- 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)
- Fixed the issues with .96x's railgun code and added it to the current
version.
- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
could cause it to move backwards in a féw situation.
- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
flag, not by checking for the actor class. That made it impossible to
spawn friendly 'normal' minotaurs.
- Moved a few virtual methods which are only applicable to the friendly
minotaur to AMinotaurFriend.
- Fixed: The friendly minotaur checked the master's health instead of
the target's when deciding whether to switch targets. Replaced with
MF4_NOTARGETSWITCH.
- Fixed: maybedrawnow must not draw the console unless the background
texture has been set up.
SVN r66 (trunk)
returning from one function to another function when the function that
was called was used as part of an expression.
- Fixed: Using Thing_Hate with arg0 (hater) set to 0 from an open script
could crash.
- Fixed: Some items along ledges in Hexen's MAP32 (Orchard of Lamentations)
appeared at the bottom of the ledge (and consequently inside it) instead
of on top of it because the items were placed directly on the lines.
AActor::LinkToWorldForMapThing() needs to use the original R_PointOnLineSide()
code to handle situations like this. Previously, it just used the original
code for straight horizontal/vertical lines and used the new code for
diagonal lines.
- Fixed: FWadCollection::MergeLumps() used in incorrect realloc.
- Fixed: FPlayList::NextLine() did not properly handle blank lines in the
playlist.
- Changed: Decals now use lightweight thinkers instead of actors. (76 bytes
versus 396, so you save 320k if you have 1024 decals present.)
- Fixed: Wads added with pullin were loaded immediately after the IWAD.
Exec files are now processed immediately before -file but after autoloading
wads in D_DoomMain().
- Fixed: sdl/i_system.h unconditionally defined SHARE_DIR, preventing
redefinition from the command line.
- Fixed: The standard way to include SDL.h is <SDL.h>, not <SDL/SDL.h>.
- Fixed: Returned FActiveInterpolation::HashKey()'s return type to size_t,
avoiding a pointer truncation warning.
SVN r30 (trunk)
ParseActorProperties().
- Fixed: The decorate FindFlag() function returned flags from ActorFlags
instead of the passed flags set.
- Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed
NULL player->mo checks.
- Fixed: The "give all" command didn't give the backpack in Doom, and it
must give the backpack before giving ammo.
- Fixed: P_SetPsprite() must not call the action function if the player is
not attached to an actor. This can happen, for instance, if the level is
destroyed while the player is holding a powered-up Phoenix Rod. As part
of its EndPowerup() function, it sets the psprite to the regular version,
but the player actor has already been destroyed.
- Fixed: FinishThingdef() needs to check for valid names, because weapons
could have inherited valid pointers from their superclass.
- Fixed: fuglyname didn't work.
- Fixed: Redefining $ambient sounds leaked memory.
- Added Jim's crashcatcher.c fix for better shell support.
- VC7.1 seems to have no trouble distinguishing between passing a (const
TypeInfo *) reference to operator<< and the generic, templated (object *)
version, so a few places that can benefit from it now use it. I believe
VC6 had problems with this, which is why I didn't do it all along. The
function's implementation was also moved out of dobject.cpp and into
farchive.cpp.
- Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the
last byte in a row if the image width is not an even multiple of the number
pixels per byte.
- Fixed: P_TranslateLineDef() should only clear monster activation for secret
useable lines, not crossable lines.
- Fixed: Some leftover P_IsHostile() calls still needed to be rewritten.
- Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances.
SVN r20 (trunk)