everything that eventually calls D_AddFile. Also create the list of files
loaded on the command line separately to allow further checks on them.
SVN r2072 (trunk)
- Joystick devices now send key up events for any buttons that are held
down when they are destroyed.
- Changed the joystick enable-y menu items to be nonrepeatable so that you
can't create several device scans per second. Changing them with a
controller is also disabled so that you can't, for example, toggle XInput
support using an XInput controller and have things go haywire when the
game receives an infinite number of key down events when the controller
is reinitialized with the other input system.
- Changed menu input to use a consolidated set of buttons, so most menus
can be navigated with a controller as well as a keyboard.
- Changed the way that X/Y analog axes are converted to digital axes.
Previously, this was done by checking if each axis was outside its deadzone.
Now they are checked together based on their angle, so straight up/down/
left/right are much easier to achieve.
SVN r1739 (trunk)
- fixed: The Dehacked parser could not parse flag values with the highest bit
set because it used atoi to convert the string into a number.
SVN r1624 (trunk)
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
SVN r1583 (trunk)
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
See http://zdoom.org/files/examples/playerinput.zip for an example.
SVN r1215 (trunk)
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
- Added very basic Soundfont support to the internal TiMidity. Things missing:
filter, LFOs, modulation envelope, chorus, reverb, and modulators. May or
may not be compatible with TiMidity++'s soundfont extensions.
- Added support for quoted strings to the TiMidity config parser.
SVN r957 (trunk)
- Fixed: When changing your name from the menu, you got an extra " appended
to your name if it ended with a backslash.
- Added escape sequences for user info strings, so now they can contain
embedded backslashes.
- Fixed an array-out-of-bounds access when drawing the player setup menu with
an invalid team number.
SVN r598 (trunk)
- Fixed: Placing a /* */ comment at the very end of a file without a
terminating newline would not parse reliably.
- Added a NULL WallSpriteTile check to R_RenderDecal().
SVN r365 (trunk)
- The stat meters now return an FString instead of sprintfing into a fixed
output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
- For consistancy with the other integral types, byte is no longer a
synonym for BYTE.
- Most uses of BOOL have been change to the standard C++ bool type. Those
that weren't were changed to INTBOOL to indicate they may contain values
other than 0 or 1 but are still used as a boolean.
- Compiler-provided types with explicit bit sizes are now used. In
particular, DWORD is no longer a long so it will work with both 64-bit
Windows and Linux.
- Since some files need to include Windows headers, uint32 is a synonym
for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
was all it contained.
SVN r326 (trunk)
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
so now it is available in all games.
- Replaced the call to A_FlameSnd in the HereticPlayer's burn death sequence
with A_FireScream and defined *burndeath for Heretic.
- Added Grubber's custom player class support.
SVN r250 (trunk)
functions added to the exit chain with atterm so that they can be called
in a deterministic order and not whatever order the linker decides to put
them in.
- Fixed: DCajunMaster did not free its getspawned.
- Fixed: P_FreeLevelData() did not free ACS scripts.
- Fixed: Level snapshots were not freed at exit.
- Fixed: The save/load menu list was not freed at exit.
- Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer.
- Fixed: G_DoLoadGame() did not free the engine string.
- Fixed: M_ReadSaveStrings() did not free the engine string.
- Fixed: Processing DEM_SAVEGAME did not free the pathname string.
- Added a check for truncated flats to FFlatTexture::MakeTexture() because
Heretic's F_SKY1 is only four bytes long.
- Added a dump of the offending state to the "Cannot find state..." diagnostic.
- Fixed: FCompressedFile did not initialize m_Mode in its default constructor.
- Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh.
- Fixed: PNGHandle destructor should use delete[] to free TextChunks.
SVN r111 (trunk)
- Fixed: Although TypeInfos are now deleted at exit, their FlatPointers or ActorInfo
data was not freed. I chose not to use a destructor to handle this, because then it
would no longer be a POD type that can be statically initialized.
- Fixed: Aliases were not deleted at exit.
- Fixed: FWadCollection did not free its hash tables, lump info, full names, or the
list of open files when destroyed.
SVN r85 (trunk)
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)