a837b8205eCreate README.md
trunk
Christoph Oelckers
2016-11-10 20:02:18 +0100
8b7d40646e- fixed: vertex:t::angletime was not initialized.
Christoph Oelckers
2013-06-20 18:50:20 +0000
d24edddce1- fixed: When adjusting texture placement for map based scaling the actual texture scaling factor must be left out of the calculations. The patch in r1460 used the composite tci.ScaleY instead of the map-only tci.TempScaleY variable.
Christoph Oelckers
2013-06-20 18:43:14 +0000
49480e123e- bump version number.
Christoph Oelckers
2013-06-09 07:36:25 +0000
d5026ad1f7- Added warning message to MODELDEF parser when a model keyword isn't recognized.
gez
2013-06-08 14:03:42 +0000
296d48c6ec* Updated to ZDoom r4341: - Bumped NETGAMEVERSION. - Bump ZDoom version up to 2.7.0. - Revert r4244.
gez
2013-06-08 11:11:42 +0000
15aea90e25* Updated to ZDoom r4335: - Moved the status bar Tick call after the players have been ticked by P_Ticker(), because P_PlayerThink() is where the check for unspawned players happens. If the player attached to the status bar is one of them, it will crash while ticking. - Added ACS function CheckFont.
gez
2013-06-07 07:28:02 +0000
d538d28293* Updated to ZDoom r4333: - Fixed: Polyobjs that rotated faster than their distance would overshoot on their first tic. - Reduced the potential for overflow when setting up the speed of a rotating polyobj. - Fixed: The time freezer power should do nothing while predicting.
gez
2013-06-06 22:01:49 +0000
5a55c8af52- only enable vertex buffers by default for NVidia.
Christoph Oelckers
2013-06-05 06:55:55 +0000
22f0b88868* Updated to ZDoom r4329: - Addded support for multi-line values in INI files, so you can't maliciously inject stray newline characters into the config file using ACS's SetCVarString. - When purging ACS strings, free the strings themselves as well as marking them as free. - Fixed: ACSStringPool::InsertString()'s overflow check was far too low. - Fixed: When ACSStringPool::InsertString() triggered a garbage collection, it ignored the newly freed space and expanded the array anyway. - Reduce ACS LineAttack's default range to the standard MISSILERANGE, because making it INT_MAX seems pretty iffy.
gez
2013-06-04 17:04:57 +0000
425ead73ea* Updated to ZDoom r4325: - Fixed: Don't transform map variable string initializers into global string table entries if they don't really exist in the source string table. - Fixed: When garbage collecting ACS strings, the active values on the ACS stack also need to be included in the mark phase. - Added ACS function PlayActorSound. It's functionally equivalent to PlaySound, except instead of taking an actual sound name as its second parameter, it selects the sound to play based on the actor playing the sound and the selector passed as the second parameter. - fixed: UDMF's Doom namespace needs to retain Boom's sector special flags. - fixed: UDMF's ZDoomTranslated namespace needs to set the DUMMYSWITCHES flag so that it remains compatible with Doom-format ZDoom maps.
gez
2013-06-03 16:52:47 +0000
8fb4b20d86- fixed: broken models crashed because they didn't fully initialize the data.
Christoph Oelckers
2013-06-03 13:42:40 +0000
4af7bc0386* Updated to ZDoom r4318: - Added more string functions to ACS: strcmp, stricmp (aka strcasecmp), strleft, strright, and strmid. - Clean up excess code around a few calls to SingleActorFromTID(), since that function is already designed specifically to handle the case where tid is 0. - Added GetActorClass and GetWeapon functions to ACS. - Added S_ChangeSoundVolume() to change the volume of an already playing sound, accessible through the new ACS function SoundVolume.
gez
2013-06-02 11:43:27 +0000
915b50bb25* Updated to ZDoom r4310: - Fixed signed-ness issue with FloatBobPhase.
gez
2013-06-01 13:42:05 +0000
03d2077709* Updated to ZDoom 4307: - Added read access to an actor's melee range from DECORATE and ACS, via Blue Shadow. - Added PlaySound and StopSound functions for ACS. They are mostly analogous to their DECORATE counterparts. - GetActorProperty now works with the string properties that were formerly restricted to CheckActorProperty.
gez
2013-06-01 09:43:54 +0000
5a4950af36* Updated to ZDoom 4304: - Heretic and Hexen can now have their big fonts overridden by a font named "HBIGFONT". In addition, a font named "BIGFONT" will override the big font for every game. - Added OverridePalette VOXELDEF flag. - Added ACS function LineAttack via Ryan Cordell.
gez
2013-06-01 09:39:34 +0000
86e1081184* Updated to ZDoom 4301: - Fixed parameter type for Floatbobphase property. - Added AFADoomer's patch to set a text highlight color for the list menu.
gez
2013-06-01 09:22:11 +0000
61fe9b46b1* Updated to ZDoom 4299: - Fixed the Peasants DECORATE definition. - Fixed inappropriate type for FloatBobPhase property.
gez
2013-05-30 22:08:19 +0000
c96f7ae551* Updated to ZDoom 4297: - Replaced unused RNGs with pr_damagemobj for consistency checksum.
gez
2013-05-30 11:14:42 +0000
8d029ffe0f- Added FloatBobPhase 0 to dynamic light to prevent pr_spawnmobj RNG from being called for it.
Christoph Oelckers
2013-05-30 09:01:00 +0000
99c82dd7aa* Updated to ZDoom 4294: - Move bitdepth check outside the loop for grayscale unpacking. - Added ACS functions SetCVarString and SetUserCVarString. - Make UCVarValue::String point to a constant string. - Added ACS functions GetCVarString and GetUserCVarString.
gez
2013-05-28 09:41:53 +0000
9c233b2d98* Updated to ZDoom 4290: - Fixed more possible NULL derefs from r4264.
gez
2013-05-26 23:10:56 +0000
87761b3383* Updated to ZDoom 4289: - Added parentheses for clarity. - Fixed potential uninitialized access in FMapInfoParser::ParseEndGame(). - Fixed: 4, 2, and 1 bit grayscale images weren't properly supported. - Fixed: Valgrind uninitialized memory error and a signed/unsigned warning. - Just remembered that the true color stuff generates textures differently. Changed the previous commit to expand 1, 2, and 4 bit grayscale images while reading the PNG instead of changing the palette.
gez
2013-05-26 11:33:33 +0000
7336b490c0* Updated to ZDoom 4285: - Renamed CVAR_NOSEND to CVAR_IGNORE to better reflect its intent. - Separated CVAR_MODARCHIVE into CVAR_MOD|CVAR_ARCHIVE so that mod-defined cvars can still be identified when they aren't meant to be archived. - Re-fixed r4279. - Added three new ACS functions: GetUserCVar, SetCVar, and SetUserCVar. - Added edward850's patch to cope with stalled network games.
gez
2013-05-26 11:32:02 +0000
947bdab4d8* Updated to ZDoom 4280: - Remove now-unused lumpname variable. - Changed C_ArchiveCVars()'s type parameter to a filter parameter. - Fixed: PillarAlienPower must loop its state. - Added CVARINFO lump support.
gez
2013-05-26 11:27:41 +0000
d905299b1e* Updated to ZDoom 4276: - Fixed: glbsp nodes in a wad file inside a pk3 would not be loaded. - Fixed: Typo from r4270. - Fixed: Possible NULL deref in P_RailAttack. - Changed the way DrawSelectedInventory is casted so that clang doesn't warn about it. - Fixed: Typo in WaterDropOnFloor actor's active sound.
gez
2013-05-26 11:22:48 +0000
fb86b67558* Updated to ZDoom 4272: - Fix broken loading of pre-r4253 savegames.
gez
2013-05-19 07:24:05 +0000
994c901aa0* Updated to ZDoom 4271: - Fixed: Strife line special 197 should have been marked repeatable. - Fixed: Strife line special 200 should also be marked as repeatable. - Added a definition for OB_MPMAULER1 and removed the needless reference to OB_MPMAULER2. - Added a fallback for accented characters to use unaccented ones. - Updated Portuguese strings with the version here: http://forum.zdoom.org/viewtopic.php?p=672839#p672839
gez
2013-05-17 08:00:08 +0000
524d3fd456* Updated to ZDoom 4267: - Fixed possible NULL pointer derefs in P_LineAttack(). - Fixed: FxBinaryInts that needed to cast the right-side parameter to an int resolved the left side instead. - Redo r4259, because I guess those weren't actually whitespace changes. (Although they looked like it to me.) - Fixed: A_Face() should use other instead of self->target when calculating pitch.
gez
2013-05-17 07:56:56 +0000
1dbf973859* Updated to ZDoom 4263: - Removed the music strings from the Brazilian Portuguese translations. (And apparently some whitespace changes too?) - Fixed: Missiles with STEPMISSILE set should probably be able to bounce off the floor they step up onto. - Fix previous fix: Don't zero the velocity when a missile steps up and bounces. - Fixed possible NULL pointer deref in A_FireBullets.
gez
2013-05-17 07:54:36 +0000
ca39e45dbe* Updated to ZDoom 4259: - Fixed possible NULL pointer deref in PrintDLS(). - Fixed possible NULL pointer deref in P_SpawnPlayerMissile(). - Fixed possible memory leak in the non-Windows version of CreatePath(). - Fixed: TAG_MINEKEY still contained the underscore character.
gez
2013-05-17 07:52:50 +0000
ff75ca3b2f* Updated to ZDoom 4255: - Switched to a generically extensible representation for userinfo. - Fixed: The playerinfo CCMD did not range check the player number. - Fixed possible NULL pointer deref in AActor::Grind(). - Fixed possible NULL pointer deref in A_CustomPunch.
gez
2013-05-17 07:51:18 +0000
64ed93033a* Updated to ZDoom 4251: - Fixed: The Ironlich lost its Pain state when it was converted to DECORATE.
gez
2013-05-07 17:43:08 +0000
e164627296* Updated to ZDoom 4251: - Added bounce states. Set the BOUNCE_UseBounceState flag to use them (+USEBOUNCESTATE via DECORATE). - Added a big-endian fix for actor flag fields that aren't four bytes wide.
gez
2013-05-05 20:39:42 +0000
3356a6cf2f* Updated to ZDoom 4249: - Fixed: r4225 accidentally removed the sky texture check for markceiling disabling. [Software only; OpenGL not concerned.] - Remove now-unused dropammofactor variable from AWeaponGiver::TryPickup(). - Fixed: Ever since r1078, D'Sparil has been too quiet.
gez
2013-05-04 21:49:02 +0000
1af67b91a5* Updated to ZDoom 4246: - For the sake of better testing, use 2D sprite sorting unconditionally and not just when a voxel is in view. [Software only. Irrelevant to OpenGL.] - Fixed crash when an actor's spawn state ends by destroying the actor and the first state has NoDelay set and it only consists of 0-tic states. - Added a DropAmmoFactor field to WeaponGiver so that ModifyDropAmount() can record the drop amount modifier into it without fiddling with the actual AmmoGiveX fields.
gez
2013-05-03 09:23:39 +0000
d00bef42ee* Updated to ZDoom 4243: - Fixed: r4234 moved tic decrementing to the wrong spot.
gez
2013-05-01 16:42:06 +0000
8d0af5b32d* Updated to ZDoom 4242: - Be consistent with whitespace tabs. - Stylistic changes. - Fixed: A_RemoveSiblings and [A_RaiseSiblings] did not check that the caller had a master to deduce siblings from. - Fixed: WeaponGiver did not give half ammo when dropped. - Fixed: The constructor for single-lump fonts did not initialize the Cursor field. - Added a NODELAY state flag. This is only valid for a state immediately following a Spawn label. When set, the actor will run this state during its first tick. This means Spawn states may now run an action function if you set this flag. Note that this action function is executed during the actor's first tick, which is not the same as when it is spawned. - Fixed: r4226 [ported in r1557] had bad copy-paste angles for Demon2's XDeath. - A_KillSiblings and A_DamageSiblings didn't check for a valid master.
gez
2013-04-30 07:01:01 +0000
3b47329254* Updated to ZDoom 4234: - Lets try fixing the extra tic issue by evaluating the zero delay states at PostBeginPlay. This requires delaying the state cycling until the next tick.
gez
2013-04-30 06:53:28 +0000
518c7b734b* Updated to ZDoom 4233: - Fixed: noextratic fix skipped over infinite duration states. - Try that last fix again. This time check to see if we enter an infinite duration state and break out of the loop.
gez
2013-04-28 19:33:58 +0000
5a4a89d128* Updated to ZDoom 4231: - Fixed: Hexen's A_DemonDeath and A_Demon2Death had been converted to incorrect generic Decorate. - Fixed: A_MinotaurChase should switch to the Idle state, not the Spawn state. - Fixed: There's more than one place where the CROUCHABLEMORPH flag needs to be checked. - Added an alternate 2D sprite sorting comparison function which seems to work better with large voxels than the standard 1D sprite sort. [Software only; OpenGL had no such problem to begin with.] - P_RailAttack() now checks the puff's MF3_FOILINVUL flag. - Added Blzut3's noextratic fix.
gez
2013-04-28 08:49:31 +0000
24e09cf31a- Fixed model float-bobbing by having the bob offset applied earlier in GLSprite::Process().
gez
2013-04-28 08:39:22 +0000
adeb34ed6f* Updated to ZDoom 4225: - Fixed: r4220 broke 3D floor rendering in software, because 3D floors have the floor and ceiling orientations reversed compared to normal conventions. [OpenGL wasn't affected by the change in r4220.]
gez
2013-04-23 20:45:34 +0000
e2dcb84e1a- Fixed wrong casing of NULL.
gez
2013-04-21 21:39:23 +0000
4c52bce99eUpdate to ZDoom r4224:
Christoph Oelckers
2013-04-21 07:57:56 +0000
6362d775ad* Updated to ZDoom 4221: - Dropped items with the DONTGIB flag set will no longer be destroyed by crushers. - Fixed: Voxel rendering completely fell apart when a mirror came into view. [Software renderer only. OpenGL was and still is fine.] - Force all voxel mip levels to use the same pivot point as the first level. - Added DONTGIB flag to Key, so key-dropping enemies can be used reliably near crushers. - Fixed: When trying to unmorph a monster, make sure the morphed version doesn't have the TOUCHY flag set, or checking the position of the unmorphed version will kill the morphed version, since they will both exist in the same place at the same time, and TOUCHY is really touchy about that. - Use tests less prone to overflow on very steep slopes when detecting which side of a plane the camera is on. Mostly, this means testing the distance of the camera to the plane rather than computing the plane's Z at the camera and comparing that with the camera's Z. [Software only, OpenGL was and still is fine.] - Added CROUCHABLEMORPH flag for the PlayerPawn class. Use this to indicate that a morphed player class can crouch. (Regular players can always crouch, hence the name CROUCHABLEMORPH and not CANMORPH or ALLOWMORPH.)
gez
2013-04-20 21:17:54 +0000
f47e7afed8* Updated to ZDoom 4214: - Multiply the resulting velocity by the player's speed when "jumping" underwater. - Remove the requirement that only action function default parameters can accept a constant expression that evaluates to the class 'None'. - Fixed: AInventory::Touch() should check for a local player view before trying the pickup. - Do copy a monster's special to its morphed version so that it can be properly restored when it unmorphs. - Fixed: Monsters with STAYMORPHED set would still unmorph. - Fixed: A_Face should take into account the target's height when aiming pitch.
gez
2013-04-16 11:21:07 +0000
d3177a8a11* Updated to ZDoom 4208: - Added ignoreteleporttags compatibility setting for a few maps.
gez
2013-04-03 11:44:41 +0000
6034b6bd99* Updated to ZDoom 4207: - Fixed: Skin mugshots didn't load. (This adds a texture usetype for skin graphics.) - Always spawn RocketSmokeTrail and GrenadeSmokeTrail actors, and make them invisible for players who don't want to see them. This is needed for multiplayer sync between players with different settings for cl_rockettrails. - Added FDARI's CLOFF_JUMP_ON_MISS and CLOFF_AIM_VERT_NOOFFSET flags.
gez
2013-03-29 10:26:08 +0000
3d90aa2206* Updated to ZDoom 4204: - Added Weapon.MinSelectionAmmo1 and Weapon.MinSelectionAmmo2 to exclude weapons from autoselection even if they have enough ammo to be used. - Made FName::NameManager::Inited a static member variable.
gez
2013-03-24 10:22:19 +0000
5f8da0db96* Updated to ZDoom 4202: - Added SXF_TRANSFERSPECIAL and SXF_CLEARCALLERSPECIAL flags for A_SpawnItemEx. - Added an enum for the values a Trace callback function can return. - Added a userdata parameter to pass to the Trace callback function. - Added FDARI's A_CheckLOF, modified to use a Trace callback function. - Stop storing rail hits in a global variable, and consolidate the two railgun callbacks into a single function.
gez
2013-03-24 10:07:00 +0000
a0cd462a4a- GZDoom-side of the fix from ZDoom r4193, included in r1543: putting a lightlist in a sector caused that sector's floorlight and ceilinglight to be ignored.
gez
2013-03-24 09:58:19 +0000
504e928d2f* Updated to ZDoom 4198: - Fixed: Used the wrong actor's radius in P_Thing_Projectile() to get the maxdist for P_CheckMissileSpawn(). - Always at least halve the advance vector in P_CheckMissileSpawn(). - Fixed: Don't return false from PIT_CheckThing when a shootable missile hits a nonmonster and infighting is disabled; let the normal conditions apply. Otherwise, you end up with situations where monster-fired projectiles can collide with pickups.
gez
2013-03-22 06:16:30 +0000
ca50d198ad* Updated to ZDoom 4195: - When moving polyobjects, recalculate the floors and ceilings for the actors in their bounding boxes. (See http://forum.zdoom.org/viewtopic.php?f=2&t=35616) - Fixed: Putting a lightlist in a sector caused that sector's floorlight and ceilinglight to be ignored. - Random spawners no longer move the missile forward when spawning them, because presumably whatever spawned the random spawner already took care of this. - Added a maxdist parameter to P_CheckMissileSpawn() to help ensure that it doesn't completely move the spawned missile outside of its shooter (and potentially beyond a wall the shooter might happen to be standing next to). - A player's Speed is now applied to their upmove as well as their forwardmove and sidemove.
gez
2013-03-21 06:48:35 +0000
0d06d764a9* Updated to ZDoom 4191: - Allow negative force for A_RadiusThrust. - Added flags SXF_CLEARCALLERTID, SXF_MULTIPLYSPEED, and SXF_TRANSFERSCALE for A_SpawnItemEx. - Use a missile's MaxTargetRange property as the range for P_AimLineAttack() inside P_SpawnPlayerMissile(). - Make teleport fogs target the teleported actor. - Added spawnofs_z parameter to A_RailAttack and A_CustomRailgun.
gez
2013-03-20 21:21:26 +0000
41fcb6e0a8* Updated to ZDoom 4186: - Fixed: NULL pointer dereference in DrawGem.
gez
2013-03-19 22:01:33 +0000
7726f9bf77* Updated to ZDoom 4185: - Use a TArray for backing up cvars overwritten by a demo. - Added C_GetMassCVarString(), which C_WriteCVars() is now a wrapper around.
gez
2013-03-17 09:33:02 +0000
4e2c414141* Updated to ZDoom 4182: - Fixed: changemap allowed changing the map in "demo mode." - Fixed: Crash when using the console at the title screen.
gez
2013-03-16 20:48:20 +0000
aa3d0b8be7* Updated to ZDoom 4181: - Fixed: P_SpawnPlayerMissile() should not 0 the pitch for weapons that don't autoaim. This allows A_FireOldBFG to work properly when freelook is disabled. - Fixed: The sc_man scanner must use an unsigned character type, or it won't properly recognize any unquoted characters with the eighth bit set. - Added A_SetDamageType. - Added Xaser's SXF_USEBLOODCOLOR for A_SpawnItemEx submission.
gez
2013-03-14 07:42:44 +0000
16f120e3aa* Updated to ZDoom 4177: - Fixed: Playing strife forced the inventory to be used immediately instead of being determined by the presence of an inventory overlay. - Fixed: file_directory tried to free its input parameter. - Fixed: Don't start the MAPINFO music just to have it replaced by the saved music when returning to a level in a hub. - More Visual Studio with CMake fixes. - Missing NORANDOMPUFFZ code.
gez
2013-03-09 11:15:38 +0000
9ca1563054* Updated to ZDoom 4172: - Comment out star and bstar stuff in wi_stuff.cpp. - Redo r4164 fix: Don't clear fake planes when clearing skybox planes.
gez
2013-03-02 10:10:39 +0000
d51123c1a1* Updated to ZDoom 4170: - Moved all BorderNeedRefresh and SB_state updating code into separate functions that won't crash if screen is NULL. - Fixed: G_DoLoadLevel() has a for loop where it resets player cameras that incremented and checked the wrong variable. - Fixed: Players using colorsets instead of custom colors overrode their team colors. - Added TheFortuneTeller's NORANDOMPUFFZ submission.
gez
2013-02-28 09:35:52 +0000
ad91214e85* Updated to ZDoom 4166: - Fixed: GCC build. - Added support for Visual Studio to the CMake project. [Untested]
gez
2013-02-25 19:22:53 +0000
4ee531e60c* Updated to ZDoom 4164: - Properly transfer powerups between morphed and unmorphed actors by calling EndEffect() on the powerups before they transfer ownership, then calling InitEffect() on them after they transfer ownership. - Fixed: stat skyboxes output was broken. - Fixed: Skyboxes never cleared planes when a 3D floor was in view.
gez
2013-02-24 14:23:58 +0000
5f6aad30f5* Updated to ZDoom 4161: - Fixed: RandomSpawner could hang on lists with monsters when nomonsters is enabled or with 'None' items. - Fixed: A TITLEMAP defined with SpawnWithWeaponRaised set caused a crash. - Fixed: r4067 completely disabled weapon switching via A_ReFire. - Fixed: r3860 inadvertently inverted the damage check for thrusting in P_RadiusAttack(). - Cleared GCC warnings. - Fixed: strcpy on map arrays didn't properly translate the array number. - Fixed: the ExplosiveBarrel's height was wrong.
gez
2013-02-23 00:53:43 +0000
e7092846bb* Updated to ZDoom 4154: - Use a temporary bitmap when when copying true color pixels of a multipatch texture, the blend operation is not BLEND_NONE, and it doesn't just redirect straight to a direct texture. - Fixed: The change in r3951 knew nothing about 3D floors. - Fixed: RandomSpawner should observe the nomonsters flags when deciding what to spawn. - Add weapon slots to key configuration menu.
gez
2013-02-20 15:00:16 +0000
3c5ed0ae1b* Updated to ZDoom 4150: - Fixed: PCD_MORPHACTOR and P_MorphMonster() needed NULL pointer checks. - Make the DOOM 3 BFG Edition the last Steam path checked, so it won't override the regular doom.wad. - Allow negative parameters to A_Light. - Added IF_NOSCREENFLASH. - Added NOTRAIL flag for PowerSpeed. - Added NoRandomPlayerclass flag for MAPINFO. - Added time display for alt hud. - Added Brazilian Portuguese translation. - Fixed: APowerSpeed::Serialize needs to call the super method.
gez
2013-02-20 00:59:47 +0000
b9951b548d* Updated to ZDoom 4140: - Fixed: If you hit a wall at the right moment you would some times come out of a teleporter with sliding velocity. - Fixed incorrect -= operators in vectors.h. - Add support for user variables on things in UDMF maps. If you include an actor's user variable in its UDMF thing definition, that user variable will be set to the desired value for that actor when the map is loaded.
gez
2013-02-17 13:01:54 +0000
a6b89e2b6a* Updated to ZDoom 4136: - Fixed: spynext/prev were unreliable with player prediction. - Fixed: The changemap CCMD did not work for maps not defined by MAPINFO. - Fixed: When adding a forwardmove value, P_Bob() needs to do the same pitch-dependent scaling as P_ForwardThrust(). - Changed the "notrelevant" checks in R_RenderMaskedSegRange() to not include equality in their comparison operators. Fixes one map (http://forum.zdoom.org/viewtopic.php?f=2&t=34082); might break others. Maybe. [This does not concern the OpenGL renderer.] - Fixed: info CCMD listed bounce flags twice, under separate names. - Skip the MF2_PASSMOBJ height checks in PIT_CheckThing() for ripper missiles. - Fixed: Because P_OpenMapData() now reopens the containing file for the map, P_LoadGLNodes() needs a new check for if the map came from a regular wad.
gez
2013-02-14 10:28:14 +0000
f8da6b2de2- version bump to 1.7.1.
Christoph Oelckers
2013-02-10 09:19:31 +0000
b029b903b5Update to ZDoom r4129:
Christoph Oelckers
2013-02-10 09:17:26 +0000
6739e1a875* Updated to ZDoom 4071: - Don't use the global numsectors variable when testing if a map is a Build map in P_IsBuildMap() and P_LoadBuildMap(). - In P_SetSafeFlash(), check the requested state against every actor when Dehacked moves the flash to some other class's states instead of just assuming it's good. - In A_ReFire, allow refiring when a weapon is pending, but weapon switching is not okay at this time. - P_MovePsprites() should now always call P_CheckWeaponSwitch(), because the latter function now has its own WF_WEAPONSWITCHOK check in the correct place. - When doing kickback in P_DamageMobj(), choose a random direction if the target and origin are in the exact same spot. - Fixed: G_CheckSpot() should not use the player start's z position unless LEVEL_USEPLAYERSTARTZ is set. - Force node building for garrison.wad from The Master Levels so that the teleporter to the red key won't leave you in the ground.
gez
2013-02-08 10:45:58 +0000
7533b153de* Updated to ZDoom 4064: - Fixed CF_DOUBLEFIRINGSPEED is in player->cheats, not player->WeaponState. - Added WRF_DISABLESWITCH flag for A_WeaponReady to indicate that any attempts to switch the weapon should be discarded. - Moved MF4_BOSSSPAWNED flag copying from A_PainShootSkull to AActor::CopyFriendliness(). - Allow terrain definitions to work with overrides and non-flats.
gez
2013-02-05 14:08:40 +0000
99a801c259* Updated to ZDoom 4060: - Added ACS profiling information. - Do not print imported functions in the profile list. - More options for acsprofile command.
gez
2013-02-04 10:56:27 +0000
e492d69c17* Updated to ZDoom 4057: - Fixed: DrawBar's clipping didn't take the texture offset into account. - Fixed: Using interpolation on drawbar would sometimes result in the last pixel hanging longer than it should. - Improved draw bar clipping fix from last commit.
gez
2013-02-01 11:51:49 +0000
6e90487846* Updated to ZDoom 4055: - 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.
gez
2013-01-27 23:45:12 +0000
88f0ffee2d* Updated to ZDoom 4046: - Fixed some issues in the alternate HUD menu.
gez
2013-01-25 16:30:53 +0000
e22f8ea46b* Updated to ZDoom 4045: - Revert WRF_NOSWITCH changes from r4024. - In P_PoisonPlayer(), keep track of the source as the poisoner, so you can get accurate kill accounting. Also, if the poisoner is a missile, remembering it is pretty pointless, since it's likely to be gone before the player ever dies from the poison. - Separate the player weapon state flags from the other player "cheat" flags. - Be more concise for WRF_NoFire in A_WeaponReady. - Use P_DropWeapon() everywhere it makes sense.
gez
2013-01-25 15:32:12 +0000
5e7cd3a647* Updated to ZDoom 4038: - Fixed: DBaseStatusBar::Draw shouldn't run for the AltHud. - Added A_UnSetInvulnerable() to the FireDemon (aka Afrit)'s Pain state, in case it gets pained before entering its Chase state. - P_DaggerAlert() now puts the emitter into its Pain.Dagger state if it has one, but will still use the regular Pain state if not. - Shorten text of the longest lines in the gameplay options menu. - Sync A_LookEx with A_Look, with regards to COMPATF_SOUNDTARGET. - Retain the Scroll_Texture_(Left|Right|Up|Down) specials on lines for the sake of compat_useblocking. - Fixed: The health bonuses atop the pillars in the starting room of Void could not be picked up because they no longer physically clip through the floor.
gez
2013-01-23 22:09:41 +0000
30f02fdfa4* Updated to ZDoom 4030: - Fixed: Popups weren't shown on the alternate HUD.
gez
2013-01-21 23:14:44 +0000
91fdaf4d36* Updated to ZDoom 4029: - Updated USDF spec to version 2.1 - Fixed: BobStyle was assigned as if they were flags. - Fixed: If AInventory::SpecialDropAction returns true the item should be destroyed. - Fixed: Building with SSE disabled triggered an error. - Fixed: 0 duration A_Lower loops could cause an infinite loop since A_Lower checked if the player was dead in two different ways and returned before the second one.
gez
2013-01-21 10:28:07 +0000
a7dcb7c6e8* Updated to ZDoom 4025: - Do not clear the CF_WEAPONSWITCHOK flag each tic, so that the last setting from A_WeaponReady will carry over until the next A_WeaponReady. Changed P_CheckWeaponSwitch() to clear any pending weapon requests while weapon switching is disabled. - Removed the BuildString() override that took a char** argv, because it was used nowhere. - Fixed: BuildString() failed to properly generate command lines for arguments with embedded " characters.
gez
2013-01-12 14:29:18 +0000
bfc35bab40* Updated to ZDoom 4023: - Added bright flags to the scripted marines' BFG and railgun attacks. - Added a flag to A_M_Refire to ignore the actor's missile state, so the rocket marine will not continue to punch air if it starts attacking while its target is in melee range and then moves out of it. - Do not use the muzzle flash player sprites for the scripted marines' melee attacks. - Slow down the scripted marines' rocket attack and speed up the plasma attack to better reflect the speeds of the equivalent player weapons.
gez
2013-01-06 15:17:09 +0000
fef3619592* Updated to ZDoom 4019: - Added MAPINFO flag "SpawnWithWeaponRaised". - Added CHANGELEVEL_PRERAISEWEAPON flag for use with ACS's ChangeLevel. - Move NULL player check earlier in P_PoisonDamage, before player is accessed. - Add NULL decal check to FDecalLib::ParseGenerator(). - Initialize sprframe to NULL in FListMenuItemPlayerDisplay::Drawer(). - In UpdateJoystickConfigMenu(), do not access joy before checking if it's NULL.
gez
2013-01-03 20:33:41 +0000
9f441cd5d1- Added gl_billboard_particles. If true, particles are billboarded to face the camera, if false the old behavior applies.
gez
2013-01-03 18:15:57 +0000
8e2b798b8d* Updated to ZDoom 4012: - Fixed: The resurrect cheat also needs to restore the player's radius. - Changed P_CheckPlayerSprites() so that it does not alter any actor data. It is now called by R_ProjectSprite() to modify the appropriate data right before it is needed for rendering.- Never set the player actor's scale to the skin's directly. Only do it indirectly through P_CheckPlayerSprite(). - Fixed: When P_Add3DFloor() adds the "inside" plane, it needs to copy the translucency flags from the original plane. - Added JLOSF_NOAUTOAIM flag for when you want to use A_JumpIfTargetInLOS in conjunction with something that never autoaims, such as a railgun. - Fixed: A_JumpIfTargetInLOS should use P_AimLineAttack() instead of P_BulletSlope(), because the latter intentionally checks to the sides of the aimed line. - Do not wake Oracle spectres that are dead. - Do not "wake" Oracle spectres that killed an Oracle. (Because if they killed it, they're obviously already awake. Also, we don't want them to end up targeting themselves.) - Fixed: Don't use the player skin in the cast call if the class being shown has been removed from the PlayerClasses array (and therefore does not have a valid default skin). - Do not double-scale player classes that use non-1.0 default scales. - P_DamageMobj() now returns the amount of damage actually done so that the bleed functions can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. * Fixed decals not being lit correctly in the older lighting mode. * Fixed: 3D middle textures with a valid backsector need to be rendered as two-sided even if they lack the two-sided flag. (It works in ZDoom.)
gez
2013-01-03 00:03:11 +0000