Christoph Oelckers
dd05e564cf
- this needed more fixes...
2014-06-29 14:32:50 +02:00
Christoph Oelckers
d0e551060d
- fixed: When the 3D floor init code was updated 5 years ago for Vavoom's latest changes to its 3D-floor implementation it accidentally set the 3D-floor's alpha as its desaturation.
2014-06-29 12:50:42 +02:00
Christoph Oelckers
7d7f146ce1
- fixed: transferring a translation to a missile needs to check if the missile was spawned successfully.
2014-06-28 15:21:19 +02:00
Blzut3
c4bc5f7b97
Merge pull request #78 from alexey-lysiuk/fix_osx_build
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Fix OS X build
2014-06-28 04:49:37 -04:00
alexey.lysiuk
65203760a8
Fix incorrect actor flag handling on big endian platforms
2014-06-28 11:00:08 +03:00
alexey.lysiuk
7b69c60af1
Use correct 'true' keyword
2014-06-28 11:00:01 +03:00
alexey.lysiuk
e6d468eb38
Use byte swapping functions from <libkern/OSByteOrder.h> on OS X
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Remove inclusion of Core Foundation headers to avoid type conflicts with LZMA SDK.
2014-06-28 10:59:56 +03:00
Braden Obrzut
d941203ab0
- Fixed edward-san's typo.
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- Cleared a warning.
2014-06-26 20:37:11 -04:00
Braden Obrzut
19415668ec
Merge branch 'gcc_aggressive_optimization' of github.com:edward-san/zdoom into edward-san-gcc_agressive_optimization
2014-06-26 18:11:32 -04:00
Braden Obrzut
1ae53473ff
Merge branch 'edward-san-cmake_gcc_compatible'
2014-06-26 17:54:48 -04:00
Braden Obrzut
cb9877e7ff
- Using USE_WINDOWS_DWORD on other platforms can cause problems.
2014-06-26 17:52:26 -04:00
Christoph Oelckers
270541f942
fixed compilation with latest LZMA SDK on Windows.
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LZMA SDK recently added an #include <windows.h> to its headers, meaning it's no longer safe to include its headers globally in platform independent files.
The following changes were necessary:
- rename DWORD type in zipdir.c
- add USE_WINDOWS_DWORD and reorder includes in file_7z.cpp
- wrap LZMA decoder stream into a local struct that's declared anonymously in files.h and adjust files.cpp for this change.
2014-06-26 09:43:51 +02:00
Edoardo Prezioso
1a3ac9d0b3
- Simplify CMake GCC and Clang checking.
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Introduce the variable 'ZD_CMAKE_COMPILER_IS_GNUC(XX)_COMPATIBLE' and replace any occurrence of '"${CMAKE_C(XX)_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_C(XX)_COMPILER_ID}" STREQUAL "Clang"' with it. This makes it possible to add more GCC compatible compilers in just one place.
2014-06-26 01:23:41 +02:00
Christoph Oelckers
8aff59e704
Merge branch 'language_sdl' of https://github.com/edward-san/zdoom
2014-06-25 22:06:24 +02:00
alexey.lysiuk
0be30c782c
Fix LZMA compilation on GCC with position-independent code (PIC) generation enabled
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EBX register is used Global Offset Table in PIC
http://www.greyhat.ch/lab/downloads/pic.html
2014-06-25 20:11:05 +03:00
djcj
bdddea541f
update lzma to v9.22 beta
2014-06-24 11:22:55 +02:00
Edoardo Prezioso
0e3bee6f30
- Enable 'language' feature on unix targets.
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The sdl version of the function 'SetLanguageIDs' is very limited, comparing to the win32 counterpart, as it will try to accept only the language codes (ie 'enu', 'fr', 'ptb', etc). If a different string is provided, zdoom will default its language to English.
2014-06-23 20:02:40 +02:00
Christoph Oelckers
4f599b7b4d
Merge branch 'master' of https://github.com/binarycrusader/zdoom
2014-06-22 09:00:23 +02:00
Christoph Oelckers
e56e525d0f
- A_FireCustomMissile transfer tranlsation flag, code submission by jpalomo
2014-06-22 08:55:21 +02:00
Shawn Walker
6164807e97
- fix x64 visual studio linking for common controls
2014-06-21 22:49:42 -07:00
Shawn
640a6156e5
Merge pull request #1 from rheit/master
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Sync with zdoom trunk
2014-06-21 20:38:05 -07:00
Edward Richardson
2d896d2b47
Added wi_autoadvance
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- Prevents an absent player from stopping the intermission
2014-06-17 20:26:49 +12:00
Edward Richardson
a3a7ee569f
Multi-intermission waits for all players + changes
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- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.
- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.
- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.
- Slight y offset adjustments to make everything fit in 320x200
properly.
2014-06-17 19:46:10 +12:00
Edward Richardson
2838c4b25b
Prediction was rebuilding too much thinglist data
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- Stopped player prediction from rebuilding more sector list data then
the player originally had.
2014-06-16 03:34:33 +12:00
WChrisK
67c6690689
Added a check that doesn't print empty obituary strings, as wad's that hide obituary strings in multiplayer games end up spamming a lot of empty lines.
2014-06-11 23:30:25 -04:00
Edward Richardson
842ef86e73
Don't reset the inventory of dead players
2014-06-09 19:54:40 +12:00
alexey.lysiuk
20adcecb1d
Remove redundant saving of GL nodes if they were loaded from cache
2014-06-02 10:54:52 +02:00
alexey.lysiuk
3e7b0c2916
Fix crash when GL nodes file cannot be opened for writing
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Report errors to console if nodes file cannot be opened or written
2014-06-02 10:53:29 +02:00
Christoph Oelckers
9cd074ddf3
- fixed: plane equation vectors must be normalized when being loaded from UDMF.
2014-06-02 10:51:17 +02:00
alexey.lysiuk
96e4cb90b7
Fix crash on attempt to save cached OpenGL nodes on OS X
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Root permissions are required to be able to create directories inside /Library/Application Support
So user's ~/Library/Application Support is used to store cached nodes
2014-06-01 15:12:41 +03:00
Christoph Oelckers
90ac160b70
Merge branch 'upstream2' of https://github.com/Edward850/zdoom
2014-06-01 09:04:37 +02:00
Christoph Oelckers
f1661f1419
Merge branch 'upstream' of https://github.com/Edward850/zdoom
2014-06-01 09:04:09 +02:00
Edward Richardson
3817bed0b3
Weap scroll could sometimes miss sameslot weapons
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In rear cases, when using next/prevweap, defined weapons in the same
slot couldn't cycle when looping to another when you only had weapons in
1 slot.
2014-06-01 18:13:47 +12:00
Edward Richardson
e8513a64ed
Rebuild nodes for hellfact map04
2014-06-01 15:32:43 +12:00
alexey.lysiuk
98c25deec1
Fix LZMA compilation on GCC with position-independent code (PIC) generation enabled
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EBX register is used Global Offset Table in PIC
http://www.greyhat.ch/lab/downloads/pic.html
2014-05-31 16:29:28 +03:00
Christoph Oelckers
8f5683e23d
- moved secret found message to string table and removed the CVAR crutch that dates from a time when modifying string table content wasn't as easy as it is now.
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- added 'showsecretsector' CVAR to show the sector number with the secret found message.
2014-05-29 17:50:14 +02:00
Christoph Oelckers
75cde0b221
- allow locks to check for a key's species so that newly defined keys can open previously defined locks without the need to redefine them.
2014-05-29 17:30:01 +02:00
Edoardo Prezioso
72bbb19cc7
- Shut up GCC aggressive optimizer warnings.
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From what I can see, GCC would miscompile the involved loops, because the index variable is 'signed int' and the multiplication with an unsigned would cause signed overflow (undefined behavior). Change the index variable type to 'unsigned int' to expect unsigned overflow (conformant to standard).
2014-05-25 10:11:09 +02:00
Edoardo Prezioso
b285cbebe4
- Fixed compiler errors in latest TEXTURES code.
2014-05-25 01:12:16 +02:00
Christoph Oelckers
9d846395bc
- replaced console buffer with a significantly more efficient new version that also can hold a lot more data.
2014-05-24 21:05:00 +02:00
Shawn Walker
01e909070a
Merge branch 'master' of https://github.com/rheit/zdoom
2014-05-23 19:08:56 -07:00
Christoph Oelckers
261bc77846
- fixed: when bringing up a new weapon the current flash state needs to be removed.
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Especially when dropping the current weapon it can still be active, this is most easily observed with Strife's crossbow which loops the flash state, but it also can happen with other weapons, right after shooting.
2014-05-20 10:29:27 +02:00
Christoph Oelckers
8ec95dc58e
- fixed a few places in the savegame code where map names were still truncated to 8 characters.
2014-05-20 10:14:44 +02:00
Shawn Walker
582b1990b7
- restore original line endings
2014-05-18 16:00:31 -07:00
Shawn Walker
d2b0596cd4
Merge branch 'master' of https://github.com/rheit/zdoom
2014-05-18 15:39:41 -07:00
Shawn Walker
59885b856d
- remove texture name length limits for udmf maps
2014-05-18 15:38:46 -07:00
Christoph Oelckers
4acc04ce68
- don't truncate map names stored in demos.
2014-05-18 10:05:35 +02:00
Christoph Oelckers
cfef894867
This can be done better...
2014-05-18 09:41:13 +02:00
Edward Richardson
26b1abe3da
Fix netgame arbitration with long map lump names
2014-05-18 18:38:54 +12:00
Christoph Oelckers
ff7913ace8
- fixed: When a level gets loaded the renderer's sky variables need to be set.
2014-05-17 09:46:58 +02:00