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- Fixed dynamic light crash with respawning players.
Update to ZDoom r971: - Changed: For actors not being spawned on the floor P_FindFloorCeiling should be used to prevent them from dropping through 3DMIDTEX textures. - Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable. - Changed the types of object hash indices in FArchive from size_t to DWORD. This seems to fix crashes on GCC 64-bit builds when saving games. Not sure if it was a GCC bug or my bug, since it worked fine with VC++, but since the code that calculates the index only returns a DWORD, storing it as a size_t was rather pointless. - Added the C99 printf size specifiers 't' (ptrdiff_t) and 'z' (size_t) to FString::Format() so that I can fix all the problem printf strings that a 64-bit GCC compile finds. - Added Skulltag's PUFFGETSOWNER flag. - Fixed: Parsing sector special bit masks must be done backwards so that later definitions take precedence. - Added base translation tables for UDMF compatibility maps which only should handle the native line and sector types of each game. - Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option so that it can be (un)set in a map definition and the menu. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@105 b0f79afe-0144-0410-b225-9a4edf0717df
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45 changed files with 373 additions and 158 deletions
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@ -1,3 +1,85 @@
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May 13, 2008 (Changes by Graf Zahl)
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- Changed: For actors not being spawned on the floor P_FindFloorCeiling should
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be used to prevent them from dropping through 3DMIDTEX textures.
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- Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable.
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May 13, 2008
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- Changed the types of object hash indices in FArchive from size_t to DWORD.
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This seems to fix crashes on GCC 64-bit builds when saving games. Not sure
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if it was a GCC bug or my bug, since it worked fine with VC++, but since the
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code that calculates the index only returns a DWORD, storing it as a size_t
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was rather pointless.
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- Added the C99 printf size specifiers 't' (ptrdiff_t) and 'z' (size_t) to
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FString::Format() so that I can fix all the problem printf strings that a
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64-bit GCC compile finds.
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May 12, 2008 (Changes by Graf Zahl)
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- Added Skulltag's PUFFGETSOWNER flag.
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- Fixed: Parsing sector special bit masks must be done backwards so that later
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definitions take precedence.
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- Added base translation tables for UDMF compatibility maps which only should
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handle the native line and sector types of each game.
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- Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option
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so that it can be (un)set in a map definition and the menu.
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- Fixed: SPAC_AnyCross didn't work.
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- Fixed: Pushable doors must also check for SPAC_MPush.
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- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
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May 11, 2008 (Changes by Graf Zahl)
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- Changed: HIRESTEX 'define' textures now replace existing textures
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of type MiscPatch with the same name.
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- Added UDMF line trigger types MonsterUse and MonsterPush.
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- Separated skill and class filter bits from FMapThing::flags so that
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UDMF can define up to 16 of each. Also separated easy/baby and
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hard/nightmare and changed default MAPINFO definitions.
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May 10, 2008
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- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
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marker lumps it inserted.
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- Fixed: Need write barriers when modifying SequenceListHead.
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May 9, 2008
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- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
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GUS patch flags, envelopes, and volume levels, while trying to be closer
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to TiMidity++ than original TiMidity.
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- Renamed timidity_config and timidity_voices to midi_config and midi_voices
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respectively.
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May 9, 2008 (Changes by Graf Zahl)
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- Changed: Crosshair drawing uses the current player class's default health instead
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of 100 to calculate the color for the crosshair.
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- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
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all user settable flags from MoreFlags into their own Flags variable.
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May 8, 2008
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- Reduced volume, expression, and panning controllers back to 7 bits.
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- Added very basic Soundfont support to the internal TiMidity. Things missing:
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filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
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may not be compatible with TiMidity++'s soundfont extensions.
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May 8, 2008 (Changes by Graf Zahl)
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- Changed all thing coordinates that were stored as shorts into fixed_t.
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- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
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that it is easier to add new features in the UDMF map format.
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- Added some initial code to read UDMF maps.
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May 6, 2008
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- Added support for quoted strings to the TiMidity config parser.
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May 2, 2008 (Changes by Graf Zahl)
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- Split off the slope creation code from p_Setup.cpp into its own file.
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- Separated the linedef activation types into a bit mask that allows combination
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of all types on the same linedef. Also added a 'first side only' flag. This
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is not usable from Hexen or Doom format maps though but in preparation of
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the UDMF format discussed here:
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http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
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- Changed linedef's alpha property from a byte to fixed point after seeing that
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255 wasn't handled to be fully opaque.
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- fixed a GCC warning in fmodsound.cpp
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April 30, 2008 (Changes by Graf Zahl)
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- Fixed: Warped textures didn't work anymore because the default speed was 0.
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April 30, 2008
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- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
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in the instrument loader, effectively disabling vibrato.
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check being done manually.
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April 14, 2008 (Changes by Graf Zahl)
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- Added rotation 90° angles only) and mirroring to the Multipatch texture
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- Added rotation 90<EFBFBD> angles only) and mirroring to the Multipatch texture
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composition code.
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- Fixed: The game crashed when a level was ended while a player was morphed
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by a powerup.
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@ -5409,7 +5491,7 @@ April 22, 2006 (Changes by Graf Zahl)
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- Fixed the issues with .96x's railgun code and added it to the current
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version.
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- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
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could cause it to move backwards in a féw situation.
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could cause it to move backwards in a f<EFBFBD>w situation.
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- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
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flag, not by checking for the actor class. That made it impossible to
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spawn friendly 'normal' minotaurs.
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September 4, 1998
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- Added weapnext and weapprev commands courtesy of
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Papst Johannes Jörg IV. [which were later completely
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Papst Johannes J<EFBFBD>rg IV. [which were later completely
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rewritten by me]
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- Add support for suspending and resuming scripts (easy when
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you know you can only have one copy running at a time).
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