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)
- Derive PClass from dobject.cpp. This has one major ramification: Since the PClass
is not allocated until runtime, you cannot initialize any static/global data
structures with pointers to PClasses using RUNTIME_CLASS. Attempting to do so
will just initialize with a NULL pointer. Instead, you can initialize using
the address of the pointer returned by RUNTIME_CLASS and dereference that. By
the time you have an opportunity to dereference it, it will no longer be NULL.
- Sync CmakeLists.txt.
- Random fixes for problems GCC spotted.
SVN r1852 (scripting)
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)
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.
SVN r1824 (trunk)
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.
SVN r1823 (trunk)
- Added more things from Gez's experimental build:
* MBF grenade and bouncing code.
* Arch Vile ghosts emulation (only for compatibility.txt.)
* Several MBF related compatibility options.
SVN r1821 (trunk)