build VMs
+
+2002-10-3 Timothee Besset <ttimo@idsoftware.com>
+ + linux mod sdk, wrote the bulk of the scripts
+
+2002-9-30 Timothee Besset <ttimo@idsoftware.com>
+ + ATVI Quake 3 1.32 Patch #9
+ rolling back to the way it was before, leaving 1v1 force vote exploit, the fix was worse than the bug
+ from comment on bug #9 in tracker:
+
+ actually the fix is worse than the original bug
+
+ after the fix, voting when you are alone on the server was no longer working
+ it was kinda intended in the fix, that you would have to be at least two to pass a vote .. but
+ it is an oversight.
+
+ calling a vote in a 1v1 game against a bot fails immediately
+ (calling a vote in any situation where there's only 1 live player fails)
+
+ Say a server's running some lame custom map that you have but a friend doesn't. You can't go
+ on the server and change it to the map you want to play, so he ends up having to auto-dl it at
+ 8K a second just so you can switch from it.
+
+ This particular 2 clients, vote / quit exploit would involve too many changes to fix properly.
+ I am reverting back to the old version, and leaving as WNF
+
+2002-9-29 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50
+ added Wheel support to the DirectInput code IN_DIMouse (in_mouse 1)
+ tweaked the Wheel mouse reading for in_mouse -1 (old win32 input code)
+ handle correctly when zDelta is > 120
+ provide a in_logitechbug cvar to handle buggy Logitech MouseWare driver sending wheel events twice
+
+2002-9-26 Timothee Besset <ttimo@idsoftware.com>
+ + ATVI Quake 3 1.32 Patch #38
+ adding trap_SetPbClStatus, reliably checks for PB presence before enabling PB in UI
+
+2002-9-25 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
+ SVF_CLIENTMASK, fixed a typo
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=555
+ pushed cl_maxpackets upper limit to 125 (from 100) per CPMA Arqon's request
+
+2002-9-24 Timothee Besset <ttimo@idsoftware.com>
+ + ATVI Quake 3 1.32 Patch #33
+ PB reporting sv_paused cvar hacked, fixed SV_CheckPaused to use a Cvar_Set
+ + ATVI Quake 3 1.32 Patch #24
+ added [skipnotify] from RTCW, use to display in the console only, but not on client screen
+ (also fixes pb_msgprefix and pb_sv_msgprefix)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=553
+ using correct error message if listen server starting as cl_punkbuster 0 sv_punkbuster 1
+ + ATVI Quake 3 1.32 Patch #35
+ text auto wrap in UI code was eating the last word if it was wrapping
+ fixed in Q3 and TA UI (this bug could have affected the server print message also)
+ + some updates to the win32 cons post-build process
+
+2002-9-21 Timothee Besset <ttimo@idsoftware.com>
+ + adding bspc cons build script
+
+2002-9-19 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=552
+ disconnect reason is transmitted in the disconnect command and processed into com_errorMessage
+ (similar to RTCW behaviour)
+ added UI for com_errorMessage cvar in baseq3/, if client is kicked/dropped/disconnected for whatever reason
+ (this is already functional in TA)
+ + ATVI Quake 3 1.32 Patch #9
+ failing vote if there's only one voting client (fixes exploit on 2-player server where one player votes then disconnects, forcing vote to pass)
+ + ATVI Quake 3 1.32 Patch #5
+ removed the userInfoChanged message (was a debugging leftover)
+ + ATVI Quake 3 1.32 Patch #18
+ rcon was not properly fixed yet, this only showed up for PB commands
+ changed the rcon parsing again to be more reliable
+
+2002-9-18 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=549
+ the demo command has a list of compatible protocols, it will loop through 66 67 68
+ you can do '/demo four' and it will try four.dm_66 four.dm_67 four.dm_68
+ or you can explicitely give a '/demo demoname.dm_??'
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=551
+ added SVF_CLIENTMASK (0x00000002), works only with <= 32 players
+ set bitmask of players to which send entity
+
+2002-9-17 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=550
+ rcon bug fix
+ + some scons updates for win32 (post build)
+ + 1.32rc2
+
+2002-9-06 Timothee Besset <ttimo@idsoftware.com>
+ + updated completely the setup system:
+ fixed cons stuff to build setup with cons -- release setup
+ working from new setup codebase with some custom patches:
+ https://bugzilla.icculus.org/show_bug.cgi?id=52
+ https://bugzilla.icculus.org/show_bug.cgi?id=53
+ checked that BSD support was still in (brandelfing and symlinks) .. will have to get tester feedback
+ bumped version to 1.32rc1
+ TODO: update the windows .VCT (standalone setup and auto-update)
+
+2002-9-04 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=543
+ backport from RTCW 1.4 code
+ rcon commands where sent after being tokenized and rebuilt
+ that was breaking any quoting, for instance 'rcon g_motd "hooka pooka"'
+ added Cmd_Cmd() to retrieve the un-tokenized command and transmit as is on both ends
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=542
+ b0rked text wrapping in connect screen
+ was a missing sizeScale in q3_ui/, and a bad param in ui/
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=540
+ backport fix to pk3 reordering, happens when clearing the references, bad order from connection may break stuff
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=527
+ TA ui/, quickfix to netSource (mod stuff, doesn't affect TA)
+ + cleaned up broken old DO_WIN32 stuff in cons scripts
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=526
+ typo in models2.shader
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=443
+ Linux client: sub-frame timing of key/mouse events
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=453
+ added mousewheel support: wheel to scroll, ctrl+wheel to scroll faster, shift+wheel to scroll history
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=545
+ bumped server count to 4096
+ + keep around: __asm__ __volatile__ ("int $0x03");
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=516
+ moved screenshots to backend with a new RC_SCREENSHOT render command
+ fixes the r_smp 1 garbled screenshots
+
+2002-8-29 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=539
+ new VM code from Raven's Sof2
+ + cons / qvmtools build system fixes
+ + had to get a new qe3.ico again (resource compiler error)
+ http://vasin.hypermart.net/eei.htm
+ + updated, basic testing on win32, merging back in trunk
+ + merged bug-539 branch back into trunk, officialize the new VM code
+
+2002-8-26 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=472
+ linux client: handle ctrl+space situations (could leave space locked on + space not working with ctrl on)
+ + update the build system, build q3lcc and q3asm etc. on demand
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=62
+ fixed invisible players/entities
+
+2002-8-23 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536
+ fixing donedl being ignored after autodl if map_restart'ed (propagate from RTCW)
+ ignoring multiple map_restart (propagated from RTCW)
+ + reworked the server 'client text ignored' message to only trigger when there's actually a message that doesn't get to the game VM
+
+2002-8-18 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=528
+ ydnar: reorg bits in the drawsurf sort index, push MAX_SHADERS to 2^12
+ + commented out some debug stuff in java auth server
+ + added FAQ item with Linux & BSD patch to handle broadcast on multiple interfaces
+
+2002-8-15 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=534
+ fixing rcon being broken on NT/XP with > 23 days uptime (or so)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=525
+ changed the rcon buffer size to avoid overflows and dropping part of the message
+
+2002-8-14 Timothee Besset <ttimo@idsoftware.com>
+ + hacked in some experimental win32 stuff to the cons files
+ (win32 recognition and pk3 installs .. very very experimental but I needed it for win32 dev)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=521
+ ui/ and q3_ui/ : added text auto wrapping in the connection screen drawing (server message)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=531
+ removed the MPlayer stuff from the server browsers
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=505
+ enabled back the ignore if protocol is != (fixes Wolf servers showing in browser)
+
+2002-8-10 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=500
+ propagated IP banning fix from RTCW
+
+2002-8-08 Timothee Besset <ttimo@idsoftware.com>
+ + propagate additional sv_lanForceRate fix from RTCW
+
+2002-8-07 Timothee Besset <ttimo@idsoftware.com>
+ + added trap_FS_Seek
+
+2002-8-05 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=50
+ fixed the DI mouse init procedure
+
+2002-8-05 Timothee Besset <ttimo@idsoftware.com>
+ + removed sv_allowanonymous, was dummy and polluting the serverinfo
+ (sv_allowanonymous was designed to flag wether server was public or not, but that's replaced by g_needpass)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=514
+ sv_strictAuth (default 1): server variable to control wether strict CDKEY auth should be performed
+ this is required if you want reliable cl_guid on the server
+ extended the getIpAuthorize (server->auth message) syntax
+ sending the fs_game at all times (default 'baseq3'), dummy sv_allowAnonymous 0, strict auth flag
+ NOTE: 1.31 server on baseq3 sends a getIpAuthorize packet like:
+ processing packet: getIpAuthorize -1230824753 217.128.77.195 0
+ the auth server will mistakenly read fs_game as '0'
+ + TAGGED the master / auth source as pre-1_32
+ will need to go back to this to comment out all my debugging crap
+
+2002-8-04 Timothee Besset <ttimo@idsoftware.com>
+ + cleaned master server stuff, client was prompting master.quake3arena.com,
+ server was sending heartbeats to master3.idsoftware.com
+ both point to 192.246.40.56, unified to master.quake3arena.com
+ the MPlayer master, master.quake3world.com doesn't exist anymore, switched it to master.quake3arena.com
+
+2002-8-02 Timothee Besset <ttimo@idsoftware.com>
+ + added auth server source, reorganized
+ + auth server name / master key optionally set on command line for master and auth servers
+ + auth and master config in build system
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524
+ changed default GL driver from libGL.so to libGL.so.1
+ see LSB 1.2 spec: http://www.linuxbase.org/spec/refspecs/LSB_1.2.0/gLSB/libgl.html
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=480
+ applying the 'no cp command' experimental fix for beta phase
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
+ backported from RTCW, fix to packet fragmenting emission
+ FIXME: there is some verbose code that we have to take out in the final version (grep for #462)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=475
+ backported from RTCW, don't get dropped if the server changes map while connecting (ignore outdated cp)
+ + PROTOCOL BUMPED TO 68
+
+2002-8-01 Timothee Besset <ttimo@idsoftware.com>
+ + Linux: dedicated build was not setting up signal handler like the full client does
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=522
+ SplashDamage bugfix, now clearing client gentity before GAME_INIT call (instead of after)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=498
+ fixed NET_AdrToString to print the port as unsigned int (for ports > 1^^15, was showing negative)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=501
+ maintain IP in userinfo sent to game
+ + checking in master server source
+
+2002-7-31 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=513
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=506
+ porting fix from RTCW codebase. client re-orders it's pk3s to scan in the same order than the server
+ this eliminates several 'Invalid .PK3 file referenced' situations (caused by client not referencing the same thing as server)
+ + fixed border remnants in ta ui
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=517
+ ERR_DROP if PB client off / server on conflict when starting local server
+ + quickfix to q3 ui / punkbuster detect in server browser
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=458
+ code fix, no more taunt spam
+ + cons install of PB .so files
+ + correct MOD_KAMIKAZE and MOD_JUICED in TA games.log
+
+2002-7-29 Timothee Besset <ttimo@idsoftware.com>
+ + q3 ui: completed confirmation prompts and messages (added UI_ConfirmMenu_Style & UI_Message)
+ + ta ui: backported 'conditionalopen' from RTCW (conditionalopen <cvar> <menu1> <menu2>)
+ + ta ui: confirmation prompt for punkbuster enable/disable etc.
+ + added the win32 DLLs to pb/win32/
+
+2002-7-28 Timothee Besset <ttimo@idsoftware.com>
+ + ta ui: sv_punkbuster in StartServer menu
+ + ta ui: added cl_punkbuster in server browser
+ + view filters are in a modal dialog
+ + new files: filter.menu menus.txt (pak3.pk3 updated)
+ + fix broken link in Linux FAQ
+
+2002-7-27 Timothee Besset <ttimo@idsoftware.com>
+ + ta ui: PB display in the browser, in it's additional tab, with sorting
+
+2002-7-26 Timothee Besset <ttimo@idsoftware.com>
+ + PB UI: for baseq3/ AND missionpack/
+ q3_ui: Punkbuster: Enable/Disable in server broswer (cl_punkbuster)
+ q3_ui: PB logo, PB Yes/No in browser (TODO: validate this to be working)
+ q3_ui: added sv_punkbuster toggle in start server menu
+ + automated building of the new PK3s, unix/Conscript-pk3
+
+2002-7-25 Timothee Besset <ttimo@idsoftware.com>
+ + added PB build scripts on Linux, fixed the Linux build
+
+2002-7-12 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=511
+ fixing re.SetColor crash for widescreen displays (q3dm11)
+ was calling to the renderer while not registered
+
+2002-6-19 Timothee Besset <ttimo@idsoftware.com>
+ + r_roundImagesDown 0 + map q3dm16 -> tr_image.c ResampleTexture crash
+ buffer overflow because of resample to 2048x..
+ xian_q3dm12_leftwall4fin.jpg 1152x384
+ bumped one buffer byte p1[1024] -> byte p1[2048], added a safe check
+
+2002-6-14 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=493
+ propagate a renderer fix from RTCW. fixes a one-frame visual glitch when mod code
+ registers a shader after drawsurfaces are generated but before the frame is rendered
+
+2002-6-12 Timothee Besset <ttimo@idsoftware.com>
+ + added cons and pcons to unix/, updated the build script
+
+2002-5-24 Timothee Besset <ttimo@idsoftware.com>
+ towards a new Q3 release?
+ some bug fixes require protocol change, or mod code/mod interface change to be fixed properly
+ this is a biz decision, dunno yet if we are going to want a new protocol (probably not)
+ -> have to create a branch for the 1.31b, i.e. backwards compatible with 1.31 'Stable-1_31'
+ and put the 1.32 specific / protocol changes on trunk
+ no telling what will go in SOS in the end .. probably 1.32
+
+2002-5-5 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=491
+ adding a sv_lanForceRate (defaults to 1) to turn on/off server forcing rate of LAN clients
+ (only affects LAN dedicated clients - dedicated 1, default behaviour forces LAN clients to 99999 rate)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=470
+ fixing potential overflows with cl_cdkey (propagated from RTCW)
+ + cons-based build system (imported from Wolf, was partly written for mod tools release already)
+ building with SMP on by default
+ + better #ifdef SMP handling ('disabled at compile time' message)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=494
+ Q_vsnprintf for vsprintf calls in the core
+ not putting this in game code as we'd need a vsnprintf implementation in bg_lib.c
+
+2002-4-5 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
+ taking out the fix which was found broken and incomplete
+
+2002-8-4 Timothee Besset <ttimo@idsoftware.com>
+ + adding NO_MOUSEGRAB define (select in the Makefile)
+
+2002-2-4 Timothee Besset <ttimo@idsoftware.com>
+ + applying Gareth's SMP patch
+ + count number of CPUs (Sys_ProcessorCount in unix_shared.c), default r_smp appropriately
+ + bumping version to 1.32
+ + if XInitThreads fails, set r_smp to zero
+
+2002-28-2 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
+ send potential remaining fragmented packets before sending a gamestate
+
+2002-26-2 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=455
+ removed old libMesaVoodooGL.so loading code
+ Voodoo cards should use XF4/DRI, that load code was outdated and confusing people with broken OpenGL
+
+2002-16-1 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=441
+ adding brandelf calls to the setup building process so that our binaries run on BSD
+
+2002-1-1 Timothee Besset <ttimo@idsoftware.com>
+ + updated FAQ with BSD info (bug #441)
+ + FAQ update on CLIENT_UNKNOWN_TO_AUTH
+ + FAQ update for proper strace usage
+
+2001-12-12 Timothee Besset <ttimo@idsoftware.com>
+ + Q3 1.31 point release
+ updating build_setup.sh to new pk3 files
+ (baseq3/pak7.pk3 missionpack/pak2.pk3)
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=395
+ adding quake3.xpm icon, and modified the setup accordingly to put symlinks
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=390
+ ignoring SIGTTIN SIGTTOU
+
+2001-06-12 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=402
+ bug with full scene
+
+2001-04-12 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=398
+ cg_bobup cheat protect
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=399
+ fixed Setup > System > Driver info crash
+ + checked in code/spank.sh script, perform checksuming
+
+2001-18-09 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
+ propagating sound code fixes from Wolf to Q3
+
+2001-11-08 Timothee Besset <ttimo@idsoftware.com>
+ + setup script was still broken, damn shell expansion
+ the exit code for Q3 was always zero instead of $?
+ propagating the fix to Wolf
+
+2001-11-04 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=382
+ modified challenge code for motd to be truly random
+
+2001-10-31 Timothee Besset <ttimo@idsoftware.com>
+ Moved updated q3asm and lcc source at the toplevel, MissionPack/q3asm
+ and MissionPack/lcc
+
+2001-10-29 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=381
+ build system is now functional
+
+2001-10-21 Timothee Besset <ttimo@idsoftware.com>
+ + updated Sys_LoadDll code on linux to search in the following order:
+ #1 current directory
+ #2 fs_homepath
+ #3 fs_basepath
+ this was needed to make mod developement easier
+
+2001-10-09 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51
+ the code to buffer the redirection was in there but disabled? (Com_Printf)
+ enabled it back
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=52
+ connection issues / userinfo
+ client side fix, instead of sending 'connect <userinfo>' packet
+ we now send 'connect "<userinfo>"'
+
+2001-10-08 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
+ added a PROT_READ to the mmap call
+ this was needed to go around a bug in glibc i586 i686, memset doing read access
+ since the audio_fd is opened O_RDWD this is harmless to Q3
+
+2001-10-07 Timothee Besset <ttimo@idsoftware.com>
+ + updating from SOS
+ S_WriteLinearBlastStereo16 C/asm is back in snd_mix.c (Graeme)
+ r_showtris r_shownormal cheat protections
+ + Sys_LoadDll changes:
+ removing -debug search when loading native dlls
+ changing the fatal aborts when not finding native from release only to debug only (was a misfeature)
+ used to search in cd_path which is bogus, now searching in pwd if basepath fails
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=275
+ fixed r_fullbright not being cheat protected / was a CVAR_LATCHED|CVAR_CHEAT issue
+
+2001-09-06 Timothee Besset <ttimo@idsoftware.com>
+ + updated from SOS, some changes to qcommon/unzip.c (statics)
+
+2001-08-27 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=3
+ Added some code in CL_InitDownloads to use FS_ComparePaks and print out information about server-referenced paks that are missing on the client. It is a first step, allows to get precise information about what can cause a connection to fail (typically when the user is sent back to the main screen).
+
+2001-08-22 Timothee Besset <ttimo@idsoftware.com>
+ + https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=86
+ fixed sound bug (with Graeme hints)
+
+2001-08-20 Timothee Besset <ttimo@idsoftware.com>
+ + made sure Sys_Printf doesn't get into an endless loop if logfile is on
+ fixed qconsole.log issues, +set logfile 1 +set fs_debug 1 was crashing (any OS)
+ fixed logfile 1 / ttycon 1 issue, didn't exit properly (same endless looping)
+ also fixes an issue reported by q3f team
+ + changed rcon commands from Com_DPrintf to Com_Printf so that they show up in the console
+ (with IP information)
+
+2001-08-19 Timothee Besset <ttimo@idsoftware.com>
+ + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=91
+ (autodownload toggle in q3 ui)
+ + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=76
+ g_password issue
+ + fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=93
+ cheat protecting r_lodCurveError
+ + wontfix https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=92
+
+2001-08-18 Timothee Besset <ttimo@idsoftware.com>
+ + more fixes to the 7-button mouse code (linux only)
+ + updated faq about gamma slider
+ + added "servers don't show up in ingame browser" to faq
+ + added Alt+Enter toggle for fullscreen/windowed (linux)
+
+2001-08-16 Timothee Besset <ttimo@idsoftware.com>
+ reconfiguring CVS repository to give access to Gareth
+ + testin gareth's access
+
+2001-08-03 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=85
+ fixes in the setup code for older bash versions
+
+2001-08-02 Timothee Besset <ttimo@idsoftware.com>
+ * commented out assembly implementation of S_WriteLinearBlastStereo16, using modified C implementation from Zaphod
+ need to check performance: https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=88
+ * finished const declarations in CG_Trace calls, was needed in pmove_t declaration and some other functions
+ cgame/cg_local.h : CG_trace trap_CM_BoxTrace
+ game/bg_public.h : using const in pmove_t trace functions prototypes
+ (fixes gcc warnings: assignment from incompatible pointer type)
+
+2001-07-26 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=78
+ mapped K_MOUSE4 K_MOUSE5
+
+2001-07-23 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
+ more fixes, handling meta characters and various kinds of backspace
+
+2001-07-22 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
+ after testing feedback, fixed more stuff:
+ better backspace, works with putty and potentially more terminals
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=51
+ band aid fix to rcon status, incresed MAX_PUSHED_EVENTS from 256 to 1024
+ (adds 28kb of mem requirements)
+
+2001-07-21 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=2
+ using XF86 Gamma extension to set the gamma in game from the menus
+ (previous behaviour was to set /r_gamma and restart, renderer relying on s_gammatable)
+ restoring initial gamma on GLimp_ShutDown
+
+2001-07-19 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=5
+ first usable version of dedicated console
+ added history and completion functionality
+ ready for some testing
+ still some TODOs and FIXMEs:
+ keep the currently edited line when going back from history exploration
+ edit the current line with cursor, insert mode etc.
+
+2001-07-18 Timothee Besset <ttimo@idsoftware.com>
+ * starting TAB completion and history for the dedicated server (tty console)
+ removed Sys_ConsoleOutput (unused)
+ removing bogus nostdout variable
+ cleanup of a big chunk of code that Bernd commented out and scheduled for deletion
+ moved completion code from client/cl_keys.c stuff into qcommon/common.c, Field_CompleteCommand(field_t*)
+
+2001-07-13 Timothee Besset <ttimo@idsoftware.com>
+ * fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=8
+ screenshots overwrites
+ * fixed https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=31
+ DOUBLE SIGNAL FAULT
+
+2001-07-11 Timothee Besset <ttimo@idsoftware.com>
+ * fix for french keybards / console toggle / bound to XK_twosuperior
+
+2001-07-10 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=19
+ cleanup of the keyboard code, adding com_developer message in case XLookupString would fail
+
+2001-07-10 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=33
+ using our custom handlers for X errors, should make things more robust
+ (X docs say some X errors are not fatal, but the default X handler exits the app anyway)
+
+2001-07-08 Timothee Besset <ttimo@idsoftware.com>
+ * https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=19
+ keyboard state issues, fixed the sticking with ctrl key (thks relnev)
+
+2001-07-07 Timothee Besset <ttimo@idsoftware.com>
+ * closing https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=13
+ the fixes to bug #9 solved this one too
+ * checking in to SOS
+
+2001-07-05 Timothee Besset <ttimo@idsoftware.com>
+ * work on https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=9
+ filesystem code changes:
+ updated the documentation in files.c to the current system
+ added correct fs_homepath fs_basepath fs_cdpath scanning to FS_SV_FOpenFileRead
+ (fixes description.txt not found, and probably a few other linux issues)
+
+2001-06-29 Timothee Besset <ttimo@idsoftware.com>
+ * fixed setup issues (graphical/console)
+ https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=6
+
+2001-06-26 Timothee Besset <ttimo@idsoftware.com>
+ * bug tracker is online at https://zerowing.idsoftware.com/bugzilla
+ authentication, use login: bugs password: b00gies
+ for now, using it as the linux bug tracker, possible use for more OSes and programs if anyone is interested.
+ * tweaked the graphical setup to send to bugs@idsoftware.com on errors instead of support@lokigames.com
+
+2001-06-19 Timothee Besset <ttimo@idsoftware.com>
+ * fixed generated launch script /usr/local/bin/quake3, exit $* should be exit
+
+2001-06-18 Timothee Besset <ttimo@idsoftware.com>
+ * rebuilt 1.29f setups, released as 1.29f-beta1 'Q3 1.29f linux-i386 Jun 19 2001'
+
+2001-06-10 Timothee Besset <ttimo@idsoftware.com>
+ * rebuilt against PR source, packaged 1.29b setups
+
+2001-05-25 Timothee Besset <ttimo@idsoftware.com>
+ * graphical setup, based on Loki's setup tool (GPL)
+
+2001-05-22 Timothee Besset <ttimo@idsoftware.com>
+ * changed fs_basepath to fs_homepath, according to Graeme's changes (probably missed this change?)
+ this fixes the q3key prompting at each game startup
+
+2001-05-20 Timothee Besset <ttimo@idsoftware.com>
+ * rebuilding 1.28b, various fixes on linux build:
+ - SetProgramPath was renamed to Sys_SetDefaultCDPath in unix_shared.c
+ updated unix_main.c accordingly
+ - some prototypes in qgl.h are guarded by #ifndef GL_VERSION_1_2 (ARB extentions)
+ those prototypes are needed by linux_glimp for importing functions and casting, added a #ifdef __linux__
+ (not a clean solution)
+ - game/q_shared.h
+ little endian / big endian functions have been added
+ gcc generates warnings about functions being unused .. inlined them
+ - cgame/cg_marks.c
+ // TTimo
+ // gcc warning: might be used uninitialized
+ float sInc = 0.0;
+ float s = 0.0;
+
+2001-05-15 Timothee Besset <ttimo@idsoftware.com>
+ * fixes to linux Makefile for bspc 2.1h
+ * various updates to 1.28b on linux
+
+2001-05-09 Timothee Besset <ttimo@idsoftware.com>
+
+ * R. Duffy reverted game/bg_pmove.c PM_CheckDuck, was a merging screup on my side
+ * updated setup to 1.27z, removed the .so from the setup distribution (they were in 1.27g because of issues)
+ FIXME: gotta get pk3's first
+
+2001-05-04 Timothee Besset <ttimo@idsoftware.com>
+
+ * fixes to gcc, building RC for 1.27s
+
+2001-05-01 Timothee Besset <ttimo@idsoftware.com>
+
+ * added qcommon/huffman.c to the Makefile
+ * gcc -Wall:
+ commenting out
+ CL_Netchan_Encode CL_Netchan_Decode (cl_net_chan.c)
+ Netchan_ScramblePacket Netchan_UnScramblePacket (net_chan.c)
+ SV_Netchan_Encode SV_Netchan_Decode (sv_net_chan.c)
+
+2001-04-26 Timothee Besset <ttimo@idsoftware.com>
+
+ * fixed dedicated server crash when entering the VM_COMPILED qagame on a mod (some statics lacked initialization)
+
+2001-04-25 Timothee Besset <ttimo@idsoftware.com>
+
+ * added $(Q3POBJ) to clean target (cleanup of platform-dependent objects)
+ * more make clean improvements
+
+2001-04-23 Timothee Besset <ttimo@idsoftware.com>
+
+ * cleanup the mod selection code, remove duplicates
+ * some issues with release builds, my main developement box doesn't build stable binaries with release settings
+ removing -fomit-frame-pointer seems to fix (there's probably a performance hit)
+ see OMIT-FRAME-POINTER.txt
+
+2001-04-13 Timothee Besset <ttimo@idsoftware.com>
+
+ * checked in a first set of merged files
+
+2001-04-06 Timothee Besset <ttimo@idsoftware.com>
+
+ * merged back the core linux parts to make 1.27g linux build from the Source Safe tree again
+
+2001-02-27 Bernd Kreimeier <bk@lokigames.com>
+
+ * CVS: tag with changes as of today
+ cvs tag id1-27j-loki01027
+
+ * code/qcommon/msg.c: numFields loop (SOS).
+ * code/qcommon/files.c: ue Q_stricmp (SOS uses stricmp, was strcmp).
+ * code/game/q_shared.h (Q3_VERSION): 1.27j. Also
+ MAX_STRING_TOKENS upped from 256 to 1024 (SOS).
+
+ * code/server/sv_snapshot.c (SV_AddEntitiesVisibleFromPoint): see below.
+ * code/game/g_public.h (SVF_NOTSINGLECLIENT): added (SOS).
+
+ * code/server/sv_ccmds.c: see below.
+ * code/game/g_main.c: g_gametype cvar now userinfo (SOS).
+
+ * code/game/g_active.c (SendPendingPredictableEvents): new (SOS).
+ * code/game/bg_misc.c: new SOS (sos010227)
+
+ * SOS: new update sos010227.
+
+2001-02-22 Bernd Kreimeier <bk@lokigames.com>
+
+ * CVS: now in sync with last SOS and cleanup up
+ cvs tag id1-27i-loki01022
+
+ * code/ui/ui_shared.c: below.
+ * code/ui/ui_main.c: leftover code!
+ * code/server/sv_world.c: below.
+ * code/server/sv_snapshot.c: below.
+ * code/server/sv_init.c: below.
+ * code/server/sv_game.c: below.
+ * code/server/sv_client.c: below.
+ * code/server/sv_ccmds.c: below.
+ * code/server/sv_bot.c: below.
+ * code/server/server.h: below.
+ * code/renderer/tr_surface.c: below.
+ * code/renderer/tr_shader.c: changed assert to early return.
+ * code/renderer/tr_shade_calc.c: below.
+ * code/renderer/tr_shade.c: below.
+ * code/renderer/tr_scene.c: below.
+ * code/renderer/tr_mesh.c: below.
+ * code/renderer/tr_local.h: below.
+ * code/qcommon/vm_x86.c: cleanup.
+ * code/qcommon/vm.c: below.
+ * code/qcommon/unzip.c: below.
+ * code/qcommon/qcommon.h: below.
+ * code/qcommon/files.c: below.
+ * code/qcommon/cvar.c: cleanup.
+
+2001-02-21 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/qcommon/common.c: cleanup.
+ * code/qcommon/cm_trace.c: cleanup.
+ * code/qcommon/cm_patch.c: cleanup.
+ * code/qcommon/cm_public.h: cleanup.
+ * code/game/q_shared.h: cleanup.
+ * code/game/q_shared.c: cleanup.
+ * code/game/q_math.c: cleanup.
+ * code/game/g_syscalls.asm: changed (once more) floor,ceil etc.
+ * code/game/g_spawn.c: cleanup.
+ * code/game/g_session.c: cleanup.
+ * code/game/g_cmds.c: cleanup.
+ * code/game/g_client.c: cleanup.
+ * code/game/g_arenas.c: cleanup.
+ * code/game/bg_slidemove.c: cleanup.
+ * code/game/bg_pmove.c (PM_CheckDuck): old call to trace?
+ * code/game/bg_misc.c: cleanup.
+ * code/game/be_aas.h: dead code.
+ * code/game/ai_dmq3.c: cleanup. One clear/copy switched?
+ * code/game/ai_dmnet.c: more //*/. Why oh why not DEBUG....
+
+ * code/client/snd_mix.c: below.
+ * code/client/snd_dma.c: below.
+ * code/client/keys.h: cleanup.
+ TODO: #error in q3_ui/keycodes.h ?
+
+ * code/client/client.h: cleanup.
+ * code/client/cl_main.c: misplaced bracket. Cleanup.
+ * code/client/cl_keys.c: below.
+ * code/client/cl_cin.c: below.
+ * code/client/cl_cgame.c: cleanup.
+ TODO: define assert for Win32 or guard my assertions.
+
+ * code/cgame/cg_syscalls.c: below.
+ * code/cgame/cg_servercmds.c: below.
+ * code/cgame/cg_players.c: cleanup.
+
+ * code/cgame/cg_newdraw.c: remember to diff against cg_newDraw.c
+ in SOS (mixed case).
+ TODO: get id to use cg_newdraw.c, and to remove cg_newDraw.c/cpp.
+
+ * code/cgame/cg_main.c: below.
+ * code/cgame/cg_local.h: below.
+ * code/cgame/cg_event.c: below.
+ * code/cgame/cg_drawtools.c: below.
+ * code/cgame/cg_draw.c: cleanup.
+ * code/cgame/cg_consolecmds.c: dead code.
+ * code/bspc/qbsp.h: below.
+ * code/bspc/l_poly.c: below.
+ * code/bspc/l_math.c: cleanup.
+ * code/bspc/bspc.c: cleanup.
+ * code/bspc/be_aas_bspc.c: cleanup.
+ * code/bspc/aas_map.c: kept comments - merge loss at their end?
+ * code/bspc/aas_file.c: cleanup.
+
+ * code/botlib/be_interface.c: this file is plain impossible. There
+ are layers of code made dead with /* */ and the resurrected by
+ //* or // /* or variations of this. I reverted to exact mirror
+ image of SOS to be sure - short of removing it's too easy to mistake
+ live code for dead one.
+ Later: have to change 5 occurences to avoid gcc complaints about
+ nested comment tokens.
+ TODO: somebody please get rid of the cruft in here.
+
+ * code/botlib/be_ai_move.c: redundant typedef.
+ * code/botlib/be_ai_chat.c: assertions on signed string index.
+ Note: this is not in my ChangeLog - ouch.
+ TODO: use gcc -fsigned-char on all platsforms to enforce Win32
+ TODO behavior (PPC has a default unsigned char, Intel has not).
+ * code/botlib/be_aas_sample.c (AAS_TraceClientBBox): one code block
+ was placed in different location, and one FPE hack not used. I would
+ expect that divide by zero will still occur here.
+
+ * code/botlib/be_aas_reach.c: below.
+ * code/botlib/be_aas_cluster.c: cleanup.
+ * CVS: the last tag (below) marks the version with a lot of history
+ and additional comments. I am now bringing the codebase in sync with
+ SOS as of yesterday, cleaning out comments, dead code and other
+ differences to minimize a diff - in a valiant if futile attempt to
+ roll back changes into the id codebase.
+ Note: I ignore the $SOS$ - these are unfortunate but will change
+ in the same awkward way at their end.
+ Note: I stick to #if 0 instead of C comments around dead code id
+ kept (nested comments issue). The commentary is changed to sosYYMMDD
+ and includes the token DEAD.
+
+2001-02-20 Bernd Kreimeier <bk@lokigames.com>
+
+ * CVS: update, then tag current version as
+ cvs tag id1-27i-loki010219
+
+ * SOS: patched up to sos010219.
+
+ * code/qcommon/cm_trace.c (CM_Trace): fabs on sphere offsets (SOS).
+ * code/game/bg_slidemove.c (PM_StepSlideMove): stepSize vs. STEPSIZE (SOS).
+ * code/game/bg_pmove.c (PM_CheckDuck): fix in stand up check (SOS).
+ * code/bspc/bspc.c (main): -capsule (SOS).
+ * code/bspc/qbsp.h: below (SOS).
+ * code/bspc/be_aas_bspc.c (capsule_collision): added (SOS).
+ * code/bspc/aas_map.c (CapsuleOriginDistanceFromPlane): added and used (SOS).
+ * code/bspc/aas_file.c (AAS_WriteAASFile): removed diagnostics recently
+ added. No matter how long you wait, they'll always get you ;-).
+ * code/botlib/be_aas_cluster.c: enabled LogWrites, different flood (SOS).
+
+ * SOS: patching up to snapshot sos010219.
+ Note: For brevity, I use as marker sosYYMMDD now instead of bkYYMMDD, to
+ distinguish from changes not in SOS.
+
+ * CVS: tagged current version before patching up with SOS.
+ cvs tag id1-27i-loki010216-bsd
+
+2001-02-16 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/server/sv_init.c: DLL_ONLY sets sv_pure to 0 and ROM.
+ TODO: determine good sv_pure policy for DLL-only servers.
+
+ * code/renderer/tr_shade_calc.c: my_ftol implementation (BSD).
+
+ * code/unix/Makefile: FreeBSD sections.
+ TODO: include target-specific Make-freebsd etc.,
+ include a Make-local not in CVS for build preferences,
+ and generally clean up this mess.
+ * code/unix/unix_glw.h: guard #error
+ * code/unix/linux_snd.c: soundcard.h location (BSD).
+ * code/unix/linux_glimp.c: guard system headers.
+ Later: added Joystick stubs.
+ Note: linux_ etc. prefixes start to loose meaning as we
+ re-use most of this on UNIXes anyway. I didn't use Raf's
+ freebsd_joystick.c but instead put generic stubs here.
+ TODO: introduce generic -DNO_JOYSTICK flag.
+ * code/renderer/tr_local.h: my_ftol guard.
+ * code/renderer/qgl.h: FreeBSD guards.
+ * code/qcommon/vm_x86.c: sys/types include on FreeBSD.
+ * code/qcommon/md4.c: Win32 pragma guard.
+ * code/qcommon/common.c: Com_Memcpy/Memset external.
+ * code/game/q_shared.h: added FreeBSD defines.
+ * code/game/q_math.c (BoxOnPlaneSide): FreeBSD conditional.
+ TODO: check whether we have/need the assembly version anyway.
+ * code/client/snd_mix.c: use C fallback on FreeBSD.
+ Note: all of the above changes from the original port by Rafael Barrero.
+
+ * CVS: tagged current version before merging FreeBSD related changes.
+ cvs tag id1-27i-loki010215-ppc
+
+2001-02-15 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/unix/Makefile: BSD related changes.
+ * code/cgame/cg_draw.c: hacked phone jack rendering check for Debug.
+ TODO: finish Debug, fix CG_DrawDisconnect !!!
+
+ * code/unix/vm_x86.c: error on compile attempts. Fight redundancy!
+ * code/qcommon/vm_x86.c (VM_CallCompiled): dummy for linkage on PPC.
+ Note: DLL_ONLY is the global Makefile option for DLL-only builts.
+ Currently only executed on Linux.
+ * code/unix/unix_main.c: *ppc postfix for DLLs. Ignored the changes
+ to redundant code (have to remove the unused Un/LoadDll/API calls).
+ * code/server/sv_game.c (VMA): changed macro (see below). PPC.
+ * code/qcommon/vm.c (VM_DllSyscall): see lengthy commentary by Ryan.
+ The existing VM code makes certain assumptions about the layout of
+ varargs on the stack, which fall apart with call conventions that
+ don't even put all parameters on the stack (gcc on PPC, register-rich).
+ Using a dedicated memory area as our own stack. This should actually
+ be the default behavior.
+ Later: make vm_* cvars INIT/ROM for DLL_ONLY target.
+
+ * code/qcommon/common.c: PPC change (from Ryan Gordon).
+
+2001-02-07 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/unix/unix_main.c: disabled FPE for debug for the time
+ being (that is, until I can figure out
+ Program received signal SIGFPE, Arithmetic exception.
+ RB_BeginSurface (shader=0x449572e0, fogNum=0) at ..//renderer/tr_shade.c:307
+ 307 tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
+ without any NaN's involved.
+ TODO: unmask other FPE's selectively (see Mike's Tribes2, no getenv though).
+
+2001-02-06 Bernd Kreimeier <bk@lokigames.com>
+
+ * SOS: up to date with todays snapshot.
+ Note: got the date wrong, comment used was bk010205. Duh.
+
+ * code/server/sv_snapshot.c (SV_UpdateServerCommandsToClient): below.
+ * code/server/sv_main.c (SV_ReplacePendingServerCommands): new (SOS).
+ * code/server/server.h: reliableSent (SOS).
+
+ * code/renderer/tr_shade.c (ProjectDlightTexture): see below.
+ * code/renderer/tr_scene.c: see below.
+ * code/renderer/tr_public.h: see below (SOS).
+ * code/renderer/tr_local.h: additive light support (SOS).
+
+ * code/qcommon/cm_trace.c (CM_Trace): new tw.sphere.use branch (SOS).
+
+ * code/game/g_spawn.c: notta, notq3a entities (SOS).
+ * code/game/ai_dmq3.c: MAX_ACTIVATEAREAS search (SOS).
+
+ * code/client/cl_cgame.c: see below.
+ * code/cgame/cg_syscalls.c (trap_R_AddAdditiveLightToScene): below.
+ * code/cgame/cg_syscalls.asm: see below (trap_R_AddAdditiveLightToScene).
+ * code/cgame/cg_public.h: CG_R_ADDADDITIVELIGHTTOSCENE (SOS).
+
+ * code/bspc/l_math.c: new VectorLengthSquared, removed rotate/matrix (SOS).
+ * code/bspc/bspc.c (BSPC_VERSION): was 2.1e, now?
+ * code/bspc/be_aas_bspc.c (BotImport_Trace): CM_BoxTrace sig. (SOS).
+ * code/bspc/aas_file.c (AAS_WriteAASFile): SOS.
+ * code/botlib/be_aas_sample.c (AAS_DeAllocAASLink): SOS.
+
+ * code/unix/unix_main.c (Sys_LoadDll): do not load from installdir
+ in NDEBUG (confusing relic from old Makefile). Postfix -debug.so
+ for debug binaries to let both builds coexist.
+
+ * code/unix/Makefile: updated install targets and VERSION.
+
+ * Win32: build from SOS snapshot.
+ Note: Unix CR/LF in *.dsw/*.dsp fucks up MSVC++.
+
+2001-02-02 Bernd Kreimeier <bk@lokigames.com>
+
+ * SOS: all changes up to today.
+
+ * code/server/sv_init.c (SV_TouchCGame): added. Also memset
+ on reallocated client data (SOS).
+ * code/qcommon/qcommon.h: see below.
+ * code/qcommon/cvar.c (Cvar_SetLatched): new (SOS).
+ * code/qcommon/cm_trace.c: more sphere test fixes (SOS).
+ Note: SOS encryption key expired and updated by MrElusive.
+
+ * code/qcommon/cm_patch.c (CM_TraceThroughPatchCollide):
+ fix from MrElusive, fall through curved corner floors (q3dm17).
+ Later: also in SOS (so is shadow FPE fix).
+
+ * Win32: can't get an unadulterated SOS snapshot to build.
+ First, fix CR/LF back again (Linux client converts all).
+ find . -name '*.ds*' -print
+ alias dos2unix='recode ibmpc..lat1'
+ alias unix2dos='recode lat1..ibmpc'
+ Next, find a *.dws that works? Nope, no cigar.
+
+2001-02-01 Bernd Kreimeier <bk@lokigames.com>
+
+ * Win32: have to update dsp/dsw/etc. files in CVS, too.
+
+ * CVS: tag previous version before update
+ cvs tag id1-27h-loki010131-beta3
+
+ * code/game/q_math.c (Q_rsqrt): guard, #ifndef __linux__
+ for assert (for Win32 build).
+ TODO: assert replacement for Win32?
+ * code/q3_ui/ui_qmenu.c: see below.
+ * code/q3_ui/ui_players.c: see below.
+ * code/q3_ui/ui_controls2.c: float const with f postfix
+ Note: Win32 C4305 warning. Somebody at id has been doing
+ a lot of these recently as well...
+
+ * code/cgame/cg_players.c (CG_PlayerShadow): applied fix by
+ MrElusive, removed FPE hack (player shadows on zero mormals).
+ Prolly in this evenings' CVS.
+
+ * code/server/sv_game.c: new signatures (capsule again).
+ * code/server/server.h: new signatures (SV_Trace,ClipToEntity).
+ * code/server/sv_bot.c: new signatures (above).
+ * code/qcommon/cm_trace.c: a truckload of changes. Math
+ code added before moved upwards. Capsule traces added all
+ over the place, old box traces moved in conditional
+ branches, functions renamed and wrapped. Eliminated some
+ of the previous' versions deadcode to keep diffs smaller.
+ TODO: once a point release is out and reasonably bug
+ TODO free, remove // bkYYMMDD annotations where SOS related.
+
+ * code/qcommon/cm_public.h: new signatures in prototypes.
+ * code/qcommon/cm_patch.c: dead code re-enabled, new
+ sections (conditional branches for spheres) added to
+ several trace functions.
+ * code/qcommon/cm_local.h (CAPSULE_MODEL_HANDLE): added.
+ * code/qcommon/cm_load.c (CM_TempBoxModel): capsules.
+
+ * code/game/q_shared.h (Q3_VERSION): 1.27i now (new QVM traps).
+
+ * code/game/g_syscalls.asm: see below.
+ * code/game/g_public.h (SVF_CAPSULE): added (SOS). Also
+ G_ entry poiints for capsule traces.
+
+ * code/client/cl_cgame.c: see below.
+ * code/cgame/cg_syscalls.c: see below.
+ * code/cgame/cg_syscalls.asm: see below.
+ * code/cgame/cg_public.h: new capsule trace code (SOS).
+
+2001-01-31 Bernd Kreimeier <bk@lokigames.com>
+
+ * Win32: test compile (WinCVS, MSVC++). Have to guard isnan.
+ Note: too much shit going on....
+
+2001-01-30 Bernd Kreimeier <bk@lokigames.com>
+
+ * CVS: update for patching up (pre-1.27i).
+
+ * SOS: new changes (new collision detection primitives).
+ Now Version 1.27i.
+ TODO: start testing using DLL's (QVM code is out of sync).
+
+2001-01-25 Bernd Kreimeier <bk@lokigames.com>
+
+ * SOS: caught up till today (below).
+ * code/qcommon/cm_trace.c: new functions added: RotatePoint,
+ TransposeMatrix, CreateRotationMatrix (SOS).
+ (CM_TransformedBoxTrace): new rotation code used here.
+
+ * code/q3_ui/ui_demo2.c: sizeof(extension). SOS.
+ * code/game/g_cmds.c (G_SayTo): CON_CONNECTED.
+ * code/game/ai_main.c: HOOK added (SOS).
+ * code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump):
+ correct fix for FPE occuring (SOS).
+ * code/game/ai_dmq3.c: initmove.viewoffset (SOS).
+
+ * code/game/q_math.c: guard asser/isnan with Q3_VM (q3asm).
+ TODO: define Com_Error based assert macro? NDEBUG?
+
+2001-01-24 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/server/sv_ccmds.c (SV_MapRestart_f): some debug.
+ TODO: map_restart 0 disconnects external client in 1.27h?
+
+ * code/renderer/tr_image.c (LoadTGA): added some commentary
+ and dead code based on fixes from GtkRadiant (Leonardo found
+ flipped TGA's).
+
+2001-01-23 Bernd Kreimeier <bk@lokigames.com>
+
+ * BETA3: finished testing, ready to upload to id FTP.
+ Later: neither the FreeBSD beta not the Linux Beta3
+ uloaded. Beta2 not yet released, and clients get
+ disconnected with Beta2 and Beta3 on SV_MapRestart_f.
+
+2001-01-22 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/client/cl_main.c (CL_InitDownloads): undid yesterday (SOS).
+ * code/botlib/be_aas_sample.c (AAS_DeAllocAASLink): guard print (SOS).
+ * code/server/sv_client.c (SV_DirectConnect): VM_Call disconnect (SOS).
+ * code/qcommon/files.c (FS_ListFilteredFiles): trailing slashes (SOS).
+ * code/game/g_cmds.c (SetTeam): print change (SOS).
+ Note: the above plus VectorClear(v1) (below) are todays SOS changes.
+
+ * code/cgame/cg_players.c (CG_PlayerShadow): ignore bogus
+ (all zero) planes. This caused FPE in ProjectPointOnPlane.
+ TODO: why does trace return zero normal planes?
+ Note: gdb seems totally at loss with vec3_t arrays....
+
+ * code/botlib/be_aas_sample.c (AAS_TraceAreas): FPE.
+ NaN in uninitialized v1 that wasn't supposed to be referred
+ to in this branch.
+
+ * code/botlib/be_aas_move.c (AAS_HorizontalVelocityForJump):
+ FPE divide by zero (zero zvel, zero t) for jump estimates.
+
+ * code/client/cl_main.c (CL_Frame):1856. uivm==NULL on
+ client after server crashed.
+ TODO: check that uivm always non-NULL for client.
+ TODO: do setenv(FX_NO_SIGNALS) to avoid exit errors...
+
+ * code/unix/linux_glimp.c (GLW_SetMode): added "Indirect"
+ Mesa token to software rendering detection. Reworded error
+ output and added drivername.
+ TODO: measure framerate instead?
+
+2001-01-21 Bernd Kreimeier <bk@lokigames.com>
+
+ * SOS: caught up with changes up until today.
+
+ * code/server/sv_init.c (SV_SetConfigstring): gentity != NULL
+
+ * code/server/sv_client.c: connect to "{all bots" server.
+ * code/renderer/tr_init.c: JPEG extension on screenshots
+ * code/qcommon/files.c: modes based on mods, fs_basegame
+
+ * code/q3_ui/ui_demo2.c: dm3 extension (demo names, protocol).
+
+ * code/game/g_client.c: savedEvents[] removed.
+ * code/game/bg_misc.c: event sequence fixes.
+ * code/client/snd_dma.c (S_StopBackgroundTrack): different use.
+ * code/client/cl_main.c: demo file handling changed (names).
+ Also CL_InitDownloads: always next download.
+
+ * code/cgame/cg_servercmds.c: cg_thirdPerson.
+ * code/cgame/cg_weapons.c: see below.
+ Also CG_ShotgunPattern: different call (seed parameter).
+
+ * code/cgame/cg_main.c: see below.
+ * code/cgame/cg_local.h: new cg_noProjectileTrail Cvar.
+ * code/cgame/cg_effects.c (CG_BubbleTrail): early out (above).
+
+ * code/bspc/l_poly.c (BOGUS_RANGE): increased.
+ * code/bspc/bspc.c: applied patch up to "2.1e"
+
+2001-01-18 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/ui/ui_main.c: below.
+ * code/q3_ui/ui_main.c: UI_HASUNIQUECDKEY comment.
+ Note: mods have to return qfalse. See Bug #2890 in Fenris.
+
+2001-01-17 Bernd Kreimeier <bk@lokigames.com>
+
+ * BETA2: finished testing, uploaded to id's FTP for release.
+
+2001-01-16 Bernd Kreimeier <bk@lokigames.com>
+
+ * CVS: checking in preparation for Beta2.
+ cvs tag id1-27h-loki010116-beta2
+
+ * SOS: new bspc "2.1e". No change on 1.27h.
+
+ * TEST: patch-up seems to work fine. No new files have been added
+ to the linkage (i.e. the ft2/ files now added), so we might not be
+ feature complete.
+
+ * code/game/g_active.c (ClientThink_real): id MISSIONPACK
+ conditional in addition to the ones I added earlier.
+ * code/qcommon/files.c: REJECT. Linux hack for userdir threw it off.
+ * code/qcommon/unzip.c: REJECT. CRC-32 section removed.
+ Later: unused tempB
+
+ * code/q3_ui/ui_syscalls.asm: REJECT. Start/StopBackgroundTrack.
+ * code/ui/ui_syscalls.asm: REJECT. syscalls ids from 1.27h
+ as of SOS (floor/ceil - will this ever get straightened out)
+ * code/win32/win_input.c: REJECT. g_pMouse edit.
+ * ui/menus.txt: REJECT. Replaced with 1.27h version.
+ Note: some more due to $SOS$.
+
+ * ui/: new scripts.
+ cinematicmenu.menu, demo_quit.menu, ingame.txt, serverinfo_old.menu
+ vid_restart.menu
+
+ * code/ft2/ttconfig.h: below.
+ * code/ft2/sfconfig.h: below.
+ * code/ft2/pstables.h: below.
+ * code/ft2/psnames.c: below.
+ * code/ft2/psdriver.h/c: below.
+ * code/ft2/keys.h: below.
+ * code/ft2/ftbbox.c: new in 1.27h
+
+ * code/cgame/cg_newdraw.c: beware: cg_newDraw.c gets lost in diff easily.
+
+ * code/cgame/cg_rankings.c: file removed from SOS.
+
+2001-01-15 Bernd Kreimeier <bk@lokigames.com>
+
+ * Patch-up: patching up from RC4 to 1.27h current.
+ No changes since 010112 snapshot.
+ ln -s sos010112/ work
+ diff -urbB sos001204-rc4/ work > work.diff
+ ln -s cvs-1.27g/ work
+ patch -p0 < work.diff > work.patch
+ find cvs1.27g/ -name '*.rej' -print
+
+ * SOS: adding the remaining SOS snapshots to CVS.
+ cvs import Quake3_sos sos001211 pr1-27g-win32-001211
+ Note: at this point id warned about repository corruption.
+ Watch out for the syscall stuff in particular.
+ cvs import Quake3_sos sos010104 pr1-27g-win32-010104
+ cvs import Quake3_sos sos010108 pr1-27h-win32-010108
+ cvs import Quake3_sos sos010110 pr1-27h-win32-010110
+ cvs import Quake3_sos sos010112 pr1-27h-win32-010112
+ Note: the first 1.27h might be the public (server only)
+ beta released, the second one was post release. Beware
+ of source files added and removed (botlib headers, FT2).
+ Note: why so late? Don't ask...
+
+2001-01-08 Bernd Kreimeier <bk@lokigames.com>
+
+ * SOS: id's working up to 1.27h (server side fix for
+ Guard exploit seems to force earlier release). Updating
+ CVS (most of the changes are debug code put in and
+ then disabled, plus some fixes as below). Next patching
+ up to current SOS.
+
+2001-01-07 Bernd Kreimeier <bk@lokigames.com>
+
+ * Makefile: need to rework this for multiple platforms.
+ We also need null/null_vm.c for platforms where we don't
+ have JIT (assembly emit).
+
+2001-01-04 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/q3_ui/ui_connect.c (UI_DisplayDownloadInfo): time
+ information for current (vs. start of download) is wrong,
+ thus negative 1 "estimated time", as well as transfer
+ rate just negative downloadSize. Not fixed.
+
+ * code/unix/unix_main.c (Sys_ParseArgs): added.
+ Note: for support/us, to identify builts. This is only
+ a skeleton right now - if I ever feel the need to support
+ more than "-v" and "--version" I'll have to flesh this out.
+
+ * code/unix/linux_glimp.c (signal_handler): see below.
+ * code/unix/unix_main.c (Sys_Exit): added an abstraction
+ layer for exit/_exit/assert/raise issues.
+ Note: need both a better debug/backtrace handling, and
+ have to find a way to determine why/where the alleged
+ startup/exit errors happen...
+
+2001-01-03 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/game/g_mem.c (G_Alloc): ERR_DROP initiated by
+ addbot commands for large sv_maxclients, allegedly
+ caused segfaults in 1.17. Not reproducible.
+ TODO: recover more gracefully from failure to add bot?
+
+ * code/renderer/tr_light.c (R_LightForPoint): Tim Angus
+ reports a crashbug with nolight maps. Also assertion in
+ R_SetupEntityLightingGrid, might want conditional there.
+ DONE: fixed crash on LightForPoint for nolight maps.
+
+ * code/qcommon/qcommon.h: NUM_SERVER_PORTS. A feature
+ request to increase this, or make it more flexible
+ otherwise (Fenris).
+ TODO: id decision on more flexible NUM_SERVER_PORTS.
+
+2001-01-02 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/unix/snapvector.nasm: fixed FPU bit (the current
+ one had reserved bits off, behavior should not change).
+ * code/qcommon/vm_x86.c: fixed symbols (below).
+ * code/unix/ftol.nasm: FPU bits weren't correct (duh).
+ DONE: shoot-though floor (q3dm5)
+ DONE: cursor-in-rect off (TA/Player model selection)
+ Note: in gdb, "disassemble <funcname>" is your friend.
+
+ * code/cgame/cg_public.h: CG_MEMSET is set to 100. In
+ cg_syscalls.asm it's 101. If I change it I get Bad trap 100
+ from the cgame VM code, so the 1.27g "official" VM code
+ uses it.
+
+ * code/unix/linux_common.c: have to fall back to C, the
+ current assembly is buggy...
+ * code/unix/Makefile (linux_common.o): added.
+ Later: also for dedicated. Less portable this way.
+ TODO: C_ONLY for dedicated on non-i386 only?
+
+ * code/qcommon/common.c: do not use memcpy/memset under Linux.
+ * code/unix/linux_common.c: added Andrew's assembly port.
+ TODO: C_ONLY for Com_Memset/Memcpy? Conditionals are fubared.
+
+ * code/qcommon/vm.c (VM_Init): use Win32 defaults (do not
+ use DLL's by default). This exposes DLL rounding errors
+ (damage through floors), and we don't want DLL's used by
+ default anyway.
+ TODO: why vm_ui default of 1?
+
+ * code/botlib/l_precomp.c (SourceWarning): removed assert.
+
+ * code/game/bg_lib.c (acos): defined, but we don't actually
+ use it except where the cg_syscalls.asm trap is used.
+
+ * code/game/g_public.h: missing lots of trap tokens.
+ * code/game/g_syscalls.c: missing lots of traps.
+ * code/game/g_syscalls.asm: more inconsistent hooks, were:
+ equ floor -111
+ equ ceil -112
+ equ testPrintInt -113
+ equ testPrintFloat -114
+ now changed to match cg_syscalls.
+ Note: fixed this in UI earlier, how did this slip through
+ the diffs against SOS?
+
+ * code/game/g_syscalls.c: no acos hook.
+ * code/cgame/cg_syscalls.c: no acos hook.
+ * code/cgame/cg_syscalls.asm: has acos hook as -112
+ Note: report from Tim Angus. The acos function is in bg_lib.c
+ which is linked only into ui (not q3_ui). That means we are
+ using libc acos right now?
+ Note: QVM traps are negative?
+
+ * BSD/Irix: tagged current CVS (not all of the below) as
+ cvs tag id1-27g-loki010102-bsd1
+ for BSD work (Rafael Barrero). Also be used for Irix update.
+
+2001-01-01 Bernd Kreimeier <bk@lokigames.com>
+
+ * SOS: adding the remaining SOS snapshots to CVS.
+ cvs import Quake3_sos sos001201-rc3 pr1-27f-win32-001201-rc3
+ cvs import Quake3_sos sos001202 pr1-27f-win32-001202
+ cvs import Quake3_sos sos001204 pr1-27g-win32-001204-rc4
+ This is the codebase to which the Linux branch has been patched
+ up. I can't verify whether this is identical to the RC4 codebase
+ as the tag doesn't work (but can check against the ZIP file..)
+ cvs import Quake3_sos sos001211 pr1-27g-win32-001211
+ The above snapshot contains a (post-release?) fix to ui_syscalls
+ in ui/ and q3_ui/. This change has been used in Linux (Beta1 and
+ above). At this point, id discouraged further use of SOS due to
+ repository corruption on their end. No further snapshots were
+ taken since.
+
+ * Fenris: since the release of the Beta1 bugs have been
+ maintained at http://fenris.lokigames.com/. I am going to
+ list issues here as they get fixed.
+
+2000-12-21 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/renderer/tr_font.c: graceful silence with old mods?
+ * code/botlib/l_precomp.c (SourceWarning): graceful exit if old mod?
+
+2000-12-20 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/server/sv_ccmds.c (SV_MapRestart_f): see below.
+ * code/qcommon/vm.c: currentVM is 0x0 in VM_ArgPtr.
+ In VM_Call, oldVM was NULL - made conditional the
+ reset of currentVM to oldVM.
+
+2000-12-18 Bernd Kreimeier <bk@lokigames.com>
+
+ * BETA1: closed Linux beta release. Stripped debug
+ and release binaries, DLL's, and pak4.pk3. CVS checkin,
+ will be tagged as
+ cvs tag id1-27g-loki001218-beta1
+ Later: id added a pak5.pk3 to the Win32 point release,
+ added this to the BETA1 best.
+
+ * code/qcommon/vm_x86.c: C37F.
+ * code/unix/snapvector.nasm: C37F.
+ Note: short of any real evidence, I gamble and use max.
+ precision (as well as default Linux precision, but NOT
+ Win32 precision). It seems that precision change is not
+ really an issue (despite Graeme's claim that the cursor
+ in the menu was/is off). I also pick the roundiung behavior
+ that is seemingly used by ANSI and gcc (but possibly not
+ Win32 _ftol depending on build).
+
+2000-12-15 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/unix/Makefile: added snapvector.o
+ * code/unix/unix_shared.c: #if 0'ed the old snapvector code.
+ * code/unix/snapvector.nasm (Sys_SnapVectorCW): two new
+ assembly functions from AndrewH that explicitely set the
+ FPU control word to convert vec3_t, to ensure cross-platform
+ behavior for both DLL and QVM.
+
+ * code/unix/ftol.nasm (Q_ftolC37F): for globals.
+
+ * code/unix/unix_main.c: took out global FPU manipulation.
+ For clarity this should be VM only.
+ * code/qcommon/vm_x86.c: added prototypes for the ftol
+ library. To select a specific behavior for the entire VM,
+ set ftolPtr accordingly.
+ Later: the GCC ftol function of course affect the stack
+ (there is no "declspec naked"). The problem seems to be
+ that the VM never handles the stack in a way compatible
+ to regular gcc C functions. For some odd reason _ftol seems
+ to do the right thing under Win32. All 4 control words
+ implemented at the moment work just fine with the menus.
+
+ * code/unix/ftol.nasm: added a small library of "safe" qftol
+ variations that explicitely set the control word to the
+ relevant (4) possibilities.
+
+2000-12-13 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/qcommon/vm_x86.c: an entire day spent trying to nail
+ the ftol issues. It breaks down like this: id used to use
+ an unsafe (no setting FPU control word) fistp. That seemingly
+ caused subtle physics bugs which nobody cared about in 1.17.
+ They then changed the UI code, and ran into the UI bugs:
+ menu entries shifted to the right, fonts vanishing. Then
+ they switched to using _ftol. Then they had to reproduce
+ the old behavior for the physics code due to public outrage.
+ My original port used a simple (long)float cast, which gcc
+ seemingly compiles to code that does OR 0C00 on whatever
+ current control word (precision unchanged). This breaks the
+ menus. If I use the unprotected fistp instead, which should
+ (Linux 037F default) use "nearest/even", then my menus are
+ correct. That would mean Win32 _ftol in id's compile does
+ the same, only that would require /qifist or some equivalent
+ compile flag, which I can't find. Two disassemblies of _ftol
+ I got from others showed OR 0C00 as part of the default (ANSI)
+ behavior.
+
+2000-12-13 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/game/bg_pmove.c (PmoveSingle): trap_SnapVector.
+ The one true and single call to snap velocity.
+ Note: bspc/map.c:void SnapVector(vec3_t normal)
+ qcommon/cm_patch.c:void CM_SnapVector(vec3_t normal)
+ game/q_shared.h: #define SnapVector(v) {v[0]=((int)(v[0]));...
+
+ * code/client/cl_cgame.c: CG_SNAPVECTOR.
+ * code/server/sv_game.c: G_SNAPVECTOR.
+ Note: these go through trap_SnapVector in syscalls.
+
+ * code/unix/unix_shared.c (Sys_SnapVector): sticking to
+ old Linux version for now...
+ * code/win32/win_shared.c (Sys_SnapVector): changed.
+ Note: Graeme points out this was changed to fix ftol
+ artifacts?
+ TODO: calculate errors for various ftol variants...
+
+ * code/qcommon/vm_x86.c: both the old fistp code (1.17)
+ and the new qftol function apparatently work. Using the
+ ftol.nasm code for now.
+
+ * code/unix/Makefile: DO_NASM and ftol.o.
+
+ * code/unix/ftol.nasm (qftol): created from Mike's SoF
+ replacements, with Andrew's help to satify the VM
+ stack/call requirements.
+ TODO: use Q_ftol herein to replace myftol elsewhere.
+
+ * code/unix/unix_main.c (Sys_ConfigureFPU): SIGFPE.
+ TODO: divide by zero in botlib. Disable this for now.
+ Note: we can't introduce calculation differences between
+ versions, so fixing these will have to wait.
+
+ * code/qcommon/vm_x86.c: two new lines in Win32 branch
+ missing from Linux assembly in AsmCall:
+ mov eax, dword ptr [edi]
+ and eax, [callMask]
+ Added, doesn't seem to affect UI etc. bugs.
+ Later: no FTOL_PTR, use fistp non-IEEE assembly as in old
+ version. This seems to work for Q3 and TA, while qftol
+ (simple cast) does not - for Win32 Graeme says the reverse
+ is true.
+
+ * code/qcommon/vm_x86_old.c: used the old cvs-1.17 version.
+ Two fixes (Hunk_Alloc, Com_Memcpy), and it works:
+ +set vm_game 2 +set vm_ui 2 +set vm_cgame 2
+ UI, cgame and game w/o apparent problems.
+
+2000-12-12 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/unix/Makefile: cleanup of redundant flags.
+ Removed bogus MALLOC_CHECK (note to self: export MALLOC_CHECK_=2).
+ Also DO_SHLIB_CC on all UI DLL's.
+ Added and removed DEBUG_VM flag.
+ TODO: figure out whether Zoid did UI this way intentionally.
+ Note: this seemingly fixed the botimport problem, although
+ most of the changes were just redundant CFLAGS removed. Given
+ our wanker toolchain, should have been more paranoid. All
+ DLL's can now be used w/o apparent problems.
+
+ * code/server/sv_main.c: gvm init.
+ * code/server/sv_game.c: gvm assertions.
+ * code/unix/unix_main.c (Sys_LoadDll): print vmMain
+ Note: top no avail. There is some odd ld/gdb problem here
+ that prevents examining globals and obfuscates part of
+ the stack between VM_Call and lower level code, through
+ G_InitGame. This is not just DLL's being loaded and unloaded.
+ Wromg flags during build? The vmCvar for "bot_developer"
+ ends up overlapping global botimport in memory, which
+ thus zero-fills part of the function pointer table.
+
+ * code/server/sv_bot.c (SV_BotInitBotLib): this (by way of
+ GetBotLibAPI) is responsible for setting botimport, which,
+ if using the game DLL, is not properly set up. Called in
+ SV_Init().
+
+ * code/game/q_shared.c: Q_strncpyz does zero padding (duh).
+ Note: calls strncpy, which does a zero fill up to destsize.
+ If destsize exceeds memory size, zero padding will overwrite
+ adjacent memory. Suspicion was this happend to botimport.
+
+ * code/qcommon/cvar.c: possible problem in Q_strncpyz call.
+
+ * code/botlib/be_ai_weap.c (weaponinfo_fields): made this static.
+ Note: it seems that the "number" string got replaced by
+ p def.fields[0]
+ {name = 0x40000000 "\177ELF\001\001\001", offset = 2, type = 50, ..
+ Memory corruption?
+
+ * code/game/inv.h (WEAPONINDEX_GAUNTLET): defined here.
+ * botfiles/weapons.c (Gauntlet): the baseq3/qagamei386.so parser
+ breaks here:
+ number WEAPONINDEX_GAUNTLET
+ * code/botlib/l_precomp.c (SourceWarning): added assertion to
+ trap botlib parsing problem..
+
+ * RC1: for beta test. Using my own vm/ui.qvm files in this case.
+ TODO: Setup with nouninstall.
+ TODO: fix game DLL/ botlib setup problem (so all DLL's work)
+ TODO: SIGFPE
+ TODO: profile?
+
+ * code/unix/Makefile (ai_vcmd.o): added to game DLL linkage.
+ How the fuck did this happen?
+ DONE: "qagamei386.so: undefined symbol: BotVoiceChat_Defend"
+
+ * TEST: +set vm_ui 2 (vm_x86, not interpreter). Breaks!
+ Further: qagame had undefined, but seemingly gets reloaded
+ second try (I hate the Linux linker).
+ * TODO: never reload fail DLL, abort engine
+
+
+2000-12-11 Bernd Kreimeier <bk@lokigames.com>
+
+ * TEST: recompile QVM/DLL and executable to test new UI code.
+ The UI QVMs from the paks still do not work.
+
+ * SOS: changes in UI code!
+ * code/q3_ui/ui_public.h: this file is deprecated
+ Note: e.g. it does not contain the background track calls.
+ * code/ui/ui_public.h: the uiImport_t enum here determines
+ the values.
+ * code/ui/ui_syscalls.asm: same as q3_ui now, were:
+ equ floor -111
+ equ ceil -112
+ * code/q3_ui/ui_syscalls.asm: these are now switched, were:
+ equ trap_S_StartBackgroundTrack -63
+ equ trap_S_StopBackgroundTrack -64
+ The new values match the ui/ equivalent. Also, floor (-108)
+ and ceil (-109) are different in ui/.
+
+ * CVS: going to check in this snapshot and tag it as
+ cvs tag id1-27g-loki001209-rc4
+ Presumed equivalent to SOS tag "1.27g RC4" (master). As I can't
+ obtain the tagged code using SOS (neither Win32 nor Linux client)
+ I can only guess.
+
+ * TEST: use my own VM code, ion baseq3/vm/*.qvm and missionpack/vm/.
+ This works - in other words, the menu bug seems in the UI code, and
+ is fixed in my codebase.
+
+ * TEST: make release.
+ Note: I can postpone DLL specific problems. Bad performance is not
+ as important as outright bugs. Thus the UI QVM issue is the only
+ one that stops me from creating an RC.
+ TODO: Q3 UI QVM code from pak file does not work (neither does TA).
+ TODO: sound with video playback still awful. Threaded sound, I guess.
+ TODO: ERROR: couldn't open demos/DEMO002.dm3.dm_48 (same demo001.dm3.dm_48)
+
+ TODO: do not show Q3 demos in TA menu?
+ TODO: new demos for Q3? Or at least error message?
+
+ * code/game/bg_lib.c: itrinsics excluded by Q3_VM (another -O
+ compile). Uninitialized variable.
+ * code/unix/Makefile: -O for uninit on patched code. Also shortcuts.
+ TODO: DC_ONLY seems an obsolete flag, used in Makefiles, not source.
+
+ * TEST: +set sv_pure 0 +set vm_game 1 +set vm_cgame 1 +set vm_ui 0
+ Turns out that the pak0.pk3 UI QVM code is seemingly broken in TA
+ and Q3, but my UI DLL is not. In reverse, the QVM game/cgame for
+ Q3 seems to work quite well (including bots). The TA game/cgame
+ also works, including botlib init.
+ TODO: BotLib Init using game DLL gives:
+ TODO: Error: file weapons.c, line 38: unknown structure field number
+ TODO: Fatal: couldn't load the weapon config
+ TODO: Error: BotLoadMap: bot library used before being setup
+
+ * TEST: checked the rc4winstlr.zip CD tree against
+ my test install. baseq3/pak4.pl3 and missionpack/pak0.pk3
+ are identical, but I finally recognized that there was
+ a missionpack/pak1.pk3 not in the final install - left over
+ from an earlier update from id. Doesn't seem to affect the
+ DLL based runs at all.
+ Note: I still do not have the final CD snapshot Robert
+ promised me mid last week, they haven't even fixed the
+ FTP account they took down. Communication with id is as
+ abyssmal as ever.
+
+2000-12-08 Bernd Kreimeier <bk@lokigames.com>
+
+ * TEST: running with RC4 data files.
+ TODO: "bot library used before setup" (Q3+TA)
+ TODO: Q3 old mods wreak havoc (graceful bounce)
+ TODO: supress "FreeType code not available" in renderer
+ TODO: can't move in Q3
+ TODO: items flicker in Q3
+ TODO: no decals in Q3
+ TODO: VM UI code still broken (Q3+TA)
+ TODO: sound code is awful
+ TODO: video playback inferior to earlier builds
+
+ * code/q3_ui/ui_local.h: prototype trap_VerifyCDKey(..)
+ * code/game/g_active.c ( StuckInOtherClient): TA only.
+ * code/cgame/cg_draw.c: 4x unbalanced `#endif' - from patch?
+ * code/null/null_client.c (CL_CDKeyValidate): dummy added.
+ * code/qcommon/common.c: Q_acos missing, changed conditionals
+
+ * code/qcommon/vm_x86.c: unreacheable _asm instruction that
+ gcc doesn't quite like... #if 0'ed for now
+ TODO: understand _asm { mov eax,[ebx] }, fix it for gcc
+
+ * TEST: compile...
+
+ * code/ui/ui_main.c: full REJECT. Manual merge.
+ Note: preserved debug_protocol lines, who knows what it's good for.
+
+ * code/qcommon/files.c: REJECT. SafeMode, demo server FS_Restart.
+
+ * code/client/snd_mem.c: REJECT: $SOS$.
+ * code/client/snd_dma.c: REJECT: $SOS$.
+ * code/client/cl_cin.c: REJECT. com_timescale, $SOS$.
+
+ * code/cgame/cg_draw.c: REJECT. Lots, but virtually all either
+ float postfix (on some, not all places), or #ifndef MISSIONPACK
+ that I had already put in during -Werror (conditional unused).
+
+ * code/cgame/cg_consolecmds.c: REJECT. id commented unused code
+ that I had #if 0'ed earlier.
+
+ * code/game/: three REJECT for $SOS$.
+ * code/botlib/: lots REJECT for $SOS$.
+
+ * Patch: patching up from demo source.
+ ln -s sos001204-rc4 work
+ diff -urbB sos001122-demo/ work > work.diff
+ ln -s cvs-1.27b/ work
+ patch -p0 < work.diff > work.patch
+ find cvs1.27b/ -name '*.rej' -print
+
+ * CVS: going to check in this snapshot and tag it as
+ cvs tag id1-27b-loki001208-demo
+ Then patching up to RC4, as of sos001204-rc4 (no changes since,
+ should be equivalent to SOS tag "1.27g RC4" (raduffy), i.e. master.
+
+ * TEST: installed demota/ from Win32 distribution. Binary
+ fails claiming "Corrupted pak0.pk3". Abandoned.
+ Note: a Linux demo for Q3TA has no priority. Most important is
+ the Q3A point release in time for Q3TA hitting shelves, followed
+ by testing for Q3TA. The source is in CVS and tagged (see above)
+ in case a demo matching the released files has to be provided
+ later.
+
+
+2000-12-07 Bernd Kreimeier <bk@lokigames.com>
+
+ * TEST: compile and link - succeeds.
+
+ * code/ui/ui_main.c: UI_StopServerRefresh now uaws.
+ New unused variables.
+
+ * code/unix/unix_main.c: added Sys_LowPhysicalMemory() stub.
+ TODO: write Linux equivalent to GlobalMemoryStatus.
+
+ * code/qcommon/common.c: Com_Memset/Com_Memcpy. Neither assembly
+ nor C versions included if not on Win32 i386.
+ TODO: using/porting assembly?
+
+ * code/qcommon/files.c: unused variable.
+ TODO: fs_scrambledProductId unused if 0 for now.
+ Note: -DFS_MISSING for id's pak cleanup, not used.
+
+ * TEST: compile and link - fails.
+
+ * code/macosx/Client/Makefile.postamble: empty ORIG.
+ * code/macosx/Client/Makefile.preamble: ORIG. $(BOTLIB_OBJS) added.
+
+ * code/server/sv_client.c: ORIG. Com_Memset.
+ * code/renderer/tr_shader.c: ORIG. Com_Memset, CIN_Shader.
+ * code/qcommon/vm_x86.c: ORIG. Com_Memcpy.
+ * code/qcommon/unzip.c: REJECT. Com_Memcpy, $SOS$.
+ * code/qcommon/qcommon.h: ORIG. PROTOCOL 47, plus Sys_LowPhysicalMemory.
+ * code/qcommon/md4.c: Com_Memset,Com_Memcpy (ORIG).
+ * code/qcommon/files.c (Sys_ConcatenateFileList): REJECT.
+ Our additons threw it off, plus $SOS$.
+ * code/qcommon/common.c: they fixed same unused variables (REJECT).
+
+ * code/ui/ui_shared.c: additions (ORIG).
+ * code/ui/ui_gameinfo.c: COM_Compress added (ORIG).
+ * code/ui/ui_atoms.c: print statements removed (ORIG).
+ * code/ui/ui_main.c (UI_DoServerRefresh): REJECT on comment edit...
+
+ * code/game/g_cmds.c (Cmd_VoiceTaunt_f): logic changed heavily. ORIG.
+ * code/game/q_shared.h: Q3_VERSION "Q3 Team Arena Demo 1.27b"
+ plus Com_Memset, Com_Memcpy, CIN_shader, COM_Compress.
+ * code/game/g_main.c: Cvar change only
+ * code/game/ai_dmq3.c: $SOS$.
+
+ * code/client/snd_mix.c: Com_Memset
+ * code/client/client.h: additions (ORIG).
+ * code/client/snd_mem.c: see below.
+ * code/client/snd_dma.c: $SOS$ (CVS keyword).
+
+ * code/client/cl_cin.c: they removed unused (REJECT).
+ * code/cgame/cg_servercmds.c: ORIG. compress, noTaunt etc.
+ * code/cgame/cg_main.c: ORIG. Conditonal branch, COM_Compress.
+ * code/cgame/cg_consolecmds.c: ORIG. Cvar values changed.
+ * code/cgame/cg_draw.c (CG_DrawTeamBackground): ORIG.
+ no reject but *.orig file created. I just mark spots were
+ code changed after verifying the patch succeeded.
+
+ * code/cgame/cg_event.c: fixed reject (REJECT).
+ * code/botlib/: all *.rej here due to SOS/CVS $Keyword$.
+ TODO: preserve SOS comments/rev history somehow.
+
+ * Patch: patching up to demo source.
+ ln -s sos001122-demo work
+ diff -urbB sos001119/ work > work.diff
+ ln -s cvs-1.26/ work
+ patch -p0 < work.diff > work.patch
+ find cvs1.26/ -name '*.rej' -print
+
+ * CVS: going to check in this snapshot and tag it as
+ cvs tag id1-26w-loki001207
+ to prepare for upgrading to RC4. I have already made
+ many more changes than I wanted to w/o getting any
+ closer to pinpointing the problem, I might as well
+ patch up to id's more current sources.
+
+ * code/botlib/be_interface.c: initialize by memset. Turns
+ out that this fails in Export_BotLibSetup on BotSetupWeaponAI
+ loading "weapons.c" (from the pak, presumably) with an unknown
+ structure field number. Mismatch of datafiles vs. source again.
+
+ TODO: id replaced memsets in later source.
+ TODO: have memsets on all exports and imports.
+
+ * SOS: RC4 source should be tagged "1.27g RC4" (raduffy).
+ Unfortunately the Linux client doesn't care a bit. Show
+ History does work if from/to date differ by at least a
+ day, and it shows the tag on code/ (only that subtree),
+ but recursive get aborts halfway.
+ Manual: http://www.sourcegear.com/SOS/Doc/
+
+2000-12-06 Bernd Kreimeier <bk@lokigames.com>
+
+ * TEST: accepting missing shaders now. No bots, but I can
+ actually enter the game and play (more than can be said for
+ classic Q3 right now).
+ TODO: Error: BotStartFrame: bot library used before being setup
+
+ * code/renderer/tr_shader.c: took out assertion for now...
+ * TEST: now missiopack/cgame loads
+ TODO: tr_shader.c:2275: R_FindShaderByName: failed
+ TODO: searches ui/assets/3_cursor2.TGA, has ui/assets/3_cursor3.tga
+
+ * code/unix/Makefile (MPCGOBJ): ui_shared.o (duh).
+ DONE: /cgamei386.so: undefined symbol: PC_Float_Parse
+
+ * code/botlib/be_ai_goal.c: initialize campspots etc. This
+ might or might not fix this one (didn't get back to gdb due
+ to mouse-only navigation).
+ DONE: 0x80d1d5b in BotFreeInfoEntities () at be_ai_goal.c:447
+
+ * TEST: this time with missionpack/cgame loading... noy
+ TODO: TA menu blocked after end of intro movie
+ TODO: console in_mouse 1 doesn't grap pointer even on vid_start?
+
+ * code/cgame/cg_newdraw.c: -Werror.
+ * code/unix/Makefile (MPCGOBJ): cg_newdraw.o was missing (duh).
+ DONE: missionpack/cgamei386.so: undefined symbol: CG_OwnerDrawVisible"
+
+ * code/ui/ui_shared.c:1309 assign after bail on NULL.
+ DONE: segfault in Item_SetFocus (item=0x0, x=0, y=0)
+
+ * TEST: new set of DLL's (this time hopefully correct).
+ All baseq3/ DLL's load, as does the missionpack/ UI DLL.
+ The menus now work in both (TA seems mouse-only on everything
+ but "Quit"). Segfault on delayed TA "Quit" (stack fubared):
+ #5 0x809fc28 in VM_Call (vm=0x88408a0, callnum=3) at ..//qcommon/vm.c:617
+ #6 0x805aafc in CL_KeyEvent (key=9, down=qtrue, time=128644) cl_keys.c:1194
+ TODO: TA menu's w/o mouse?
+ TODO: Win32 goes submenus but does not unfold
+ TODO: Linux does not go submenus
+
+ * code/ui/ui_main.c: see below.
+ TODO: LCC gets fits - operands of = have illegal types
+ TODO: 'pointer to const unsigned char' and 'pointer to const char'
+ * code/ui/ui_shared.c: see below.
+ * code/ui/ui_gameinfo.c: see below.
+ * code/ui/ui_atoms.c: see below.
+ * code/game/g_bot.c: more cruft.
+ * code/cgame/cg_draw.c: loads of functions modified for
+ MISSIONPACK that aren't used at all for MISSIONPACK anymore.
+ Development relics.
+
+ * code/cgame/cg_consolecmds.c: -Werror.
+ Note: due to Makefile error never ever compiled...
+
+ * code/unix/Makefile: fixed various dependency errors
+ for game and ui library.
+ TODO: create a new Makefile with patsubst and rules.
+ TODO: why C_ONLY in the i386 dedicated server?
+
+ * code/unix/unix_main.c: use dlerror() excessively.
+ Littered more unused DLL related functions with assert(0).
+ TODO: clean up Sys_Load/UnloadDll (a real mess)
+ TODO: remove Zoid code cruft (unused per-DLL functions)
+
+ * code/game/bg_misc.c: changed G_Printf for Com_Printf.
+ This was undefined in baseq3/uii386.so preventing loading.
+
+ * TEST: +set sv_pure 0 +set vm_game 0 +set vm_cgame 0 +set vm_ui 0
+ Note: so far I used only the game DLL.. duh.
+ UI DLL fails to load: missing G_Printf.
+
+ * code/unix/Makefile: -DMALLOC_CHECK in addition to
+ the -DZONE_DEBUG I have used since switching to calloc.
+ Using MALLOC_CHECK=1 for now, might use 2 if something
+ comes up.
+
+ * code/renderer/tr_init.c (GL_SetDefaultState): it does get
+ called, but does not show up in the log.
+
+ * TEST: tried executing a script - get bounced.
+ TODO: is there any way to jump into a map?
+ TODO: cl_cinematics 0 (supress all fullscreen RoQ)
+ Next: used r_logfile 200 in Win32 (RC4) and Linux.
+ There is a buckload of setup code seemingly not done
+ at all in Linux? Either that, or logging is enabled
+ with a delay in Linux.
+
+ * code/unix/linux_glimp.c: fixed autorepeat (H2/Fakk2 way).
+
+2000-12-05 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/renderer/tr_mesh.c: added assert there.
+ * TEST: menus and in-game drawing are just as they were with
+ the initial SOS001119 port. In addition:
+ R_AddMD3Surfaces: no such frame 0 to -2147483477
+ for 'models/players/xaero/upper.md3'
+ R_AddMD3Surfaces: no such frame -2147483477 to 171
+ R_AddMD3Surfaces: no such frame 171 to -2147483498
+ ad nauseam (used as my player model).
+ Triggered: haveing a trRefEntity_t *) 0x41dbbd00 with
+ frame = -2147483477. Might be a red herring (PRINT_DEVELOPER),
+ ignore for now.
+
+ * code/ui/ui_main.c: missing return.
+ * code/ui/ui_shared.c: excess byte in initializer (which gcc
+ did not caught, but LCC did). Also LCC complains about
+ missing returns, but gcc doesn't (neither says unreacheable
+ code though). If necessary (MsVC?) guard with Q3_VM.
+
+ * code/q3_ui/ui_ingame.c: see below.
+ * code/q3_ui/ui_atoms.c: voidfunc_f. LCC warns about conversion
+ from `pointer to void' to `pointer to void function(void)'
+ being compiler dependent. Casting NULL. Guess what, doesn't fix
+ it either.
+ TODO: do not use these cursed scripts to generate VM code,
+ we do not have proper rules for LCC/q3asm, thus the files never
+ get updated.
+
+ * code/unix/Makefile: for paranoia's sake recreated the 1.17
+ compile for the UI DLL (where only q_shared/math were actually
+ compiled as DO_SHLIB_CC.
+ Later: switched to different gcc.
+
+ * STATIC: remaining problems are vmMain (same entry point for all
+ DLL's), could use cgMain, uiMain and gMain here for HARD_LINKED.
+ Note: I don't think id has used this in ages.
+ Plus all the collisions in *_syscalls.c, which simply can't be
+ fixed cheaply. None is the superset of 2 others, neither seems
+ w/o overlap to others. Full stop.
+
+ * code/botlib/be_aas_move.c: see below.
+ * code/game/ai_dmq3.c: VEC_UP/DOWN, MOVEDIR_UP/DOWN now static.
+ See also game/g_utils.c for existing static duplicates.
+
+ * code/game/q_shared.h: #define stricmp strcasecmp
+ * code/unix/Makefile: no mo' -Dstricmp=strcasecmp, see q_shared.h
+ Also: no mo' -I/usr/include/glide, no FX
+ TODO: are we building against system GL headers? ../Mesa/?
+
+ * code/q3_ui/ui_atoms.c: comment on duplication
+ * code/cgame/cg_drawtools.c: use UI/CGAME_HARD_LINKED on UI duplicates
+ TODO: does this UI_ code in cg_drawtools/ui_atoms belong into ui_shared?
+
+ * code/unix/Makefile: use -DQ3_STATIC
+ * code/game/q_shared.h (*_HARD_LINKED): trigger on Q3_STATIC
+ Later: collision between UI and CGAME is still there. This fixed
+ the Com_Error, Com_Printf issues though
+
+ * code/unix/Makefile ($(B)/q3static/ai_vcmd.o): this file was
+ missing, hence undefined symbol.
+ ($(B)/baseq3/game/ai_vcmd.o): same here.
+ ($(B)/missionpack/game/ai_vcmd.o): same here.
+
+ * STATIC: cg_syscalls.c, g_syscalls.c and ui_syscalls.c alias.
+ Multiply defined symbols:
+ Com_Error, Com_Printf
+ VEC_UP, VEC_DOWN
+ MOVEDIR_UP, MOVEDIR_DOWN
+ vmMain
+ dllEntry
+ PASSFLOAT
+ trap_Error
+ trap_Milliseconds
+ trap_Argc
+ trap_Argv
+ trap_FS_FOpenFile
+ trap_FS_Read
+ trap_FS_Write
+ trap_FS_FCloseFile
+ trap_FS_GetFileList
+ trap_R_RegisterModel
+ trap_R_RegisterSkin
+ trap_R_RegisterFont
+ trap_R_RegisterShaderNoMip
+ trap_R_ClearScene
+ trap_R_AddRefEntityToScene
+ trap_R_AddPolyToScene
+ trap_R_AddLightToScene
+ trap_R_RenderScene
+ trap_R_SetColor
+ trap_R_DrawStretchPic
+ trap_R_ModelBounds
+ trap_UpdateScree
+ trap_S_StartLocalSound
+ trap_S_RegisterSound
+ trap_Key_IsDown
+ trap_Key_GetCatcher
+ trap_Key_SetCatcher
+ trap_GetGlconfig
+ trap_PC_AddGlobalDefine
+ trap_PC_LoadSource
+ trap_PC_FreeSource
+ trap_PC_FreeSource
+ trap_PC_ReadToken
+ trap_PC_SourceFileAndLine
+ trap_S_StopBackgroundTrack
+ trap_S_StartBackgroundTrack
+ trap_RealTime
+ trap_CIN_PlayCinematic
+ trap_CIN_StopCinematic
+ trap_CIN_RunCinematic
+ trap_CIN_DrawCinematic
+ trap_CIN_SetExtents
+ trap_MemoryRemaining
+ trap_SendConsoleCommand
+ trap_Cvar_Register
+ trap_Cvar_Update
+ trap_Cvar_Set
+ trap_Cvar_VariableValue
+ trap_Cvar_VariableStringBuffer
+ trap_RealTime
+ trap_SnapVector // used in game/bg_*.c, needs conditional
+ More aliasing between ui_atoms.c and cg_drawtools.c:
+ UI_DrawBannerString
+ UI_ProportionalStringWidth
+ UI_ProportionalSizeScale
+ Undefined symbol: ai_team.o: In function `FindHumanTeamLeader':
+ ai_team.c:1899: undefined reference to `BotVoiceChat_Defend'
+ Note:
+
+ * code/game/g_main.c: unused.
+ * code/game/g_arenas.c: unused.
+ * code/game/ai_team.c: init.
+ * code/game/ai_dmnet.c: /* in comment (odd).
+ Note: why do these come up now but not earlier?
+ TODO: the make dependencies might target wrong files.
+
+ * code/unix/Makefile (TARGETS): added q3static.
+ Note: this is baseq3/
+
+ * TEST: +set r_logfile 100. It seems that the addition of
+ code (add an assertion etc.) changes the behavio of the binary.
+ The intro cinematics code seems to suffer first - didn't play,
+ then played, then (another assert added) doesn't play. Watch
+ out for (missionpack):
+ UI_CIN_PlayCinematic
+ SCR_PlayCinematic( mpintro.roq )
+ trFMV::play(), playing mpintro.roq
+ Also fails to exit cleanly: break gives
+ #0 0x401919ee in __select ()
+ #1 0x400bbcb8 in __DTOR_END__ ()
+ #2 0x4004baa1 in _XSend ()
+ #3 0x452b009f in GLXRenderFlush ()
+ #4 0x804ce0c in _XRead ()
+ #5 0x40680813 in ?? ()
+ Stack is corrupted.
+ Note: ~/.q3a/gl.log
+ TODO: write per-frame files (see Heretic2)
+ TODO: add Heretic2 QGL (more detail)
+
+ * code/unix/linux_qgl.c (QGL_EnableLogging): fixed countdown
+ (i.e. propagated changes from win32/, see Fakk2).
+
+ * code/unix/linux_glimp.c: fixed QGL_EnableLogging argument
+ to avoid cast error (always qfalse).
+
+ * code/unix/Makefile (DEBUG_CFLAGS): use ZONE_DEBUG.
+
+ * code/qcommon/common.c: replaced malloc with calloc calls.
+
+ * code/q3_ui/ui_local.h: have to use ui/ui_public.h
+ * code/cgame/cg_servercmds.c: requires ../ui/menudef.h
+
+ * code/cgame/cg_consolecmds.c: ui/ui_shared.h is unique.
+ * code/q3_ui/ui_public.h: make sure this won't be compiled.
+ * code/client/client.h: we have to include ui/ui_public.h.
+ Note: id is obviously maintaing only the ui/ headers, so the
+ headers in q3_ui/ are deprecated.
+
+ * code/renderer/tr_shader.c: added assertions (see Ryan's Fakk2
+ problems with missing shaders).
+
+ * code/game/g_cmds.c: below.
+ * code/game/ai_vcmd.c: below.
+ * code/game/ai_team.c: below.
+ * code/game/ai_dmnet.c: below.
+ * code/game/ai_dmq3.c: below.
+ * code/game/ai_chat.c: below.
+ * code/game/ai_cmd.c: ../../ui/menudef.h (new Q3TA script directory).
+
+ * code/cgame/cg_newdraw.c: make sure it won't compile w/o MISSIONPACK.
+
+ * code/cgame/cg_servercmds.c: below.
+ * code/cgame/cg_event.c: below.
+ * code/cgame/cg_consolecmds.c: below.
+ * code/client/keys.h: below.
+ * code/client/client.h: below.
+ * code/q3_ui/ui_local.h: include from ../q3_ui/ not ../ui/.
+ Note: id seems to intentionally use the header from the new ui/.
+
+ * Makefile: checked -I$(UIDIR), there is no such. That means all
+ files include directly, which means all (including Q3) are using
+ the new ui/ headers.
+
+2000-12-04 Bernd Kreimeier <bk@lokigames.com>
+
+ * RC4: released as 362101115 Dec 4 11:40 TA_Q3A_RC4.zip
+
+ * TEST: the corrupted menu problem is back :-(. Looks like I am in
+ for a static link next.
+
+ * code/unix/Makefile (clean2): fixed (not all new OBJ covered).
+ * code/q3_ui/ui_teamorders.c: -Werror.
+ * code/q3_ui/ui_team.c: -Werror.
+ * code/q3_ui/ui_qmenu.c (Bitmap_Draw): -Werror.
+ * code/q3_ui/ui_mods.c (UI_Mods_LoadModsFromFile): unused. -Werror.
+ * code/q3_ui/ui_controls2.c: -Werror.
+ * code/q3_ui/ui_atoms.c: -Werror
+ * code/null/null_client.c: -Werror.
+ * code/unix/linux_joystick.c: -Werror.
+ * code/unix/linux_glimp.c: -Werror.
+ * code/unix/linux_qgl.c: -Werror.
+ * code/unix/unix_shared.c: -Werror.
+ * code/unix/unix_net.c: -Werror.
+ * code/unix/linux_local.h: added missing prototypes.
+ * code/unix/unix_main.c: -Werror. Includes linux_local.h
+ * code/jpeg-6/jdmainct.c: see below.
+ * code/jpeg-6/jcmainct.c: variables called "main" (*moan*)
+ * code/jpeg-6/jcdctmgr.c (forward_DCT): -Werror.
+ * code/botlib/l_script.c (PS_ReadLiteral): -Werror
+ * code/botlib/l_precomp.c (PC_AddBuiltinDefines): -Werror.
+ * code/botlib/be_interface.c: -Werror.
+ * code/botlib/be_aas_reach.c: -Werror
+ * code/botlib/be_aas_cluster.c: -Werror
+ * code/game/be_aas.h: -Werror.
+ Note: MrElusive accumulates a lot of code history in nested comments,
+ which gcc doesn't like at all. #if 0'ed to avoid.
+ * code/qcommon/vm_interpreted.c: -Werror.
+ * code/qcommon/unzip.c: -Werror.
+ * code/cgame/cg_servercmds.c: -Werror.
+ * code/cgame/cg_main.c: -Werror.
+ * code/cgame/cg_drawtools.c: -Werror.
+ * code/game/bg_misc.c: -Werror.
+ * code/game/be_ai_move.h (bot_avoidspot_s): added.
+ * code/botlib/be_ai_move.c: removed typedef struct bot_avoidspot_s
+ * code/client/snd_mix.c: -Werror.
+ * code/qcommon/md4.c: -Werror.
+ * code/qcommon/common.c: -Werror.
+ * code/client/cl_keys.c: -Werror.
+ * code/client/cl_cin.c: -Werror, init local variables.
+ * code/unix/Makefile: -Werror. need -O for -Wall for uninitialized
+ Note: the above is the list of files that got touched during a pass
+ with -g -O -Werror -Wall flags (in the hope of finding uninitialized
+ memory and ambiguous statements). Most of the above are simply
+ unused variables (or even code).
+
+ TEST: RC3 data files, but DLL's.
+ TODO: TA gets stuck in initial sound, doesn't play cinematics (sometimes)
+ TODO: Q3 intro movie looses sound after Sarge gets teleported
+ TODO: Q3 ingame renders world, weapon, muzzleflash, hud, can shoot,
+ TODO: but no movement, hud background is fubared.
+
+ * code/cgame/cg_main.c: cg_singlePlayerActive
+
+ * code/q3_ui/ui_login.c: doesn't seem to be used?
+ * code/game/g_rankings.c (G_RankRunFrame): doesn't seem to be used.
+ * code/q3_ui/ui.sh: disabled this.
+ * code/q3_ui/q3_ui.sh: changed include path to ../q3_ui/ (duh).
+
+ * code/game/game.sh: changed include path to ../q3_ui/ which
+ is not in the Win32 batch file.
+ * code/cgame/cg_rankings.c: this does not seem to be included.
+ * code/cgame/cgame_ta.sh: added -DCGAME. Also added cg_syscalls.c
+ to build (also missing in Win32).
+
+ * code/cgame/cgame.sh: added -DCGAME (see cgame.bat). Also
+ changed include path to ../q3_ui/ which is not in the Win32
+ batch file. Also added cg_syscalls.c to build (missing in
+ Win32).
+
+2000-12-01 Bernd Kreimeier <bk@lokigames.com>
+
+ * RC3: released as of sos001201 / Q3 1.27f
+
+ * code/unix/Makefile: more fixes with clean build. The
+ changes made fix the menu rendering for Q3 but not TA.
+ Ingame graphics still broken.
+
+ * code/game/game_ta.sh: created. Use game_ta.q3asm here.
+ * code/game/game.sh: no -DMISSIONPACK
+ * code/game/game_ta.q3asm: CR/LF, /.
+
+ * code/cgame/cgame_ta.sh: created. Use cgame_ta.q3asm here.
+ * code/cgame/cgame.sh: no -DMISSIONPACK. No cg_newdraw, ui_shared.
+ * code/cgame/cgame.q3asm: No cg_newdraw, ui_shared.
+ CR/LF, /, cg_newDraw, and the output path/name.
+
+ * code/q3_ui/q3_ui.q3asm: output to ui not q3_ui...
+
+ * code/cgame/cg_event.c: cg_singlePlayerActive used here.
+ TODO: guard by MISSIONPACK
+ * code/cgame/cg_local.h: named q3print_t enum. Cvar
+ cg_singlePlayerActive for both Q3 and TA.
+
+
+ * code/unix/Makefile: cleanly separate B/baseq3/ and
+ B/missionpack/ subtrees during build. While new and old
+ UI are in separate directories, the cgame/ and game/
+ are shared, with conditional -DMISSIONPACK compile
+ and different files includeds (cd_draw, cg_newdraw).
+ That means twice the number of targets (3 DLL's, 3 QVM's,
+ times two), and different build rules.
+ TODO: carefully check Win32 build for (other) conditionals
+ TODO: carefully check Win32 build for link lists
+
+ * CVS: ui/, code/ui, botfiles/ and subdirectories are added.
+ The code/macosx/ directory turned out to be a real pain that
+ had to be edited manually, throwing out CVS/ directories in
+ the tree that had been created by SOS as they are in id's
+ repository:
+ code/macosx/Client/CVS
+ code/macosx/Client/PBUserInfo/CVS
+ code/macosx/Client/Quake3.nib/CVS
+ code/macosx/Common/CVS
+ code/macosx/DedicatedServer/CVS
+ code/macosx/DedicatedServer/PBUserInfo/CVS
+ Now tagged
+ cvs tag id1-26y-loki001119
+ TODO: there are several new files not yet linked?
+
+ * ChangeLog: merged the Changelog from the bk00119 working
+ branch (initial Q3TA port) based on sos001119 snapshot. Also
+ merged the source tree with cvs-1.17.
+ In the ChangeLog below *** MISSIONPACK *** indicates work
+ that was done on the branch (code-sos/ prefix in files).
+ The cvs update of this will be tagged with
+ cvs tag id1-26y-loki001119
+ Use this tag to hunt for possible Linux fixes that got lost
+ (i.e. got dropped by id since id000516 and were thus not in
+ sos001119, but did not show in diff id000516 cvs1-17).
+ New directories in CVS: botfiles/, ui/.
+ Missing from SOS/Missionpack: SDK directories.
+ common, lcc, libs, q3asm, q3data, q3map, q3radiant.
+
+
+ * ssreport.txt: below.
+ Note: watch for files called "ssreport.txt", that's id ChangeLog.
+ * ui/ui_syscalls.asm: below.
+ * q3_ui/ui_syscalls.asm: below.
+ * game/g_syscalls.asm: below.
+ * cgame/cg_syscalls.asm: below.
+ * bspc/linux-i386.mak: below.
+ * bspc/lcc.mak: below.
+ * botlib/linux-i386.mak: below.
+ * botlib/lcc.mak: below.
+ * A3D/a3d_console_variables.txt: CR/LF issue (minimize diffs).
+
+ * CVS: the checked bk001119 work copy of the sos001119 initial
+ checkout (completed with everything in the SOS "Missionpack"
+ tree, i.e. botfiles/ and botfiles.* added), copied over the
+ cvs-1.17 checkout.
+ Note: in these cases, BEWARE ui -> q3_ui/ links, and different
+ ChangeLogs. Also "make clean" helps.
+
+ * unix/unix_net.c: below.
+ * unix/unix_main.c: below.
+ * unix/matha.s: below.
+ * unix/linux_qgl.c: below.
+ * unix/linux_glimp.c: see also linux_joystick.c.
+ * server/sv_client.c: below.
+ * renderer/tr_surface.c: below.
+ * renderer/qgl.h: below.
+ * qcommon/qcommon.h: below.
+ * qcommon/files.c: below.
+ * qcommon/common.c: below.
+ * q3_ui/ui_demo2.c: below.
+ * mac/mac_net.c: below.
+ * mac/mac_glimp2.c: below.
+ * game/surfaceflags.h: below.
+ * game/bg_lib.c: checked against id00516/cvs-1.17a diff.
+ * bspc/bspc.c: TH_AASToTetrahedrons call removed since id000516.
+ Note: our final compare of id000516 against cvs-1.17a, making sure
+ that all these differences are in bk001119 (initial Q3TA port).
+ If id branched the Q3TA base off before id000516 we might be screwed.
+ Note: I do not diff against bk000520, which had some minor changes
+ against id000516 (check VectorArrayNormalize, OTConfiguration), which
+ seem consistent with me taking a pre-id000516 source snapshot for that
+ working branch.
+
+2000-11-30 Bernd Kreimeier <bk@lokigames.com>
+
+ * TEST: compiled using the symbolic link ui/ -> q3_ui/.
+ Had to undo one CVS change, regarding
+ code/cgame/cg_syscalls.asm
+ code/game/g_syscalls.asm
+ code/q3_ui/ui_syscalls.asm
+ These files are neither generated by Win32 cgame.bat
+ nor cgame.sh (etc.), thus seemingly maintained by hand.
+ cvs tag pr1-17-loki001130b
+ should be used if somebody needs this 1.17 snapshot
+ (which, remember, is post-release, with additional fixes).
+ Later:
+ cvs tag pr1-17-loki001130c
+ includes the full ChangeLog (duh).
+
+ * CVS: up until cvs-1.17-001130, code/ui/ contained the
+ Q3 code for the UI QVM/DLL. In Q3TA, this code has been
+ moved to code/q3_ui/, while at the same time the new
+ (scripting driven) UI code for Q3TA was maintained in
+ code/ui/. To preserve the history of code/ui/, it has been
+ renamed to q3/ui/ in the CVSROOT.
+ Note: this will BREAK all cvs-1.17 and before checkouts.
+ To compile earlier versions, move or link q3_ui/ to ui/.
+ The code has been tagged
+ cvs tag pr1-17-loki001130
+ after the change.
+ DONE: remove code/*/vm/*.asm from CVSROOT
+ Note: this includes code/*/*.asm files (from *_syscalls.c).
+ These were originally tracked in CVS, but if we need
+ comparison of q3asm output or QVM files we can rely
+ on the Win32 and Linux SDK now. These files have been
+ physically removed from CVS now, followed by
+ cvs tag pr1-17-loki001130a
+
+2000-11-30 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
+
+ * RC2: new ZIP file (another 360M for convenience).
+
+ * SOS: new CVS module, Quake3_sos. This will be used to track
+ the unchanged SOS checkouts from id. As their repository
+ is read-only, and there is no estimate on when changes might
+ be backpropagated there, I will track their changes in a
+ separate module, and update our local Quake3 module
+ accordingly. This is effectively "tracking 3rd party"
+ w/o import and half-automated, forced mergers - in other
+ words, we now branch starting with our post-1.17 changes,
+ for the benefit of moving at all.
+ Baseline is a slightly changed PR-1.17 id000516 source dump
+ (essentially ui/ moved to q3_ui for continuity, and CR/LF etc.).
+ cvs import Quake3_sos id000516 pr1-17-win32
+ cvs import Quake3_sos sos001119 pr1-26-win32
+ cvs import Quake3_sos sos001120 pr1-26-win32-001120
+ cvs import Quake3_sos sos001121 pr1-26-win32-001121
+ cvs import Quake3_sos sos001122 pr1-26-win32-001122
+ cvs import Quake3_sos sos001122-demo pr1-26-win32-demo
+ This is about the 1.26w Team Arena Win32 demo release, give or
+ take a couple of lines. Has Q3_VERSION "Q3 Team Arena Demo 1.27b".
+ cvs import Quake3_sos sos001123 pr1-26-win32-001123
+ cvs import Quake3_sos sos001126 pr1-26-win32-001126
+ Now track id versions (see code/game/q_shared.h:Q3_VERSION)
+ cvs import Quake3_sos sos001128 pr1-27c-win32-001128
+ With 1.27d they switched from Demo to full version (RC1).
+ cvs import Quake3_sos sos001129 pr1-27d-win32-001129
+ cvs import Quake3_sos sos001130a pr1-27d-win32-001130a
+ Now switched to 1.27e. This import is done from the SOS
+ working directory.
+ cvs import Quake3_sos sos001130b pr1-27e-win32-001130b
+ Note: SoS created rwx attributes which are luckily fixed
+ automagically during import. It is also seemingly incapable
+ to compare files, and leave files that have not changed the
+ hell alone. I can't do cvs update due to the $..$ tags in
+ the original files (which CVS can't be told to ignore),
+ so I have to do import (creating a load of vendor tagged
+ branches), but at least cvsweb and cvs get the revisions
+ right.
+
+ * code-sos/unix/Makefile: added linux_joystick
+ * code-sos/unix/linux_local.h: match mac/ and win32/, for prototypes.
+
+ * code-sos/unix/linux_joystick.c: new file, code from linux_glimp.c
+ Note: decided to separate this, as (a) we might edit/extend
+ a lot, (b), it's not in the id tree, (c) it's not GL, (d)
+ there might be even more oddball devices. Anything that
+ cuts down on diffs.
+
+ * code-sos/unix/linux_glimp.c (Q_stristr): const return (cvs1.17).
+ Also (XLateKey): added more keyboard mappings (ASCII on
+ upper row digits) (cvs1.17). Added in the minimal joystick
+ hooks (cvars, function calls). Fixed joystick cvar naming
+ to match win32 (kept joystick_threshold).
+ TODO: joystick stubs for dedicated?
+
+ * CVS: I have to move up to 1.27d (data, Win32 networking).
+ With exception of linux_glimp.c (mostly joystick code),
+ all cvs1.17 changes should now be in the work snapshot
+ based on the first sos001119 we got from id. There are
+ also some additional changes in there already, thus I'll
+ move the (buggy) 1.26 snapshot into CVS before adding even
+ more differences.
+
+
+2000-11-29 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
+
+ * RC1: TeamArena_Q3A_RC1.zip. Source has moved from
+ Q3VERSION "Q3 Team Arena Demo 1.27c" to "Q3 1.27d" now.
+
+ * code-sos/qcommon/common.c: added Com_InitPushEvent(). Also
+ increased MAX_PUSHED_EVENTS to 256.
+ Note: this is another case of buffer memory not zero'ed.
+ Com_EventLoop, fixed evTime to evType in debug print.
+
+ * TEST: baseq3/
+ +set sv_pure 0 +set vm_game 0 +set in_mouse 0 +set developer 2
+ TODO: Team Arena in menu leads to RE_Shutdown(1) and locks
+ TODO: can't play game
+ TODO: shaders can't load *.tga, *.jpg files are there
+ TODO: DO_CC linking for DLL's, DO_SHLIB_CC only for export?
+ TODO: ERROR: Bad player movement angle
+ TODO: Warning: cvar "..." given initial values: "..." and "..."
+ TODO: TA demo ERROR: CL_ParseServerMessage: Illegible server message
+ TODO: WARNING: Com_PushEvent overflow
+
+ * code-sos/qcommon/files.c: add NULL filter for our Sys_ListFiles calls.
+ * unix/unix_shared.c (Sys_ListFiles): signature has changed,
+ additional Sys_ListFiles argument now.
+
+ * code-sos/unix/unix_net.c (Sys_GetPacket): see below (readcount=0).
+ * code-sos/unix/unix_main.c: see below (Mike's and my changes to DLL
+ loading, my event buffer clear fixes).
+ * code-sos/unix/linux_qgl.c (QGL_Init): see below (__FX__ guards).
+ TODO: abstract WGL/GLX and end unfortunate QGL duplication.
+ TODO: spice up QGL with Linux H2 full version.
+ * code-sos/q3_ui/ui_demo2.c: fix on demo names - no Q_strupr(demoname).
+ Note: in CVS this fix is in ui/ui_demo2.c. CVS is screwed by
+ id choosing the old name for new directory...
+ TODO: manual intervention on "ui goes q3_ui" in CVSROOT?
+ * renderer/qgl.h: see below (__FX__ guards).
+ * qcommon/files.c: migrated in the 1.17cvs changes against the
+ id000516 code dump, i.e. the (not marked - boo hiss) mkv changes.
+ Note: all the above is based on a diff of the last id code dump
+ pre-1.17 against our CVS, with those fixes now migrated into the
+ sos1.26 snapshot.
+ TODO: move in joystick code.
+ TODO: replace XAutoRepeatOn/Off with filter (focus).
+ TODO: DGA 2.0 and such.
+
+ * code-sos/game/q_shared.c: valid compare for NULL strings
+ * code-sos/unix/unix_main.c: QRTLD, and now using RTLD_NOW.
+ Note: it is a bad idea to load game DLL's that are missing symbols.
+
+ * code-sos/ui/ui_main.c: see below.
+ * code-sos/game/g_main.c: see below.
+ * code-sos/q3_ui/ui_main.c: see below.
+ * code-sos/cgame/cg_main.c: made cvarTable and cvarTableSize static. This resolved
+ a segfault related to traversing the UI table during Init.
+ Note: there is a segfault related to this variable being out of bounds.
+ Different struct size in global variables possible aliasing between the
+ DLL's.
+
+ * code-sos/unix/unix_main.c (Sys_Error): assert(0), no exit in debug.
+ * code-sos/game/q_shared.c: now aborts on NULL destination. Also DPrintf's
+ on bogus excess copies.
+ TODO: make all those string functions safe, at least assert.
+ * code-sos/server/sv_init.c: comment in SV_Init
+ // init the botlib here because we need the pre-compiler in the UI
+ Called in qcommon/common.c:Com_Init, were CL_Init is called afterwards...
+ * code-sos/server/sv_bot.c: the botlib_import is filled here.
+ * code-sos/unix/unix_main.c (Sys_GetBotLibAPI): RTLD_NOW. Which is for naught,
+ as this code is not used and has never been used. assert(0)
+
+ * code-sos/botlib/be_interface.c: botimport supposed to be set here.
+ * code-sos/botlib/l_memory.c: segfault with q3_ui/ DLL.
+ #1 0x80e23ec in GetMemory (size=35) at ..//botlib/l_memory.c:331
+ 331 ptr = botimport.GetMemory(size + sizeof(unsigned long int));
+ as botimport is completely NULL'ed.
+
+ * code-sos/q3_ui/q3_ui.sh: created from ui/ui.sh 1.17
+
+ * code-sos/q3_ui/q3_ui.q3asm: unfubared (CR/LF, / path).
+
+ * code-sos/unix/Makefile: added q3_ui/ make targets (basically
+ ui/ targets from CVS 1.17 Makefile for starters).
+
+ * code-sos/q3_ui/: this is the old UI code, which does not use
+ ../ui/menus.txt (see ui/ui_main.c). In other words,
+ the code in ui/ now has to be compiled or qvm'ed
+ for missionpack/, but to create the necessary DLL or
+ QVM modules for baseq3/ we need to use q3_ui/.
+
+
+2000-11-27 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
+
+ * code-sos/game/bg_lib.c: ld problem with a custom "tan(..)"
+ TODO: loooking forward to SIGFPE on this code base.
+
+ * code-sos/ui/ui_util.c: this file is empty.
+
+ * code-sos/ui/ui.sh: new files:
+ ui_shared.c
+ ui_util.c
+ Replaced by the /ui/*.menu files:
+ q3lcc: can't find `../ui_cdkey.c'
+ q3lcc: can't find `../ui_ingame.c'
+ etc.
+
+ * code-sos/cgame/cgame.q3asm: added cg_newdraw entry.
+ Also added ui_shared entry.
+ * cgame/cgame.sh: added cg_newdraw.c entry.
+ Also added ../ui/ui_shared.c entry.
+
+ * code-sos/cgame/cg_newdraw.c: renamed (was cg_newDraw.c mixed case).
+ Note: the infidels have taken over.
+
+ * cgame/cgame.sh: added -DMISSIONPACK.
+ Note: w/o, q3lcc complains
+ ../cg_event.c:204: undeclared identifier `cg_singlePlayerActive'
+ ../cg_event.c:204: left operand of . has incompatible type `int'
+ which indicates that this source does not compile w/o MISSIONPACK
+ anymore. The baseq3/pak4.pk3 file in the Q3TA snapshot archives
+ are dated
+ 284464 11-10-00 14:02 vm/cgame.qvm
+ 463940 11-14-00 14:47 vm/qagame.qvm
+ 271596 11-14-00 14:48 vm/ui.qvm
+ the code dump is from 11-19.
+ Note: Make does not abort on q3lcc complains
+
+ * code-sos/game/game.sh: also added ai_vcmd.c entry.
+
+ * code-sos/ui/ui.q3asm: fubared (below). In addition, this is
+ the only one to have a
+ -o "/tmp/quake3/missionpack/vm/ui"
+ line in it. Given that the other 2 QVM modules are
+ also dependend on -DMISSIONPACK, this seems a real mess.
+ For now using the same path as the other 3.
+ * code-sos/cgame/cgame.q3asm: below.
+ * code-sos/game/game.q3asm: fubared. Fixed CR/LF and \ in paths
+ again (read by q3asm called by game.sh called by make).
+ * unix/Makefile: updated fpor DLL/QVM.
+ Note: also shell scripts to use q3lcc not lcc.
+
+
+2000-11-27 Bernd Kreimeier <bk@lokigames.com>
+
+ * code/unix/Makefile: now expects a run/ directory
+ relative (between this, the Loki standards, and the
+ utility code in the same repository, it's ever so
+ slightly less dorky).
+ TODO: fix broken copyfiles target etc.pp.
+
+ * code/game/bg_lib.c: turns out the changes I
+ undid 001120 were affecting original Zoid
+ Linux port related defines, which break VM
+ compile. Mike fixed those (which I unfixed
+ when referring to the latest id code that does
+ not contain these patches). However, they
+ duplicate ANSI libc symbols, so the guards might
+ be wrong. The symbols are missing when compiling
+ for VM, so I now use the existing lcc -DQ3_VM
+ flag:
+ //#if !defined ( _MSC_VER ) && ! defined ( __linux__ )
+ #if defined ( Q3_VM )
+ This will break DLL compile on non-ANSI platforms,
+ which will have to be added to the conditional then.
+
+ * code/ui/ui.sh: below.
+ * code/game/game.sh: below.
+ * code/cgame/cgame.sh: Linux SDK installs q3lcc to
+ avoid collisions with regular lcc pre-installs. The
+ scripts fail with "lcc not found", but do not abort
+ the Makefile.
+ Note: now that VM code gets actually built, there
+ are errors:
+ g_main:648 ERROR: symbol vsprintf undefined
+ bg_pmove:1221 ERROR: symbol abs undefined
+ q_math:4309 ERROR: symbol fabs undefined
+ q_shared:2801 ERROR: symbol tolower undefined
+ q_shared:2862 ERROR: symbol toupper undefined
+ ai_dmq3:208 ERROR: symbol atoi undefined
+ ai_cmd:4951 ERROR: symbol sscanf undefined
+
+
+2000-11-20 Bernd Kreimeier <bk@lokigames.com>
+
+ * TEST: test compile of pr-1.17+cvs fixes segfaults due
+ to new baseq3/pak4.pk3
+ Note: to self ... 1.17 is not compatible with new files.
+ Checking into CVS next.
+
+ * code/: changes applied by us that are not in id's code base
+ affect q_shared.c (NULL in Q_stricmp), files.c (FIXME fs_cdpath,
+ Sys_ConcatenateFileList, ui_demo2.c (demo no tolower on linux).
+ In unix/ linux_glimp.c (joystick code), qgl.h, linux_qgl.c (__FX__),
+ unix_main.c (dlopen bug and event buffers), unix_net.c (readcount),
+ matha.s (assembly warning).
+
+ * code/server/sv_client.c (SV_WriteDownloadToClient):
+ No effective change on FS_SV_FOpenFileRead call, they reworked
+ autodownload some more seemingly.
+
+ * code/renderer/tr_surface.c: VectorArrayNormalize
+
+ * code/qcommon/qcommon.h: see below.
+ * code/qcommon/files.c: Com_ReadConfigs removed.
+ * code/qcommon/common.c: removed Com_ReadConfigs,
+ textual replacement of body in Com_Init.
+
+ * code/mac/mac_net.c: not applied (undone by id)
+ OTConfiguration *config <> OTConfigurationRef config
+
+ * code/mac/mac_glimp2.c: r_colorbits->integer > 16
+ * code/game/surfaceflags.h (CONTENTS_BOTCLIP): added.
+
+ * code/game/q_shared.h: not applied (undone by id)
+ #if defined(ppc) || defined(__ppc) || defined(__ppc__)
+ #define idppc 1
+ #else
+ #define idppc 0
+ #endif
+
+ * code/game/q_math.c: added another CPP line to guard
+ BoxOnPlaneSide, removed WIN32 guard.
+ TODO: this could be broken code guarded in all current
+ compiles...
+
+ * code/game/bg_lib.c: left Q#_VM guard for typedef cmp_t
+ Added !defined( __linux__ ) for tolower and atoi.
+ Note: the changes above relate to the very last code update
+ from id prior to the 6 month blackout, which were not in
+ CVS when Michael made his updates. Needed to establish the
+ baseline for the new patch. Source dump 1.17.00520, against
+ SOS 1.26w-001119 version.
+
+2000-11-20 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
+
+ * TEST: running against the data up to TeamArena_Q3A_001109.zip
+ Hunk_Clear: reset the hunk ok
+ Program received signal SIGBUS, Bus error.
+ "q3dm2", killBots==qtrue
+ #0 CM_ClearMap () at ..//qcommon/cm_load.c:644
+ #1 0x80884a7 in SV_Map_f () at ..//server/sv_ccmds.c:159
+ #2 0x8072579 in Cmd_ExecuteString (text=0xbffff4b0 "spmap q3dm2") at ..//qcommon/cmd.c:591
+ #3 0x8071dfe in Cbuf_Execute () at ..//qcommon/cmd.c:190
+ #4 0x80763f7 in Com_Frame () at ..//qcommon/common.c:2547
+ #5 0x8130d6b in main (argc=13, argv=0xbffff984) at ..//unix/unix_main.c:953
+ #6 0x40100cb3 in __libc_start_main (main=0x8130bc4 <main>
+ Not reproducible (screen stayed black).
+
+ * TEST: +set developer 1, same for Win32 and Linux:
+ Can't find gfx/misc/flare.tga
+ Can't find gfx/misc/sun.tga
+ Can't find gfx/misc/console02.tga
+ Can't find vm/ui.map
+ Can't find textures/sfx/logo512.tga
+ Can't find gfx/colors/black.tga
+ Can't find models/mapobjects/banner/banner5_2.md3
+ Can't find models/mapobjects/banner/banner5_1.md3
+ Can't find textures/sfx/firegorre2.tga
+ Can't find textures/sfx/bolts.tga
+ Can't find menu/art/unknownmap.tga
+
+ * Q3TA: after nearly 6 months, a code update from id. SOS access
+ even. Got it to compile, link and start, but its currently broken
+ (menu doesn't render in full, can't get into game etc.). Need
+ a baseline 1.17 to diff against. Last code dump was May 16, with
+ bspc code updated May 19. Checking working directory of bk000520
+ against CVS next (Mike's fixes never made it into id's codebase
+ or a post 1.17 release, neither did my fixes as released in the
+ point release version 1.17).
+
+2000-11-19 Bernd Kreimeier <bk@lokigames.com> *** MISSIONPACK ***
+
+ * TEST: Win32 install as tested with 1.26w. quake3.x86 (Q3A game)
+ Warning: cvar "r_uifullscreen" given initial values: "1" and "0"
+ Warning: cvar "r_inGameVideo" given initial values: "1" and "0"
+ ^3WARNING: sound/feedback/hit.wav is a 8 bit wav file
+ (on windows, sound/weapons/weapon_hover.wav is missing...)
+ Menu only partially displayed in TA and baseq3 play, menu itself
+ seems to work. Freetype?
+ WARNING: Com_PushEvent overflow
+
+ * code-sos/game/game.sh: not in SOS, moved in from CVS snapshot.
+
+ * code-sos/qcommon/common.c: conditional DEDICATED to get rid off
+ CL_ShutdownCGame/CL_ShutdownUI/CIN_CloseAllVideos.
+ Same for UI_usesUniqueCDKey: dedicated server does not
+ write CD key file.
+ TODO: check whether there is an unneeded "read CD key"
+ for dedicated server.
+
+ * code-sos/null/null_client.c (CL_ShutdownAll): added dummy.
+
+ * code-sos/unix/Makefile: server/sv_net_chan.o for dedicated server.
+
+ * code-sos/null/null_snddma.c: fixed S_RegisterSound signature.
+
+ * code-sos/client/snd_mix.c: snd_p, snd_linear_count, snd_out
+ can't be static, as used by unix/snd_mixa.s.
+
+ * code-sos/unix/Makefile: added to the executable target:
+ renderer/tr_font.c
+ client/cl_net_chan.c
+ server/sv_net_chan.c
+ Also added a lot of jc*.c files to build, to fix unresolved
+ symbol errors.
+ TODO: is there unused jpeg-6/jd*.o code linked in now?
+
+ * code-sos/ft2/smooth.c: includes ftgrays.c, ftsmooth.c
+
+ * code-sos/ft2/truetype.c: ttdriver.c, ttpload.c, ttgload.c, ttobjs.c.
+ Also (see ftoption.h) TT_CONFIG_OPTION_BYTECODE_INTERPRETER ttinterp.c
+
+ * code-sos/ft2/sfnt.c: includes ttload.c, ttcmap.c, sfobjs.c,
+ sfdriver.c. lso (see ftoption.h)
+ TT_CONFIG_OPTION_EMBEDDED_BITMAPS ttsbit.c
+ TT_CONFIG_OPTION_POSTSCRIPT_NAMES ttpost.c
+
+ * code-sos/ft2/ftbase.c: includes ftcalc.c, ftobjs.c, ftstream.c,
+ ftlist.c, ftoutln.c, ftextend.c, ftnames.c.
+
+ * code-sos/ft2/autohint.c: includes ahangles.c, ahglyph.c, ahglobal.c,
+ ahhint.c, ahmodule.c.
+
+ * code-sos/unix/Makefile: added ft2/ to client objects, took out
+ ftraster.c/ftrend1.c (see below), added -DFT_FLAT_COMPILE.
+ * ft2/ftsmooth.c: -DFT_FLAT_COMPILE required.
+ * ft2/raster1.c: -DFT_FLAT_COMPILE required.
+ Note: this includes ftraster.c/ftrend1.c.
+
+ * code-sos/qcommon/vm_x86.c: _ftol is missing, ftolPtr only defined
+ for Win32, but used in generic code. Workaround for now.
+ TODO: find good Linux ftol, or use old solution.
+
+ * SoS checkout. chown -R a+w * recode ibmpc:lat1 */*.h */*.c
+
+2000-06-30 Michael Vance <briraeos@lokigames.com>
+
+ * misc: Spoke with Leonardo about qvm mess.
+
+ * ui/ui.sh: Created to build much like the ui.bat script.
+
+ * ui/ui.q3asm: Use linux style paths.
+
+ * game/game.sh: Created to build much like the game.bat script.
+
+ * game/game.q3asm: Use linux style paths.
+
+ * cgame/cgame.sh: Created to build much like the cgame.bat script.
+
+ * cgame/cgame.q3asm: Use linux systel paths.
+
+ * unix/Makefile: Use the new .sh scripts to build the QVM files.
+
+ * lcc/etc/linux.c: Build .asm files instead of .s files.
+
+ * misc: QVMs now load properly, with minor glitches that should
+ hopefully be solvable. The new build scripts conflict with the
+ .asm files already in CVS, as the generated byte code is slightly
+ different in some cases.
+
+2000-06-29 Michael Vance <briareos@lokigames.com>
+
+ * lcc/makefile: Tweaked to automatically include the system
+ compiler's header location. Added an install directory.
+
+ * lcc/custom.mk: Added a build directory.
+
+ * lcc/etc/linux.c: Numerous small tweaks to make compiling the VM
+ code a much simpler task.
+
+ * q3asm/Makefile: Created.
+
+ * q3asm/q3asm.c: Fixed uninitialized variable in
+ HashString(). Fixed off by one in argument parsing.
+
+ * misc: Had Brian remove the Xmd.h include from glx.h so that we can
+ build Quake3 on XFree86 4.0 systems.
+
+ * wine: Attempted to build with lcc.exe and q3asm.exe using wine,
+ also did not work. This is in contrast to MikeP's .qvms, which
+ seem to work.
+
+2000-06-28 Michael Vance <briareos@lokigames.com>
+
+ * common/files.c: Fixed Mods menu behaviour.
+
+ * unix/linux_qgl.c: Guarded references to fxMesa.
+
+ * renderer/qgl.h: Guarded references to fxMesa.
+
+ * ui/ui_demo2.c: Don't convert filename to uppercase.
+
+2000-05-07 Bernd Kreimeier <bk@lokigames.com>
+
+ * common/cmdlib.c: windowism, not guarded. Added WIN32 around "ATOM a".
+
+ * q3map/Makefile: Linux Makefile.
+
+ * q3map/Makefile.irix: "makefile" in original code, Irix-only Makefile.
+ Just fixed some redundant TAB that GNU make despises about as much as I
+ despise GNU Make, and changed to a relative path.
+
+2000-05-01 Bernd Kreimeier <bk@lokigames.com>
+
+ * q3radiant/: updated with Q3Radiant198b3-src.zip.
+ Tagged (globally) as q3radiant-198b3.
+ Kept the old files
+ 3DFXCamWnd.h
+ 3DFXCamWnd.cpp
+ MainFrm2.cpp
+ New files
+ Shaders.h
+ misc/ (contributed special TGA resources, don't relly belong)
+ Removed:
+ pName
+ Changed filenames to previous case:
+ UNNAMED.MAP -> unnamed.map
+ RES/BMP0002.BMP -> RES/bmp00002.bmp
+ Changed:
+ changelog.txt -> ChangeLog
+
+2000-04-28 Bernd Kreimeier <bk@lokigames.com>
+
+ * CVS: bk000425 modified sources. This replaces the unix/ directory
+ which is not yet in id's SourceSafe. Two check-ins, due to minor
+ changes in an attempt to nail the Voodoo3 related crashes (driver
+ problems, not a Q3 issue). Undid some of the QFL changes for PI
+ and the log bug fix - put back in (TODO). Also includes:
+ * Quake3/code/botlib/be_aas_sample.c: single file update from Robert.
+
+ * CVS: id000423 code dumps (two of them). Applying Loki patches.
+ Tagged for the final version (all patches).
+
+ * CVS: id000422 code dump. This did not include the 1.16n fixes
+ used for Linux, and was the first dump for the 1.17 security fix
+ release.
+ Note: forgot to check in the ft2/ headers themselves, but they
+ are not used in the current codebase anyway. Are added in next
+ dump. Also there is use of CVS/CVS-like $Keyword$ patterns in
+ some files, and between their revisions and ours we fuck this up.
+ Also, id ZIP files create write protected sources, have to do
+ chmod -R a+w Quake3/ to work and overwrite files.
+
+ * CVS: bk000315 modified source. This version was the 1.16n release.
+ Note: the changes applied here are not in the subsequent code dumps
+ of id. If you want to compile the Linux version as released you
+ have to use bk-tagged versions until the patches are merged in by
+ Robert Duffy.
+
+ * CVS: id000314 engine code dump, same procedure as below, tag.
+ Note: this version added vm/ sudirectories with assembly files
+ for cgame, game, ui. CVS tag id000314.
+
+ * CVS: id000304 engine code dump. Now there is a problem, as CVS
+ was used in the Mac sources. Do
+ find . -name 'CVS' -exec rm -r {} \;
+ before cvs update, then tagged:
+ cvs -d /loki/cvsroot/ tag id000304 Quake3/
+
+ * CVS: checked in a source snapshot of the id00303 engine code
+ and the id0003029 tools code. The tool sources are not fully in
+ sync, and we have only partial source from earlier engine revisions.
+ The engine source marks where Loki took over from Dave Kirsch.
+ This snapshot (with all temporary and bogus files) is imported
+ and tagged using:
+ cvs -d /loki/cvsroot import Quake3 id000303 initial
+
+ Modules:
+ code: the Q3 engine code, including a jpeg-6/ copy
+ common: code shared by tools
+ libs: code shared by tools, inlcuding a jpeg6/ copy
+ q3asm: VM bytecode assembly
+ q3data: misc. Q3 data conversions
+ q3map: BSP builder
+ q3radiant: Win32 editor, as is
+ lcc: C compiler for q3asm
+
+ The sources have not been cleaned up, and binary files have not been
+ removed. The Q3Radiant code base might exhibit mixed case asmbiguities
+ in the future, and future source dumps might come from SourceForge
+ instead.
+
+2000-04-25 Bernd Kreimeier <bk@lokigames.com>
+
+ * q3code.id000425/unix/Makefile: relative path, relocatable.
+ Note: first code merge with id, finally :-).
+
+2000-04-24 Bernd Kreimeier <bk@lokigames.com>
+
+ * q3code.bk000422/unix/matha.s: in C(BoxOnPlaneSide)
+ the following line triggers assembler warning:
+ "missing prefix `*' in absolute indirect address, maybe misassembled!"
+ jmp Ljmptab(,%eax,4)
+
+
+ * q3code.bk000422/unix/Makefile (MOUNT_DIR): rember to change.
+ TODO: fix this bloody Makefile to be relocatable, damnit.
+
+ * q3code.bk000422/cgame/cg_event.c: applied JCash fix again
+ (see EV_EVENT_BITS below). Send e-mail to verify.
+
+ * q3code.bk000422/renderer/tr_image.c: "../jpeg-6/jpeglib.h" again.
+
+ * q3code.bk000422/: created from the id dump of today, lacking
+ all but one of my changes (sigh). Swapped unix/ competely, takes
+ care of 90%. Submitted all changes again to Robert...
+
+2000-04-19 Bernd Kreimeier <bk@lokigames.com>
+
+ * q3code.bk000315/unix/linux_glimp.c (GLimp_EndFrame):
+ QGL_EnableLogging( r_logFile->value ) doesn't work?
+
+ * q3code.bk000315/unix/linux_qgl.c: GLimp_LogNewFrame() is
+ obsolete. QGL_EnableLogging was out of sync with Win32 and
+ did not support the new framecounter decrement logic.
+
+2000-04-03 Bernd Kreimeier <bk@lokigames.com>
+
+ * q3code.bk000315/server/sv_snapshot.c: svs.nextSnapshotEntities
+ is a signed integer unconditionally incremented, which gets
+ negative and causes a segfaulting indexing an array. Added reset
+ to counter. Might fail if snapshot numbers are supposed to
+ monotonically increase.
+
+2000-04-02 Bernd Kreimeier <bk@lokigames.com>
+
+ * q3code.bk000315/client/cl_parse.c (CL_ParseServerMessage):
+ assert(0) on Illegible message (remember to +set in_mouse 0).
+ TODO: have to add a dump message function, it's unreadable.
+
+ * botlib/be_ai_goal.c (InitLevelItemHeap): loop counter -2
+ left -2 with uninitialized next, and -1 disconnected. Removed
+ redundant memset. There is an item alloc leak I suspect, as
+ max_levelitems 1024 merely delayed the overflow error.
+
+2000-04-01 Bernd Kreimeier <bk@lokigames.com>
+
+ * botlib/be_ai_goal.c (InitLevelItemHeap): still segfaults.
+ Not memsetting the entire item heap. As items are cleared
+ on return, that leaves only memory corruption?
+ Later: upped max_levelitems from 256 to 1024
+ Later: client dies on connect:
+ Error: CL_ParseServerMessage: Illegible server message 255
+
+
+2000-03-31 Bernd Kreimeier <bk@lokigames.com>
+
+ * botlib/be_ai_goal.c: initializing global vars.
+ Segfault in AllocLevelItem ()
+ at /home/bk/Games/Quake3/q3code/botlib/be_ai_goal.c:364
+ I suspect that the initial freelevelitems setting is at
+ the end of the list and eventually exposed.
+
+ * cgame/cg_event.c: according to Johmn Cash:
+ itemNum = (es->event & ~EV_EVENT_BITS) - EV_USE_ITEM0
+ Quote: "This causes itemNum to be invalid about half the time,
+ preventing any client side effect tied to the item from occurring."
+
+2000-03-06 Bernd Kreimeier <bk@lokigames.com>
+
+ * qcommon/common.c: set pushEvent buffer and indices
+ to zero in Com_Init().
+
+ * q3code/qcommon/qcommon.h: made SE_NONE (and for paranoia
+ also NA_BOT) explicitely set to zero.
+
+2000-02-27 Bernd Kreimeier <bk@lokigames.com>
+
+ * unix/Makefile: added dmalloc in an attempt to get on
+ the Z_Free bug. Futile. Despite stripping dmalloc debug
+ token down to essentials, I get a (seemingly bogus or
+ unrelated):
+ debug-malloc library: dumping program, fatal error
+ Error: possibly bad .c filename pointer (err 24)
+
+
+2000-02-26 Bernd Kreimeier <bk@lokigames.com>
+
+ * qcommon/common.c: various debug builts to isolate the
+ Z_Free bug. It reproducibly happens on some machines
+ with SE_PACKET, but the packets themselves look
+ thoroughly corrupted.
+
+2000-02-21 Bernd Kreimeier <bk@lokigames.com>
+
+ * qcommon/common.c (Com_EventLoop): possible problem
+ here, pointer does not get cleared.
+
+ * unix/linux_glimp.c (InitSig): no signal handler.
+ * common/common.c: dump in Com_Error for debug.
+
+2000-02-17 Bernd Kreimeier <bk@lokigames.com>
+
+ * q3code: new dump from Zoid. Repeat tr_image.c fix.
+
+ * unix/Makefile: added client/snd_adpcm.c (linkage errors).
+ Later: added entire JPDIR and rules, for tr_image.c.
+ Later: had to fix fules for game/ai_*.c files.
+ Later: removed ui/ui_quit.o (n/a)
+ Later: took out -mpentiumpro -march=pentiumpro
+
+ * renderer/tr_image.c: windowism in #include path (see below).
+ #include "..\jpeg-6\jpeglib.h"
+
+1999-12-27 Bernd Kreimeier <bk@lokigames.com>
+
+ * Alpha: tried a dedicated server compile. Segfaults in
+ ../qcommon/files.c:1682, a paksort function doing pointer
+ fiddling.
+
+ * Makefile.alpha: created.
+ Note: want to take the SDL/Setup autoconf ASAP.
+
+ * unix/unix_main.c: fixed __axp__ to __alpha__, guarded
+ _FPU_SETCW.
+
+ * qcommon/vm_alpha.c: dummy, created.
+ * qcommon/vm_null.c: dummy, created.
+
+1999-12-04 Bernd Kreimeier <bk@lokigames.com>
+
+ * renderer/tr_image.c: windowism in #include path.
+ #include "..\jpeg-6\jpeglib.h"
+
+ * Revision 1.11: from Zoid by e-mail.
+ Note: threw away my playground copy, starting with the
+ ZIP file. Zoid's using CVS now, but we can't remote
+ access it. Thus did the
+ "find . -name 'CVS' -exec rm -rf {} \;"
+ and then track it as 3rd party source by
+
+
+ * ChangeLog: created. Now starting to track Q3A source.
+
+--------- q3code log ---------------------------------------------