NetDone.
- moved the DIM_MAP define into v_palette.h so that it can be accessed
from outside the status bar code.
- Fixed: The check for non-swimmable water in UpdateWaterLevel checked for
SECF_UNDERWATER instead of SECF_UNDERWATERMASK.
SVN r514 (trunk)
TAutoGrowArray. A map can handle a wide range of key values better than
an array.
- Added a templated associative array class, TMap, that uses Lua's "chained
scatter table with Brent's variation" algorithm. I had considered using
hash_map until I discovered that it's not standard STL, and there are two
major but incompatible implementations of it. So I rolled my own, and Lua
seemed like a good place to go to for an efficient algorithm, since it
makes heavy use of tables.
SVN r513 (trunk)
so that I can create the ACS function Thing_Damage2. It's exactly the same as
Thing_Damage, except the damage type is specified by name. When I did this,
I noticed that it didn't do anything useful for a TID of 0, so I made it
affect the activator in that case.
- Added a new SetActorState ACS function:
int SetActorState (int tid, str statename, optional bool exact);
If tid is 0, it affects the script activator, otherwise it affects all the
matching actors. Statename is the name of the state you want to put the
actor in. The final parameter, exact, specifies whether or not partial
state name matches are accepted. If you don't specify it or set it to
false, if you try to do something like:
SetActorState (0, "Foo.Bar");
And the actor has a Foo state but no Foo.Bar state, it will enter the Foo
state. If you set exact to true:
SetActorState (0, "Foo.Bar", true);
Then the actor must have a Foo.Bar state, or it will not change state at
all, even if it has a Foo state.
The return value for this function is the number of actors that successfully
changed state. Note that you should refrain from using this function to
enter special states such as Death, or unpredictable results could occur.
SVN r505 (trunk)
P_(Aim)LineAttack().
- Added an AttackZOffset to PlayerPawn. This is the offset from the
center of the player at which their attacks are fired and scales
according to their crouched height.
- Changed the version of P_SpawnPlayerMissile() that takes coordinates
to use that location as an offset from the standard attack location
rather than as an explicit attack location.
SVN r498 (trunk)
player's inventory even when they have been used up. If the item also
has an inventory bar icon, it will be drawn darkened when it is
depleted.
SVN r497 (trunk)
- The net start pane is now given focus when it is created, so it can
receive keyboard input.
- Added playback of the "WeaponPickup" sound when a Hexen net game starts.
- Separated the different startup screens into classes for better
modularization (which I should have done in the first place). (Sorry,
have not done it for Linux yet, so that won't compile as-is.)
SVN r496 (trunk)
of scrunching the startup screen up to make room for it.
- Added the red net notches for Hexen's startup screen.
- Added hprintf and status simulation for Heretic's startup screen.
SVN r495 (trunk)
was open, the game was frozen before its initial setup tick until the
console was closed. The most obvious result of this is that your view was
stuck on the floor until the console closed.
- Fixed: Pressing ESC while editing your player name completely cleared the
menus instead of simply canceling the name change.
- Fixed: The status bar still showed the rampage face if you held the fire
button down while frozen.
SVN r493 (trunk)
are left-associative, so you can use them like you would with an ostream
and append to a string in a single expression without any overhead from
allocating temporary strings as would happen if you used the + operator.
In other words, instead of this:
string += "Some string " + "that is assembled" + " in parts";
You can do this and be more efficient while still being just as readable:
string << "Some string " << "that is assembled" << " in parts";
- Changed PCD_PRINTBIND to include the command in its output if it isn't
bound.
- Fixed: ACS_ExecuteWithResultValue could not be used inside a script because
DLevelScript::RunScript() was not reentrant, thanks to having a global stack.
The stack should be local to each instance of RunScript.
- Fixed: rt_draw4cols() could get stuck in rare situations where it thinks it
should be drawing something but doesn't. Since long-term I plan to just
replace all the masked drawing the variants of maskwallscan, I'm not going
to try and find the real cause and fix it there. Instead, it just detects
the situation and bails out when it finds it.
SVN r492 (trunk)
- Added APROP_Friendly actor property for ACS.
- Added a new flag, MF2_DONTREFLECT that prevents missiles from being reflected.
- Fixed: ALoreShot::DoSpecialDamage must check whether the shooter is still
present. If it had been removed before the projectile hits its target
a crash could occur.
- Fixed: GetPlayerInfo was missing breaks and always returned 0 as a result.
- Added Grubber's submission for printing key bindings in ACS.
SVN r491 (trunk)
when a player is going through a screen wipe and act like a pause, so the
game doesn't run several tics afterward to catch up with it.
SVN r485 (trunk)
were running when the teleported, they would still be running afterward
even though they weren't moving anywhere. Normally, P_XYMovement() does
this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
commands to be the total count of things spawned, rather than a pretty
much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
it was set to a see or spawn state, resetting its tic count and bypassing
the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
successfully spawned. As long as at least one thing was spawned, it should
be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
degree interval.
SVN r484 (trunk)
samples, a problem for the alternate sound renderer if it happened to be
playing any sounds at the time, since it would try to keep on playing them.
SVN r483 (trunk)
position when not playing in fullscreen mode.
- Changed the upper-left window positioning that was always used in debug
builds into a command line option (-0), so debug and release builds behave
the same.
SVN r482 (trunk)
in DEarthQuake::StaticGetQuakeIntensity. The reason for this: Quakes were
never supposed to be additive. Many maps, including Hexen's own have placed
quake spots so that they cover a larger area but the areas covered by the
single spots overlap. On such maps the view will shake like crazy and
render the map nearly unplayable.
SVN r480 (trunk)
from the renderer in case the camera changed position or direction since
the last time it was looked through. Otherwise, the renderer will
interpolate from its previous view for one frame when it is switched to.
- Fixed non-POD parameter passing for GCC introduced in the previous commit.
SVN r476 (trunk)
- Added more player water sounds:
*dive - Played when your head goes below water.
*surface - Played when your head goes back above water.
*gasp - Played when you were drowning and get your air back.
If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
damage-specific player pain sounds. It looks for a sound with a name like
"*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
be assigned. Hence, the $playerreserve command has been eliminated, because
it is no longer needed and it was never accessible from user wads, so I
don't need to worry about breaking anything by removing it.
SVN r474 (trunk)
.rtext files in the assembly object files. Now I can avoid doing this at
runtime, which means that ZDoom is now UPX-compatible if anyone wants to
pack it.
You will need to do a rebuild or manually delete the old assembly .obj files
for the first build from this revision to succeed, since there are no
changes to the assembly files themselves, and the build process will not be
able to automatically detect that they need to be rebuilt.
SVN r473 (trunk)
when a == 0x80000000, because the result of abs will still be negative as
long as we use signed math.
- Fixed: SafeDivScale31 performed DivScale32 instead.
- Fixed: R_DrawSpanP_ASM had a short jump into a different section.
SVN r472 (trunk)
is unable to synthesize one.
- Converted xlatcc to use lemon during its build process. Now you don't need
bison to rebuild everything anymore.
SVN r470 (trunk)
- Removed the constraint that all $playerreserve SNDINFO commands must come
before the other $player commands.
- Fixed: TArray::Reserve did not construct its newly allocated entries.
- Changed the damage type for drowning from 'Water' to 'Drowning'.
SVN r466 (trunk)
contains a NULL point, so the GetMem() method should fake it by
returning NULL when the string is empty. Reverted p_xlat.cpp to its
old revision.
SVN r465 (trunk)
P_TranslateLinedefs.
- Fixed: ShowErrorPane can be called before ST_NetDone is valid so it has to
check whether it is NULL.
- Fixed: The Megasphere had an incorrect pickup sound.
- Fixed: The new video initialization code could set the screen's Font pointer
to NULL, causing a crash with levels that start in a secret sector.
SVN r464 (trunk)
const char * with a string inside its buffer, it released the buffer
before copying the string.
- Added a new FString constructor that creates the string from a lump.
- Fixed: G_DoReborn() calls G_InitNew() with mapname set to level.mapname.
G_InitNew() then copies it onto level.mapname, which is undefined
behavior (although it does work as we want it to).
- Modified FMemLump to store its data using FString. That class provides
a convenient method of storing reference counted data, so now FMemLump
doesn't need to muck about sneakily using const_casts and possibly
tricking its users into thinking that an old one is still valid after
being assigned to a new one.
- Fixed: The IMGZ, PNG, PCX, and JPEG loaders assumed the files were
large enough for their headers without actually checking.
SVN r463 (trunk)
were applied even when the status bar wasn't drawn. (In other words, even
in situations where a real palette blend wouldn't have happened.)
SVN r462 (trunk)
- Fixed: AddLine() could corrupt memory if the length of the text being
added was longer than the console buffer.
- Fixed: FTexture::GetScaled(Left|Top)Offset returned the Width and Height
instead when the scale values were 0.
- Removed the unnecessary "mov ecx,c" from mscinlines.h:Scale().
SVN r461 (trunk)
DCanvas::DrawTexture() to calculate off the actual bottom of the image
instead of the height, improving precision. Now the scaled status bar is
flush with the bottom of the screen at 1280x1024, for instance.
SVN r458 (trunk)
Normally Direct3D sets the FPU to single precision. We don't want that,
since it can mean going out of sync with machines that are using the
standard precision. Additionally, the nodebuilder requires the extra
precision that single precision lacks.
SVN r455 (trunk)
3 new code pointers without general use it was necessary to handle
GiveDefaultInventory consistently for all players without the need to
subclass this function.
- Added a Player.RunHealth property to expose the StrifePlayer's behavior of
not being able to run when its health is below 10.
- Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor
and a BasicArmor item to the inventory. If these items are not the first ones
added to the inventory anything else that might absorb damage is not guaranteed
to work consistently because their function depends on the order in the inventory.
- Changed handling of APowerup's DoEffect so that it is called from the owner's
Tick function, not the item's. This is so that the order of execution is
determined by the order in the inventory. When done in the item's Tick function
order depends on the global thinker table which can cause problems with the
order in which conflicting powerups apply their effect. Now it is guaranteed
that the item that was added to the inventory first applies its effect last.
- Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could
cause a divide by zero.
- Fixed: P_MoveThing must also set the moved actor's previous position to
prevent interpolation of the move.
- Fixed: APowerInvisibility and its subclasses need to constantly update
the owner's translucency information in case of interference between different
subclasses. Also changed Hexen's Cleric's invulnerability mode to disable
the translucency effect if an invisibility powerup is active.
SVN r448 (trunk)
- Fixed: The PlayerSpeedTrail must copy the player's scaling information
(from Skulltag)
- Added r_maxparticles CVAR from Skulltag.
- Changed PCX loader so that it always loads the last 768 bytes of 8 bit graphics as a palette
SVN r447 (trunk)
MAPINFO keyword 'bordertexture' and are settable per map.
- Fixed: When used in DECORATE A_Explode must use A_ExplodeParms.
- Added custom label support to A_Chase. To enable resurrection from the
customizable version I also moved all A_VileChase stuff into p_enemy.cpp.
SVN r437 (trunk)
- Fixed: The screen wipe must be disabled for Heretic's underwater ending. If
not, the wipe will try to mix pictures with different palettes.
SVN r435 (trunk)
both named item.
- Switched ddraw.dll to be delay loaded. With D3D9 now being the default
display code, this avoids wasting time loading DDraw if it isn't needed.
- Fixed: The Win32 I_FatalError() did not set alreadyThrown, so it could get
stuck in an endless fatal error loop.
SVN r433 (trunk)
- Added more resolution options when playing windowed under SDL.
- Changed SDL mouse handling to be basically identical to the (non-DirectInput)
Win32 code. The mouse is polled periodically and constantly warped to the
center of the window. Despite what the SDL docs specify, SDL_WM_GrabInput()
is apparently no longer a reliable means of obtaining continuous relative
mouse motion events.
- Fixed: The non-Windows implementation of I_FindClose() did not check for -1
handles.
SVN r432 (trunk)
wadsrc/Makefile, nor did it use the makefile for cleaning.
- Added ST_NetMessage() for mixing miscellaneous messages with the network
startup meter, since they get mixed in the same space on the Linux terminal
and must be handled properly to avoid looking bad.
SVN r429 (trunk)
- Renamed the new armor properties to use the same names as Skulltag to avoid
confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.
SVN r427 (trunk)
because S_GetSoundPlayingInfo cannot properly resolve player and random sounds.
- Fixed: S_IsActorPlayingSomething has to resolve aliases and player sounds.
- Took S_ParseSndSeq call out of S_Init. This doesn't work when parsing SNDINFO
in D_DoomMain.
- Moved SNDINFO reading back to its old place after MAPINFO. This is necessary
for Hexen's music definitions.
SVN r425 (trunk)
- Fixed: Due to the changes for custom states the internal weapons shouldn't
define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
whether it was set by default or not. Now the MF2_SLIDE check checks both
flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
SVN r422 (trunk)
- Fixed: The host would let more than the desired number of players connect.
- Decreased the frequency of packets in ST_NetLoop() to two per second.
- Fixed: During the i_net handshaking, guests never verified that the messages
they received were from the host.
- Removed the -net command line option. I'm not sure it even worked anymore.
SVN r421 (trunk)
warnings. At first, I was going to try and clean them all up. Then I decided
that was a worthless cause and went about just acting on the ones that
might actually be helpful:
C4189 (local variable is initialized but not referenced)
C4702 (unreachable code)
C4512 (assignment operator could not be generated)
SVN r420 (trunk)
otherwise it gets reset to black and unused.
- Fixed: I_SetWndProc() needs to be called before any of the DirectX
interfaces are initialized, because DirectX subclasses the window itself,
and I_SetWndProc() undoes that subclassing.
SVN r419 (trunk)
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
because the differences are only minimal.
- Removed all the varargs FindState functions because they aren't really needed.
The engine itself never explicitly checks for more than 2 labels and for the
rest a function that gets passed a FName array is more suitable anyway.
SVN r414 (trunk)
and doesn't have to traverse parent lists to find them. This is required for
Dehacked actors that inherit states (e.g. NonsolidMeat and Spectre) but it also
makes the data much easier to handle.
SVN r413 (trunk)
- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.
SVN r412 (trunk)
- Fixed: FTexture::CheckForTexture should return NULL if the texture it
finds is of type FTexture::TEX_Null. If this isn't done not all occurences
of AASHITTY being used to silence an editor's error checker will be handled
correctly. In particular the transparent door trick will break.
SVN r411 (trunk)
cycled through the entire list of actors.
- Reverted AActor::FindState to its R407 version because the change in R408
doesn't compile properly with VC++.
- Changed FIXMAPTHINGPOS further so that it also affects objects that are
not directly on a wall but closer than its radius.
- Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and
adjusted the radii of all affected objects to actually represent half
the sprite's width.
SVN r409 (trunk)
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.
SVN r404 (trunk)
- Added DECORATE support for setting an actor's args. If this is done
it will also disable the actor's special that can be set in a map. This
is for actors that want to use A_CountdownArg or similar functions
that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that
all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector
lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.
SVN r401 (trunk)
computers are fast enough that the difference isn't even noticeable
unless you're doing hundreds of thousands of matches, and I never had
any plans to improve the algorithm the "fast" code used.
- Fixed: BestColor() should not by default return 1 as a possible match,
since it's normally the transparent color.
SVN r400 (trunk)
- Fixed: If the FBTexture wasn't exactly the same size as the screen,
D3DFB::PaintToWindow() would still lock it with D3DLOCK_DISCARD. Alas,
I saw no speedup for using a dirty region. (Side note: The Radeons are
apparently slower compared to DirectDraw because they must do
power-of-2 textures. If they ever add non-power-of-2 support like nvidia,
I assume they will also see a speed gain.)
- Changed fb_d3d9.cpp so that instead of trying to compensate for Geforce
off-by-one errors in the pixel shader, it automatically detects where
the error occurs and modifies the way the palette is uploaded to
compensate. Palette color 255 is then represented using the texture
border color instead of actually being part of the palette. This should
work correctly with all cards, since I had a report of an FX where the
off-by-one occurred in a different spot from the place where I observed
it on a 6 and 7 series cards. Since the shader now has one fewer
instruction, I notice a very marginal speedup. (Interestingly, removing
the flash blending from the shader had no perceivable performance gain.)
SVN r399 (trunk)
names for some DECORATE functions. Technically these will be constants
of the AActor class but that will make them accessible in all other actor
classes.
SVN r397 (trunk)
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though
he doesn't need it.
- Added custom blood type properties to DECORATE.
- Converted Blood to DECORATE and made some minor changes to the code
in preparation for custom blood types.
- Converted the bot helper things to DECORATE.
- Added damage type specific crash states.
SVN r395 (trunk)
- Added integer constant declarations to objects.
- Added some new token-based functions to sc_man.cpp that know about keywords
and record proper type information, so parsers don't need to treat
everything as strings.
- Added a simple symbol table to PClass.
SVN r394 (trunk)
not even zvox.wad or the skins directory.
- Minor improvement of Hexen's Demons: They now transfer the translation
to the chunks they spawn so that they look correct if they are color
translated. See Resurrection of Chaos for an example.
- Converted Key gizmos to DECORATE.
- Converted Heretic's Beast (Weredragon) to DECORATE.
- Added a randomness parameter to A_SpawnItemEx. This allows
spawning objects with a random chance without the need to write
complicated A_Jump constructs.
- Converted Heretic's Mummy to DECORATE.
- Converted Hexen's Demons to DECORATE.
SVN r393 (trunk)
- Made the Ettin's and Centaur's howling sound an actor property.
- Added A_CustomComboAttack function to finally have something that can
replace the old A_ComboAttack function.
- Added A_SpawnItemEx function that removes the problems with A_SpawnItem
and which also should make most of the A_CustomMissile abuse unnecessary.
- Added A_QueueCorpse to the list of DECORATE code pointers.
- Made the size of Hexen's corpse queue configurable by CVAR
(sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse
queuing completely so that even in Hexen all corpses will stay forever.
SVN r392 (trunk)
better emulate some calculation of internal code pointers.
- Added named RNG support to DECORATE's expression evaluator. Just use
random[name](min, max).
SVN r391 (trunk)
explaining the need to use mt.exe 6.0 or newer. Here is the note:
VERY IMPORTANT: You must copy the mt.exe from %VSINSTALLDIR%\Common7\Tools\bin
on top of the version in %VSINSTALLDIR%\VC\bin or your computer may restart
while building.
- Changed the ASecretTrigger::Activate() fix: There's no reason open scripts
shouldn't be able to activate secret triggers; players just won't get
credit for it in coop.
- Added a NULL actor check to R_SetupFrame().
- Fixed: The player sounds in DEHSUPP were defined incorrectly.
SVN r390 (trunk)
- Added MissSound parameter to A_CustomMeleeAttack.
- Converted Heretic's Snake (Ophidian) to DECORATE.
- Added an option to A_CustomMissile to jump to the see state if
the caller's target is dead.
- Fixed: A_ThrowGrenade didn't play the missile's spawn sound.
- Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code
pointers can be recreated with DECORATE.
- Converted a_ravenambient.cpp to DECORATE.
SVN r388 (trunk)
redirect player pointers, it affects the bodyque too. That meant that in
multiplayer games, once the bodyque filled up, anybody was in danger of
being rudely destroyed the next time somebody respawned.
SVN r386 (trunk)
the build process can run uninterrupted under Vista.
- Fixed: DIRECT3DCREATE9FUNC needs WINAPI added to its prototype so that it
works properly in release build, which defaults to __fastcall.
SVN r385 (trunk)
to PO_MovePolyobj() from P_SerializePolyobjs() for a crushing polyobject
that touches a player actor will not have a valid actor->player->mo chain
for P_DamageMobj and crash if it happens to touch the player. Since the
polyobject was presumably in a good spot when the game was saved, we can
just skip this step entirely and let it take care of itself the next time
it moves (by which time, the players will be valid).
- Fixed: When transitioning from fullscreen to windowed mode with D3DFB, the
window kept the WS_EX_TOPMOST style.
- Slight correctness fix: When in fullscreen, the window should have WS_POPUP
style.
- Added a NULL target check to P_SpawnMissileXYZ(), A_DemonAttack1(),
A_DemonAttack2_1(), and A_DemonAttack2_2().
SVN r384 (trunk)
- Made Hexenarmor factors configurable by DECORATE.
- Added support for selecting the invulnerability mode per item as well.
- Made Invulnerability and Healing radius behavior selectable by player
class instead of hard coding the special behavior to the Hexen classes.
SVN r379 (trunk)
in DECORATE. While it is still recommended not to use them anymore
they will continue to work with custom state support and existing
DECORATE code doesn't have to be changed. However, they will remain
limited to the existing functionality, nothing more.
SVN r377 (trunk)
- After doing some tests with state label scopes I had to conclude that
using '.' both for separating sub-state-labels and scope resolution
identifiers does not work reliably unless all actor class names were
prohibited from being used as state labels. Since that is undesirable
the only solution is to change the scope resolution operator. Fortunately
no WADs so far have used it so implementing such a breaking change isn't
a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.
SVN r375 (trunk)
- Added VSpeed DECORATE property so that an actor can be given an initial
vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
monsters and added it to the list of DECORATE code pointers. Now Quake-style
zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
health compatibility flag if max is 0. To do that it calls P_GiveBody now.
SVN r373 (trunk)
with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (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)
instead of forcing it into misc1/misc2. Although this increases the EXE's
size by 30k it has several advantages:
* State parameters are no longer limited to 65535 for all states combined.
* State parameters can be used with long durations.
* Some special handling in the weapon state set functions can be removed.
SVN r364 (trunk)
A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
and Thing_Move functions so that TID 0 affects the activator.
SVN r362 (trunk)
It is like A_Jump, except it accepts up to 20 jump targets. The jump
probability is still the first parameter and controls whether any jump is
taken at all; use 256 if you always want to jump. If a jump is taken, then
one of the jump targets will be chosen at random, with each target having
an equal chance of being chosen.
- Fixed: The unfreeze ccmd was not multiplayer-safe. And I renamed it to thaw,
since it has nothing to do with the freeze ccmd.
SVN r360 (trunk)
affected by armor.
- Added an unfreeze CCMD so that frozen players can be unfrozen for testing.
- Added special death states for projectiles hitting actors.
- Added ACS SetActorPitch/GetActorPitch functions.
- Added cameraheight property for actors.
SVN r359 (trunk)
resulted in incorrect colors.
- Fixed: FFont::BuildTranslations didn't clamp the RGB color values. This
can happen if some font colors overflow or underflow due to incomplete
range specifications.
SVN r358 (trunk)
on the automap instead. If its first argument is zero, the map marker itself
appears on the automap, otherwise it is drawn on top of any actor with a TID
matching that argument. If the second argument is one, then the map marker
will only be appear if the player has previously seen the sector it is one.
You can use Thing_Activate and Thing_Deactivate on markers to turn them on
and off. And if you subclass MapMarker with DECORATE, you can easily make
your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
screenblocks < 10.
SVN r356 (trunk)
DLevelScript::DoSpawn().
- Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing
the vector lengths, fixing desyncs between GCC/VC++ games that happened
because the two compilers produced slightly different results for some
slopes. GCC kept them in registers, so they were never truncated to floats.
VC++ stored them to memory and reloaded them in order to truncate them to
the defined precision. Lesson learned: Floating point numbers in local
variables should always be doubles to produce the best code with VC++ that
has the best chance of matching GCC's default behavior.
- Removed netget and netsend function pointers. PacketGet and PacketSend are
now called directly.
- Fixed: Watching a demo from the point of view of someone other than the
first player could cause a crash when the demo ended.
- Removed invcount from the expression evaluator at Grubber's suggestion,
because it doesn't work.
- Fixed: vid_nowidescreen should fire off setsizeneeded so that changes to it
can happen immediately instead of at the next resolution change.
SVN r355 (trunk)
ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is
processed, it will check if it's okay to do an autosave. If it is, it writes
DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave.
Essentially, about half of the functionality was moved out of G_DoAutoSave()
and into Net_DoCommand().
- Minor changes to OS detection: The os_WinNT enumeration has been renamed to
os_WinNT4, since every new OS coming out of Microsoft these days is
essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows
Server 2003" and "Windows Vista" respectively, and any unknown NT versions
Microsoft introduces in the future will now be displayed as "Windows NT"
instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the
minor version is non-0. Win32s detection has also been removed. Presumably
if somebody is foolish enough to try to run this on Windows 3.x with Win32s,
it won't even load due to missing DLLs.
- Fixed: Demos with NETD chunks should not set netgame to true unless they
have more than one player. And since netdemo is ignored if netgame is
false, it doesn't need to set that either.
- Fixed: FTexture::GetScaled* functions did not check for scale values of 0.
SVN r354 (trunk)
definition and not in BeginPlay.
- Changed the special explosion behavior of the rocket to a flag
(MF5_DEHEXPLOSION) so that its effects can be used on other actors
as well without having to inherit from the rocket.
SVN r353 (trunk)
isn't defined yet in order to replace lumps that are not in the
list of preinitialized graphics.
- Changed font initialization to occur after textures have been completely
initialized. This is necessary so that the font characters can be
replaced with hires versions.
SVN r351 (trunk)
bWorldPanning flag. Also added some NULL pointer checks to the
hires texture loading code.
- Added Sector_SetFloorScale2 and Sector_SetCeilingScale2 line specials.
They are mostly the same as Sector_Set*Scale but take fixed point parameters.
This makes them easier to use and more precise than the old ones which
offered very small fractional precision.
- Changed Thing_Deactivate so that passing a tid of 0 deactivates the calling
actor.
- Added MeansOfDeath parameter to DamageThing.
SVN r350 (trunk)
state and make its pain noise at the start of the next level.
- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.
SVN r348 (trunk)
only one character long.
- Fixed: When players respawned in multiplayer, scripts that started on their
old body kept executing on that body instead of being transferred to the new
one. I'm doing this with general pointer substitution now, so everything
that pointed to the old body will use the new one; not sure if that's best,
or if it should applied exclusively to scripts, though.
- Fixed: Hexen's delay ACS command actually waited one extra tic. Now if
you're playing Hexen and an old-style ACS script delays it will wait one
extra tic in ZDoom as well.
- Fixed: When G_FinishTravel() created a temporary player, P_SpawnPlayer()
thought the old player actor was a voodoo doll and stopped its scripts
and moved its inventory.
SVN r347 (trunk)
local player, so co-op games would spawn only the things relevant for the
local player and not all the things relevant for all players.
SVN r344 (trunk)
state has changed since the target has been acquired.
- Fixed: Multiplayer telefrag obituaries must be handled before weapon
dependent obituary messages.
SVN r341 (trunk)
- PClass::StaticInit() now sorts the class metadata so that operations that
iterate over it (such as the "give all" cheat) are compiler-independant.
SVN r340 (trunk)
so any item that was giving another CustomInventory item didn't work
as intended.
- Fixed: CustomInventory items didn't process A_Jump... commands properly
for non-players.
SVN r339 (trunk)
could not be saved for some reason.
- Added the writeini console command to write the config file, optionally
specifying a specific file name for it.
- Fixed: "Multiplayer" demos that only had one player were not played back
properly because the demo playback code only checked the number of players
to determine if it should be played as a netdemo.
SVN r333 (trunk)
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
without using the \ character to preface the newline character. This makes
it much easier to diagnose errors where you forget the closing quote of a
string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
parameter, which was never passed as anything other than the default.
SVN r331 (trunk)
- Fixed: Voodoo dolls should not start ENTER scripts.
- Fixed: ActorDamage must not parse the enclosing parentheses as part of the
expression. That will produce an error if a flag set or clear command immediately
follows.
- Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no
owner.
- Added a 'font' parameter to A_Print.
- Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions
can be used this value is not used as a factor for a random value but as
a direct damage value instead.
- Fixed: AActor::SetState must check whether a called action function resulted
in the actor's destruction. A_Jump constructs to a 0-length terminating
state will hang if this isn't checked.
SVN r329 (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)
- Changed deh.MaxHealth use to be consistent with other source ports.
- Added NULL pointer checks to APlayerPawn's state set functions. If these
remove the player from the game a crash is the inevitable result.
SVN r325 (trunk)
- Fixed: SetTexture() in p_setup.cpp assumed that all color values were
six characters. Although this was the intended way to specify colors,
earlier versions did no error checking, so other lengths worked too.
- Fixed: FPatchTexture waited until MakeTexture() to call CalcBitSize(),
so the width and height bit sizes weren't available when using it as a
source for a warp texture.
- Fixed: R_InitSkyMap() should only warn about two sky textures not being
the same height when they are used as part of a double sky.
- Added a NULL state check in AActor::Tick() before advancing the current
state. Note that this should not happen, so there's an assert there for
the debug build as well as a regular check for the release build.
SVN r324 (trunk)
- Changed all the bool arguments to the ACS ReplaceTextures and SectorDamage
commands with a single flags argument. SectorDamage also gained extended
functionality: you can now make it hurt only players, only non-players, or
both. Previously, hurting only non-players was not possible.
- Added the HUDMSG_COLORSTRING flag for ACS hudmessages. If you OR it in with
the message type, the color will be treated as a string naming the color
you want to use, so now you can use custom colors with hudmessages.
SVN r318 (trunk)
initialize its index, so it can be used from inside Actors without
overwriting the runtime default value.
- V_BreakLines() now returns an array of FStrings instead of char *'s.
- Added support for custom text colors in messages like this:
print (s:"\c[Chartreuce]This text is in the color 'Bleargh'");
This also obsoletes some of the functionality of the r: print specifier
before it even saw a release version, because you can do this with the
standard colors too:
print (s:"\c[Green]Some text");
- Added two new decorate functionns: A_PlaySoundEx("sound_name", "channel"
[, bLooping]) and A_StopSoundEx("channel"), where "channel" is "Auto",
"Weapon", "Voice", "Item", "Body", "SoundSlot5", "SoundSlot6", or
"SoundSlot7".
- Added a third parameter to S_IsActorPlayingSomething() to allow it to check
if the actor is playing a specific sound.
SVN r315 (trunk)
data file.
- Removed the setcolor CCMD. It's been obsolete for years, ever since color-
aware cvars were added.
- Changed V_GetColorStringByName() to return an FString, because it did a
copystring() call.
- Extended V_GetColorFromString() so that it accepts HTML-style #RRGGBB and
#RGB color strings.
SVN r313 (trunk)
- Polyobj_StartLine and Polyobj_ExplicitLine can now set a line's ID. This is
the fourth parameter for Polyobj_StartLine and the fifth parameter for
Polyobj_ExplicitLine.
SVN r310 (trunk)
means is that instead of writing this:
print (s:"\cDSome text");
You can write this:
print (r:CR_GREEN, s:"Some text");
- Added some new colors, based on the ones jimmy91 posted in the forum: cream,
light blue, black, olive, dark green, dark red, dark brown, purple, and dark
gray.
- Simplified FFont::BuildTranslations() and BuildTranslations2() to make adding
new colors easier.
SVN r306 (trunk)
are now fully initialized when being created.
- Added GZDoom's HI_START/HI_END namespace and HIRESTEX support.
- Added sprite scaling to the weapon drawing code
SVN r304 (trunk)
The lump is open anyway at that time so deferring this action until the information
is needed doesn't give any speed improvements. Now GetDimensions and all its
associated overhead is gone.
- Added support for TGA textures. It can handle all of the common variations
of this format.
- Changed: GI_PAGESARERAW is no longer checked. It wasn't really necessary before
because the chance of texture misidentification is absolutely minimal.
But raw pages are now restricted to textures of type TEX_MiscPatch only.
- Changed the automap parchment to use a regular texture. The previous
FAutomapTexture is only used as a last resort fallback now. If the code
finds a recognizable graphic it will create a proper texture for it now.
- Fixed: Flats were only auto-scaled when in Doom flat format.
- Fixed: FMultiPatchTexture::CheckForHacks blindly assumed that all patches
were FPstchTextures. Since the texture code does not have any type information
I added a new flag bIsPatch for this purpose.
- Moved all texture classes into their own source files and created a new
subdirectory 'textures' for that.
- Cleaned up the texture management code and added some stricter checks for
the validity of Doom patches. The old code liked to crash when being passed
some non-graphic data.
SVN r300 (trunk)
be a default setting.
- Moved a_artiegg.cpp to g_shared and renamed it to a_morph.cpp to better reflect
its meaning.
- Fixed: AMorphProjectile's PlayerClass and MonsterClass members must be serialized
as FNames. Serializing them as ints is not safe because name indices are not
guaranteed to be the same each time the game is started. Same for APlayerPawn's
MorphWeapon member.
- Converted EggFX, ArtiEgg, PorkFX and ArtiPork to DECORATE.
- Added a new parameter to A_FireCustomMissile. Previously it always aimed
straight ahead and altered the projectile's angle according to the resulting
direction. If the 6th parameter is 1 now it will aim at the specified angle
directly.
- Changed custom morphing to be based on a new MorphProjectile class, not
the Heretic specific EggFX. The EggFX properties are now prefixed with
'MorphProjectile.'.
SVN r297 (trunk)
- Created a new MorphedMonster class that Chicken and Pig now derive from.
This class automatically takes care of unmorphing the monster when its
time is up.
- Made PlayerClass and MonsterClass properties of EggFX. You can override
these in a subclass to create new kinds of morpher projectiles. Along with
that, MorphWeapon is a new property of PlayerPawn that controls what type
of weapon you have available while morphed ("None" means you have no
weapons).
- Changed morphed monsters to record the time when they want to unmorph, not
the time left until they unmorph. This simplifies calling
P_UpdateMorhpedMonster() because you don't need to pass it a tic count.
- Added an optional second parameter to A_SpawnDebris and an optional
fifth parameter to A_SpawnItem that both do the same thing: If you set it
to 1, then the spawned actor will be assigned the same translation table
as the actor that called the function.
- Moved the blood colorization in P_SpawnBlood() ahead of the SetDamage()
call so that the blood color will available to the states of the blood
actor.
- Extended the puke command so that giving it a negative script number will
act like ACS_ExecuteAlways and always execute the script. (Ugh. Why did I
use's Raven's cheat code to name this command?)
SVN r296 (trunk)
down version of the library with the ZDoom source. (It actually uses less
space than zlib now.) Unix users probably ought to use the system-supplied
libjpeg instead. I modified Makefile.linux to hopefully do that. I'm sure
Jim or someone will correct me if it doesn't actually work.
SVN r293 (trunk)
probably switch to the IJG library once I pare it down. (Ken's code is 18K
of C source but does not support progressive JPEG. The IJG library is over
a megabyte of source and supports pretty much everything you would ever
need ever.)
- Fixed endianness issue in FTextureManager::CreateTexture().
- Added support for interlaced PNGs. Now ZDoom is a mostly complete PNG
reader. The only thing missing is 48-bit RGB and 16-bit grayscale support,
which are just wastes of bits here, but also less likely to appear than
an interlaced PNG. (However, if you are using interlaced PNGs for textures,
then you are needlessly wasting space, since the image won't display
progressively.)
- Fixed: Writing named screenshots didn't work.
SVN r292 (trunk)
- Bumped savegame version, min. savegame version, netgame version and
demo version because the inventory and damage changes are incompatible
with the old code.
SVN r289 (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)
damage is truly thrustless. The 'thrustless' parameter disabled all
thrust done by PIT_RadiusDamage but not the one done by P_DamageMobj.
Also gave Hexen's poison cloud the MF3_BLOODLESSIMPACT flag and made
spawning of blood decals in PIT_RadiusAttack depend on that. Since with
these changes the 'bombthrustless' argument to P_RadiusAttack is no
longer useful I removed it.
SVN r285 (trunk)
- Fixed: CheckActorInventory stored the return value in the wrong address
on the ACS stack.
- Fixed: Skin sounds weren't properly restored after a SNDINFO reset.
- Added a more flexible ACS ChangeLevel function. It gets passed a level name
instead of a level number and has several additional options (e.g. changing
skill, starting the map without monsters and clearing the players' inventories. (UNTESTED!)
- Changed Thing_Activate so that passing a tid of 0 activates the calling actor.
- Changed Thing_Remove so that passing a tid of 0 removes the calling actor.
- Added DECORATE parameters to A_Saw.
SVN r283 (trunk)
that if it didn't have any strings, then it didn't matter what it calculated
for the location of the string table because it would never be referenced.
While this is true for a script all by itself, it means a crash if you have
a map script without strings that imports a library with strings and the
library tries to use one of its strings.
SVN r281 (trunk)
is not available under Windows 95. Since this is (or at least should be) the
only thing preventing us from running under Windows 95, I added a stub that
replaces __imp__IsDebuggerPresent@0 with a pointer to a function that checks
for the real thing.
SVN r279 (trunk)
AxePuff, not the weapon itself.
- Fixed: P_RunEffects used the consoleplayer's camera without checking its
validity.
- Fixed: CopyFriendliness needs to copy target to LastHeard as well in order
to make newly spawned monsters chase their spawner's target.
SVN r278 (trunk)
meaningful message instead of the nondescript
'Tried to spawn a class-less actor'.
- Converted AGlassJunk to DECORATE and made the spawn function a little
more flexible so that replacing the shard is easier.
- Converted ABloodSplatter to DECORATE.
- Removed A_Jiggle because it never worked properly.
- Changed DECORATE parser to allow commas between arguments for multi-
argument properties. For all newly added properties this format will
become mandatory but for backwards compatibility it is optional for
old ones.
- Added a check for negative indices to TAutoGrowArray::SetVal to prevent
passing an index of -1 from crashing the game.
- Fixed: Morphing must clear the weapon's flash sprite.
- Fixed: Resurrecting a morphed player caused a crash.
- Fixed: Random sounds that recursively refer to themselves caused a stack
overflow. Now they print a warning and get ignored.
SVN r277 (trunk)
- Changed A_AlertMonsters so that it can be placed directly in a weapon state.
- Fixed: Frozen corpses of stealth monsters were invisible.
- Added: Calling Radius_Quake with a tid of 0 now uses the activator
as the quake's center.
SVN r275 (trunk)
definitions. The SimpleProjectile class is gone and it uses the meta
data and A_ExplodeParms instead now.
- Removed the deprecation warnings for explosion parameters again because
the new system is fully inheritable and therefore useful.
- Changed the explosion properties into meta data and adjusted A_ExplodeParams
to use these when called without any parameters. Also removed all special
parsing for A_Explode so now this function can be called with expressions
like any other function.
- Changed DECORATE parsing so that functions with completely optional
parameter lists don't create an empty list when called without parameters.
SVN r274 (trunk)
- Fixed: Friendlies would not turn to face you when you engaged them in
conversation, nor would they reliably return to their original facing when
you stopped talking to them.
- Added deprecation warnings for the DontHurtShooter, ExplosionRadius, and
ExplosionDamage actor "properties." They were considered deprecated before;
now this is explicitly stated when they are used. The problem with them is
that they are not really properties and do not behave like other properties
and cannot be inherited, because they are really just an alternate way of
specifying parameters for A_Explode. (Anything that currently prints a
deprecation warning will be removed completely in 2.2.0, which will be the
version where custom state labels make their debut.)
SVN r272 (trunk)
intelligently pick the value to use for TranslucentLine's second argument.
- Added a queryiwad_key cvar to control which key can force the IWAD selection
to appear. It can be either "shift" or "control". Any other value will
disable its functionality.
- Fixed: A_SkullPop() and A_FreezeDeathChunks() did not transfer the player's
inventory to the new dismembered head "player".
SVN r268 (trunk)
class menu was present so instead of starting the game specific skill menu
it always started Hexen's.
- Fixed: When a non-player tried to play a player sound it tried to access
the actor object as an APlayerPawn.
- Changed PlayAttacking2 to always use the melee state instead of different
implementations per player and hard coding it to MissileState+1. Also
changed PlayAttacking for the HereticPlayer to use the same animation as
PlayAttacking2. Now the special handling for Heretic in the FireWeapon
functions can be removed.
For R258:
- Fixed: PlayerStartItem created a duplicate of the item's class name before
converting it into an FName.
- Removed game check for Doom from P_BloodSplatter. The BloodSplatter actor
is compatible with all games now so the explicit handling is no longer needed.
- Moved replacement handling back into AActor::StaticSpawn but controlled
by a (mandatory) parameter. Also added replacement to most other
instances in the game where non-inventory items are spawned. Replacement is safe
nearly everywhere except for inventory related spawns.
- Fixed: Due to the player class inclusion A_NoBlocking never called
NoBlockingSet for monsters.
- Changed: Sounds can be specified by full path now in SNDINFO and S_SKIN.
SVN r259 (trunk)
didn't count at all - not even toward the global level statistics.
- ...and removed it again. It was not an accident. The only reason the PowerupGiver
had its own RespawnTics was to account for the pickup flash delay.
But that is better handled by checking the flag and adding the additional 30
tics in AInventory::Hide because then it affects all items that have one -
and only those. The AT_GAME_SET function didn't work anyway because it was
called after parsing DECORATE.
SVN r253 (trunk)
here the game filter is irrelevant and there's nothing that should prevent
the HereticPlayer being added to a Hexen game, for example.
- Changed: The addplayerclass CCMD was far too paranoid and needlessly aborted
the game for any error being encountered. Since an empty player class list
is checked for elsewhere outputting the messages to the console is sufficient.
SVN r251 (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)
greater flexibility in what can be replaced (replaced actors need not be ancestors
of actors that replace them) at the expense of not having universal actor
replacement. Instances where replacements work:
- Line specials that spawn things (Thing_Spawn and related)
- ACS spawning commands (SpawnSpot and the like)
- Spawning mapthings at level load time in P_SpawnMapThing()
- Spawning items off of dead dudes in P_DropItem()
- The A_SpawnItem decorate function
- The summon and summonfriend console commands
- ThingCount will count both original actors and their replacements as the same
things.
TBD: Should the ACS inventory functions use replacements too, or not?
SVN r249 (trunk)
because PClass::CreateDerivedClass() did not initialize everything before calling
InsertIntoHash().
- Fixed: Forcefully removing a weapon from a player's inventory would not reset
the player's refire counter.
- Fixed: FreeKeySections() was called before M_SaveDefaults() during shutdown,
so all custom keys would go to a "(null)" section instead of their intended
section.
SVN r248 (trunk)
savegames at this point in time.
- Fixed: R_ClearPlanes() did not clear skybox planes for a full clear.
- Streamlined zip file loading by delaying the processing of the local file
header until it is actually needed.
SVN r247 (trunk)
- Fixed: CCMD(dir) passes FStrings directly to Printf.
For R241:
- Fixed: The defaultbind command still treated the bindings as char pointers and
as a result didn't work.
- Added SpawnSpotFacing ACS function which is the same as SpawnSpot but it uses
the map spot's angle.
- Added ThingCountName ACS function which is the same as ThingCount but it takes
an actor's type name instead of a spawn ID.
SVN r242 (trunk)
ceiling and floor of the front sector, the renderer did not add it to the
solid clip list.
- Blends created with the ACS fade commands now degrade to transparent overlays
when the console is visible, just as they do for the menu.
SVN r240 (trunk)
using duplicate DoomEdNums and will affect all attempts to spawn the
replaced actor. However, because this happens for all spawns and not just
at map load, the replacing actor must be compatible with the replaced
actor, which means that an actor can only serve as a replacement for one
of its baseclasses. For example, if you want to use a modified imp, you can
use this DECORATE:
actor MyImp : DoomImp replaces DoompImp
{
// Put changed properties here
}
- New: The IWAD dialog now remembers the last IWAD you picked and
automatically highlights it the next time you run the game. This also
applies if you check "Don't ask me this again": The IWAD selected will be
the one that gets automatically loaded, not the one located first. (Using
the -iwad parameter will not change the default IWAD.) In addition, you
can now bring the dialog up even if you disable it by holding down SHIFT
during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
of writing to a provided output buffer. ExtractFileBase() can also
optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
the demo buffer grows automatically.
SVN r238 (trunk)
for direct descendants of AWeapon and not for every weapon being defined.
- Changed parsing of actor names back to not use C-mode. This change breaks
any definition that contain periods in their name and apparently there's
more than anyone could expect. Also altered the parser to manually check
for colons inside the parsed string so that placing spaces around them
is no longer necessary.
- Fixed: Weapons could be picked up for ammo even if they gave none.
- Fixed: A_Beacon was missing a NULL pointer check for the beacon's owner.
- Fixed: The status bar tried to access CPlayer->camera without checking
its validity. In spy mode there is a possibility that it is NULL.
SVN r237 (trunk)
- Changed the special radius damage handling for the barrel and boss brain
into an actor flag.
- Added A_RadiusThrust code pointer for DECORATE and adjusted the radius
attack functions accordingly.
SVN r236 (trunk)
yanking the mouse around if they keys haven't been read yet to combat the
same situation that causes the keyboard to return DIERR_NOTACQUIRED in
KeyRead(): The window is sort of in focus and sort of not. User.dll
considers it to be focused and it's drawn as such, but another focused
window is on top of it, and DirectInput doesn't see it as focused.
- Fixed: KeyRead() should handle DIERR_NOTACQUIRED errors the same way it
handles DIERR_INPUTLOST errors. This can happen if our window had the
focus stolen away from it before we tried to acquire the keyboard in
DI_Init2(). Strangely, MouseRead_DI() already did this.
- When a stack overflow occurs, report.txt now only includes the first and
last 16KB of the stack to make it more manageable.
- Limited StreamEditBinary() to the first 64KB of the file to keep it from
taking too long on large dumps.
- And now I know why gathering crash information in the same process that
crashed can be bad: Stack overflows. You get one spare page to play with
when the stack overflows. MiniDumpWriteDump() needs more than that and
causes an access violation when it runs out of leftover stack, silently
terminating the application. Windows XP x64 offers SetThreadStackGuarantee()
to increase this, but that isn't available on anything older, including
32-bit XP. To get around this, a new thread is created to write the mini
dump when the stack overflows.
- Changed A_Burnination() to be closer to Strife's.
- Fixed: When playing back demos, DoAddBot() can be called without an
associated call to SpawnBot(). So if the bot can't spawn, botnum can
go negative, which will cause problems later in DCajunMaster::Main()
when it sees that wanted_botnum (0) is higher than botnum (-1).
- Fixed: Stopping demo recording in multiplayer games should not abruptly
drop the recorder out of the game without notifying the other players.
In fact, there's no reason why it should drop them out of multiplayer at
all.
- Fixed: Earthquakes were unreliable in multiplayer games because
P_PredictPlayer() did not preserve the player's xviewshift.
- Fixed: PlayerIsGone() needs to stop any scripts that belong to the player
who left, in addition to executing disconnect scripts.
- Fixed: APlayerPawn::AddInventory() should also check for a NULL player->mo
in case the player left but somebody still has a reference to their actor.
- Fixed: DDrawFB::PaintToWindow() should simulate proper unlocking behavior
and set Buffer to NULL.
- Improved feedback for network game initialization with the console ticker.
- Moved i_net.cpp and i_net.h out of sdl/ and win32/ and into the main source
directory. They are identical, so keeping two copies of them is bad.
- Fixed: (At least with Creative's driver's,) EAX settings are global and not
per-application. So if you play a multiplayer ZDoom game on one computer
(or even another EAX-using application), ZDoom needs to restore the
environment when it regains focus.
- Maybe fixed: (See http://forum.zdoom.org/potato.php?t=10689) Apparently,
PacketGet can receive ECONNRESET from nodes that aren't in the game. It
should be safe to just ignore these packets.
- Fixed: PlayerIsGone() should set the gone player's camera to NULL in case
the player who left was player 0. This is because if a remaining player
receives a "recoverable" error, they will become player 0. Once that happens,
they game will try to update sounds through their camera and crash in
FMODSoundRenderer::UpdateListener() because the zones array is now NULL.
G_NewInit() should also clear all the player structures.
SVN r233 (trunk)
the resource script so that Developer Studio won't replace the version macros
in it with their literal values. Now updating version.h is guaranteed to be
enough to bump the version everywhere it's used.
SVN r225 (trunk)
longer used.
- Fixed: strifehelp.acs and the PUMPUPS cheat need to give 10 UpgradeStaminas
because that item is using Inventory::Amount now.
SVN r220 (trunk)
- Went back to a single process model for crash reporting. It appears there
are some machines that don't like having another process collect the
information and report it. I still feel that having another process do
it _should_ be more reliable, because that process can execute in a known
good state. Ah well. I haven't yet seen anything that left the main process
in a totally unrecoverable state, so it's probably okay. Unlike before, this
single-process version is still GCC-compatible.
SVN r217 (trunk)
didn't work properly. It has to be done in the cheat code, not in
APlayerPawn::AddInventory.
- Fixed: The medikit and stimpack used a MaxAmount of 100 so that
stamina upgrades were ineffective.
SVN r214 (trunk)
discards the jumping bits.
- ProcessActor() now sets C mode before retrieving the actor's name.
- Fixed: The new SC_GetString() scanner accepted slashes at the end of tokens
when not in C mode, even if they were the start of a comment. Now if you
want a slash at the end, you must quote it.
SVN r211 (trunk)
contained unused sidedefs.
- Fixed: Color control sequences were written to the log file. Since any
entered console command contains such a sequence it was quite noticable.
SVN r208 (trunk)
while and killing centaurs with the flechette.
- Fixed: Moving to an old level in a hub caused the old player's inventory to
spawn owned by the current player (but still hanging off the old player), so
the game would hang when trying to delete it.
- Modified re2c so that it doesn't add a date to the file it generates. Thus,
if it regenerates a file during a full rebuild, SVN won't see it as a change.
Also updated it to 0.10.5.
- Fixed: SC_GetString() did not properly terminate sc_String when the last
token in the file had no white space after it. Since I could not actually
find the problem (it works fine in debug mode and I saw no logic errors),
I decided to take this opportunity to reimplement it using an re2c-generated
scanner. Now it's 1.6x faster than before and correctness is easier to
verify.
- Fixed: FMODSoundRenderer::Shutdown() also needs to reset NumChannels.
- Added back the Manifest to zdoom.rc for non-VC8 Windows compilers.
- Fixed MinGW compilation again. Now it uses the same method as Makefile.linux
to find all the source files so that it doesn't need to be manually updated
each time source files are added or removed.
- Added the SVN revision number to the version string. A new tool is used to
obtain this information from the svnversion command and write it into a
header file. If you don't have the svn command line tools installed or didn't
check it out from the repository, you can still build. I added some rules for
this to Makefile.linux, and I assume they work because they do for
Makefile.mingw.
- Fixed: MIDISong2 did not delete MusHeader in its destructor.
SVN r200 (trunk)
- Fixed map name checks in idclev, hxvisit, for +map and the titlemap.
- Changed handling of Zips so that the patches/, graphics/, sounds/ and
music/ subdirectories no longer are placed in the global namespace. Instead
new namespaces are defined. These namespaces aren't merged, however and
searching in them either returns a lump inside it or one from the global
namespace when it doesn't come from a Zip file. Proper order of files is
still observed though. As a result proper use of the directories inside Zips
is strictly enforced now so that for example anything used as a patch must be
in the patches/ directory and won't be found anywhere else.
SVN r199 (trunk)
and aren't limited to the script's activator.
- Added GetSectorLightLevel(tag), GetActorCeilingZ(tid) and
SetActorPosition(tid, x, y, z, fog) ACS functions.
- Fixed: First initialization of camera textures should not mark the rendered
lines as mapped.
SVN r198 (trunk)
respawning in coop. Now the new inventory code should finally be complete. :-)
- Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++
compilation.
SVN r197 (trunk)