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add LEGACYFIX_WEAPONATTACKANIM + LEGACYFIX_RUNWALKANIMS - JACoders/OpenJK#1211
misc loop overrun fixes - JACoders/OpenJK#1201 render local entities as late as possible - JACoders/OpenJK#1200 remove unused localents code add macos arm64 build to CI fix linux arm64 builds fix crash when being loaded by eternaljk-based engines (missing UI export) update readme
1 parent 0fc80d4 commit acee492

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+428
-1181
lines changed

.github/workflows/build.yml

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@@ -141,12 +141,17 @@ jobs:
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macos:
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name: macOS ${{ matrix.arch }} ${{ matrix.build_type }}
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runs-on: macos-12
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runs-on: ${{ matrix.runner }}
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strategy:
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fail-fast: false
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matrix:
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arch: [x86_64]
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runner: [macos-12, macos-14]
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build_type: [Debug, Release]
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include:
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- runner: macos-12
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arch: x86_64
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- runner: macos-14
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arch: arm64
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steps:
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- uses: actions/checkout@v3
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mv ./japp-linux-x86-Release/* japp-linux-x86.tar.gz
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mv ./japp-linux-x86_64-Release/* japp-linux-x86_64.tar.gz
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mv ./japp-macos-x86_64-Release/* japp-macos-x86_64.tar.gz
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mv ./japp-macos-arm64-Release/* japp-macos-arm64.tar.gz
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- name: Create latest build
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uses: marvinpinto/action-automatic-releases@latest
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artifact_name: japp-macos-x86_64.tar.gz
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zip: false
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- artifact_dir: japp-macos-arm64-Release
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artifact_name: japp-macos-arm64.tar.gz
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zip: false
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steps:
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- uses: actions/checkout@v3
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with:

README.md

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@@ -1,7 +1,9 @@
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# ja++
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ja++ modification for jedi academy - best used with [openjk](http://github.com/JACoders/OpenJK)
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see [japp.jkhub.org](http://japp.jkhub.org) for more information
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ja++ modification for jedi academy - best used with [openjk](https://github.com/JACoders/OpenJK)
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see [japp.jkhub.org](https://japp.jkhub.org) for more information.
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assets can be found here: [Razish/japp-assets](https://github.com/Razish/japp-assets)
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[![build](https://github.com/Razish/japp/actions/workflows/build.yml/badge.svg?branch=master)](https://github.com/Razish/japp/releases/tag/latest)
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@@ -11,35 +13,57 @@ see [japp.jkhub.org](http://japp.jkhub.org) for more information
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| - | - | - | - |
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| x86 ||||
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| x86_64 ||||
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| Arm (RPi) ||||
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| Apple Silicon || ||
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| armhf ||||
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| arm64 || ||
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## development requirements (general)
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- Python 3.11
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- [Scons](https://github.com/SCons/scons) 4.4
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- zip or 7zip on your `PATH` (for packaging)
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### windows
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[TDM-GCC](https://jmeubank.github.io/tdm-gcc/) or MSVC (if you pass `tools=default` to scons)
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[TDM-GCC](https://jmeubank.github.io/tdm-gcc/) or Visual Studio (if you pass `tools=default` to scons)
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### linux (debian-based)
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- `git scons gcc g++ libreadline-dev`
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- [asdf-vm](https://asdf-vm.com/guide/getting-started.html) (optional, recommended)
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install packages: `git scons gcc g++ libreadline-dev libglib2.0-dev libgtk2.0-dev libnotify-dev`
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### asdf-vm + lua setup (optional, recommended)
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install [asdf-vm](https://asdf-vm.com/guide/getting-started.html):
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```sh
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git clone https://github.com/asdf-vm/asdf.git ~/.asdf --branch v0.14.0
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```
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add the following to your shell rc (e.g. `~/.bashrc`) and restart your shell:
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```sh
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. "$HOME/.asdf/asdf.sh"
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```
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```sh
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asdf plugin-add python
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asdf plugin-add lua https://github.com/Stratus3D/asdf-lua.git
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asdf install # install required versions
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luarocks install luafilesystem
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luarocks install luacheck
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```
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## compiling
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just run `scons` or `build.sh`
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just run `scons` or `build.sh` followed by `lua package.lua`
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Options:
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options:
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- `force32` 1 to build a 32-bit binary on a 64-bit machine
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- `debug` 1 to generate debug information, 2 to also optimise code
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- `no_sql` 1 to disable MySQL/SQLite support
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- `no_crashhandler` 1 to disable the crash handler/logger functionality
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Environment Variables
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environment variables:
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- `NO_SSE` 1 to not generate SSE2 instructions - closer to basejka. This is used for official builds
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- `MORE_WARNINGS` 1 to enable more compiler warnings
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- Raz0r (lead)
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- AstralSerpent
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- Ensiform
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- EpicLoyd
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- Exmirai
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- Morabis
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- teh
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SConstruct

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@@ -107,7 +107,7 @@ if bits == 32:
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else:
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raise RuntimeError("unexpected platform: " + target_plat)
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elif bits == 64:
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if platform.machine()[:3] == "arm":
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if platform.machine()[:3] == "arm" or platform.machine()[:5] == "aarch":
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arch = "arm64"
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else:
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arch = "x86_64"
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colours["green"] = "\033[92m" if enableColours else ""
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colours["end"] = "\033[0m" if enableColours else ""
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env["SHCCCOMSTR"] = env["SHCXXCOMSTR"] = env["CCCOMSTR"] = env[
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"CXXCOMSTR"
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] = f"{colours['cyan']} compiling: {colours['white']}$SOURCE{colours['end']}"
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env["SHCCCOMSTR"] = env["SHCXXCOMSTR"] = env["CCCOMSTR"] = env["CXXCOMSTR"] = (
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f"{colours['cyan']} compiling: {colours['white']}$SOURCE{colours['end']}"
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)
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env["ARCOMSTR"] = f"{colours['orange']} archiving: {colours['white']}$TARGET{colours['end']}"
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env["RANLIBCOMSTR"] = f"{colours['orange']} indexing: {colours['white']}$TARGET{colours['end']}"
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env["ASCOMSTR"] = f"{colours['orange']}assembling: {colours['white']}$TARGET{colours['end']}"

cgame/cg_draw.cpp

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@@ -3294,7 +3294,7 @@ static float CG_DrawTeamOverlay(float y, qboolean right, qboolean upper) {
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} else {
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xx = x + w - TINYCHAR_WIDTH * cgs.widthRatioCoef;
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}
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for (j = 0; j <= PW_NUM_POWERUPS; j++) {
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for (j = 0; j < PW_NUM_POWERUPS; j++) {
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if (ci->powerups & (1 << j)) {
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item = BG_FindItemForPowerup((powerup_e)j);

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