former used fistp, which is not portable across platforms, so cannot be
used in the play simulation. They were only suitable for the renderer.
xs_Float.h also has a very fast float->fixed conversion, so FLOAT2FIXED
uses that now.
(And I also learned that the FPU's round to nearest is not the rounding I
learned in grade school but actually Banker's Rounding. I had no idea.)
(Also, also, the only thing that could have made quickertoint faster than
toint was that it stored a 32-bit int. I never timed them, and I doubt in
practice there was any real difference between the two.)
- Changed atan2f to atan2. Using floats is not a win, because the result is
returned as a double on the x87 stack, which the caller then needs to cast
down to a float using fst/fld.
SVN r1990 (trunk)
* Looping sounds that have been playing for a very long time, were evicted,
and then were restarted need to have their positions clamped to lie
within the bounds of the sounds. If we try to set a start position very
far beyond the end, it will overflow inside FMOD and not work.
* A start time of 0 is not actually valid and means the sound was never
assigned a start time.
- The latter bug also reveals a problem with starting looped sounds evicted:
They need to be assigned a start time so if they should have the opportunity
to start later, they will be properly synchronized.
SVN r1987 (trunk)
Both Hexen and Heretic depend on such projectiles not doing it as do many
mods that create snow/rain effects plus any terrain splash mod.
SVN r1984 (trunk)
are scaled to the height of a 200 pixel tall sky. Skies taller than 240
use the same scale as a 240 tall sky but are shifted down to make the
top of the texture align with the top of the screen when looking fully up.
Thus, by using a sky texture with a height of 240 or more pixels, the sky
will be drawn with square pixels instead of the vertically elongated ones
imposed by Doom's native 320x200 resolution.
SVN r1978 (trunk)
- Improved sky stretching a bit: It now only stretches the sky as tall as it
needs to be: 228 pixels, not 256. It no longer stretches horizontally,
either.
The reason it stretches to 228 and not 200 pixels is because Doom shifted
its sky texture down 28 pixels. By stretching to 228 pixels, we can keep
the sky tiled at the same height on the horizon. Skies 200 pixels tall
(or more) will continue to tile at the center of the screen when looking
directly ahead.
SVN r1976 (trunk)
time as the polled timer so that the timer does not start running until the
first time it is used.
- Removed the srand() call from D_DoomMain(), because it started the game
timer running prematurely, and we never call rand() anywhere. (Not to
mention, even if we did use rand(), always seeding it with 0 is rather
pointless.)
SVN r1974 (trunk)
unsigned integer that can use all 32 bits. They must therefore use
the unsigned mul instruction rather than the signed imul instruction.
- Fixed several signed/unsigned comparison and possibly uninitialized
variable warnings flagged by GCC.
SVN r1965 (trunk)
player sprites will retain the same precision they had when they were
rendered as part of the 3D view. (needed for propery alignment of flashes
on top of weapon sprites) It worked just fine for D3D, but software
rendering was another matter. I consequently did battle with imprecisions
in the whole masked texture drawing routines that had previously been
partially masked by only drawing on whole pixel boundaries. Particularly,
the tops of posts are calculated by multiplying by spryscale, and the
texture mapping coordinates are calculated by multiplying by dc_iscale
(where dc_iscale = 1 / spryscale). Since these are both 16.16 fixed point
values, there is a significant variance. For best results, the drawing
routines should only use one of these values, but that would mean
introducing division into the inner loop. If the division removed the
necessity for the fudge code in R_DrawMaskedColumn(), would it be worth it?
Or would the divide be slower than the fudging? Or would I be better off
doing it like Build and using transparent pixel checks instead, not
bothering with skipping transparent areas? For now, I chop off the
fractional part of the top coordinate for software drawing, since it was
the easiest thing to do (even if it wasn't the most correct thing to do).
SVN r1955 (trunk)
position when evicting sounds, because restarting the sound system causes
the DSP clock to restart at 0, so start times that were recorded before
the reset are no longer applicable after the reset.
- Fixed: S_StopChannel() always set the channel's actor to NULL, eliminating
origin information when resetting the sound system.
SVN r1949 (trunk)
use a larger aiming range, and ignore non-targets in P_AimLineAttack().
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
this is non-NULL, then all actors between the shooter and the target will
be ignored.
SVN r1941 (trunk)
SoundSequenceOnActor(int tid, string seqname);
SoundSequenceOnSector(int tag, string seqname, int location);
SoundSequenceOnPolyobj(int polynum, string seqname);
SoundSequenceOnSector takes an extra parameter that specifies where in the
sector the sound comes from (floor, ceiling, interior, or all of it). See
the SECSEQ defines in zdefs.acs.
SVN r1939 (trunk)
may still be needed. In particular, when drawing a seg with a midtexture is
split by foreground geometry, the first drawseg generated from it will have
the correct WallSZ1,2 values, but subsequent ones will have whatever
R_RenderDecal() left behind. These values are used to calculate the upper
and lower bounds of the midtexture. (Ironically, my work to Build-ify things
had done away with these globals, but that's gone now.)
SVN r1938 (trunk)
changing game code.
- made SpawningMapThing an argument of AActor::StaticSpawn instead of a global
variable.
- added a stub to the DECORATE parser for defining dynamic lights directly
in DECORATE. This is needed so that ZDoom remains compatible with any DECORATE
which uses this GZDoom feature in the future.
SVN r1935 (trunk)
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
have been added to access elements in user-defined arrays.
SVN r1933 (trunk)
size textures at any scale. I also tried doing sky scrolling on the sky
cylinder, but that didn't look so good, so I left it in screen space.
SVN r1932 (trunk)
but should use the camera position instead to get the correct position for
the closest point along the trail.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not move attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
SVN r1926 (trunk)
a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
SVN r1921 (trunk)
- fixed: When a blasted actor collided with another one this other actor's
DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
by this factor in addition to damage type specific damage factors.
SVN r1915 (trunk)
at just fixing it at a specific value, since the supply of SM14 cards isn't
all that diverse and all from ATI, but apparently Radeon 8500s and 9000s
have different precision levels in their pixel shaders. See bug report
<http://forum.zdoom.org/viewtopic.php?p=444523>
- Removed unused variables FBFormat and PalFormat.
SVN r1901 (trunk)
Mobility Radeon 9000 (on a PCI card, no less!), I have decided to give the
PS14 support some loving: D3D windowed gamma now works on these cards using
a texture lookup for the gamma table. Sadly, this halves my framerate, so
setting gamma to 1 will skip the gamma correction, as it was before, for
full speed. (On my 8800 GT, the gamma correction was free.)
SVN r1898 (trunk)
into the FastProjectile base class and removed the native MageWandMissile
class, using the generic functionality instead.
- Fixed: GetReplacement and GetReplacee always checked the skill definitions,
even if they weren't supposed to be used. It was also missing a range check
for 'gameskill'.
SVN r1894 (trunk)
- fixed: The BossCube could be blocked by floors and ceiling resulting
in incorrect movement. I changed it so that A_BrainSpit now sets the
MF5_NOINTERACTION flag for anything it spawns that has the MF_NOCLIP
flag. For travelling cubes active collision detection makes no sense
and only causes problems. This should also make the boss brain
work in the other games which previously were excluded by a game mode
check in the movement code.
- fixed: ACS's GetUserVariable did not work for the script activator.
- fixed: Moving floors could be blocked by 2 actors without MF2_PASSMOBJ
overlapping each other (common mapping bug, check Herian 2 MAP30.)
SVN r1891 (trunk)
for true color. Instead of using a clipping rectangle on the destination it
tried to alter the source offsets which produced incorrect results for
mirrored or rotated patches.
SVN r1889 (trunk)
invalid for net games. hxvisit was erroneously accepted for net games
before, which it shouldn't have, since it's basically idclev for Hexen.
SVN r1881 (trunk)
instead of the player class's maximum.
- Fixed: A_CStaffCheck() assumed the player's max health was 100 instead
of getting checking for the true maximum.
SVN r1876 (trunk)
first before drawing into it if the copy op passed to it is OP_OVERWRITE.
FTexture::FillBuffer() sets this to erase whatever texture might have been
in the space it is going into.
SVN r1874 (trunk)
surfaces are alternately locked for read-only access each frame, forcing
the driver to stop buffering more than one frame at a time. The input lag
on my system doesn't seem to be as bad as it once was (I can no longer
see it obviously with my naked eye), but turning antilag on "feels"
slightly more responsive. The cvar d3d_antilag turns this technique on and
off. See <http://www.xyzw.de/c120.html> for more details.
SVN r1870 (trunk)
It must set it to 0 if the alpha is 0 to avoid problems with special
colormap detection.
- Changed SPECIALCOLORMAP_MASK again so that it does not interfere with
any valid setting. It must use a value with a 0-alpha because these
are guaranteed not to be produced by the DECORATE code elsewhere.
- Fixed precision issues with AddFixedColormap's search for identical colormaps.
- Added custom colormap support to texture composition code.
- Fixed initialization of FSpecialColormap::GrayscaleToColor. This is not
a mapping from the palette but from a [0,255] grayscale ramp and used to
apply colormaps to true color images for texture composition.
SVN r1867 (trunk)
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
knowledge of the tables' contents.
SVN r1860 (trunk)
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
Using a fixed light level (e.g. PowerTorch) will no longer wipe out
colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
doing it while copying the 3D view window to the display now blends
underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
executable and into zdoom.pk3. Shaders are still precompiled so I don't need
to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
lighting models. These are accessed with the new DrawTexture tags
DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
benefits thereof.
SVN r1858 (trunk)
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.
SVN r1848 (trunk)
* Moves the dog sound out of the Doom-specific sounds in SNDINFO to address this,
* Renames the dog actor to MBFHelperDog to prevent name conflicts,
* Adds APROP_Score to CheckActorProperty,
* Completes the randomspawner update (the reason I moved the recursion counter out of
special1 was that I found some projectiles had this set to them, for example in
A_LichAttack, but I forgot to add transfer for them),
* Provides centered sprites for beta plasma balls if this is deemed deserving correction.
SVN r1847 (trunk)
- Cleaned up A_LookEx code and merged most of it with the base functions.
The major difference was a common piece of code that was repeated 5 times
throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
A_LookEx does not need to store its info inside the actor itself.
SVN r1846 (trunk)
- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
flag.
SVN r1835 (trunk)
yesterday's additions. Changed it so that the parser first checks for
the presence of a '-' sign before deciding whether to use strtol or
strtoul to convert the string into a number.
SVN r1831 (trunk)