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2.6
2D_Refactor
3.7fixed
3dfloors
3dfloors2
3dfloors3
4.11
4.13
4.14
4.14.1
4.2.1
4.2.4
4.3.2
4.3.3
4.5
4.6
4.7
4.7.1
4.8
4.8.1
4.8.2
4.9
Branch_g1.8.07
Buffer_For_All
GLEW_VERSION
GZDoom_Lite
Glew_Version_For_Real
Hardwareshader
MeansOfDeath
RenameVisualThinkers
TicRateChange
ZCompat2
adlMIDI
appimagebuilder
appimagetest
arm64win
asmjitsection
automap
bugtesting
char8_t
classic_inter_scaling
clientserver
dragonbook
dsda-udmf
dynopengl
edf
finale
fix_friendly_spawn
float
floatcvt
friendly_window_title
fs_revamp
g1.x
g2.2
g3.3.2
g3.3maint
g3.5maint
g4.12
g4.2
g_level_reworking
gc
glswfb_allow_mesa_30
gzdoom-5.0
haiku-develop
hwuniforms
implicit_regvar_init
indexbuffer
isometric_test
iwad_param
legacy
level_removal_abandoned
lightlevelcontrast
lightmaps
lightmaps-new
maint
maint1.9
maint2.1
maint2.4
maint_3.0
maint_3.6.x
maint_4.0
maint_4.1
maint_4.3
map_loader
master
menu
menu_revamp
minimap
mt
new_level_refactor
newmapinfo
newtimercode4
normalNx
noscriptexit
ortho
pbr_environment
polybackend
polyobjects
portal-zdoom
portals_old
pp_cleanup
pre-vcpkg
prep-4.13
qzdoom-merge
refdocs
renderstate_abstraction
reverbedit
revert-291-menu_blur
rolling_back
savegamefix
sdl_hint
sdladapter
sections
selectiverendering
shadows
staging
startscreen
sub-dynlight-other
swnitevisdrawer
tdbots
timidity++
trunk
uniformbuffers
usdf
v2.x
virtual_2d
vkcopyqueue
vkdoom-master
voxel
vulkan
windowscale
zbots
zmaster
zmdl
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merged_in_1
notok#2
ok3
portals
test_1
this_commit_loops_correctly
tt
-
0b7b527ac2
- Fixed: When quiting from fullscreen mode, RestoreConView() did not ungrab the mouse. - Fixed an old Doom bug: Firing the chaingun with only one bullet still made it play its sound twice.
Randy Heit
2007-01-31 00:52:33 +0000 -
095b11bc36
- Added an operator += for FString that takes an FName as input, since GCC is unable to synthesize one. - Converted xlatcc to use lemon during its build process. Now you don't need bison to rebuild everything anymore.
Randy Heit
2007-01-31 00:30:42 +0000 -
e8495e90f5
Fixed some lemon bugs: * "Symbol name missing after %destructor keyword" error message displayed incorrectly. * Line numbers in the generated file for lines that came from the template were off. * The parser did not immediately reduce after a shift. There always needed to be another token input first before a reduce would occur, and then the token would sometimes be lost.
Randy Heit
2007-01-31 00:15:08 +0000 -
323034af74
Forgot to update lempar.c with lemon.c, so here is version 1.23 from the SQLite CVS.
Randy Heit
2007-01-30 20:33:57 +0000 -
b06f4423b9
Updated lemon.c to version 1.43 from the SQLite source.
Randy Heit
2007-01-30 20:05:39 +0000 -
72c93b479e
- Added support for damage-specific player pain sounds. - Removed the constraint that all $playerreserve SNDINFO commands must come before the other $player commands. - Fixed: TArray::Reserve did not construct its newly allocated entries. - Changed the damage type for drowning from 'Water' to 'Drowning'.
Randy Heit
2007-01-28 04:59:04 +0000 -
ba5e77e021
- Fixed: Since FMemLump is now implemented on top of FString, it never contains a NULL point, so the GetMem() method should fake it by returning NULL when the string is empty. Reverted p_xlat.cpp to its old revision.
Randy Heit
2007-01-28 03:17:02 +0000 -
37f701a462
- Fixed: The rewrite of FMemLump broke the non-standard use of it in P_TranslateLinedefs. - Fixed: ShowErrorPane can be called before ST_NetDone is valid so it has to check whether it is NULL. - Fixed: The Megasphere had an incorrect pickup sound. - Fixed: The new video initialization code could set the screen's Font pointer to NULL, causing a crash with levels that start in a secret sector.
Christoph Oelckers
2007-01-26 21:46:47 +0000 -
af13d6d686
- Fixed: If you called the FString assignment operator that accepts a const char * with a string inside its buffer, it released the buffer before copying the string. - Added a new FString constructor that creates the string from a lump. - Fixed: G_DoReborn() calls G_InitNew() with mapname set to level.mapname. G_InitNew() then copies it onto level.mapname, which is undefined behavior (although it does work as we want it to). - Modified FMemLump to store its data using FString. That class provides a convenient method of storing reference counted data, so now FMemLump doesn't need to muck about sneakily using const_casts and possibly tricking its users into thinking that an old one is still valid after being assigned to a new one. - Fixed: The IMGZ, PNG, PCX, and JPEG loaders assumed the files were large enough for their headers without actually checking.
Randy Heit
2007-01-25 04:02:06 +0000 -
36839136fb
- Fixed: The simulated palette blends when the menu or console are open were applied even when the status bar wasn't drawn. (In other words, even in situations where a real palette blend wouldn't have happened.)
Randy Heit
2007-01-23 01:43:47 +0000 -
9b72e34223
- Added a range check for the PNG grAb chunks. - Fixed: AddLine() could corrupt memory if the length of the text being added was longer than the console buffer. - Fixed: FTexture::GetScaled(Left|Top)Offset returned the Width and Height instead when the scale values were 0. - Removed the unnecessary "mov ecx,c" from mscinlines.h:Scale().
Randy Heit
2007-01-23 01:13:17 +0000 -
64ad1d14af
- Fixed: The simulated palette blend used when the console is down needs to force a full screen update the next frame.
Randy Heit
2007-01-22 23:55:46 +0000 -
f1c41539de
- Fixed: LocalViewPitch could overflow and wrap around when a netgame stalls.
Randy Heit
2007-01-22 23:50:09 +0000 -
0b5e4b1f1f
- Changed the vertheight and rounding-error-checking code in DCanvas::DrawTexture() to calculate off the actual bottom of the image instead of the height, improving precision. Now the scaled status bar is flush with the bottom of the screen at 1280x1024, for instance.
Randy Heit
2007-01-22 23:14:00 +0000 -
b4390308df
- Added a new WIF_NO_AUTO_SWITCH flag for weapons that should never be switched to automatically when the player picks them up.
Randy Heit
2007-01-22 22:15:50 +0000 -
d0c910fca6
- added Grubber's submission for customizable gravity per actor. - Fixed: A_Jump didn't work for weapons or CustomInventory items.
Christoph Oelckers
2007-01-20 14:27:44 +0000 -
4f845508cc
- Added D3DCREATE_FPU_PRESERVE to the IDirect3D9::CreateDevice() call. Normally Direct3D sets the FPU to single precision. We don't want that, since it can mean going out of sync with machines that are using the standard precision. Additionally, the nodebuilder requires the extra precision that single precision lacks.
Randy Heit
2007-01-19 02:45:26 +0000 -
47c401f4ec
- Replaced the vector math routines with the ones I developed for the FP code.
Randy Heit
2007-01-19 02:00:39 +0000 -
f0f976c4f5
- Added a summonfoe CCMD, which is analagous to summonfriend but forces the summoned creature to be hostile instead.
Randy Heit
2007-01-16 03:04:00 +0000 -
de18276b24
- Changed the default snd_output under Linux to OSS. - Fixed the behavior of the "Don't ask" checkbox for the GTK+ version of the IWAD dialog.
Randy Heit
2007-01-16 02:19:25 +0000 -
c196880ee5
- Added a GTK+ version of the IWAD selection dialog box. That brings the Linux port one step closer to feature parity with the Windows version.
Randy Heit
2007-01-16 01:53:43 +0000 -
554573bcb3
- Adjusted AlterWeaponSprite so that it properly handles multiple invisibility powerups at the same time.
Christoph Oelckers
2007-01-14 08:58:07 +0000 -
14ecb21dee
- Integrated the fatal error display into the text logger.
Randy Heit
2007-01-14 02:25:19 +0000 -
3c976ac02c
- Converted the StrifePlayer to DECORATE. Even though it requires exporting 3 new code pointers without general use it was necessary to handle GiveDefaultInventory consistently for all players without the need to subclass this function. - Added a Player.RunHealth property to expose the StrifePlayer's behavior of not being able to run when its health is below 10. - Changed APlayerPawn::GiveDefaultInventory so that it always adds a HexenArmor and a BasicArmor item to the inventory. If these items are not the first ones added to the inventory anything else that might absorb damage is not guaranteed to work consistently because their function depends on the order in the inventory. - Changed handling of APowerup's DoEffect so that it is called from the owner's Tick function, not the item's. This is so that the order of execution is determined by the order in the inventory. When done in the item's Tick function order depends on the global thinker table which can cause problems with the order in which conflicting powerups apply their effect. Now it is guaranteed that the item that was added to the inventory first applies its effect last. - Fixed: Added checks for Speed==0 to A_Tracer and A_Tracer2 because this could cause a divide by zero. - Fixed: P_MoveThing must also set the moved actor's previous position to prevent interpolation of the move. - Fixed: APowerInvisibility and its subclasses need to constantly update the owner's translucency information in case of interference between different subclasses. Also changed Hexen's Cleric's invulnerability mode to disable the translucency effect if an invisibility powerup is active.
Christoph Oelckers
2007-01-12 15:24:10 +0000 -
1cd8370327
- Added Skulltag's REDMAP and GREENMAP. - Fixed: The PlayerSpeedTrail must copy the player's scaling information (from Skulltag) - Added r_maxparticles CVAR from Skulltag. - Changed PCX loader so that it always loads the last 768 bytes of 8 bit graphics as a palette
Christoph Oelckers
2007-01-09 16:32:44 +0000 -
82ba0fb189
SVN r446 (trunk)
Randy Heit
2007-01-09 04:40:58 +0000 -
dbb9baf909
- Fixed: Sorting of files in Zips was broken.
Christoph Oelckers
2007-01-07 10:18:35 +0000 -
4510ccf849
- Ported GZDoom's deep water splash code so that splashes are handled properly in Boom maps with non-swimmable water. - Changed ENDOOM CVAR so that there is an option to show only modified versions.
Christoph Oelckers
2007-01-07 09:43:58 +0000 -
6b1bf235fd
- Added simulation of Strife's startup screen. - Switched from a 14-pixel tall VGA font to a 16-pixel tall one for the Heretic loading screen (and ENDOOM).
Randy Heit
2007-01-07 05:00:07 +0000 -
79a4bfbdf0
- Fixed: ST_Endoom must exit, even if showendoom is set to false.
Christoph Oelckers
2007-01-06 16:13:21 +0000 -
34c6f64d82
- Added ENDOOM screen. It will only be shown when the game is exited via the main menu and there is an option to switch it off for those who don't want to wait.
Christoph Oelckers
2007-01-06 12:30:34 +0000 -
05c77ebcb6
- Changed ST_Heretic_Init() so it properly updates the version number on the loading screen.
Randy Heit
2007-01-06 04:18:07 +0000 -
eb175d4f43
- Removed a Sleep I had accidentally left in ST_Heretic_Progress().
Randy Heit
2007-01-06 04:10:51 +0000 -
dbe2593500
- Added simulation of Heretic's startup screen.
Randy Heit
2007-01-06 04:08:24 +0000 -
ec2e63c6d3
- Added customizable border textures. They will be defined with the MAPINFO keyword 'bordertexture' and are settable per map. - Fixed: When used in DECORATE A_Explode must use A_ExplodeParms. - Added custom label support to A_Chase. To enable resurrection from the customizable version I also moved all A_VileChase stuff into p_enemy.cpp.
Christoph Oelckers
2007-01-05 22:08:57 +0000 -
34719e8d58
- Added simulation of Hexen's startup screen (currently minus net notches).
Randy Heit
2007-01-05 04:21:14 +0000 -
6a89d3594a
- Fixed: The ANIMATED parser must read the bytes for the speed as unsigned bytes. - Fixed: The screen wipe must be disabled for Heretic's underwater ending. If not, the wipe will try to mix pictures with different palettes.
Christoph Oelckers
2007-01-02 09:51:04 +0000 -
e15988505a
- Fixed: Several actors for Doom were missing their spawn ID.
Christoph Oelckers
2006-12-31 11:27:39 +0000 -
82cf5d703f
- Fixed: APlayerPawn::GiveDefaultInventory() used two different variables both named item. - Switched ddraw.dll to be delay loaded. With D3D9 now being the default display code, this avoids wasting time loading DDraw if it isn't needed. - Fixed: The Win32 I_FatalError() did not set alreadyThrown, so it could get stuck in an endless fatal error loop.
Randy Heit
2006-12-29 20:28:23 +0000 -
b2b28fa2f5
- Fixed: The SDL input code must convert the event.data1 to uppercase. - Added more resolution options when playing windowed under SDL. - Changed SDL mouse handling to be basically identical to the (non-DirectInput) Win32 code. The mouse is polled periodically and constantly warped to the center of the window. Despite what the SDL docs specify, SDL_WM_GrabInput() is apparently no longer a reliable means of obtaining continuous relative mouse motion events. - Fixed: The non-Windows implementation of I_FindClose() did not check for -1 handles.
Randy Heit
2006-12-29 05:14:19 +0000 -
cbac8db8a5
Fixed things I broke for Visual C++ while fixing the source for GCC 4.2.
Randy Heit
2006-12-29 03:48:00 +0000 -
851bf89442
- Fixed all the warnings from GCC 4.2, including a handful that were present in older GCCs.
Randy Heit
2006-12-29 03:38:37 +0000 -
ff65f75a8c
- Fixed: The VC++ project was not set up to redefine RM using del in wadsrc/Makefile, nor did it use the makefile for cleaning. - Added ST_NetMessage() for mixing miscellaneous messages with the network startup meter, since they get mixed in the same space on the Linux terminal and must be handled properly to avoid looking bad.
Randy Heit
2006-12-29 02:21:47 +0000 -
4899fa91f1
- Fixed the new network status display for the Linux terminal.
Randy Heit
2006-12-29 01:48:47 +0000 -
3eeef7af77
- Converted the Communicator to DECORATE. - 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.
Christoph Oelckers
2006-12-25 13:43:11 +0000 -
c89dd1de57
Moved a_puzzleitems.cpp from g_hexen to g_shared
Christoph Oelckers
2006-12-25 12:41:31 +0000 -
2b6203f950
- Replaced several calls to S_GetSoundPlayingInfo with S_IsActorPlayingSomething because S_GetSoundPlayingInfo cannot properly resolve player and random sounds. - Fixed: S_IsActorPlayingSomething has to resolve aliases and player sounds. - Took S_ParseSndSeq call out of S_Init. This doesn't work when parsing SNDINFO in D_DoomMain. - Moved SNDINFO reading back to its old place after MAPINFO. This is necessary for Hexen's music definitions.
Christoph Oelckers
2006-12-24 23:08:49 +0000 -
558a18cf5c
- Added new flag MF5_NOBLOODDECALS that prevents bleeding actors from spawning blood decals.
Christoph Oelckers
2006-12-24 12:51:24 +0000 -
d718827ec1
- Fixed: The Cacodemon doesn't have a melee attack defined as I mistakenly assumed when writing its DECORATE code.
Christoph Oelckers
2006-12-23 23:09:23 +0000 -
9b0b199bb5
- Fixed: Commander Keen's death sequence had one state duplicated. - Fixed: Due to the changes for custom states the internal weapons shouldn't define a holdatk state unless it differs from the attack state. - Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode. - Changed: MF2_BLASTED doesn't work well for players so I had to take it out of A_BlastRadius. - Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter whether it was set by default or not. Now the MF2_SLIDE check checks both flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
Christoph Oelckers
2006-12-23 12:12:06 +0000 -
1360a1d89e
- Guests can now watch as other guests connect during i_net handshaking. - Fixed: The host would let more than the desired number of players connect. - Decreased the frequency of packets in ST_NetLoop() to two per second. - Fixed: During the i_net handshaking, guests never verified that the messages they received were from the host. - Removed the -net command line option. I'm not sure it even worked anymore.
Randy Heit
2006-12-23 03:40:12 +0000 -
e1bd63e876
- Turned on warning level 4 just to see what it would produce: a lot of warnings. At first, I was going to try and clean them all up. Then I decided that was a worthless cause and went about just acting on the ones that might actually be helpful: C4189 (local variable is initialized but not referenced) C4702 (unreachable code) C4512 (assignment operator could not be generated)
Randy Heit
2006-12-21 04:34:43 +0000 -
c8d07f3883
- Fixed: D3DFB::Reset() also needs to restore the texture border color, otherwise it gets reset to black and unused. - Fixed: I_SetWndProc() needs to be called before any of the DirectX interfaces are initialized, because DirectX subclasses the window itself, and I_SetWndProc() undoes that subclassing.
Randy Heit
2006-12-20 02:20:59 +0000 -
43ddce519c
- Fixed: Inventory.Icon printed error message for all the missing icons in Strife's teaser. - Fixed: st_start.cpp needed a #define _WIN32_WINNT 0x0501. - Fixed a few uninitialized variables warnings for GCC.
Christoph Oelckers
2006-12-19 16:08:48 +0000 -
af2ef6f5f0
Make win32/i_system.h compatible with GCC again.
Randy Heit
2006-12-19 04:49:13 +0000 -
83373fba88
Note: I have not tried compiling these recent changes under Linux. I wouldn't be surprised if it doesn't work.
Randy Heit
2006-12-19 04:09:10 +0000 -
e9c68df94e
- Fixed: The smartaim logic was incorrect. Also added another mode: Autoaim only at monsters.
Christoph Oelckers
2006-12-16 16:34:39 +0000 -
693bf96cb3
- Merged FActorInfo::FindStateExact and FActorInfo::FindState into one function because the differences are only minimal. - Removed all the varargs FindState functions because they aren't really needed. The engine itself never explicitly checks for more than 2 labels and for the rest a function that gets passed a FName array is more suitable anyway.
Christoph Oelckers
2006-12-16 14:06:21 +0000 -
979dfdf4cf
- Changed state label storage so that each actor owns all the state labels itself and doesn't have to traverse parent lists to find them. This is required for Dehacked actors that inherit states (e.g. NonsolidMeat and Spectre) but it also makes the data much easier to handle.
Christoph Oelckers
2006-12-16 12:50:36 +0000 -
638526946b
- Merged the fallingdamage setting into one menu item and added Strife damage to it. - Moved deathmatch options into their own category in the gameplay options menu. - Added the sv_smartaim code from GZDoom which tries to avoid autoaiming at friendlies or shootable decorations if there are monsters that can be shot. - Added: SetThingSpecial treats a tid of 0 as the activator.
Christoph Oelckers
2006-12-16 11:49:48 +0000 -
08a1ffce23
- Fixed: The particle fountains' names were different than before - Fixed: FTexture::CheckForTexture should return NULL if the texture it finds is of type FTexture::TEX_Null. If this isn't done not all occurences of AASHITTY being used to silence an editor's error checker will be handled correctly. In particular the transparent door trick will break.
Christoph Oelckers
2006-12-14 11:44:49 +0000 -
e55e4f0932
- Fixed: When a DehackedPickup replacement object is created it must copy the state labels of the parent object.
Christoph Oelckers
2006-12-11 11:18:04 +0000 -
88812ed0f5
- Fixed: P_LookForTid should abort its search when it discovers that it has cycled through the entire list of actors. - Reverted AActor::FindState to its R407 version because the change in R408 doesn't compile properly with VC++. - Changed FIXMAPTHINGPOS further so that it also affects objects that are not directly on a wall but closer than its radius. - Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and adjusted the radii of all affected objects to actually represent half the sprite's width.
Christoph Oelckers
2006-12-09 12:50:52 +0000 -
41de448add
- Fixed some warnings flagged by GCC 4.1.1, which brings up an interesting observation. The following code works with VC++ 2005. It aborts with GCC: FString str = "This is a string."; Printf ("%s\n", str);
Randy Heit
2006-12-09 00:16:10 +0000 -
6f3a28e355
- Fixed: The Acolyte's obituary wasn't printed. - Fixed: The fighter player's attack state used the Cleric's sprite.
Christoph Oelckers
2006-12-08 08:47:57 +0000 -
767a21931d
SVN r406 (trunk)
Christoph Oelckers
2006-12-06 22:03:58 +0000 -
b8bb3479c8
Undid bad merge of rh-log.txt
Christoph Oelckers
2006-12-06 14:12:26 +0000 -
b599eda17d
- Moved A_ThrowGrenade from Inventory to Actor because it can also be used by monsters - Added velocity multiplicators to A_SpawnDebris. - Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items. - Fixed: DECORATE jump commands must set the call state's result to 0 even when they have to return prematurely. - Added obituaries for Strife's and Hexen's monsters. - Converted Strife's Bishop to DECORATE. - Added momx, momy and momz variables to the DECORATE expression evaluator.
Christoph Oelckers
2006-12-06 10:38:47 +0000 -
24b5a0b110
- Finished the framework for specifying all action functions externally, including restricting them to particular classes.
Randy Heit
2006-12-04 23:25:59 +0000 -
511e11e8b4
SVN r402 (trunk)
Randy Heit
2006-12-04 03:23:02 +0000 -
c7644ca34e
- Converted the Heretic sound sequences and the particle fountains to DECORATE. - Added DECORATE support for setting an actor's args. If this is done it will also disable the actor's special that can be set in a map. This is for actors that want to use A_CountdownArg or similar functions that use the args for something different than the special's parameters. - Converted a_sharedmisc.cpp to DECORATE. - Added a new NActorIterator that can search for classes specified by name. - Added a new constructor to TThinkerIterator that can search for DECORATE defined subclasses that are not represented by a real C++ class. - Fixed: BuildInfoDefaults must set the parent symbol table so that all actors can get to the global symbols stored in AActor. - Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition. - Fixed: A_VileAttack moved the flame without relinking it into the sector lists. It also forgot to set the z-position correctly. (original Doom bug.) - Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.
Christoph Oelckers
2006-12-02 15:38:50 +0000 -
ca8765ed79
- Removed all the "fast" and unused code from FColorMatcher. Today's computers are fast enough that the difference isn't even noticeable unless you're doing hundreds of thousands of matches, and I never had any plans to improve the algorithm the "fast" code used. - Fixed: BestColor() should not by default return 1 as a possible match, since it's normally the transparent color.
Randy Heit
2006-12-01 02:51:56 +0000 -
2dcc70dd31
- The DSimpleCanvas constructor now fills MemBuffer with zeros. - Fixed: If the FBTexture wasn't exactly the same size as the screen, D3DFB::PaintToWindow() would still lock it with D3DLOCK_DISCARD. Alas, I saw no speedup for using a dirty region. (Side note: The Radeons are apparently slower compared to DirectDraw because they must do power-of-2 textures. If they ever add non-power-of-2 support like nvidia, I assume they will also see a speed gain.) - Changed fb_d3d9.cpp so that instead of trying to compensate for Geforce off-by-one errors in the pixel shader, it automatically detects where the error occurs and modifies the way the palette is uploaded to compensate. Palette color 255 is then represented using the texture border color instead of actually being part of the palette. This should work correctly with all cards, since I had a report of an FX where the off-by-one occurred in a different spot from the place where I observed it on a 6 and 7 series cards. Since the shader now has one fewer instruction, I notice a very marginal speedup. (Interestingly, removing the flash blending from the shader had no perceivable performance gain.)
Randy Heit
2006-12-01 01:17:45 +0000 -
37e8533773
- Fixed: The DECORATE expression evaluator evaluated operators of same precedence right to left instead of left to right.
Christoph Oelckers
2006-11-29 22:43:05 +0000 -
63bd2125f3
- Added global constants to DECORATE so that I can define meaningful flag names for some DECORATE functions. Technically these will be constants of the AActor class but that will make them accessible in all other actor classes.
Christoph Oelckers
2006-11-29 16:20:22 +0000 -
a537d1a115
SVN r396 (trunk)
Christoph Oelckers
2006-11-29 11:14:40 +0000 -
0ba809234e
- Fixed: The StrifePlayer couldn't obtain his default inventory because APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though he doesn't need it. - Added custom blood type properties to DECORATE. - Converted Blood to DECORATE and made some minor changes to the code in preparation for custom blood types. - Converted the bot helper things to DECORATE. - Added damage type specific crash states.
Christoph Oelckers
2006-11-29 10:03:35 +0000 -
4467cd6563
- Started adding action function declarations to objects. - Added integer constant declarations to objects. - Added some new token-based functions to sc_man.cpp that know about keywords and record proper type information, so parsers don't need to treat everything as strings. - Added a simple symbol table to PClass.
Randy Heit
2006-11-29 04:51:16 +0000 -
30885e6d86
- Changed: When playing a shareware game no external WADs are loaded at all, not even zvox.wad or the skins directory. - Minor improvement of Hexen's Demons: They now transfer the translation to the chunks they spawn so that they look correct if they are color translated. See Resurrection of Chaos for an example. - Converted Key gizmos to DECORATE. - Converted Heretic's Beast (Weredragon) to DECORATE. - Added a randomness parameter to A_SpawnItemEx. This allows spawning objects with a random chance without the need to write complicated A_Jump constructs. - Converted Heretic's Mummy to DECORATE. - Converted Hexen's Demons to DECORATE.
Christoph Oelckers
2006-11-27 21:51:36 +0000 -
a90ba9deb6
- Converted Ettin and Centaur to DECORATE. - Made the Ettin's and Centaur's howling sound an actor property. - Added A_CustomComboAttack function to finally have something that can replace the old A_ComboAttack function. - Added A_SpawnItemEx function that removes the problems with A_SpawnItem and which also should make most of the A_CustomMissile abuse unnecessary. - Added A_QueueCorpse to the list of DECORATE code pointers. - Made the size of Hexen's corpse queue configurable by CVAR (sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse queuing completely so that even in Hexen all corpses will stay forever.
Christoph Oelckers
2006-11-27 00:01:30 +0000 -
d840d9b68a
- Added random2 function to DECORATE's expression evaluator. This is to better emulate some calculation of internal code pointers. - Added named RNG support to DECORATE's expression evaluator. Just use random[name](min, max).
Christoph Oelckers
2006-11-26 12:13:12 +0000 -
04b80f8de5
- Reverted updaterevision.vcproj to r385 and added a note as a build event explaining the need to use mt.exe 6.0 or newer. Here is the note: VERY IMPORTANT: You must copy the mt.exe from %VSINSTALLDIR%\Common7\Tools\bin on top of the version in %VSINSTALLDIR%\VC\bin or your computer may restart while building. - Changed the ASecretTrigger::Activate() fix: There's no reason open scripts shouldn't be able to activate secret triggers; players just won't get credit for it in coop. - Added a NULL actor check to R_SetupFrame(). - Fixed: The player sounds in DEHSUPP were defined incorrectly.
Randy Heit
2006-11-26 01:30:34 +0000 -
beca482a68
- Fixed: SecretTriggers that were activated in an OPEN script caused a crash.
Christoph Oelckers
2006-11-26 00:09:17 +0000 -
49422188f2
- Converted Heretic's Clink (Sabreclaw) to DECORATE. - Added MissSound parameter to A_CustomMeleeAttack. - Converted Heretic's Snake (Ophidian) to DECORATE. - Added an option to A_CustomMissile to jump to the see state if the caller's target is dead. - Fixed: A_ThrowGrenade didn't play the missile's spawn sound. - Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code pointers can be recreated with DECORATE. - Converted a_ravenambient.cpp to DECORATE.
Christoph Oelckers
2006-11-25 12:25:05 +0000 -
824fa1a557
- Fixed: The backpack didn't give extra ammo in baby and nightmare modes.
Randy Heit
2006-11-25 04:47:42 +0000 -
4b7b95663e
- Fixed: When P_SpawnPlayer() calls DObject::PointerSubstitution() to redirect player pointers, it affects the bodyque too. That meant that in multiplayer games, once the bodyque filled up, anybody was in danger of being rudely destroyed the next time somebody respawned.
Randy Heit
2006-11-25 04:26:04 +0000 -
86ed101522
- Added a manifest with a trustinfo section to updaterevision.exe so that the build process can run uninterrupted under Vista. - Fixed: DIRECT3DCREATE9FUNC needs WINAPI added to its prototype so that it works properly in release build, which defaults to __fastcall.
Randy Heit
2006-11-23 02:16:43 +0000 -
48bb782b19
- Fixed: Polyobjects are serialized before players, which means that a call to PO_MovePolyobj() from P_SerializePolyobjs() for a crushing polyobject that touches a player actor will not have a valid actor->player->mo chain for P_DamageMobj and crash if it happens to touch the player. Since the polyobject was presumably in a good spot when the game was saved, we can just skip this step entirely and let it take care of itself the next time it moves (by which time, the players will be valid). - Fixed: When transitioning from fullscreen to windowed mode with D3DFB, the window kept the WS_EX_TOPMOST style. - Slight correctness fix: When in fullscreen, the window should have WS_POPUP style. - Added a NULL target check to P_SpawnMissileXYZ(), A_DemonAttack1(), A_DemonAttack2_1(), and A_DemonAttack2_2().
Randy Heit
2006-11-21 05:43:34 +0000 -
93b18c3bfa
SVN r383 (trunk)
Randy Heit
2006-11-19 02:10:25 +0000 -
99fe466b57
SVN r382 (trunk)
Christoph Oelckers
2006-11-18 09:01:16 +0000 -
1502215009
- Made AActor's xscale and yscale properties full precision fixed point so now larger scales than 4 can be done.
Christoph Oelckers
2006-11-14 16:54:02 +0000 -
f6f15ba764
- Added a check to P_CheckMissileSpawn to decrease the monster counter if it was called for spawning a monster with A_CustomMissile. - Added a ML_BLOCK_PLAYERS line flag.
Christoph Oelckers
2006-11-10 12:13:37 +0000 -
e5bce37755
- Converted Heretic's and Hexen's players to DECORATE. - Made Hexenarmor factors configurable by DECORATE. - Added support for selecting the invulnerability mode per item as well. - Made Invulnerability and Healing radius behavior selectable by player class instead of hard coding the special behavior to the Hexen classes.
Christoph Oelckers
2006-11-07 10:20:09 +0000 -
80950553c6
- Converted the DoomPlayer to DECORATE. - Extended all A_Jump commands to take labels as parameters in addition to offsets.
Christoph Oelckers
2006-11-05 21:46:28 +0000 -
9c529b8aa4
- Removed the deprecation warnings for the state assignment commands in DECORATE. While it is still recommended not to use them anymore they will continue to work with custom state support and existing DECORATE code doesn't have to be changed. However, they will remain limited to the existing functionality, nothing more.
Christoph Oelckers
2006-11-05 15:49:54 +0000 -
ae1eb01649
Added one missing file.
Christoph Oelckers
2006-11-05 07:34:41 +0000 -
8c2f651bdb
- Replaced the static string buffer in ProcessStates with an FString. - After doing some tests with state label scopes I had to conclude that using '.' both for separating sub-state-labels and scope resolution identifiers does not work reliably unless all actor class names were prohibited from being used as state labels. Since that is undesirable the only solution is to change the scope resolution operator. Fortunately no WADs so far have used it so implementing such a breaking change isn't a major issue. Now it uses '::', like C++ for this purpose. - Converted Revenant, Mancubus and Pain Elemental to DECORATE.
Christoph Oelckers
2006-11-04 22:26:04 +0000 -
5e8323b426
- Converted Arachnotron, Archvile, Cyberdemon, Spidermastermind and CommanderKeen to DECORATE.
Christoph Oelckers
2006-11-04 16:19:50 +0000 -
29195a913c
- Converted ExplosiveBarrel, BulletPuff and DoomUnusedStates to DECORATE. - Added VSpeed DECORATE property so that an actor can be given an initial vertical speed. - Removed the barrel check in P_DamageMobj. AActor::Die is doing the same operation unconditionally so this is redundant. - Added A_BarrelDestroy to the list of DECORATE code pointers so that the same effect can be recreated for other items as well. - Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for monsters and added it to the list of DECORATE code pointers. Now Quake-style zombies should be possible. ;) - Changed handling of MF4_RANDOMIZE so that it applies to all actors being spawned and not just projectiles. - Converted Berserk and Megasphere to DECORATE. - Fixed: HealThing should respect the stamina a player has and the Dehacked health compatibility flag if max is 0. To do that it calls P_GiveBody now.
Christoph Oelckers
2006-11-04 13:06:42 +0000 -
c745c635db
- Fixed: The Cacodemon had a FastSpeed definition even though it shouldn't. - Fixed: FastSpeed was used unconditionally when defined.
Christoph Oelckers
2006-11-02 07:23:08 +0000