passes doubles to functions anyway.
- Fixed: FRemapTable::AddDesaturation() excluded the final entry from the loop. Also, it was
less forgiving than AddColorRange, in that it did not support ranges in descending order.
SVN r3875 (trunk)
defaults to 200. Setting it to 0 will restore the previous behavior of having no frame rate
limit. Note that vid_maxfps 35 is NOT the same as cl_capfps 1. cl_capfps caps the frame rate
by tying the video update directly to the game timer. With vid_maxfps 35, the video update and
game timer are running on separate timers, and results will not be as good as with cl_capfps 1,
which uses only one timer.
SVN r3872 (trunk)
I could be clever and have the beggar chase after you some after you attack him, with a
random chance to cease pursuit. However, that didn't look much different from his normal
wandering animation, and he usually gave up before getting anywhere near you, so it was
kind of pointless. I kept the action functions around anyway, since they're simple things that
somebody else might find useful.
- Added a melee range check to A_SentinelRefire for actors without missile states. This fixes
Strife's Beggar trying to attack you when you're nowhere near him.
SVN r3863 (trunk)
and RTF_NOTMISSILE so that you can use A_Explode and A_RadiusThrust with non-missiles without
them telling P_RadiusAttack() that the target is the source.
SVN r3860 (trunk)
to put the console up and restore sound before the player days. Needed for actors that make
noise on the first tic of their death. (e.g. Heretic's)
SVN r3859 (trunk)
POSS A 10 A_Look
You can define it as:
POSS A random(10,20) A_Look
and the state will last a random duration between 10 and 20 tics, inclusive.
SVN r3847 (trunk)
so when you return to it without leaving the hub, it will be as if you had never set foot in
it. RememberState is provided to turn this flag off.
SVN r3846 (trunk)
* GruntSpeed: The minimum speed a player must be falling at the time of landing to play *grunt.
* FallingScreamSpeed: When a player is falling within this range of speeds, they will play *falling.
SVN r3829 (trunk)
parameter added to the end of the HudMessage command's existing parameter lists. So for
HUDMSG_PLAIN, it comes after the hold time. For HUDMSG_FADEOUT and HUDMSG_TYPEONE, it comes
after the fade time. And for HUDMSG_FADEINOUT, it comes after the out time.
- Alpha is a fixed point number between 0.0 and 1.0.
- Example:
Without alpha (unchanged from before):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0);
With alpha (alpha is added to the end):
HudMessage(s:"Some text", HUDMSG_PLAIN, 0, CR_UNTRANSLATED, 0.5, 0.5, 3.0, 0.5 /* this is the alpha */);
SVN r3825 (trunk)
* HUDMSG_NOTWITH3DVIEW : This message does not appear when the 3D view is active.
* HUDMSG_NOTWITHFULLMAP : This message does not appear when the fullscreen automap is active.
* HUDMSG_NOTWITHOVERLAYMAP : This message does not appear when the overlay automap is active.
These flags may be combined, so for example: HUDMSG_NOTWITHFULLMAP | HUDMSG_NOTWITHOVERLAYMAP
would prevent the message from appearing if any form of automap is active.
- Added HUD message layers, which are ORed into the type field:
* HUDMSG_LAYER_OVERHUD : This is the default and standard behavior. The message appear on
top of most HUD elements. This definition is just included for completeness' sake; you
don't need to explicitly use it.
* HUDMSG_LAYER_UNDERHUD : The message appears underneath other HUD elements, such as the status bar.
* HUDMSG_LAYER_OVERMAP : The message appears on top of the fullscreen automap. At the moment,
this layer is functionally equivalent to using the flags HUDMSG_NOTWITH3DVIEW | HUDMSG_NOTWITHOVERLAYMAP.
However, if Blzut3 decides to implement support for drawing the automap permanently on a
second screen, messages on this layer will move to that screen with the automap and be permanently
visible as long as the map is visible on that other screen.
These are not flags, so for example HUDMSG_LAYER_UNDERHUD | HUDMSG_LAYER_OVERHUD is not valid.
SVN r3821 (trunk)
sounds queued up while the Channel Group Target Unit is inactive will all play at the same time
once the unit is made active. To avoid this, it is now only deactivated when the gamestate is
GS_LEVEL. Otherwise, it just gets muted. Fixes http://forum.zdoom.org/viewtopic.php?f=2&t=33592 "Strife voices overlap"
SVN r3818 (trunk)
player bars on the scoreboard.
- Fixed: Having +showscores down during the intermission would draw both the regular intermission
scoreboard plus the HUD scoreboard.
- Fixed: hu_scores used the player icon's unscaled width when calculating sizes.
SVN r3815 (trunk)
- Fixed: When locating WhiteIndex and BlackIndex in the palette index 0 was skipped.
- Fixed: When filling an area black for vid_fps or pillarbox/letterbox use GPalette.BlackIndex instead of assuming palette index 0 is black.
SVN r3807 (trunk)
is supposed to be canceled by sysex events and meta events. This confused FMOD when the
resulting song used used running status right after these events.
SVN r3803 (trunk)
it's far too early to be used with I_FatalError. (But since this should always be available on
every Windows version after 95, this should be a non-issue.)
- Make unknown OS versions default to Windows 2000 instead of Windows 95.
SVN r3802 (trunk)
is more efficient than ThingCount(tid, T_NONE), because it only needs to check for one actor
with the TID and not all of them. It also makes no distinction between dead things and live
things like ThingCount does.
- Added ACS function UniqueTID(tid, limit): It returns a new TID that is not currently used by
any actors. It has two modes of operation. If tid is non-zero, then it checks TIDs one-by-one
starting at the given tid until if finds a free one. If tid is zero, then it returns a completely
random TID. If limit is non-zero, then it will only check that many times for a free TID, so
it might not find a free one. If no free TID is found, 0 is returned. If limit is zero, then
the search is effectively unlimited.
SVN r3798 (trunk)
Goto State1
State1:
Goto State2
State2:
because when "Goto State1" is processed, State1 is still pointing at the string "State2" rather than State2's state, so the goto will end up pointing at a string (which will soon be
freed from memory) instead of at an actual state.
SVN r3784 (trunk)
pickup an item at all. (For instance, normally players in Hexen can still pick up other players'
weapons for ammo. With this flag set, they cannot do that either.)
SVN r3751 (trunk)
Z position by the MapThing's Z, just like for any other MapThing.
- P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags.
SVN r3746 (trunk)
does not already exist. This way, we can create a default config file without removing anything
from an existing config file if things go wrong early during setup.
SVN r3737 (trunk)
the one responsible for the palette change.
- Fixed: DDrawFB::CreateSurfacesComplex() starting tries at 2 instead of 0 is not "debugging cruft"
since it counts down, not up. (Partially reverts r3195)
SVN r3733 (trunk)
using it in in any expression would automatically downcast it to an int unless ① its sibling in the expression tree was a float, or ② it was the only thing in the expression.
SVN r3721 (trunk)
- Fixed: Don't access class metadata at all in DObject::PropagateMark if the type system is shutdown.
- Fixed: If FCompressedMemFile::Reopen() fails, then it would try to double-free memory when deleted.
SVN r3688 (trunk)
DHUDMessageFadeOut::Tick() starts counting from the time the last line was fully displayed, not
from the time its first character was displayed.
SVN r3665 (trunk)
- fixed: The same rules that are used for deciding if a weapon attack took place should be used when checking the PIERCEARMOR flag in P_LineAttack: It should be ignored if the attack doesn't originate from the weapon.
SVN r3649 (trunk)
because it was an extension of the normal wall clipping process. Since a stacked sector
above you doesn't draw a floor, it wouldn't clip any midtextures to the floor either.
R_RenderMaskedSegRange() now checks this directly when rendering inside a stacked sector.
SVN r3647 (trunk)
overridden in custom player classes by changing their Obituary property to something else.
- ClientObituary() now only looks up the obituary message from the killing player's weapon if the
damage type was 'Melee' or 'Hitscan'.
- Gave P_GunShot() and A_FireBullets the new damage type 'Hitscan'.
- Switched A_Saw and A_CustomPunch to the 'Melee' damage type.
SVN r3646 (trunk)
know why that was in there, but I have no idea. It was like this for the entire life of the
repository, so I can't find anything from that. And since MF_FLOAT is typically also applied to
monsters with MF_NOGRAVITY, the z velocity should already be 0, so it's a change that makes
little sense.
SVN r3645 (trunk)
a temporary bitmap before copying to the destination bitmap if any fancy stuff is going on.
This simplifies the part drawing, since it doesn't need to check if each part is a multipatch
texture. It also means it can reliably use copy operations other than OP_COPY.
SVN r3639 (trunk)
Previously, "complex" parts would ignore it and use the copy info passed to the function
instead. The copy info passed to the function is now only used to decide to if it should clear
the destination image. I'm not sure if this really matters, since it itself is the only place aside
from FTexture::FillBuffer() that ever calls CopyTrueColorPixels() with a copy info, and when
it does so for a multipatch texture, it does so to a temporary buffer.
SVN r3634 (trunk)
- Removed A_KSpiritWeave since it was basically identical to the function CHolyWeave (besides the random number generator object) and was never exported as a native action anywhere.
SVN r3631 (trunk)
Consequently, if somebody used the chasecam while predicting, they would appear to lag
behind the camera, because their actor would be at its unpredicted position by the time
sprites were processed.
SVN r3603 (trunk)
of its clipping information before it was drawn. (On the other hand, I have no idea what this
ds->bkup and refreshing stuff is about, so I might have broken something somewhere else.)
SVN r3602 (trunk)
its tracer so that it will look for a new target the next time it is called.
- Extended P_RoughMonsterSearch() with a flag to indicate that it should only search for seekable
targets.
SVN r3572 (trunk)
across all machines must be used.
- Add Xaser's railgun fix for "P_RailAttack's 'sparsity' was being ignored for particle core trails, and 'maxdiff' was ignored when spawning actors."
For reals this time.
SVN r3554 (trunk)
* P_RailAttack's 'sparsity' was being ignored for particle core trails,
and 'maxdiff' was ignored when spawning actors.
* Fixed the persistent core issue.
* Fixed. The default value for the new 'range' parameter was incorrectly
set to zero, causing A_FireRailgun to emit a zero-length "rail."
SVN r3551 (trunk)
respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn()
must only consider 3D floors and midtexes.
SVN r3545 (trunk)
P_GetFloorCeilingZ(). I got confused because its bool parameter's meaning had been the
opposite of P_FindFloorCeiling()'s bool parameter before they got changed to flags.
SVN r3543 (trunk)
without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and
A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.
SVN r3542 (trunk)
- Fixed: The 3D floors part of P_GetFriction() did not check for friction still being set to
ORIG_FRICTION, so it only worked with lower frictions.
SVN r3538 (trunk)
The initial spawn did not, so this can prevent respawns of things that were initially
spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
onlymidtex.)
SVN r3518 (trunk)
same situation A_RestoreSpecialPosition, it now just calls that to do the moving. This also
means it is no longer limited to respawning things on the floor.
SVN r3514 (trunk)
- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to
shift the Z position by. This is, naturally, always 0.
SVN r3510 (trunk)
of the lump, so r3496's change to FileReader::Gets() was only valid for lumps at the start
of a wad. (This function was still incorrect before that, though, since it made FilePos
relative to StartPos after it had been used once.)
* On that note, I'm not sure GetsFromBuffer() is correct either, since it ignores StartPos,
but I don't know when this is actually used so that I could check.
SVN r3504 (trunk)
but their Z position would not actually be moved up, so the subsequent call to P_ZMovement()
would destroy it because it was in the floor.
SVN r3491 (trunk)
alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex
instead of exploding it because the real floor or ceiling is sky.
SVN r3490 (trunk)
reached 0.
- Fixed: Poisoners without a PainType should use their own DamageType to pick the Pain state
to make the target enter, not the target's DamageType.
SVN r3475 (trunk)
for bots. Mainly, what this means is that if the player is using the "Base" skin, they will
get their class-appropriate skin instead of skin 0 if this save is loaded before any other
game has started.
SVN r3474 (trunk)
P_CheckFor3DCeilingHit() needs to use the actor's ceilingz instead of its z. These functions
are called from P_ZMovement() when a collision with the floor or ceiling has been detected
but before the z has been clamped. e.g. A hard fall will leave the actor's z beneath the floor
even though it will be set to the floor after P_CheckFor3DFloorHit() returns.
SVN r3460 (trunk)
for multiplayer: They now always check through the eyes of every player. For players whose
cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
network stream and lets Net_DoCommand() take care of it later. The logic here is that if
a player is viewing from something that isn't another player, then every player needs to know
about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
to a player, everybody needs to know about that too. But if they are viewing from a
player, it doesn't matter which player it is, so they can spynext/spyprev all they want
without letting the other players know about it (and without potentially breaking demos--due
to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
do substitutions of old objects that are pending deletion.
SVN r3448 (trunk)
* P_GiveBody() now takes a max parameter so that it can also do the bulk of the work
AHealth::TryPickup() previously did.
* Setting an actor's health to 0 or below with SetActorProperty will now kill the actor
properly.
SVN r3438 (trunk)
which should be set for player uses activation but are not.
- Added some developer mode messages for setlinespecial and clearlinespecial.
SVN r3437 (trunk)
exit() can (and does) make the process hang. (It sure would be nice if
POSIX-land had a simple CreateProcess API, but I guess that would be too
easy, huh?)
SVN r3432 (trunk)
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.
SVN r3427 (trunk)
The graphics are already mapped through this, so we don't need to do it again when translating.
Moreover, if there was no duplicate of color 0, but there was a different color with a
duplicate, this means we end up drawing players with the duplicated color wherever it should
be color 0. (Standard translations already had this right.)
SVN r3417 (trunk)
your movement was blocked, even if it wasn't that wall that blocked you. Note that this is just
a Z check against the actor and the floor and ceiling heights; it might still be possible to
goof it up, but the common case is fixed.
SVN r3414 (trunk)
destroyed. For example, if a weapon has a sister weapon immediately after it in the inventory
list, they would both be destroyed by the call to destroy the weapon, and ClearInventory
would fail to find anything beyond the sister weapon in the inventory list.
SVN r3413 (trunk)
decided there was nothing to draw. In practical terms, this means that if your weapon is
completely invisible, the game would not draw anything outside of the main play area because
the scissor test would be left on for the entire frame and not just the weapon's quad.
Making the call to SetStyle() before the scissor check is enough to fix this.
SVN r3412 (trunk)
- Cache particle colors so custom particle colors don't require a full scan of the palette each
time they're created. Also fixes a bug with custom blood colors.
SVN r3385 (trunk)
should ignore any tempo events in XMIDI songs that were left over from the original MIDI
files, since the converter didn't remove them.
SVN r3384 (trunk)
(i.e. ACS_Execute, etc.), set the arg0str property to the name of the script to execute. The
standard numeric arg0 property will be ignored in this case.
SVN r3372 (trunk)
named, and to run a script using ACS_ExecuteAlways, you need to add "always" after the script
name but before any arguments. e.g.:
pukename "A Script" 1
Will run the script "A Script" with a single argument of 1, provided the script is not
already running.
pukename "A Script" always 1
Will always run the script "A Script" with a single argument of 1.
SVN r3365 (trunk)
named the same as their ACS function equivalents. e.g. From DECORATE, you can now use
ACS_NamedExecuteAlways to run a script with a name.
SVN r3364 (trunk)
- Added ACS_Named* function variants of the ACS_* specials that take script names instead of
numbers. As these are functions and not specials, they can only be used from inside ACS.
SVN r3363 (trunk)
you can still use them for automatically executed script types (like open and enter).
- Change the DACSThinker::RunningScripts array into a TMap so that it can catalog the new range
of ACS scripts (up to 32767).
SVN r3359 (trunk)
some of the stereoness of stereo sounds played in 3D. My testing was done only with stereo
speakers, however, and I did not realize that it was moving the perceived physical location
of the sound itself (because it sounded fine with my two speakers). So when 3D spread started
working with mono sounds as well in FMOD 4.28, sound positioning was completely broken for
everything when outputting to more than two speakers, because sounds were being spread
across a 180 degree arc.
Whoops!
Stereo sounds are now completely mono when not played by you, the listener.
SVN r3357 (trunk)
actor+channel. Since in this case, it's really just restarting the sound, it shouldn't limit
it. (Since it's already playing, we know the limit wasn't exceeded when it started playing, so
it shouldn't be exceeded if we restart it now.)
SVN r3355 (trunk)
This is because the automap calls it with its own bindings, which effectively cancelled all
doublebindings while the automap was open.
SVN r3354 (trunk)
can't pass it to DrawTexture with a simple TAG_MORE. (Not sure why I thought the initial tag
needed to be separate, though it did catch one case where it wasn't provided.)
SVN r3351 (trunk)
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
add (or subtract) a constant to them. If you do wish to add a constant, tag must come first.
e.g. tag+3 is good, but 3+tag will not work. (As a bonus, the parser is simpler, too.)
SVN r3342 (trunk)
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
be made to clamp other actors' pitches to within the range (-90,+90)
degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.
SVN r3323 (trunk)
A_DeathBallImpact uses these to avoid aiming at friends when the death ball
bounces. (The pointer is needed because the missile itself does the aiming,
not the player that shot it, and missiles are nobody's friends.)
SVN r3315 (trunk)
be used when for walls and floors when the renderer is paletted. The format
is very simple:
rgbtex1 paltex1
rgbtex2 paltex2
...
The first texture is the one to be used normally, and the second is the one
to be used in paletted modes.
The vid_nopalsubstitutions cvar can be used to ignore this lump.
SVN r3311 (trunk)
* By pressing request, allow Linux users to build ZDoom with an FMOD version that doesn't give them 3D sound positioning. :p
* Fixed severe copy-pasta portal copy bug.
* 3D floors hidden by being moved above the ceiling or below the floor will no longer show in the automap.
* Reject TEXTURES scale of 0. They'd do nothing but provoke a division by zero error.
* Maybe fixed Linux compilation?
SVN r3297 (trunk)
* Fixed possible crash when texture for menu item patch cannot be loaded. (From Alexey's Mac OS X port.)
* Fixed iwadinfo.txt definitions of Hexen and Freedoom demos (also from Alexey's port.)
* Added missing LOF_NOJUMP definition.
SVN r3284 (trunk)
- Fixed: FadeTo() accepted parameters out of range.
- Fixed: "Enable autosaves" menu option didn't handle all possible values of disableautosave.
SVN r3280 (trunk)
- fixed: D_ErrorCleanup must clear 'savegamerestore'.
- fixed: Cleaning up when loading a savegame failed while restoring the thinker list did not work. There were two issues:
* removed the asserts in GC::SweepList because they get triggered by thinkers that were not fully initialized during loading.
* AActor::UnlinkFromWorld may not assume that the sector list has been initialized when this function is called.
SVN r3274 (trunk)
- FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere.
SVN r3258 (trunk)
a bitmask describing which sectors had lightning. When this was expanded to shorts, the
result was that random sectors would have their lighting zero'ed after a lightning flash. I
really have to wonder what I was thinking when I decided to cram two completely unrelated
things into the same array. Since a short is wide enough, I did away with the bitmask and
just use SHRT_MAX to mark sectors that weren't lightninged.
SVN r3243 (trunk)
did not mark eax as an early-clobber register, so GCC might decide to pass the memory address
in eax, and it would get clobbered by the inline assembly before fetching the value to divide
by.
But rather than fix it by adding another '&', I have opted to mark it as in/out and do the
zeroing outside the inline assembly, so GCC has maximum flexibility for scheduling the code.
SVN r3242 (trunk)
GETPALOOKUP. The end result is that there is a minimum distance around you where light
amplification stops and it gets no brighter. Should this scale with visibility? I can't say.
So, yeah, it turns out all these years ago, I made this out to be harder than it really is.
SVN r3224 (trunk)
also decided to compile some other shaders slightly differently, too.)
- Fixed: The InGameColormap had been designed without taking alpha into consideration.
As the least likely parameter to be used, desaturation has been moved into a constant
register to make room for the alpha parameter to live in the vertex's color value.
SVN r3208 (trunk)
ignored the Y locations of patches drawn on two-sided midtextures and always drew them at the
top of the texture. Added a compatibility flag.
SVN r3205 (trunk)
(e.g. invulnerability). This should only be necessary for SM1.4 cards with buggy drivers. I
doubt the problem is very widespread. The one piece of SM1.4 hardware I obtained specifically
for testing purposes has no problems using shaders for these effects.
SVN r3200 (trunk)
- Fixed: When DDrawFB::Lock() has to recreate resources, it left the LockCount at 0. This causes
problems if something else locks it before it is unlocked, because the second locker will
think it is the first. This happens in R_RenderViewToCanvas(). See DDrawFB::PaletteChanged()
for the most common reason why Lock() would need to recreate resources.
- Fixed: DDrawFB::CreateSurfacesComplex() had debugging cruft left in that skipped all but the
last attempts.
- Fixed logging of video debug info to a file to not multiply define dbg.
SVN r3195 (trunk)
sides of missing textures, this can take a very long time, because each missing textures causes
a scan of every single line (for the sake of packed sidedefs), and each output line also requires
an update of the hidden RichEdit logging control.
SVN r3192 (trunk)
non-zero variables to load. This was fine when all variables defaulted to zero, but map variables
have been able to default to something else for some time now. This meant that if all map
variables were zero when the game was saved, they would be restored to their default values
when the game was loaded.
SVN r3190 (trunk)
of the field of vision, since it reduces the chances of duplicate sky columns output next to
each other compared to a straight tangent-to-angle calculation.
SVN r3189 (trunk)
- When loading a game from the menu, do not hide the fullscreen console until we know we can
load the save. Otherwise, the gamestate goes invalid if the save is no good.
SVN r3187 (trunk)
* Added new cvar, r_3dfloors for testing, so for example, you can see the FPS difference.
* ds_p->bkup is not always allocated.
* Fixed particles visible through 3D floors.
* Fixed FAKE3D flag names.
SVN r3178 (trunk)
- added Sector_SetTranslucent special so set translucency of portal planes at run time.
- added 'additive' information for portal planes. This is no-op at the moment because the flat drawers can't handle additive translucency yet though.
SVN r3149 (trunk)
- Fixed: When loading non-UDMF maps, things did not have their conversation field zero'ed.
- Added an assert for the FAKE3D_REFRESHCLIP case at the end of R_RenderMaskedSegRange(), because Valgrind indicates this is being run
without ds->bkup being set to something valid. I do not immediately know how this should be fixed.
SVN r3130 (trunk)
- updated UDMF spec for player class and skill amount because the old menu limits no longer apply.
- fixed: FloorAndCeiling_LowerRaise needs to consider 4 args in maps to account for the Boom compatibility hack parameter.
SVN r3121 (trunk)
on the window_size, so for large numbers of output channels, it would not allocate enough
space for the spectrum data (which is definied by SPECTRUM_SIZE, not the window_size) and
write junk on the stack when drawing the spectrums, causing a crash.
SVN r3087 (trunk)
- allow setting 'Shadow' as default fuzz effect
- changed CVAR conversion that strings 'false' and 'true' get evaluated as integers 0 and 1 respectively so that changing boolean CVARs to int does not destroy their values.
SVN r3076 (trunk)
- Initialize the alt HUD explicitly in D_DoomMain.
- don't let S_UnloadReverbDef leave a broken list of sound environments behind.
- Added more code to explicitly delete data before initializing it.
SVN r3039 (trunk)
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)
SVN r3036 (trunk)
- zipdir will no longer store files ending in '~' on Linux.
- Added st_oldouch which restores the old ouch face behavior of only showing when health increases by 20 while taking damage.
SVN r3035 (trunk)
- The 'savebuffer' variable still existed?
- Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs.
- fixed: Starting a new game did not clear the hub statistics array.
SVN r3034 (trunk)
* savegames stored an index in the switch table and performed no validation when loading a savegame.
* setting of a random switch animation duration was broken.
* separated the 2 values stored in the Time variable into 2 separate variables.
* defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- added function for serializing switch and door animation pointers.
- bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.
SVN r3030 (trunk)
- moved all code and data for Build tile management into FTextureManager.
- moved texture animation management into FTextureManager.
- changed: Animate textures only once per frame, not per view. Otherwise with animations that have sub-frame accuracy camera textures of the same area can show different animation frames if the frame changes falls between the rendering of the different views.
SVN r3026 (trunk)
- added missing TRXTCOLOR_CYAN #define.
- changed bridge things to be completely immobile towards sector plane movement. This problem again reared its ugly head in 007LTSD where the oversized bridges got messed up by some opening doors and lowering lifts. Now any plane trying to move such a thing will get blocked. Moving these things by other means still works normally, of course
SVN r3013 (trunk)
* Font and color for map name can be set if it's not a titlepatch
* 'Finished' and 'Entering' can be either patches or a printed text in all gamees now.
* Font and color for 'finished' and 'entering' text can be set.
* moved 'finished' and 'Now entering:' texts into string table.
SVN r2981 (trunk)
of signaling an event. I would have preferred to use GenerateConsoleCtrlEvent(), but since it
requires the caller be attached to the same console as the process it wants to kill, it's
pretty much worthless. We will continue to look for the presence of the event name in the
TiMidity++ binary despite no longer using it, because standard TiMidity++ builds do not write
to stdout in binary mode on Windows systems.
SVN r2980 (trunk)
is on the ground and it counts below -18, it is zeroed so that the player can jump again. This
handles cases where either the player did not actually jump when they pressed +jump (because
there was a ceiling in the way) or when they land on something other than the floor.
SVN r2979 (trunk)
* When you jump, it gets set to 18.
* When you land, it gets set to 7.
* As long as it is non-zero, it counts down, and you cannot jump.
Of note here, is that setting it to 18 upon jumping seems useless, since you can't jump unless
you're on the ground, and when you reach the ground, it will always be set to 7. With that in
mind, the new behavior is:
* When you jump, it gets set to -1.
* When you land, if it is less than zero or you fall far enough to squat, jumpTics will
be set to 7. Otherwise, jumpTics is left alone.
* If jumpTics is positive, it will count down each tic.
* As long as JumpTics is non-zero, you cannot jump.
SVN r2970 (trunk)
- fixed: The cast call was missing some NULL pointer checks for invalid actor classes.
- fixed: The cast call did not use a translation defined for an actor class.
SVN r2968 (trunk)
- changed all parsers that check for the current game to use the same function for the game check.
- fixed: The TEAMINFO parser handled 'game Any' incorrectly.
SVN r2934 (trunk)
- Fixed: The counters in draw(selected)inventory(bar) should not have been limited to 3 characters.
- Added: drawshadow() to drawinventorybar.
- Added: itemflash to drawselectedinventory to use Strife's cursor fade.
- Added: time and logtext to drawstring. In addition a linebreaks(size) flag was added.
SVN r2928 (trunk)
- fixed: The player's melee state is not a proper melee state so it should not be entered when used in the cast.
- fixed: Sounds were played before changing states. That missed situations where the state was entered from anywhere else but the previous state.
SVN r2915 (trunk)
degree of support for songs that use loop controllers to loop the song back to a point after
the very beginning of the song.
- Enable loops during SMF generation. Infinite loops will be clamped to some finite amount. (This is currently 30, so a 3 minute song will still restart from the very beginning after 90 minutes)
- Fixed: The SMF, HMI, and XMI readers all generated invalid MEVT_NOP events.
- Fixed: SMF generation died on songs that set their tempo during the initial beat.
SVN r2864 (trunk)
- Was there any reason why the MIDI_GUS device was so well hidden from the user? It sure does not sound broken. Added it to MIDI menu and $mididevice.
SVN r2862 (trunk)
- set 'cursor' as default for Action Doom 2. Doom's bunny is probably not the best thing here...
- made cursor user-settable in the menu.
SVN r2855 (trunk)
- fixed: Savegames that were saved without picture did not display the 'No picture' message because the empty PNG container was still recognized as image.
SVN r2847 (trunk)
* the sprite used for 'pause'.
* the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
* the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.
SVN r2834 (trunk)
- Locks can now define more than one LockedSound by separating them with commas. The default setting
for this property is now "*keytry", "misc/keytry". The first sound that is defined is the one that will
be played for the lock. Thus, for standard locks, if the player class defines *keytry, that will be
played. Otherwise, misc/keytry will be played as before.
SVN r2827 (trunk)
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.
SVN r2826 (trunk)
Windows sends some when the mouseis ungrabbed even when it does not move.
This caused the currently selected menu item to get unselected.
SVN r2803 (trunk)
- allow specifying the fractional precision for the numbers behind the sliders.
- took all HUD related options out of the display options menu and created a seaparate one for them.
- added several more display and HUD options to the menu.
- created a new 'Miscellaneous options' menu for a few items that should be accessible but don't fit anywhere else.
SVN r2795 (trunk)
- Added a generic Standard MIDI File creator that works with any of the sequencers. mus2midi.cpp
is no longer used but is kept around as a reference.
SVN r2677 (trunk)
- Moved MIDI precaching logic into MIDIStreamer so that SMF and HMI files can both use the
same implementation.
- Added a player for HMI midi files.
SVN r2675 (trunk)
bindings for it. I'm not sure how this should be exposed through the menu, however. Technically,
it's different from the pan keys, but from an end user's point of view, they both zoom the
automap, so they should both be listed under the Zoom in and out controls. But the menu code
can't handle that.
SVN r2663 (trunk)
- fixed: APROP_Invulnerable could only be set and unset but not checked.
- fixed: Two sided polyobjects applied thrust to sctors in a way that did not work.
SVN r2620 (trunk)
- add a GetReplacement method to PClass to clean up some really ugly code
- Who wrote the 'kill' CCMD? The way it checked if two classes were identical was horrendously overcomplicated.
SVN r2601 (trunk)
- allow all texts in conversations to reference the string table.
- fixed: If no dialogue is found for the current map, SCRIPT00 should still be loaded.
SVN r2577 (trunk)
- fixed: All blood spawning functions checked the ALLOWPARTICLES flag on the class defaults before actor replacement instead of after.
SVN r2563 (trunk)
- Use fluid_patchset to specify the SoundFont(s) for FluidSynth instead of doubling up with
snd_midipatchset, which is already used by FMOD.
SVN r2555 (trunk)
which is painfully apparent on hexen.wad MAP01's music, which hits around 90 voices.
- Patch from Chris:
* Add FluidSynth to the menu.
* Enable FluidSynth for MIDI as well as MUS.
* Fix CmakeLists.txt.
SVN r2554 (trunk)
to try compiling it myself on Windows to see if it's really that slow or if
Ubuntu just ships an unoptimized version, because performance is pretty pathetic
when compared to the other options. (I understand that it's a complete SoundFont2
renderer, so it is understandably slower than something like TiMidity++, but still.
Does it really need to be around 10x slower? I played with the chorus, reverb, and
interpolation settings, and none of them seemed to make much difference in
performance.)
SVN r2545 (trunk)
- Fixed: P_LoopSidedefs() needs to clean out sidetemp[] because when it's called a second time, the maximum of the number of vertices and that of sides may have increased compared to when P_AllocateSideDefs() created the array, which led to access violations.
SVN r2541 (trunk)
- added Polyobj_MoveToSpot action specials. They are functionally identical to Polyobj_MoveTo but get the target coordinate from a map spot instead.
SVN r2503 (trunk)
- fixed: AActor::CanSeek had the check for the visibility of the target actor's alpha reversed.
- added an Alt HUD icon for Hexen's fighter's fist.
SVN r2501 (trunk)
grabbed. At least if the pointer is visible when the debugger break happens, I don't worry
about it getting stuck hidden. (Note that that seems to be related to Alt+Tabbing out of the
game and coming back. I wish I knew what's going on.)
SVN r2497 (trunk)
example. Do not modify the window class pointer. I still had an instance where I was left with
an invisible pointer no matter where I moved it, so hopefully this takes care of that. (edit:
it doesn't.)
SVN r2496 (trunk)
- Two tweaks to raw mouse input to make it better behaved when the window suddenly has focus
removed (e.g. because of a debugger break):
* Keep the pointer centered in the window, as for Win32Mouse. Even though it's not generating
any traditional input events, it's still moving all over the screen. e.g. If we have focus
yanked away and you're pressing the right mouse button as it happens, you can suddenly find
yourself with a popup menu open.
* Use SetCursorState() like the other mouse modes instead of ShowCursor() to hide the
pointer. This way, we don't need to worry about being stuck with trying to use the system
with an invisible pointer, because only the game window will be pointer-less.
SVN r2495 (trunk)
the sector. Note that this contrasts with sound sequence things in that it takes a name and
not a number. Also, placing a sound sequence thing in a sector will override this property.
SVN r2492 (trunk)
* 0. Do not clear. This is the standard behavior.
* 1. Clear to black.
* 2. Clear to white.
* 3. Alternate between black and white every 128 ms.
* 4. Step through the palette one color at a time every 32 ms.
* 5. Epileptic seizure inducing random colors every frame.
SVN r2491 (trunk)
does not include xtoviewangle[centerx] in the mirroring so that the two columns at the center
of the screen do not map to the same angle. (BTW, this array is only used for the sky drawing.)
SVN r2487 (trunk)
CHAN_LOOP so that the higher level sound code knows they loop and can handle them accordingly.
- Added support for a LOOP_BIDI tag. Set it to "1", "On", "True", or "Yes" to use a
bidirectional loop. This only works with sounds and not music, because music is streamed
so does not support them.
- Extended custom loop support to work with samples as well as music.
SVN r2434 (trunk)
way MP3 obfuscates custom tags. Vorbis and FLAC are fine. (I could make it work with MP3,
but you should be using Vorbis instead.) They are:
* LOOP_START: Start time for the loop. If omitted, the song repeats from the beginning.
* LOOP_END: End time for the loop. If omitted, the song loops at the end. (If you need to specify this, why aren't you using a shorter song.)
You only need to specify one of these tags to set the custom loop. Naturally, you can set
them both, as well. The format for each tag is the same:
* If it contains a colon (:), it specifies by time. This may be of the form 00:00:00.00
(HH:MM:SS.ss) to specify by play. Various parts may be left off. e.g. To start the loop
at 20 seconds in, you can use ":20", 0:20", "00:00:20", ":20.0", etc. Values after the
decimal are fractions of a second and accurate to one millisecond.
* If you don't include a colon but just have a raw number, then it's the number of PCM
samples at which to loop.
* Any characters other than digits (0-9), colons (:), or a single decimal point for the
seconds portion will result in the tag being ignored.
SVN r2424 (trunk)
- "Give artifacts" and "give puzzlepieces" now use the amount value to decide how much of each
item to give you. 0 means to give you the max. The old behavior can be obtained by explicitly
stating 1. (Since "give all" encompasses these as well, this also applies to that.)
- Added "give everything" cheat to give everything. This is like "give all" but ignores the
WIF_CHEATNOTWEAPON flag. (Note that this flag has valid uses, but that doesn't stop people
from abusing it anyway.)
SVN r2418 (trunk)
* the unaltered floating point version is 10% faster than the 64 bit integer version.
* using doubles instead of floats increases performance by another 25%.
* another 15% can be gained by manually optimizing the code.
- P_InterceptVector now uses the optimized floating point version which is almost twice as fast as the 64bit integer version.
SVN r2395 (trunk)
since the screenwipe speedup fixes also mean that this function no longer operates directly
with the front buffer, but rather with a copy that is not letterboxed.
SVN r2355 (trunk)
- Added character alignment parameter to font monospacing.
- Fixed: character shadows were not scaled.
- Heretic keys now have an icon associated with them so that they can be drawn through drawkeybar.
- Replaced the built in Heretic and Hexen status bars with SBarInfo equivalents.
SVN r2353 (trunk)
- Added: alpha command to SBarInfo which allows you to increase the translucency for certain parts of the status bar.
- Added: reverse flag for drawkeybar which reverses the order in which rows are filled with keys.
- Changed a gamemode statement to an else in the Doom hud since the frag count and keys should never be shown at the same time.
SVN r2351 (trunk)
- Restored some original Doom behavior that received complaints from users:
* reactivated the old sliding against diagonal walls code and compatibility optioned it with COMPATF_WALLRUN.
* re-added the original hitscan checking code using a cross-section of the actor instead of the bounding box, compatibility optioned with COMPATF_HITSCAN.
SVN r2340 (trunk)
* Fixed: Trying to use a response file would result in infinite looping until memory was
exhausted.
* Fixed: Response files were read after coalescing file parameters, which would lead to
non-coalesced parameters if the original command line and response file both had them.
* You can now use more than one response file.
* Response files can include other response files.
SVN r2334 (trunk)
some other application already has it. While technically this is a failure, the device is
still created, so we can continue using it anyway.
SVN r2326 (trunk)
A_FadeTo(float target, float amount = 0.10, bool remove = false)
Alters transparency towards target by amount. If remove is true, the actor is destroyed if it reaches target.
SVN r2305 (trunk)
- String constants starting in '$' will cause drawstring to reference the language lump.
- Added pushup transition for strife popups. This elulates the stats screen from hexen 2. This behaves identical to slideinbottom if the primary statusbar has fullscreenoffsets set.
SVN r2299 (trunk)
It will use negative indices for this. Currently supported strings are level name, level lump name and
skill name.
- Extended skill definitions so that printable name and image lump name are separate fields so that a
printable name can be specified for Doom, too.
SVN r2294 (trunk)
- Added new sprite #### and frame character # to specify the behavior of sprite ---- on a
per-sprite and per-frame basis respectively.
SVN r2291 (trunk)
- extended FileReader hierarchy so that FileReader, FileReaderZ etc. all inherit from one
base class so that the same code can be used to read from both uncompressed and compressed streams.
SVN r2287 (trunk)
- disabled writing the nodes with the dumpmap command. ZDoom doesn't need the nodes to load a map and this only worked if the original
map had standard nodes but trying to write out nodes loaded from any other format would have caused broken data.
SVN r2285 (trunk)
- extended compatibility text to allow changing line flags and setting line specials on specific linedefs.
- removed Strain MAP07 hack and replaced it by a clean 'clearlineflags' option.
- Added Doomo format translations for Sector_CopyScroller because this looks like something that might be useful for making
some Boom maps work without having to resort to compatibility.txt.
- added a compatibility setting for UAC Ultra MAP07 which exploited some undefined scrolling behavior in Boom.
(What lengths are we going to make sloppily created maps work? This entire commit was just to address this particular problem...)
SVN r2280 (trunk)
This means all subclasses also need to call their superclass's EndEffect(), which they were
not doing. For consistency, all the subclasses now do the same for InitEffect(), though
APowerup::InitEffect() is still a no-op.
SVN r2252 (trunk)
textures of type TEX_MiscPatch will return the first such texture, as it does with all
the other types. (It will still prefer to return a texture of a different type.
Why are these treated differently, anyway?)
SVN r2251 (trunk)
is not necessarily "self". The only visible change from this should be that inventory items
now set their own variables and not their owners'.
SVN r2235 (trunk)
- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.
SVN r2234 (trunk)
* Second argument: Volume scalar. 0 and 128 are normal volume. (Where "normal" is whatever
it was defined with in SNDINFO.) Other values scale it accordingly.
* Third argument: Minimum distance before volume fading starts.
* Fourth argument: Maximum distance at which the sound is audible. Setting either of these to 0
will use whatever they were defined with in SNDINFO.
SVN r2214 (trunk)
- Added an option to parse lumps named ZMAPINFO in place of MAPINFO. Any MAPINFO lumps in files containing
a ZMAPINFO lump will be completely ignored. This is to allow ZDoom specific definitions which are incompatible
with other engines capable of reading MAPINFO. Any ZMAPINFO lump must be in the new MAPINFO format.
SVN r2208 (trunk)
- fixed: When creating the initial identity translation for player translations the
global palette remapping was not taken into account.
SVN r2200 (trunk)
of this:
* A cluster's flat definition can now be preceded by a $ to do a string table lookup.
* Since the standard flat names are now in the LANGUAGE lump, the normal Dehacked substitution
for these is no longer handled specially and so will not be automatically disabled merely
by providing your own MAPINFO.
SVN r2195 (trunk)
atexit for it, which gets executed after the sound system shuts down.
- Fixed: FPlayList::Backup() failed to wrap around below entry 0 because Position is
unsigned now.
SVN r2188 (trunk)
Reinstated Doom's original code that made projectiles with the MF_NOCLIP flag set continue to exist even
though the movement itself was never properly handled.
Fortunately the game mode check formerly associated with this can be removed because none of the other games have
any projectiles using MF_NOCLIP so at least it's no longer restricted to Doom...
SVN r2187 (trunk)
Since we're already sending everything to a rich edit control hidden in the background,
we can just grab its contents for the report.
- Use code page 1252 when previewing text files in the crash dialog.
SVN r2185 (trunk)
now added to -file. This was previously restricted to only .wad, .zip, .pk3, and .txt.
- You can now pass -file/-deh/-bex more than once on the command line, and they will all
have effect.
SVN r2184 (trunk)
specify a character advance separately from the glyph width. GetChar and GetCharWidth now
return this value in place of the glyph width. (For non-BMF fonts, these should still
return the same values as before.)
SVN r2180 (trunk)
of code page 1252 for output text. This is noticeable, for example, with the FMOD copyright
notice where the copyright symbol appears as ゥ (halfwidth katakana small U) with code page 932.
SVN r2177 (trunk)
Silverex's X-Chat comes with the former now. Unfortunately, I can't seem to actually
set the font when my system default code page is 932, since it wants to use some Kanji-
compatible font instead. I wonder if I can still use the Unicode RichEdit control with
Windows 9x. (Does it even matter? Windows 9x users make up less than 0.1% of all visitors
to zdoom.org these days.)
SVN r2176 (trunk)
This is compatibility optioned with COMPAT_STAIRINDEX. Also added a compatibility setting for
Eternal Doom MAP25 which relies on Doom's original broken behavior.
- added a few sanity checks for duplicate actor names in DECORATE. ZDoom will now print more warnings
and all crash cases should be properly handled but since this is still an error this will not work
properly in all circumstances. For example, if you have a duplicate name all classes that inherit
from the original definition will not survive a savegame if they reference a state belonging to that
class at the point of saving.
- Print 'tried to register class more than once' in red to highlight it.
- fixed: actors may not replace themselves.
SVN r2158 (trunk)
(which I had forgotten to do for 2.4.0). If you don't use a controller to activate the string
entry mode and keep your hands off the controller while typing, it remains invisible.
SVN r2121 (trunk)
machines, so when an NPC need to show the "enough" response, it has enough
information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().
SVN r2120 (trunk)
- fixed: The sound channel structure should not store the sound table's entries' addresses which are stored in a TArray by pointer. In case the array gets reallocated very bad things can happen. This caused some bad crashes when GZDoom's FraggleScript implementation created new sound entries.
SVN r2114 (trunk)
they are both created by the first-stage Sigil. AlienSpectre3 should have also been
immune to them but was not. In addition, Macil1 was erroneously immune to V1, when he should
not be immune to any spectral damage. (Though, since he's immortal, all that really amounts to
is that he can enter his pain state.)
SVN r2106 (trunk)
longer piggy-backs off of Hexen's puzzle item traversal but instead works like Strife,
using P_AimLineAttack() to find something to talk to and includes some slight left and right
"autoaim". I can think of a few consequences of this:
* Using puzzle items on actors has been restored to its original range of 64.
* Since talking now depends on P_AimLineAttack() instead of a line use traversal, you can
probably set up situations where you can talk to somebody that you couldn't talk to before
because some special line was in the way.
* You don't need to stick a guard flush against the wall to block players from using a switch
behind them, because now the autoaim will get the player.
SVN r2102 (trunk)
for all non-Doom games was too wide.
- fixed: Strife's dialogues cannot use the new options menu code to draw
themselves so now they use a stripped down version of the old code.
- Replaced I_MSTime with I_FPSTime in node builder timing because basetime
will not be initialized yet if a map is started directly from the commandline.
SVN r2096 (trunk)
only has 64 entries and is not precise enough. It now uses finesine instead.
- fixed: When compositing a multipatch texture any patch that is a multpatch
texture itself and contains rotations may not be composited directly into
the destination buffer. This must be done with an intermediate buffer.
- Fixed: Drawing a slider in the options menu did not scale the x-coordinate.
- Fixed: If the alt HUD had to draw negative numbers the minus sign was misplaced
due to incorrect texture coordinate calculations.
- changed option menu scaling for widescreen modes so that it doesn't scale down
so quickly.
- made some error messages in DECORATE that don't affect the parsing non-fatal
so that the parser can continue to find more problems.
SVN r2076 (trunk)
all files loaded with '-file' are scanned for this lump. This lump is read
before any WAD initialization takes place, in particular the IWAD is not yet
loaded at this time. This allows PWADs the option to specify an IWAD they
want to run with and optionally autoload external resource WADs.
- Fixed a few places where FixPathSeperator was called with a locked FString buffer.
It's better to use the FString version of this function instead.
SVN r2073 (trunk)
everything that eventually calls D_AddFile. Also create the list of files
loaded on the command line separately to allow further checks on them.
SVN r2072 (trunk)
- Reorganized the SBarInfo code.
- Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem. The old
way of interpolating the health and armor is depreciated.
- Added: armortype to drawswitchableimage loosely based on Gez's submission.
- As an extension to the previous you can now use comparison operators on
inventory items and armortype in drawswitchableimage.
SVN r2069 (trunk)
because it exposed a design flaw in the thinker system:
Having every single actor default to the highest available statnum means that
nothing can be placed in a slot where it is guaranteed to be run after all actors
have ticked. But this is required for any thinker that moves an actor
(i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed
because they were added at the end of the list so almost nothing they moved was
behind them in a thinker list. However, when an actor was spawned on a moving
floor it did not move smoothly. The default statnum is now 100 so that there's
sufficient slots above where such thinkers can be placed.
SVN r2060 (trunk)
it happened outside the moved actor's Tick function. This got particularly
obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
example.)
SVN r2059 (trunk)
broken. I don't know what I thinking when I plugged in 2*finesine[pitch]
for Hexen's lookdir, because that's totally wrong. Not only is the
magnitude far too low, but it also aims in the opposite direction you
are looking. The new code only attempts to be close to Hexen's original
while looking straight ahead and extrapolates that to other angles using
proper 3D math.
SVN r2057 (trunk)
a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
instead of having the things self-initialize in PostBeginPlay. This was
done to ensure that the portals are fully set up when the game begins.
Otherwise there is no decent way to let the renderer post-process this
information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
makes it become too small so for any resolution with a width between
800 and 959 it has been reverted to the regular clean scaling factor.
SVN r2055 (trunk)
were flagged not to have decals.
- Fixed: DBaseDecal/DImpactDecal::CloneSelf never checked the return value
from their StickToWall call and left unplaced decals behind if that happened.
SVN r2046 (trunk)
player does not immediately activate switches. oldbuttons was not usable
for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
what precisely they hit because MF_CORPSE is only valid for monsters.
A new flag, MF6_KILLED that gets set for all objects that die, was added
for this case.
- Added a generic A_Weave function that exposes all possible options of
A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
no longer needed from DECORATE and therefore deprecated.
SVN r2045 (trunk)
onscreen. In addition, it now uses the whole height available to it. Also,
at lower resolutions, items on the compatibility options menu now cut off
the beginning of the option label rather than the option setting, making
this menu useable where previously it was not.
SVN r2044 (trunk)
flag now restarts the song so that the new looping setting can be applied.
(This was easier than modifying every music handler to support modifying
loop changes on the fly, which seems like overkill.)
SVN r2041 (trunk)
- In mus2midi.cpp, added range checking to MUS_SYSEVENT and MUS_CTRLCHANGE,
and masking for note-off keys, note-on velocities, and program changes.
SVN r2032 (trunk)
- added compatibility option to invert sprite sorting. Apparently Doom.exe
originally sorted them differently than most source port and on some maps
which depends on this it doesn't look right (e.g. Strain MAP13)
SVN r2031 (trunk)
But that's insufficient because it doesn't factor in any subsequent velocity
change that happens between the damaging and the next call to A_FreezeDeathChunks.
- fixed: The TimeFreezer did not freeze other players' controls in a
multiplayer game.
- fixed: DECORATE's 'gravity' property incorrectly messed around with the
NOGRAVITY flag.
- fixed: Hitscan attacks didn't check the puff's replacement for damage types.
SVN r2026 (trunk)
each other. PIT_CheckThing will return true under the following contitions
now:
* It was called from P_Move
* The actor that is blocking the move already overlaps with the monster
that is being moved.
* the move will take the 2 actors further apart.
SVN r2018 (trunk)
swap between them each frame. The one that's not the TempRenderTexture is used
as the FrontCopySurface without the need for a copy operation. This removes the
performance penalty the previous commit introduced for these modes.
SVN r2014 (trunk)
properly in letterboxed modes.
- Added another surface to receive a copy of the top back buffer immediately
before it is presented. This effectively produces a copy of the front
buffer without the performance penalty of GetFrontBufferData, so fullscreen
wipe preparation and screenshots are faster now. At lower resolutions,
always copying the backbuffer does incur a slight FPS hit, but it's
practically free at higher resolutions.
SVN r2013 (trunk)
assumed that since the wipes only run at 35 FPS, the time spent DMA'ing
it from system to video memory would be acceptable. Apparently I was wrong.
In particular, updating the same surface several times probably has to
synchronize between each one, making melt particularly slower than it
needs to be.
SVN r2012 (trunk)
The editor number for player start spot 5 is now stored in the game info
so that there's only one place where this check needs to be done.
- Fixed: WIF_NOAUTOAIM only worked for projectiles unlike Skulltag's original
implementation.
SVN r1997 (trunk)
savegames would hold the full file path for wads that had been specified
with backslash characters, because GetWadName() would not trim off the
path.
SVN r1994 (trunk)
former used fistp, which is not portable across platforms, so cannot be
used in the play simulation. They were only suitable for the renderer.
xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
uses that now.
(And I also learned that the FPU's round to nearest is not the rounding I
learned in grade school but actually Banker's Rounding. I had no idea.)
(Also, also, the only thing that could have made quickertoint faster than
toint was that it stored a 32-bit int. I never timed them, and I doubt in
practice there was any real difference between the two.)
- Changed atan2f to atan2. Using floats is not a win, because the result is
returned as a double on the x87 stack, which the caller then needs to cast
down to a float using fst/fld.
SVN r1990 (trunk)
* Looping sounds that have been playing for a very long time, were evicted,
and then were restarted need to have their positions clamped to lie
within the bounds of the sounds. If we try to set a start position very
far beyond the end, it will overflow inside FMOD and not work.
* A start time of 0 is not actually valid and means the sound was never
assigned a start time.
- The latter bug also reveals a problem with starting looped sounds evicted:
They need to be assigned a start time so if they should have the opportunity
to start later, they will be properly synchronized.
SVN r1987 (trunk)
Both Hexen and Heretic depend on such projectiles not doing it as do many
mods that create snow/rain effects plus any terrain splash mod.
SVN r1984 (trunk)
are scaled to the height of a 200 pixel tall sky. Skies taller than 240
use the same scale as a 240 tall sky but are shifted down to make the
top of the texture align with the top of the screen when looking fully up.
Thus, by using a sky texture with a height of 240 or more pixels, the sky
will be drawn with square pixels instead of the vertically elongated ones
imposed by Doom's native 320x200 resolution.
SVN r1978 (trunk)
- Improved sky stretching a bit: It now only stretches the sky as tall as it
needs to be: 228 pixels, not 256. It no longer stretches horizontally,
either.
The reason it stretches to 228 and not 200 pixels is because Doom shifted
its sky texture down 28 pixels. By stretching to 228 pixels, we can keep
the sky tiled at the same height on the horizon. Skies 200 pixels tall
(or more) will continue to tile at the center of the screen when looking
directly ahead.
SVN r1976 (trunk)
time as the polled timer so that the timer does not start running until the
first time it is used.
- Removed the srand() call from D_DoomMain(), because it started the game
timer running prematurely, and we never call rand() anywhere. (Not to
mention, even if we did use rand(), always seeding it with 0 is rather
pointless.)
SVN r1974 (trunk)
unsigned integer that can use all 32 bits. They must therefore use
the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
variable warnings flagged by GCC.
SVN r1965 (trunk)
player sprites will retain the same precision they had when they were
rendered as part of the 3D view. (needed for propery alignment of flashes
on top of weapon sprites) It worked just fine for D3D, but software
rendering was another matter. I consequently did battle with imprecisions
in the whole masked texture drawing routines that had previously been
partially masked by only drawing on whole pixel boundaries. Particularly,
the tops of posts are calculated by multiplying by spryscale, and the
texture mapping coordinates are calculated by multiplying by dc_iscale
(where dc_iscale = 1 / spryscale). Since these are both 16.16 fixed point
values, there is a significant variance. For best results, the drawing
routines should only use one of these values, but that would mean
introducing division into the inner loop. If the division removed the
necessity for the fudge code in R_DrawMaskedColumn(), would it be worth it?
Or would the divide be slower than the fudging? Or would I be better off
doing it like Build and using transparent pixel checks instead, not
bothering with skipping transparent areas? For now, I chop off the
fractional part of the top coordinate for software drawing, since it was
the easiest thing to do (even if it wasn't the most correct thing to do).
SVN r1955 (trunk)
position when evicting sounds, because restarting the sound system causes
the DSP clock to restart at 0, so start times that were recorded before
the reset are no longer applicable after the reset.
- Fixed: S_StopChannel() always set the channel's actor to NULL, eliminating
origin information when resetting the sound system.
SVN r1949 (trunk)
* when a logical condition was rewritten and inverted, one of the boolean test wasn't inverted along the rest. So the "monster must not be a player" was accidentally changed into "monster must be a player", which is usually going to be false... There's another minor, but related issue.
SVN r1948 (trunk)
use a larger aiming range, and ignore non-targets in P_AimLineAttack().
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
this is non-NULL, then all actors between the shooter and the target will
be ignored.
SVN r1941 (trunk)
SoundSequenceOnActor(int tid, string seqname);
SoundSequenceOnSector(int tag, string seqname, int location);
SoundSequenceOnPolyobj(int polynum, string seqname);
SoundSequenceOnSector takes an extra parameter that specifies where in the
sector the sound comes from (floor, ceiling, interior, or all of it). See
the SECSEQ defines in zdefs.acs.
SVN r1939 (trunk)
may still be needed. In particular, when drawing a seg with a midtexture is
split by foreground geometry, the first drawseg generated from it will have
the correct WallSZ1,2 values, but subsequent ones will have whatever
R_RenderDecal() left behind. These values are used to calculate the upper
and lower bounds of the midtexture. (Ironically, my work to Build-ify things
had done away with these globals, but that's gone now.)
SVN r1938 (trunk)
changing game code.
- made SpawningMapThing an argument of AActor::StaticSpawn instead of a global
variable.
- added a stub to the DECORATE parser for defining dynamic lights directly
in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE
which uses this GZDoom feature in the future.
SVN r1935 (trunk)
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
have been added to access elements in user-defined arrays.
SVN r1933 (trunk)
size textures at any scale. I also tried doing sky scrolling on the sky
cylinder, but that didn't look so good, so I left it in screen space.
SVN r1932 (trunk)
but should use the camera position instead to get the correct position for
the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
SVN r1926 (trunk)
a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
SVN r1921 (trunk)
- fixed: When a blasted actor collided with another one this other actor's
DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
by this factor in addition to damage type specific damage factors.
SVN r1915 (trunk)
at just fixing it at a specific value, since the supply of SM14 cards isn't
all that diverse and all from ATI, but apparently Radeon 8500s and 9000s
have different precision levels in their pixel shaders. See bug report
<http://forum.zdoom.org/viewtopic.php?p=444523>
- Removed unused variables FBFormat and PalFormat.
SVN r1901 (trunk)
Mobility Radeon 9000 (on a PCI card, no less!), I have decided to give the
PS14 support some loving: D3D windowed gamma now works on these cards using
a texture lookup for the gamma table. Sadly, this halves my framerate, so
setting gamma to 1 will skip the gamma correction, as it was before, for
full speed. (On my 8800 GT, the gamma correction was free.)
SVN r1898 (trunk)
into the FastProjectile base class and removed the native MageWandMissile
class, using the generic functionality instead.
- Fixed: GetReplacement and GetReplacee always checked the skill definitions,
even if they weren't supposed to be used. It was also missing a range check
for 'gameskill'.
SVN r1894 (trunk)
- fixed: The BossCube could be blocked by floors and ceiling resulting
in incorrect movement. I changed it so that A_BrainSpit now sets the
MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
flag. For travelling cubes active collision detection makes no sense
and only causes problems. This should also make the boss brain
work in the other games which previously were excluded by a game mode
check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
overlapping each other (common mapping bug, check Herian 2 MAP30.)
SVN r1891 (trunk)
for true color. Instead of using a clipping rectangle on the destination it
tried to alter the source offsets which produced incorrect results for
mirrored or rotated patches.
SVN r1889 (trunk)
invalid for net games. hxvisit was erroneously accepted for net games
before, which it shouldn't have, since it's basically idclev for Hexen.
SVN r1881 (trunk)
instead of the player class's maximum.
- Fixed: A_CStaffCheck() assumed the player's max health was 100 instead
of getting checking for the true maximum.
SVN r1876 (trunk)
first before drawing into it if the copy op passed to it is OP_OVERWRITE.
FTexture::FillBuffer() sets this to erase whatever texture might have been
in the space it is going into.
SVN r1874 (trunk)
surfaces are alternately locked for read-only access each frame, forcing
the driver to stop buffering more than one frame at a time. The input lag
on my system doesn't seem to be as bad as it once was (I can no longer
see it obviously with my naked eye), but turning antilag on "feels"
slightly more responsive. The cvar d3d_antilag turns this technique on and
off. See <http://www.xyzw.de/c120.html> for more details.
SVN r1870 (trunk)
It must set it to 0 if the alpha is 0 to avoid problems with special
colormap detection.
- Changed SPECIALCOLORMAP_MASK again so that it does not interfere with
any valid setting. It must use a value with a 0-alpha because these
are guaranteed not to be produced by the DECORATE code elsewhere.
- Fixed precision issues with AddFixedColormap's search for identical colormaps.
- Added custom colormap support to texture composition code.
- Fixed initialization of FSpecialColormap::GrayscaleToColor. This is not
a mapping from the palette but from a [0,255] grayscale ramp and used to
apply colormaps to true color images for texture composition.
SVN r1867 (trunk)
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
knowledge of the tables' contents.
SVN r1860 (trunk)
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
Using a fixed light level (e.g. PowerTorch) will no longer wipe out
colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
doing it while copying the 3D view window to the display now blends
underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
executable and into zdoom.pk3. Shaders are still precompiled so I don't need
to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
lighting models. These are accessed with the new DrawTexture tags
DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
benefits thereof.
SVN r1858 (trunk)
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.
SVN r1848 (trunk)
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of
special1 was that I found some projectiles had this set to them, for example in
A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.
SVN r1847 (trunk)
- Cleaned up A_LookEx code and merged most of it with the base functions.
The major difference was a common piece of code that was repeated 5 times
throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
A_LookEx does not need to store its info inside the actor itself.
SVN r1846 (trunk)
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
flag.
SVN r1835 (trunk)
yesterday's additions. Changed it so that the parser first checks for
the presence of a '-' sign before deciding whether to use strtol or
strtoul to convert the string into a number.
SVN r1831 (trunk)
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.
SVN r1824 (trunk)
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.
SVN r1823 (trunk)
- Added more things from Gez's experimental build:
* MBF grenade and bouncing code.
* Arch Vile ghosts emulation (only for compatibility.txt.)
* Several MBF related compatibility options.
SVN r1821 (trunk)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
unused line argument fields, because these maps could potentially break
in the future if the argument is later assigned a meaning. (Hopefully
all the argument counts in actionspecials.h are accurate. I found a
few that were wrong.)
SVN r1817 (trunk)
- Fixed: The non-Windows CreatePath can fail if part of the path already
exists, because mkdir will return an error code for trying to recreate
an existing directory.
SVN r1814 (trunk)
closer to the original. The old code was shorter but a little slower. The
new code is a bit faster than the original with VC++ and about the same
with GCC. Interestingly, GCC produces code for Killough's version that
performs about the same as the original, but when compiled with VC++,
Killough's is notably worse.
SVN r1813 (trunk)
- moved default item drop style into gameinfo.
- moved default respawn time into gameinfo.
- moved default inventory max amount into gameinfo.
- turned Heretic's blocking of the sector for LS_Plat_RaiseAndStayTx0 into
a parameter instead of having the game mode decide.
SVN r1812 (trunk)
- fixed: Floor and ceiling hugger projectiles should not be spawned with ONFLOORZ or ONCEILINGZ
because that will make them ignore the actual floor height if it differs from the sector's floor.
- fixed: Floor and ceiling huggers spawned by a player did not get their vertical velocity set to 0.
- some sidenum related changes in inactive 3D floor code.
SVN r1802 (trunk)
the various bounce-related flags spread across the different Actor flags
field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
square root and not P_AproxDistance(), because the latter can cause
them to speed up or slow down.
SVN r1796 (trunk)
Zipdir is not doing byte swapping like it should. zdoom.ini is stored
in ~/Preferences, but all other file accesses are probably going to be
like Windows and look in the same directory as the executable.
SVN r1786 (trunk)
that parameter is now gone.
- Removed automatic ".wad" appending from FWadCollection::InitMultipleFiles()
since it isn't needed and prevented files without extensions from being
loaded. D_AddFile() already takes care of adding the extension if the
name as-given does not exist.
- Fixed: Loading single files did not print a newline in the startup text.
SVN r1784 (trunk)
ran dmadds to combine it with the IWAD's sprites, they would be replaced by
the IWAD's sprites, so when loading such wads, we should ignore those as
valid sprites. (Thanks to entryway for finding this.) See 22ventry's
22sprite.wad for an example.
SVN r1782 (trunk)
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget,
not itself contrarily to other projectile spawning functions.
A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the
BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
(using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
were marked by index in the sector's line list but needed to be marked by
line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for
save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
info from an incorrect variable. To make this more robust the sequence index
is now stored as a hexadecimal string to avoid storing binary data in a string.
Also moved end sequence lookup from f_finale.cpp to the calling code so that
the proper end sequences can be retrieved for secret exits, too.
SVN r1777 (trunk)
flag set, causing it to be ignored during rendering. Why this didn't cause
more trouble, I don't know.
- Fixed: The UDMF parser passed the wrong value for "default alpha" for
TranslucentLine to P_FinishLoadingLineDef().
SVN r1775 (trunk)
- Fixed: Even though P_DamageMobj checked an attack's originator
for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
players.
SVN r1770 (trunk)
alive, it now sets the activator to the actor the player is aiming at. I
also noticed that this looked like it was a quick copy'n'paste job from
SetActivator. It returns false if the activator at the end of the function
was the world, but it never sets the activator to the world. I'm not sure
that's the best use of the return value.
SVN r1760 (trunk)
edit-and-continue from working for the Windows source files.
- When a WM_KEYDOWN message is received with VK_PROCESSKEY, the scan key is
now used to retrieve the real virtual key for the message. This fixes the
previous issue that caused me to completely disable the IME.
- Removed the code that disables the IME, since it also disables the ability
to switch between keyboard layouts that do not use an IME.
- TranslateMessage() is no longer called if GUI capture mode is off, so no
dead key processing is performed until it might be useful.
SVN r1758 (trunk)
max health as the mug shot max health, zero uses 100 as the mug shot max
health, and positive values used directly as the mug shot max health.
SVN r1757 (trunk)
1000 as the threshold for god mode damage to use it instead. (Players with
MF2_INVULNERABLE set already used 1000000 as their threshold.)
SVN r1755 (trunk)
in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
messageNeedsInput global, because it was redundant. Any messages that want
a Y/N response also supply a callback, and messages that don't care which
key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
regardless of whether or not an equivalent key is already down.
SVN r1753 (trunk)
is found. This mimics the old behavior which also disabled DEHACKED when
the DEHSUPP lump was incompatible with the current engine. This behavior is
needed to ensure that WADs that contain a ZDaemon-exclusive DEHSUPP lump
continue to work as intended.
SVN r1748 (trunk)
- Fixed: TObjPtr did not use a union to map its 2 pointers together.
- Added a compatibility mode for A_Mushroom. For DECORATE it is an additional
parameter but to force it for Dehacked mods some minor hacks using the
Misc1 variable were needed.
SVN r1746 (trunk)
influence of vertical thrust from the radius attack, since ZDoom does
explosions in three dimensions, but Doom only did it in two.
- Fixed: The last three parameters to A_VileAttack had their references off
by one. Most notably as a result, the blast radius was used as the thrust,
so it sent you flying far faster than it should have.
SVN r1745 (trunk)
issues that caused its inclusion. Is an optimized GCC build any faster
for being able to use strict aliasing rules? I dunno. It's still slower
than a VC++ build.
I did run into two cases where TAutoSegIterator caused intractable problems
with breaking strict aliasing rules, so I removed the templating from it,
and the caller is now responsible for casting the probe value from void *.
- Removed #include "autosegs.h" from several files that did not need it
(in particular, dobject.h when not compiling with VC++).
SVN r1743 (trunk)
originally a counter, so if it started at 0, A_SpawnFly would effectively
never spawn anything. Fixes Dehacked patches that use A_SpawnSound to
play a sound, since it calls A_SpawnFly.
SVN r1741 (trunk)
- Joystick devices now send key up events for any buttons that are held
down when they are destroyed.
- Changed the joystick enable-y menu items to be nonrepeatable so that you
can't create several device scans per second. Changing them with a
controller is also disabled so that you can't, for example, toggle XInput
support using an XInput controller and have things go haywire when the
game receives an infinite number of key down events when the controller
is reinitialized with the other input system.
- Changed menu input to use a consolidated set of buttons, so most menus
can be navigated with a controller as well as a keyboard.
- Changed the way that X/Y analog axes are converted to digital axes.
Previously, this was done by checking if each axis was outside its deadzone.
Now they are checked together based on their angle, so straight up/down/
left/right are much easier to achieve.
SVN r1739 (trunk)
methods. Analog axes now respond Button_Speed and cl_run in exactly the
same way as digital buttons do.
- Changed rounding slightly for analog axis -> integer in G_BuildTiccmd().
- Fixed: FXInputController::ProcessThumbstick() was slightly off when it
converted to the range [-1.0,+1.0].
SVN r1733 (trunk)
the same as the next new skill defined, if neither definition explicitly set
the value for ACSReturn.
- Added a DefaultSkill property. Adding it to a skill will cause that skill
to be the default one selected in the menu. If none is specified as the
default, then the middle skill is the default.
SVN r1731 (trunk)
numerically next to the slider.
- The minimum value for m_yaw, m_pitch, m_forward, and m_side from the
menu has been dropped from 0.5 to 0, so those particular mouse motions can
be disabled entirely without using the console.
SVN r1729 (trunk)
* WRF_NOBOB (1): Weapon won't bob
* WRF_NOFIRE (12): Weapon won't fire at all
* WRF_NOSWITCH (2): Weapon can't be switched off
* WRF_NOPRIMARY (4): Weapon will not fire its main attack
* WRF_NOSECONDARY (8): Weapon will not fire its alt attack
SVN r1720 (trunk)
and a list of all attached controllers, and a second level for configuring
an individual controller.
- Fixed: Pressing Up at the top of a menu with more lines than fit on screen
would find an incorrect bottom position if the menu had a custom top height.
- Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable
specific game controller input systems independant of each other.
- Device change broadcasts are now sent to the Doom event queue, so
device scanning can be handled in one common place.
- Added a fast version of IsXInputDevice that uses the Raw Input device
list, because querying WMI for this information is painfully slow.
- Added support for compiling with FMOD Ex 4.26+ and running the game
with an older DLL. This combination will now produce sound.
SVN r1717 (trunk)
* A_SentinelAttack must check for a NULL target
* Monsters with CANTLEAVEFLOORPIC could not move because their floor
texture was not initialized.
SVN r1715 (trunk)
level to end when in a sector of type 'end level when health below 10'.
- Fixed: The 'kill' cheat set the player to nonshootable even if it did not
succeed.
SVN r1714 (trunk)
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
SVN r1695 (trunk)