with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (trunk)
- PClass::StaticInit() now sorts the class metadata so that operations that
iterate over it (such as the "give all" cheat) are compiler-independant.
SVN r340 (trunk)
ReplaceTextures (str old_texture, str new_texture, optional bool not_lower,
optional bool not_mid, optional bool not_upper, optional bool not_floor,
optional bool not_ceiling); and
SectorDamage (int tag, int amount, str type, bool players_only, bool in_air,
str protection_item, bool subclasses_okay);
- Added the vid_nowidescreen cvar to disable widescreen aspect ratio
correction. When this is enabled, the only display ratio available is 4:3
(and 5:4 if vid_tft is set).
- Added support for setting an actor's damage property to an expression
through decorate. Just enclose it within parentheses, and the expression
will be evaluated exactly as-is without the normal Doom damage calculation.
So if you want something that does exactly 6 damage, use a "Damage (6)"
property. To deal normal Doom missile damage, you can use
"Damage (random(1,8)*6)" instead of "Damage 6".
- Moved InvFirst and InvSel into APlayerPawn so that they can be consistantly
maintained by ObtainInventory.
SVN r288 (trunk)
because PClass::CreateDerivedClass() did not initialize everything before calling
InsertIntoHash().
- Fixed: Forcefully removing a weapon from a player's inventory would not reset
the player's refire counter.
- Fixed: FreeKeySections() was called before M_SaveDefaults() during shutdown,
so all custom keys would go to a "(null)" section instead of their intended
section.
SVN r248 (trunk)
using duplicate DoomEdNums and will affect all attempts to spawn the
replaced actor. However, because this happens for all spawns and not just
at map load, the replacing actor must be compatible with the replaced
actor, which means that an actor can only serve as a replacement for one
of its baseclasses. For example, if you want to use a modified imp, you can
use this DECORATE:
actor MyImp : DoomImp replaces DoompImp
{
// Put changed properties here
}
- New: The IWAD dialog now remembers the last IWAD you picked and
automatically highlights it the next time you run the game. This also
applies if you check "Don't ask me this again": The IWAD selected will be
the one that gets automatically loaded, not the one located first. (Using
the -iwad parameter will not change the default IWAD.) In addition, you
can now bring the dialog up even if you disable it by holding down SHIFT
during startup.
- Changed ExtractFilePath() and ExtractFileBase() to return FStrings instead
of writing to a provided output buffer. ExtractFileBase() can also
optionally keep the file's extension in the result.
- Removed the -heapsize parameter entirely. The informational message should
no longer be needed.
- Removed -maxdemo parameter. There's no point to having it around since
the demo buffer grows automatically.
SVN r238 (trunk)
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.
SVN r111 (trunk)