Christoph Oelckers
2ed287428c
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-15 11:36:51 +02:00
Christoph Oelckers
4be9a71636
- fixed: The VOC reader didn't advance the read index correctly.
2014-09-15 11:32:40 +02:00
Christoph Oelckers
1b13e6be98
-. fixed:S_LoadSound passed the wrong value for the lump size parameter to LoadSoundVoc.
2014-09-15 11:24:48 +02:00
Christoph Oelckers
60ff6c5f07
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-14 23:06:57 +02:00
Christoph Oelckers
ee6e87d94b
- use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors.
2014-09-13 12:38:16 +02:00
Christoph Oelckers
de68361f27
- fixed: When a sprite is being renamed by Dehacked it also needs to be changed in the list of original sprite names, otherwise any subsequent attempt to use the altered sprite in a frame definition will fail.
2014-09-13 11:54:19 +02:00
Christoph Oelckers
2ada3fe00e
- remove debug stuff.
2014-09-13 11:40:06 +02:00
Christoph Oelckers
50a8297201
- fixed: G_ChangeLevel must resolve warptrans map links before getting the next level's levelinfo.
2014-09-13 11:00:25 +02:00
Christoph Oelckers
f0e9fde336
- fixed: In Raven games, don't chase after monsters in the titlemap or when actor has a goal.
2014-09-13 10:40:56 +02:00
Christoph Oelckers
2be3b776d8
- fixed: A_CustomMissile should not jump to the See state for dead monsters when using CMF_CHECKTARGETDEAD.
2014-09-13 10:15:09 +02:00
Christoph Oelckers
46ec364443
- fixed: When validating the crouch sprite it was assumed that both the regular and the crouch sprite were having full rotations.
2014-09-13 10:08:22 +02:00
Christoph Oelckers
1e82d72349
- fixed: G_FinishTravel must clear the MF2_BLASTED flag off the player pawn because this flag will result in damage from contact with other objects in the map.
2014-09-13 09:56:21 +02:00
Christoph Oelckers
a0f507d18f
- fixed: The crosshair setting code checked for existence of lumps, not textures and missed anything defined in a TEXTURES lump.
2014-09-13 09:51:49 +02:00
Christoph Oelckers
5a1ad75402
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-12 21:01:27 +02:00
Christoph Oelckers
109da206a6
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-12 20:59:41 +02:00
Christoph Oelckers
a2c81f1ca9
-fixed the file validity checks in MapData::GetChecksum.
...
They need to be done per lump, because MapData::Seek can alter the FileReader being used for a specific lump. Even worse, the FileReader will be NULL when the function as it was is called for a map inside a Zip-file.
2014-09-12 20:59:23 +02:00
Braden Obrzut
27ebfa783e
- Added IfHealth based on Blue Shadow's patch.
2014-09-12 00:49:09 -04:00
Braden Obrzut
0223b7f460
- Fixed: InInventory didn't work quite right with multiple items.
2014-09-12 00:39:36 -04:00
Christoph Oelckers
25951362fc
- fixed: When applying Boom's Transfer_Heights effect to a sector, gl_FakeFlat needs to remove all portals from the original sector planes that are being replaced in the sector copy.
2014-09-11 13:02:39 +02:00
Christoph Oelckers
62880f113b
- fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.)
2014-09-09 08:47:39 +02:00
Christoph Oelckers
86d9c7ec8e
- add some compatibility settings to fix rendering glitches in BTSX_E1 MAP12.
2014-09-09 01:27:41 +02:00
Christoph Oelckers
e2c2f635ac
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-08 23:26:17 +02:00
Christoph Oelckers
5e34b78451
- missed a line.
2014-09-08 23:25:27 +02:00
Christoph Oelckers
0ff061b928
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-08 22:55:37 +02:00
Christoph Oelckers
580e580c42
- added option to set a sector's tag via compatibility.txt (needed by GZDoom)
2014-09-08 22:54:56 +02:00
Christoph Oelckers
3d2646cbae
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-08 13:02:39 +02:00
Christoph Oelckers
cfd24f438f
- jpalomo's A_Saw flags submission.
2014-09-08 13:02:05 +02:00
alexey.lysiuk
e29fce6951
Fixed missing transparency on upscaled textures
...
Textures with diagonal patterns were treated as opaque after resizing
Images upscaled by hqNx were affected mostly by this issue
http://forum.drdteam.org/viewtopic.php?f=24&t=5370
http://zandronum.com/tracker/view.php?id=269
http://zandronum.com/tracker/view.php?id=315
2014-09-07 11:52:51 +03:00
Braden Obrzut
49382a2a14
- Added detection for The Adventures of Sqaure (based off MTrop's submission).
...
- IWADINFO no longer requires a mapinfo to be specified.
2014-09-04 19:36:08 -04:00
Christoph Oelckers
1d2aa3df0c
fixed: The wait console command waited one tic too many because it got 1 added to it twice instead of only once.
2014-08-25 10:51:50 +02:00
alexey.lysiuk
51d7340288
Fixed crash on music volume change when no track is played using FluidSynth device
2014-08-23 16:35:05 +03:00
Christoph Oelckers
5364116354
- fixed: APROP_Friendly did not manage monster counting correctly.
2014-08-23 13:24:15 +02:00
Christoph Oelckers
816999109e
Merge branch 'master' of https://github.com/rheit/zdoom
2014-08-21 13:42:43 +02:00
Christoph Oelckers
df0d3543a8
- fixed: *ALL* original ceiling crushers, not just type 49, require a distance of 8 to the floor for the destination height. For the silent types this required a new action special, Ceiling_CrushAndRaiseSilentDist. This change only affects the XLAT mapping, the Hexen format types behave as before.
...
- removed the redundant internal ceilCrushAndRaiseDist ceiling movement type. It was precisely the same as ceilCrushAndRaise in all details.
2014-08-21 13:01:12 +02:00
Edward Richardson
07d7f690e8
Non-wall sprites need their original depth checks
2014-08-21 20:03:17 +12:00
Christoph Oelckers
c30cfb3190
Merge branch 'master' of https://github.com/rheit/zdoom
2014-08-11 13:18:21 +02:00
Christoph Oelckers
f482dc094d
fixed: R_PointOnSideSlow had precision issues with very short lines.
...
When this function was originally written there was no possibility of fractional vertex coordinates so it threw away the fractional parts of the node's directional vector (which in the original nodes was always 0.)
Now, with UDMF and high precision vertices this no longer works and the loss of significant parts of their value caused this code to produce erroneous results if the linedefs were only a few map units long and using fractional positions.
2014-08-11 12:27:04 +02:00
Christoph Oelckers
48163de8e2
must include doomdef.h in cmdlib.h to get TICRATE.
2014-08-11 11:47:14 +02:00
Christoph Oelckers
f0eccb9d15
- BlueShadow's submission for keeping the max save amount of BasicArmorPickups around when picking up armor bonuses.
2014-08-11 10:08:49 +02:00
Christoph Oelckers
259466c3d4
fixed time printing.
...
- In ZDoom the timer runs a bit too fast because roundoff errors make 35 tics only last 0.98 seconds. None of the internal timing has been changed, only the places where a time value is printed it will get adjusted for this discrepancy.
2014-08-11 09:39:38 +02:00
Christoph Oelckers
1fcde91298
- BlueShadow's GetArmorInfo submission.
2014-08-08 09:25:35 +02:00
Randy Heit
fefe6aa2c1
Specie -> Species
...
- specie: money in the form of coins rather than notes
- species: a group of living organisms consisting of similar individuals
capable of exchanging genes or interbreeding
2014-08-07 22:40:12 -05:00
Randy Heit
75dc7de632
Merge branch 'master' of github.com:rheit/zdoom
2014-08-07 22:28:35 -05:00
Randy Heit
46592f5f6d
Don't clamp SHADE2LIGHT
...
- Light levels aren't stored in bytes anymore, so there's no reason to
clamp it anymore when loading Build maps.
2014-08-07 22:27:48 -05:00
Randy Heit
fbb5689f29
Eliminate extra vars from FWallCoords
...
- cx1, cx2, cy1, and cy2 are not used anywhere, so get rid of them.
- Also annotated the comments to indicate the corresponding arrays in the Build engine.
2014-08-07 22:26:24 -05:00
Randy Heit
e6a1d6b516
Parse more info from Blood's map header
2014-08-07 22:00:02 -05:00
Randy Heit
9659b894a3
Skip neardepth/fardepth checking in R_DrawSprite
...
- Wall sprites now clip much, much better than before.
2014-08-07 20:43:09 -05:00
Randy Heit
7b02027ba7
Fixed: Wall sprites cut off one pixel short of the window's right border
2014-08-07 20:00:49 -05:00
Randy Heit
6303935ad6
Use wall sprite Y scale
2014-08-07 19:57:55 -05:00
Randy Heit
0aa67c68ab
Redo lighting for each wall sprite
...
- Because previously it just reused whatever the most recently drawn wall
used.
2014-08-07 17:23:06 -05:00