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2.6
2D_Refactor
3.7fixed
3dfloors
3dfloors2
3dfloors3
4.11
4.13
4.14
4.14.1
4.14.2
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
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mt
new_level_refactor
newmapinfo
newtimercode4
normalNx
noscriptexit
ortho
pbr_environment
polybackend
polyobjects
portal-zdoom
portals_old
pp_cleanup
pre-vcpkg
prep-4.13
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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
-
461f8a796a
More map loader fixes.
Christoph Oelckers
2006-06-15 17:26:27 +0000 -
3eb63cf1fa
For some unknown reason the HasBehavior check in P_OpenMapData was gone.
Christoph Oelckers
2006-06-15 16:23:41 +0000 -
ba78504419
Fixed index variable in P_OpenMapData.
Christoph Oelckers
2006-06-15 08:26:13 +0000 -
d99f5b4b99
SVN r191 (trunk)
Randy Heit
2006-06-15 03:31:19 +0000 -
6e198e034b
- Removed my "backwards compatibility fix" for APROP_Speed. It turns out that in all the public versions where monster speed is not fixed point, you couldn't modify the monster's speed due to a bug in P_Move() anyway. So there's nothing to be backward compatible with.
Randy Heit
2006-06-14 23:22:14 +0000 -
6e19881b6f
GCC compile fixes.
Christoph Oelckers
2006-06-14 20:24:43 +0000 -
fd79fac52c
- Fixed: Saving on maps that don't contain a MAPINFO definition didn't work. - Fixed: The Zip loader loaded all WADs inside a Zip into the lump directory. This is only supposed to be done for WADs in the root directory. - Complete restructuring of the map loading code. Previously the only way to put maps into Zips was to load them as embedded WADs which caused some problems, most importantly that the map's file name was irrelevant and the internal map label was used instead. With the new code there is now a properly defined way to add maps to Zips: * Maps are placed in a subdirectory called 'maps'. * Maps are stored as WADs that contain all map related lumps. * The first lump in the map's WAD directory must be the map label. * All lumps not belonging to the first map are ignored. * The map's file name determines the name the map is identified with. For maps stored this way the internal map label is ignored so with this method renaming maps is as easy as renaming a file and it is no longer necessary to manipulate the map label. With the new code it is also possible to load external maps without adding them to the WAD list. Type 'open mapfile.wad' in the console to start such a map. The new code also performs stricter lump name checks to prevent accidental loading of non-map data.
Christoph Oelckers
2006-06-14 15:56:56 +0000 -
2a0216cf6f
- Fixed: In the past, ZDoom worked like Doom and used integral values for monster speeds. Now it uses fixed point so that an actor's speed property can always be considered is always fixed point. So DoSetActorProperty() should scale very slow speeds, just like dehacked's PatchThing() has done for some time now.
Randy Heit
2006-06-14 03:57:58 +0000 -
37ab80b566
- Changed UpgradeStamina to use AInventory's Amount and MaxAmount to control the amount of upgrade and the maximum that can be reached.
Christoph Oelckers
2006-06-12 20:54:39 +0000 -
bb5a44fc90
- Fixed: The skin loader assumed that all skin textures are in Doom patch format. Now it calls FTexture::CreateTexture to do proper checks. - Removed the PickupSound method from FakeInventory and changed it so that it uses AInventory::PickupSound to store its custom pickup sound. - Removed the PickupMessage method from FakeInventory. This can be handled by the standard pickup message code now that it uses the meta data for the message. - Fixed: The maximum indices for StrifeTypes were inconsistent. Now the allowed range is 0-1000 in all situations. - Fixed: Setting a local SNDINFO for a map deleted all skin based sounds. - Added a crouchsprite property to the skin info. - Fixed: Crouching sprites must be checked each frame, not just each tic. - Added an srand call to D_DoomMain in order to randomize the values returned by rand which is being used to shuffle the playlist.
Christoph Oelckers
2006-06-11 11:28:48 +0000 -
e2179d5c2d
Guess what. It's not 2005 anymore.
Randy Heit
2006-06-11 01:37:00 +0000 -
5859aa7194
- Fixed: Information added with addkeysection and addmenukey was never freed. - Fixed: A classic decorate FakeInventory's PickupText was never freed. - Fixed: Colored lights were never freed. - Fixed: When a dehacked patch was applied, the dehacked StateMap was never freed. - Removed termdone checks around atterm(S_ClearSoundData) and atterm(S_Shutdown) because atterm() already checks for duplicates. - Fixed: S_ClearSoundData() should unload all sounds before it clears S_sfx. - Fixed: AltSoundRenderer::LoadSound() didn't check if the sound had already been loaded and lost the old sound data if it had been. - Fixed: FinishDehPatch() needlessly duplicated the new DehackedPickup's name. - Fixed: PatchStrings() allocated a private string and never freed it.
Randy Heit
2006-06-11 01:06:19 +0000 -
9655ee9843
- Changed music name handling in MAPINFO so that music can be specified by full path of a file in a Zip. - Fixed: intermusic in MAPINFO was limited to WAD lumps and couldn't handle external data.
Christoph Oelckers
2006-06-09 08:19:46 +0000 -
c808041337
- Fixed: Trying to play a 0-length song from a wad inside a zip caused a crash.
Randy Heit
2006-06-09 00:26:07 +0000 -
0c62f08a58
- Modified Makefile.linux to use ccdv for easier error spotting and to make the dependancy files at the same time it makes the object files.
Randy Heit
2006-06-08 02:43:35 +0000 -
6b821afa64
SVN r179 (trunk)
Christoph Oelckers
2006-06-07 20:53:40 +0000 -
7a601515df
- ClassifyLine now chooses either SSE2 or regular x87 math depending on whether or not SSE2 is available at runtime. Since most of the time is spent in ClassifyLine, using SSE2 in just this one function helps the most. - Nodebuilding is a little faster if we inline PointOnSide. - Changed FEventTree into a regular binary tree, since there just aren't enough nodes inserted into it to make a red-black tree worthwhile. - Added more checks at the start of ClassifyLine so that it has a better chance of avoiding the more complicated checking, and it seems to have paid off with a reasonably modest performance boost. - Added a "vertex map" for ZDBSP's vertex selection. (Think BLOCKMAP for vertices instead of lines.) On large maps, this can result in a very significant speed up. (In one particular map, ZDBSP had previously spent 40% of its time just scanning through all the vertices in the map. Now the time it spends finding vertices is immeasurable.) On small maps, this won't make much of a difference, because the number of vertices to search was so small to begin with.
Randy Heit
2006-06-06 21:39:08 +0000 -
6975103dd9
Added Jim's latest changes to the Linux makefiles.
Christoph Oelckers
2006-06-05 07:56:30 +0000 -
9e5d7c3289
Fixed: StartConversation didn't check for a valid target.
Christoph Oelckers
2006-06-04 14:49:17 +0000 -
15681d0588
- Added a StartConversation special that allows automatic activation of Strife dialogs. - Added Thing_Raise special that allows Arch-Vile like resurrections from scripts or DECORATE states. - Added a RadiusDamageFactor property for actors. This replaces the hard coded factor of 0.25 for Hexen's players. - Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2 but the projectile is specified by name, not spawn ID. - Added MAPINFO option to set the compatibility flags. If this is done these explicit settings will take precedence over the compatflags CVAR.
Christoph Oelckers
2006-06-03 12:30:11 +0000 -
4325fb8993
- Merged in recent ZDBSP fixes: - Added code to explicitly handle outputting overlapping segs when building GL nodes with ZDBSP, removing the check that discarded them early on. - AddIntersection() should convert to doubles before subtracting the vertex from the node, not after, to avoid integer overflow. (See cah.wad, MAP12 and MAP13.) A simpler dot product will also suffice for distance calculation. - Splitters that come too close to a vertex should be avoided. (See cata.wad.) - Red-Black Tree implementation was broken and colored every node red. - Moved most of the code for outputting degenerate GL subsectors into another function.
Randy Heit
2006-06-01 01:43:16 +0000 -
fd1a239c66
SVN r158 (trunk)
Christoph Oelckers
2006-06-01 00:05:03 +0000 -
92dff5f302
Added Jim's and Mannequin's latest Linux makefile submissions.
Christoph Oelckers
2006-05-29 09:00:20 +0000 -
12b066ef2e
- Fixed: When building GL nodes for Deathkings MAP42, one polyobject had one of its segs thrown away, so the map could not start. This was because the nodebuilder assumed all subsectors would be 2D and could not handle the case where a degenerate 1D subsector is created. In this case, that happens because that map has three polyobjects in the middle of the void, so the only way to assign them to a subsector is to use a 1D subsector.
Randy Heit
2006-05-29 03:27:32 +0000 -
fb31db860d
- Fixed: Monsters couldn't hurt other monsters of the same species if they were supposed to hate them. - Since I was editing the file anyway I added checks for Heretic's and Strife's damaging floor types to DCajunMaster::IsDangerous. - Added a NULL pointer check to DCajunMaster::TurnToAng because a crash log indicated that this can happen. - Fixed: Strife's energy pod contains 20 units when dropped by monsters. To achieve this I added an Ammo.DropAmount property because there are no other means to control this from inside a conversation script.
Christoph Oelckers
2006-05-28 14:54:01 +0000 -
96f6cfd18a
SVN r148 (trunk)
Christoph Oelckers
2006-05-27 10:27:51 +0000 -
67da924a02
- Changed makewad's zip routines so that it simply stores files that cannot be compressed smaller instead of using deflate anyway. Saves 133 bytes currently.
Randy Heit
2006-05-27 02:17:30 +0000 -
5abd6b972c
SVN r146 (trunk)
Christoph Oelckers
2006-05-26 08:19:39 +0000 -
90b5130db0
- Fixed: The C code in AltSoundRenderer::CopyAndClip() did not shift the sample data enough (2 bits instead of 8), so it was super loud and aliased. - Fixes for GCC 4.1: Several type-punned pointer warnings, but more importantly, declaring a friend function inside a class body is no longer enough to declare that function globally; you must declare it again outside the class. - Upgraded FArchive::SerializePointer so that it can store 32-bit indices. - ACS printing pcodes now build their string in an FSttring instead of a fixed sized buffer on the stack.
Randy Heit
2006-05-26 04:38:22 +0000 -
43abfba723
- Modified ccdv-win32 to show "Generating X" messages when running lemon and re2c instead of "Linking X". - Updated lemon and re2c to the latest versions and ported dehsupp to use them for code generation. (Xlatcc is next.) - Added function level linking for Makefile.mingw.
Randy Heit
2006-05-25 04:32:20 +0000 -
3aa1c6c361
Added Jim's latest Makefile.linux and default.cbd and added options for no RTTI and function level linking to FLAC.vcproj and zlib.vcproj.
Christoph Oelckers
2006-05-24 20:25:02 +0000 -
f50b284fda
SVN r142 (trunk)
Randy Heit
2006-05-24 15:31:21 +0000 -
283d5971fe
- Fixed: A_SpawnItem performed an integer multiplication with fixed point values to calculate the spawn position. - Fixed: A_SpawnItem tried to set the spawned actor's angle before checking the validity of the returned pointer.
Christoph Oelckers
2006-05-24 13:11:30 +0000 -
2ff618e474
SVN r140 (trunk)
Randy Heit
2006-05-24 00:22:15 +0000 -
cccf66f34b
- Added missing linker dependencies for Visual C++ 2005 Express Edition and fixed building of the assembly files when the source is located in a path with spaces.
Randy Heit
2006-05-23 23:59:41 +0000 -
cb18719d05
- Fixed: The new sound pausing on menu open interrupted Strife conversations. - Did some very preliminary support for x64 compiling. - Now I see why makewad is using the __fastcall calling convention by default: Because the release zlib is built with it as well. - Fixed: Conversion from 'const char *' to 'char *' in DEM_SAVEGAME case in Net_DoCommand(). - Updated the project files for Visual C++ 2005.
Randy Heit
2006-05-23 04:25:49 +0000 -
ade6319a3c
- Fixed: The new Thing_ChangeTID check would infinite loop if an actor scheduled for destruction was encountered.
Randy Heit
2006-05-22 22:02:13 +0000 -
7f2ac35dce
- Fixed: Thing_ChangeTid must check whether the actor whose tid is about to be changed is scheduled for destruction. - Fixed: G_FinishTravel added the player to the hash chain twice. - Fixed: The animations for Doom's E3 intermission used incorrect patch names. - Added a check for MF_NOLIFTDROP to PIT_CeilingRaise because the overlapping bridges in 007LTSD got moved by this function.
Christoph Oelckers
2006-05-22 09:53:09 +0000 -
df799ade24
- Fixed GCC 4 warnings in FNodeBuilder::CreateSubsectorsForReal(). - Changed f_finale.cpp/atkstates[] into a static variable, since its anonymous type prevents it from being accessed from other files anyway. - Fixed: The behavior of the eventtail advancement in d_net.cpp/CheckAbort() was compiler-dependant. - Fixed warnings GCC 4 threw up while compiling re2c and lemon. - Removed __cdecl from makewad.c again. This is already defined as a builtin for MinGW, and redefining it produces a warning. (Why is main explicitly declared __cdecl anyway?) - Fixed building ccdv-win32 with GCC 4. GCC 4 creates a memcpy call, which won't work because it doesn't get linked with the standard C library.
Randy Heit
2006-05-22 01:34:07 +0000 -
62b7dd3efc
- Fixed default.cbd and Makefile.mingw for current code state. - New: Pausing the game (through any means, not just the pause key) now pauses sound effects as well as music. "PauseMusicInMenus" has been added as a MAPINFO flag to also pause the music when a menu or the console are open.
Randy Heit
2006-05-21 02:10:16 +0000 -
f8bdceab38
- Fixed: The automap code had the check for rotation reversed. - Changed type PClass::FreeIndices to TArray<unsigned int> because that's the type of the indices. - Fixed: makewad.c needs __cdecl for non-Windows builds. - Fixed: FinishThingdef didn't check whether the WeaponClass pointer in AWeaponPiece was a valid name.
Christoph Oelckers
2006-05-20 09:16:08 +0000 -
2b91f31d86
- Fixed: FloorAndCeiling_Raise/Lower did not work with slopes because they used ZatPointDist instead of PointToDist to calculate the destination distance for the plane equation. - Fixed: Sky scroll positions could "jump" once they wrapped past position 32767. An fmod now keeps them within range of the sky textures' real widths.
Randy Heit
2006-05-20 01:34:31 +0000 -
3431564b02
- Increased the StrifeTypes array to 999 entries so that custom WADs have more flexibility.
Christoph Oelckers
2006-05-19 21:31:25 +0000 -
cf63f2c28e
- Added a check against rw_havelow in the "sky hack" part of R_NewWall(). This prevents the front ceiling from being moved up if there has been no texture defined to draw on the wall. This makes various parts of The Darkest Hour render properly again while still allowing the crosses in heroes2.wad and lamasery.wad to render correctly.
Randy Heit
2006-05-19 06:22:36 +0000 -
93c5753270
- Added a NULL sector check to P_CheckFakeFloorTrigger() because there was a crash report indicating that an actor being pushed up by a moving floor had a NULL sector. Since this field should be valid for every actor, the debug build gets an assert here, and the release build just returns without doing anything. - Fixed: Camera textures were not rendered properly when the underlying canvas's pitch and width were different (which, really, only happens if you use ridiculously large camera textures). - Fixed: FCanvasTextureInfo's were never freed. - Fixed: MAPINFO special action structures were not freed. - Fixed: FSingleLumpFont::LoadFON2() never freed its widths2 array.
Randy Heit
2006-05-19 05:14:37 +0000 -
1971f97fd6
- Fixed: In case the path to strife1.wad didn't contain any '/' an incorrect path was created for voices.wad. - Fixed: The code building the path for Strife's voices.wad called the wrong FString constructor. - Fixed: LS_Thing_SetGoal set MF5_CHASEGOAL in flags, not flags5.
Christoph Oelckers
2006-05-18 15:03:35 +0000 -
a39f5bb8f7
- Fixed: M_NotifyNewSave() needlessly created a copy of the filename. - Fixed: Any touching_sectorlists for actors unlinked in G_StartTravel() were lost forever. - Fixed: DLightningThinker::Serialize() did not delete the old LightningLightLevels array when loading from an archive. - Fixed: Although I moved the correct polyobject freeing code into P_FreeLevelData(), I left the old wrong code there too, which just deleted the array without deleting anything hanging off of it.
Randy Heit
2006-05-18 04:25:26 +0000 -
ba01f00d7c
SVN r126 (trunk)
Randy Heit
2006-05-18 01:43:19 +0000 -
6863938e67
- Texture animation improvements: * Animations are now millisecond-accurate, so delays in ANIMDEFS can have fractional parts. * Cleaned up the animation code and moved it into r_anim.cpp. * Blood's oscillating texture animations are now available for use by actual supported games by adding the word "oscillate" after a "range" definition in ANIMDEFS. * Not exactly texture animation, but it's handled in the same function as texture animations: Scrolling skies also have millisecond precision.
Randy Heit
2006-05-18 01:42:50 +0000 -
3f51b80cac
- Implemented Quasar's suggestion to use line flag 2048 as a "reserved" flag that, if set, clears all the non-original-Doom flags on a line. This is only for Doom format maps when playing Doom.
Randy Heit
2006-05-17 02:19:20 +0000 -
c770d4a99a
- Added support for automatically loading ACS objects (even for Doom-format maps). To use it, compile the ACS files as ordinary libraries placed between A_START/A_END markers. Then outside the markers, create a lump called LOADACS. This is just a plain text lump that lists all the libraries you want to autoload with every map. You can do this with as many libraries as you want, and LOADACS lumps are also cummulative.
Randy Heit
2006-05-17 01:38:07 +0000 -
3e9fbf5616
- Don't need blocks.nas in the repository, as it hasn't been used for ages.
Randy Heit
2006-05-16 23:25:22 +0000 -
c4bda7e0be
- Fixed: ApplyActorDefault() must ensure that dataint is non-negative before calculating a non-NULL state. When compiling with Visual C++, states are stored in the defaults list as byte values, but when compiling with GCC, they are passed as 32-bit arguments to the function directly. So in VC++, using ~0 to specify a NULL state appears as 255, but in GCC, it appears as -1.
Randy Heit
2006-05-16 22:31:58 +0000 -
2ad91cc973
- Added a missing NULL pointer check to APlayerPawn::Tick. - Fixed: The falling scream should not be played when the player is under water.
Christoph Oelckers
2006-05-16 17:53:15 +0000 -
4a8ca6d134
Changed TAG_MORE parameter to a struct containing a va_list to ensure that no matter how va_list is defined the address can be taken.
Christoph Oelckers
2006-05-16 10:06:23 +0000 -
bb25008804
Fixed ZDBSP seg splitter. On occasion it assigned the offset to the incorrect of the two segs created by a split.
Christoph Oelckers
2006-05-16 09:26:54 +0000 -
6cd1e2ce6a
- Fixed: CopyPlayer() in p_saveg.cpp should use normal assignment, not memcpy to copy the player structures. - Fixed compilation with MinGW again and removed most of the new warnings.
Randy Heit
2006-05-16 04:19:20 +0000 -
ac53ed6ecd
SVN r116 (trunk)
Randy Heit
2006-05-16 02:50:18 +0000 -
afd6a1258f
- Added a show_obituaries option to disable obituaries without disabling other more important message types which have lower priority for some reason. - Added a menu option for show_messages after accidentally switching it off far too often and wondering why no messages appear. - Added crouching DoomPlayer sprites submitted by Enjay. - Fixed DF_NO_CROUCH was not checked. - Fixed: The intermission script parser had some of its cases in the keyword parser incorrectly sorted. - Fixed: atterm was still defined to take a STACK_ARGS function argument. - Added an AltFlash state for weapons. - Turned FloatSpeed into an actor property and changed the value to 5 for all floating Strife actors, as a comment in the source indicated. (r114 below): - Added GZDoom's code for Vavoom slope things because I wanted to test something with a map from Silent Steel. - Added nocrouch and allowcrouch MAPINFO commands and a DF_NO_CROUCH dmflag. - Added GZDoom's crouching code after cleaning it up so that adding crouching sprites will be easier.
Christoph Oelckers
2006-05-15 15:28:46 +0000 -
caed57baa5
SVN r114 (trunk)
Christoph Oelckers
2006-05-14 14:30:13 +0000 -
b97c417101
- Fixed: P_StartScript was missing a NULL pointer check for the error message. When trying to puke a script outside a map it crashed. - Fixed: The random number generator for large numbers must mask out the sign bit before performing a modulo. - Now that the conversation states are pointers there is no need to make AActor::ConversationAnimation virtual. No class overrides this method anymore. - Replaced AMacil1::TakeSpecialDamage with MF5_NODAMAGE. - Fixed: AMacil2::TakeSpecialDamage and AOracle::TakeSpecialDamage didn't check whether inflictor was NULL and crashed when used with 'kill monsters'. - Fixed: Some Strife decorations didn't loop their animation
Christoph Oelckers
2006-05-13 21:22:08 +0000 -
bb617dfbfd
- Changed: The decision whether blood splatter sprites are spawned is no longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER which is deciding what to do. To keep backwards compatibility this flag is unset for projectiles in Doom and Strife and set for them in Heretic and Hexen. The same applies to DECORATE but of course the flag can be manipulated here. - BLODxx sprites are now globally renamed to BLUDxx when not playing Doom. This allows using the same states in every game, including the Raven-specific blood actors. - Gave the bullet puff and the axe blood masses of 5 so that the make small splashes. - Added A_Light(value) code pointer for DECORATE to generalize the weapon light effect. - Added 'noskillmenu' option to MAPINFO episode definitions. This is for WADs that want to implement a skill selection level. - Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS. - Added MF5_CHASEGOAL flag that makes monsters to go after their goal even if they have a valid target. - Fixed some issues with the changes to P_NewChaseDir I made to include MBF's dropoff logic. - Added a PowerFrightener powerup class. It seemed like such a waste to have this cool feature but no means to use it in a decent fashion. - Fixed: S_Init and S_ParseSndInfo should call atterm only once but not each time they are called.
Christoph Oelckers
2006-05-13 12:41:15 +0000 -
8fcf93d65a
- Merged a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. - Fixed: DCajunMaster did not free its getspawned. - Fixed: P_FreeLevelData() did not free ACS scripts. - Fixed: Level snapshots were not freed at exit. - Fixed: The save/load menu list was not freed at exit. - Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer. - Fixed: G_DoLoadGame() did not free the engine string. - Fixed: M_ReadSaveStrings() did not free the engine string. - Fixed: Processing DEM_SAVEGAME did not free the pathname string. - Added a check for truncated flats to FFlatTexture::MakeTexture() because Heretic's F_SKY1 is only four bytes long. - Added a dump of the offending state to the "Cannot find state..." diagnostic. - Fixed: FCompressedFile did not initialize m_Mode in its default constructor. - Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh. - Fixed: PNGHandle destructor should use delete[] to free TextChunks.
Randy Heit
2006-05-12 03:14:40 +0000 -
01441cd4f0
- Converted the stealth monsters to DECORATE. - Added string replacement option to obituary strings. - Changed lock and pickup message handling so that it is either a real string or a LANGUAGE identifier. The only reason I did the mixed format in the first place were Hexen's lock messages but they have been replaced by unique strings in the mean time so the feature isn't needed any more. - Added a flags parameter to TranslucentLine. - Extended the second arg of Line_SetIdentification to set not only ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word. This allows a relatively simple means of setting all the new flags directly. - Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the other line flags. - Fixed: Strife's teleport swirl didn't loop its animation. - Fixed: Strife's rat is not supposed to be shootable.
Christoph Oelckers
2006-05-11 17:56:35 +0000 -
e89867489c
- Fixed: Strife's MiniMissile pickup amount was still incorrect. - Moved Strife's random dialogs into the string table. Now it should also be possible to define dialogs for other actors as well.
Christoph Oelckers
2006-05-11 12:11:59 +0000 -
2b391c69a1
- Fixed: sdl/i_net.cpp needs the same changes as win32/i_net.cpp.
Randy Heit
2006-05-11 05:02:47 +0000 -
b8e61376c3
- Fixed: When revisiting a map in a hub, the player could spawn at the wrong height if the floor had moved while they were there before. This was because the player was spawned on the original copy of the map before the changes to it were dearchived, so they didn't know about the new floor height. - Fixed: Calling BaseFileSearch() and letting it fill in the file's extension didn't work because the space for the path was deallocated before it returned. - Guess we're not leak-free yet. Try travelling around in a hub and see that it leaks. I don't have time to track it down right now.
Randy Heit
2006-05-11 05:00:35 +0000 -
a0c88a9b31
- Yay! We now seem to be free of memory leaks! The next step will be to merge a lot of these static destructor-only structs into regular functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. (Interestingly, the amount of memory used when repeatedly executing the same map command at the console varies up and down, but it now stays relatively stable rather than increasing unbounded.) - Fixed: The list of resolutions in the video modes menu was not freed at exit. - Fixed: mus_playing.name was not freed at exit. - Fixed: SN_StopAllSequences() should be called at the start of P_FreeLevelData(), not just before the call to P_SetupLevel() in G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can call P_FreeLevelData() to free more memory too. - Fixed: StatusBar was not freed at exit. - Fixed: spritesorter was not freed at exit. - Fixed: Bad things happened if FString's data pool was destroyed before all C_RemoveTabCommand() calls were made. - Added an overload for FArchive << FString. - Fixed: The players' log text was not freed at exit. - Fixed: Bot information was not freed at exit. - Fixed: doomcom was not freed at exit. But since it's always created, there's no reason why it needs to be allocated from the heap. My guess is that in the DOS days, the external packet driver was responsible for allocating doomcom and passed its location with the -net parameter. - Fixed: FBlockNodes were not freed at exit. - Fixed: Openings were not freed at exit. - Fixed: Drawsegs were not freed at exit. - Fixed: Vissprites were not freed at exit. - Fixed: Console command history was not freed at exit. - Fixed: Visplanes were not freed at exit. - Fixed: Call P_FreeLevelData() at exit. - Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at exit. - Fixed: Sound sequences were not freed at exit. - Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array when loading.
Randy Heit
2006-05-11 04:00:58 +0000 -
0069ca4072
- Fixed mvlineasm1 and mvlineasm4 so that they can be used with textures taller than 256 pixels. There was a very slight performance hit for this, but I was able to tweak mvlineasm4 to make it approximately as fast as before. Interestingly, maskwallscan manages to be nearly as fast as wallscan despite having to check every pixel for transparency. I'm tempted to dump all the old masked rendering code and use (trans)maskwallscan for everything for the sake of simplicity: Only two functions to maintain for each render style, and much less complicated supporting code. Currently, I need five different functions for each rendering style: One traditional column-at-a-time style like Doom did it originally, two for rt_draw4cols, and two for transmaskwallscan. (Right now, I have cheated, and just done the ones that can be used by walls for transmaskwallscan, so the actual number of different functions isn't quite so high.) For small textures, such as font characters and far-away sprites, I'm sure maskwallscan is faster than the current code. For large textures, it's probably still competitive even if it isn't faster. But considering how similar wallscan and maskwallscan perform, the difference is probably pretty minimal, and maskwallscan still might come out ahead due to its simpler overhead.
Randy Heit
2006-05-11 01:15:15 +0000 -
ee12c25f47
- Fixed: PClass::CreateNew didn't check whether the class had valid defaults and tried to copy data from a NULL pointer. - Fixed: FireThing and BrassTorch were misspelled in hexendecorations.txt
Christoph Oelckers
2006-05-10 16:43:46 +0000 -
159c548c5a
- Changed A_ChangeFlag so that it doesn't need to alter the flag string. With strings being passed as names this is unsafe. - Removed unused parameter types from the function parameter parser for DECORATE. - Changed: All actor name parameters in DECORATE are now passed as FNames, not as strings. - Fixed: The MAPINFO parser stored the RedirectType as a type pointer. But at this point DECORATE hasn't been read yet so this was limited to the internal classes. - Fixed: TXT_NEED_IDCARD wasn't terminated with a ';'. - Fixed: Strife's DeadRebel was missing its DoomEdNum. - With names as type identifiers it is no longer necessary to remap the monster types to internal constants in A_BossDeath. - Fixed: A_BossDeath got the string from a name - just to get a name from the string. Using the name directly is sufficient.
Christoph Oelckers
2006-05-10 15:07:14 +0000 -
032526340a
- Redid ClearLcoks() fix that I accidentally removed.
Randy Heit
2006-05-10 04:12:43 +0000 -
c70ba60fd6
- Fixed: Some non-POD arguments to printf and a typo in the GCC portion of dobject.h.
Randy Heit
2006-05-10 03:29:07 +0000 -
d1ba4a1b76
- Added a new setting for am_rotate: 2 will enable rotation only for the overlay map while leaving the regular map unrotated.
Randy Heit
2006-05-10 03:24:32 +0000 -
0bf87acb00
- Added a new setting for am_overlay: 2 will disable the normal automap and show only the overlayed version.
Randy Heit
2006-05-10 03:17:34 +0000 -
def53bdd5d
- Fixed?: WallSpriteColumn apparently needs to set dc_texturefrac. At least Valgrind seems to say so. - Fixed: The FWadCollection destructor needs to use free to free the LumpInfo and Wads arrays. - Fixed: The ColorMapKiller needs to use the delete[] form of delete. - Fixed: FConfigFile::ClearCurrentSection() should be calling the delete[] form of delete to free the entry. - Fixed: FPatchTexture::MakeTexture() does not need to blindly recreate the Spans if they already exist. - Fixed: The FMultiPatchTexture destructor did not call its Unload() method. - Restored the original padding calculation to FMultiPatchTexture::MakeTexture(). I believe the Valgrind errors were caused by accessing off the end of the screen buffer, not from accessing off the end of a texture.
Randy Heit
2006-05-10 03:08:27 +0000 -
d878c2e7d6
- Backported the classnames-are-names changes from the FP code.
Randy Heit
2006-05-10 02:40:43 +0000 -
632e03fa7e
- Fixed a few Strife ammo amount values. - Fixed the ClearLocks function so it doesn't crash when called before the ActorInfos have been created.
Christoph Oelckers
2006-05-10 00:25:53 +0000 -
de54d7a667
Fixed: vplce[] has an underscore under Linux?!?
Randy Heit
2006-05-09 22:12:24 +0000 -
199d4dc57f
- Backported the improved hierarchical dumpclasses command from the FP code.
Randy Heit
2006-05-09 22:10:43 +0000 -
981f663319
- Updated Jim's Makefile.linux. - Added support for wrapping midtextures vertically. - Since zdoom.wad is now zdoom.pk3, the default mapinfos can use full pathnames. So now they do. - Fixed: The DSimpleCanvas constructor used a pitch too narrow on screens wider than 640 pixels when using a non-AMD processor and the processor's L1 cache line size could not be determined. I think this should fix the issue of weirdly rendered 8 pixel wide borders on the left and right of the screen that some people experienced. - Fixed: The secnodes were never freed.
Randy Heit
2006-05-09 21:30:31 +0000 -
7ed597fcbe
- Fixed: The FSpecialFont constructor created the name string twice. - Fixed: The animated door parser was still leaking memory when it encountered an invalid animation due to missing textures. - Fixed: The music volume list wasn't freed. - Fixed: The image for WADs that were loaded from inside Zips was never freed.
Christoph Oelckers
2006-05-09 21:21:57 +0000 -
6de9e9a433
- Changed FDoorAnimation deletion so that the array takes care of it. The original destructor approach would have necessitated a lot more supporting code to work as intended.
Christoph Oelckers
2006-05-09 15:51:17 +0000 -
763efb3682
- Fixed: Skin definitions were never freed. - Fixed: Names in terrain definitions were never freed. Replacing them with FNames would have been a good idea anyway. - Fixed: The lock definitions were never freed. - Fixed: FDoorAnimation was missing a destructor. - Fixed: animation and switch definitions were never freed. - Replaced all other places where FindType was used with FNames with IFindType.
Christoph Oelckers
2006-05-09 15:07:45 +0000 -
ace3ed1188
May 9, 2006 (Changes by Graf Zahl) - Fixed: If you want to use a name as the missile parameter for the basic attack functions the type search in DoAttack must be case insensitive. - Fixed: APowerup::DoEffect must do more thorough checks before resetting the fixed colormap.
Christoph Oelckers
2006-05-09 08:58:30 +0000 -
df17a60f5d
- Fixed: The names in the Depths array in m_options.cpp were never freed. - Fixed: FDoomEdMap needed a destructor. - Fixed: Decal animators were never freed. - Fixed: Colormaps were never freed. - Fixed: Memory allocated in R_InitTranslationTables() was never freed. - Fixed: R_InitParticles() allocated way more memory than it needed to. (And the particle memory was never freed, either.) - Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata. - Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char * before deleting it, because that's the way it was allocated. - Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt. Skip_super resets the dropitem list, so having it after "DropItem None" is pointless. - Fixed: Decorate DropItem information was never freed. - Fixed: FinishStates() allocated even 0-entry state arrays. - Fixed: Default actor instances were never freed. - Fixed: FRandomSoundList never freed its sound list. - Fixed: Level and cluster strings read from MAPINFO were never freed. - Fixed: Episode names were never freed. - Fixed: InverseColormap and GoldColormap were never freed. Since they're always allocated, they can just be arrays rather than pointers. - Fixed: FFont destructor never freed any of the character data or the font's name. - Fixed: Fonts were not freed at exit. - Fixed: FStringTable::LoadLanguage() did not call SC_Close(). - Fixed: When using the -iwad parameter, IdentifyVersion() did not release the buffer it created to hold the parameter's path.
Randy Heit
2006-05-09 03:40:15 +0000 -
201e17082c
- Blends created with the ACS fade commands now degrade to transparent overlays when the menu is visible, so they can no longer obscure the menu.
Randy Heit
2006-05-09 00:28:01 +0000 -
fa2ef4611b
SVN r86 (trunk)
Randy Heit
2006-05-09 00:04:36 +0000 -
748d7bf4b1
- The game is now free of leaks up to the point just after the wads are loaded. - Fixed: Although TypeInfos are now deleted at exit, their FlatPointers or ActorInfo data was not freed. I chose not to use a destructor to handle this, because then it would no longer be a POD type that can be statically initialized. - Fixed: Aliases were not deleted at exit. - Fixed: FWadCollection did not free its hash tables, lump info, full names, or the list of open files when destroyed.
Randy Heit
2006-05-09 00:02:37 +0000 -
d4160f7211
May 7, 2006 (Changes by Graf Zahl) - Added a misc/secret sound definition for Heretic. - Fixed: Powered up weapons were not properly deselected when the level ended and their ready state was different from the main weapon's. - Made some improvements to A_CountdownArg. - Removed the 'Yes', 'No' and 'Greetings' state assignment commands. They haven't been documented and thus haven't been used at all so far. Therefore they don't need to be handled considering that they will go away anyway. - Changed the DECORATE state parser so that Stop can also be specified right after a label, in addition to goto.
Christoph Oelckers
2006-05-07 23:55:17 +0000 -
605a9a7715
May 6, 2006 (Changes by Graf Zahl) - Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE. - Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the string table. - Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST. There is no need to keep two flags around with virtually the same meaning. - Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency. It looks much better now than the cheap code pointer based blinking it used before. - Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages to the string table. - Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the string table. - Moved the messages for killing spectres to the string table. - Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get the messages it prints from the string table instead of the quest item's tag string.
Christoph Oelckers
2006-05-07 00:27:22 +0000 -
abed04ab23
- Updated Italian strings that someone kindly e-mailed to me. - The CRT no longer detects any memory leaks when I run to the IWAD picker and quit. - Fixed: The memory used to hold the path to zdoom.wad/.pk3 was not freed if the IWAD picker was cancelled. - Fixed: Some implementations of cvar->GetGenericRep (CVAR_String) returned a statically allocated string and others returned a dynamically allocated string. To be consistant, they should all be static. - Fixed: DObject also has three static TArrays that should not be explicitly initialized: Objects, FreeIndices, and ToDestroy. - Added a new do-nothing constructor for TArray that can be used for BSS objects that are manipulated before startup. Specifically, this was added because C_AddTabCommand() is called before main, but the TabCommands constructor is called after the array already has over 100 entries in it, orphaning everything that was already inserted. And since the code is much nicer-looking now, I didn't want to revert to the old non-TArray version.
Randy Heit
2006-05-06 23:43:44 +0000 -
3c9b55d1db
SVN r81 (trunk)
Randy Heit
2006-05-06 03:25:12 +0000 -
fd0c5a6db6
- Changed TAG_MORE to pass a va_list pointer instead of a va_list because it's a non-POD type when targeting several non-ix86 targets with GCC. Hopefully this works.
Randy Heit
2006-05-06 00:54:41 +0000 -
e78385f807
- Rewrote FName to use only POD types for its static data so that it can be used without any explicit constructors being called. - Fixed: ZTwinedTorchUnlit, ZWallTorchUnlit, ZFireBullUnlit, and ZCauldronUnlit were missing game filters.
Randy Heit
2006-05-05 04:37:10 +0000 -
d06793ad7e
- Converted A_Puzzleitems.cpp and parts of A_HexenSpecialdecs.cpp to DECORATE and fixed a few broken Hexen items.
Christoph Oelckers
2006-05-04 19:36:12 +0000 -
650d07b8c1
May 4, 2006 (Changes by Graf Zahl) - Converted A_Hexendecorations.cpp - Changed the lower decal spawning code to transfer the main decal's color if the lower decal's default color is the same as the main decal's. - Changed the decal stretcher back to use the specified size parameters as a scaling factor and not a destination size because this is more consistent with the rest of the decal code. Also adjusted the blood smear definition in DECALDEF and the description in the Wiki for this. - Added Jim's most recent fixes.
Christoph Oelckers
2006-05-04 12:40:39 +0000 -
fe84b6077e
- Fixed: Conversion of c_bind.cpp to FString was incomplete. - Fixed some functions that were declared as taking size_t's but defined as taking unsigned ints. - Added a dummy object to delete sound environments on exit. - Fixed: FWarpTexture did not delete its Spans when destroyed. - Changed wadclusterinfos and wadlevelinfos arrays into TArrays. - Added the TypeInfo::AutoTypeInfoPtr for TypeInfo::m_RuntimeActors so they can be automatically deleted. - Changed TypeInfo::m_Types into a TArray so it will be automatically deleted on exit. - Fixed: TArray::Resize() did not deconstruct entries when shrinking the array. - Changed TArray::Push() so that it calls Grow() instead of duplicating the growth calculations itself. - Calling TArray::Grow() for a small amount when the array is short should grow it a bit more than it was doing.
Randy Heit
2006-05-04 06:14:52 +0000 -
c8cdb52863
- Removed generational garbage collection from the string pool because it didn't actually work. - Turned the list of TabCommands into a TArray because I saw lots of console commands in the memory leak report at exit. Then I realized those were actually key bindings, so I changed the Bindings and DoubleBindings arrays into FString arrays. - Fixed: FStringCVar was missing a destructor. - Added TArray::Insert(). - Fixed: TArray::Delete() used memmove(). - Renamed Malloc(), Realloc(), and Calloc() to M_Malloc(), M_Realloc(), and M_Calloc() so that the debug versions can be defined as macros. - Enabled the CRT's memory leak detection in WinMain(). - Moved contents of PO_DeInit() into P_FreeLevelData(). - Removed "PolyBlockMap = NULL;" from P_SetupLevel(), because the P_FreeLevelData() call it makes next does the exact same thing, but also freeing it if needed. - Fixed: Unneeded memcpy in UnpackUserCmd() when ucmd and basis are the same
Randy Heit
2006-05-04 03:49:46 +0000 -
ea3b76815d
- Removed -bpal parameter. Blood's blood.pal is loaded from blood.rff, and its tiles are loaded from the same directory. - RFF files now load their entire directories into the lumplist. - Added char * and const char * type coversions for FString, so FStrings can be freely passed to functions expecting C strings. (Except varargs functions, which still require manually fetching the C string out of it.) - Renamed the name class to FName. - Renamed the string class to FString to emphasize that it is not std::string.
Randy Heit
2006-05-03 22:45:01 +0000