named, and to run a script using ACS_ExecuteAlways, you need to add "always" after the script
name but before any arguments. e.g.:
pukename "A Script" 1
Will run the script "A Script" with a single argument of 1, provided the script is not
already running.
pukename "A Script" always 1
Will always run the script "A Script" with a single argument of 1.
SVN r3365 (trunk)
be made to clamp other actors' pitches to within the range (-90,+90)
degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.
SVN r3323 (trunk)
- add a GetReplacement method to PClass to clean up some really ugly code
- Who wrote the 'kill' CCMD? The way it checked if two classes were identical was horrendously overcomplicated.
SVN r2601 (trunk)
machines, so when an NPC need to show the "enough" response, it has enough
information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().
SVN r2120 (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)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (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)
don't actually compress all that well, even the ones that aren't too short
to possibly compress. (Maybe make the whole thing one long, never-ending
zlib data stream with Z_SYNC_FLUSH used to chunk things at packet
boundaries? That would probably help the compression ratio, but it would
require changing the way the netcode determines sequence, which would be
a much more invasive change.)
SVN r1438 (trunk)
- changed weapon slots to be stored per player. Information is now transmitted
across the network so that all machines know each player's current weapon
configuration so that it can be used by cheats or HUD display routines.
SVN r1430 (trunk)
have those escapes stripped before printing so that they do not merge with
subsequent text.
- Moved default weapon slot assignments into the player classes.
Weapon.SlotNumber is now used solely for mods that want to add new weapons
without completely redoing the player's arsenal. Restored some config-based
weapon slot customization, though slots are no longer automatically saved
to the config and section names have changed slightly. However, unlike
before, config slots are now the definitive word on slot assignments and
cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
be setup in the weapons themselves. Slots are still configurable, since
they need to be for KEYCONF to work; any changes simply won't be saved
when you quit.
- Removed limit on weapon slot sizes.
SVN r1428 (trunk)
vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
of assuming a symbolic link has been placed for the latest version. It can
also find a non-installed copy of FMOD if it is placed local to the ZDoom
source tree.
SVN r1373 (trunk)
summoning.
- Added Karate Chris's fix for Serpent Staff vampirism on teammates.
- Locks and teleporters now take precedence over one-sidedness for automap
coloring.
SVN r1317 (trunk)
- Changed WI_drawPercent() when wi_percents is false so that the total
display is optional, and it formats it like Heretic's intermission, with
a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
so they can be colorized.
SVN r1294 (trunk)
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
or recorded with wipes enabled, and prevents multiplayer games from
starting until all players' wipes have finished.
SVN r1272 (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)
that the drivers will treat a BackBufferCount of 0 as a request for
double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
mysteriously being left pointing to uninitialized memory during the
final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
hexen.wad was not present did not work.
SVN r861 (trunk)
way wasn't playing well with the write barriers.
- Fixed: DFrameBuffer::WriteSavePic needs to fix the canvas in place while
using it.
- Fixed: The sound system was updated every frame, which is a complete waste
of time. Doing it only once each tic is quite sufficient, since nothing
really moves between tics, even if the display makes it look otherwise.
SVN r799 (trunk)
- Fixed two problems with printfs from the net controller stuff: one of them
is totally valid, and the other is GCC not being as nice as VC++.
- Fixed: The case for defining SAVESIG when SVN_REVISION_NUMBER == 0 did not
work for GCC (and presumably VC++, though I never ran into that case with
it) because it tried to stringify something that wasn't a macro argument.
SVN r762 (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)
- The net arbitrator can add or remove players to an access list so they
can or cannot control game settings:
* net_addcontroller <player number> - Adds a player to the control list. Only net arbitrators have access to this command.
* net_removecontroller <player number> - Removes a player from the control list. Only net arbitrators have access to this command.
* net_listcontrollers - Lists the players who are able to control the game settings.
- Fixed: The 'Printf'' occurrences in the 'addplayerclass' console command were all missing a '\n' at the end.
- Enhanced the 'playerinfo' console command so more information about each setting is shown.
SVN r750 (trunk)
were not informed about which team they ended up joining.
- Added Skulltag's DF2_SAME_SPAWN_SPOT flags.
- Fixed: DF2_YES_DEGENERATION was pretty much guaranteed to go out of sync
because it used gametic for timing.
- Added DoubleAmmoFactor as a skill property for the DF2_YES_DOUBLEAMMO flag.
- Renumbered the dmflags2 entries to match Skulltag's again.
- Added Karate Chris's infinite ammo patch.
SVN r683 (trunk)
receives the input focus. When the pane is closed, the focus doesn't
return to any window, so even though the window is still active, it no
longer has the focus and does not receive input events.
- Fixed: The network synch timer was still left running after the game
started. (Windows only)
- Fixed: When a player leaves the game at the exact moment they are being
damaged, the game could crash because their actor still had a valid player
pointer, but the player's mo pointer had been NULLed.
SVN r588 (trunk)