Commit graph

4264 commits

Author SHA1 Message Date
Braden Obrzut
94123d5ef4 - Applied anonymous patch to fix uncapped stuttering in SDL backend. 2014-09-15 12:59:07 -04:00
Christoph Oelckers
4be9a71636 - fixed: The VOC reader didn't advance the read index correctly. 2014-09-15 11:32:40 +02:00
Christoph Oelckers
1b13e6be98 -. fixed:S_LoadSound passed the wrong value for the lump size parameter to LoadSoundVoc. 2014-09-15 11:24:48 +02:00
Christoph Oelckers
ee6e87d94b - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00
Christoph Oelckers
f9741f1047 - added a compatibility option for Hexen's MAP04 to change the z-position of 4 quartz flasks that get lowered into a pool of lava but were incorrectly positioned 48 map units above the floor. 2014-09-13 12:20:06 +02:00
Christoph Oelckers
de68361f27 - fixed: When a sprite is being renamed by Dehacked it also needs to be changed in the list of original sprite names, otherwise any subsequent attempt to use the altered sprite in a frame definition will fail. 2014-09-13 11:54:19 +02:00
Christoph Oelckers
2ada3fe00e - remove debug stuff. 2014-09-13 11:40:06 +02:00
Christoph Oelckers
50a8297201 - fixed: G_ChangeLevel must resolve warptrans map links before getting the next level's levelinfo. 2014-09-13 11:00:25 +02:00
Christoph Oelckers
f0e9fde336 - fixed: In Raven games, don't chase after monsters in the titlemap or when actor has a goal. 2014-09-13 10:40:56 +02:00
Christoph Oelckers
2be3b776d8 - fixed: A_CustomMissile should not jump to the See state for dead monsters when using CMF_CHECKTARGETDEAD. 2014-09-13 10:15:09 +02:00
Christoph Oelckers
46ec364443 - fixed: When validating the crouch sprite it was assumed that both the regular and the crouch sprite were having full rotations. 2014-09-13 10:08:22 +02:00
Christoph Oelckers
1e82d72349 - fixed: G_FinishTravel must clear the MF2_BLASTED flag off the player pawn because this flag will result in damage from contact with other objects in the map. 2014-09-13 09:56:21 +02:00
Christoph Oelckers
a0f507d18f - fixed: The crosshair setting code checked for existence of lumps, not textures and missed anything defined in a TEXTURES lump. 2014-09-13 09:51:49 +02:00
Christoph Oelckers
109da206a6 Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-12 20:59:41 +02:00
Christoph Oelckers
a2c81f1ca9 -fixed the file validity checks in MapData::GetChecksum.
They need to be done per lump, because MapData::Seek can alter the FileReader being used for a specific lump. Even worse, the FileReader will be NULL when the function as it was is called for a map inside a Zip-file.
2014-09-12 20:59:23 +02:00
Braden Obrzut
27ebfa783e - Added IfHealth based on Blue Shadow's patch. 2014-09-12 00:49:09 -04:00
Braden Obrzut
0223b7f460 - Fixed: InInventory didn't work quite right with multiple items. 2014-09-12 00:39:36 -04:00
Christoph Oelckers
5e34b78451 - missed a line. 2014-09-08 23:25:27 +02:00
Christoph Oelckers
580e580c42 - added option to set a sector's tag via compatibility.txt (needed by GZDoom) 2014-09-08 22:54:56 +02:00
Christoph Oelckers
3d2646cbae Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-08 13:02:39 +02:00
Christoph Oelckers
cfd24f438f - jpalomo's A_Saw flags submission. 2014-09-08 13:02:05 +02:00
Braden Obrzut
49382a2a14 - Added detection for The Adventures of Sqaure (based off MTrop's submission).
- IWADINFO no longer requires a mapinfo to be specified.
2014-09-04 19:36:08 -04:00
Christoph Oelckers
8f238f8d32 - fixed: the Revenant's frame duration in its missile state were wrong. 2014-08-27 11:06:12 +02:00
Christoph Oelckers
1d2aa3df0c fixed: The wait console command waited one tic too many because it got 1 added to it twice instead of only once. 2014-08-25 10:51:50 +02:00
alexey.lysiuk
51d7340288 Fixed crash on music volume change when no track is played using FluidSynth device 2014-08-23 16:35:05 +03:00
Christoph Oelckers
5364116354 - fixed: APROP_Friendly did not manage monster counting correctly. 2014-08-23 13:24:15 +02:00
Christoph Oelckers
eebd5c9d4d - fixed bad edit in linedef translation. 2014-08-21 13:38:47 +02:00
Christoph Oelckers
df0d3543a8 - fixed: *ALL* original ceiling crushers, not just type 49, require a distance of 8 to the floor for the destination height. For the silent types this required a new action special, Ceiling_CrushAndRaiseSilentDist. This change only affects the XLAT mapping, the Hexen format types behave as before.
- removed the redundant internal ceilCrushAndRaiseDist ceiling movement type. It was precisely the same as ceilCrushAndRaise in all details.
2014-08-21 13:01:12 +02:00
Christoph Oelckers
d794d9651f Merge branch 'upstream' of https://github.com/Edward850/zdoom 2014-08-21 12:08:24 +02:00
Edward Richardson
07d7f690e8 Non-wall sprites need their original depth checks 2014-08-21 20:03:17 +12:00
alexey.lysiuk
b461000795 Fixed crash on opening 7z/LZMA archives, x64 only
With Position Independent Code (PIC) enabled on x64, non-MSVC compilers use wrong inline assembly for cpuid
2014-08-13 22:46:08 +03:00
Christoph Oelckers
f482dc094d fixed: R_PointOnSideSlow had precision issues with very short lines.
When this function was originally written there was no possibility of fractional vertex coordinates so it threw away the fractional parts of the node's directional vector (which in the original nodes was always 0.)
Now, with UDMF and high precision vertices this no longer works and the loss of significant parts of their value caused this code to produce erroneous results if the linedefs were only a few map units long and using fractional positions.
2014-08-11 12:27:04 +02:00
Christoph Oelckers
48163de8e2 must include doomdef.h in cmdlib.h to get TICRATE. 2014-08-11 11:47:14 +02:00
Christoph Oelckers
f0eccb9d15 - BlueShadow's submission for keeping the max save amount of BasicArmorPickups around when picking up armor bonuses. 2014-08-11 10:08:49 +02:00
Christoph Oelckers
259466c3d4 fixed time printing.
- In ZDoom the timer runs a bit too fast because roundoff errors make 35 tics only last 0.98 seconds. None of the internal timing has been changed, only the places where a time value is printed it will get adjusted for this discrepancy.
2014-08-11 09:39:38 +02:00
Christoph Oelckers
1fcde91298 - BlueShadow's GetArmorInfo submission. 2014-08-08 09:25:35 +02:00
Randy Heit
fefe6aa2c1 Specie -> Species
- specie: money in the form of coins rather than notes
- species: a group of living organisms consisting of similar individuals
  capable of exchanging genes or interbreeding
2014-08-07 22:40:12 -05:00
Randy Heit
75dc7de632 Merge branch 'master' of github.com:rheit/zdoom 2014-08-07 22:28:35 -05:00
Randy Heit
46592f5f6d Don't clamp SHADE2LIGHT
- Light levels aren't stored in bytes anymore, so there's no reason to
  clamp it anymore when loading Build maps.
2014-08-07 22:27:48 -05:00
Randy Heit
fbb5689f29 Eliminate extra vars from FWallCoords
- cx1, cx2, cy1, and cy2 are not used anywhere, so get rid of them.
- Also annotated the comments to indicate the corresponding arrays in the Build engine.
2014-08-07 22:26:24 -05:00
Randy Heit
e6a1d6b516 Parse more info from Blood's map header 2014-08-07 22:00:02 -05:00
Randy Heit
9659b894a3 Skip neardepth/fardepth checking in R_DrawSprite
- Wall sprites now clip much, much better than before.
2014-08-07 20:43:09 -05:00
Randy Heit
7b02027ba7 Fixed: Wall sprites cut off one pixel short of the window's right border 2014-08-07 20:00:49 -05:00
Randy Heit
6303935ad6 Use wall sprite Y scale 2014-08-07 19:57:55 -05:00
Randy Heit
0aa67c68ab Redo lighting for each wall sprite
- Because previously it just reused whatever the most recently drawn wall
  used.
2014-08-07 17:23:06 -05:00
Randy Heit
e1ee80661e Make FWallCoords' members lowercase
because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
  it's getting crammed into a vissprite now.
2014-08-07 17:12:04 -05:00
Leonard2
8c4c011ca2 MTHRUSPECIES on puffs
You were right it's cleaner that way
2014-08-07 18:05:39 +02:00
Leonard2
5400ce1a21 +MTHRUSPECIES on puffs 2014-08-07 15:50:21 +02:00
Randy Heit
1d02ad3aa2 Merge branch 'master' of github.com:rheit/zdoom 2014-08-02 22:40:02 -05:00
Randy Heit
d0043bed78 Q&D port of decal code to draw generic wall sprites
- This still doesn't use all the sprite properties correctly. It also
  looks like they're going to need different code to build the clipping
  arrays. But at least wall sprites are drawn at the proper angle now!
2014-08-02 22:35:57 -05:00