palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
too low.
SVN r603 (trunk)
- Fixed: The FMOD stream player must specify whether it wants to play the
sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.
SVN r565 (trunk)
in a hub but by a level flag instead.
- Fixed: Floor and ceiling huggers must set themselves to floor and ceiling each
time they move.
- Added a LEVEL_NOMONSTERS flag so that G_ChangeLevel doesn't have to mess with
the dmflags CVAR to start the level without monsters.
SVN r563 (trunk)
- Fixed: Right after teleporting P_SlideMove could cause player movement.
Added a check for reactiontime to prevent that.
- Fixed: PainChances and Damagefactors were never freed.
- Added option to A_Chase that prevents the monster from moving.
- Fixed: The stained glass shards were missing the HEXENBOUNCE flag.
- Added some NULL pointer checks to AActor::GiveAmmo.
- Fixed: The FSwordMissile was missing the special damage handling that
reduces damage when hitting a player.
SVN r555 (trunk)
- Fixed: The shotgun had spawn ID 21 instead of 27.
- Fixed: All 3 states in the DoomUnusedStates actor need to end with a 'stop'.
- Fixed: The DECORATE TakeInventory functions didn't check the IF_KEEPDEPLETED
flag.
- Fixed: ClearInventory should leave ammo in the inventory because it might be
referenced by undroppable weapons.
- Fixed: Several functions in a_artifacts.cpp were missing a check for a valid
owner.
- Fixed: sc_man counted lines wrong when ungetting strings but getting tokens
next.
SVN r552 (trunk)
TAutoGrowArray. A map can handle a wide range of key values better than
an array.
- Added a templated associative array class, TMap, that uses Lua's "chained
scatter table with Brent's variation" algorithm. I had considered using
hash_map until I discovered that it's not standard STL, and there are two
major but incompatible implementations of it. So I rolled my own, and Lua
seemed like a good place to go to for an efficient algorithm, since it
makes heavy use of tables.
SVN r513 (trunk)
so that I can create the ACS function Thing_Damage2. It's exactly the same as
Thing_Damage, except the damage type is specified by name. When I did this,
I noticed that it didn't do anything useful for a TID of 0, so I made it
affect the activator in that case.
- Added a new SetActorState ACS function:
int SetActorState (int tid, str statename, optional bool exact);
If tid is 0, it affects the script activator, otherwise it affects all the
matching actors. Statename is the name of the state you want to put the
actor in. The final parameter, exact, specifies whether or not partial
state name matches are accepted. If you don't specify it or set it to
false, if you try to do something like:
SetActorState (0, "Foo.Bar");
And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
state. If you set exact to true:
SetActorState (0, "Foo.Bar", true);
Then the actor must have a Foo.Bar state, or it will not change state at
all, even if it has a Foo state.
The return value for this function is the number of actors that successfully
changed state. Note that you should refrain from using this function to
enter special states such as Death, or unpredictable results could occur.
SVN r505 (trunk)
player's inventory even when they have been used up. If the item also
has an inventory bar icon, it will be drawn darkened when it is
depleted.
SVN r497 (trunk)
are left-associative, so you can use them like you would with an ostream
and append to a string in a single expression without any overhead from
allocating temporary strings as would happen if you used the + operator.
In other words, instead of this:
string += "Some string " + "that is assembled" + " in parts";
You can do this and be more efficient while still being just as readable:
string << "Some string " << "that is assembled" << " in parts";
- Changed PCD_PRINTBIND to include the command in its output if it isn't
bound.
- Fixed: ACS_ExecuteWithResultValue could not be used inside a script because
DLevelScript::RunScript() was not reentrant, thanks to having a global stack.
The stack should be local to each instance of RunScript.
- Fixed: rt_draw4cols() could get stuck in rare situations where it thinks it
should be drawing something but doesn't. Since long-term I plan to just
replace all the masked drawing the variants of maskwallscan, I'm not going
to try and find the real cause and fix it there. Instead, it just detects
the situation and bails out when it finds it.
SVN r492 (trunk)
- Added APROP_Friendly actor property for ACS.
- Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected.
- Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still
present. If it had been removed before the projectile hits its target
a crash could occur.
- Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result.
- Added Grubber's submission for printing key bindings in ACS.
SVN r491 (trunk)
were running when the teleported, they would still be running afterward
even though they weren't moving anywhere. Normally, P_XYMovement() does
this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
commands to be the total count of things spawned, rather than a pretty
much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
it was set to a see or spawn state, resetting its tic count and bypassing
the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
successfully spawned. As long as at least one thing was spawned, it should
be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
degree interval.
SVN r484 (trunk)
3 new code pointers without general use it was necessary to handle
GiveDefaultInventory consistently for all players without the need to
subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
and a BasicArmor item to the inventory. If these items are not the first ones
added to the inventory anything else that might absorb damage is not guaranteed
to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
Tick function, not the item's. This is so that the order of execution is
determined by the order in the inventory. When done in the item's Tick function
order depends on the global thinker table which can cause problems with the
order in which conflicting powerups apply their effect. Now it is guaranteed
that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
the owner's translucency information in case of interference between different
subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
the translucency effect if an invisibility powerup is active.
SVN r448 (trunk)
- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.
SVN r412 (trunk)
- Added integer constant declarations to objects.
- Added some new token-based functions to sc_man.cpp that know about keywords
and record proper type information, so parsers don't need to treat
everything as strings.
- Added a simple symbol table to PClass.
SVN r394 (trunk)
with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (trunk)
A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
and Thing_Move functions so that TID 0 affects the activator.
SVN r362 (trunk)
affected by armor.
- Added an unfreeze CCMD so that frozen players can be unfrozen for testing.
- Added special death states for projectiles hitting actors.
- Added ACS SetActorPitch/GetActorPitch functions.
- Added cameraheight property for actors.
SVN r359 (trunk)
DLevelScript::DoSpawn().
- Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing
the vector lengths, fixing desyncs between GCC/VC++ games that happened
because the two compilers produced slightly different results for some
slopes. GCC kept them in registers, so they were never truncated to floats.
VC++ stored them to memory and reloaded them in order to truncate them to
the defined precision. Lesson learned: Floating point numbers in local
variables should always be doubles to produce the best code with VC++ that
has the best chance of matching GCC's default behavior.
- Removed netget and netsend function pointers. PacketGet and PacketSend are
now called directly.
- Fixed: Watching a demo from the point of view of someone other than the
first player could cause a crash when the demo ended.
- Removed invcount from the expression evaluator at Grubber's suggestion,
because it doesn't work.
- Fixed: vid_nowidescreen should fire off setsizeneeded so that changes to it
can happen immediately instead of at the next resolution change.
SVN r355 (trunk)
only one character long.
- Fixed: When players respawned in multiplayer, scripts that started on their
old body kept executing on that body instead of being transferred to the new
one. I'm doing this with general pointer substitution now, so everything
that pointed to the old body will use the new one; not sure if that's best,
or if it should applied exclusively to scripts, though.
- Fixed: Hexen's delay ACS command actually waited one extra tic. Now if
you're playing Hexen and an old-style ACS script delays it will wait one
extra tic in ZDoom as well.
- Fixed: When G_FinishTravel() created a temporary player, P_SpawnPlayer()
thought the old player actor was a voodoo doll and stopped its scripts
and moved its inventory.
SVN r347 (trunk)
- Fixed: Voodoo dolls should not start ENTER scripts.
- Fixed: ActorDamage must not parse the enclosing parentheses as part of the
expression. That will produce an error if a flag set or clear command immediately
follows.
- Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no
owner.
- Added a 'font' parameter to A_Print.
- Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions
can be used this value is not used as a factor for a random value but as
a direct damage value instead.
- Fixed: AActor::SetState must check whether a called action function resulted
in the actor's destruction. A_Jump constructs to a 0-length terminating
state will hang if this isn't checked.
SVN r329 (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)
- Changed all the bool arguments to the ACS ReplaceTextures and SectorDamage
commands with a single flags argument. SectorDamage also gained extended
functionality: you can now make it hurt only players, only non-players, or
both. Previously, hurting only non-players was not possible.
- Added the HUDMSG_COLORSTRING flag for ACS hudmessages. If you OR it in with
the message type, the color will be treated as a string naming the color
you want to use, so now you can use custom colors with hudmessages.
SVN r318 (trunk)
means is that instead of writing this:
print (s:"\cDSome text");
You can write this:
print (r:CR_GREEN, s:"Some text");
- Added some new colors, based on the ones jimmy91 posted in the forum: cream,
light blue, black, olive, dark green, dark red, dark brown, purple, and dark
gray.
- Simplified FFont::BuildTranslations() and BuildTranslations2() to make adding
new colors easier.
SVN r306 (trunk)
- Bumped savegame version, min. savegame version, netgame version and
demo version because the inventory and damage changes are incompatible
with the old code.
SVN r289 (trunk)
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
- Fixed: CheckActorInventory stored the return value in the wrong address
on the ACS stack.
- Fixed: Skin sounds weren't properly restored after a SNDINFO reset.
- Added a more flexible ACS ChangeLevel function. It gets passed a level name
instead of a level number and has several additional options (e.g. changing
skill, starting the map without monsters and clearing the players' inventories. (UNTESTED!)
- Changed Thing_Activate so that passing a tid of 0 activates the calling actor.
- Changed Thing_Remove so that passing a tid of 0 removes the calling actor.
- Added DECORATE parameters to A_Saw.
SVN r283 (trunk)
that if it didn't have any strings, then it didn't matter what it calculated
for the location of the string table because it would never be referenced.
While this is true for a script all by itself, it means a crash if you have
a map script without strings that imports a library with strings and the
library tries to use one of its strings.
SVN r281 (trunk)
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.
SVN r250 (trunk)
greater flexibility in what can be replaced (replaced actors need not be ancestors
of actors that replace them) at the expense of not having universal actor
replacement. Instances where replacements work:
- Line specials that spawn things (Thing_Spawn and related)
- ACS spawning commands (SpawnSpot and the like)
- Spawning mapthings at level load time in P_SpawnMapThing()
- Spawning items off of dead dudes in P_DropItem()
- The A_SpawnItem decorate function
- The summon and summonfriend console commands
- ThingCount will count both original actors and their replacements as the same
things.
TBD: Should the ACS inventory functions use replacements too, or not?
SVN r249 (trunk)
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
- Fixed map name checks in idclev, hxvisit, for +map and the titlemap.
- Changed handling of Zips so that the patches/, graphics/, sounds/ and
music/ subdirectories no longer are placed in the global namespace. Instead
new namespaces are defined. These namespaces aren't merged, however and
searching in them either returns a lump inside it or one from the global
namespace when it doesn't come from a Zip file. Proper order of files is
still observed though. As a result proper use of the directories inside Zips
is strictly enforced now so that for example anything used as a patch must be
in the patches/ directory and won't be found anywhere else.
SVN r199 (trunk)
and aren't limited to the script's activator.
- Added GetSectorLightLevel(tag), GetActorCeilingZ(tid) and
SetActorPosition(tid, x, y, z, fog) ACS functions.
- Fixed: First initialization of camera textures should not mark the rendered
lines as mapped.
SVN r198 (trunk)
in all the public versions where monster speed is not fixed point, you
couldn't modify the monster's speed due to a bug in P_Move() anyway. So
there's nothing to be backward compatible with.
SVN r190 (trunk)
- Fixed: The Zip loader loaded all WADs inside a Zip into the lump directory.
This is only supposed to be done for WADs in the root directory.
- Complete restructuring of the map loading code. Previously the only way
to put maps into Zips was to load them as embedded WADs which caused
some problems, most importantly that the map's file name was irrelevant
and the internal map label was used instead. With the new code there
is now a properly defined way to add maps to Zips:
* Maps are placed in a subdirectory called 'maps'.
* Maps are stored as WADs that contain all map related lumps.
* The first lump in the map's WAD directory must be the map label.
* All lumps not belonging to the first map are ignored.
* The map's file name determines the name the map is identified with.
For maps stored this way the internal map label is ignored so with this
method renaming maps is as easy as renaming a file and it is no longer
necessary to manipulate the map label.
With the new code it is also possible to load external maps without
adding them to the WAD list. Type 'open mapfile.wad' in the console
to start such a map.
The new code also performs stricter lump name checks to prevent accidental
loading of non-map data.
SVN r188 (trunk)