mirror of
https://github.com/ZDoom/gzdoom-last-svn.git
synced 2025-06-01 09:41:58 +00:00
- Fixed: When walking on sloped 3D-floors, P_TryMove got the floor position from the
sector's actual floor instead from the 3D-floor. - Fixed: Brightmaps were not disabled when fog was defined with a fadetable command in MAPINFO. Update to ZDoom r994: - Fixed: The compatibility searches for teleport destinations did not work properly when the teleporter had both a tid and a tag. Now, if a teleporter has a tag these are skipped because they are only present for Hexen compatibility. - Fixed: The first texture in a TEXTURE1 lump, although invalid when used elsewhere, must be usable as sky (see Requiem.wad's SKY3.) - Fixed: side_t::GetLightLevel relied on the global 'linedef' variable for automatic fake contrast. - Changed: Fake contrast now uses the WALLF_AUTOCONTRAST globally instead of manipulating the sides' light values individually. This allows changing the fake contrast at run time and also allows adding individual relative lighting on top of it which is a planned UDMF feature. - Fixed: ActorStencilColor() did not set the palette part of the actor's fill color, so it would always produce black for STYLE_Shaded. - Added volume reduction for stereo sounds played in 3D to obtain levels closer to FMOD 3, which downmixed all stereo sounds to mono before playing them in 3D. Also added experimental 3D spread for stereo sounds so that you can actually hear them in stereo. - Reworked a few options that previously depended on LEVEL_HEXENFORMAT (actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. - Fixed: When R_DrawTiltedPlane() calculates the p vector, it can overflow if the view is near the bounds of the fixed point coordinate system. This happens because it rotates the view position around (0,0) according to the current viewangle, so the resultant coordinate may be outside the bounds of fixed point. All important math in this function is now done entirely in floating point. - Fixed: Slopes didn't draw right on 64-bit platforms. - Fixed: With hardware 2D, the console and menu need not reimplement palette flashes to ensure their visibility. - Fixed: DFlashFader::Destroy() did not call its super method. - Fixed: If a player was morphed into a class with a taller view height, their perceived view height would not change until they walked up a step. - Since KDIZD is the only mapset I know of that used reverb, and it didn't define any new ones of its own, I'm pre-emptively renaming the SNDEAX lump to REVERBS to remove any possible misunderstanding that this is something that requires EAX hardware support. (Ideally, it would have been REVERBDEF, but that's 10 characters long.) The eaxedit console command has also been renamed to reverbedit for the same reason. - Fixed: The Palette part of FRemapTable was not initialized with alpha values other than 0. I'm not sure if it would be better to fix this in the game palette that it copies from or not, but right now, they get set unconditionally to 255. - Fixed: M_DrawSave() and M_DrawLoad() need to use GetScaledWidth(), in case the texture is high-res. - Replaced all instances of "flags +=" in sbarinfo_parser.cpp with "flags |=" so that using the same flag multiple times will not have unexpected results. (sbarinfo update #21) - Added: sigil image type to correctly draw the sigil's icon. - Added: Strife inventory bar style. This is the only style that is radically different from the others. First of all it changes the SELECTBO to be INVCURS and draws it before the icons. Each box is changed to have a width of 35 pixels instead of 31 pixels. And the INVCURS graphic is drawn at (x-6, y-2). - Added: whennnotzero flag to drawnumber which will cause it to draw nothing if the value is 0. - Fixed: New mugshot code would not leave the god state when it was supposed to enter the rampage state. - Fixed: The ouch state was mostly broken. (SBarInfo Update #20) - Added: hasweaponpiece command to check for custom weapon pieces. - Added: usessecondaryammo command to check if the current weapon has a second ammo type. - Most of SBarInfo's mugshot scripting can be used with the default Doom status bar. - Fixed: By default drawmugshot would never come out of normal god mode state. In addition the state change to and from god mode was not quite as responsive as the original code. - Fixed: When FTextureManager::CheckForTexture finds a matching NULL texture it should always return 0, not the actual texture's index. - Fixed coordinate checks for objects on 3DMidtex lines. - Fixed: All translucent blending operations for CopyColors must treat an alpha of 0 so that the pixel is not modified or texture composition as intended will not work. - Fixed: 3D hardware texture filling did not copy pixels with 0 alpha, preserving whatever was underneath in the texture box previously. - Fixed: s_sound.cpp had its own idea of whether or not sounds were paused and did not entirely keep it in sync with the sound system's. This meant that when starting a new game from the menu, all sounds were played as menu sounds until you did something to pause the game, because s_sound.cpp thought sounds were unpaused, while the FMOD system thought they were. - I finally managed to test the translucency options for composite texture definitions in HIRESTEX. The feature should be complete now. - Fixed: A_CheckTargetInLOS used BAM angles instead of degrees which is the DECORATE convention. - Added Snowkate709's A_CheckTargetInLOS addition. - Added listmaps CCMD. - Revised underwater effect now uses a lowpass filter in combination with an optional freeverb unit. - Removed ResetEnvironment hack, since with software reverb, losing the existing reverb when focus is lost isn't a problem. - Commented out the TiMidity FIXME messages. - Fixed: FBarShader::GetColumn() passed incorrect information to the software renderer for horizontal bars. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@107 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
parent
84a2fc6a7f
commit
c266dc832c
62 changed files with 21424 additions and 18710 deletions
|
@ -930,7 +930,7 @@ void M_DrawLoad (void)
|
|||
{
|
||||
FTexture *title = TexMan["M_LOADG"];
|
||||
screen->DrawTexture (title,
|
||||
(SCREENWIDTH-title->GetWidth()*CleanXfac)/2, 20*CleanYfac,
|
||||
(SCREENWIDTH - title->GetScaledWidth()*CleanXfac)/2, 20*CleanYfac,
|
||||
DTA_CleanNoMove, true, TAG_DONE);
|
||||
}
|
||||
else
|
||||
|
@ -1293,7 +1293,7 @@ void M_DrawSave()
|
|||
{
|
||||
FTexture *title = TexMan["M_SAVEG"];
|
||||
screen->DrawTexture (title,
|
||||
(SCREENWIDTH-title->GetWidth()*CleanXfac)/2, 20*CleanYfac,
|
||||
(SCREENWIDTH-title->GetScaledWidth()*CleanXfac)/2, 20*CleanYfac,
|
||||
DTA_CleanNoMove, true, TAG_DONE);
|
||||
}
|
||||
else
|
||||
|
@ -3136,7 +3136,7 @@ void M_Drawer ()
|
|||
PalEntry fade = 0;
|
||||
|
||||
const player_t *player = &players[consoleplayer];
|
||||
if (player->camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
|
||||
if (!screen->Accel2D && player->camera != NULL && (gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL))
|
||||
{
|
||||
if (player->camera->player != NULL)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue