- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code.
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@138 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: When Heretic's Mace was replaced by a non-child class A_SpawnMace still
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added const char &operator[] (unsigned int index) to FString class.
- Added Skulltag's Teleport_NoStop action special.
- Fixed: Strife's EntityBoss didn't copy friendliness information to the
sub-entities.
- Fixed: Friendly spectral monsters should be able to hurt unfriendly ones
and vice versa.
- Fixed: In deathmatch specral missiles spawned by players should hurt other
players.
- Fixed: SpectralLightningBigBall didn't set the proper owner for the lightning
projectiles it spawned.
- Changed the EntityBoss's attack function to call the equivalent spectre
functions instead of duplicating their code.
- Gave many of Strife's code pointers that only had a number as name more
meaningful names.
- Fixed: All spectral attacks must set 'health' first before P_CheckMissileSpawn
is called.
- Added a compatibility option to play sector sounds from the precalculated
center because some maps apparently abuse the behavior to make the sound
play somewhere where it can't be heard by the player to fake silent movement.
- Fixed: The S_Sound variant taking an actor must check if the actor is not
NULL.
- Fixed: ACS's ActivatorSound must check if the activator is valid.
- Changed stats drawing so that multi-line strings can be used.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@132 b0f79afe-0144-0410-b225-9a4edf0717df
- 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
- 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
- Added new ZDoom specific UDMF sector properties to map parser.
- Added class definitions for new interpolators that are better
equipped to interact with the interpolated objects.
- Separated interpolation code into its own file r_interpolate.cpp.
- Added some simple customization options to the end game screens.
- Fixed: Polyobject detection in the internal node builder did not work
anymore due to some code rearrangement for UDMF map loading. To keep
it compatible between all map formats the THINGS lump of binary format
maps must be loaded before building the nodes. This also means that
the spawning itself can be done in the same function for all map types
(except Build) now.
- Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse
which is more what would be expected from this option.
- Fixed: Weapons and ammo items that were modified by Dehacked gave full
ammo when being dropped by monsters. To properly handle this the
handling of spawning Dehacked modified pickups was changed to use
the DECORATE replacement feature instead of hacking the spawn state
of the original item and calling a spawn function from there.
- 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.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@111 b0f79afe-0144-0410-b225-9a4edf0717df
- removed redundant P_FindLine function from FraggleScript source.
- updated model rendering code to latest Skulltag version.
Update to ZDoom r977:
- 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@106 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 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
- Added FMOD_OPENONLY to the callback version of CreateStream() to prevent it
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++ (thank goodness I have the official patches from a real
GUS so I don't need to use them).
- GCC fixes.
- Fixed: After starting new music the music volume has to be reset so that
the song's relative volume takes effect.
- Removed the arbitrary 1024 bytes limit when the file being played is a MIDI
file. I had a D_DM2TTL that's only 990 bytes.
- Restructured I_RegisterSong so that $mididevice works again and also supports
selecting FMOD.
- Added Jim' Linux fix.
- Added MartinHowe's fix for mugshot display in status bars.
- The garbage collector is now run one last time just before exiting the game.
- Removed movie volume from the sound menu and renamed some of the other
options to give the MIDI device name more room to display itself.
- Moved the midi device selection into the main sound menu.
- Added FMOD as MIDI device -1, to replace the MIDI mapper. This is still the
default device. By default, it uses exactly the same DLS instruments as the
Microsoft GS Wavetable Synth. If you have another set DLS level 1 patch set
you want to use, set the snd_midipatchset cvar to specify where it should
load the instruments from.
- Changed the ProduceMIDI function to store its output into a TArray<BYTE>.
An overloaded version wraps around it to continue to supply file-writing
support for external Timidity++ usage.
- Added an FMOD credits banner to comply with their non-commercial license.
- Reimplemented the snd_buffersize cvar for the FMOD Ex sound system. Rather
than a time in ms, this is now the length in samples of the DSP buffer.
Also added the snd_buffercount cvar to offer complete control over the
call to FMOD::System::setDSPBufferSize(). Note that with any snd_samplerate
below about 44kHz, you will need to set snd_buffersize to avoid long
latencies.
- Reimplemented the snd_output cvar for the FMOD Ex sound system.
- Changed snd_samplerate default to 0. This now means to use the default
sample rate.
- Made snd_output, snd_output_format, snd_speakermode, snd_resampler, and
snd_hrtf available through the menu.
- Split the HRTF effect selection into its own cvar: snd_hrtf.
- Removed 96000 Hz option from the menu. It's still available through the
cvar, if desired.
- Fixed: If Windows sound init failed, retry with DirectSound. (Apparently,
WASAPI doesn't work with more than two speakers and PCM-Float output at the
same time.)
- Fixed: Area sounds only played from the front speakers once you got within
the 2D panning area.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@79 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
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
- 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
- fixed: Mod playback through ModPlug only worked for music that was stored within Zips.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@53 b0f79afe-0144-0410-b225-9a4edf0717df