From noreply at github.com Sat Apr 3 15:48:21 2021 From: noreply at github.com (Zack Middleton) Date: Sat, 03 Apr 2021 12:48:21 -0700 Subject: [quake3-commits] [ioquake/ioq3] eacb83: Allow using pulseaudio for SDL audio capture Message-ID: Branch: refs/heads/main Home: https://github.com/ioquake/ioq3 Commit: eacb83a2443ee5a7fe6f597095ce94a31fe023c2 https://github.com/ioquake/ioq3/commit/eacb83a2443ee5a7fe6f597095ce94a31fe023c2 Author: Zack Middleton Date: 2021-02-26 (Fri, 26 Feb 2021) Changed paths: M code/sdl/sdl_snd.c Log Message: ----------- Allow using pulseaudio for SDL audio capture Pulseaudio audio capture didn't stop when paused on Debian 8 but works on Debian 9 when using the same manual SDL build. So it seems to have been an issue in pulseaudio, not SDL. Commit: 359db19619417117d5cd5cb8fada93e694198767 https://github.com/ioquake/ioq3/commit/359db19619417117d5cd5cb8fada93e694198767 Author: Zack Middleton Date: 2021-02-27 (Sat, 27 Feb 2021) Changed paths: M code/game/ai_dmq3.c Log Message: ----------- Restore bots crushing unseen player on q3tourney6 in non-CTF The affect of my 2017 commit c3e64d380685419f96f71035c961907b9dc09a9a "Make bots only use q3tourney6 crusher to kill their enemy" made it easier to beat the last map of the Quake 3 single player campaign. It was mainly intended for CTF and Team Arena gametypes variants of the map. (Team deathmatch is usually treated as deathmatch with teams rather than an actual team based gametype.) Restore original difficulty for non-CTF/Team Arena gametypes; bot will crush player even if bot hasn't seen the player since either they or player respawned. [This is not good in CTF where all five bots on the team suddenly flip around and shoot at the crusher trigger.] Team deathmatch still uses my added behavior of not triggering crusher if there is a teammate under the crusher. Commit: 4003a5b78c217588ab2cb23243e693f35d90aba0 https://github.com/ioquake/ioq3/commit/4003a5b78c217588ab2cb23243e693f35d90aba0 Author: Zack Middleton Date: 2021-04-03 (Sat, 03 Apr 2021) Changed paths: M code/renderergl1/tr_model_iqm.c M code/renderergl2/tr_model_iqm.c Log Message: ----------- Fix the number of weights in the IQM model calculation [The fourth bone influence of each vertex was ignored. --zturtleman] Patch by Romulo Fernandes (razor85). Compare: https://github.com/ioquake/ioq3/compare/05180e32dcfb...4003a5b78c21