- Version bump to 2.2.0.

- Disabled console alpha when the console is fullscreen.
- Re-enabled maybedrawnow for the software renderer. This should be replaced
  with a different progress bar implementation at some point that can work
  with hardware graphics.


SVN r747 (trunk)
This commit is contained in:
Randy Heit 2008-02-14 22:58:56 +00:00
parent 0d217fd4c6
commit 0acbbb3a8e
4 changed files with 16 additions and 9 deletions

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@ -1,3 +1,10 @@
February 12, 2008
- Version bump to 2.2.0.
- Disabled console alpha when the console is fullscreen.
- Re-enabled maybedrawnow for the software renderer. This should be replaced
with a different progress bar implementation at some point that can work
with hardware graphics.
February 14, 2008 (Changes by Graf Zahl) February 14, 2008 (Changes by Graf Zahl)
- Added Karate Chris's patch for 0-tid == activator in action specials - Added Karate Chris's patch for 0-tid == activator in action specials
Thing_SetSpecial and Thing_SetTranslation. Thing_SetSpecial and Thing_SetTranslation.

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@ -229,7 +229,7 @@ CUSTOM_CVAR (Int, msgmidcolor2, 4, CVAR_ARCHIVE)
static void maybedrawnow (bool tick, bool force) static void maybedrawnow (bool tick, bool force)
{ {
// FIXME: Does not work right with hw2d // FIXME: Does not work right with hw2d
if (ConsoleDrawing || !gotconback || screen->IsLocked () || 1) if (ConsoleDrawing || !gotconback || screen->IsLocked () || screen->Accel2D)
{ {
return; return;
} }
@ -1146,7 +1146,7 @@ void C_DrawConsole (bool hw2d)
DTA_DestWidth, screen->GetWidth(), DTA_DestWidth, screen->GetWidth(),
DTA_DestHeight, screen->GetHeight(), DTA_DestHeight, screen->GetHeight(),
DTA_ColorOverlay, conshade, DTA_ColorOverlay, conshade,
DTA_Alpha, hw2d ? FLOAT2FIXED(con_alpha) : FRACUNIT, DTA_Alpha, (hw2d && gamestate != GS_FULLCONSOLE) ? FLOAT2FIXED(con_alpha) : FRACUNIT,
DTA_Masked, false, DTA_Masked, false,
TAG_DONE); TAG_DONE);
if (conline && visheight < screen->GetHeight()) if (conline && visheight < screen->GetHeight())

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@ -40,21 +40,21 @@
/** Lots of different version numbers **/ /** Lots of different version numbers **/
#define DOTVERSIONSTR_NOREV "2.1.8" #define DOTVERSIONSTR_NOREV "2.2.0"
// The version string the user actually sees. // The version string the user actually sees.
#define DOTVERSIONSTR DOTVERSIONSTR_NOREV " (r" SVN_REVISION_STRING ")" #define DOTVERSIONSTR DOTVERSIONSTR_NOREV " (r" SVN_REVISION_STRING ")"
// The version as seen in the Windows resource // The version as seen in the Windows resource
#define RC_FILEVERSION 2,1,8,SVN_REVISION_NUMBER #define RC_FILEVERSION 2,2,0,SVN_REVISION_NUMBER
#define RC_PRODUCTVERSION 2,1,0,0 #define RC_PRODUCTVERSION 2,2,0,0
#define RC_FILEVERSION2 DOTVERSIONSTR #define RC_FILEVERSION2 DOTVERSIONSTR
#define RC_PRODUCTVERSION2 "2.1" #define RC_PRODUCTVERSION2 "2.2"
// Version identifier for network games. // Version identifier for network games.
// Bump it every time you do a release unless you're certain you // Bump it every time you do a release unless you're certain you
// didn't change anything that will affect sync. // didn't change anything that will affect sync.
#define NETGAMEVERSION 213 #define NETGAMEVERSION 214
// Version stored in the ini's [LastRun] section. // Version stored in the ini's [LastRun] section.
// Bump it if you made some configuration change that you want to // Bump it if you made some configuration change that you want to

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@ -30,8 +30,8 @@
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**--------------------------------------------------------------------------- **---------------------------------------------------------------------------
** **
** This file does _not_ implement hardware-acclerated rendering. It is just ** This file does _not_ implement hardware-acclerated 3D rendering. It is
** a means of getting the pixel data to the screen in a more reliable ** just a means of getting the pixel data to the screen in a more reliable
** method on modern hardware by copying the entire frame to a texture, ** method on modern hardware by copying the entire frame to a texture,
** drawing that to the screen, and presenting. ** drawing that to the screen, and presenting.
*/ */