Commit graph

10 commits

Author SHA1 Message Date
Christoph Oelckers
8ab562ef13 - the fourth. 2017-03-08 18:55:54 +01:00
Christoph Oelckers
6c6bab73ad - more of the same. 2017-03-08 18:55:53 +01:00
Braden Obrzut
93be5aca05 - Fixed: Modern versions of GCC on PowerPC inserted padding to the end of pragma packed structures.
- Worked aorund modern GCC bug where C++ exceptions in Objective-C++ code would result in an ICE (bug is already on their tracker, but I doubt it will be fixed unless I decide to dig into the issue myself).
- Turn off fused floating point instructions since these can cause slight deviations in floating point code.
- Use -static-libgcc when compiling on the Mac with GCC since we need to use a custom version of GCC to do so now.
- Note: ZDoom will currently still crash on exit on PowerPC since it seems to be deciding that NameManager needs to be destructed before the console commands.
2016-03-13 01:14:08 -05:00
Randy Heit
55142078d8 Normalize line endings 2016-03-01 09:47:10 -06:00
Christoph Oelckers
9aa1e20c77 - Added Blzut3's Solaris patch.
SVN r2070 (trunk)
2010-01-01 09:21:04 +00:00
Randy Heit
cef12aac6d - Found a copy of PKZIP 1.1 and verified that Implode support works with
files that use a literal table and 8k dictionary, and that the just-added
  Shrink support works at all.
- Replaced the bit-at-a-time Shannon-Fano decoder from GunZip.c64 with the
  word-at-a-time one from 7-Zip for a slight speedup when working with
  Imploded files.


SVN r1588 (trunk)
2009-05-16 03:10:37 +00:00
Randy Heit
b9fa7626bc - Fixed non-POD passing in G_BuildSaveName() and other things GCC warned
about.
- Added support for imploded zips.



SVN r1581 (trunk)
2009-05-15 03:11:44 +00:00
Randy Heit
75b7db858f - Added support for zip/pk3 files with LZMA and bzip2 compression to ZDoom.
- Added more output to zipdir and a -q option to turn it off.
- Added -u option to zipdir to only recompress those files in a zip that have
  changed. 
- Added -d and -f options to zipdir. -d forces deflate compression, and -f
  forces a write of the zip, even if it's newer than all the files it contains.
- Added support for bzip2 and LZMA compression to zipdir.


SVN r1468 (trunk)
2009-03-10 23:07:37 +00:00
Randy Heit
7e7ab6b4ec - Fixed compilation with mingw again.
- Added multiple-choice sound sequences. These overcome one of the major
  deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
  compatible: Custom door sounds can now use different opening and closing
  sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
  it's implemented the way it is.
    <http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
  which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
  be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
  select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
  their names rather than on their connection order. Using connection
  order was sensible when -net was the only way to start a network game,
  but with -host/-join, it's not so nice. Also, if there aren't enough
  players in the save, then the extra players will be spawned normally,
  so you can continue a saved game with more players than you started it
  with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
  ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
  delayonce, and restart. With these, it is basically possible to obsolete
  all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
  ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
  act like a redundant playrepeat. I have removed all the logic that
  caused playloop to play repeating sounds, and now it acts like an
  infinite sequence of play/delay commands until the sequence is
  stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
  the delay commands were timed incorrectly and varied depending on your
  framerate. Since this is useful for restarting looping sounds that got
  cut off, I have not changed this. Instead, the delay commands now
  record the tic when execution should resume, not the number of tics
  left to delay.


SVN r57 (trunk)
2006-04-21 01:22:55 +00:00
Christoph Oelckers
153d3b4681 SVN r45 (trunk) 2006-04-14 16:25:57 +00:00