it is 1-based.
- added MF5_DONTRIP flag.
- added CheckActorFloorTexture, CheckActorCeilingTexture and
GetActorLightLevel ACS functions.
- added IF_ADDITIVETIME flag to create powerups that add their duration
to the one of the currently active item of the same type.
- fixed: bouncecount wasn't decreased when bouncing on walls.
- Added MF5_ALWAYSRESPAWN and MF5_NEVERRESPAWN flags that selectively
enable or disable monster respawning regardless of skill setting.
- Prettified deprecated flag handling.
SVN r780 (trunk)
FreshThinkers lists. These thinkers would still be saved in the savegame if
there were other references to them, but they would not go in any thinker
lists when loading the savegame. An easy way to exercise this bug is to
give yourself something new with the console and then save the game right
away without closing the console by using the "save" command. The item
would be stored in the savegame thanks to its presence in the Inventory
list, but it wouldn't be in a thinker list when the game was reloaded
because it was still in the FreshThinkers list when the game was saved.
SVN r763 (trunk)
* When the drawbar code was optimized border was accidently used as how many
pixels to reserve from the background instead of the foreground. I've
reversed how the code works (bg over fg instead of fg over bg).
* Added armorclass to drawnumber.
* Added an interpolateArmor variable which acts just like interpolateHealth
except the effect is applied to armor.
* Added armor flag to drawgem since we can interpolate armor now.
* Added a reverse flag to drawgem.
* Fixed drawgem didn't allow for '|' to separate the flags.
- Fixed: Menu texts for skill definitions unconditionally interpreted
the given text as an index into the string table.
SVN r752 (trunk)
* SBarInfo will also accept a '|' between flags for those who are really
bothered by the indefinite "arguments" in the middle of the statement.
* Added: completeBorder. When set to true SBarInfo will draw the border where
the status bar normally goes.
* Fixed: I forgot to accept TK_None on "base" and "statusbar".
* Fixed: "base" was apparently broken when the SBarInfo init code was moved to
d_main.cpp. Also, if "base Strife" was used then it would not use the
default log message of "find help".
SVN r736 (trunk)
- Sbarinfo optimization: Creating and destroying bar textures every frame is
a relatively expensive operation. We can skip the custom texture entirely
and just draw the bars directly to the screen, using the clipping parameters
for DrawTexture(). This also means bars are no longer limited to the game
palette, and the bar itself has the same resolution as the screen.
SVN r731 (trunk)
it was previously declared unrecommended and deprecated.
- Added Blzut3's sbarinfo update #10:
* Fixed: drawmugshot now adjust to the player's max health like it should.
* drawgem can now accept negative paddings.
* Added: You can now specify a border on drawbar which will reserve x
amount of pixels on each side of the fg image.
* Added: weaponammo command which allows for determining what kind of ammo
the current weapon uses.
* Added: Drawkeybar to SBarInfo
SVN r730 (trunk)
- reverted removal of AddPatch call in crosshair initialization.
- Modified makewad.c so that it doesn't write file names with '[]^' to the dependency file. Apparenly make
can't handle these names and an incomplete list is still better than something that doesn't work at all.
SVN r719 (trunk)
- Got rid of R_InitPatches because the new texture init code needs to preload
everything to work correctly.
- Rewrote texture manager initialization to order textures primarily by WAD
rather than by type. This way later textures will always override earlier
ones. The only exception is that TEX_MiscPatch are only used as a fallback
if nothing else can be found.
- Optimized the tryany case of FTextureManager::CheckForTexture. It is not
necessary to scan the hash chain twice. The required information can be
retrieved during the first pass as easily and even offers a little more
control.
- Made FFont destructor virtual.
- Added 'Ice' translation to DECORATE.
(Caution: Not fully tested yet!)
SVN r715 (trunk)
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
* Fixed: Drawbar had a few memory leaks.
- Added another temporary cvar called pc to play with the multipiler used by D3DFB::SetPaletteTexture().
SVN r704 (trunk)
truncate the coordinates to integers before sending them to the hardware.
Otherwise, there can be one pixel gaps compared to the software renderer,
because the hardware is rounding to nearest but the software renderer is
simply truncating the fractional part of the coordinate. This is the real
cause of the gap above the status bar at 1152x864 (and another gap to the
left of the status bar at 800x500).
- Fixed: When D3DFB::DrawTextureV had to clip a tile, it adjusted the
texture coordinates erroneously, still using the old calculations from
before texture packing was implemented.
SVN r695 (trunk)
- Fixed: After loading a savegame, G_UnSnapshotLevel() destroyed the
unmorphed versions of players because it thought they were extras.
SVN r694 (trunk)
will also double as the pistol's icon in the AltHUD.
- Added a generic log display that can show Strife's log messages in all games
regardless of the current game, active status bar and HUD mode.
- Added GZDoom's alt HUD.
SVN r693 (trunk)
bar was hidden.
- Fixed: If you died in co-op and somebody else ended the map before you
respawned, you would start the next map with only default inventory, no
matter what dmflags was set to.
SVN r691 (trunk)
* Fixed: A tutti-frutti like effect would occur if transparent images were used
in bars.
* Fixed: drawswitchableimage didn't count having 0 of an item as not having
the said item.
* Added alwaysshowcounter flag to both drawinventorybar and
drawselectedinventory.
* Added armoricon image type to drawimage.
* Added low-on secondary coloring and high-on coloring to drawnumber.
SVN r688 (trunk)
can share the same hardware texture. This greatly reduces the number of
DrawPrimitive calls that need to be made when drawing text (or any 2D
graphics in general), so now hardware text is much faster than software text
all around. (As an example, one scenario went from 315 fps to over 1635 fps
for hardware, compared to 540 fps for software.)
SVN r687 (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)
- Bumped the maximum resolution up to 2560x1600.
- Fixed: DCanvas::DrawTexture() only expanded virtual screen sizes for widescreen
resolutions but left 5:4 modes alone. This fix neccessitated the addition of
DTA_Bottom320x200 for the status bar to use so that it could be flush with the
bottom of the screen rather than sitting slightly above it.
- Fixed: FConfigFile::ReadConfig()'s definition of whitespace was too broad.
- Fixed: Defining custom translation ranges in descending order and/or with gaps
made for crashes.
SVN r676 (trunk)
- Fixed: Playerclass still didn't work due to comparing of improper numbers.
- Fixed: The arrows on drawinventorybar had a hard coded location instead of
relative to the specified coordinates.
- Added noarrows flag to drawinventorybar to remove the blue arrows drawn when
there are more items to the left or right of the viewable bar.
- Added forcescaled flag to the statusbar command. This is ignored on the
inventory and inventoryfullscreen types.
- Added obituary fix for Strife peasants by Karate Chris.
- Added fix for loading during demo playback by Karate Chris.
SVN r672 (trunk)
players are on teams.
- Set TEAM_None back to 255. Since a player's team has already been accessible
through ACS, needlessly redefining this is a bad thing to do, since it can
break existing maps. 255 different teams should still be more than enough.
- Fixed: At certain resolutions, there was a one pixel row between the status
bar and the rest of the screen, thanks to rounding error.
- Added automatic batching of quads to D3DFB. Screens with a lot of text are
ever-so-slightly faster now, though still only about half the speed of
sofware-only text. I suppose the only way to see a marked improvement is
going to be by stuffing multiple glyphs in a single texture.
- Fixed: Crosshairgrow's animation was not framerate-independent.
SVN r668 (trunk)
local variable just before returning. Then I made some more changes so that
it can be a properly functioning texture. After doing that, I decided to
rewrite the texture generation to be easier for me to read and hopefully
faster, since this thing is getting generated every frame. (Please don't
hurt me if I got it wrong. I'm basing this on the description in the wiki,
since I couldn't wrap my head around what the code was doing by looking
at it.) Then I realized that there's really no reason to have more than four
of these ever, and they can be statically generated, so I simplified it some
more.
- Added Blzut3's latest SBARINFO patch:
* Fixed a massive memory leak in SBARINFO. The leak also lead to progressive
CPU usage.
* Fixed: Playerclass didn't work in SBARINFO.
* Fixed: Artiflash was improperly initialized causing it not to display the
first time.
* Changed the variable SBarInfoScript to be a pointer to prevent more memory
leaks.
SVN r665 (trunk)
since I couldn't think of any reason why it should be grabbed at any other
time. (This only applies to windowed mode, where it makes sense to let the
OS have control of the pointer.)
SVN r661 (trunk)
8 characters which contain path separators.
- Fixed: Hires texture replacement must replace all matching textures, not
just the first one found. This is particularly important for icons based
on sprites.
- added a con_alpha CVAR to set the console's translucency.
- Added MartinHowe's submission for A_CustomBulletAttack aimfacing parameter.
- Added MartinHowe's submission for A_PlaySoundEx attenuation parameter.
- Fixed: Bots shouldn't target friendly monsters.
- Fixed a typo in sbarinfo.cpp (noatribox instead of noartibox.)
SVN r654 (trunk)
- Moved the common code of ACS and DECORATE translation generation into the
FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535.
- Fixed: R_CopyTranslation was not altered for the new functionality.
I removed the function and replaced the one use with a simple assignment.
SVN r644 (trunk)
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
- moved the AM line drawer into DCanvas as a virtual function. While testing
this code I discovered that the antialias precalculation was never used
except for the very first frame of AM drawing. However, since I couldn't
detect even a marginal performance improvement using this code on 2 computers
I just disabled it completely because it severely complicates a more generic
implementation. I also disabled am_ovtrans in the process because I couldn't
see any positive effects of using this cvar. All it does is adding some
ugly distortion to the lines it affects without any apparent benefits.
* Added fix by Karate Chris containing:
- Added a 'No team changing' DMFlag2 which prevents players from changing teams
unless they are not on a team.
- Added a 'No respawn' DMFlag2 which prevents a player from respawning after
they have died.
- Added a 'Keep frags gained' DMFlag2 which allows you to choose whether you
want to reset the frags of each player next level or not.
- Added a small visual enhancement to the cooperative scoreboard to show
if a player has died.
- Fixed: If the 'teamplay' console variable was set to 'true' in a cooperative
game, the scoreboard would show team play related items as opposed to
cooperative items.
- Fixed: The 'bot_observer' console variable should not work in network games.
- Fixed: Bots made intermission skip really fast.
SVN r634 (trunk)
- Fixed: ASkyViewpoint::Destroy was missing the super call.
- Added SnowKate709's A_LookEx update.
- Moved M_DrawPlayerBackdrop into DCanvas as a virtual function. Since this
directly accesses the frame buffer it must be overridable for renderers
that work differently.
SVN r632 (trunk)
* Added drawshader to draw Heretic style transparency gradients.
* Added artiflash flag to drawselectedinventory.
* Fixed: Drawgem used the wrong operator when determining the chain size.
* Fixed: ZDoom would crash if an undefined font was used.
* I also started cleaning up the source a little. I have been informed that
when checking for flags the "== flagname" is redundant.
- Added indexfont anf hudfont from GZDoom to zdoom.pk3 so that they are always
available when defining custom status bars.
SVN r629 (trunk)
passing renderer specific data to the function. Also added DTA_Font so
that the renderer can fetch font translations from the proper font.
DIM_MAP/ConShade had to be made a regular translation table to make it
work.
- Added Karate Chris's fix for scoreboard displaying team play related data
in non teamplay games.
- Fixed: The team selection menu didn't work.
- Fixed: UpdateTeam passed an FString to Printf.
SVN r623 (trunk)
character arrays and never freed them. Those have been replaced with
uses of FString. (One of these was even an instance of a member variable
being set to point at a stack variable.)
SVN r622 (trunk)
EffectTics (now + 1), because I wasn't convinced of the correctness of
using level.time.
- Fixed: SC_CheckNumber() considered the empty string "" as the number 0.
SVN r586 (trunk)
though.
- Fixed: Picking up a backpack incorrectly set the maximum amount for any ammo
type that didn't have a BackpackMaxAmount to 0.
SVN r569 (trunk)
in a hub but by a level flag instead.
- Fixed: Floor and ceiling huggers must set themselves to floor and ceiling each
time they move.
- Added a LEVEL_NOMONSTERS flag so that G_ChangeLevel doesn't have to mess with
the dmflags CVAR to start the level without monsters.
SVN r563 (trunk)