* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
SVN r1661 (trunk)
- Added MF6_NOFEAR flag.
- Added A_MonsterRefire(probability, jumptarget).
- Added A_JumpIfTargetInSight(state) action function.
- Changed: Puffs set their angle to face the originator of the attack.
- Strife's burning hands originally make the level view fullbright.
changed in ZDoom to do partial brightening.
SVN r1642 (trunk)
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
by setting the level's air supply to 0.
SVN r1619 (trunk)
- Changed bounce flags into a property and added real bouncing sound properties.
Compatibility modes to preserve use of the SeeSound are present and the old
flags map to these.
SVN r1599 (trunk)
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
SVN r1583 (trunk)
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
SVN r1578 (trunk)
- Fixed: Gravity application was not correct. For actors with no vertical
momentum the initial pull is supposed to be twice as strong as when
vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes.
There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small
Raven health item, 2 a large Raven health item and 3 a Strife item.
SVN r1452 (trunk)
- changed weapon slots to be stored per player. Information is now transmitted
across the network so that all machines know each player's current weapon
configuration so that it can be used by cheats or HUD display routines.
SVN r1430 (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)
certain actors and added an option to APowerInvisibility to set this
flag when active.
- Added map specific automap backgrounds.
- Fixed: Voodoo dolls did not play a sound when dying.
- Added colorized error messages to DECORATE and made a few more error
conditions that do not block further parsing not immediately abort.
- Made all errors in CreateNewActor not immediately fatal so that the
rest of the DECORATE lump can be parsed normally to look for more errors.
- Fixed: Defining classes with the same name as their immediate base class
was legal. It should not be allowed that a class has another one with the
same name in its ancestry.
- Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife
was broken. Changed it to use WI_Drawpercent which does it properly and
also allows showing percentage in these games now.
- Fixed: The MAPINFO parser ignored missing terminating braces of the last
block in the file.
SVN r1425 (trunk)
change levels while dead by immediately respawning you before the switch
so that you get to keep all your inventory.
- Fixed: G_InitLevelLocals() did not set flags2.
SVN r1406 (trunk)
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.
SVN r1393 (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)
clone a texture. Used for creating warping textures.
- Fixed: P_FindFloorCeiling should not be called before setting the actor's z-
coordinate. For testing 3D Midtex lines and 3D floors the proper position
needs to be set first.
- Fixed the autoaim fix from Jan 10.
SVN r1358 (trunk)
delayed until after its z-coordinate has been set. That means that for
map spawns AActor::StaticSpawn may not call P_FindFloorCeiling for such
actors.
SVN r1352 (trunk)
- Fixed: P_RailAttack used the shooting actor or a default puff for some splash
related actions. It should use the puff type passed to it as a parameter instead.
- Changed splash handling in P_LineAttack to use the actual hit position to
spawn the splash and not the puff's spawn position which is offset a little.
- made some precision related changes to P_HitWater. The precise hit coordinate
can now be passed as parameters.
SVN r1350 (trunk)
the time freezer and make them behave better.
- Fixed: When sounds are paused not all newly started sounds should actually
be played.
- Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and
as a result the inventory icon was misplaced if a no-ammo weapon was selected.
SVN r1343 (trunk)
in such a sector. As a workaround for current map formats a new actor
(DoomEdNum 9041) was added that can set the extended sector flags without the
use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.
SVN r1315 (trunk)
- Added kill count awareness to A_ChangeFlag.
- P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters
aren't dormant (since there would be no way to activate them, and they
were certainly not dormant when they died).
SVN r1287 (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)
the NextState parameter is. The code did some rather unsafe checks with it
to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
and call the same function to do the real work.
SVN r1243 (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)
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)
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
SVN r1221 (trunk)
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
SVN r1146 (trunk)
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
SVN r1144 (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)
- AActor::PreExplode is gone now that the last item that was using it has been converted.
- Converted the Sigil and the remaining things in a_strifeitems.cpp to DECORATE.
SVN r1132 (trunk)