Commit graph

11 commits

Author SHA1 Message Date
Christoph Oelckers
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
2008-07-04 16:54:29 +00:00
Christoph Oelckers
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
2008-06-28 13:29:59 +00:00
Christoph Oelckers
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
2008-06-03 21:48:49 +00:00
Christoph Oelckers
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
2008-05-23 17:58:17 +00:00
Christoph Oelckers
c04b6de294 - Fixed: Warped textures didn't work anymore because the default speed was 0.
- Fixed: When a suspended FraggleScript script was restarted all its variables were
  destroyed.

Update to ZDoom r952:

- Fixed: FString::StripRight() stripped the final character of the string if
  there were no designated characters to strip at the end of it.
- Added support for Shoutcast/Icecast playlists.
- Added an error message when a playlist could not be opened.
- Added support for PLS format playlists, in addition to M3U.
- Changed FPlayList to use an array of FStrings.
- Fixed: Playlists required every song to be specified by an absolute path.
- Fixed a copy-and-paste error in win32/i_main.cpp for 64-bit mode.
- Tweaked OPL centering a little.
- Added dynamic recentering for the OPL synth. The chip has four basic
  waveforms, and three of them are non-negative. This can cause a tendency
  for the resulting output waveform to go into very high ranges depending on
  the timbres used, and Heretic's exemplify this problem.
- Reduced the OPL volume level slightly.
- Fixed: The waveform view from snd_drawoutput was upside-down.
- Various fixes for compiling working 64-bit binaries with Visual C++. The
  number of changes was pleasantly small, and a cursory check seems to show
  everything working alright.
- Separated the skin scale values into separate X and Y values so that skins
  automatically generated for different player classes can use both the
  scaling values that can be set for the actor.
- Fixed: Any MIDI ticks that contain only events that are interpreted by
  the MIDI parser and not passed on to the MIDI device would mess up timing
  for future events.
- Changed EMIDI controller 110-113 handling to more accurately match the
  EMIDI specs: Track designations and exclusions should be ignored past
  the initial beat, and EMIDI program change and volume events should be
  ignored unless they were used in the initial beat.
- Fixed: When FMOD::System::init() returns FMOD_ERR_OUTPUT_CREATEBUFFER, it
  could also be because the user selected PCM-Float output, but the driver
  doesn't support it (even if it claims to *cough*Audigy XP drivers*cough*).


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@101 b0f79afe-0144-0410-b225-9a4edf0717df
2008-05-01 21:45:22 +00:00
Christoph Oelckers
06c40e268d - Fixed: Fog for flooding floor textures into gaps created by missing wall textures
didn't work since a parameter changes necessitated by ZDoom's render style 'enhancement'.

Update to ZDoom r940:

  SBarInfo Update #18:
- Simplified the DrawGraphic function in sbarinfo_display.cpp
- Added xOffset, yOffset, and alpha to every drawing function in
  sbarinfo_display.cpp.  So Strife popups can be handeled better and allow for
  other effects (translucent bars?).  I'm thinking about making a struct for
  these five (also x and y) arguments so that the argument lists don't become a
  mess.
- Changed DRAWIMAGE in sbarinfo_display.cpp to not use so many calls to
  DrawGraphic.
- DrawKeyBar wasn't using screen->DrawTexture.
- Added a Fade transition for popups.  It takes two args fade in rate and fade
  out rate.  Both are floats (1.0 = 1 tic to complete 0.5 = 2 tics to complete
  and so on).
- Added a translucency arg to statusbars.  1.0 = opaque and 0.0 = invisible.

- Fixed: When an instrument's envelope runs out, it does not immediately ramp
  to zero. Rather, it lets the remainder of the sample finish playing.
- Fixed: When playing a MIDI file with EMIDI track designations to turn a
  track off, any ticks that had only events on the disabled track would cause
  the delay for that track to be thrown away, and the following notes on
  enabled tracks would play too soon. This could be heard quite clearly in
  xplasma.mid, where track 4 (FMGlass Drone 1) would interfere with the timing
  of tracks 13 and 14 (EP1 Melody and EP1 Echo).
- Fixed: DFlashFader did some operations in its destructor that had to be moved
  to its Destroy method.
- Fixed: Dropped weapons from dying players should not double ammo.
- Fixed: When note_on() is called and another copy of the same note is
  already playing on the channel, it should stop it with finish_note(), not
  kill_note(). This can be clearly heard in the final cymbal crashes of
  D_DM2TTL where TiMidity cuts them off because the final cymbals are played
  with a velocity of 1 before the preceding cymbals have finished. (I wonder
  if I should be setting the self_nonexclusive flag for GUS patches to
  disable even this behavior, though, since gf1note.c doesn't turn off
  duplicate notes.)
- Changed envelope handling to hopefully match the GUS player's. The most
  egregious mistake TiMidity makes is to treat bit 6 as an envelope enable
  bit. This is not what it does; every sample has an envelope. Rather, this
  is a "no sampled release" flag. Also, despite fiddling with the
  PATCH_SUSTAIN flag during instrument loading, TiMidity never actually
  used it. Nor did it do anything at all with the PATCH_FAST_REL flag.
- Fixed: wbstartstruct's lump name fields were only 8 characters long
  and not properly zero-terminated when all 8 characters were used.
- Fixed: Local sound sequence definitions caused a crash because a proper
  NULL check was missing.
- Added translucent blending modes to FMultipatchTexture (not tested yet!)
- Also changed all true color texture creation functions to use proper alpha
  values instead of inverted ones.
- Changed FRemapTable so that all palette entries must contain proper alpha
  values. 
- Fixed: The F1 screen check in m_menu.cpp was missing a NULL pointer check.
- Changed: The boss brain's explosions play weapons/rocklx which is an 
  unlimited sound. This can become extremely loud. Replaced with a new
  sound which is just an alias to weapons/rocklx but has a limit of 4. 

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@98 b0f79afe-0144-0410-b225-9a4edf0717df
2008-04-25 10:00:54 +00:00
Christoph Oelckers
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
2008-04-05 13:28:48 +00:00
Christoph Oelckers
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
2008-03-21 21:15:56 +00:00
Christoph Oelckers
7004ac5705 - added branches folder
- updated to ZDoom r755.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@24 b0f79afe-0144-0410-b225-9a4edf0717df
2008-02-20 16:51:40 +00:00
Christoph Oelckers
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
2008-01-27 15:34:47 +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