Note about A_SkelMissile: The direct change of the missile's position was changed to use SetOrigin. If this is later supposed to be portal-aware, such direct coordinate changes are a no-go to ensure that everything is properly maintained.
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)
- 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)
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)
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)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
so that all files are included by a central one instead of compiling
each one separately. This speeds up the compilation process by 25%
when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.
SVN r1226 (trunk)
- Fixed: The smoothlighting code in side_t::GetLightLevel relied on
the global 'linedef' variable for automatic fake contrast although
this issue had already been fixed for the original code here.
- Replaced static string buffers with FString in FONTDEFS parser.
SVN r1194 (trunk)
disabled for them
- Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used
in the gameinfo.
- Fixed: Default blood color is no longer red so P_DrawSplash2 must
get it from the gameinfo instead.
- Added new French language texts by DoomKn1ght_.
SVN r1186 (trunk)
consideration the size and shape of the sector producing the sound. See
the lifts on Doom 2 MAP30 and compare with previous versions.
- Fixed: The stop sound for sector-based sound sequences was not played with
the CHAN_AREA flag.
- Removed the distinction between S_Sound() and S_SoundID() functions. Use
S_Sound() for both names and IDs from now on.
SVN r1034 (trunk)
line.
- Fixed: P_SpawnPuff assumed that all melee attacks have the same range
(MELEERANGE) and didn't set the puff to its melee state if the range
was different. Even worse, it checked a global variable for this so
the behavior was undefined when P_SpawnPuff was called from anywhere
else but P_LineAttack. To reduce the amount of parameters I combined
this information with the hitthing and temporary parameters into one
flags parameter. Also changed P_LineAttack so that it gets passed
an additional parameter that specifies whether the attack is a melee
attack or not and set this to true in all calls that are to be considered
melee attacks. I couldn't use the damage type because A_CustomPunch
and A_CustomMeleeAttack allow passing any damage type they want.
- Added a sprite option as an alternative of particles for FX_ROCKET
and FX_GRENADE.
SVN r879 (trunk)
- The stat meters now return an FString instead of sprintfing into a fixed
output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
- For consistancy with the other integral types, byte is no longer a
synonym for BYTE.
- Most uses of BOOL have been change to the standard C++ bool type. Those
that weren't were changed to INTBOOL to indicate they may contain values
other than 0 or 1 but are still used as a boolean.
- Compiler-provided types with explicit bit sizes are now used. In
particular, DWORD is no longer a long so it will work with both 64-bit
Windows and Linux.
- Since some files need to include Windows headers, uint32 is a synonym
for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
was all it contained.
SVN r326 (trunk)
AxePuff, not the weapon itself.
- Fixed: P_RunEffects used the consoleplayer's camera without checking its
validity.
- Fixed: CopyFriendliness needs to copy target to LastHeard as well in order
to make newly spawned monsters chase their spawner's target.
SVN r278 (trunk)
memcpy to copy the player structures.
- Fixed compilation with MinGW again and removed most of the new warnings.
And following is the log that I forgot to paste in for the previous commit:
- Changed the memory management for FString. Instead of using a garbage
collected heap, it now uses normal heap calls and reference counting to
implement lazy copying. You may now use bitwise operators to move
(but not copy!) FStrings around in memory. This means that the
CopyForTArray template function is gone, since TArrays can now freely
move their contents around without bothering with their specifics.
There is one important caveat, however. It is not acceptable to blindly 0
an FString's contents. This necessitated the creation of a proper
constructor for player_s so that it can be reset without using memset. I
did a quick scan of all memsets in the source and didn't see anything else
with a similar problem, but it's possible I missed something.
- Fixed: Build tiles were never deallocated.
- Fixed: Using Build's palette.dat only got half the palette right.
SVN r117 (trunk)