- fixed memory leaks in SBARINFO and WAD loading code.
- added GetBloodColor and GetBloodType inline functions to AActor to wrap the GetMeta calls used for this.
SVN r2234 (trunk)
now added to -file. This was previously restricted to only .wad, .zip, .pk3, and .txt.
- You can now pass -file/-deh/-bex more than once on the command line, and they will all
have effect.
SVN r2184 (trunk)
machines, so when an NPC need to show the "enough" response, it has enough
information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().
SVN r2120 (trunk)
all files loaded with '-file' are scanned for this lump. This lump is read
before any WAD initialization takes place, in particular the IWAD is not yet
loaded at this time. This allows PWADs the option to specify an IWAD they
want to run with and optionally autoload external resource WADs.
- Fixed a few places where FixPathSeperator was called with a locked FString buffer.
It's better to use the FString version of this function instead.
SVN r2073 (trunk)
everything that eventually calls D_AddFile. Also create the list of files
loaded on the command line separately to allow further checks on them.
SVN r2072 (trunk)
- added compatibility option to invert sprite sorting. Apparently Doom.exe
originally sorted them differently than most source port and on some maps
which depends on this it doesn't look right (e.g. Strain MAP13)
SVN r2031 (trunk)
time as the polled timer so that the timer does not start running until the
first time it is used.
- Removed the srand() call from D_DoomMain(), because it started the game
timer running prematurely, and we never call rand() anywhere. (Not to
mention, even if we did use rand(), always seeding it with 0 is rather
pointless.)
SVN r1974 (trunk)
completely ignore them, either).
- Separated light level fixing out of player_t's fixedcolormap parameter.
Using a fixed light level (e.g. PowerTorch) will no longer wipe out
colored lighting.
- Moved the blending rectangle drawing into a separate discrete stage, since
doing it while copying the 3D view window to the display now blends
underneath the weapon instead of on top of it.
- Consolidated the special colormaps into a single 2D table.
- Tweaked the special colormaps slightly to make the true color results more
closely match the paletted approximations.
- fb_d3d9_shaders.h was getting unwieldy, so I moved the shaders out of the
executable and into zdoom.pk3. Shaders are still precompiled so I don't need
to pull in a dependancy on D3DX.
- Added a few more shaders to accomodate drawing weapons with all the in-game
lighting models. These are accessed with the new DrawTexture tags
DTA_SpecialColormap and DTA_ColormapStyle.
- Player weapon sprites are now drawn using Direct3D and receive all the
benefits thereof.
SVN r1858 (trunk)
The range checks this protected against can be safely omitted now that the misc fields are large enough.
- added MBF Dehacked emulation.
SVN r1824 (trunk)
- Added more things from Gez's experimental build:
* MBF grenade and bouncing code.
* Arch Vile ghosts emulation (only for compatibility.txt.)
* Several MBF related compatibility options.
SVN r1821 (trunk)
- Fixed: The non-Windows CreatePath can fail if part of the path already
exists, because mkdir will return an error code for trying to recreate
an existing directory.
SVN r1814 (trunk)
that parameter is now gone.
- Removed automatic ".wad" appending from FWadCollection::InitMultipleFiles()
since it isn't needed and prevented files without extensions from being
loaded. D_AddFile() already takes care of adding the extension if the
name as-given does not exist.
- Fixed: Loading single files did not print a newline in the startup text.
SVN r1784 (trunk)
in the gameinfo.
- Added Yes/No selections for Y/N messages so that you can answer them
entirely with a joystick.
- Fixed: Starting the menu at the title screen with a key other than Escape
left the top level menu out of the menu stack.
- Changed the save menu so that cancelling input of a new save name only
deactivates that control and does not completely close the menus.
- Fixed "any key" messages to override input to menus hidden beneath them and
to work with joysticks.
- Removed the input parameter from M_StartMessage and the corresponding
messageNeedsInput global, because it was redundant. Any messages that want
a Y/N response also supply a callback, and messages that don't care which
key you press don't supply a callback.
- Changed MKEY_Back so that it cancels out of text entry fields before
backing to the previous menu, which it already did for the keyboard.
- Changed the menu responder so that key downs always produce results,
regardless of whether or not an equivalent key is already down.
SVN r1753 (trunk)
and a list of all attached controllers, and a second level for configuring
an individual controller.
- Fixed: Pressing Up at the top of a menu with more lines than fit on screen
would find an incorrect bottom position if the menu had a custom top height.
- Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable
specific game controller input systems independant of each other.
- Device change broadcasts are now sent to the Doom event queue, so
device scanning can be handled in one common place.
- Added a fast version of IsXInputDevice that uses the Raw Input device
list, because querying WMI for this information is painfully slow.
- Added support for compiling with FMOD Ex 4.26+ and running the game
with an older DLL. This combination will now produce sound.
SVN r1717 (trunk)
a Minotaur couldn't spawn floor flames when standing in water having its
feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
come from the same definition unit (i.e both containing file and use type
are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
to use floats to prevent overflows. The prevention of the overflows was the
only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.
SVN r1668 (trunk)
- fixed: The Dehacked parser could not parse flag values with the highest bit
set because it used atoi to convert the string into a number.
SVN r1624 (trunk)
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
internal sound code.
SVN r1544 (trunk)
cryptographically secure random number generator, if available, instead
of the current time.
- Changed the random number generator from Lee Killough's algorithm to the
SFMT607 variant of the Mersenne Twister.
SVN r1507 (trunk)
- removed gamemode variable. All it was used for were some checks that
really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
the data that is needed to decide which WADs to autoload.
SVN r1497 (trunk)
- Reinitializing the WAD manager will now delete all data.
- Preparation for GAMEINFO: zdoom.pk3 will be opened separately before checking the IWAD
so that the internal GAMEINFOs can be externalized, too.
SVN r1494 (trunk)
initialization. To be used to check for errors in scripts without actually
running the game.
- Added the -stdout parameter to the Windows version to send all output to
a console, like the Linux version has done all along.
SVN r1486 (trunk)
- Removed CVAR_SERVERINFO flag from compatmode. Since it writes to
compatflags, that should be enough. Having that flag set for both of
them leads to problems with e.g. loading a savegame, where compatflags is
restored, then compatmode is restored and it completely undoes whatever
compatflags was restored to.
- Fixed: Trying to start a map for some single file that isn't really a map
caused a crash.
SVN r1478 (trunk)
have those escapes stripped before printing so that they do not merge with
subsequent text.
- Moved default weapon slot assignments into the player classes.
Weapon.SlotNumber is now used solely for mods that want to add new weapons
without completely redoing the player's arsenal. Restored some config-based
weapon slot customization, though slots are no longer automatically saved
to the config and section names have changed slightly. However, unlike
before, config slots are now the definitive word on slot assignments and
cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
be setup in the weapons themselves. Slots are still configurable, since
they need to be for KEYCONF to work; any changes simply won't be saved
when you quit.
- Removed limit on weapon slot sizes.
SVN r1428 (trunk)
colored error messages appear colored in the startup window. Also lightened
up the "Flat" red to contrast better with the startup background.
SVN r1424 (trunk)
- Fixed: Most Linux filesystems do not fill in d_type for scandir(), so we
cannot rely on it to detect directories.
- Added NicePath() function to perform shell-style ~ substitution on path
names.
- Changed the default screenshot directory on Unix to ~/.zdoom/screenshots/.
- Added -shotdir command line option to temporarily override the
screenshot_dir cvar.
SVN r1413 (trunk)
- Fixed: The compatmode CVAR needs CVAR_NOINITCALL so that the compatibility flags don't get reset each start.
- Fixed: compatmode Doom(strict) was missing COMPAT_CROSSDROPOFF
SVN r1376 (trunk)
vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
of assuming a symbolic link has been placed for the latest version. It can
also find a non-installed copy of FMOD if it is placed local to the ZDoom
source tree.
SVN r1373 (trunk)
- added a new compatmode CVAR which allows setting some generic compatibility
flag combinations:
Doom: sets the options needed to make most Doom.exe compatible map play without
errors.
Doom (strict): Same as above but sets a few more options. Please note that this
does not mean full Doom.exe behavior emulation.
Boom: Sets all options that consider differences between ZDoom and Boom.
ZDoom 2.0.63: Sets only the COMPATF_SOUNDTARGET option which is needed for
many older ZDoom maps.
- added new COMPAT_CROSSDROPOFF option to block monsters from being pushed over
dropoffs by damage kickback.
- fixed: AFastProjectile::Tick must call Effect only 8 times per tic, regardless
of the amount of steps taken.
- fixed: momentum checks in AFastProjectile did not use absolute values.
SVN r1369 (trunk)
- AutoExec paths now support the same variable expansion as the search paths.
Additionally, on Windows, the default autoexec path is now relative to
$PROGDIR, rather than using a fixed path to the executable's current
directory.
- All usable Autoload and AutoExec sections are now created at the top of
the config file along with some brief explanatory notes so they are
readily visible to anyone who wants to edit them.
SVN r1307 (trunk)
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.
SVN r1304 (trunk)
- Changed WI_drawPercent() when wi_percents is false so that the total
display is optional, and it formats it like Heretic's intermission, with
a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
so they can be colorized.
SVN r1294 (trunk)
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
or recorded with wipes enabled, and prevents multiplayer games from
starting until all players' wipes have finished.
SVN r1272 (trunk)
against decorations without breaking anything newer:
Added a new 'projectilepassheight' property that defines an alternative height
that is only used when checking a projectile's movement against this actor.
If the value is positive it is used regardless of other settings, if it is
negative, its absolute will be used if a new compatibility option is enabled
and if it is 0 the normal height will be used.
SVN r1253 (trunk)
some changes to the MAPINFO parser which tried to access the texture manager
to check if the level name patches exist. That check had to be moved to
where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
of integers.
Please note that this creates an incompatibility between old and new
versions so if you want to create something that works with both 2.2.0
and current versions better use the string format version for the color
parameter!
- Rewrote the DECORATE property parser so that the parser is completely
separated from the property handlers. This should allow reuse of all
the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
this was ever used for - Raven's invulnerability item - has already been
split up into a Heretic and Hexen version.
SVN r1240 (trunk)
- Removed extraneous printf parameter for Texman.Init startup message.
- Added newlines to the ends of a few headers that were missing them.
- Fixed more GCC errors/warnings.
SVN r1232 (trunk)
when explicitly giving them.
- Changed 'give weapon' cheat so that in single player it only gives weapons
belonging to the current game or are placed in a weapon slot to avoid
giving the Chex Quest weapons in Doom and vice versa.
- Fixed: The texture manager must be the first thing to be initialized
because MAPINFO and DECORATE both can reference textures and letting them
create their own textures is not safe.
SVN r1230 (trunk)
so that all files are included by a central one instead of compiling
each one separately. This speeds up the compilation process by 25%
when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.
SVN r1226 (trunk)
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
SVN r1219 (trunk)
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a
Dehacked patch that does most of the work. The rest includes a new
MAPINFO and removal of the drop items from the monsters being used.
SVN r1185 (trunk)
- Removed AT_GAME_SET because it's no longer used anywhere.
- Converted the last remaining global classes to DECORATE.
- Fixed: Inventory.PickupFlash requires an class name as parameter not an
integer. Some Hexen definitions got it wrong.
- Converted Hexen's Pig to DECORATE.
- Replaced the ActorInfo definitions of all internal inventory classes with
DECORATE definitions.
- Added option to specify a powerup's duration in second by using a negative
number.
SVN r1137 (trunk)
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
GCC defaults to extended precision instead, unlike Visual C++.
- Removed the useless src/Linux directory from the repository. This was a
holdover from the long-gone 1.22 build system.
SVN r1118 (trunk)
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
center because some maps apparently abuse the behavior to make the sound
play somewhere where it can't be heard by the player to fake silent movement.
- Fixed: The S_Sound variant taking an actor must check if the actor is not
NULL.
- Fixed: ACS's ActivatorSound must check if the activator is valid.
- Changed stats drawing so that multi-line strings can be used.
SVN r1070 (trunk)
during it.
- UI sounds are now omitted from savegames.
- Fixed: Menu sounds had been restricted to one at a time again.
- Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that
it will occur after the players are loaded.
- Added fixes from FreeBSD for 0-length and very large string buffers
passed to myvsnprintf.
SVN r1063 (trunk)
run into the adjacent columns.
- Added a NullSoundRenderer so that most of the checks against a NULL GSnd
can be removed.
- Fixed: Looping sounds must always successfully allocate a channel, even if
it's only a pre-evicted channel.
SVN r1058 (trunk)
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
to track down all potentially incorrect uses and remaining WORDs used
for texture IDs so that more than 32767 or 65535 textures can be defined.
SVN r1036 (trunk)
won't be left on the stack at exit.
- Fixed: PSymbol needs a virtual destructor so that PSymbolActionFunction can
free its Arguments.
- Symbols for native classes are now freed on exit.
SVN r1022 (trunk)
definitions take precedence.
- Added base translation tables for UDMF compatibility maps which only should
handle the native line and sector types of each game.
- Turned the inactive SILENT_INSTANT_FLOORS define into a compatibility option
so that it can be (un)set in a map definition and the menu.
SVN r966 (trunk)
to enable Timidity to read its config from Zips.
I put this on hold though after finding out that the sound quality
isn't even near that of Timidity++.
- GCC-Fixes (FString::GetChars() for Printf calls)
- Added a dummy Weapon.NOLMS flag so that Skulltag weapons using this flag
can be loaded
SVN r901 (trunk)
channel when restarting the song, rather than emitting a single note off
event which only has a 1 in 127 chance of being for a note that's playing
on that channel. Then I decided it would probably be a good idea to reset
all the controllers as well.
- Increasing the size of the internal Timidity stream buffer from 1/14 sec
(copied from the OPL player) improved its sound dramatically, so apparently
Timidity has issues with short stream buffers. It's now at 1/2 sec in
length. However, there seems to be something weird going on with
corazonazul_ff6boss.mid near the beginning where it stops and immediately
restarts a guitar on the exact same note.
- Added a new sound debugging cvar: snd_drawoutput, which can show various
oscilloscopes and spectrums.
- Internal TiMidity now plays music.
- Changed the progdir global variable into an FString.
SVN r900 (trunk)
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SVN r882 (trunk)
that the drivers will treat a BackBufferCount of 0 as a request for
double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
mysteriously being left pointing to uninitialized memory during the
final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
hexen.wad was not present did not work.
SVN r861 (trunk)
from doing prebuffering of the song. This was causing the Linux version to
hang while waiting for input from the pipe, since Timidity hadn't been
started yet. I tried using a select call in the FillStream() method, but it
always seems to return the pipe as having nothing available. Unfortunately,
the game still falls all over itself if Timidity isn't available. Instead
of execvp failing nicely, X errors kill the game. I don't know why it's
doing that. My advice for Linux music: Skip Timidity++ and get a DLS patch
set (/WINDOWS/system32/drivers/gm.dls is probably the most common by far)
and set the snd_midipatchset cvar to point to it. It's faster and also
sounds a whole lot better than the crappy freepats Ubuntu wants to install
with Timidity++.
- GCC fixes.
SVN r858 (trunk)
- Fixed: ACS SetMugShotState needs to check the StatusBar pointer for the
proper object type.
- Move SBarInfo loading code in d_main.cpp into a static method of DSBarInfo.
- Removed dobject.err from the repository. It only contained a list of compiler
errors for some very old version of dobject.cpp.
- Fixed: A_JumpIfCloser was missing a z-check.
- Added Blzut3's SBARINFO update #13:
- Split sbarinfo.cpp into two files sbarinfo_display.cpp and sbarinfo_parser.cpp
- Rewrote the mug shot system for SBarInfo to allow for scripting and custom
states for different means of death.
- SBarInfo now loads all SBarInfo lumps instead of just the last one. Clashing
status bar definitions will now be cleared before the bar is read.
- Fixed: When using transparency with bars the new drawing method (bg over fg)
didn't work. In the case that the border value is set to 0 it will revert to
the old method (fg over bg).
- Fixed: drawbar lost any high res information it was given.
- Added: ACS command SetMugShotState(str state) which sets the mug shot state
for the activating player.
- Added: keepoffsets flag to drawbar. When set the offsets in the fg image will
also be applied when displaying the bar.
SVN r812 (trunk)
to be able to save the 3dMidtex attachment info.
- Fixed: The TArray serializer needs to be declared as a friend of TArray
in order to be able to access its fields.
- Since there are no backwards compatibility issues due to savegame version
bumping I closed all gaps in the level flag set.
- Bumped min. Savegame version and Netgame version for 3dMidtex related
changes.
- Changed Jump and Crouch DMFlags into 3-way switches:
0: map default, 1: off, 2: on. Since I needed new bits the rest of
the DMFlag bit values had to be changed as a result.
- fixed: PTR_SlideTraverse didn't check ML_BLOCKMONSTERS for sliding
actors without MF3_NOBLOCKMONST.
- Added MAPINFO commands 'checkswitchrange' and 'nocheckswitchrange'
that can enable or disable switch range checking globally per map.
- Changed ML_3DMIDTEX to force ML_CHECKSWITCHRANGE.
- Added a ML_CHECKSWITCHRANGE flag which allows checking whether the
player can actually reach the switch he wants to use.
- Made DActiveButton::EWhere global so that I can use it outside thr
DActiveButton class.
March 17, 2008 (Changes by Graf Zahl)
- Changed P_LineOpening to pass its result in a struct instead of global
variables.
- Added Eternity's 3DMIDTEX feature (no Eternity code used though.)
It should be feature complete with the exception of the ML_BLOCKMONSTERS
flag handling. That particular part of Eternity's implementation is
sub-optimal because it hijacks an existing flag and doesn't seem to make
much sense to me. Maybe I'll implement it as a separate flag later.
SVN r810 (trunk)
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)
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)