- The stat meters now return an FString instead of sprintfing into a fixed
output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
- For consistancy with the other integral types, byte is no longer a
synonym for BYTE.
- Most uses of BOOL have been change to the standard C++ bool type. Those
that weren't were changed to INTBOOL to indicate they may contain values
other than 0 or 1 but are still used as a boolean.
- Compiler-provided types with explicit bit sizes are now used. In
particular, DWORD is no longer a long so it will work with both 64-bit
Windows and Linux.
- Since some files need to include Windows headers, uint32 is a synonym
for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
was all it contained.
SVN r326 (trunk)
- Created a new MorphedMonster class that Chicken and Pig now derive from.
This class automatically takes care of unmorphing the monster when its
time is up.
- Made PlayerClass and MonsterClass properties of EggFX. You can override
these in a subclass to create new kinds of morpher projectiles. Along with
that, MorphWeapon is a new property of PlayerPawn that controls what type
of weapon you have available while morphed ("None" means you have no
weapons).
- Changed morphed monsters to record the time when they want to unmorph, not
the time left until they unmorph. This simplifies calling
P_UpdateMorhpedMonster() because you don't need to pass it a tic count.
- Added an optional second parameter to A_SpawnDebris and an optional
fifth parameter to A_SpawnItem that both do the same thing: If you set it
to 1, then the spawned actor will be assigned the same translation table
as the actor that called the function.
- Moved the blood colorization in P_SpawnBlood() ahead of the SetDamage()
call so that the blood color will available to the states of the blood
actor.
- Extended the puke command so that giving it a negative script number will
act like ACS_ExecuteAlways and always execute the script. (Ugh. Why did I
use's Raven's cheat code to name this command?)
SVN r296 (trunk)
your head has popped off your body.
- Fixed: When item respawning is on and you play on skill 1 or 5, picking
up ammo would permanently double the amount of ammo received from that
item the next time it gets picked up.
- Added a check to PlayerIsGone() for players who have already had their
actors destroyed before calling it.
- Fixed: G_CheckDemoStatus() only restored your name, autoaim, and color
settings after playing back a demo.
- Added DEM_SPRAY net command so that sprayed decals work in multiplayer
and demos.
- Changed DEM_GIVECHEAT to use a word for specifying the item quantity.
This is useful mainly for giving yourself more than 255 health at a time.
- Fixed: DEM_SUMMONFRIEND was not handled by Net_SkipCommand().
SVN r58 (trunk)