- added version check for Windows 8. I also would have liked to add 8.1 but due to some incredibly stupid changes in the version API it's no longer possible to reliably retrieve the correct Windows version for later builds.
- Added I_GetLongPathName(). It wraps the Win32 API's GetLongPathName().
DArgs::CollectFiles() now calls this for every argument it processes, so
any arguments passed using short file names will be converted to long
file names. This is mainly of interest so that savegames will never
record the short file name, which can change based on what else is in
the directory.
- Use functions in gitinfo.cpp to retrieve the strings from gitinfo.h so
that changes to gitinfo.h only require recompiling one file instead of
several.
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)
- 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)
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)
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
SVN r1583 (trunk)
cryptographically secure random number generator, if available, instead
of the current time.
- Changed the random number generator from Lee Killough's algorithm to the
SFMT607 variant of the Mersenne Twister.
SVN r1507 (trunk)
initialization. To be used to check for errors in scripts without actually
running the game.
- Added the -stdout parameter to the Windows version to send all output to
a console, like the Linux version has done all along.
SVN r1486 (trunk)
QueryPerformanceCounter() is obviously using the TSC for its timing on my
machine, yet the overhead it has to do to keep the timer sane is apparently
noticeable on a few maps. I suppose I should at some time check
clock_gettime() and see if it has similar issues on Linux.
SVN r1460 (trunk)
certain actors and added an option to APowerInvisibility to set this
flag when active.
- Added map specific automap backgrounds.
- Fixed: Voodoo dolls did not play a sound when dying.
- Added colorized error messages to DECORATE and made a few more error
conditions that do not block further parsing not immediately abort.
- Made all errors in CreateNewActor not immediately fatal so that the
rest of the DECORATE lump can be parsed normally to look for more errors.
- Fixed: Defining classes with the same name as their immediate base class
was legal. It should not be allowed that a class has another one with the
same name in its ancestry.
- Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife
was broken. Changed it to use WI_Drawpercent which does it properly and
also allows showing percentage in these games now.
- Fixed: The MAPINFO parser ignored missing terminating braces of the last
block in the file.
SVN r1425 (trunk)
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.
SVN r1393 (trunk)
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
or recorded with wipes enabled, and prevents multiplayer games from
starting until all players' wipes have finished.
SVN r1272 (trunk)
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
SVN r1137 (trunk)
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
during it.
- UI sounds are now omitted from savegames.
- Fixed: Menu sounds had been restricted to one at a time again.
- Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that
it will occur after the players are loaded.
- Added fixes from FreeBSD for 0-length and very large string buffers
passed to myvsnprintf.
SVN r1063 (trunk)
code to process their messages. This was necessary to handle the %zu format
option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.
SVN r1056 (trunk)
class so they all the low-level details of MIDI streaming are kept in
one place.
- Converted the SMF MIDI playback to use the same MIDI streams as MUS
playback.
- Moved MUS playback back into its own thread so that it can continue
uninterrupted if the main thread is too busy to service it in a timely
manner.
- Fixed: The MEVT_* values are not defined shifted into their spot for a
MIDIEVENT, so I need to do it myself.
- Fixed: Pausing a MUS and the changing snd_midivolume caused the paused
notes to become audible.
SVN r784 (trunk)
of ZDoom, except now the entire song isn't prebuffered in large chunks, so
I can insert MIDI events into the playback with fairly low latency. This
should offer more precise timing than the combination of low-level MIDI and
WaitForSingleObject timeouts.
SVN r783 (trunk)
installed. If so, it checks your SteamApps directory for any IWADs you may
have purchased through Steam and adds any it finds to the list of available
IWADs you can play. This means that if you bought your id games through
Steam, you can just extract ZDoom anywhere you like and run it without doing
any additional setup.
SVN r581 (trunk)