Commit graph

10 commits

Author SHA1 Message Date
gez
e6750550a5 * Updated to ZDoom r3038 (IWAD selection dialog already fixed in previous commit):
- Added DavidPH's submission for specifying vertex heights directly in UDMF.
- Move static AM color initialization into the AM_StaticInit function.
- Move D_LoadWadSettings to keysections.cpp.
- Made some more data reloadable.
- Data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- Fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- Fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)
- Fixed: GCC compiler warnings.
- Zipdir will no longer store files ending in '~' on Linux.
- Added st_oldouch which restores the old ouch face behavior of only showing when health increases by 20 while taking damage.
- Changed some data init code to delete the data it wants to initialize first. 
- The 'savebuffer' variable still existed?
- Changed AInventory::Destroy to NULL SendItemUse and SendItemDrop if they point to the destroyed object. Although unlikely it can't be ruled out completely that this can happen with delayed CCMDs.
- Fixed: Starting a new game did not clear the hub statistics array.
- Cleaned up D_DoomMain a little. It's still far too large though.
- Added explicit initialization of console background texture instead of letting C_InitConsole doing it as needed.
- Added 'clearaliases' CCMD.
- Init bot specific actor properties right after parsing DECORATE, not when spawning the first bot (which is too late.)
- Changed automap initialization so that static data only gets initialized once upon startup instead of each time a level starts.
- Initialize AUTOPAGE only once when the level starts, not each time the automap is switched on.
- Cleaned up switch code and fixed several problems:
  * savegames stored an index in the switch table and performed no validation when loading a savegame.
  * setting of a random switch animation duration was broken.
  * separated the 2 values stored in the Time variable into 2 separate variables.
  * defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- Added function for serializing switch and door animation pointers.
- Bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1128 b0f79afe-0144-0410-b225-9a4edf0717df
2010-12-14 22:53:44 +00:00
gez
d2f27f3fcb * Updated to ZDoom r2993:
- Changed skybox code to use the alpha from the sector plane.
- Removed alpha from skybox viewpoints.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@1075 b0f79afe-0144-0410-b225-9a4edf0717df
2010-11-07 17:32:27 +00:00
Christoph Oelckers
42b7dbf91e - Added Gez's submission for Eternity-style skybox definitions.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@740 b0f79afe-0144-0410-b225-9a4edf0717df
2010-02-06 15:23:32 +00:00
Christoph Oelckers
1b4ef33a0e Update to ZDoom r2055:
- merged all portals with the same displacement together. While this provides
  a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
  instead of having the things self-initialize in PostBeginPlay. This was
  done to ensure that the portals are fully set up when the game begins.
  Otherwise there is no decent way to let the renderer post-process this
  information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
  makes it become too small so for any resolution with a width between 
  800 and 959 it has been reverted to the regular clean scaling factor.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@684 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-28 17:16:58 +00:00
Christoph Oelckers
f7bb8b8a9b - added a linedef based method to define portals. Portals defined this way
still have the same limitations as those defines with the portal things.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@678 b0f79afe-0144-0410-b225-9a4edf0717df
2009-12-27 16:00:21 +00:00
Christoph Oelckers
d3fa20416f Update to ZDoom r1327:
- OggMod improperly decodes the right channel of stereo samples when sending
  them to OggEnc, so I have no choice but to convert them to mono by chopping
  off the right channel and only using the left channel information.
- Fixed: OggMod passes the raw sample data to OggEnc for stereo samples, so
  the resultant Vorbis stream is not actually stereo but mono with the right
  channel after the left. The two need to be interleaved just like
  uncompressed samples are.
- Removed the pattern length limit in the XM reader.
- Decal changes as per Xaser's suggestions: Smaller decal for PhoenixFX2,
  CrossbowFX2 and MaceFX4 were missing decals, and HornRodFX2 gets a whole
  new decal.
- Fixed: bfgscrc2.png had some holes in the middle that did not look so good.
  (From previously being handled through WinTex, maybe?)
- Fixed: Thing_ProjectileIntercept broke slightly when converted to the new
  vector math routines (almost two years ago!) because the original code
  multiplied down columns of the rotation matrix, but the new code multiplies
  across rows of the matrix instead. This is remedied by flipping the matrix
  across the x=y axis by reversing the sign of the sine value passed to the
  matrix constructor.
- Fixed: Autoloading a game (e.g. respawning after dying in single player)
  during demo playback prematurely ended demo control of the player.
- Fixed: Loading a multiplayer save with only one player crashed.
- Changed the co-op intermission screen to draw the stats with the small font.
- Added Karate Chris's patch to optionally specify an angle offset for
  summoning.
- Added Karate Chris's fix for Serpent Staff vampirism on teammates.
- Locks and teleporters now take precedence over one-sidedness for automap
  coloring.
- Increased maximum number of per-pattern rows for the XM loader from
  256 to 1024 to deal with a module that otherwise would not load.
- Removed the artificial restriction on not supporting Vorbis-compressed
  samples in XMs if they are stereo, since it turns out that OggMod does
  support them.
- Added a SECF_NORESPAWN flag for sectors that prevents players from being respawned
  in such a sector. As a workaround for current map formats a new actor
  (DoomEdNum 9041) was added that can set the extended sector flags without the
  use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@273 b0f79afe-0144-0410-b225-9a4edf0717df
2008-12-21 08:31:23 +00:00
Christoph Oelckers
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
2008-08-10 15:12:58 +00:00
Christoph Oelckers
1f492784df - Fixed dynamic light crash with respawning players.
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
2008-05-14 17:49:11 +00:00
Christoph Oelckers
7708436a98 - Fixed: The hitscan tracer had the current sector point to a temporary variable
when 3D floors were involved.

Update to ZDoom r965:
- Fixed: SPAC_AnyCross didn't work.
- Fixed: Pushable doors must also check for SPAC_MPush.
- Fixed: P_LoadThings2 did not adjust the byte order for the thingid field.
- Changed: HIRESTEX 'define' textures now replace existing textures
  of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
  UDMF can define up to 16 of each. Also separated easy/baby and
  hard/nightmare and changed default MAPINFO definitions.
- Fixed: FWadCollection::MergeLumps() did not initialize the flags for any
  marker lumps it inserted.
- Fixed: Need write barriers when modifying SequenceListHead.
- Added a new cvar: midi_timiditylike. This re-enables TiMidity handling of
  GUS patch flags, envelopes, and volume levels, while trying to be closer
  to TiMidity++ than original TiMidity.
- Renamed timidity_config and timidity_voices to midi_config and midi_voices
  respectively.
- Changed: Crosshair drawing uses the current player class's default health instead
  of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
  all user settable flags from MoreFlags into their own Flags variable.
- Reduced volume, expression, and panning controllers back to 7 bits.
- Added very basic Soundfont support to the internal TiMidity. Things missing:
  filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
  may not be compatible with TiMidity++'s soundfont extensions.
- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so
  that it is easier to add new features in the UDMF map format.
- Added some initial code to read UDMF maps.
- Added support for quoted strings to the TiMidity config parser.
- Split off the slope creation code from p_Setup.cpp into its own file.
- Separated the linedef activation types into a bit mask that allows combination
  of all types on the same linedef. Also added a 'first side only' flag. This
  is not usable from Hexen or Doom format maps though but in preparation of
  the UDMF format discussed here:
  http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
  255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
- Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: I had instrument vibrato setting the tremolo_sweep_increment value
  in the instrument loader, effectively disabling vibrato. 

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@103 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-12 09:58:47 +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