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)
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)
- 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)
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)
NetDone.
- moved the DIM_MAP define into v_palette.h so that it can be accessed
from outside the status bar code.
- Fixed: The check for non-swimmable water in UpdateWaterLevel checked for
SECF_UNDERWATER instead of SECF_UNDERWATERMASK.
SVN r514 (trunk)
player's inventory even when they have been used up. If the item also
has an inventory bar icon, it will be drawn darkened when it is
depleted.
SVN r497 (trunk)
- Renamed the new armor properties to use the same names as Skulltag to avoid
confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.
SVN r427 (trunk)
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
without using the \ character to preface the newline character. This makes
it much easier to diagnose errors where you forget the closing quote of a
string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
parameter, which was never passed as anything other than the default.
SVN r331 (trunk)
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
- Added a PickupMessage property to the internal actor parser, replaced
most of the virtual PickupMessages with it and placed the code that
reads the metadata into AInventory::PickupMessage. Now the
PickupMessage method is truly virtual and I can do:
Added a Health.LowMessage property to define double message items like
Doom's medikit in DECORATE.
- Since defining Mana3 as an ammo type and then overriding the TryPickup
method means that this item defeats all ammo checks in the game it might
as well be defined as a CustomInventory item. At least this fixes the
amount given in easy and very hard skills.
- Converted all ammo items to DECORATE.
- Changed internal property setting of ammo types and sister weapons
to use fuglyname as for DECORATE definitions. This allows to export
the ammo definitions into DECORATE definitions without doing it for
the weapons themselves.
- Replaced obituary methods with actor properties.
- Fixed: The secret map check didn't work for maps inside Zips.
SVN r196 (trunk)