partially because the background patch has to be drawn always to
overwrite the old display.
- Fixed: Giving a health item to a non-player caused a crash.
- Added a compatibility option to limit deh.MaxHealth to the health bonus.
Originally this value wasn't used for health packs. Doing this was a bug
in Boom but since there's quite a few maps out there which require
Boom's altered behavior it has to be compatibility optioned.
- Fixed: The health bonus's max health must be defined by deh.MaxHealth,
not deh.MaxSoulsphere. To achieve this deh.MaxHealth's handling had to
be altered because it has to default to 100.
- Fixed: ZDBSP created incorrect side references with compressed sidedefs
and both sidedefs of a linedef being the same. This only affects the
external tool because the internal node builder is run after uncompressing
the sidedefs.
- Added Jim's latest makefile.linux.
- Added a consistency check to the PNAMES loader because one crash log
indicated that it crashed due to a corrupt PNAMES lump.
- Brought back the sector based sound target handling as a compatibility
option. This radical change just broke far too many maps that depend
on the original behavior. Strife's special AI functions are excluded
though because they work better with the new method.
SVN r56 (trunk)
- Fixed: DMover::MovePlane() would not stop moving the plane when it exactly
reached its target height unless it was a floor moving down.
- Fixed: Actors that can't attack should not be valid haters for Thing_Hate.
- Fixed: AArtiBlastRadius::BlastActor() should not set MF2_SLIDE for missiles.
- Fixed: sdl/i_input.cpp should check !iscntrl() before generating EV_GUI_Char
messages.
SVN r36 (trunk)
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)
- Fixed: AExplosiveBarrel should have MF2_MCROSS set.
- Fixed: Passing 0 numrays to A_BFGSpray should default to 40.
- Fixed: New A_JumpIfCloser() function.
- Future-proofing: thingdef.cpp/FindState() allows the 2.1 names for
SwitchingDecorations.
- Fixed: ASwitchingDecoration declared itself as deriving from AActor instead of
ASwitchableDecoration.
- Fixed: AWeaponHolder::Serialize() did not call its supermethod.
SVN r19 (trunk)