gzdoom-last-svn/specs
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
..
fmod_version.txt - Update to ZDoom r2187: 2010-03-04 10:16:08 +00:00
udmf.txt - Update to ZDoom r2187: 2010-03-04 10:16:08 +00:00
udmf_zdoom.txt * Ported ZDoom revisions r2493 to 2498: 2010-08-08 08:06:22 +00:00