Chris Robinson
c73d97af44
Use TArray and TMap instead of std::vector and std::map
2014-06-28 00:33:15 -07:00
Chris Robinson
a630c47e6a
Remove a redundant call
2014-06-27 22:09:03 -07:00
Chris Robinson
d55dfcdb1d
Pass the correct size to LoadSoundVoc
2014-06-27 22:05:11 -07:00
Chris Robinson
6f8545e694
Use a TArray for SoundDecoder::readAll
2014-06-27 21:51:05 -07:00
Chris Robinson
a16f9d061c
Work around a libsndfile bug related to converting float samples to shorts
...
Do the conversion ourselves to ensure it's properly clamped.
2014-06-27 01:29:34 -07:00
Braden Obrzut
d941203ab0
- Fixed edward-san's typo.
...
- Cleared a warning.
2014-06-26 20:37:11 -04:00
Chris Robinson
1a40c95f84
Rename some FMOD references to be generic sound system
...
Since they relates to other sound backends as well, there's no need to single
out FMOD in these places.
2014-06-26 16:58:18 -07:00
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.
...
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
Chris Robinson
0adfdf31dd
Fix calling SetPosition when not playing
2014-06-25 21:50:52 -07:00
Chris Robinson
a6900b48ba
Use AL_SOFT_deferred_updates to sync updates when availeble
2014-06-25 21:48:13 -07:00
Chris Robinson
c6bb52c866
Get the length from sounds when possible
2014-06-25 21:14:35 -07:00
Chris Robinson
fd25ec2a62
Implement GetPosition for OpenAL streams, and display it in the stats
2014-06-25 20:03:24 -07:00
Chris Robinson
d761dd1ff6
Merge remote-tracking branch 'zdoom/master' into openal
2014-06-25 17:37:20 -07:00
Chris Robinson
3d33f565a4
Use a proper, more unique, pointer formatter for the open callback
2014-06-25 17:10:17 -07:00
Edoardo Prezioso
1a3ac9d0b3
- Simplify CMake GCC and Clang checking.
...
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
Chris Robinson
7f5b538110
Implement SetPosition for OpenAL streams
2014-06-25 04:59:18 -07:00
Chris Robinson
9c12abeb2d
Better report the amount buffered in an OpenAL stream
2014-06-25 04:53:08 -07:00
Chris Robinson
0017e1e6e8
Use a FileReader to handle music resources and audio decoding
...
Instead of the previous method where there'd be a filename and offset, and/or a
memory pointer, this uses a class to access resource data regardless of its
underlying form.
2014-06-25 04:25:36 -07:00
Edoardo Prezioso
0e3bee6f30
- Enable 'language' feature on unix targets.
...
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
Chris Robinson
075c5d872d
Always use the pitch multiplier when underwater
2014-06-22 22:22:45 -07:00
Chris Robinson
b2f9430fb1
Use the correct diffusion value for reverb
...
I don't know what the Density and Diffusion values correspond to, but
EnvDiffusion is the actual diffusion setting.
2014-06-22 19:38:47 -07:00
Chris Robinson
a434af92ee
Handle sounds marked as 'area sounds'
...
Note, the area radius is 128 units for it to actually do something, unlike FMOD
where it's only 32.
2014-06-22 19:35:09 -07:00
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
Chris Robinson
845e369b87
Don't set a room rolloff factor
...
The reverb engine already handles an initial attenuation based on the
attenuation of the dry path.
2014-06-20 05:03:20 -07:00
Chris Robinson
f0c9aae670
Rework manual rolloff handling
...
For distance models OpenAL doesn't handle, alter the source's distance to get
the appropriate attenuation instead of the source's gain.
2014-06-20 04:38:48 -07:00
Chris Robinson
ef7ce41d07
Don't purge sources in an initial state
2014-06-20 01:17:48 -07:00
Chris Robinson
fb07f7ef07
Cast OpenAL IDs to/from void*
2014-06-20 01:12:47 -07:00
Chris Robinson
906b828d87
Partially implement OpenALSoundRenderer::SetInactive
2014-06-20 00:41:19 -07:00
Chris Robinson
42fdc3c059
Use structs to store available extensions
2014-06-19 23:49:46 -07:00
Chris Robinson
0f234fb36d
Remove an unused function
2014-06-19 23:10:36 -07:00
Chris Robinson
4f6861d798
Move specific decoder classes to separate headers
2014-06-19 23:03:13 -07:00
Chris Robinson
e2708c8b3e
Cleanup creating decoders
2014-06-19 22:46:46 -07:00
Chris Robinson
9f493fca5f
Move the generic DecodeSample implementation to the base class
2014-06-19 22:42:12 -07:00
Chris Robinson
72ddc0d935
Remove a non-existent friend class
2014-06-19 22:33:39 -07:00
Chris Robinson
a661797aa8
Be less noisey about loop points
2014-06-19 22:31:19 -07:00
Chris Robinson
73d8659f23
Remove an unnecessary cast
2014-06-19 22:21:05 -07:00
Chris Robinson
07a50c604e
Use the correct formatter type
2014-06-19 22:13:20 -07:00
Chris Robinson
e39165655d
Don't call the sfx volume cvar callback in the OpenALSoundRenderer constructor
...
I_InitSound already does that after creating it.
2014-06-19 21:51:16 -07:00
Chris Robinson
364065f121
Handle file sources with mpg123
2014-06-19 20:14:16 -07:00
Chris Robinson
1310a4a814
Fix libsndfile file handler
2014-06-19 18:35:12 -07:00
Chris Robinson
eeae36fbf7
Rename the decoder sources
2014-06-19 17:53:37 -07:00
Chris Robinson
b1c98acf33
Close the file handle in the sndfile decoder
2014-06-19 17:50:03 -07:00
Chris Robinson
73d51a4446
Check for ID3 tags in MPG123Decoder::open
2014-06-19 17:19:59 -07:00
Chris Robinson
77b1febd0e
Add an mp3 decoder using libmpg123
...
Does not currently handle direct file sources
2014-06-19 06:40:27 -07:00
Chris Robinson
14618cbf30
Remove use of SDL_sound
2014-06-19 04:33:00 -07:00
Chris Robinson
b38589e2dc
Implement and use a libsndfile decoder
2014-06-19 04:13:42 -07:00
Chris Robinson
5370a1cb46
Add a SoundDecoder base class and a stub method to create one
2014-06-19 01:00:46 -07:00
Chris Robinson
b94a2949e5
Don't use air absorption for being underwater
2014-06-18 23:41:45 -07:00
Chris Robinson
34c9a47435
Fix some typos
2014-06-17 23:11:19 -07:00
Chris Robinson
cd550cf9b6
Merge remote-tracking branch 'origin/master' into openal
2014-06-17 22:08:03 -07:00
Edward Richardson
2d896d2b47
Added wi_autoadvance
...
- 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
...
- 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
Chris Robinson
7ff7c151a8
Merge remote-tracking branch 'origin/master' into openal
...
Conflicts:
src/CMakeLists.txt
2014-06-15 12:04:15 -07:00
Chris Robinson
82de7e6357
Convert line-endings
2014-06-15 11:36:49 -07:00
Chris Robinson
0e21057a2a
Merge remote-tracking branch 'origin/openal' into openal
...
Conflicts:
src/sound/fmodsound.cpp
src/sound/oalsound.cpp
src/sound/oalsound.h
2014-06-15 09:59:24 -07:00
Chris Robinson
160e70f8f2
Fix getting the actual device name
2014-06-15 09:27:00 -07:00
Edward Richardson
2838c4b25b
Prediction was rebuilding too much thinglist data
...
- 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
...
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
...
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
Edward Richardson
3817bed0b3
Weap scroll could sometimes miss sameslot weapons
...
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
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.
...
- 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.
...
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.
...
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
Shawn Walker
ae8995e65b
Merge branch 'master' of https://github.com/rheit/zdoom
...
# By Christoph Oelckers (2) and Edward Richardson (1)
# Via Christoph Oelckers
* 'master' of https://github.com/rheit/zdoom :
- fixed: The map setup code was still truncating texture names in several places.
Fix nettic run-out at end of demo playback
- fixed: ACS's check...Texture functions must use the same search flags as the texture initialization code in p_setup.cpp and p_udmf.cpp. It also should not create textures that don't exist yet. We are only doing a comparison so it's not relevant if the texture exists or not.
2014-05-16 20:27:57 -07:00
Christoph Oelckers
e92032e8ff
- fixed: The map setup code was still truncating texture names in several places.
2014-05-16 22:48:37 +02:00
Christoph Oelckers
76b4ff143f
Merge branch 'upstream' of https://github.com/Edward850/zdoom
2014-05-16 15:56:32 +02:00
Edward Richardson
d3dcc04666
Fix nettic run-out at end of demo playback
2014-05-17 00:36:43 +12:00
Christoph Oelckers
25f4af734f
- fixed: ACS's check...Texture functions must use the same search flags as the texture initialization code in p_setup.cpp and p_udmf.cpp. It also should not create textures that don't exist yet. We are only doing a comparison so it's not relevant if the texture exists or not.
2014-05-16 10:56:23 +02:00
Shawn Walker
49e0eb03cc
Merge branch 'master' of https://github.com/rheit/zdoom
2014-05-15 22:55:35 -07:00
Christoph Oelckers
bf6a193e5b
- fixed: The episode parser was still truncating its map names to 8 characters.
2014-05-15 20:29:36 +02:00
Shawn Walker
bfb5944517
Merge branch 'master' of https://github.com/rheit/zdoom
2014-05-15 00:11:52 -07:00
Christoph Oelckers
e3cd144af9
- one last GCC compile problem.
2014-05-14 17:27:22 +02:00
Christoph Oelckers
adcdc11360
- GCC compile fix.
2014-05-14 15:44:05 +02:00
Christoph Oelckers
2944e4f6ae
- fixed some Linux issues with recent changes.
2014-05-14 14:08:14 +02:00
Christoph Oelckers
85fb8c4326
- fixed: _M_X64 macro was misnamed _M_IX64.
2014-05-14 13:04:47 +02:00
Christoph Oelckers
388f09f786
- fixed: In Heretic corpses do not get crunched to gibs, they just get their size reduced to 0. Handled by a new gameinfo flag. This also gets set for Chex quest which has the gib sprite replaced by something different. Using a Crush state will override this global flag.
2014-05-14 12:54:03 +02:00
Christoph Oelckers
47a9dab56d
- allow setting sector planes' plane equations directly from UDMF.
2014-05-14 12:16:33 +02:00
Christoph Oelckers
8c052818b7
- fixed: long texture name lookup did not work with TEXMAN_TryAny.
2014-05-14 10:27:40 +02:00
Shawn Walker
fdfcb728a9
- make it easier to spot patch definition errors in console log
2014-05-13 22:50:39 -07:00
Christoph Oelckers
a375454474
- removed 8 character limit for map names.
2014-05-14 00:52:16 +02:00
Christoph Oelckers
24886b6734
- removed the last static character arrays from FLevelLocals.
2014-05-13 23:16:13 +02:00
Christoph Oelckers
e49e926bd9
- added option to ASectorAction to remove itself upon triggering by setting the STANDSTILL flag on the map thing.
2014-05-13 21:26:51 +02:00
Christoph Oelckers
30f57c0b8e
- added new renderstyles AddStencil and AddShaded.
2014-05-13 21:16:06 +02:00
Christoph Oelckers
ca4179caa3
- allow texture lookup by full path names. Due to technical limitations this may result in double textures if the same graphics lump is also referenced by its short texture name.
2014-05-13 20:51:16 +02:00
Christoph Oelckers
ebd6c18bef
- missed one texture name field in level_info_t.
2014-05-13 15:32:54 +02:00
Christoph Oelckers
a22670626c
- expanded names for view border elements. Also fixed the horribly bad implementation of custom borders which modified the DoomBorder elements without ever checking the game being used.
2014-05-13 13:40:02 +02:00
Christoph Oelckers
a05e62f3f7
- changed storage of lump and texture names in gameinfo to allow long names (with the exception of view border elements.)
2014-05-13 12:44:17 +02:00
Christoph Oelckers
e718a72b4d
fixed: skies should be loaded into the FLevelLocals struct not into the global variables of the renderer.
2014-05-13 11:53:08 +02:00
Christoph Oelckers
fedf9c6a5b
fixed: if we allow long names for the fade table we must also check for them when the colormap gets loaded.
2014-05-13 11:39:25 +02:00
Christoph Oelckers
65e8563cf4
replaced all character arrays for lump/texture names in the level_info_t and FLevelLocals structures with FStrings as first preparation for allowing long texture names.
2014-05-13 11:33:59 +02:00
Christoph Oelckers
458e1b1be2
- changed sound lookup for ZSDF dialogues so that it first checks the svox/ namespace before using the global one.
2014-05-08 11:29:45 +02:00
Christoph Oelckers
ea7fb936a8
- fixed: memory allocation for file names in 7z archives was broken. Changing it to use TArray instead of alloca makes it work.
2014-05-08 10:33:32 +02:00
Christoph Oelckers
2223c12938
- added new ChangeActorAngle/ChangeActorPitch ACS functions because the new required 'interpolate' parameter cannot be added to the existing SetActorAngle/SetActorPitch functions without breaking old scripts.
2014-05-08 09:43:58 +02:00
Christoph Oelckers
63a0e01c6a
Merge branch 'interpview_optin'
2014-05-08 09:17:00 +02:00
Christoph Oelckers
67ebbe3ed4
made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic.
2014-05-08 09:15:56 +02:00
Christoph Oelckers
890e9ecddd
- typo in resurrection code.
2014-05-07 17:18:44 +02:00
Christoph Oelckers
fcbb72a4d4
- removed redundant variable.
2014-05-06 09:59:56 +02:00
Edward Richardson
90e9937b71
Stop NetUpdate from corrupting demo playback
2014-05-05 22:47:48 +12:00
Christoph Oelckers
93aa1ea2c4
fixed some issues with reviving monsters
...
- fixed: Thing_Raise didn't properly set the spawn health.
- fixed: Thing_Raise did not the CanRaise state flag.
- fixed: Reviving a monster must also reset the damage type.
- fixed: Thing_Raise reset the actor after calling the raise state, but it should be before, just as the Archvile code is doing.
- consolidated some common code of Thing_Raise and Archvile resurrection into AActor methods.
2014-05-05 11:24:20 +02:00
Christoph Oelckers
a9f1b54d2d
- fixed: since A_LightGoesOut alters a sector's floor plane it must also alter the TexZ for that sector's floor.
2014-05-03 10:12:25 +02:00
Christoph Oelckers
34360e7975
Merge branch 'upstream' of https://github.com/Edward850/zdoom
2014-05-02 17:31:02 +02:00
Edward Richardson
104a07d461
Make sure use_staticrng is false if not needed
2014-05-03 03:27:14 +12:00
Edward Richardson
6183f8125f
Don't change RNG in demos incase they are static
2014-05-03 03:01:49 +12:00
Edward Richardson
d6af8dc352
Added static RNGseed control
2014-05-03 03:01:40 +12:00
alexey.lysiuk
3af7d8a245
Added support for LZMA2 compression method in .7z archives
...
Updated LZMA SDK to version 9.20
http://www.7-zip.org/sdk.html
http://downloads.sourceforge.net/sevenzip/lzma920.tar.bz2
2014-04-27 13:05:40 +03:00
alexey.lysiuk
6b26b710b8
Added simple check for unsupported compression method in .7z files
2014-04-27 10:23:20 +03:00
alexey.lysiuk
3fa89b4e9f
Fixed crash on attempt to load corrupted data file
...
Instance of FileReader is no longer destructed when header of data file is valid but complete loading of file fails
Loading of truncated .zip file is the simplest test case
2014-04-27 10:18:50 +03:00
Christoph Oelckers
3f8c7239af
Merge branch 'master' of https://github.com/Gaerzi/zdoom
2014-04-24 09:41:54 +02:00
Gaerzi
7c3660087e
Restore shadow renderstyle.
...
It was accidentally lost in r3085.
2014-04-22 13:32:33 +02:00
Gaerzi
265917c923
Add shadow and subtract styles to ACS.
...
There is a matching pull request for rheit/acs.
2014-04-22 13:31:55 +02:00
alexey.lysiuk
1c50b5dd6f
Fixed initialization of Hexen-style things
...
Recently added pitch and roll members were not initialized with zeroes when loading Hexen-style maps
At least, hitscan attack can be fired in random direction because of this
2014-04-20 13:37:59 +03:00
Christoph Oelckers
7cb828d763
Merge branch 'slowstate' of https://github.com/Gaerzi/zdoom
2014-04-18 09:46:23 +02:00
Christoph Oelckers
584dd78ba9
Merge branch 'master' of https://github.com/Edward850/zdoom
2014-04-16 16:42:43 +02:00
Edward Richardson
897d87a6a3
Invisibility would could P_LookForPlayers early
2014-04-17 01:13:18 +12:00
Edward Richardson
d855bd66b3
Fixed P_LookForPlayers scanning redundancies
...
- Players could be scanned multiple times, repeating expensive tests
- Players could be skipped completely and become invisible as a result
2014-04-17 00:46:33 +12:00
Christoph Oelckers
48b926e5b4
- check +logfile explicitly at the start of execution. Due to the custom CVAR rewrite it would get called so late that it'd miss half of the log.
...
- added version check for Windows 8. I also would have liked to add 8.1 but due to some incredibly stupid changes in the version API it's no longer possible to reliably retrieve the correct Windows version for later builds.
2014-04-16 09:53:07 +02:00
Gaerzi
83182b703d
Added slow monsters, the inverse of fast monsters
...
This is a skill setting only, no "always slow" or "never slow" actor
flags, and no DM flags.
2014-04-15 21:01:49 +02:00
Gaerzi
c54f5571ea
Typo.
2014-04-15 17:24:01 +02:00
Gaerzi
6f2fd8edbf
Hexen also needs to init 0 fields.
2014-04-15 17:22:56 +02:00
Gaerzi
8e3360453f
Hexen too.
2014-04-15 17:18:55 +02:00
Gaerzi
e5578934ad
Init new non-0 fields for non-UDMF maps.
2014-04-15 17:16:33 +02:00
Christoph Oelckers
4e683d360d
Merge branch 'master' of https://github.com/Edward850/zdoom
2014-04-15 09:22:50 +02:00
Edward Richardson
4270838613
CANRAISE state definition
...
CANRAISE state for allowing a monster to be resurrected without an
infinite frame
2014-04-12 22:02:19 +12:00
Gaerzi
101107b1e5
Updated documentation
2014-04-12 10:55:10 +02:00
Gaerzi
4cac599b88
Less flags, more generic properties
2014-04-11 00:58:59 +02:00
Gaerzi
580094a792
More editing flags
...
PSX-inspired flags to change the render styles of monsters (and other
things).
2014-04-10 12:32:23 +02:00
Christoph Oelckers
bbb41e869c
Merge branch 'master' of https://github.com/Edward850/zdoom
2014-04-07 19:54:30 +02:00
Edward Richardson
ca93e04de3
Added GetActorPowerupTics ACS function
2014-04-07 23:23:55 +12:00
alexey.lysiuk
878dcdc0a4
Fix loading of lumps from directory on OS X
...
Use POSIX-compliant opendir() / readdir() functions instead fts_open() / fts_read()
Unlike Linux version, on OS X fts_read() inserts extra slash character between source directory and traversed entry paths
2014-04-06 12:56:51 +03:00