- fixed: UDMF's ZDoomTranslated namespace needs to set the DUMMYSWITCHES flag so that it remains compatible with Doom-format ZDoom maps.
SVN r4325 (trunk)
(i.e. ACS_Execute, etc.), set the arg0str property to the name of the script to execute. The
standard numeric arg0 property will be ignored in this case.
SVN r3372 (trunk)
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
sides of missing textures, this can take a very long time, because each missing textures causes
a scan of every single line (for the sake of packed sidedefs), and each output line also requires
an update of the hidden RichEdit logging control.
SVN r3192 (trunk)
- added Sector_SetTranslucent special so set translucency of portal planes at run time.
- added 'additive' information for portal planes. This is no-op at the moment because the flat drawers can't handle additive translucency yet though.
SVN r3149 (trunk)
- updated UDMF spec for player class and skill amount because the old menu limits no longer apply.
- fixed: FloorAndCeiling_LowerRaise needs to consider 4 args in maps to account for the Boom compatibility hack parameter.
SVN r3121 (trunk)
- changed all parsers that check for the current game to use the same function for the game check.
- fixed: The TEAMINFO parser handled 'game Any' incorrectly.
SVN r2934 (trunk)
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.
SVN r2826 (trunk)
the sector. Note that this contrasts with sound sequence things in that it takes a name and
not a number. Also, placing a sound sequence thing in a sector will override this property.
SVN r2492 (trunk)
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget,
not itself contrarily to other projectile spawning functions.
A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the
BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
(using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
were marked by index in the sector's line list but needed to be marked by
line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for
save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
info from an incorrect variable. To make this more robust the sequence index
is now stored as a hexadecimal string to avoid storing binary data in a string.
Also moved end sequence lookup from f_finale.cpp to the calling code so that
the proper end sequences can be retrieved for secret exits, too.
SVN r1777 (trunk)