when a player is going through a screen wipe and act like a pause, so the
game doesn't run several tics afterward to catch up with it.
SVN r485 (trunk)
were running when the teleported, they would still be running afterward
even though they weren't moving anywhere. Normally, P_XYMovement() does
this when they stop due to friction.
- Fixed: AActor::TakeSpecialDamage() completely bypassed the standard rules
for target switching on actors with MF5_NODAMAGE set.
- Changed the return values of the ACS spawn, spawnspot, and spawnspotfacing
commands to be the total count of things spawned, rather than a pretty
much useless reference to the actor spawned at the last map spot.
- Fixed: DLevelScript::DoSpawn() takes a byte angle, but DoSpawnSpotFacing()
passed it a full-length angle.
- Fixed: When MF_SKULLFLY is removed because an actor slams into something,
it was set to a see or spawn state, resetting its tic count and bypassing
the effectiveness of the MF2_DORMANT flag. While I was at it, I decided
dormant skulls shouldn't do slamming damage, either.
- Fixed: P_Thing_Spawn() returned success only if all thing instances were
successfully spawned. As long as at least one thing was spawned, it should
be considered a success.
- Fixed: Flipped single rotation sprites were only flipped every other 22.5
degree interval.
SVN r484 (trunk)
samples, a problem for the alternate sound renderer if it happened to be
playing any sounds at the time, since it would try to keep on playing them.
SVN r483 (trunk)
position when not playing in fullscreen mode.
- Changed the upper-left window positioning that was always used in debug
builds into a command line option (-0), so debug and release builds behave
the same.
SVN r482 (trunk)
in DEarthQuake::StaticGetQuakeIntensity. The reason for this: Quakes were
never supposed to be additive. Many maps, including Hexen's own have placed
quake spots so that they cover a larger area but the areas covered by the
single spots overlap. On such maps the view will shake like crazy and
render the map nearly unplayable.
SVN r480 (trunk)
from the renderer in case the camera changed position or direction since
the last time it was looked through. Otherwise, the renderer will
interpolate from its previous view for one frame when it is switched to.
- Fixed non-POD parameter passing for GCC introduced in the previous commit.
SVN r476 (trunk)
- Added more player water sounds:
*dive - Played when your head goes below water.
*surface - Played when your head goes back above water.
*gasp - Played when you were drowning and get your air back.
If your head surfaces and you were drowning, only *gasp plays, not both.
- Added damage-specific player death sounds, in the same fashion as the
damage-specific player pain sounds. It looks for a sound with a name like
"*death-damagetype" first and then "*death" if the first sound didn't exist.
- Removed the constraint that player sounds must be reserved before they can
be assigned. Hence, the $playerreserve command has been eliminated, because
it is no longer needed and it was never accessible from user wads, so I
don't need to worry about breaking anything by removing it.
SVN r474 (trunk)
.rtext files in the assembly object files. Now I can avoid doing this at
runtime, which means that ZDoom is now UPX-compatible if anyone wants to
pack it.
You will need to do a rebuild or manually delete the old assembly .obj files
for the first build from this revision to succeed, since there are no
changes to the assembly files themselves, and the build process will not be
able to automatically detect that they need to be rebuilt.
SVN r473 (trunk)
when a == 0x80000000, because the result of abs will still be negative as
long as we use signed math.
- Fixed: SafeDivScale31 performed DivScale32 instead.
- Fixed: R_DrawSpanP_ASM had a short jump into a different section.
SVN r472 (trunk)
is unable to synthesize one.
- Converted xlatcc to use lemon during its build process. Now you don't need
bison to rebuild everything anymore.
SVN r470 (trunk)
- 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'.
SVN r466 (trunk)
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.
SVN r465 (trunk)
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.
SVN r464 (trunk)
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.
SVN r463 (trunk)
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.)
SVN r462 (trunk)
- 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().
SVN r461 (trunk)
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.
SVN r458 (trunk)
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.
SVN r455 (trunk)
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.
SVN r448 (trunk)
- 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
SVN r447 (trunk)
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.
SVN r437 (trunk)
- Fixed: The screen wipe must be disabled for Heretic's underwater ending. If
not, the wipe will try to mix pictures with different palettes.
SVN r435 (trunk)
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.
SVN r433 (trunk)
- 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.
SVN r432 (trunk)