Ported XInput to SP. Also removed a stupidly long comment in cl_input.cpp.
Fixed compilation of SP (sorry, I should have checked better) on Windows. Also removed unused cvar js_ffscale.
Fixed some com_jk2 conditions which were wrong.
Fixed #189: Updated jpeg-6 to jpeg-8c in SP.
Possibly fixed #212: invalid jpg image should no longer cause the game to
error. Instead an error message is shown in the console.
Update SP project files for new jpeg-8c library
Merge remote-tracking branch 'upstream/master'
Changed the non-standard zero-sized array to the more conventional
one-sized array in shaderText_t.
Fixed #250. @eezstreet, you need to be careful with copy/pasting :P this
is the third problem that's been caused from the com_jk2 optimization!
Fixed Linux/Mac compilation (#252).
Updated changelog
Fixed a buffer overflow (and inevidable crash) in SP caused by paths which are too long (such as the ones in Atlantica)
rosh_penin and rosh_penin_noforce are now immune to falling damage (in order to prevent certain situations where the level is unplayable)
Shut the hell up about precaching, please. (XXX NOT PRECACHED! -> this now requires /developer 1)
Fixed an error in the Rosh check code, as noted by @Ensiform.
Added level check for falling damage (Rosh is now hardcoded so that he doesn't take any falling damage on yavin1b). Also added a lengthy comment explaining why this was necessary.
Modified the level check AGAIN (soz buildbot)
Fixed inverted movement using keyboard when in_joystick is 2.
Tries to register model_default.skin for vehicles that have no skin field set, instead of not doing anything.
Also skeletal structure for a fix for issue #253
Correctly fix buffer overflow in FS_ReturnPath by making zpath 256 as it is in MP.
Use FS_PathCmp in SP for pak sorting.
Use correct Sys_ListFiles for getmodlist in SP.
Cleanup getfilelist in SP that is used by gamecode