Commit graph

11 commits

Author SHA1 Message Date
gez
2f8b070708 * Updated to ZDoom r3695:
- Fixed: Heightsecs with SECF_FAKEFLOORONLY set should not clip sprites to the fake ceiling (since it doesn't really exist).
- Fixed: P_LineAttack() calls that use damage type 'None' should use 'Hitscan' instead.
- Added Xaser's submission for no impact damage from blasting.
- Removed the MF5_FASTER and MF5_FASTMELEE flags and replaced them with a 'Fast' state flag.
- Fixed GCC warnings and removed debugging _heapchk() calls.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1406 b0f79afe-0144-0410-b225-9a4edf0717df
2012-06-18 17:50:32 +00:00
gez
6f2a88be6f * Updated to ZDoom r3690:
- Added the CCMD listsnapshots to show which maps have savedata stored.
- Added textual descriptions of the zlib errors.
- Fixed: FinalGC() needs to run before the type system is shut down.
- Fixed: Don't access class metadata at all in DObject::PropagateMark if the type system is shutdown.
- Fixed: If FCompressedMemFile::Reopen() fails, then it would try to double-free memory when deleted.
- Fixed: The text screen's color #6 should be brown, not dark yellow.
- Fixed: Direct ACS instructions need to tag their strings before lookup.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1405 b0f79afe-0144-0410-b225-9a4edf0717df
2012-06-18 17:32:23 +00:00
gez
b34815e471 * Updated to ZDoom r3504:
- Fixed: FileReader's FilePos is relative to the start of the file, not relative to the start of the lump, so r3496's change to FileReader::Gets() was only valid for lumps at the start of a wad. (This function was still incorrect before that, though, since it made FilePos relative to StartPos after it had been used once.)
- Do the P_SightCheck() last in A_JumpIfInTargetLOS, since it's the most expensive check.
- Fixed: A_JumpIfInTargetLOS did the FOV cone check from self -> target rather than from target -> self.
- Fixed: Reset to the PlayerPawn's default render style and alpha in G_PlayerFinishLevel().
- Fixed: M_CreateMenus() is too soon to call UpdateJoystickMenu(). It needs to happen after I_InitInput(), which happens during V_Init2().
- Apply patch to prevent the flash state from being processed twice after using A_GunFlash.
- Fixed: Disable absolute wall lighting when in the shadow of a 3D floor.
- Fixed: Trying to -playdemo a demo recorded from -loadgame would crash if you did not -loadgame the corresponding save.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1336 b0f79afe-0144-0410-b225-9a4edf0717df
2012-04-01 07:17:11 +00:00
gez
4dcfb79219 * Updated to ZDoom r3496:
- Fixed: FileReader::Gets did not check for a lump's end when reading through a WADs file object.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1334 b0f79afe-0144-0410-b225-9a4edf0717df
2012-03-31 19:47:46 +00:00
gez
eefd6ef0d1 * Reverted Tempo temporary fix now that the proper one is in place.
* Updated to ZDoom r2685:
- Don't call M_NotifyNewSave() before closing the new savegame.
- Disallow negative read lengths in FileReader::Read().
- Make sure Tempo is initialized before creating SMFs.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@934 b0f79afe-0144-0410-b225-9a4edf0717df
2010-09-04 08:57:10 +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
42f732ac66 Update to ZDoom r1476:
- Moved weapon slot initialization into APlayerPawn::PostBeginPlay() so that
  they can be initialized when players respawn in multiplayer.
- Added a Check for the Vavoom namespace to the UDMF parser. Functionally
  it's 100% identical with ZDoom's own but needs to be checked for in
  case Vavoom compatible UDMF maps are released.
- Added an SDL output plugin, so FMOD can produce sound using SDL's audio
  support instead of its own OSS/ALSA/ESD support. This is selectable by
  setting snd_output to "sdl".
- Fixed: On Linux systems with ALSA but no OSS support, trying to start
  the sound system with snd_output "default" would fail instead of trying
  to use ALSA.
- Added sdl_nokeyrepeat to disable key repeating in the menus and console
  on Linux.
- Added support for zip/pk3 files with LZMA and bzip2 compression to ZDoom.
- Added more output to zipdir and a -q option to turn it off.
- Added -u option to zipdir to only recompress those files in a zip that have
  changed. 
- Added -d and -f options to zipdir. -d forces deflate compression, and -f
  forces a write of the zip, even if it's newer than all the files it contains.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@307 b0f79afe-0144-0410-b225-9a4edf0717df
2009-03-12 20:59:09 +00:00
Christoph Oelckers
40f1ceddf7 Update to ZDoom r910:
- Fixed a few bugs in the parser for composite textures.
- Changed: When loading Zips all patches in the patches/ directory should
  be loaded, not only those used by a texture in TEXTUREx. 
- Changed FMOD_INIT_ENABLE_DSPNET use to its replacement from 4.14.00,
  FMOD_INIT_ENABLE_PROFILE. Renamed the corresponding cvar to snd_profile.
- Removed the normalize parameter from SoundStream::Play().
- Disabled the chorus and reverb effects added to SDL_mixer's Timidity,
  because they were probably never tested well, either. Thanks to the bug
  in vc_alloc(), they were never even activated.
- Restored the exact frequency range search that was missing from SDL_mixer's
  verion of select_sample().
- Fixed: vc_alloc(), kill_others(), and note_on() treated Voice::status as a
  bit mask, when it's not. These were changes made to SDL_mixer's Timidity.
- Restored the original Timidity volume equation. The other louder one was
  put in when I didn't realize all channels were mono and many notes sounded
  too quiet because they never completed their attack phase.
- Fixed: FileReader::Gets() acted as if fgets() always read the maximum
  number of characters.
- Fixed: FileReader::Open() did not set FilePos and StartPos to 0.
- Replaced use of stdio in Timidity with FileReader and added the option to read
  from the lump directory. If the main config file is inside the lump directory
  it will assume that everything else is as well. If it is a real file it will be
  assumed that the rest is real files as well.
- Fixed: None of the error returns in read_config_file closed the file being read. 


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@91 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-13 14:34:31 +00:00
Christoph Oelckers
f5930d3fb5 Update to ZDoom r905:
- Added Martin Howe's morph system update.
- Added support for defining composite textures in HIRESTEX. It is not fully tested
  and right now can't do much more than the old TEXTUREx method.
- Added a few NULL pointer checks to the texture code.
- Made duplicate class names in DECORATE non-fatal. There is really no stability
  concern here and the worst that can happen is that the wrong actor is spawned.
  This was a constant hassle when testing with WADs that contain duplicate resources.
- Removed some GCC warnings.
- Fixed: MinGW doesn't have _get_pgmptr(), so it couldn't compile i_main.cpp.
- Fixed: MOD_WAVETABLE and MOD_SWSYNTH are not defined by w32api, so MinGW
  failed compiling the new MIDI code.
- Fixed: LocalSndInfo and LocalSndSeq in S_Start() need to be const char
  pointers, since "" is a constant.
- Fixed: parsecontext.h was missing a newline at the end of the file.
- Fixed: Timidity::Channel::mono, rpn, and nrpn were not initialized. In
  particular, this meant that every channel was almost certainly in mono mode,
  which can sound pretty bad if the song isn't meant to be played that way.
- Added bank numbers to the MIDI precaching for Timidity, since I guess I do
  need to care about banks, if even the Duke MIDIs use various banks.
- Fixed: snd_midiprecache only exists in Win32 builds, so gameconfigfile.cpp
  shouldn't unconditionally link against it.
- Fixed: pre_resample() was still disabled, and it left two samples at the end
  of the new wave data uninitialized.
- Moved the xmap table from timidity/tables.cpp to playmidi.cpp. Now I can get
  rid of timidity/tables.cpp, which conflicts in name with the main Doom
  tables.cpp. (And interestingly, VC++ automatically renamed the object file,
  so I wasn't aware of the problem with GCC.)
- Added a Gets function to the FileReader class which I planned to use
  to enable Timidity to read its config and sound patches from Zips. 
  I put this on hold though after finding out that the sound quality 
  isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
  can be loaded
- Changed the MIDIStreamer to send the all notes off controller to each
  channel when restarting the song, rather than emitting a single note off
  event which only has 1 in 127 chance of being for a note that's playing
  on that channel. Then I decided it would probably be a good idea to reset
  all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
  (copied from the OPL player) improved its sound dramatically, so apparently
  Timidity has issues with short stream buffers. It's now at 1/2 sec in
  length. However, there seems to be something weird going on with
  corazonazul_ff6boss.mid near the beginning where it stops and immediately
  restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
  oscilloscopes and spectrums.
- Eliminated some more global variables (onmobj, DoRipping, LastRipped,
  MissileActor, bulletpitch and linetarget.)
- Internal TiMidity now plays music. Unfortunately, it doesn't sound right. :(
- Changed the progdir global variable into an FString.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@90 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-12 18:59:23 +00:00
Christoph Oelckers
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
2008-03-19 11:19:03 +00:00
Christoph Oelckers
72ae7fa01b Initial import - version 1.0.32
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1 b0f79afe-0144-0410-b225-9a4edf0717df
2008-01-27 11:25:03 +00:00