were doing some things in their destructor that needed to be done in the
Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
that are separate from the rest of the engine. Instead, they are owned by
the thinkers starting them. Also, polyobjects only spawn a single interpolation
for each polyobject instead of a single one for each vertex.
Also, different types of interpolation objects are used for different types
of interpolation so that they can do some additional work if eventually needed.
SVN r1018 (trunk)
texture definitions. HIRESTEX is still supported but deprecated.
- Removed all 16 bit values from texture manager.
- Changed: The texture manager now sorts all textures for a WAD by type
to avoid priority issues with HIRESTEX defined textures.
- Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is
always the same for both sides of a linedef. This also makes handling
this in the UDMF parser easier because the linedef parsing function does
not need to access the sidedef data.
- Added new ZDoom specific UDMF linedef and sidedef properties to map parser.
- Added new ZDoom specific UDMF sector properties to map parser.
- Added class definitions for new interpolators that are better
equipped to interact with the interpolated objects.
- Separated interpolation code into its own file r_interpolate.cpp.
- Added some simple customization options to the end game screens.
- Fixed: Polyobject detection in the internal node builder did not work
anymore due to some code rearrangement for UDMF map loading. To keep
it compatible between all map formats the THINGS lump of binary format
maps must be loaded before building the nodes. This also means that
the spawning itself can be done in the same function for all map types
(except Build) now.
- Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse
which is more what would be expected from this option.
- Fixed: Weapons and ammo items that were modified by Dehacked gave full
ammo when being dropped by monsters. To properly handle this the
handling of spawning Dehacked modified pickups was changed to use
the DECORATE replacement feature instead of hacking the spawn state
of the original item and calling a spawn function from there.
SVN r1001 (trunk)
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++.
- GCC fixes.
SVN r858 (trunk)