- added thing activation types for BUMPSPECIAL and USESPECIAL. Also added
a new ClearSpecial flag to the activation type.
- added MBF's code for dogs jumping down, controlled by the MF6_JUMPDOWN
flag.
SVN r1835 (trunk)
- Added more things from Gez's experimental build:
* MBF grenade and bouncing code.
* Arch Vile ghosts emulation (only for compatibility.txt.)
* Several MBF related compatibility options.
SVN r1821 (trunk)
* info CCMD to print extended actor information (not fully implemented yet)
* summonmbf CCMD.
* Beta BFG code pointer (but not the related missiles yet.)
* PowerInvisibility enhancements.
* ScoreItem with one significant change: Added a score variable that can be
checked through ACS and DECORATE. The engine itself will do nothing with it.
* Nailgun option for A_Explode.
* A_PrintBold and A_Log.
* A_SetSpecial.
SVN r1819 (trunk)
the various bounce-related flags spread across the different Actor flags
field into a single BounceFlags field.
- Fixed: P_BounceWall() should calculate the XY velocity using a real
square root and not P_AproxDistance(), because the latter can cause
them to speed up or slow down.
SVN r1796 (trunk)
that were changed some time ago.
- fixed: The damage inflictor for a rail attack was the shooter, not the puff.
- Fixed: Floor and ceiling huggers may not change their z-velocity when seeking.
- Fixed: UDMF set the secret sector flag before parsing the sector's properties,
resulting in it always being false.
- Renamed sector's oldspecial variable to secretsector to better reflect its
only use.
- Fixed: A_BrainSpit stored as the SpawnShot's target the intended BossTarget,
not itself contrarily to other projectile spawning functions.
A_SpawnFly then used the target for CopyFriendliness, thinking it'll be the
BossEye when in fact it wasn't.
- Added Gez's submission for a DEHACKED hack introduced by Boom.
(using code pointers of the form 'Pointer 0 (x statenumber)'.
- fixed: Attaching 3DMidtex lines by sector tag did not work because lines
were marked by index in the sector's line list but needed to be marked by
line index in the global array.
- fixed: On Linux ZDoom was creating a directory called "~.zdoom" for
save files because of a missing slash.
- fixed: UDMF was unable to read floating point values in exponential format
because the C Mode scanner was missing a definition for them.
- fixed: The recent changes for removing pointer aliasing got the end sequence
info from an incorrect variable. To make this more robust the sequence index
is now stored as a hexadecimal string to avoid storing binary data in a string.
Also moved end sequence lookup from f_finale.cpp to the calling code so that
the proper end sequences can be retrieved for secret exits, too.
SVN r1777 (trunk)
- Fixed: Even though P_DamageMobj checked an attack's originator
for MF2_NODMGTHRUST the same check was missing from P_RadiusAttack.
- Fixed: A_MinotaurRoam should not assume without check that it was
called by a MinotaurFriend.
- Fixed: The Minotaur declared A_MntrFloorFire which it did not use.
- Fixed: All Spawnspot functions did not check for a spot tid of 0 as
the script's activator.
- Fixed: Friendly monsters ignored team association of their owning
players.
SVN r1770 (trunk)
1000 as the threshold for god mode damage to use it instead. (Players with
MF2_INVULNERABLE set already used 1000000 as their threshold.)
SVN r1755 (trunk)
* A_SentinelAttack must check for a NULL target
* Monsters with CANTLEAVEFLOORPIC could not move because their floor
texture was not initialized.
SVN r1715 (trunk)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
a Minotaur couldn't spawn floor flames when standing in water having its
feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
come from the same definition unit (i.e both containing file and use type
are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
to use floats to prevent overflows. The prevention of the overflows was the
only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.
SVN r1668 (trunk)
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
SVN r1661 (trunk)
- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because
it's not necessarily spawned yet.
- Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration
through the weapon slots. Otherwise they will hang if there's no weapons
in a player's inventory.
SVN r1659 (trunk)
regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.
SVN r1638 (trunk)
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
by setting the level's air supply to 0.
SVN r1619 (trunk)
- Changed bounce flags into a property and added real bouncing sound properties.
Compatibility modes to preserve use of the SeeSound are present and the old
flags map to these.
SVN r1599 (trunk)
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
SVN r1575 (trunk)
of a moving floor, regardless of movement speed. For NOBLOCKMAP items this
is necessary because otherwise they can be left in the air and it also adds
some options for other things.
SVN r1540 (trunk)
- removed gamemode variable. All it was used for were some checks that
really should depend on GI_MAPxx.
- Externalized all internal gameinfo definitions.
- added include to MAPINFO parser.
- split IWAD detection code off from d_main.cpp into its own file.
- disabled gamemission based switch filtering because it is not useful.
- added GAMEINFO submission by Blzut3 with significant modifications. There
is no GAMEINFO lump. Instead all information is placed in MAPINFO, except
the data that is needed to decide which WADs to autoload.
SVN r1497 (trunk)
be called now.
- fixed: D'Sparil's second form was missing the BOSSDEATH flag.
- fixed: D'Sparil's first form requires the DONTGIB flag.
- fixed: Heretic doesn't crush monsters. To handle this in a more generic
fashion this depends on the presence of a gib sprite now.
SVN r1459 (trunk)
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.
SVN r1393 (trunk)
- added a new compatmode CVAR which allows setting some generic compatibility
flag combinations:
Doom: sets the options needed to make most Doom.exe compatible map play without
errors.
Doom (strict): Same as above but sets a few more options. Please note that this
does not mean full Doom.exe behavior emulation.
Boom: Sets all options that consider differences between ZDoom and Boom.
ZDoom 2.0.63: Sets only the COMPATF_SOUNDTARGET option which is needed for
many older ZDoom maps.
- added new COMPAT_CROSSDROPOFF option to block monsters from being pushed over
dropoffs by damage kickback.
- fixed: AFastProjectile::Tick must call Effect only 8 times per tic, regardless
of the amount of steps taken.
- fixed: momentum checks in AFastProjectile did not use absolute values.
SVN r1369 (trunk)
- Fixed: P_RailAttack used the shooting actor or a default puff for some splash
related actions. It should use the puff type passed to it as a parameter instead.
- Changed splash handling in P_LineAttack to use the actual hit position to
spawn the splash and not the puff's spawn position which is offset a little.
- made some precision related changes to P_HitWater. The precise hit coordinate
can now be passed as parameters.
SVN r1350 (trunk)
in such a sector. As a workaround for current map formats a new actor
(DoomEdNum 9041) was added that can set the extended sector flags without the
use of ACS and sector tags. The new flag can also be set with Sector_ChangeFlags.
- Fixed: Players ignored MF2_TELESTOMP and always telefragged what was in the way.
- Fixed: Actors with MF5_NOINTERACTION were not affected by the time freezer.
SVN r1315 (trunk)
against decorations without breaking anything newer:
Added a new 'projectilepassheight' property that defines an alternative height
that is only used when checking a projectile's movement against this actor.
If the value is positive it is used regardless of other settings, if it is
negative, its absolute will be used if a new compatibility option is enabled
and if it is 0 the normal height will be used.
SVN r1253 (trunk)