Commit graph

110 commits

Author SHA1 Message Date
Randy Heit
d027aafb4c - Fixed: If the sector behind a seg was closed, but it was closed between the
ceiling and floor of the front sector, the renderer did not add it to the
  solid clip list.
- Blends created with the ACS fade commands now degrade to transparent overlays
  when the console is visible, just as they do for the menu.


SVN r240 (trunk)
2006-07-09 20:04:05 +00:00
Christoph Oelckers
43c1ec4a74 - Fixed: Changed initialization of Weapon.Kickback so that it is only done
for direct descendants of AWeapon and not for every weapon being defined.
- Changed parsing of actor names back to not use C-mode. This change breaks
  any definition that contain periods in their name and apparently there's
  more than anyone could expect. Also altered the parser to manually check
  for colons inside the parsed string so that placing spaces around them
  is no longer necessary.
- Fixed: Weapons could be picked up for ammo even if they gave none.
- Fixed: A_Beacon was missing a NULL pointer check for the beacon's owner.
- Fixed: The status bar tried to access CPlayer->camera without checking
  its validity. In spy mode there is a possibility that it is NULL.

SVN r237 (trunk)
2006-07-03 09:07:56 +00:00
Christoph Oelckers
cf7d8ab43b - Removed the unused sfx_ variables for the chainsaw sounds.
- Fixed map name checks in idclev, hxvisit, for +map and the titlemap.
- Changed handling of Zips so that the patches/, graphics/, sounds/ and
  music/ subdirectories no longer are placed in the global namespace. Instead
  new namespaces are defined. These namespaces aren't merged, however and 
  searching in them either returns a lump inside it or one from the global
  namespace when it doesn't come from a Zip file. Proper order of files is
  still observed though. As a result proper use of the directories inside Zips 
  is strictly enforced now so that for example anything used as a patch must be 
  in the patches/ directory and won't be found anywhere else.


SVN r199 (trunk)
2006-06-19 15:31:10 +00:00
Randy Heit
e2179d5c2d Guess what. It's not 2005 anymore.
SVN r184 (trunk)
2006-06-11 01:37:00 +00:00
Randy Heit
d878c2e7d6 - Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
2006-05-10 02:40:43 +00:00
Randy Heit
201e17082c - Blends created with the ACS fade commands now degrade to transparent overlays
when the menu is visible, so they can no longer obscure the menu.


SVN r87 (trunk)
2006-05-09 00:28:01 +00:00
Randy Heit
8ea6569de8 - Fixed: Crash when opening the player setup menu when you're so dead that
your head has popped off your body.
- Fixed: When item respawning is on and you play on skill 1 or 5, picking
  up ammo would permanently double the amount of ammo received from that
  item the next time it gets picked up.
- Added a check to PlayerIsGone() for players who have already had their
  actors destroyed before calling it.
- Fixed: G_CheckDemoStatus() only restored your name, autoaim, and color
  settings after playing back a demo.
- Added DEM_SPRAY net command so that sprayed decals work in multiplayer
  and demos.
- Changed DEM_GIVECHEAT to use a word for specifying the item quantity.
  This is useful mainly for giving yourself more than 255 health at a time.
- Fixed: DEM_SUMMONFRIEND was not handled by Net_SkipCommand().


SVN r58 (trunk)
2006-04-21 05:44:21 +00:00
Randy Heit
c3c22c9453 - Fixed: FBaseStatusBar::DrBNumber() should behave like Doom's
STlib_drawNum(), and FDoomStatusBarTexture::DrawToBar() should add
  the textures left offset to the x coordinate before drawing.
  These fix Twice Risen's status bar.
- Changed: VPrintf now uses string.VFormat(), instead of vsprintf().


SVN r53 (trunk)
2006-04-18 06:07:09 +00:00
Christoph Oelckers
25f90d6221 SVN r27 (trunk) 2006-04-11 16:27:41 +00:00
Randy Heit
cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00