way wasn't playing well with the write barriers.
- Fixed: DFrameBuffer::WriteSavePic needs to fix the canvas in place while
using it.
- Fixed: The sound system was updated every frame, which is a complete waste
of time. Doing it only once each tic is quite sufficient, since nothing
really moves between tics, even if the display makes it look otherwise.
SVN r799 (trunk)
spc_amp from a x.4 fixed point number to a normal float.
- Switched SPC playback from the external SNESAPU.DLL to Blargg's LGPL
snes_spc library. I've compiled it with the fast DSP rather than the
highly accurate one, since I didn't notice a meaningful difference between
the two in my limited testing. In short: SPC playback is now built in to
ZDoom. You don't need to download anything extra to make it work, and it
also works on Linux as well as Windows (though building with Linux is
currently untested).
- Fixed: Stereo separation was calculated very wrongly when in 2D sound mode.
SVN r794 (trunk)
that explicitly for 2D sounds in 3D mode.
- Fixed: I had forgotten to actually set the head relative flag for 2D sounds
played in 3D.
- Fixed: Reverb was applied to digital music in software 3D mode.
SVN r793 (trunk)
for FMOD Ex while at the same time removing support for FMOD 3. Be sure to update
your SDKs. GCC users, be sure to do a "make cleandep && make clean" before
building, or you will likely get inexplicable errors.
- Fixed: If you wanted to make cleandep with MinGW, you had to specifically
specify Makefile.mingw as the makefile to use.
- Added a normalizer to the OPL synth. It helped bring up the volume a little,
but not nearly as much as I would have liked.
- Removed MIDI Mapper references. It doesn't work with the stream API, and
it doesn't really exist on NT kernels, either.
- Reworked music volume: Except for MIDI, all music volume is controlled
through GSnd and not at the individual song level.
- Removed the mididevice global variable.
- Removed snd_midivolume. Now that all music uses a linear volume scale,
there's no need for two separate music volume controls.
- Increased snd_samplerate default up to 48000.
- Added snd_format, defaulting to "PCM-16".
- Added snd_speakermode, defaulting to "Auto".
- Replaced snd_fpu with snd_resampler, defaulting to "Linear".
- Bumped the snd_channels default up from a pitiful 12 to 32.
- Changed snd_3d default to true. The new cvar snd_hw3d determines if
hardware 3D support is used and default to false.
- Removed the libFLAC source, since FMOD Ex has native FLAC support.
- Removed the altsound code, since it was terribly gimped in comparison to
the FMOD code. It's original purpose was to have been as a springboard for
writing a non-FMOD sound system for Unix-y systems, but that never
happened.
- Finished preliminary FMOD Ex support.
SVN r789 (trunk)
it seems to have a working volume control.
- Renamed music_midi_stream.cpp to music_midi_base.cpp.
- Moved the WinMM MIDI code into a new container class.
SVN r787 (trunk)
class so they all the low-level details of MIDI streaming are kept in
one place.
- Converted the SMF MIDI playback to use the same MIDI streams as MUS
playback.
- Moved MUS playback back into its own thread so that it can continue
uninterrupted if the main thread is too busy to service it in a timely
manner.
- Fixed: The MEVT_* values are not defined shifted into their spot for a
MIDIEVENT, so I need to do it myself.
- Fixed: Pausing a MUS and the changing snd_midivolume caused the paused
notes to become audible.
SVN r784 (trunk)
of ZDoom, except now the entire song isn't prebuffered in large chunks, so
I can insert MIDI events into the playback with fairly low latency. This
should offer more precise timing than the combination of low-level MIDI and
WaitForSingleObject timeouts.
SVN r783 (trunk)
high to pass through two-sided lines, but not ones that were too low.
- Fixed: SBARINFO couldn't detect the extreme death damage type for the
player face animation.
SVN r782 (trunk)
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)
to stop the old music so the new one always starts at the beginning.
- Fixed:: AActor::master was not serialized.
- Fixed: Sound targets pointing to dead players should be cleared before
respawning the player.
- Fixed: When the DONTMOVE flag is set A_Chase must not call P_NewChaseDir.
- Changed PowerupGiver initialization so that the actual powerup class is looked
up during postprocessing.
- Gave Strife's instant death sector type its own damage type.
SVN r778 (trunk)
drawing function. The most improvement came from being able to turn some
constant variables into immediate values with self-modifying code, but I
also managed to reorder it to make it a little faster. It's about 9% faster
than VC++'s code and 19% faster than GCC's code. That's not a huge
improvement (for VC++), but at least it's measurable.
- Removed the solid fill "optimization" from rt_shaded4cols(), because in my
testing, it didn't help any and in fact, hurt just a little bit.
- In the name of simplification, all the rt_tlate* drawers were changed to do
the translation in one step and the drawing in another. This lets me call
the untranslated drawer to do the real drawing instead of mostly duplicating
them. Performance wise, there is practically no difference from before.
SVN r771 (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)
- Fixed two problems with printfs from the net controller stuff: one of them
is totally valid, and the other is GCC not being as nice as VC++.
- Fixed: The case for defining SAVESIG when SVN_REVISION_NUMBER == 0 did not
work for GCC (and presumably VC++, though I never ran into that case with
it) because it tried to stringify something that wasn't a macro argument.
SVN r762 (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)
- Fixed: The MusicVolumes list was allocated with M_Malloc but freed with
delete.
- Fixed: demobuffer was inconsistantly handled with new[]/delete[] and
malloc/free.
- Added used memory tracking to M_Malloc() and M_Realloc(). This
necessitated the addition of an M_Free() call to track frees.
- Removed M_Calloc since it was only used in one place, and can just as well
be done with an M_Malloc/memset pair.
- Bumped DEMOGAMEVERSION for the new net controller codes.
SVN r751 (trunk)
- The net arbitrator can add or remove players to an access list so they
can or cannot control game settings:
* net_addcontroller <player number> - Adds a player to the control list. Only net arbitrators have access to this command.
* net_removecontroller <player number> - Removes a player from the control list. Only net arbitrators have access to this command.
* net_listcontrollers - Lists the players who are able to control the game settings.
- Fixed: The 'Printf'' occurrences in the 'addplayerclass' console command were all missing a '\n' at the end.
- Enhanced the 'playerinfo' console command so more information about each setting is shown.
SVN r750 (trunk)
- Disabled console alpha when the console is fullscreen.
- Re-enabled maybedrawnow for the software renderer. This should be replaced
with a different progress bar implementation at some point that can work
with hardware graphics.
SVN r747 (trunk)
frame to avoid the remote possibility that it could change during the middle
of drawing the frame and cause strange things to happen.
- Renamed test2d to vid_hw2d.
SVN r744 (trunk)
to a map they've previously been to. This is analagous to enter scripts, but
whereas enter scripts execute only the first time a player enters a map,
return scripts execute all but the first time.
- Improved map scrolling when rotation is on and follow mode is off.
SVN r742 (trunk)
function in an easy-to-understand manner.
- Fixed: D_AddWildFile() blindly assumed that all matches were files.
- Added back the dead player check to CheckIfExitIsGood(), but now it
applies only if the next map is part of the same hub. Otherwise, you can
still exit the map while dead.
- Removed the SpawnedPuff global variable and made it a return value from
P_LineAttack().
- Fixed: P_SpawnPuff() played sounds for temporary puffs.
SVN r739 (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)
as the empty string. Since that was the player class, this meant that any
games with more than one class would pick a random class in multiplayer.
- Fixed: FCanvasTexture::RenderView() should not have color 0 in its output.
SVN r735 (trunk)
- G_DoSaveGame() now receives the filename and description from its arguments
rather than global variables, so autosaves and manual saves can be done
in close proximity to each other without overwriting the parameters for
one of them.
- Fixed potential buffer overrun in G_SaveGame() and added a check so that
you can't interfere with saves that are still pending.
- Fixed: P_LineAttack() creates temporary puffs to get damage types, but this
had the side effect of creating particles for the puff.
- Fixed: The Heretic status bar tried to use the graphic "SELECTBOX" for the
inventory selector. The correct name is "SELECTBO".
- Fixed: Using allowrespawn for a single-player map would fire off enter
scripts instead of respawn script because the player wasn't assigned the
state PST_REBORN.
- Fixed: P_CheckMissileSpawn() now passes the BlockingMobj to
P_ExplodeMissile() so that it can select the appropriate death state.
- Added the manifest to MinGW-compiled builds of updaterevision so you can
build under Vista with MinGW without needing administrative privileges.
(But I still want to know why Vista thinks it needs elevated privileges
without a manifest telling it otherwise.)
- Using four 0xFF bytes for the final note of an IMF song should signal the
end of the song.
SVN r733 (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)
code left in that file.
- Cleaned up r_data.cpp.
- Fixed: FTextureManager::FindTexture should not print error messages if it
doesn't find the texture.
- Added Karate Chris's patch for fixing Strife quit messages.
SVN r718 (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)
the exact same values as previous ZDoom versions
- Added a DECORATE 'stencilcolor' property so that the stencil render style
can be used.
- Added some NULL pointer checks to the font loading code.
SVN r713 (trunk)
error handling.
- Fixed: dehsupp/scanner.re defined "}" as the token RPAREN. dehsupp/parse.y
also defined action_list_def as needing a RBARCE. I'm surprised it worked
at all before. I guess Lemon really was too accepting.
- Changed the way that xlatcc handles include statements so that I don't need
to modify the logic of lempar.c. I also discovered that the grammar was
improperly defined and only accepted the first statement. It worked before
because Lemon used to accept multiple times before reaching the EOF token.
I have also verified that it is still generating the proper lumps.
- Removed some unused wadsrc files from the repository.
- Fixed my re2c upgrade.
- Updated lemon.c to v1.53.
SVN r711 (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)
of the frame buffer so I can get rid of the last remaining renderer check
outside the display code in GZDoom.
- made V_SetResolution a virtual function in IVideo. It's probably not a perfect
solution but at least it allows overriding it (which I need in GZDoom.)
Note: There's a lot of redundancy between hardware.cpp/h in the SDL and Win32
folders so some cleaning up might be a good idea.
SVN r692 (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)
reference out of the function code.
- Fixed: The BrainExplosions should not perform any collision detection. To
achieve this their Damage value must be set to 0 when being spawned.
- Added a safety check to savegame versioning so that an invalid revision
(reported as 0) will be handled without breaking savegame compatibility.
SVN r689 (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)
- Modified M_DrawFrame() and R_DrawTopBorder() so that they call FlatFill() to
draw the edges of the frames. This at least seems a bit faster for hardware
2D.
- Implemented FlatFill() for D3DFB. It seems to be exactly as fast as the
default implementation that just calls DrawTexture() to tile the pieces onto
the screen, so I'm not sure it was worth the bother.
SVN r686 (trunk)
vertex buffer, made line batching automatic, and added an index buffer for
use when batching quads. The index buffer actually offered more of a
performance boost than simply batching the quads alone did.
SVN r685 (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)
should bounce off of. Since the order lines in a blockmap cell are checked
for collision is essentially undefined, there could be another line closer to
the actor that it should bounce off of instead.
SVN r678 (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)