The idea is that we can use the CONFIG option until we've fixed the
remaining plugins.
Once all plugins have been transitioned over to the new explicit
pointer types, we can drop the mumble_plugin_win32.h header and
point people to mumble_plugin_win32_x86.h and mumble_plugin_win32_x64.h.
This is accomplished by making a 'generic' header,
mumble_plugin_win32_ptr_type.h
This header requires files that include it to
define PTR_TYPE and PTR_TYPE_CONCRETE.
In the old-style mumble_plugin_win32.h, PTR_TYPE
is set to 'void *', and PTR_TYPE_CONCRETE is
set to 'BYTE *'. The pModule varaible and the
getModuleAddr functions return PTR_TYPE_CONCRETE,
whereas the peekProc functions take PTR_TYPE.
The new-style arch-specific headers use the same
value for PTR_TYPE and PTR_TYPE_CONCRETE. The x86
variant uses procptr32_t. The x64 variant uses
procptr64_t.
World of Warcraft masks all colors via glColorMaskIndexedEXT(0, 0, 0, 0, 0)
before we draw our overlay.
This broke overlay rendering on OS X when shadow quality was set
to anything greater than low.
This commit ensures that we allow drawing of colors to the main
framebuffer -- so we can draw the overlay properly.
Fixesmumble-voip/mumble#1010Fixesmumble-voip/mumble#1561
As-is, the murmur.ini.system used by our PPA builds
(and Debian-based distros) are broken because the
script doesn't set the "logfile" and "pidfile"
options.
Due to a regression in Qt 5, we can't use disconnectSocket(true)
to abort a handshake.
Use non-forceful disconnect to work around the Qt 5 bug.
See inline comment for more details.
Fixesmumble-voip/mumble#2334
Added:
Context/Identity escape function
Map name in identity
Improved:
Horizontal and vertical view memory addresses changed, the new ones are updated in real-time
Team names
Fixed:
Avatar/Camera front and top vectors calculation
Wrong comment at line 140
Game version: 1069
http://steamcommunity.com/games/282440/announcements/detail/876328108049672536
This allows live certificate/private key reloading
for individual virtual servers.
This makes it possible to integrate Murmur with
an external Let's Encrypt script, without having
to fully restart the virtual server in the process.
This gets rid of the following (harmless, but worrying) error in Murmur's log:
<W>2016-06-04 00:17:39.229 QObject::connect: No such slot MurmurDBus::userTextMessage(const User *, const TextMessage &)
Added:
- Correct avatar position (the one used before was the camera one)
- Camera position
- State value
- Context based on server ID
- Server name in identity
- Map name in identity
- Player nickname in identity
Game version: 2.1.4.6
http://www.l4d.com/blog/post.php?id=22240
This gets rid of the following (harmless, but worrying) error in Murmur's log:
<W>2016-06-04 00:17:39.229 QObject::connect: No such slot MurmurDBus::userTextMessage(const User *, const TextMessage &)