Commit graph

3 commits

Author SHA1 Message Date
Christoph Oelckers
2f6ce60d85 - some missed updates from ZDoom in a few library directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@851 b0f79afe-0144-0410-b225-9a4edf0717df
2010-07-24 09:59:17 +00:00
Christoph Oelckers
83639c7877 Update to ZDoom r1552:
- 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
2009-04-19 06:46:53 +00:00
Christoph Oelckers
229bbedf19 -Add missing stuff.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@308 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-13 00:02:10 +00:00