Commit graph

1900 commits

Author SHA1 Message Date
Christoph Oelckers
abd9c62983 - fixed usedown code from this morning.
SVN r2049 (trunk)
2009-12-25 16:22:57 +00:00
Christoph Oelckers
350b5943f6 - added PRINT_LOG option to all of the node builder's debug messages because outputting them
to the console takes forever and makes them useless as a debug tool.


SVN r2048 (trunk)
2009-12-25 13:43:08 +00:00
Christoph Oelckers
9747aaa967 - forgot to save actor.txt with the A_Weave declaration.
SVN r2047 (trunk)
2009-12-25 12:03:51 +00:00
Christoph Oelckers
23caac1c9b - Fixed: Decals could spread to walls which had a decal-less texture or
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)
2009-12-25 11:59:37 +00:00
Christoph Oelckers
85c683e0c7 - Reintroduced Doom.exe's player_t::usedown variable so that respawning a
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)
2009-12-25 11:09:56 +00:00
Randy Heit
b3986a0235 - The options menu no longer scales up so quickly, so it can fit wider text
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)
2009-12-25 05:55:51 +00:00
Randy Heit
9eb5fdd276 - Added a channel parameter to the sector overload of SN_StopSequence() so
it can be properly paired with calls to SN_StartSequence().


SVN r2043 (trunk)
2009-12-25 02:19:50 +00:00
Randy Heit
f667e68c94 - Fixed: P_CheckPlayerSprites() ignored the MF4_NOSKIN flag. It now also sets
the X scale, so switching skins while morphed does not produce weird
  stretching upon unmorphing.


SVN r2042 (trunk)
2009-12-25 01:02:19 +00:00
Randy Heit
6beaf818e3 - Fixed: Calling S_ChangeMusic() with the same song but a different looping
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)
2009-12-25 00:41:15 +00:00
Randy Heit
735294884e - Fixed: savepatchsize was declared incorrectly in d_dehacked.cpp:DoInclude().
SVN r2040 (trunk)
2009-12-25 00:34:34 +00:00
Randy Heit
5aa673baad - Changed AFastProjectile::Effect() so that it sets the spawned trail to face
same direction as the projectile.


SVN r2039 (trunk)
2009-12-25 00:24:54 +00:00
Randy Heit
d2a4339816 - Split weaveindex into two separate byte-sized properties and moved them into unused space
inside AActor.

SVN r2038 (trunk)
2009-12-25 00:19:28 +00:00
Christoph Oelckers
611834ea2a - fixed: The UDMF blockfloaters flag was misnamed. Changed to match the spec.
SVN r2037 (trunk)
2009-12-24 23:31:06 +00:00
Christoph Oelckers
b0b80f6996 - made the initial weave index for A_BishopMissileWeave and A_CStaffMissileSlither
a configurable actor property.
- added a menu item for snd_channels.



SVN r2036 (trunk)
2009-12-23 11:41:24 +00:00
Christoph Oelckers
cc3b7967a1 - Fixed: The Dehacked parser could read past the end of the file if the last
element was improperly defined.


SVN r2035 (trunk)
2009-12-20 19:14:10 +00:00
Randy Heit
00447b8f44 - Extended MF3_SKYEXPLODE to apply to horizon walls as well.
SVN r2034 (trunk)
2009-12-20 05:11:30 +00:00
Christoph Oelckers
bdd1203aca - Fixed: It was not possible to set the ammo type of a weapon explicitly to
'none'.


SVN r2033 (trunk)
2009-12-19 07:44:04 +00:00
Randy Heit
d8a2387c39 - A_FreezeDeath() now removes fuzz effects.
- 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)
2009-12-19 04:54:04 +00:00
Christoph Oelckers
51e158d7dc - added all known maps requiring inverted sprite sorting to compatibility.txt.
- 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)
2009-12-18 08:19:34 +00:00
Randy Heit
0a4d860ec7 - Fixed: Using Transfer_Heights with the SECF_UNDERWATER and
SECF_FAKEFLOORONLY flags applied the water effect to the ceiling and not
  just the floor.


SVN r2030 (trunk)
2009-12-18 05:38:14 +00:00
Randy Heit
0e3c1dc33e - Add a swap overload to make GCC happy.
SVN r2029 (trunk)
2009-12-18 04:58:20 +00:00
Randy Heit
f6428e1cbb - Replaced sprite sorting with a stable sort. Performance at the start of
nuts.wad seems the same.


SVN r2028 (trunk)
2009-12-18 03:05:38 +00:00
Christoph Oelckers
1c5103c9b1 - Fixed: Morphed players tried endlessly to switch to a weapon they picked up.
SVN r2027 (trunk)
2009-12-16 22:42:15 +00:00
Christoph Oelckers
fdec06ff9b - fixed:P_DamageMobj just set an ice corpse's velocity to 0 to make it shatter.
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)
2009-12-16 16:09:48 +00:00
Christoph Oelckers
ba106c28c4 - fixed: old-style DECORATE definitions with non-alphanumeric characters in
the name produced an error.


SVN r2025 (trunk)
2009-12-13 22:22:25 +00:00
Randy Heit
28c23edb2f - Added a DMG_NO_FACTOR flag for P_DamageMobj(). A_KillChildren, A_KillMaster,
and A_KillSiblings now use it.


SVN r2024 (trunk)
2009-12-13 05:04:12 +00:00
Randy Heit
b3d2a1f074 - Added a damage type parameter to A_KillChildren, A_KillMaster, and
A_KillSiblings. 


SVN r2023 (trunk)
2009-12-13 04:59:19 +00:00
Christoph Oelckers
2fb2c79887 - fixed: Auto-COMPAT_SHORTTEX for IWADs must be set per IWAD, not in general
for Doom.
- added autodetection of Harmony's IWAD.


SVN r2022 (trunk)
2009-12-11 09:21:08 +00:00
Christoph Oelckers
c7ae1b585d - Added SnailMan's updated language.ita file.
SVN r2021 (trunk)
2009-12-11 07:45:46 +00:00
Christoph Oelckers
9522d81cd7 - Added Blzut's zipdir compatibility patch for Solaris.
SVN r2020 (trunk)
2009-12-11 07:42:06 +00:00
Randy Heit
20e265f8fb - Fixed: You should still be able to pick up ammo that has a max amount set at 0.
- Added a few NULL screen checks.


SVN r2019 (trunk)
2009-12-11 06:20:35 +00:00
Christoph Oelckers
ee4b9ed09b - added some code that prevents overlapping monsters from getting stuck in
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)
2009-12-06 22:10:25 +00:00
Randy Heit
88b4ab52ad - For windowed and pixel doubled modes, use a chain of two TempRenderTextures and
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)
2009-12-02 05:49:45 +00:00
Randy Heit
d924575b1e - Fixed: After the previous screenwipe changes, the melt type no longer worked
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)
2009-12-02 05:02:40 +00:00
Randy Heit
80034135ef - The initial wipe screen is now kept in video memory. I had previously
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)
2009-12-01 03:15:00 +00:00
Randy Heit
f722b10294 - Increase STEEPSLOPE by 1, because the new FIXED2FLOAT rounds toward nearest, and this
makes 45 degree slopes unclimbable again.

SVN r2011 (trunk)
2009-12-01 01:15:49 +00:00
Christoph Oelckers
17553cfbf6 - fixed: Line_SetBlocking and Line_SetTextureScale were not in the list
of action specials used by DECORATE or MAPINFO.
- fixed: Teleport_NoStop was not in the line special function table.


SVN r2010 (trunk)
2009-11-29 11:24:01 +00:00
Randy Heit
26f14f439b - Fixed: The FPS meter cannot use I_MSTime(), because if the game is started
with +vid_fps 1, it can need the time before the timer is ready to start.


SVN r2009 (trunk)
2009-11-29 02:57:09 +00:00
Randy Heit
a5c8b33f10 - Initialize TempRenderTexture and the back buffer to black upon creation.
SVN r2008 (trunk)
2009-11-29 02:42:20 +00:00
Randy Heit
cdb26a9b28 - Fixed: Windowed mode always needs to draw to the temporary surface, even
when not gamma correcting, so that D3DFB::GetCurrentScreen() can read from
  it.


SVN r2007 (trunk)
2009-11-29 02:33:52 +00:00
Randy Heit
4edd51eb09 - Use the spawned class's scale as default for ScriptedMarine instead of
DoomPlayer.


SVN r2006 (trunk)
2009-11-29 01:56:22 +00:00
Christoph Oelckers
d14faa5f98 - fixed: Morph weapons weren't destroyed because the code checked for
them in the unmorphed player class.
- fixed: With padding the largest texture to fit into a page is 254x254.


SVN r2005 (trunk)
2009-11-28 07:46:30 +00:00
Christoph Oelckers
f3b19fcca2 - fixed an uninitialized variable in p_xlat.cpp .
SVN r2004 (trunk)
2009-11-27 21:45:17 +00:00
Christoph Oelckers
53a6ffee15 - fixed: The charge attack of Heretic's imp is not precisely the same
as A_SkullAttack with a different speed so A_ImpMsAttack has been
  reinstated.


SVN r2003 (trunk)
2009-11-27 13:23:02 +00:00
Randy Heit
787f00abf9 - Make the palette indexes used by FRemapTable subject to the global remap
table, just as the images they translate are.


SVN r2002 (trunk)
2009-11-26 03:16:54 +00:00
Christoph Oelckers
5d7670acc4 - Added MF4_ALLOWPARTICLES checks to blood spawning code.
SVN r2001 (trunk)
2009-11-24 22:28:38 +00:00
Christoph Oelckers
233e662a92 - Fixed: EV_DoDonut, EV_DoElevator and EV_StartWaggle did not to any 0-tag checks.
SVN r2000 (trunk)
2009-11-24 07:38:11 +00:00
Christoph Oelckers
a3c28e2a2f - last revision's fix should be set to all 4 linedef types triggering the same action.
SVN r1999 (trunk)
2009-11-24 07:08:20 +00:00
Christoph Oelckers
32d9946f30 - Fixed: Doom line type 44 (lower ceiling to 8 above floor) must halt
movement if blocked which essentially means it acts like a Hexen-style
  crusher.


SVN r1998 (trunk)
2009-11-24 07:02:30 +00:00
Christoph Oelckers
f94c9ce81d - Fixed: Not all places checking for player start spots above 4 did it correctly.
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)
2009-11-24 06:55:38 +00:00