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4 commits

Author SHA1 Message Date
gez
fddc626b47 * Ported ZDoom revisions r2493 to 2498:
- Shorten the description of DF2_KILLBOSSMONST in the menu.
- Added m_hidepointer cvar to control whether or not the mouse pointer is hidden when it's grabbed. At least if the pointer is visible when the debugger break happens, I don't worry about it getting stuck hidden. (Note that that seems to be related to Alt+Tabbing out of the game and coming back. I wish I knew what's going on.)
- Hide the cursor by overriding WM_SETCURSOR, as seen in the IDirect3DDEvice9::ShowCursor() example. Do not modify the window class pointer. I still had an instance where I was left with an invisible pointer no matter where I moved it, so hopefully this takes care of that. (edit: it doesn't.)
- Removed TheInvisibleCursor, since passing NULL to SetCursor() has exactly the same effect.
- Two tweaks to raw mouse input to make it better behaved when the window suddenly has focus removed (e.g. because of a debugger break):
  * Keep the pointer centered in the window, as for Win32Mouse. Even though it's not generating any traditional input events, it's still moving all over the screen. e.g. If we have focus yanked away and you're pressing the right mouse button as it happens, you can suddenly find yourself with a popup menu open.
  * Use SetCursorState() like the other mouse modes instead of ShowCursor() to hide the pointer. This way, we don't need to worry about being stuck with trying to use the system with an invisible pointer, because only the game window will be pointer-less.
- pr_hom shouldn't have a name, since we don't care about it for save games or network sync.
- Added SoundSequence sector property to udmf_zdoom.txt.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@867 b0f79afe-0144-0410-b225-9a4edf0717df
2010-08-08 08:06:22 +00:00
gez
fdfcc89567 * Updated to ZDoom r2302:
- Added a new 'playeruseback' linedef trigger type that allows using lines from the back side.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@784 b0f79afe-0144-0410-b225-9a4edf0717df
2010-04-25 08:22:26 +00:00
gez
8c71705ef7 * Updated to ZDoom r2288:
- UDMF node format specification change for portability reasons.
- Allow loading uncompressed version of compressed nodes.
- Extended FileReader hierarchy so that FileReader, FileReaderZ etc. all inherit from one base class so that the same code can be used to read from both uncompressed and compressed streams.
However, the function P_LoadZNodes() in p_setup.cpp had to be changed from static to non-static or it caused unresolved externals in gl_nodes.cpp. It's strange because it was static as well before the update, with the exact same signature, and compiled just fine anyway.

git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@774 b0f79afe-0144-0410-b225-9a4edf0717df
2010-04-18 10:41:48 +00:00
Christoph Oelckers
3a83e3ed57 - Update to ZDoom r2187:
- Yet another piece of essentially broken code that has to go back in because some people had to abuse it:
  Reinstated Doom's original code that made projectiles with the MF_NOCLIP flag set continue to exist even
  though the movement itself was never properly handled.
  Fortunately the game mode check formerly associated with this can be removed because none of the other games have
  any projectiles using MF_NOCLIP so at least it's no longer restricted to Doom...
- The console separator bars now get converted to something printable in Unicode for the log.
- Fixed: Only the last line of multi-line log output received Unicode treatment.
- Add the game log to the crash report. I don't know why I didn't think to do this sooner.
  Since we're already sending everything to a rich edit control hidden in the background,
  we can just grab its contents for the report.
- Use code page 1252 when previewing text files in the crash dialog.
- Everything on the command line before the first switch with an unrecognized switch is
  now added to -file. This was previously restricted to only .wad, .zip, .pk3, and .txt.
- You can now pass -file/-deh/-bex more than once on the command line, and they will all
  have effect.
- Changed DArgs to use a TArray of FStrings instead of doing its own string vector management
  in preparation for doing GatherFiles the "right" way.
- Fixed: DrawHudText() needs to verify that the character glyph is valid before accessing
  its fields.
- V_GetFont() needs to check the font header.
- Added BMF (ByteMap Font) support. This was complicated somewhat by the fact that BMF can
  specify a character advance separately from the glyph width. GetChar and GetCharWidth now
  return this value in place of the glyph width. (For non-BMF fonts, these should still
  return the same values as before.)
- Added A_CheckSightOrRange, with changes.
- Explicitly setting the charset for the EM_SETCHARFORMAT message seems to do what I want.
- Use the Unicode RichEdit control instead of the MBCS version, so as to enforce the use
  of code page 1252 for output text. This is noticeable, for example, with the FMOD copyright
  notice where the copyright symbol appears as ? (halfwidth katakana small U) with code page 932.
- Change the log window to use DejaVu Sans instead of Bitstream Vera Sans, because
  Silverex's X-Chat comes with the former now. Unfortunately, I can't seem to actually
  set the font when my system default code page is 932, since it wants to use some Kanji-
  compatible font instead. I wonder if I can still use the Unicode RichEdit control with
  Windows 9x. (Does it even matter? Windows 9x users make up less than 0.1% of all visitors
  to zdoom.org these days.)
- Added -nostartup switch to disable the more graphical startup screens of Heretic, Hexen,
  and Strife.
- Pretty sure the minimum FMOD version is 4.22.
- added an option to disable player translations in single player games.
- added a file 'fmod_version.txt' so that the source always comes with the information which FMod version to use.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@743 b0f79afe-0144-0410-b225-9a4edf0717df
2010-03-04 10:16:08 +00:00