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📁 quakeIII源码这个不用我多说吧
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	*  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>

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