keys.c: Ignore control characters in Char_Event(), to prevent text input when pressing ctrl-c/ctrl-v.


git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1115 af15c1b1-3010-417e-b628-4374ebc0bcbd
console.c: When toggling the fullscreen console off, clear the current line.

This is consistent with toggling the in-game console off, and fixes stray '`' or '~' (or '^' or '\' or ..., depending on the keyboard layout) characters.


git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1116 af15c1b1-3010-417e-b628-4374ebc0bcbd
keys: K_ALT is not a consolekey (it was accidentally added in r1112).


git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1117 af15c1b1-3010-417e-b628-4374ebc0bcbd
keys.c: Add keynames BACKQUOTE and TILDE, to facilitate (un)binding them from the console.


git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1118 af15c1b1-3010-417e-b628-4374ebc0bcbd
sys_sdl_win.c: Sys_SetDPIAware: call SetProcessDPIAwareness / SetProcessDPIAware

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1119 af15c1b1-3010-417e-b628-4374ebc0bcbd
readme: remove section about High-DPI workaround as we've got a proper fix now

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1120 af15c1b1-3010-417e-b628-4374ebc0bcbd
sys_sdl_win: Sys_SetDPIAware: only call GetProcAddress on a non-NULL library handle

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1121 af15c1b1-3010-417e-b628-4374ebc0bcbd
readme: add a note that the Windows DPI scaling issues are fixed

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1122 af15c1b1-3010-417e-b628-4374ebc0bcbd
update document dates

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1123 af15c1b1-3010-417e-b628-4374ebc0bcbd
recompiled SDL2

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1124 af15c1b1-3010-417e-b628-4374ebc0bcbd
run SDL_Quit() at exit

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1125 af15c1b1-3010-417e-b628-4374ebc0bcbd
sdl: Make our error checking for SDL_Init(SubSystem) consistent with the SDL wiki/test programs.


git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1126 af15c1b1-3010-417e-b628-4374ebc0bcbd
Windows/QuakeSpasm.rc: Revert unintended change in r1126.


git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1127 af15c1b1-3010-417e-b628-4374ebc0bcbd
minor tidy-ups

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1128 af15c1b1-3010-417e-b628-4374ebc0bcbd
Tweak the MH dynamic lighting speedup to be more correct: upload the lightmaps from the current frame instead of the previous frame.

It was possible, but unlikely, to see artifacts from the previous code in some circumstances, e.g. "host_maxfps 10" and spin around quickly near a flashing light e1m1, you may see a surface drawn with an out-of-date lightmap for one frame.

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1130 af15c1b1-3010-417e-b628-4374ebc0bcbd
Merge branch 'master' into vp
Factor out shader test into GLAlias_SupportsShaders
Create shader in GL_Init
Use temporary mallocs in GLMesh_LoadVertexBuffers
Coding style & comments