Fixed: Hexen's Floor_RaiseAndCrush is not the same action as the one used by Doom and which was used by ZDoom before r4053. Restored the old code and gave it a new special 99:Floor_RaiseAndCrushDoom.
Fixed: Strife's slow Ceiling_CrushAndRaise lines do no actual damage.
Fixed translations of Heretic linetype's that perform Floor_LowerToHighest with an offset.
Added compatibility option for Claustrophobia 1024, map 01.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1525 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: Lost Souls spawned by Pain Elementals were not killed by DF2_KILLBOSSMONST.
- Reorder the althud level time map entries to match their displayed order.
- Use "Map time color" for single maps, whether in a hub or not. Only use "Hub time color" for hub times.
- Removed the netdemo flag, because it's redundant with (netgame && demoplayback).
- Fixed: The string displayed when attempting to start a new game during a netgame is "NEWGAME", not "NETGAME".
- Fixed: The menu treated netdemos as actual netgames.
- Fixed: Floor_RaiseAndCrush is not Floor_RaiseToLowestCeilingAndCrush.
- Revert r4043: WRF_NoFire is two bits, not just one.
- Fixed: A_Lower needs to check player->cheats for WF_INSTANTWEAPSWITCH, not player->WeaponState.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1512 b0f79afe-0144-0410-b225-9a4edf0717df
Added the item flag IF_RESTRICTABSOLUTELY. When this is set, players of the wrong class cannot pickup an item at all. (For instance, normally players in Hexen can still pick up other players' weapons for ammo. With this flag set, they cannot do that either.)
The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.
Added MAPINFO flag RandomPlayerStarts. In this mode, no voodoo dolls are spawned. Instead, all player starts are added to a pool, and players spawn at a random spot.
Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing that uses the MapThing's type to determine the which player is spawning.
Fix some GCC 4.7.1 warnings.
Added UsePlayerStartZ MAPINFO option to cause P_SpawnPlayer() to offset the spawned player's Z position by the MapThing's Z, just like for any other MapThing.
P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags.
Fixed: MF6_BUMPSPECIAL only worked when bumped from X/Y movement but not Z movement.
Make floatbobbing a purely cosmetic effect that does not alter an actor's real position in the world.
We don't need to keep the FloatBobOffsets[] verison of DoWaggle around.
What I didn't have this saved? ugh
Fixed: The action function version of ACS_NamedExecuteWithResult only accepted three script parameters.
Fixed: Editing the player (thing #1) with DeHacked would remove its MF2_PUSHWALL flag.
This was not supposed to be committed as part of r3737.
Don't use abbreviations in exception descriptions.
Do do not disable config writing before DoGameSetup() (introduced in r3653) if the config file does not already exist. This way, we can create a default config file without removing anything from an existing config file if things go wrong early during setup.
Added Hacx 2.0 detection.
Let's go ahead and bump the version in trunk.
Do not set the mouse pointer if the display is 8 bit, since such displays don't support color cursors.
Fixed: DDrawFB should not recreate all its resources when the palette changes if we were the one responsible for the palette change.
Fixed: DDrawFB::CreateSurfacesComplex() starting tries at 2 instead of 0 is not "debugging cruft" since it counts down, not up. (Partially reverts r3195)
Fixed: ACS function pointer instructions need to call GetFunction on the tagged module instead of the active behavior.
Added support for Eternity Engine's function pointer ACS instructions. (Note that an alternative ACS compiler is necessary to use these instructions properly.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1420 b0f79afe-0144-0410-b225-9a4edf0717df
- Added support for PALVERS lump. (See ZDoom wiki.)
- Fixed: 2048 should be a valid height for a Doom patch.
- Add compat_badangles to the menu.
- Added compat_badangles to simulate Doom's incorrect sine table: Player spawning and teleporting will be offset by one fineangle so they cannot face directly in one of the cardinal directions.
- Fixed: restart ccmd did not reset the palette.
- Fix incorrect line arg count for Ceiling_Waggle.
- Added a fourth paremeter to Floor_LowerToHighest. Set it to 1 to always apply the offset to the target height. (This is Heretic's behavior.)
- Fixed: Strife line type 11 has the same Teleport_NewMap/Exit_Normal semantics as line type 52.
- Fixed floor crushers in Strife.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1262 b0f79afe-0144-0410-b225-9a4edf0717df
Removed unneeded includes of r_local.h.
Removed more r_ header dependencies from the rest of the code.
took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
Changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter.
FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1223 b0f79afe-0144-0410-b225-9a4edf0717df
- Removed some unnecessary r_ header #includes.
- Separated sprite and skin maintenance code from r_things.cpp into a separate file.
- Moved r_interpolate.cpp and r_translate.cpp to r_data.
- Merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.
- Rename src/resources to src/r_data.
- Fixed: p_sectors.cpp wouldn't compile.
- Moved side_t::GetLightLevel out of software rendering code.
- Moved render style and border drawing code out of r_draw.cpp.
- Moved all code not specific to the software renderer out of r_bsp.cpp.
* Adapted GL files to changes.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1222 b0f79afe-0144-0410-b225-9a4edf0717df
* Ported ZDoom revisions r2490 to 2492:
- Added "SoundSequence" UDMF sector property. This is the name of the sound sequence to play for the sector. Note that this contrasts with sound sequence things in that it takes a name and not a number. Also, placing a sound sequence thing in a sector will override this property.
- Added r_clearbuffer cvar. [GL code updated as well.] Valid values are:
* 0. Do not clear. This is the standard behavior.
* 1. Clear to black.
* 2. Clear to white.
* 3. Alternate between black and white every 128 ms.
* 4. Step through the palette one color at a time every 32 ms.
* 5. Epileptic seizure inducing random colors every frame.
- Fixed: Floor_RaiseAndCrush did not subtract 8 from the lowest ceiling's height when determining a destination height. (It did subtract 8, but in the wrong place.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@866 b0f79afe-0144-0410-b225-9a4edf0717df
- added 2 DECORATE keywords from Skulltag as dummies.
- fixed some Chex Quest cheat codes.
- added a lock parameter to Door_Animated.
- fixed: The monster pack's Afrit no longer worked.
- Added Boom's stairbuilding fix when one step couldn't be built due to an active thinker in the sector.
This is compatibility optioned with COMPAT_STAIRINDEX. Also added a compatibility setting for
Eternal Doom MAP25 which relies on Doom's original broken behavior.
- added a few sanity checks for duplicate actor names in DECORATE. ZDoom will now print more warnings
and all crash cases should be properly handled but since this is still an error this will not work
properly in all circumstances. For example, if you have a duplicate name all classes that inherit
from the original definition will not survive a savegame if they reference a state belonging to that
class at the point of saving.
- Print 'tried to register class more than once' in red to highlight it.
- fixed: actors may not replace themselves.
- Added checks for open and closed scripts sharing the same number to ensure that
FBehavior::FindScript() will always return the closed version. See Hexen MAP30 and MAP33.
- fixed: DefHexenBindings still referred to some of Heretic's items that once were merged with the Hexen variants.
- Fixed: Voodoo dolls must not check reactiontime in P_SlideMove.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@742 b0f79afe-0144-0410-b225-9a4edf0717df
Update to ZDoom r2081:
- fixed: Polyobjects could contain segs that weren't flagged as such.
- fixed: Trying to show a popup crashed in the SBARINFO code because of a
missing NULL pointer check.
- fixed: The ACS thinker needs its own statnum above all actors. Otherwise
order of execution is not guaranteed.
- fixed: Only ActorMovers should go into STAT_ACTORMOVER, not all PathFollowers.
- fixed: SBARINFO's DrawGem command accepted a size value of 0 and divided
by it. Reinstated the old '+1' this command had in the old code.
- fixed: The floor waggle code used FloatBobOffsets as sine table but this
only has 64 entries and is not precise enough. It now uses finesine instead.
- fixed: When compositing a multipatch texture any patch that is a multpatch
texture itself and contains rotations may not be composited directly into
the destination buffer. This must be done with an intermediate buffer.
- Fixed: Drawing a slider in the options menu did not scale the x-coordinate.
- Fixed: If the alt HUD had to draw negative numbers the minus sign was misplaced
due to incorrect texture coordinate calculations.
- changed option menu scaling for widescreen modes so that it doesn't scale down
so quickly.
- made some error messages in DECORATE that don't affect the parsing non-fatal
so that the parser can continue to find more problems.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@701 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: Decals could spread to walls which had a decal-less texture or
were flagged not to have decals.
- Fixed: DBaseDecal/DImpactDecal::CloneSelf never checked the return value
from their StickToWall call and left unplaced decals behind if that happened.
- Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
what precisely they hit because MF_CORPSE is only valid for monsters.
A new flag, MF6_KILLED that gets set for all objects that die, was added
for this case.
- Added a generic A_Weave function that exposes all possible options of
A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
no longer needed from DECORATE and therefore deprecated.
- The options menu no longer scales up so quickly, so it can fit wider text
onscreen. In addition, it now uses the whole height available to it. Also,
at lower resolutions, items on the compatibility options menu now cut off
the beginning of the option label rather than the option setting, making
this menu useable where previously it was not.
- Added a channel parameter to the sector overload of SN_StopSequence() so
it can be properly paired with calls to SN_StartSequence().
- Fixed: P_CheckPlayerSprites() ignored the MF4_NOSKIN flag. It now also sets
the X scale, so switching skins while morphed does not produce weird
stretching upon unmorphing.
- Fixed: Calling S_ChangeMusic() with the same song but a different looping
flag now restarts the song so that the new looping setting can be applied.
(This was easier than modifying every music handler to support modifying
loop changes on the fly, which seems like overkill.)
- Fixed: savepatchsize was declared incorrectly in d_dehacked.cpp:DoInclude().
- Changed AFastProjectile::Effect() so that it sets the spawned trail to face
same direction as the projectile.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@672 b0f79afe-0144-0410-b225-9a4edf0717df
- Make the palette indexes used by FRemapTable subject to the global remap
table, just as the images they translate are.
- Added MF4_ALLOWPARTICLES checks to blood spawning code.
- Fixed: EV_DoDonut, EV_DoElevator and EV_StartWaggle did not to any 0-tag
checks.
- Fixed: Doom line type 44 (lower ceiling to 8 above floor) must halt
movement if blocked which essentially means it acts like a Hexen-style
crusher.
- Fixed: Not all places checking for player start spots did it correctly.
The editor number for player start spot 5 is now stored in the game info
so that there's only one place where this check needs to be done.
- Fixed: WIF_NOAUTOAIM only worked for projectiles.
- Added Windows 7 (aka Windows NT 6.1) and Server 2008 identification to
I_DetectOS().
- Fixed: ArtiPork did not use all its sprite frames.
- Fixed: FWadCollection::AddFile() did not call FixPathSeperator(), so
savegames would hold the full file path for wads that had been specified
with backslash characters, because GetWadName() would not trim off the
path.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@636 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: 3DMidtex checks were treating the Null texture as a valid texture.
- Fixed: The rail sound's position was not clamped to the actual range between
the trail's start and end point.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not moved attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
- fixed: The translation addition broke parsing of palette index based translations.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@554 b0f79afe-0144-0410-b225-9a4edf0717df
- Renamed plane flags from SECF_* to PLANEF_*.
- Changed Heretic's plat raise type to use a flag to block further sector movement
instead of keeping the dead thinker around to block the sector.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@461 b0f79afe-0144-0410-b225-9a4edf0717df
- Added the MF6_STEPMISSILE flag so that the Whirlwind can "walk" up steps.
- Changed the dword definition of PalEntry to uint32 so that it has one
consistent definition across all source files.
- Swapped the order of floor and ceiling moves in DElevator::Tick() so that
if an elevator contains an actor exactly the same height as it, it will not
be blocked.
- Fixed: FWeaponSlot::PickWeapon() wrapped around improperly when the starting
value for i was 0.
- Added kgsws's SummonActor enhancement and bumped netgame and demo versions
because this submission changes an existing command.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@410 b0f79afe-0144-0410-b225-9a4edf0717df
- 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
- 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
- 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
Update to ZDoom r1024:
- Fixed: There was still an inventory bar check in FMugShot::GetFace() after
separating it from DDoomStatusBar.
- Fixed: When following links in S_StartSound(), the function used sfx
instead of S_Sfx as the array base for getting the NearLimit.
- Repositioned the declaration of the file string in D_DoomMain() so that it
won't be left on the stack at exit.
- Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can
free its Arguments.
- Symbols for native classes are now freed on exit.
- Removed the 8-character limit on endpic names from the parser. (Though it
might still be present in the texture manager; I don't remember.)
- Fixed: EndSequence needs a proper constructor.
- Fixed: The EndSequence structure was not fully initialized.
- While doing the interpolation rewrite I noticed that DScroller and DPolyAction
were doing some things in their destructor that needed to be done in the
Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
that are separate from the rest of the engine. Instead, they are owned by
the thinkers starting them. Also, polyobjects only spawn a single interpolation
for each polyobject instead of a single one for each vertex.
Also, different types of interpolation objects are used for different types
of interpolation so that they can do some additional work if eventually needed.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@117 b0f79afe-0144-0410-b225-9a4edf0717df
Update to ZDoom r971:
- Changed: For actors not being spawned on the floor P_FindFloorCeiling should
be used to prevent them from dropping through 3DMIDTEX textures.
- Fixed: AMageStaffFX2::IsOkayToAttack overwrote the projectile's angle variable.
- Changed the types of object hash indices in FArchive from size_t to DWORD.
This seems to fix crashes on GCC 64-bit builds when saving games. Not sure
if it was a GCC bug or my bug, since it worked fine with VC++, but since the
code that calculates the index only returns a DWORD, storing it as a size_t
was rather pointless.
- Added the C99 printf size specifiers 't' (ptrdiff_t) and 'z' (size_t) to
FString::Format() so that I can fix all the problem printf strings that a
64-bit GCC compile finds.
- Added Skulltag's PUFFGETSOWNER flag.
- Fixed: Parsing sector special bit masks must be done backwards so that later
definitions take precedence.
- Added base translation tables for UDMF compatibility maps which only should
handle the native line and sector types of each game.
- Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option
so that it can be (un)set in a map definition and the menu.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@105 b0f79afe-0144-0410-b225-9a4edf0717df
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
will behave as before, setting it to 1 will create exactly one lighting
and setting it to 2 will terminate lightning for the current level
completely. And it will also work on maps that don't have lightning set
in MAPINFO now.
- Added: Sector movement that causes deep water to change its height now
will trigger associated sector actions and adjust the actor's water level.
- Fixed: The serializer for side_t::part never read the texture information
from a savegame.
- Fixed: side_t::StopInterpolation called setinterpolation instead of
stopinterpolation. Also moved the clearinterpolation call in
P_SetupLevel after the P_FreeLevelData to make absolutely sure that
nothing in there can leave an interpolator behind by accident.
- Applied Linux fixes by Jim.
SBARINFO update by Blzut3:
- Fixed: the playerclass command needed a null pointer check to prevent
crashing on respawn.
- Fixed: Mug Shot states were not reset on respawn.
- Removed keepoffsets flag since apparently it was keeping the offsets by
default. The means that the only thing not affected by the offsets was using
nullimage as a background. Since I wasn't able to get a result I liked I'm
going to say that if you want a black background with high res positioning
you will have to create your own bar image. Maybe I'll fix it some other
time.
- Added: monospacefonts variable which allows for all of the fonts to be
monospaced by a specified character (from their fontset of corse).
- Made SBarInfo recognize the bar names for the Strife popups but they don't
do anything beyond that. The names are: popuplog, popupkeys, and popupstatus.
- Started converting the drawing routine to be more flexable towards high
resolution status bars. (Only did one call so far.)
NOTE: ZDoom's new sound code is not in yet because it's still too broken for serious use.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@69 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: lempar.c needs to specify the __cdecl calling convention for malloc
and free under VC++.
- Added a new parameter to all crushing action specials that selects
which crushing mode is used: 0 uses the game's default for compatibility,
1 uses Doom's mode (crushers continue to move while damaging any actors ) and
2 uses Hexen's mode (crushers stay at blocking actor's top until they die).
Since Generic_Crusher already used all 5 args I created a second version for
Hexen crushing mode.
- Added PICKUP flag to DECORATE.
- Integrated xlatcc into ZDoom.exe so that the linedef translation files
don't need to be compiled and can be stored as text in zdoom.pk3.
- Removed thingdef_specials.h and thingdef_specials.gperf and replaced
line special definition with something that automatically gets updated
if new specials are added.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@63 b0f79afe-0144-0410-b225-9a4edf0717df
- 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