actually work.
- Turned the list of TabCommands into a TArray because I saw lots of console
commands in the memory leak report at exit. Then I realized those were actually
key bindings, so I changed the Bindings and DoubleBindings arrays into FString
arrays.
- Fixed: FStringCVar was missing a destructor.
- Added TArray::Insert().
- Fixed: TArray::Delete() used memmove().
- Renamed Malloc(), Realloc(), and Calloc() to M_Malloc(), M_Realloc(), and
M_Calloc() so that the debug versions can be defined as macros.
- Enabled the CRT's memory leak detection in WinMain().
- Moved contents of PO_DeInit() into P_FreeLevelData().
- Removed "PolyBlockMap = NULL;" from P_SetupLevel(), because the P_FreeLevelData()
call it makes next does the exact same thing, but also freeing it if needed.
- Fixed: Unneeded memcpy in UnpackUserCmd() when ucmd and basis are the same
SVN r75 (trunk)
its tiles are loaded from the same directory.
- RFF files now load their entire directories into the lumplist.
- Added char * and const char * type coversions for FString, so FStrings can be
freely passed to functions expecting C strings. (Except varargs functions,
which still require manually fetching the C string out of it.)
- Renamed the name class to FName.
- Renamed the string class to FString to emphasize that it is not std::string.
SVN r74 (trunk)
- Fixed: StreamSong::SetVolume should check the m_stream pointer. This can
happen when a TimiditySong doesn't use FMOD and outputs the sound itself.
- Fixed: 'use' sector actions were using the incorrect sector on several
occasions.
- Added a wi_noautostartmap CVAR and a noautostartmap intermission option
that force the user to manually end the 'entering level' page.
SVN r70 (trunk)
- Added multiple-choice sound sequences. These overcome one of the major
deficiences of the Hexen-inherited SNDSEQ system while still being Hexen
compatible: Custom door sounds can now use different opening and closing
sequences, for both normal and blazing speeds.
- Added a serializer for TArray.
- Added a countof macro to doomtype.h. See the1's blog to find out why
it's implemented the way it is.
<http://blogs.msdn.com/the1/articles/210011.aspx>
- Added a new method to FRandom for getting random numbers larger than 255,
which lets me:
- Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics.
- Fixed: If you're going to have sector_t.SoundTarget, then they need to
be included in the pointer cleanup scans.
- Ported back newer name code from 2.1.
- Fixed: Using -warp with only one parameter in Doom and Heretic to
select a map on episode 1 no longer worked.
- New: Loading a multiplayer save now restores the players based on
their names rather than on their connection order. Using connection
order was sensible when -net was the only way to start a network game,
but with -host/-join, it's not so nice. Also, if there aren't enough
players in the save, then the extra players will be spawned normally,
so you can continue a saved game with more players than you started it
with.
- Added some new SNDSEQ commands to make it possible to define Heretic's
ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence,
delayonce, and restart. With these, it is basically possible to obsolete
all of the $ambient SNDINFO commands.
- Fixed: Sound sequences would only execute one command each time they were
ticked.
- Fixed: No bounds checking was done on the volume sound sequences played at.
- Fixed: The tic parameter to playloop was useless and caused it to
act like a redundant playrepeat. I have removed all the logic that
caused playloop to play repeating sounds, and now it acts like an
infinite sequence of play/delay commands until the sequence is
stopped.
- Fixed: Sound sequences were ticked every frame, not every tic, so all
the delay commands were timed incorrectly and varied depending on your
framerate. Since this is useful for restarting looping sounds that got
cut off, I have not changed this. Instead, the delay commands now
record the tic when execution should resume, not the number of tics
left to delay.
SVN r57 (trunk)
- Changed: Decal scales now use full precision fixed point numbers.
- Changed: Keeping impact decals in their own statlist is enough to keep track
of them for when one needs to be destroyed. There's no need to maintain a
separate list for them.
- Fixed: Decal actors did not spread their decals across neighboring walls.
- Fixed: Decal groups did not initialize their IDs and could not be reliably
used with the decal actor.
- Fixed: Decals on moving polyobjects were not interpolated. R_RenderDecal()
now uses the decal's LeftDistance to calculate its visible location, so it
always stays in sync with the wall's vertices. This also lets me dump some
code from the polyobjects that maintained the decals' (x, y) coordinates.
Also, the decals' x and y information is redundant and can be removed.
Doing this revealed a bug with slider decals and horizontal sliding:
That is, it didn't work at all. I have opted to simply remove the horizontal
sliding support so that I don't have to worry about what happens when a
decal slides across the edge of a wall.
- Fixed: DBaseDecal::LeftDistance was calculated as a 30.2 fixed point number.
It should be 2.30 fixed point.
SVN r35 (trunk)