- Added new sprite #### and frame character # to specify the behavior of sprite ---- on a
per-sprite and per-frame basis respectively.
SVN r2291 (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)
issues that caused its inclusion. Is an optimized GCC build any faster
for being able to use strict aliasing rules? I dunno. It's still slower
than a VC++ build.
I did run into two cases where TAutoSegIterator caused intractable problems
with breaking strict aliasing rules, so I removed the templating from it,
and the caller is now responsible for casting the probe value from void *.
- Removed #include "autosegs.h" from several files that did not need it
(in particular, dobject.h when not compiling with VC++).
SVN r1743 (trunk)
a player class selection menu and an episode menu.
- Fixed: AddToConsole could write outside its working buffer.
- Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase.
- Fixed: When picking up weapons the code did not check if it should switch away
from weak weapons.
SVN r1332 (trunk)
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.
SVN r1312 (trunk)
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
for compile time checks of all class names being used in DECORATE so many
incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
made me think that delaying this until FMod calls the end of sound callback
may simply be too late.
SVN r1276 (trunk)
the NextState parameter is. The code did some rather unsafe checks with it
to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
and call the same function to do the real work.
SVN r1243 (trunk)
some changes to the MAPINFO parser which tried to access the texture manager
to check if the level name patches exist. That check had to be moved to
where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
of integers.
Please note that this creates an incompatibility between old and new
versions so if you want to create something that works with both 2.2.0
and current versions better use the string format version for the color
parameter!
- Rewrote the DECORATE property parser so that the parser is completely
separated from the property handlers. This should allow reuse of all
the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
this was ever used for - Raven's invulnerability item - has already been
split up into a Heretic and Hexen version.
SVN r1240 (trunk)
so that all files are included by a central one instead of compiling
each one separately. This speeds up the compilation process by 25%
when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.
SVN r1226 (trunk)
- Fixed: The recent changes in the DECORATE parser require the special parameter
to A_CallSpecial to be an expression, not a constant.
- Removed game filters from old style decorations. No WAD in existence ever
used them and removing them allows to make the parser more robust.
SVN r1170 (trunk)
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
SVN r1146 (trunk)
- Fixed: The MusicVolumes list was allocated with M_Malloc but freed with
delete.
- Fixed: demobuffer was inconsistantly handled with new[]/delete[] and
malloc/free.
- Added used memory tracking to M_Malloc() and M_Realloc(). This
necessitated the addition of an M_Free() call to track frees.
- Removed M_Calloc since it was only used in one place, and can just as well
be done with an M_Malloc/memset pair.
- Bumped DEMOGAMEVERSION for the new net controller codes.
SVN r751 (trunk)
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
40.
- Fixed: The code which checked for hitscan traces hitting actors from above
and below must test whether the calculated hit position is actually inside
the actor being checked. If it crosses the top/bottom plane outside the
bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
This was done to ensure compatibility with parsers that will parse these as
identifier-aware script code later.
SVN r554 (trunk)
- fixed: The brown Chaos Serpent in Hexen had an incorrect sprite for its
ice death sequence set.
- fixed: Ammo upon game start does not get multiplied when on easy skill.
Implementing this as an inventory flag IF_IGNORESKILL also allows to create
ammo/weapon/backpack types that don't multiply the ammo given when on this
skill.
- moved Doom exit sounds into SNDINFO as $random definitions.
- Fixed: Dying Lost Souls could be reset to their see state if they slammed into
something.
SVN r540 (trunk)
no longer gets in the way of the main parser.
- Changed A_MissileAttack, A_MeleeAttack and A_ComboAttack so that they use
metadata. Now all the hack code associated with these functions can be removed.
SVN r538 (trunk)