Possibly fixed #212: invalid jpg image should no longer cause the game to
error. Instead an error message is shown in the console.
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
use BASEGAME define in MP FS_GetModList
Use correct size parameter in FS pak qsort (for 64 bit compat, MP)
Merged MP fs check for duplicate searchpath checking to SP.
No longer displays text crawl incorrectly during ja01.roq.
Fixed text crawl in JK2 and JKA mode for SP. (Warning: fix held together with duct tape) Also removed a little portion of Xbox code that was TOTALLY GETTING IN MY WAY (read: I just felt like removing it)