for multiplayer: They now always check through the eyes of every player. For players whose
cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
network stream and lets Net_DoCommand() take care of it later. The logic here is that if
a player is viewing from something that isn't another player, then every player needs to know
about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
to a player, everybody needs to know about that too. But if they are viewing from a
player, it doesn't matter which player it is, so they can spynext/spyprev all they want
without letting the other players know about it (and without potentially breaking demos--due
to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
do substitutions of old objects that are pending deletion.
SVN r3448 (trunk)
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.
SVN r3427 (trunk)
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
be made to clamp other actors' pitches to within the range (-90,+90)
degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.
SVN r3323 (trunk)
- allow setting 'Shadow' as default fuzz effect
- changed CVAR conversion that strings 'false' and 'true' get evaluated as integers 0 and 1 respectively so that changing boolean CVARs to int does not destroy their values.
SVN r3076 (trunk)
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)
SVN r3036 (trunk)
* savegames stored an index in the switch table and performed no validation when loading a savegame.
* setting of a random switch animation duration was broken.
* separated the 2 values stored in the Time variable into 2 separate variables.
* defining a switch with one texture already belonging to another switch could leave broken definitions in the switch table.
- added function for serializing switch and door animation pointers.
- bumped min. savegame versions due to changes to DButtonThinker and removed all current savegame compatibility code.
SVN r3030 (trunk)
* When you jump, it gets set to 18.
* When you land, it gets set to 7.
* As long as it is non-zero, it counts down, and you cannot jump.
Of note here, is that setting it to 18 upon jumping seems useless, since you can't jump unless
you're on the ground, and when you reach the ground, it will always be set to 7. With that in
mind, the new behavior is:
* When you jump, it gets set to -1.
* When you land, if it is less than zero or you fall far enough to squat, jumpTics will
be set to 7. Otherwise, jumpTics is left alone.
* If jumpTics is positive, it will count down each tic.
* As long as JumpTics is non-zero, you cannot jump.
SVN r2970 (trunk)
* the sprite used for 'pause'.
* the factor with which a monster's health is multiplied to decide if it's supposed to be gibbed,
* the decision to make monsters run faster in nightmare mode.
- moved the hard coded lock messages for lock types 102 and 103 into the language lump.
- fixed: Raven's fast monsters could become slower in Nightmare if they had very short walking states.
SVN r2834 (trunk)