- Gave the intermission screen sounds their own SNDINFO entries.
- Removed obsolete snd_surround cvar.
- Changing screen resolution now adjusts the automap scale to be constant
relative to screen resolution.
- Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB
colorspace, it didn't zero out the temporary buffer.
- Fixed memory leak from leftover code for 7z loading and added the
LUMPF_ZIPFILE flag to their contents so they have the same semantics
as zips.
- Added support for 7z archives.
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
internal sound code.
- Changed gravity doubling so that it only happens when you run off a ledge.
- Fixed: World panning was ignored for the X offset of masked midtextures.
- Extended MF5_MOVEWITHSECTOR so that it always keeps the actor on the ground
of a moving floor, regardless of movement speed. For NOBLOCKMAP items this
is necessary because otherwise they can be left in the air and it also adds
some options for other things.
- Changed A_FreezeDeathChunks() so that instead of directly destroying an
actor, it sets it to the "Null" state, which will make it invisible and
destroy it one tic later.
- Added a NULL pointer check to A_Fire() and copied the target to a local
variable inside A_VileAttack() so that if P_DamageMobj() destroys the
target, the function will still have a valid pointer to it (since reading
it from the actor's instance data invokes the read barrier, which would
return NULL).
- Added NOBLOCKMAP/MOVEWITHSECTOR combination to a few items that had their
NOBLOCKMAP flag taken away previously to make them move with a sector.
This should fix the performance problem Claustrophobia had with recent
ZDoom versions.
- Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk
now uses both of these flags.
- Performance optimization for FBlockThingsIterator::Next(): Actors that
exist in only one block don't need to be added to the CheckArray or
scanned for in it. Also changed the array used to keep track of visited
actors into a hash table.
- added some default definitions for constants that may miss in some headers.
- replaced __va_copy with va_copy per Chris's suggestion.
- replaced #include <malloc.h> with #include <stdlib.h> where possible.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@322 b0f79afe-0144-0410-b225-9a4edf0717df