- 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)
an arbitrarily defined value. This reduces the amount of relevant values
that have to be defined in version.h to 1 (the minimum compatible savegame
version) instead of previously 3.
SVN r666 (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)
R_InitPatches. This isn't needed anymore because all these are loaded through
an intermission script.
- Fixed: A_SpawnDebris read the third and fourth arguments from the first one's
address.
SVN r664 (trunk)
and into the vertex data.
- Added functions for doing line drawing with Direct3D, including a new pair
of functions to do batched line drawing so that the map can actually be
drawn faster in hardware than in software (instead of an order of magnitude
slower).
SVN r663 (trunk)
shader seems to be producing crappy output, so it's disabled for now.
Specifically, it produces distorted output at regular intervals for
textures that aren't power-of-2-sized, and it's still doing visible
filtering when the texture is rendered at its original size, so
obviously it's not doing something right.
- Fixed the use of power-of-2-sized native textures for smaller game
textures again.
- Fixed: D3DFB did not restore all the state it needed to after resetting
the device.
- Fixed: R_DrawTopBorder() must clip itself around the 3D view, since it's
now drawn later.
- With full software rendering, palette flashes once again effect the whole
screen.
Changes I neglected to put in the previous commit log:
- Moved the view border drawing into the 2D mode part. When using Begin2D()
now, the only part of the software buffer that gets updated to the screen
is the part with the actual 3D scene and only if you tell it to.
- Fixed a D3D memory leak on every frame in windowed mode and the same thing
for the screen wipes. Note to self: If it's an interface, be sure to
Release it, because it will be AddRef'ed before being returned to you.
- Moved the BlendView() call out of FBaseStatusBar::Draw() so that it can be
applied before copying the 3D scene to the screen underneath the 2D parts.
- Restored the console's darkening level to its old table-based amount.
- Fixed D3DFB::SetColorOverlay()'s incorrect calculations.
- Fixed the D3D screen wipes for letterboxed modes.
SVN r662 (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)
a long-abandoned experiment to write directly to video memory instead of
to a temporary buffer in system meroy.
- Added Direct3D versions of the melt and burn screenwipes.
- Fixed the strip sizes for the melt screenwipe to match what Doom would have
produced on a 320x200 screen, rather than producing more, thinner strips
for wider screens.
SVN r659 (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)
allocated. (I wonder if D3D actually handles this automatically when you use
D3DPOOL_MANAGED, because I'm pretty sure my laptops's x300 doesn't support
non-power-of-2 texture sizes, yet it worked just fine before.)
- Fixed vertical positioning of 2D elements in letterboxed modes.
SVN r653 (trunk)
very bright title pics it became quite hard to read the console's contents.
- Fixed: PROP_Translation needed to be changed for the new value format.
- Added GZDoom's MAPINFO fog parameters as no op dummies so I can use
WADs that contain them without constantly having to edit the MAPINFO.
It also allows using them to optimize hardware fog for WADs that should
run with ZDoom as well.
SVN r649 (trunk)
drawn to a texture, then that texture is copied to the real back buffer
using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
the player setup menu before starting a game won't produce a very fast
moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
anything else.
SVN r648 (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)
actor's sector in the game engine code with it. This way there's a clear
distinction between renderer-specific and game-specific calls.
SVN r638 (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)
- Added a new color parameter to DCanvas::Clear() that specifies the
ARGB value of the color. This is used if the old color parameter,
which specifies a palette entry, is -1.
SVN r617 (trunk)
if present.
- Modified GZDoom's true color texture copy functions and added them
to generate 32 bit D3D textures. Paletted TGAs and PCXs are also handled
this way but I don't think these 2 formats are worth some more special
handling.
(Question: Is it worth it to implement special handling for paletted PNGs
so that they are used as 8 bit textures internally?)
SVN r608 (trunk)
both dest and src. Also changed this function so that it is owned by the
destination canvas of the operation which is necessary if it needs to
be overridden by subclasses.
SVN r607 (trunk)
They are not actually drawn with it yet, nor is it complete, but it's
something to start with.
- Split up DCanvas::DrawTexture() into more pieces to make it easier to
virtualize.
- Removed support for non-32-bit palette textures from D3DFB. What kind of
card supports pixel shaders but not 32-bit textures?
SVN r605 (trunk)
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
too low.
SVN r603 (trunk)
private slots if the one currently used is a player range.
- Fixed: Changing the fraglimit during the middle of a game would not trigger
a level change if somebody was already over the new limit.
SVN r599 (trunk)
- Fixed: When changing your name from the menu, you got an extra " appended
to your name if it ended with a backslash.
- Added escape sequences for user info strings, so now they can contain
embedded backslashes.
- Fixed an array-out-of-bounds access when drawing the player setup menu with
an invalid team number.
SVN r598 (trunk)
rather than overriding the dmflags values, actually overwrote the dmflags
values, so they would continue to be in effect on later maps that didn't
explicitly specify them.
SVN r595 (trunk)
- Updated project files for nasm 2.0, which is now named nasm.exe for the
Windows version, rather than nasmw.exe. Also fixed the annoying new warnings
it generated.
SVN r593 (trunk)
crouching motion.
- Fixed: The keypress for nightmare mode verification appeared in the console
if the fullscreen console was open while using the menu.
- Added support for scaling down large console fonts in the customize
controls menu.
- Fixed: Joining a negative team was possible.
SVN r590 (trunk)
of MustConfirm: It looked for TK_String when it should have used TK_StringConst.
- Fixed: When travelling to a new non-hub map, any items being carried with
amounts of 0 would be upped to 1.
SVN r589 (trunk)
receives the input focus. When the pane is closed, the focus doesn't
return to any window, so even though the window is still active, it no
longer has the focus and does not receive input events.
- Fixed: The network synch timer was still left running after the game
started. (Windows only)
- Fixed: When a player leaves the game at the exact moment they are being
damaged, the game could crash because their actor still had a valid player
pointer, but the player's mo pointer had been NULLed.
SVN r588 (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)
their seekingness. The only sane way to deal with this seemed to be to
sync the freeze changes with the timer check in A_Tracer(), so that's what
I did: Freeze mode only changes every four tics now.
SVN r583 (trunk)
IWAD. They are:
* [Doom1.Autoload]
* [Doom2.Autoload]
* [Plutonia.Autoload]
* [TNT.Autoload]
* [HexenDK.Autoload]
These are loaded after the more general game-specific [Doom.Autoload] and
[Hexen.Autoload] sections if those are present.
- Changed the banner texts for the Final Doom IWADs to identify them as Final
Doom rather than as DOOM 2. I know this differs from the original behavior,
but they're marketed as Final Doom, not Doom 2.
SVN r582 (trunk)
installed. If so, it checks your SteamApps directory for any IWADs you may
have purchased through Steam and adds any it finds to the list of available
IWADs you can play. This means that if you bought your id games through
Steam, you can just extract ZDoom anywhere you like and run it without doing
any additional setup.
SVN r581 (trunk)
if the first spawned one died and executed some code in its death state.
- Added Karate Chris's submission for 'allowrespawn' MAPINFO option.
- Added Karate Chris's submission for customizable skill confirmation text.
- Fixed: Doom's statusbar only checked for primary attacks, not secondary ones when
setting Doomguy's face. (Thanks to Karate Chris for the fix.)
- added Skulltag's FORCEYBILLBOARD and FORCEXYBILLBOARD flags to the DECORATE parser.
Even though the software renderer has no use for them it is necessary to support them
so that mods can use these flags without becoming incompatible with ZDoom.
SVN r576 (trunk)
installation, not the bundled copies which might not match what is installed.
- Upgraded bundled FLAC from version 1.1.2 to version 1.2.1.
SVN r575 (trunk)
use the multi-purpose special2 as counter for strafing so I added a new variable
for this purpose.
- forgot to save p_lnspec.cpp before last commut.
SVN r574 (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)
resulting in missile attacks not working.
- Fixed: Hitscan attacks used the puff's position to calculate the trajectory for
weapon kickback.
SVN r568 (trunk)
- Fixed: The FMOD stream player must specify whether it wants to play the
sound looped or not when playback is started, not when the stream is created.
- Fixed: A_Saw didn't use the puff's damage type.
- Fixed: The AxeBlood's death state was using the wrong sprite frame.
- Fixed: The Mancubus had an attack sound defined even though it shouldn't.
SVN r565 (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)
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
for implementing custom skill definitions but right now all it does is
returning the original values but keeping the related information all in one
place
SVN r557 (trunk)
- Fixed: Right after teleporting P_SlideMove could cause player movement.
Added a check for reactiontime to prevent that.
- Fixed: PainChances and Damagefactors were never freed.
- Added option to A_Chase that prevents the monster from moving.
- Fixed: The stained glass shards were missing the HEXENBOUNCE flag.
- Added some NULL pointer checks to AActor::GiveAmmo.
- Fixed: The FSwordMissile was missing the special damage handling that
reduces damage when hitting a player.
SVN r555 (trunk)
weapon didn't change back when the powerup expired.
- Fixed: The powered up version of Heretic's Gauntlets missed the proper
state assignments for Ready, Lower and Raise.
- Fixed: The Strife player was missing its pain state.
- Fixed: Revenant missiles couldn't home in on targets with a height lower than
40.
- Fixed: The code which checked for hitscan traces hitting actors from above
and below must test whether the calculated hit position is actually inside
the actor being checked. If it crosses the top/bottom plane outside the
bounding box there can't be a hit.
- Changed: State labels in code pointer calls must now be enclosed in quotation marks.
This was done to ensure compatibility with parsers that will parse these as
identifier-aware script code later.
SVN r554 (trunk)