Package: ioquake3 / 1.36+u20161101+dfsg1-2+deb9u1
Metadata
Package | Version | Patches format |
---|---|---|
ioquake3 | 1.36+u20161101+dfsg1-2+deb9u1 | 3.0 (quilt) |
Patch series
view the series filePatch | File delta | Description |
---|---|---|
security/Don t load .pk3s as .dlls and don t load user config file.patch | (download) |
code/client/cl_main.c |
4 2 + 2 - 0 ! |
don't load .pk3s as .dlls, and don't load user config files from .pk3s. |
security/Don t open .pk3 files as OpenAL drivers.patch | (download) |
code/client/snd_openal.c |
8 7 + 1 - 0 ! |
don't open .pk3 files as openal drivers. |
security/Merge some file writing extension checks from OpenJK.patch | (download) |
code/client/cl_console.c |
6 6 + 0 - 0 ! |
merge some file writing extension checks from openjk. Thanks Ensiform. https://github.com/JACoders/OpenJK/commit/05928a57f9e4aae15a3bd0 https://github.com/JACoders/OpenJK/commit/ef124fd0fc48af164581176 |
security/Fix improve buffer overflow in MSG_ReadBits MSG_WriteBits.patch | (download) |
code/qcommon/huffman.c |
27 18 + 9 - 0 ! |
fix/improve buffer overflow in msg_readbits/msg_writebits Prevent reading past end of message in MSG_ReadBits. If read past end of msg->data buffer (16348 bytes) the engine could SEGFAULT. Make MSG_WriteBits use an exact buffer overflow check instead of possibly failing with a few bytes left. |
debian/Add sv_dorestart which can be set by game code to re.patch | (download) |
code/server/server.h |
1 1 + 0 - 0 ! |
add sv_dorestart, which can be set by game code to restart the map |
debian/Let servers set sv_fps too.patch | (download) |
code/client/cl_parse.c |
4 2 + 2 - 0 ! |
let servers set sv_fps, too |
debian/Add a special vmMagic that causes equivalent native .patch | (download) |
code/qcommon/files.c |
6 3 + 3 - 0 ! |
add a special vmmagic that causes equivalent native code to be loaded instead This means that mods can build everything from source without relying on the non-GPL q3lcc compiler. By padding the fake QVM with bytes chosen to match the CRC-32 of the upstream-released QVM, it's even possible to be network-compatible with the upstream one, and so play on pure servers. If the magic number in the fake QVM file is immediately followed by a non-empty string (e.g. "pak0"), we try using it as a subdirectory name, so we end up loading something like pak0/qagamex86_64.so; otherwise we just use the base name, as if for VMI_NATIVE. This is necessary for mods like OpenArena, where the game-code for 0.8.1 and 0.8.5 is not network-compatible, so 0.8.5 clients on a 0.8.1 pure server need to load the 0.8.1 game-code. |
debian/Run in a window by default on new installations.patch | (download) |
code/renderergl1/tr_init.c |
2 1 + 1 - 0 ! |
run in a window by default on new installations Debian Games Team policy seems to be to default to windowed to avoid resetting screen geometry, breaking multi-head, etc. r_fullscreen is "archived" (saved to the user configuration), so this doesn't affect current players. Most people will want to configure a higher resolution than 640x480 anyway, at which point it's easy to switch fullscreen on too. Also set default r_mode to 3 (640x480) in renderergl2, matching renderergl1. |
debian/ui reinstate minimal code to determine whether this .patch | (download) |
code/q3_ui/ui_gameinfo.c |
6 6 + 0 - 0 ! |
ui: reinstate minimal code to determine whether this is the demo |
debian/Request confirmation if a user enables auto downloading.patch | (download) |
code/q3_ui/ui_preferences.c |
38 37 + 1 - 0 ! |
request confirmation if a user enables auto-downloading The Q3 UI toolkit isn't great at large amounts of text, so just point to a deb.li link into the Debian wiki. [Adapted from src:openarena for src:ioquake3] |