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2022-01-04MAINT: Update copyright to 2022Robert Adam
2021-04-09MAINT: Update copyright notice to 2021 (Part II)Robert
Apparently the first commit (59ae429972c16c377135bcccfee646b7df446933) did not include all files. Furthermore the used script tended to produce funny results in certain cases. This has been fixed and as a result thereof a few more changes were made in this second run.
2021-03-02MAINT: Update copyright notice to 2021Robert Adam
This was done by running scripts/updateLicenseHeaders.py and then manually editing the LICENSE file.
2020-09-11FORMAT: Run clang-format 10 on all C/CXX source-filesRobert
2020-01-07Auto-update LICENSE.header in source filesDavide Beatrici
2019-01-25Auto-update LICENSE.header in source filesDavide Beatrici
2018-01-02Auto-update LICENSE.header in source files.Mikkel Krautz
2017-01-08Update tree copyrights to 2017.Mikkel Krautz
2016-05-10overlay: update to use LICENSE.header.Mikkel Krautz
2015-01-03Add MinHook-based overlay for Windows x64.Mikkel Krautz
This commit adds MinHook as a 3rd party dependency and adds an alternative HardHook implementation that makes use of MinHook. This new MinHook-based HardHook implementation allows us to provide an overlay for Mumble on Windows x64. The x64 overlay hasn't seen much testing in real-world x64 games, except some minor testing for World of Warcraft running in x64 mode, where it works just fine. There seems to be a compatibility with the Uplay overlay, which causes Far Cry 4 to crash at the "Press any key to continue" screen that is shown just after launching the game. However, Assassin's Creed: Unity works fine, so it might just be a Far Cry 4 issue. The x64 overlay also seems to interoperate with the Steam overlay just fine. I think this is a good starting point for the feature. Let us get it into snapshots and let us try to squash any addition bugs we find.
2013-06-12Code refacs; fix typo and adjust textsKissaki
* fix typo * debug text adjustments
2013-06-05Code formatting, smaller refacs, robustness.Kissaki
* Performance: Prefix increment in loops. * Check VirtualAlloc return * Check for successful memory allocation in cloneCode * Swap assignment of pCode and uiCode (if alloc were to fail and not assign, uiCode shouldn't be nulled either) * declare statics before non-static members * Introduce variables replacing magic constants * Reduce varscopes
2013-06-05comments. more elaborative debugoutput, consistent prefixing.Kissaki
2013-06-05Prevent overlay from disappearing on D3D DLL reloading.Wesley W. Terpstra
This is confirmed to fix the missing overlay in Guild Wars 2. When D3D was used by a process thus loading the DLL, but then unloaded we did not inject on subsequent loading of the D3D DLL (in the same exe). Guild Wars 2 did un- and reload the DLL when switching from their launcher to the game. This commit introduces HardHook::reset() and checks for inactive hardhooks for a newly loaded DLL. The changes were submitted on sourceforge https://sourceforge.net/p/mumble/bugs/909/#bf9e
2013-06-04Prepend Projectname to header guard definesKissaki
* some few (4?) files actually already had it
2013-06-04Rename header guard defines to not use c++-reserved namesKissaki
* as pointed out in issue #842 adjust names to match other header files
2011-03-18Update copyright year ranges of dev team.Thorvald Natvig
2011-03-04Add some comments to hooking codeStefan Hacker
2010-02-28This is not the window you are looking forThorvald Natvig