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36 commits
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0ce82b2979 |
Update to ZDoom r1585:
- Added ACS GetChar function. - Added Gez's submission for polyobjects being able to crush corpses but made it an explicit MAPINFO option only. - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats. - Removed #pragma warnings from cmdlib.h and fixed the places where they were still triggered. These #pragmas were responsible for >90% of the GCC warnings that were not listed in VC++. - Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the parameter handling of the sound functions for attenuation was changed. Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. Also added the option to specify attenuation with direct values in addition to the predefined names. - fixed a few Heretic actors: * The pod generator's attacksound was wrong * The teleglitter generators need different flags if they are supposed to work with z-aware spawning of the glitter. * The knight's axes need the THRUGHOST flag. - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned about. - Added support for imploded zips. - Fixed: Some missile spawning functions ignored the FastSpeed setting. - Fixed: P_CheckSwitchRange tried to access a line's backsector without checking if it is valid. - Fixed: Fast projectile could not be frozen by the Time freezer. - Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight, SetActivator, SetActivatorToTarget. - Added Species property for actors and separated Hexen's Demon1 and Demon2 into different species. - Added handling for UDMF user keys. - Added support for ACS functions that can be defined without recompiling ACC. - Fixed: The short lump name for embedded files must be cleared so that they are not found by a normal lump search. - Added AProp_Notarget actor property. - Fixed: TraceBleed was missing a NULL pointer check, - Fixed: P_RandomChaseDir could crash for friendly monsters that belong to a player which left the game. - Changed A_PodGrow so that it plays the generator's attack sound instead of "misc/podgrow". - Added transference of a select few flags from PowerProtection to its owner. - Added actor type parameters to A_PodPain() and A_MakePod(). - The savegame path is now passed through NicePath(), since it's user- specifiable. - Added save_dir cvar. When non-empty, it controls where savegames go. - SBARINFO update: * Added the ability to center things with fullscreenoffsets enabled. Due to some limitations the syntax is [-]<integer> [+ center]. * Fixed: the translucent flag on drawinventorybar didn't work quite right. * Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The fullscreen inventory bar wasn't scaled correctly. - fixed: The CHECKSWITCHRANGE line flag was ignored for one sided lines. - Added more compatibility settings, submitted by Gez. - Fixed: Doom's fullscreen HUD was limited to 6 keys. - Made 'next endgame' work again for cases where it is supposed to be the same as 'next endgame4'. - GCC nitpick fix: Classes being used as template parameters may not be defined locally in a function. Fixed FWadFile::SetNamespace for that. - Improved error reporting for incorrect textures in maps. - Fixed: When music was stopped this was not set in the global music state. - Fixed: Friendly monsters did not target enemy players in deathmatch. - Fixed: Completely empty patches (8 0-bytes) could not be handled by the texture manager. They now get assigned a new FEmptyTexture object that is just a 1x1 pixel transparent texture. - Fixed: Multiple namespace markers of the same type were no longer detected. - Fixed sprite renaming. - Maps defined with Hexen-style MAPINFOs now run their scripts in the proper order. - Fixed: FWadCollection::CheckNumForName() read the lump each iteration before checking for the end marker. On 32-bit systems, this is -1, but on 64-bit systems, it is a very large integer that is highly unlikely to be in mapped memory. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@325 b0f79afe-0144-0410-b225-9a4edf0717df |
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4c1cbcedfa |
- fixed: Map wads with less than 4 lumps caused an endless loop in the gl nodes checking code.
This condition is true for all UDMF maps with only a TEXTMAP lump. Update to ZDoom r1523: - Fixed: The UDMF textmap readbuffer was never freed. - Fixed: GetPlayerInput() died if you tried to get the input of the activator and the activator was the world. - fixed: Any player class inheriting directly from PlayerPawn was left with empty weapon slots due to the recent rewrite of the weapon slot assignment code. To handle such classes each game now defines a default weapon slot setting in its gameinfo. This will be used when a player class without any weapon slot settings is used. - added 'damage' to the actor variables exported to DECORATE's expression evaluator. - fixed: solid corpses could block ripper missile that originally killed them. - Fixed: Doom's status bar was lacking its default face. - Fixed: Custom skin face graphics were not added to the texture manager. - Fixed: UseHealthItems() gave you health equal to the number of items in the stack of health items, rather than the item's proper amount. - Fixed: SBARINFO's "usessecondaryammo" considered a weapon to not use secondaryammo if ammo2's type was the same as ammo1's, but only if you didn't use the "not" keyword with it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@321 b0f79afe-0144-0410-b225-9a4edf0717df |
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2ea9d7fc44 |
Update to ZDoom r1493:
- Added the current value of the string buffer to the state saved when making a function call in ACS. Now you can print inside functions and also return values from them for the caller to plug directly into another string without having to save it to a temporary variable. - Added an OutputVolume() call after the MusicVolumeChanged() call in MIDIStreamer::Play(). Since the state isn't playing yet when MusicVolumeChanged() is called, it doesn't do this itself. - Fixed: P_RailAttack() passed the wrong angle variable to P_TraceBleed(). - Fixed: S_StopSound may not assume that after stopping a sound channel its link to the next item in the list is still valid. - Fixed typo in src/CMakeLists.txt. - Fixed: Armor only worked for players. - Fixed: P_FindFloorCeiling may not call P_PointInSector if called from P_SpawnMapThing. It must use the values the actor has been initialized to by LinkToWorldForMapThing. - Added the -norun parameter to quit the game just before video initialization. To be used to check for errors in scripts without actually running the game. - Added the -stdout parameter to the Windows version to send all output to a console, like the Linux version has done all along. - Added support for loading ZGL2 nodes. (Only useful with UDMF and maps with more than 65534 lines.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@315 b0f79afe-0144-0410-b225-9a4edf0717df |
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5e8c5c3305 |
Update to ZDoom r1418:
- Fixed parsing for MustConfirm key in skill parser. - Converted internal MAPINFOs to new syntax. - Added a range parameter to SNDINFO's $limit. - Restored Dehacked music name replacement. - Added GUICapture mouse events for Win32. - Changed I_GetFromClipboard() to return an FString. - Added GTK+-based clipboard support for Linux. - Fixed: Most Linux filesystems do not fill in d_type for scandir(), so we cannot rely on it to detect directories. - Added NicePath() function to perform shell-style ~ substitution on path names. - Changed the default screenshot directory on Unix to ~/.zdoom/screenshots/. - Added -shotdir command line option to temporarily override the screenshot_dir cvar. - Fixed: G_SerializeLevel must use the TEXMAN_ReturnFirst flag for getting the sky textures so that it still works when the first texture in a TEXTURE1 lump is used as sky. - Restored the old drawseg/sprite distance check from 2.0.63. The code that replaced it did the check at the center of the area intersected by the sprite and the drawseg, whereas 2.0.63 only did the check at the location of the sprite on the map. - Commented out the CALL_ACTION(A_Look, actor) for targetless friendly monsters in A_DoChase(). They can still find new targets without this, and with it, they got stuck on the first frame of their see state. - Fixed: Keys bound in a custom key section would unbind the key in the main game section. - Fixed scrolling of the automap background on a rotated automap. - Changed singleplayer allowrespawn to act like a co-op game when you change levels while dead by immediately respawning you before the switch so that you get to keep all your inventory. - Fixed: G_InitLevelLocals() did not set flags2. - fixed: The compatibility parser applied the last map's settings to all maps in the compatibility list. - Added compatibility settings for a few more levels in some classic WADs. - Added spechit overflow workaround for Strain MAP07. This is highly map specific because the original behavior cannot be restored. - Added a check for Doom's IWAD levels that forces COMPAT_SHORTTEX for them. MD5 cannot be used well here because there's many different IWADs with slightly different levels. This is only done for Doom format levels to ensure that custom IWADs for ZDoom are not affected. - fixed: level.flags2 was not reset at level start. - Fixed: Morph powerups can change the actor picking up the item so AInventory::CallTryPickup must be able to return the new actor. - Fixed: ACS's GiveInventory may not assume that a PlayerPawn is still attached to the player data after an item has been given. - Added a missing NULL pointer check to DBaseStatusBar::Blendview. - Added a compatibility lump because I think it's a shame that Void doesn't work properly on new ZDooms after all the collaboration I had with Cyb on that map. (Works with other maps, too.) git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@298 b0f79afe-0144-0410-b225-9a4edf0717df |
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ad59f4da77 |
- Update to ZDoom r1401:
- Made improvements so that the FOptionalMapinfoData class is easier to use. - Moved the MF_INCHASE recursion check from A_Look() into A_Chase(). This lets A_Look() always put the actor into its see state. This problem could be heard by an Archvile's resurrectee playing its see sound but failing to enter its see state because it was called from A_Chase(). - Fixed: SBARINFO used different rounding modes for the background and foreground of the DrawBar command. - Bumped MINSAVEVER to coincide with the new MAPINFO merge. - Added a fflush() call after the logfile write in I_FatalError so that the error text is visible in the file while the error dialog is displayed. - moved all code related to global ACS variables to p_acs.cpp where it belongs. - fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew. - rewrote the MAPINFO parser: * split level_info_t::flags into 2 DWORDS so that I don't have to deal with 64 bit values later. * split off skill code into its own file * created a parser class for MAPINFO * replaced all uses of ReplaceString in level_info_t with FStrings and made the specialaction data a TArray so that levelinfos can be handled without error prone maintenance functions. * split of parser code from g_level.cpp * const-ified parameters to F_StartFinale. * Changed how G_MaybeLookupLevelName works and made it return an FString. * removed 64 character limit on level names. - Changed DECORATE replacements so that they aren't overridden by Dehacked. - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed: D3DFB::DrawTextureV() did not properly adjust the texture coordinate for lclip and rclip. - Added weapdrop ccmd. - Centered the compatibility mode option in the comptibility options menu. - Added button mappings for 8 mouse buttons on SDL. It works with my system, but Linux being Linux, there are no guarantees that it's appropriate for other systems. - Fixed: SDL input code did not generate GUI events for the mousewheel, so it could not be used to scroll the console buffer. - Added Blzut3's statusbar maintenance patch. - fixed sound origin of the Mage Wand's missile. - Added APROP_Dropped actor property. - Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start. - Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF - More GCC warning removal, the most egregious of which was the security vulnerability "format not a string literal and no format arguments". - Changed the CMake script to search for fmod libraries by full name instead of assuming a symbolic link has been placed for the latest version. It can also find a non-installed copy of FMOD if it is placed local to the ZDoom source tree. - Fixed: Some OPL state needs to be restored before calculating rhythm. Also, since only the rhythm section uses the RNG, it doesn't need to be advanced for the normal voice processing. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@297 b0f79afe-0144-0410-b225-9a4edf0717df |
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b2ae48bb67 |
Update to ZDoom r1358:
- Added a CopyInfo function to FTexture that contains all code required to clone a texture. Used for creating warping textures. - Fixed: P_FindFloorCeiling should not be called before setting the actor's z- coordinate. For testing 3D Midtex lines and 3D floors the proper position needs to be set first. - Added option to specify the amount of ammo to be given by a WeaponGiver. - fixed: Identification of Doom1 Freedoom IWAD did not work. - fixed: UDMF did not initialize a sector's light colors. - fixed implementation of DF2_NOAUTOAIM flag. - fixed: Parsing of color strings with 6 characters and spaces did not work. - fixed: State labels must be evaluated for the state's owner, not the calling actor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@294 b0f79afe-0144-0410-b225-9a4edf0717df |
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e48f7948b0 |
- restored some code that got accidentally deleted by the last ZDoom update.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@259 b0f79afe-0144-0410-b225-9a4edf0717df |
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99a4d8f37f |
Update to ZDoom r1312:
- Fixed: The save percentage for Doom's green armor was slightly too low which caused roundoff errors that made it less than 1/3 effective. - Added support for "RRGGBB" strings to V_GetColor. - Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly. - Changed GetSpriteIndex to cache the last used sprite name so that the code using this function doesn't have to do it itself. - Moved some more code for the state parser into p_states.cpp. - Fixed: TDeletingArray should not try to delete NULL pointers. - Added binary (b) and hexadecimal (x) cast types for ACS's various print statements. - Added ClassifyActor(tid) ACS builtin function. This takes a TID and returns a set of bits describing the actor. If TID is 0, it returns information about the activator. If there is more than one actor with the given TID, only the first one is considered. Currently defined bits are: ACTOR_NONE No actors with this TID exist (only when TID is not 0). ACTOR_WORLD Activator is the world (only when TID is 0). ACTOR_PLAYER Actor is a player (includes bots and voodoo dolls). ACTOR_BOT Actor is a bot. ACTOR_VOODOODOLL Actor is a voodoo doll. ACTOR_MONSTER Actor is a monster. ACTOR_ALIVE Actor is alive (players/monsters only). ACTOR_DEAD Actor is dead (players/monsters only). ACTOR_MISSILE Actor is a missile. ACTOR_GENERIC Actor exists, but no further information is available. - Moved ExpandEnvVars() from d_main.cpp to cmdlib.cpp. - AutoExec paths now support the same variable expansion as the search paths. Additionally, on Windows, the default autoexec path is now relative to $PROGDIR, rather than using a fixed path to the executable's current directory. - All usable Autoload and AutoExec sections are now created at the top of the config file along with some brief explanatory notes so they are readily visible to anyone who wants to edit them. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@254 b0f79afe-0144-0410-b225-9a4edf0717df |
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f0d12d0449 |
Update to ZDoom r1297:
- WI_drawLF() now draws the level name at the top of the screen, always. - Fixed: disabling lowerHealthCap didn't affect interpolateHealth. - The co-op summary screen now has a totals row at the bottom (if it fits). - Changed WI_drawPercent() when wi_percents is false so that the total display is optional, and it formats it like Heretic's intermission, with a slash and a fixed-width right column. - Font is no longer a property of the screen object. Pass the font to DrawText and DrawChar directly instead. - Doom's intermission characters are now collected together as a font so they can be colorized. - Fixed: compatf_limitpain must check for 21 Lost Souls, not 20. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@245 b0f79afe-0144-0410-b225-9a4edf0717df |
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61c07e3d2b |
- after experiencing several crashes in RTC-3057 in the hudmessage code I replaced strbin with a version that creates a copy for the modified string.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@233 b0f79afe-0144-0410-b225-9a4edf0717df |
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83ece56308 |
- Fixed: The trace code could pass a temporary sector struct with its result.
Update to ZDoom r1271: - Added native variables to expression evaluator and replaced the previous handling of actor variables in expressions with it. - Added support for floating point constants to DECORATE expression evaluator. - Rewrote the SeePastShootableLines check in P_SightCheckLine() to be more readable. - Commented out the MugShot state nulling in DSBarInfo::AttachToPlayer() so that fiddling with player options does not reset the mug shot. - Fixed: SetMugShotState ACS command did not pop the stack. - Added a global symbol table and changed DECORATE parser to put its global symbols there instead of into AActor. - Changed the expression evaluator's floating point precision to double. - Started rewriting the DECORATE expression evaluator to allow more flexibility. All the operators use the new functionality but functions, variables and constants are yet to be redone. While doing this rewrite I noticed that random2 was always evaluated as const. This got fixed automatically. - This may or may not be a problem, but GCC warned that FStateDefinitions:: AddStateDefines() does not initialize def.FStateDefine::DefineFlags, so I fixed that. - Fixed: The three-argument version of AActor::FindState() initialized a two-entry array for passing to the main FindState() routine, but did not actually pass it, passing the original primary label instead. - Fixed: SDL builds did not shutdown the sound system at exit. - Fixed: ThingCountSector and ThingCountNameSector did not remove enough entries from the stack, and did not put the result in the right slot. - Fixed: Teleport lines were prioritized over secret lines when deciding what color to draw them on the automap. - Fixed: Death-reverting morphs did not remove the morph item from the player's inventory when death caused the morph to revert. - Updated fmod_wrap.h for FMOD Ex 4.18. - Fixed: The TEXTURES parser could copy beyond the end of a string when parsing a 'define' definition. - Fixed: Cheats in demos must not access the weapon slots. - Fixed: S_ChannelEnded didn't check for a NULL SfxInfo. - Fixed: R_InitTables did a typecast to angle_t instead of fixed_t. - Fixed: PowerProtection and PowerDamage applied their defaults incorrectly. - Fixed: The damage type property didn't properly read its factor. - Finally has the right idea how to restore Doom's original clipping of projectiles against decorations without breaking anything newer: Added a new 'projectilepassheight' property that defines an alternative height that is only used when checking a projectile's movement against this actor. If the value is positive it is used regardless of other settings, if it is negative, its absolute will be used if a new compatibility option is enabled and if it is 0 the normal height will be used. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@187 b0f79afe-0144-0410-b225-9a4edf0717df |
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9d46cdadbe |
Update to ZDoom r1246:
- Used the one unused byte in the state structure as a flag to tell what type the NextState parameter is. The code did some rather unsafe checks with it to determine its type. - moved all state related code into a new file: p_states.cpp. - merged all FindState functions. All the different variations are now inlined and call the same function to do the real work. - did some code cleanup and reorganization in thingdef.cpp. - Replaced the translation parser for TEXTURES with FRemapTable::AddToTranslation. - To get the game name the screenshot code might as well use the globally available GameNames array instead of creating its own list. - Moved backpack names for cheat into gameinfo. - Fixed: SNDINFO must be loaded before the textures. However, this required some changes to the MAPINFO parser which tried to access the texture manager to check if the level name patches exist. That check had to be moved to where the intermission screen is set up. - Fixed: 'bloodcolor' ignored the first parameter value when given a list of integers. Please note that this creates an incompatibility between old and new versions so if you want to create something that works with both 2.2.0 and current versions better use the string format version for the color parameter! - Rewrote the DECORATE property parser so that the parser is completely separated from the property handlers. This should allow reuse of all the handler code for a new format if Doomscript requires one. - Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's defaults were larger than the parent's. - Moved A_ChangeFlag to thingdef_codeptr.cpp. - Moved translation related code from thingdef_properties.cpp to r_translate.cpp and rewrote the translation parser to use FScanner instead of strtol. - replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency. Since this was never used outside zdoom.pk3 it's not critical. - Removed support for game specific pickup messages because the only thing this was ever used for - Raven's invulnerability item - has already been split up into a Heretic and Hexen version. - Fixed: The Timidity config parser always tried to process the note number, even if it wasn't specified. - Fixed: When UpdateJoystickMenu() modifies the menu items for different controllers, the joystick axis selectors need to NULL the d.graycheck field, since this is shared by the axis sensitivity sliders' step values. - Fixed: The crosshair must be initialized after the texture manager because on the fly texture creation for graphics patches is no longer supported. - Fixed a few Linux compile errors. - Changed: Replaced weapons should not be given by generic cheats, only when explicitly giving them. - Changed 'give weapon' cheat so that in single player it only gives weapons belonging to the current game or are placed in a weapon slot to avoid giving the Chex Quest weapons in Doom and vice versa. - Fixed: The texture manager must be the first thing to be initialized because MAPINFO and DECORATE both can reference textures and letting them create their own textures is not safe. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@181 b0f79afe-0144-0410-b225-9a4edf0717df |
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2cba83663a |
Update to ZDoom r1229:
- Separated low level sound code from all high level dependencies. - Separated low level sound channel class from high level class which now is just a subclass of the low level class. - Moved some more high level sound logic out of FMODSoundRenderer: The rolloff and channel ended callbacks now call functions in s_sound.cpp instead of working on the data itself and GSnd->StopSound has been replaced with S_StopChannel. - Changed compilation for g_doom, g_heretic, g_hexen and g_strife folders so that all files are included by a central one instead of compiling each one separately. This speeds up the compilation process by 25% when doing a complete rebuild in Visual C. - Cleaned up some include dependencies. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@179 b0f79afe-0144-0410-b225-9a4edf0717df |
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8ffbd9f73a |
Update to ZDoom r1222
- Moved IF_ALWAYSPICKUP and GiveQuest into CallTryPickup so that they are automatically used by all inventory classes. - The previous change made it necessary to replace all TryPickup calls with another function that just calls TryPickup. - Fixed: AInventory::TryPickup can change the toucher so this must be reported to subclasses calling the super function. Changed TryPickup to pass the toucher pointer by reference. - Prefixed all names of CQ decorations with Chex after seeing some conflicts with PWADs. - Removed Chex Quest actors that were just unaltered duplicates of Doom's. - Added detection for Chex Quest 3 IWAD. - Cleaned up M_QuitGame because the code was almost incomprehensible and I wanted to add CQ3's new quit messages. - Added Chex Quest obituaries and a few other messages from CQ3. - Fixed: drawbar improperly clipped images when not in the top left quadrant. - Fixed: Crouching no longer worked due to a bug introduced by the player input code. - Added GetPlayerInput() for examining a player's inputs from ACS. Most buttons are now passed across the network, and there are four new user buttons specifically for use with this command. Also defined +zoom and +reload for future implementation. - Fixed: Hexen's fourth weapon pieces did not play the correct pickup sound, and when they were fully assembled, they did not play the sound across the entire level. - Antialiasing of lines is now controlled solely by the vid_hwaalines cvar, ignoring what the driver reports, since ATI is apparently just as bad as NVidia. - Added a check for D3DLINECAPS_ANTIALIAS, but this is complicated by the fact that NVidia's don't report it, even though they support it. If there are any cards that no longer have antialised lines on the automap, please let me know. - Added vid_hwaalines cvar to force antialiased lines off for the Direct3D renderer, in case it doesn't really support them. - Fixed: The new rolloff values being stored in FSoundChan need to be serialized for savegames. - Since loading of the sound lump is now done in S_LoadSound I added an IsNull method to the SoundRenderer class so that this function doesn't need to load the sound for the NullSoundRenderer. - Took some more non-FMOD related code out of fmodsound.cpp, including the code that checks for raw and Doom sounds. This means that sfxinfo_t is no longer needed in the SoundRenderer class so I took out all references to it. - Fixed: FMODSoundRenderer::StartSound3D must set the static variable pointing to the rolloff information back to NULL when starting the sound fails. - Fixed: Rolloff information was taken from the sfxinfo that contained the actual sound data, not the one that was used for starting the sound. - Fixed: Chex Quest's Super Bootspork was missing the pickup message. - Added missing Strife automap colors for items and non-monsters. - Fixed: GetMSLength didn't resolve random and player sounds. - Moved sound aliasing code out of fmodsound.cpp into S_LoadSound. - Fixed: The tagged version of TranslucentLine took the information for additive translucency from the tagged linedef, not the control linedef. - Added check for additive translucency to TRANMAP checking. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@175 b0f79afe-0144-0410-b225-9a4edf0717df |
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92b2fb4803 |
Update to ZDoom r 1181:
- Fixed: The conversion of the strings in wbstartstruct_t to FStrings caused crashes when reloading the hub data. - Replaced WALLF_AUTOCONTRAST with WALLF_NOFAKECONTRAST so that the default setting for the flags is 0. - Added: doom2day's smoothlighting - Added: dontincrement argument to A_CheckForReload. - Fixed: The UDMF parser wrote class filter bits into SkillFilter. - Fixed: (SBARINFO patch) DrawInventoryBar has a missing argument in one of its drawgraphic calls. - Added Gez's patch for Heretic's GIMME cheat. - Externalized some cheat strings. - Added Gez's patch for removing MF4_FIRERESIST. (SBARINFO patch) - Fixed: DrawBar would not show. - Fixed: IsSelected took string constants instead of identifiers. - Put more floor/ceiling properties in sector_t into a substructure and added wrapper functions. - Fixed: A_Explode wants the distance parameter as an int, not a fixed_t. - some minor DECORATE fixes. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@161 b0f79afe-0144-0410-b225-9a4edf0717df |
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cac80858f4 |
Update to ZDoom r1146 (warning: massive changes ahead!)
- Removed DECORATE's ParseClass because it was only used to add data to fully internal actor classes which no longer exist. - Changed the state structure so that the Tics value doesn't need to be hacked into misc1 with SF_BIGTIC anymore. - Changed sprite processing so that sprite names are converted to indices during parsing so that an additional postprocessing step is no longer needed. - Fixed: Sprite names in DECORATE were case sensitive. - Exported AActor's defaults to DECORATE and removed all code for the internal property parser which is no longer needed. - Converted the Heresiarch to DECORATE. - Added an Active and Inactive state for monsters. - Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted GetRaiseSpeed and GetSinkSpeed. - Added some remaining DECORATE conversions for Hexen by Karate Chris. - Changed Windows to use the performance counter instead of rdtsc. - Changed Linux to use clock_gettime for profiling instead of rdtsc. This avoids potential erroneous results on multicore and variable speed processors. - Converted the last of Hexen's inventory items to DECORATE so that I could export AInventory. - Removed AT_GAME_SET because it's no longer used anywhere. - Converted the last remaining global classes to DECORATE. - Fixed: Inventory.PickupFlash requires an class name as parameter not an integer. Some Hexen definitions got it wrong. - Converted Hexen's Pig to DECORATE. - Replaced the ActorInfo definitions of all internal inventory classes with DECORATE definitions. - Added option to specify a powerup's duration in second by using a negative number. - Added Gez's Freedoom detection patch. - SBARINFO update: * Added: The ability to have drawkeybar auto detect spacing. * Added: Offset parameter to drawkeybar to allow two key bars with different keys. * Added: Multi-row/column keybar parameters. Spacing can also be auto. These defualt to left to right/top to bottom but can be switched. * Added: Drawshadow flag to drawnumber. This will draw a solid color and translucent number under the normal number. * Added: hexenarmor to drawimage. This takes a parameter for a hexen armor type and will fade the image like the hexen status bar. * Added: centerbottom offset to draw(switchable)image. * Added: translucent flag to drawinventorybar. * Fixed: Accidentally removed flag from DrawTexture that allowed negative coordinates to work with fullscreenoffsets. Hopefully this is the last major bug in the fullscreenoffsets system. - Ported vlinetallasm4 to AMD64 assembly. Even with the increased number of registers AMD64 provides, this routine still needs to be written as self- modifying code for maximum performance. The additional registers do allow for further optimization over the x86 version by allowing all four pixels to be in flight at the same time. The end result is that AMD64 ASM is about 2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM. (For further comparison, AMD64 C and x86 C are practically the same for this function.) Should I port any more assembly to AMD64, mvlineasm4 is the most likely candidate, but it's not used enough at this point to bother. Also, this may or may not work with Linux at the moment, since it doesn't have the eh_handler metadata. Win64 is easier, since I just need to structure the function prologue and epilogue properly and use some assembler directives/macros to automatically generate the metadata. And that brings up another point: You need YASM to assemble the AMD64 code, because NASM doesn't support the Win64 metadata directives. - Replaced the ActorInfo definitions of several internal classes with DECORATE definitions - Converted teleport fog and destinations to DECORATE. - AActor::PreExplode is gone now that the last item that was using it has been converted. - Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE. - Exported Point pushers, CustomSprite and AmbientSound to DECORATE. - Changed increased lightning damage for Centaurs into a damage factor. - Changed PoisonCloud and Lightning special treatment in P_DamageMobj to use damage types instead to keep dependencies on specific actor types out of the main engine code. - Added Korax DECORATE conversion by Gez and a few others by Karate Chris. - Removed FourthWeaponClass and based Hexen's fourth weapons on the generic weapon pieces. - Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris. - Added aWeaponGiver class to generalize the standing AssaultGun. - converted a_Strifeweapons.cpp to DECORATE, except for the Sigil. - Added an SSE version of DoBlending. This is strictly C intrinsics. VC++ still throws around unneccessary register moves. GCC seems to be pretty close to optimal, requiring only about 2 cycles/color. They're both faster than my hand-written MMX routine, so I don't need to feel bad about not hand-optimizing this for x64 builds. - Removed an extra instruction from DoBlending_MMX, transposed two instructions, and unrolled it once, shaving off about 80 cycles from the time required to blend 256 palette entries. Why? Because I tried writing a C version of the routine using compiler intrinsics and was appalled by all the extra movq's VC++ added to the code. GCC was better, but still generated extra instructions. I only wanted a C version because I can't use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit of a pain. (It's a pain because Linux and Windows have different calling conventions, and you need to maintain extra metadata for functions.) So, the assembly version stays and the C version stays out. - Converted the rest of a_strifestuff.cpp to DECORATE. - Fixed: AStalker::CheckMeleeRange did not perform all checks of AActor::CheckMeleeRange. I replaced this virtual override with a new flag MF5_NOVERTICALMELEERANGE so that this feature can also be used by other actors. - Converted Strife's Stalker to DECORATE. - Converted ArtiTeleport to DECORATE. - Removed the NoBlockingSet method from AActor because everything using it has been converted to DECORATE using DropItem instead. - Changed: Macil doesn't need the StrifeHumanoid's special death states so he might as well inherit directly from AActor. - Converted Strife's Coin, Oracle, Macil and StrifeHumanoid to DECORATE. Also moved the burning hand states to StrifePlayer where they really belong. - Added Gez's dropammofactor submission with some necessary changes. Also merged redundant ammo multiplication code from P_DropItem and ADehackedPickup::TryPickup. - Restricted native action function definitions to zdoom.pk3. - Fixed. The Firedemon was missing a game filter. - Added: disablegrin, disableouch, disablepain, and disablerampage flags to drawmugshot. - Fixed: LowerHealthCap did not work properly. - Fixed: Various bugs I noticed in the fullscreenoffsets code. - Removed all the pixel doubling r_detail modes, since the one platform they were intended to assist (486) actually sees very little benefit from them. - Rewrote CheckMMX in C and renamed it to CheckCPU. - Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache only for AMD processors, so we must not use it on other architectures, or we end up overwriting the L1 cache line size with 0 or some other number we don't actually understand. - The x87 precision control is now explicitly set for double precision, since GCC defaults to extended precision instead, unlike Visual C++. - Converted Strife's Programmer, Loremaster and Thingstoblowup to DECORATE. - Fixed: Attacking a merchant in Strife didn't alert the enemies. - Removed AT_GAME_SET(PowerInvulnerable) due to the problems it caused. The two occurences in the code that depended on it were changed accordingly. Invulnerability colormaps are now being set by the items exclusively. - Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER so that it can hopefully be generalized to be usable elsewhere later. - Added Gez's submission for converting the Minotaur to DECORATE. - Fixed a few minor DECORATE bugs. - Changed coordinate storage for EntityBoss so that it works properly even when the pod is not used to spawn it. - Converted Strife's Spectres and Entity to DECORATE. - Added: fullscreenoffsets flag for status bars. This changes the coordinate system to be relative to the top left corner of the screen. This is useful for full screen status bars. - Changed: drawinventorybar will use the width of artibox or invcurs (strife) to determine the spacing. Let me know if this breaks any released mods. - Fixed: If a status bar height of 0 was specified in SBarInfo the wrong bar would be shown. - Fixed: If a static inventory bar was used the user still had to press invuse in order to get rid of the "overlay". - Fixed: forcescaled would not work if the height of the bar was 0. - Added: keyslot to drawswitchableimage. - Fixed: The transition effects for the log and keys popups were switched. - Converted Strife's Crusader, Inquisitor and spectral missiles to DECORATE. - Converted Strife's Acolytes, Rebels, Sentinel, Reaver and Templar to DECORATE. - Added DECORATE conversions for Hexen's Cleric weapons by Karate Chris. - Added a check to Zipdir that excludes files with a .orig extension. These can be left behind by patch.exe and create problems. - fixed: Unmorphing from chicken caused a crash when reading non-existent meta-data strings. - Converted the ScriptedMarines to DECORATE. - Fixed: DLightTransfer and DWallLightTransfer were declared as actors. - Converted the PhoenixRod and associated classes to DECORATE to make the Heretic conversion complete. - Converted the Minotaur's projectiles to DECORATE so that I can get rid of the AT_SPEED_SET code. - Converted Heretic's Blaster and SkullRod to DECORATE. - Converted the mace and all related actors to DECORATE and generalized the spawn function that only spawns one mace per level. - Moved Mace respawning code into AInventory so that it works properly for replacement actors. - Added more DECORATE conversions by Karate Chris. - Cleaned up the new bridge code and exported all related actors to DECORATE so that the exported code pointers can be used. - Separated Heretic's and Hexen's invulnerability items for stability reasons. - Fixed spurious warnings on 32-bit VC++ debug builds. - Made the subsong (order) number a proper parameter to MusInfo::Play() instead of requiring a separate SetPosition() call to do it. - Added Gez's submission for custom bridge things. - Fixed: ASpecialSpot must check the array's size before dividing by it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@151 b0f79afe-0144-0410-b225-9a4edf0717df |
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1ee7f7395e |
Update to ZDoom r1073:
- Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still treated it as a mace and wrote into some undefined memory. - Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement. - Added a speed parameter to A_SkullAttack. - Fixed: Black as first or only blood color didn't work. - Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag. - Fixed: Spawning a player could play the *gasp sound. - Fixed: SBARINFO's health display didn't scale to the proper maximum. - Added const char &operator[] (unsigned int index) to FString class. - Added Skulltag's Teleport_NoStop action special. - Fixed: Strife's EntityBoss didn't copy friendliness information to the sub-entities. - Fixed: Friendly spectral monsters should be able to hurt unfriendly ones and vice versa. - Fixed: In deathmatch specral missiles spawned by players should hurt other players. - Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning projectiles it spawned. - Changed the EntityBoss's attack function to call the equivalent spectre functions instead of duplicating their code. - Gave many of Strife's code pointers that only had a number as name more meaningful names. - Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn is called. - Added a compatibility option to play sector sounds from the precalculated center because some maps apparently abuse the behavior to make the sound play somewhere where it can't be heard by the player to fake silent movement. - Fixed: The S_Sound variant taking an actor must check if the actor is not NULL. - Fixed: ACS's ActivatorSound must check if the activator is valid. - Changed stats drawing so that multi-line strings can be used. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@132 b0f79afe-0144-0410-b225-9a4edf0717df |
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45d3093f18 |
Update to ZDoom r1069:
- Added a check to G_DoSaveGame() to prevent saving when you're not actually in a level. - Fixed: Serialized player data must always be loaded, even if it's simply to be discarded, so that anything serialized after the players will load from the correct position in the file when revisiting a hub map. - Changed: AInventory::Tick now only calls the super method if the item is not owned. Having owned inventory items interact with the world is not supposed to happen. - Fixed: case PCD_SECTORDAMAGE in p_acs.cpp was missing a terminating 'break'. - Fixed: When a weapon is destroyed, its sister weapon must also be destroyed. - Added a check for PUFFGETSOWNER to A_BFGSpray. - Moved the PUFFGETSOWNER check into P_SpawnPuff and removed the limitation to players only. - Fixed: P_SpawnMapThing still checked FMapThing::flags for the class bits instead of FMapThing::ClassFilter. - Fixed: A_CustomMissile must not let P_SpawnMissile call P_CheckMissileSpawn. It must do this itself after setting the proper owner. - Fixed: CCMD(give) increased the total item count. - Fixed: A_Stop didn't set the player specific variables to 0. - Fixed: Screenwipes now pause sounds, since there can be sounds playing during them. - UI sounds are now omitted from savegames. - Fixed: Menu sounds had been restricted to one at a time again. - Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that it will occur after the players are loaded. - Added fixes from FreeBSD for 0-length and very large string buffers passed to myvsnprintf. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@131 b0f79afe-0144-0410-b225-9a4edf0717df |
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bc28486753 |
Update to ZDoom r1062:
- Rewrote myvsnprintf to use the StringFormat routines directly so that no additional memory needs to be allocated from the heap. - Polyobject sounds now play from their lines, similar to the way sector sounds are handled. - Why do polyobjects have a 3D start spot? Flattened it to 2D. - Moved the sector sound origin calculation out of fmodsound.cpp and into s_sound.cpp so that the near sound limiting will use the correct sound location for deciding on neighbors. - Removed the S_Sound() variant that allows for pointing the origin at an arbitrary point. It has been replaced with a variant that takes a polyobject as a source, since that was the only use that couldn't be rewritten with the other variants. This also fixes the bug that polyobject sounds were not successfully saved and caused a crash when reloading the game. Note that this is a significant change to how equality of sound sources is determined, so some things may not behave quite the same as before. (Which would be a bug, but hopefully everything still sounds the same.) - Adjusted the noise debug table so that fractional volume levels do not run into the adjacent columns. - Added a NullSoundRenderer so that most of the checks against a NULL GSnd can be removed. - Fixed: Looping sounds must always successfully allocate a channel, even if it's only a pre-evicted channel. - Added A_ClearReFire code pointer for weapons. Preferably A_WeaponReady should reset this counter but that can't be done due to unwanted side effects with existing weapons. - Changed the 'scale' variable in CVAR(turbo) to double because the calculations depended on the current floating point precision setting and only worked properly when set to 'precise' in VC++. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@130 b0f79afe-0144-0410-b225-9a4edf0717df |
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722eccf6c7 |
Update to ZDoom r1052:
- Fixed: Dead players didn't get the MF_CORPSE flag set. - Fixed: The internal definition of Floor_LowerToNearest had incorrect parameter settings. - Fixed: Heretic's ActivatedTimeBomb had the same spawn ID as the inventory item. - fixed: Heretic's mace did not have its spawn ID set. - For controls that are not bound, the customize controls menu now displays a black --- instead of ???. - Applied Gez's BossBrainPatch3. - Fixed: P_BulletSlope() did not return the linetarget. This effected the Sigil, A_JumpIfCloser, and A_JumpIfTargetInLOS. - Fixed all the new warnings tossed out by GCC 4.3. - Fixed: PickNext/PrevWeapon() did not check for NULL player actors. - Fixed compilation issues with GCC. - Removed special case for nobotnodes in MAPINFO. - Added support for ST's QUARTERGRAVITY flag. - Added a generalized version of Skulltag's A_CheckRailReload function. - Fixed: DrawImage didn't take 0 as a valid image index. - Added Gez's RandomSpawner submission with significant changes. - Added optional blocks for MAPINFO map definitions. ZDoom doesn't use this feature itself but it allows other ports based on ZDoom to implement their own sets of options without making such a MAPINFO unreadable by ZDoom. - Fixed: The mugshot would not reset on re-spawn. - Fixed: Picking up a weapon would sometimes not activate the grin. - Changed: Line_SetIdentification will ignore extended parameters when used in maps defined Hexen style in MAPINFO. - Fixed: Ambient sounds didn't pass their point of origin to S_StartSound. - Fixed: UseType was not properly set for textures defined in TEXTURES. - Fixed: You couldn't set an offset for sprites defined in TEXTURES. - Added read barriers to all actor pointers within player_t except for mo, ReadyWeapon and PendingWeapon. - Added a read barrier to player_t::PrewmorphWeapon. - Fixed: After spawning a deathmatch player P_PlayerStartStomp must be called. - Fixed: SpawnThings must check if the players were spawned before calling P_PlayerStartStomp. - Fixed typo in flat scroll interpolation. - Changed FImageCollection to return translated texture indices so that animated icons can be done with it. - Changed FImageCollection to use a TArray to hold its data. - Fixed: SetChanHeadSettings did an assignment instead of comparing the channel ID witg CHAN_CEILING. - Changed sound sequence names for animated doors to FNames. - Automatically fixed: DCeiling didn't properly serialize its texture id. - Replaced integers as texture ID representation with a specific new type to track down all potentially incorrect uses and remaining WORDs used for texture IDs so that more than 32767 or 65535 textures can be defined. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@124 b0f79afe-0144-0410-b225-9a4edf0717df |
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513aeb87b8 |
- Increased the duration of respawn invulnerability by one second.
- DF2_YES_RESPAWN_INVUL and DF_FORCE_RESPAWN now apply to all multiplayer games, not just deathmatch, without the need for turning on alwaysapplydmflags. - Fixed: DF2_YES_RESPAWN_INVUL only worked in deathmatch, even with alwaysapplydmflags turned on. - Fixed: DF_COOP_LOSE_ARMOR did not empty the starting armor items. - Replaced the naive area sound implementation with one that takes into consideration the size and shape of the sector producing the sound. See the lifts on Doom 2 MAP30 and compare with previous versions. - Fixed: The stop sound for sector-based sound sequences was not played with the CHAN_AREA flag. - Removed the distinction between S_Sound() and S_SoundID() functions. Use S_Sound() for both names and IDs from now on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@123 b0f79afe-0144-0410-b225-9a4edf0717df |
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9c8f4874cf |
Update to ZDoom r1033:
- Fixed: The UDMF parser stored plane rotation angles as fixed_t, not angle_t. - Grouped the sector plane texture transformation values into a separate structure and replaced all access to them with wrapper functions. - Add environment 255, 255 as a way to get the software underwater effect in any zone you want. - Using a too-recent version of FMOD now gives an error, since there may be breaking changes to the API from one version to the next (excluding revisions in stable branches, which only represent bug fixes). - Updated fmod_wrap.h for FMOD 4.16 and corrected a bug that had gone unnoticed before: The delayhi and delaylo parameters for Channel::setDelay() and getDelay() were swapped. - Fixed: P_ChangeSector could incorrectly block movement when checking for mid textures linked to a moving floor. - Fixed AActor's bouncefactor definitions which I accidentally changed when adding wallbouncefactor. - Fixed: A_SpawnItemEx added the floorclip offset to the z coordinate instead of subtracting it. - Fixed: SBARINFO's popup code used 1-based indices to address a C++ array. - Fixed: ACS's ChangeSky command didn't clean up the stack. - Fixed: Wall scrolling interpolations incremented their reference count twice. - Fixed: Before a level's thinkers are loaded all previous interpolations must be cleared. - Fixed: deleted interpolations didn't NULL the pointer in the interpolated object. Also added all interpolation pointers to DSectorMarker to ensure that they are properyl processed by the garbage collector. - Added scaling to double size for idmypos display. - Changed: Players don't telefrag when they are spawned now but after all actors have been spawned to avoid accidental voodoo doll telefragging. - Fixed: ACS scripts for non-existent maps were started on the current one. - Added a 'wallbouncefactor' property to AActor. - Reverted forceunderwater change from r1026 and fixed the problem for real: SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec. So the initial check of the current sector in AActor::UpdateWaterLevel must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK. - Dehacked fix discovered by entryway: Dehacked only changes the blue armor's armortype. It does not touch the armor given by the megasphere. - Changed forcewater handling so that only control sectors created by one- sided lines become swimmable, since there's a good chance that a two-sided line is creating the control sector out of a normal, accessible portion of the map. (See e.g. linedef 29242 of zdoomcmp1.) - Added self-modifying code notifications for Valgrind. Build with make VALGRIND=1 to turn them on. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@121 b0f79afe-0144-0410-b225-9a4edf0717df |
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2067574412 |
Update to ZDoom r1017:
- Fixed: MAPINFO's 'lookup' option should only work for actual strings but not for lump and file names. - Added a few 'activator == NULL' checks to some ACS functions. - Added line and vertex lists to polyobjects so that I can do some changes that won't work with only a seg list being maintained. (SBarInfo update #23) - Fixed: Drawing the amount of an inventory item in the player's inventory did not work - Added: PowerupTime to drawnumber and drawbar. You must specify a powerupgiver. Although drawnumber goes in seconds the powerup has left drawbar will use ticks for extra accuracy. - I have increased cross-port compatibility with Skulltag. If an unknown game mode is provided for sbarinfo's gamemode command it will ignore it and continue. - Added an option to consider intermission screens gameplay for purposes of capturing the mouse. - Changed: Telefragging should not thrust the victim if it isn't in precisely the same position as the killer. - fixed: A_SpawnItemEx must call P_TeleportMove before checking the spawned object's position. - Fixed: Ouch state was far to easy to achieve. - Made all the basic texture classes local to their implementation. They are not needed anywhere else. - Changed the HackHack hack for corrupt 256 pixel high textures that FMultiPatchTexture only calls a virtual function instead of doing any type checks of the patch itself. - Cleaned up the constant definitions in doomdata.h. - Moved the TEXTUREx structures from doomdata.h to multipatchtexture.cpp because they are used only in this one file. - Removed some more typedefs from r_defs.h and doomdata.h - Moved local polyobject data definitions from p_local.h to po_man.cpp. - Renamed player_s to player_t globally to get rid of the duplicate names for this class. - Added coordinate range checking to DCanvas::ParseDrawTextureTags() to avoid potential crashes in the situation that con_scaletext is 2 and somebody uses a hud message as if a hud size was specified, but forgot to actually set the hud size. - Consolidated the mug shot code shared by DSBarInfo and DDoomStatusBar into a single place. - Fixed: Setting an invalid mug shot state crashed the game. - Fixed my attempts to be clever with strings yesterday. - If an actor's current target temporarily goes unshootable, its threshold is now reset to 0, so it will more readily switch back to it. - Fixed: Deactivating the game no longer allows reverb effects to continue playing while the sound is paused. - Fixed: S_StartNamedSound() looked for SECF_SILENT in MoreFlags instead of Flags. - Fixed: DSBarInfo::updateState() and DDoomStatusBar::UpdateState() sprung leaks and didn't allocate enough space for the fullStateName string. - Disabled DUMB's mono destination mixers. It's not like I'm ever going to target an original SoundBlaster, so they're a waste of space to have around. This trims resample.obj down to ~60k now. - Fixed: PrtScn/SysRq key did not work on Linux. - Added an alternate module replay engine that uses foo_dumb's replayer, a heavily customized version of DUMB (Dynamic Universal Music Bibliotheque). It has been slightly modified by me: * Added support for Ogg Vorbis-compressed samples in XM files ala FMOD. * Removed excessive mallocs from the replay core. * Rerolled the loops in resample.c. Unrolling them made the object file ~250k large while providing little benefit. Even at ~100k, I think it's still larger than it ought to be, but I'll live with it for now. Other than that, it's essentially the same thing you'd hear in foobar2000, minus some subsong detection features. Release builds of the library look like they might even be slightly faster than FMOD, which is a plus. - Fixed: Timidity::font_add() did not release the file reader it created. - Fixed: The SF2 loader did not free the sample headers in its destructor. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@113 b0f79afe-0144-0410-b225-9a4edf0717df |
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c266dc832c |
- 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 |
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93df2a62bf |
Update to ZDoom r922:
- Added Martin Howe's fixes for morphing and DECORATE function prototypes. - Minor fixes in texture code. - Fixed: The FMOD::System object was never released, only closed, so snd_reset would eventually run into the hard limit on the total number of FMOD::System objects that can be created concurrently (currently 15). - Added proper error checks to the FMOD initialization process. - Updated fmod_wrap.h for FMOD 4.14. - Set note velocity back to using a linear sounding volume curve, although it's now used to scale channel volume and expression, so recompute_amp() is still only doing one volume curve lookup. - Fixed: TimidityMIDIDevice caused a crash at the end of a non-looping song. - Made translation support for multipatch textures operational. - Added support for the GUS patch format's scale_frequency and scale_factor parameters. These seem to be used primarily to restrict percussion instruments to specific notes. - Changed note velocity to not use the volume curve in recompute_amp(), since this sounds closer to TiMidity++, although I don't believe it's correct MIDI behavior. Also changed expression so that it scales the channel volume before going through the curve. - Reworked load_instrument() to be less opaque. - Went through the TiMidity code and removed pretty much all of the SDL_mixer extensions. The only exception would be kill_others(), which I reworked into a kill_key_group() function, which should be useful for DLS instruments in the future. - Added translation support to multipatch textures. Not tested yet! - Added Martin Howe's morph weapon update. - Changed true color texture creation to use a newly defined Bitmap class instead of having the copy functions in the frame buffer class. - Fixed: The WolfSS didn't have its obituary defined. - Added submission for ACS CheckPlayerCamera ACS function. - Removed FRadiusThingsIterator after discovering that VC++ misoptimized it in P_CheckPosition. Now FBlockThingsIterator is used with the distance check being done manually. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@94 b0f79afe-0144-0410-b225-9a4edf0717df |
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cabaf17cac |
- Fixed: The players were not added to FS's list of spawned things.
- Update to ZDoom r882 - Added the option to use $ as a prefix to a string table name everywhere in MAPINFO where 'lookup' could be specified so that there is one consistent way to do it. - Externalized all default episode definitions. Added an 'optional' keyword to handle M4 and 5 in Doom and Heretic. - Added P_CheckMapData function and replaced all calls to P_OpenMapData that only checked for a map's presence with it. - Added Martin Howe's player statusbar face submission. - Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap' but keeps all existing information in the default and just adds to it. This is needed because Hexen and Strife set some information in their base MAPINFO and using 'defaultmap' in a PWAD would override that. - Fixed: Using MAPINFO's f1 option could cause memory leaks. - Added option to load lumps by full name to several places: * Finale texts loaded from a text lump * Demos * Local SNDINFOs * Local SNDSEQs * Image names in FONTDEFS * intermission script names - Changed the STCFN121 handling. The character is not an 'I' but a '|' so instead of discarding it it should be inserted at position 124. - Renamed indexfont.fon to indexfont so that I could remove a special case from V_GetFont that was just added for this one font. - Added a 'dumpspawnedthings' CVAR that enables a listing of all things in the map and the actor type they spawned. SBarInfo Update #16 - Added: fillzeros flag for drawnumber. When set the string will always have a length of the specified size and zeros will fill in for the missing places. If the number is negative the negative sign will take the place of the last digit. - Added: globalarray type to drawnumber which will display the value in a global array with the index set to the player's number. Untested. - Added: isselected command to SBarInfo. - Fixed: Bi and Tri colored numbers didn't work. - Fixed: Crash when using nullimage as the last image in drawswitchableimage. - Applied Graf suggestion to include the y coord when calulating heights to fix most of the gaps caused by round off errors. At least for now anyways and it is only applied for drawimage. - SBarInfo inventory bars have been converted to use screen->DrawTexture() - Increased limit for demon/melee to 4. - Fixed: P_CheckSwitchRange accessed invalid memory when testing a one-sided line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. - Fixed: The minimum parameter count for ACS_Execute and ACS_ExecuteAlways for DECORATE was wrong (2 instead of 1.) - Changed: Hexen set every cluster to be a hub if it hadn't been defined before a level using this cluster. Now it will only do that if HexenHack is true, i.e. when original Hexen format MAPINFOs are parsed. For ZDoom format MAPINFOs it will now be the same as for the other games which means that 'hub' has to be declared explicitly. - Added an Idle state that is entered in place of the spawn state if a monster has to return to its inactive state if it can't find any more targets. - Added MF5_NOINTERACTION flag which completely disables all physics related code for any actor with this flag. Mostly useful for particle effects where the actors just move a certain distance and then disappear. - Removed the last remains of the antialias precalculation code from am_map.cpp because it was no longer used. - Fixed: Two-sided lines bordering a secret sector were not drawn in the proper color - Fixed: The automap didn't check ACS_LockedExecuteDoor for its lock color. - Switched sounds local to the listener from head-relative 3D sounds to 2D sounds so stereo sounds have full separation. I tried using set3DSpread, but that still caused some blending of the channels. - Changed FScanner so that opening a lump gives the complete wad+lump name rather than a generic one, so identifying errors among files that all have the same lump name no longer involves any degree of guesswork in determining exactly which file the error occurred in. - Added a check to S_ParseSndSeq() for SNDSEQ lumps with unterminated final sequences. - Fixed: Parts of s_sndseq.cpp that scan the Sequences array need NULL pointer checks, in case an improper sequence was encountered during parsing but not early enough to avoid creating a slot for it in the array. - Added support for dumping from RAW/DRO/IMF files, so now anything that can be played as OPL can also be dumped. - Removed the opl_enable cvar, since OPL playback is now selectable as just another MIDI device. - Added support for DRO playback and dual-chip RAW playback. - Removed MUS support from OPLMUSSong, since using the OPLMIDIDevice with MUSSong2 works just as well. There are still lots of leftover bits in the class that should probably be removed at some point, too. - Added dual-chip dumping support for the RAW format. - Added DosBox Raw OPL (.DRO) dumping support. For whatever reason, in_adlib calculates the song length for this format wrong, even though the exact length is stored right in the header. (But in_adlib seems buggy in general; too bad it's the only Windows version of Adplug that seems to exist.) - Rewrote the OPL dumper to work with MIDI as well as MUS. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@86 b0f79afe-0144-0410-b225-9a4edf0717df |
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f0ef4540b6 |
- Added ZDoom's new sound code now that $limit is working again
Update to ZDoom r853 - Increased the limit for 'imp/active' to 6. This sound definitely benefits from a higher limit. - Fixed: $limit should not apply to sounds played from the menu. - Fixed: The SNDSEQ parser tried to set bDoorSound before actually creating the sound sequence data. - Changed Lemon so that it always writes the header. It still kept recompiling the grammar over and over again once it had been changed locally. - Fixed: ANIMATED allowed animations between different texture types. - Added a debuganimated CCMD that can be used to output some information if a WAD shows broken animations. - Removed xlat_parser.h from the repository. Lemon was always being run on xlat_parser.y because both files had the same time stamp after an update, and Lemon only rewrites the header file if it's changed. - Added $volume SNDINFO command. This is multiplied with the volume the sound is played at to arrive at the final volume (before distance attenuation). - Added the CHAN_AREA flag to disable 3D panning within the min distance of a sound. Sector sound sequences (except doors) use this flag. - Added the CHAN_LOOP flag to replace the S_Looped* sound functions. - Fixed: THe handling for enum values in Xlat was incorrect. The rule with value assignment must set the counter one higher than the current value. - Fixed: The definition of enums in the Xlat grammar was right-recursive which could create stack overflows in the parser. Made it left-recursive as recommended in Lemon's docs. - Added Thomas's submissions for decal assignment to puffs and NOINFIGHTING flag. - Reverted changes of r715 in v_collection.cpp because they broke loading of status bar face graphics belonging to skins. SBARINFO update #15 - Fixed: Monospacing fonts wasn't quite correct. - Fixed: The new mug shot code forgot to use the first arg of drawmugshot (the one that picks the default sprite prefix). - Added: lowerHealthCap variable to SBarInfo, which is set to true by default. - Added: ininventory event to SBarInfo to detect if one or two items are in (or not in) the player's inventory. - Added: The ability to print global vars using drawnumber. I need someone to test it though. - Added: aspectratio command to detect what the user's aspect ratio is. - Added: missing spacing argument to drawstring. - Changed the sbarinfo display routine for drawnumber to not use cmd.value to store what it is about to display. Now it uses a new variable. - More conversions from DrawImage to screen->DrawTexture. I think only the inventory bar drawing functions have to be changed now. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@78 b0f79afe-0144-0410-b225-9a4edf0717df |
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f42970b458 |
- Removed precompiled header option for GL code because it caused more problems than
the minimal amount of saved time was worth. Update to ZDoom r833: - Disabled scrolling of 3DMIDTEX textures. Due to the special needs this cannot work properly. - Added new Scroll_Wall special to allow more control over wall scrolling. Since it uses fixed point parameters it can only be used in scripts though. - Added flags parameters to all wall scroller specials that didn't use all 5 args. - Separated scrolling of the 3 different texture parts of a sidedef. While doing this I did some more restructuring of the sidedef structure and changed it so that all state changes to sidedefs that affect rendering have to be made with access functions. This is not of much use to the software renderer but it allows far easier caching of rendering data for OpenGL because the only place I need to check is in the access functions. - Added Karate Chris's ThingCountSector submission. - Made texture indices in FSwitchDef full integers. Since that required some data restructuring I also eliminated the MAX_FRAMES limit of 128 per switch. - Removed some debug output from SBarInfo::ParseSBarInfo(). - Fixed: Heretic linetype translations included the wrong file. - Removed ATTN_SURROUND, since FMOD Ex doesn't exactly support it, and it only worked as intended on stereo speakers anyway. - Cleaned out ancient crud from i_sound.cpp. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@67 b0f79afe-0144-0410-b225-9a4edf0717df |
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3aabe2f752 |
Update to ZDoom r813, including:
- Added copyright/license headers to a few files. - Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the proper object type. - Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo. - Removed dobject.err from the repository. It only contained a list of compiler errors for some very old version of dobject.cpp. - Fixed: A_JumpIfCloser was missing a z-check. - Added Blzut3's SBARINFO update #13: - Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp - Rewrote the mug shot system for SBarInfo to allow for scripting and custom states for different means of death. - SBarInfo now loads all SBarInfo lumps instead of just the last one. Clashing status bar definitions will now be cleared before the bar is read. - Fixed: When using transparency with bars the new drawing method (bg over fg) didn't work. In the case that the border value is set to 0 it will revert to the old method (fg over bg). - Fixed: drawbar lost any high res information it was given. - Added: ACS command SetMugShotState(str state) which sets the mug shot state for the activating player. - Added: keepoffsets flag to drawbar. When set the offsets in the fg image will also be applied when displaying the bar. - Fixed the TArray serializer declaration. (Thank you for your warnings, GCC! ;-) - Changed root sector marking so that it can happen incrementally. - Fixed: The TArray serializer needs to be declared as a friend of TArray in order to be able to access its fields. - Since there are no backwards compatibility issues due to savegame version bumping I closed all gaps in the level flag set. - Bumped min. Savegame version and Netgame version for 3dMidtex related changes. - Changed Jump and Crouch DMFlags into 3-way switches: 0: map default, 1: off, 2: on. Since I needed new bits the rest of the DMFlag bit values had to be changed as a result. - fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding actors without MF3_NOBLOCKMONST. - Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange' that can enable or disable switch range checking globally per map. - Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE. - Added a ML_CHECKSWITCHRANGE flag which allows checking whether the player can actually reach the switch he wants to use. - Made DActiveButton::EWhere global so that I can use it outside thr DActiveButton class. - Changed P_LineOpening to pass its result in a struct instead of global variables. - Added Eternity's 3DMIDTEX feature (no Eternity code used though.) It should be feature complete with the exception of the ML_BLOCKMONSTERS flag handling. That particular part of Eternity's implementation is sub-optimal because it hijacks an existing flag and doesn't seem to make much sense to me. Maybe I'll implement it as a separate flag later. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@62 b0f79afe-0144-0410-b225-9a4edf0717df |
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c8afb49756 |
- added a few more write barriers to the FS code.
- merged code to create FS's running scripts into common functions. - updated to ZDoom r802 git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@56 b0f79afe-0144-0410-b225-9a4edf0717df |
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0c2560bb36 |
- implemented Vavoom's vertex height things (1505, 1506). These are not tested yet!
- added Updaterevision tool to print proper revision information in the console. - removed support for specialty file formats from ModPlug loader. Having the 4 basic module formats (MOD, XM, S3M and IT) plus UMX should be enough. - added new brightmaps by phi108 (Player and Baron attack) - fixed a few brightmap definition errors - fixed: DFraggleThinker::Destroy still treated the SpawnedThings array as DActorPointers although that helper class has been removed. - merged the GC branch into the trunk - updated to ZDoom r796 git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@54 b0f79afe-0144-0410-b225-9a4edf0717df |
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fc9c4a20d9 |
- Update to ZDoom r780.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@51 b0f79afe-0144-0410-b225-9a4edf0717df |
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0394c5d9a4 |
- Updated to ZDoom r744
- fixed: Fog didn't work with Line_Horizon - fixed: Using ExtraFloor_LightOnly in a skybox with non-black fog caused rendering - fixed: Apparently it is possible that AActor::Tick is called after the 3D floor data has been deleted. - fixed: The desaturation shader must first desaturate and then light. It did it in reverse order. - fixed: gl_billboard_mode used an incorrect default value. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@17 b0f79afe-0144-0410-b225-9a4edf0717df |
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cef1d4010b |
- Fixed: During the texture code rewrites the call to gl_ParseDefs was deleted.
- Fixed texture precaching . - Fixed: The stencil texture mode was not set properly. - Added latest Linux compile patch. Updated to ZDoom r723: - Added a PrecacheTexture virtual function to DFrameBuffer because it's the renderer which should decide how to precache a texture. - Added SnowKate709's APROP_MaxHealth submission. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@10 b0f79afe-0144-0410-b225-9a4edf0717df |
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179ea921f9 |
- Update to ZDoom r718
- Added ModPlug as an option to play MOD music because FMOD is not that good for it. git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@4 b0f79afe-0144-0410-b225-9a4edf0717df |
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72ae7fa01b |
Initial import - version 1.0.32
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1 b0f79afe-0144-0410-b225-9a4edf0717df |