alexey.lysiuk
89016020a8
Used ISO Latin 1 encoding for title text in startup window on OS X
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Windows version uses ANSI_CHARSET to handle the corresponding text
This solves the problem like in https://github.com/alexey-lysiuk/gzdoom/issues/63 :
*** Assertion failure in -[NSTextFieldCell _objectValue:forString:errorDescription:], /Library/Caches/com.apple.xbs/Sources/AppKit/AppKit-1404.47/AppKit.subproj/NSCell.m:1684
Invalid parameter not satisfying: aString != nil
2016-05-29 10:58:12 +03:00
Christoph Oelckers
4940f0249d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-28 20:33:29 +02:00
Christoph Oelckers
fc25a74a03
- fixed: In case of a crash the buffered console output was not dumped to the rich edit control so it never got into the crash log.
2016-05-28 20:11:19 +02:00
Leonard2
360ad7a844
Replaced every remaining instances of the old layer names
2016-05-28 01:19:42 +02:00
Leonard2
2f5ae3b51e
Changed the default layer indices and renamed them
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Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c
Added A_OverlayFlags
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Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
c0fe86028d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-27 23:47:19 +02:00
Leonard2
8f360f3bea
Small refactor
2016-05-27 23:37:35 +02:00
Leonard2
b220db4ebe
Fixed: a layer's movements weren't interpolated in some cases
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The old position members would be incorrectly updated if a layer sets another layer's offsets and this layer ticks before the other
2016-05-27 23:37:34 +02:00
Leonard2
bca9829950
Fixed: a few members weren't properly initialized
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This could go wrong if a layer had only one state of -1 tics
2016-05-27 22:58:27 +02:00
Leonard2
599fa7cfd1
Fixed: it was no longer possible to set the flash state in the very first
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weapon's state
This was due to an oversight in my first commit
2016-05-27 22:31:18 +02:00
Christoph Oelckers
d43ea33031
- fixed: A_CustomBulletAttack may not rely on the parameter default setter to get a valid puff. This must be checked explicitly in the functions body to ensure it is never NULL.
2016-05-27 11:39:44 +02:00
Christoph Oelckers
b926cf35d5
- fixed: The portal init code should only delete REJECT if there's actually some portals to consider.
2016-05-27 09:45:17 +02:00
Christoph Oelckers
19003a7973
- fixed: The node builder's FindMapBounds function included all vertices generated by the node builder.
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This could cause problems on maps with bogus nodes so it's better to only check vertices that are referenced by a linedef.
2016-05-27 09:38:33 +02:00
Christoph Oelckers
34c67b9eae
- fixed: The NoiseList array was not cleared before use.
2016-05-27 00:00:27 +02:00
Christoph Oelckers
ded479b1a5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-25 12:02:37 +02:00
Christoph Oelckers
cc685e982b
- fixed: interactive line portals were always deactivated, regardless of alignment type.
2016-05-25 11:36:23 +02:00
Christoph Oelckers
f241d9773a
- made P_NoiseAlert non-recursive to avoid stack overflow problems in large open-area maps with a high sector count.
2016-05-25 11:30:11 +02:00
Christoph Oelckers
72a3257400
- fixed: DIntermissionScreen::Init did not handle non-existent strings in the string table and crashed on a NULL pointer.
2016-05-25 01:45:55 +02:00
Christoph Oelckers
a0dc4ae738
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-24 13:53:52 +02:00
Christoph Oelckers
49234b1fc3
- fixed: UpdateRenderSectorList did some bad calculations for checking portal plane order.
2016-05-24 13:53:29 +02:00
Christoph Oelckers
e6d89b9f71
- re-added P_SetPSprite.
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For debugging purposes it's better to have this as a function.
2016-05-24 13:05:43 +02:00
Christoph Oelckers
d058820c65
- fixed scroll speed calculation for Heretic.
2016-05-24 10:01:57 +02:00
Christoph Oelckers
d70601471a
- fixed the spawn position of Strife's sentinel's attack's trail.
2016-05-24 09:37:01 +02:00
Christoph Oelckers
3bde8824a3
- fixed A_Burst's velocity calculation.
2016-05-24 09:32:30 +02:00
MajorCooke
1b1195df6a
- Added limit parameter to A_RadiusGive.
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- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
alexey.lysiuk
aa6753383d
Fixed fullscreen mode on non-default monitor in OS X backend
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Fullscreen window was incorrectly placed on the main screen instead of the current one
Honestly I have no idea what was the reason behind that [NSWindow setFrameOrigin:] call
Apparently it's redundant and moreover it's incorrect for multi-monitor configuration
2016-05-22 13:22:07 +03:00
Christoph Oelckers
ae31e0ba72
- changed the default key name string because '#' is used as a comment in the config files.
2016-05-22 12:20:46 +02:00
Christoph Oelckers
db944df467
- fixed 3D floor rendering with nearby slopes.
2016-05-22 12:15:14 +02:00
Christoph Oelckers
eed32ee285
- fixed: The friction calculations for terrain based friction had some fixed/float mixups.
2016-05-22 12:11:39 +02:00
Christoph Oelckers
e43c9826dd
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-22 09:31:48 +02:00
Christoph Oelckers
36dfa97802
- fixed: Polyobjects did not save their specialdata pointer.
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- fixed: DMovePoly did not save its m_Speedv member.
# Conflicts:
# src/version.h
2016-05-22 01:27:05 +02:00
Christoph Oelckers
f184438032
- fixed: Polyobjects did not save their specialdata pointer.
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- fixed: DMovePoly did not save its m_Speedv member.
2016-05-22 01:26:13 +02:00
Christoph Oelckers
d767d10322
- made PSprites submission GC aware.
2016-05-21 13:11:43 +02:00
Christoph Oelckers
4781b73d5b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-21 01:09:21 +02:00
Leonard2
8c205ebac3
Added A_OverlayOffset
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Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b
Added A_Overlay
2016-05-20 17:04:45 +02:00
Leonard2
1966b61b8f
Generalized the psprites implementation
2016-05-20 17:04:44 +02:00
Christoph Oelckers
bd396ccb7c
- made P_Move's multiple-step movement portal and teleporter-aware.
2016-05-20 13:30:10 +02:00
Christoph Oelckers
428bd52295
- fixed: It was not possible to step through a ceiling portal into the upper sector.
2016-05-20 13:10:42 +02:00
Gaerzi
68c5191798
Add GOG path for SVE
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Since GOG.com is finally offering this game.
2016-05-20 02:18:48 +02:00
Christoph Oelckers
5017a192eb
- fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights.
2016-05-19 12:22:39 +02:00
Christoph Oelckers
13da14e915
- disable dynamic lights on additively blended surfaces because it doesn't look good at all.
2016-05-18 22:20:18 +02:00
Christoph Oelckers
ea62d4c2d1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-18 21:47:42 +02:00
Christoph Oelckers
78055733c8
- fixed: automap markers were scaled too small
2016-05-18 21:25:58 +02:00
Christoph Oelckers
f22adcc398
- be more thorough with Eternal Doom MAP03. The compatibility option does not seem to fully solve the problem, so let's just clear the tags in the bogus stair sectors.
2016-05-18 21:06:07 +02:00
Christoph Oelckers
ae3f50d1b2
- set a compatibility option to build the stairs in Eternal Doom MAP03 correctly.
2016-05-18 13:11:31 +02:00
Christoph Oelckers
9e0301c1a1
- prevent message spam with no MIDI devices.
2016-05-18 13:11:01 +02:00
Christoph Oelckers
7642c2cdaa
- fixed: Opening a non-existent menu left the engine in an invalid state.
2016-05-18 12:02:54 +02:00
Christoph Oelckers
3dcb05e5d2
- fixed: Lock #255 was inaccessible for LOCKDEFS.
2016-05-18 11:56:39 +02:00