- Fixed: Most Linux filesystems do not fill in d_type for scandir(), so we
cannot rely on it to detect directories.
- Added NicePath() function to perform shell-style ~ substitution on path
names.
- Changed the default screenshot directory on Unix to ~/.zdoom/screenshots/.
- Added -shotdir command line option to temporarily override the
screenshot_dir cvar.
SVN r1413 (trunk)
replaced it did the check at the center of the area intersected by the
sprite and the drawseg, whereas 2.0.63 only did the check at the location
of the sprite on the map.
SVN r1411 (trunk)
monsters in A_DoChase(). They can still find new targets without this,
and with it, they got stuck on the first frame of their see state.
SVN r1410 (trunk)
change levels while dead by immediately respawning you before the switch
so that you get to keep all your inventory.
- Fixed: G_InitLevelLocals() did not set flags2.
SVN r1406 (trunk)
maps in the compatibility list.
- Added compatibility settings for a few more levels in some classic WADs.
- Added spechit overflow workaround for Strain MAP07. This is highly map
specific because the original behavior cannot be restored.
- Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them.
MD5 cannot be used well here because there's many different IWADs with
slightly different levels. This is only done for Doom format levels to
ensure that custom IWADs for ZDoom are not affected.
- fixed: level.flags2 was not reset at level start.
- Fixed: Morph powerups can change the actor picking up the item so
AInventory::CallTryPickup must be able to return the new actor.
- Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still
attached to the player data after an item has been given.
- Added a missing NULL pointer check to DBaseStatusBar::Blendview.
SVN r1405 (trunk)
lets A_Look() always put the actor into its see state. This problem could
be heard by an Archvile's resurrectee playing its see sound but failing to
enter its see state because it was called from A_Chase().
SVN r1399 (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)
but Linux being Linux, there are no guarantees that it's appropriate for
other systems.
- Fixed: SDL input code did not generate GUI events for the mousewheel, so it
could not be used to scroll the console buffer.
SVN r1381 (trunk)
- Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start.
- Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF
SVN r1376 (trunk)
vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
of assuming a symbolic link has been placed for the latest version. It can
also find a non-installed copy of FMOD if it is placed local to the ZDoom
source tree.
SVN r1373 (trunk)
- added a new compatmode CVAR which allows setting some generic compatibility
flag combinations:
Doom: sets the options needed to make most Doom.exe compatible map play without
errors.
Doom (strict): Same as above but sets a few more options. Please note that this
does not mean full Doom.exe behavior emulation.
Boom: Sets all options that consider differences between ZDoom and Boom.
ZDoom 2.0.63: Sets only the COMPATF_SOUNDTARGET option which is needed for
many older ZDoom maps.
- added new COMPAT_CROSSDROPOFF option to block monsters from being pushed over
dropoffs by damage kickback.
- fixed: AFastProjectile::Tick must call Effect only 8 times per tic, regardless
of the amount of steps taken.
- fixed: momentum checks in AFastProjectile did not use absolute values.
SVN r1369 (trunk)
clone a texture. Used for creating warping textures.
- Fixed: P_FindFloorCeiling should not be called before setting the actor's z-
coordinate. For testing 3D Midtex lines and 3D floors the proper position
needs to be set first.
- Fixed the autoaim fix from Jan 10.
SVN r1358 (trunk)
delayed until after its z-coordinate has been set. That means that for
map spawns AActor::StaticSpawn may not call P_FindFloorCeiling for such
actors.
SVN r1352 (trunk)
- Fixed: P_RailAttack used the shooting actor or a default puff for some splash
related actions. It should use the puff type passed to it as a parameter instead.
- Changed splash handling in P_LineAttack to use the actual hit position to
spawn the splash and not the puff's spawn position which is offset a little.
- made some precision related changes to P_HitWater. The precise hit coordinate
can now be passed as parameters.
SVN r1350 (trunk)