Merged revision(s) 3731-3734, 3736-3743, 3745-3751, 3754, 3756-3757, 3761-3766, 3774-3781, 3783-3787, 3791 from zdoom/trunk:
- Added support for Eternity Engine's function pointer ACS instructions. (Note that an alternative ACS compiler is necessary to use these instructions properly.)
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- Fixed: ACS function pointer instructions need to call GetFunction on the tagged module instead of the active behavior.
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- Fixed: DDrawFB should not recreate all its resources when the palette changes if we were
the one responsible for the palette change.
- Fixed: DDrawFB::CreateSurfacesComplex() starting tries at 2 instead of 0 is not "debugging cruft"
since it counts down, not up. (Partially reverts r3195)
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- Do not set the mouse pointer if the display is 8 bit, since such displays don't support color cursors.
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- Added Hacx 2.0 detection.
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- Do do not disable config writing before DoGameSetup() (introduced in r3653) if the config file
does not already exist. This way, we can create a default config file without removing anything
from an existing config file if things go wrong early during setup.
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- Don't use abbreviations in exception descriptions.
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- This was not supposed to be committed as part of r3737.
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- Fixed: Editing the player (thing #1) with DeHacked would remove its MF2_PUSHWALL flag.
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- Fixed: The action function version of ACS_NamedExecuteWithResult only accepted three script parameters.
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- What I didn't have this saved? ugh
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- We don't need to keep the FloatBobOffsets[] verison of DoWaggle around.
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- Fixed: MF6_BUMPSPECIAL only worked when bumped from X/Y movement but not Z movement.
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- Added UsePlayerStartZ MAPINFO option to cause P_SpawnPlayer() to offset the spawned player's
Z position by the MapThing's Z, just like for any other MapThing.
- P_SpawnPlayer() now respects a player's SPAWNCEILING and SPAWNFLOAT flags.
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- Fix some GCC 4.7.1 warnings.
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- Pass playernum as a parameter to P_SpawnPlayer(). Now P_SpawnMapThing() is the only thing
that uses the MapThing's type to determine the which player is spawning.
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- Added MAPINFO flag RandomPlayerStarts. In this mode, no voodoo dolls are spawned. Instead, all
player starts are added to a pool, and players spawn at a random spot.
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- The complete FMapThing is overkill for storing player starts, so use a new minimal structure for them.
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- Added the item flag IF_RESTRICTABSOLUTELY. When this is set, players of the wrong class cannot
pickup an item at all. (For instance, normally players in Hexen can still pick up other players'
weapons for ammo. With this flag set, they cannot do that either.)
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- Fixed: PCD_SCRIPTWAITDIRECT had different semantics than PCD_SCRIPTWAIT.
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- Added PCD_SCRIPTWAITNAMED p-code.
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- Enumerate ZDaemon's ACSF_ values.
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- Added compatibility options for Requiem map04 and Hell Revealed map19.
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- Fixed type in A_Respawn.
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- Fixed: Getting remorphed into a chicken should give you a Tome of Power so that you become a
super chicken. Rawr! The PlayerPawn flag CANSUPERMORPH now enables this.
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- Fixed: FListMenuItemPlayerDisplay could crash at various points if a class does not have a See state.
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- Fixed: Toggling the automap could cancel out ending the level, among other things.
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- Remove Item from StateCallData, since it isn't read anywhere.
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- Added a 90 degree offset to all voxels, since Build's compass directions start at north
rather than east.
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- Fixed: R_ExtendSpriteFrames() would change spr.spriteframes even when it wasn't moving them around.
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- Fixed: hud_scale is supposed use strictly integral scaling factors.
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- Fix typo: MF6_SEEINVISIBLE is in flags6, not flags.
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- Fixed typo: Midtextures with world panning replaced rw_midtexturemid with the rowoffset instead of adding them together.
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- Fixed: Pain flashes were not inheritable.
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- Fixed: player_t::settings_controller was not serialized.
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- snd_midipatchset and fluid_patchset are now processed through NicePath() for variable
substitution. In addition, on Windows, if they contain no path separator, they will
automatically have $PROGDIR prepended to them.
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- Fixed: DSBarInfo::ScreenSizeChanged() must call its supermethod.
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- Fixed: FStateDefinitions::FinishStates() must ResolveGotoLabels before resolving labelled gotos. Otherwise, something like this fails:
Goto State1
State1:
Goto State2
State2:
because when "Goto State1" is processed, State1 is still pointing at the string "State2" rather than State2's state, so the goto will end up pointing at a string (which will soon be
freed from memory) instead of at an actual state.
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- Fixed: The label offset has no business being involved in the positioning of the options menu cursor. Also put the cursor towards the bottom of tall small fonts.
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- Remove LabelOffset from menus entirely and just compute things so that the console font and
small font, when mixed on the same line, align at their baselines.
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- Remove LabelOffset from menudef.txt.
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- Fixed: menu_endgame showed no text during a netgame, nor did it block you from ending a netgame.
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Merged revision(s) 3771, 3782 from zdoom/trunk:
- Draw 1 pixel of border at the edges of the status bar to prevent imprecision HOMs (only top and bottom for non-widescreen for now).
- The completeborder command is handled at the base statusbar now since it can do so more efficiently.
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- Fixed: 1 pixel border was drawn when there was no status bar.
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SVN r3793 (2.6)
using it in in any expression would automatically downcast it to an int unless ① its sibling in the expression tree was a float, or ② it was the only thing in the expression.
SVN r3721 (trunk)
- Fixed: Don't access class metadata at all in DObject::PropagateMark if the type system is shutdown.
- Fixed: If FCompressedMemFile::Reopen() fails, then it would try to double-free memory when deleted.
SVN r3688 (trunk)