but should use the camera position instead to get the correct position for
the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
SVN r1926 (trunk)
into the FastProjectile base class and removed the native MageWandMissile
class, using the generic functionality instead.
- Fixed: GetReplacement and GetReplacee always checked the skill definitions,
even if they weren't supposed to be used. It was also missing a range check
for 'gameskill'.
SVN r1894 (trunk)
- fixed: The BossCube could be blocked by floors and ceiling resulting
in incorrect movement. I changed it so that A_BrainSpit now sets the
MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
flag. For travelling cubes active collision detection makes no sense
and only causes problems. This should also make the boss brain
work in the other games which previously were excluded by a game mode
check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
overlapping each other (common mapping bug, check Herian 2 MAP30.)
SVN r1891 (trunk)
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
knowledge of the tables' contents.
SVN r1860 (trunk)
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
Using a fixed light level (e.g. PowerTorch) will no longer wipe out
colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
doing it while copying the 3D view window to the display now blends
underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
executable and into zdoom.pk3. Shaders are still precompiled so I don't need
to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
lighting models. These are accessed with the new DrawTexture tags
DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
benefits thereof.
SVN r1858 (trunk)
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.
SVN r1848 (trunk)
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of
special1 was that I found some projectiles had this set to them, for example in
A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.
SVN r1847 (trunk)
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
flag.
SVN r1835 (trunk)
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.
SVN r1824 (trunk)
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.
SVN r1823 (trunk)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
- fixed: Floor and ceiling hugger projectiles should not be spawned with ONFLOORZ or ONCEILINGZ
because that will make them ignore the actual floor height if it differs from the sector's floor.
- fixed: Floor and ceiling huggers spawned by a player did not get their vertical velocity set to 0.
- some sidenum related changes in inactive 3D floor code.
SVN r1802 (trunk)
max health as the mug shot max health, zero uses 100 as the mug shot max
health, and positive values used directly as the mug shot max health.
SVN r1757 (trunk)
issues that caused its inclusion. Is an optimized GCC build any faster
for being able to use strict aliasing rules? I dunno. It's still slower
than a VC++ build.
I did run into two cases where TAutoSegIterator caused intractable problems
with breaking strict aliasing rules, so I removed the templating from it,
and the caller is now responsible for casting the probe value from void *.
- Removed #include "autosegs.h" from several files that did not need it
(in particular, dobject.h when not compiling with VC++).
SVN r1743 (trunk)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
SVN r1688 (trunk)
and loading, XInput, allow axes to be used as buttons (for the Xbox
controller's trigger buttons), allow the joystick to move through the
menus, and my PS2 adapter which has no Vista x64 drivers.
* I'm sure SDL is broken again. Don't bother reporting it, because I already know.
SVN r1680 (trunk)
members into 32 bits so that it can be stored in a plain old int without
any transformations. The transformation coord -> int -> coord was
destructive if the coordinate value was negative, causing the final
coordinate to be centered even if the original was not.
SVN r1678 (trunk)
one for each call.
- Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give.
- fixed: FRandom::Random2(int mask) must return the difference between 2 byte values
for compatibility.
- fixed: The sound name world/volcano/shoot was accidentally destroyed in the source.
SVN r1671 (trunk)
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
SVN r1661 (trunk)
- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because
it's not necessarily spawned yet.
- Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration
through the weapon slots. Otherwise they will hang if there's no weapons
in a player's inventory.
SVN r1659 (trunk)