look awful on widescreen intermissions. Also changed the column widths to
be font-dependant rather than fixed proportions of the screen width.
- Fixed horizontal positioning of 'finished' on the Raven games when scaled.
SVN r1303 (trunk)
hash chains.
- Fixed: specifying texture patches or font characters by full lump name instead
of texture name didn't work. To do this properly the texture manager needs
an option to look for a texture by lump number so that such textures can
be maintained without interfering with regular operation.
- added 'skystretch' and 'autosequences' keywords for MAPINFO so that the effects
of 'noautosequences' and 'forcenoskystretch' can be cancelled.
- Added a 'gamedefaults' section to MAPINFO after discovering that 'defaultmap'
gets reset for each MAPINFO. A global section is needed to define a game's
default setting in zdoom.pk3. The gamedefaults should normally not be changed
by PWADs but it can be done if some mod intends to change gameplay settings
but wants to allow custom add-ons on its own.
SVN r1300 (trunk)
called SMALLFNT.
- Reduced the width of the second column in wi_percents false mode from 3 to
2 characters.
- Added a WISLASH graphic for Doom's intermission screen when wi_percents is
false.
SVN r1298 (trunk)
- Added the following flags to drawselectedinventory center, centerbottom, and
drawshadow.
- Fixed: The translucent flag for drawinventorybar should only have affected
the artibox image.
- Fixed: compatf_limitpain must check for 21 Lost Souls, not 20.
SVN r1297 (trunk)
- Changed WI_drawPercent() when wi_percents is false so that the total
display is optional, and it formats it like Heretic's intermission, with
a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
so they can be colorized.
SVN r1294 (trunk)
do it the old way and scan every channel to see if it matches an actor/
entchannel pair.
- Fixed: S_RelinkSounds() did not move the SoundChans bitfield to the new
actor.
- Fixed: Stolen channels could be kept around by the high-level channels
indefinitely.
SVN r1289 (trunk)
- Added kill count awareness to A_ChangeFlag.
- P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters
aren't dormant (since there would be no way to activate them, and they
were certainly not dormant when they died).
SVN r1287 (trunk)
- Fixed: The DECORATE expression evaluator was too strict with missing jump labels.
For compatibility it only may print a warning, not an error.
SVN r1284 (trunk)
structure.
- Fixed: Items which should stay but had an IF_ALWAYSPICKUP flag were removed.
- Fixed: The pickup flash must only play when an item is picked up so the
correct place to spawn it is in AInventory::Touch, not in AInventory::GoAway.
SVN r1278 (trunk)
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
for compile time checks of all class names being used in DECORATE so many
incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
made me think that delaying this until FMod calls the end of sound callback
may simply be too late.
SVN r1276 (trunk)
the sound channel data when a sound is being stopped. This caused
an endless loop when changing levels with Strife's Flamethrower active.
SVN r1275 (trunk)
and DEM_WIPEOFF commands. Fixes multimap demos desyncing when played back
or recorded with wipes enabled, and prevents multiplayer games from
starting until all players' wipes have finished.
SVN r1272 (trunk)
symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
All the operators use the new functionality but functions, variables and
constants are yet to be redone.
While doing this rewrite I noticed that random2 was always evaluated as const.
This got fixed automatically.
SVN r1264 (trunk)
* This may or may not be a problem, but GCC warned that FStateDefinitions::
AddStateDefines() does not initialize def.FStateDefine::DefineFlags, so
I fixed that.
SVN r1262 (trunk)
two-entry array for passing to the main FindState() routine, but did
not actually pass it, passing the original primary label instead.
SVN r1261 (trunk)
- Fixed: ThingCountSector and ThingCountNameSector did not remove enough
entries from the stack, and did not put the result in the right slot.
- Fixed: Teleport lines were prioritized over secret lines when deciding what
color to draw them on the automap.
- Fixed: Death-reverting morphs did not remove the morph item from the
player's inventory when death caused the morph to revert.
- Updated fmod_wrap.h for FMOD Ex 4.18.
SVN r1259 (trunk)
- Fixed: S_ChannelEnded didn't check for a NULL SfxInfo.
- Fixed: R_InitTables did a typecast to angle_t instead of fixed_t.
- Fixed: PowerProtection and PowerDamage applied their defaults incorrectly.
- Fixed: The damage type property didn't properly read its factor.
SVN r1257 (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)
the NextState parameter is. The code did some rather unsafe checks with it
to determine its type.
- moved all state related code into a new file: p_states.cpp.
- merged all FindState functions. All the different variations are now inlined
and call the same function to do the real work.
SVN r1243 (trunk)
some changes to the MAPINFO parser which tried to access the texture manager
to check if the level name patches exist. That check had to be moved to
where the intermission screen is set up.
- Fixed: 'bloodcolor' ignored the first parameter value when given a list
of integers.
Please note that this creates an incompatibility between old and new
versions so if you want to create something that works with both 2.2.0
and current versions better use the string format version for the color
parameter!
- Rewrote the DECORATE property parser so that the parser is completely
separated from the property handlers. This should allow reuse of all
the handler code for a new format if Doomscript requires one.
- Fixed: PClass::InitializeActorInfo copied too many bytes if a subclass's
defaults were larger than the parent's.
- Moved A_ChangeFlag to thingdef_codeptr.cpp.
- Moved translation related code from thingdef_properties.cpp to r_translate.cpp
and rewrote the translation parser to use FScanner instead of strtol.
- replaced DECORATE's 'alpha default' by 'defaultalpha' for consistency.
Since this was never used outside zdoom.pk3 it's not critical.
- Removed support for game specific pickup messages because the only thing
this was ever used for - Raven's invulnerability item - has already been
split up into a Heretic and Hexen version.
SVN r1240 (trunk)
controllers, the joystick axis selectors need to NULL the d.graycheck
field, since this is shared by the axis sensitivity sliders' step values.
SVN r1238 (trunk)
when explicitly giving them.
- Changed 'give weapon' cheat so that in single player it only gives weapons
belonging to the current game or are placed in a weapon slot to avoid
giving the Chex Quest weapons in Doom and vice versa.
- Fixed: The texture manager must be the first thing to be initialized
because MAPINFO and DECORATE both can reference textures and letting them
create their own textures is not safe.
SVN r1230 (trunk)
The rolloff and channel ended callbacks now call functions in s_sound.cpp
instead of working on the data itself and GSnd->StopSound has been replaced
with S_StopChannel.
SVN r1227 (trunk)
automatically used by all inventory classes.
- The previous change made it necessary to replace all TryPickup calls with
another function that just calls TryPickup.
- Fixed: AInventory::TryPickup can change the toucher so this must be reported
to subclasses calling the super function. Changed TryPickup to pass the
toucher pointer by reference.
SVN r1221 (trunk)
with PWADs.
- Removed Chex Quest actors that were just unaltered duplicates of Doom's.
- Added detection for Chex Quest 3 IWAD.
- Cleaned up M_QuitGame because the code was almost incomprehensible and I
wanted to add CQ3's new quit messages.
- Added Chex Quest obituaries and a few other messages from CQ3.
- Fixed: drawbar improperly clipped images when not in the top left quadrant.
SVN r1219 (trunk)
buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
See http://zdoom.org/files/examples/playerinput.zip for an example.
SVN r1215 (trunk)
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
SVN r1210 (trunk)
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
SVN r1208 (trunk)
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
SVN r1206 (trunk)
and sectors are done in s_sound.cpp and not in fmodsound.cpp. Also removed
several 'sector' parameters because they were never used inside the sound code.
SVN r1200 (trunk)
thinkers tick, not just once every game tick. This more closely follows
the original Lua behavior. This change was made because, in cases of
extremely large and frequent memory allocations, the collector may not run
fast enough if it only has a chance to execute once per tick.
SVN r1197 (trunk)
- Fixed: The smoothlighting code in side_t::GetLightLevel relied on
the global 'linedef' variable for automatic fake contrast although
this issue had already been fixed for the original code here.
- Replaced static string buffers with FString in FONTDEFS parser.
SVN r1194 (trunk)
supported games in any game being played.
- Changed Chex Quest DoomEdNum initilization so that all empty slots
are filled with Doom actors if they exist.
- Added missing spawn filters to Chex Quest items.
SVN r1191 (trunk)
disabled for them
- Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used
in the gameinfo.
- Fixed: Default blood color is no longer red so P_DrawSplash2 must
get it from the gameinfo instead.
- Added new French language texts by DoomKn1ght_.
SVN r1186 (trunk)
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a
Dehacked patch that does most of the work. The rest includes a new
MAPINFO and removal of the drop items from the monsters being used.
SVN r1185 (trunk)
- Added functions to FActorInfo that can set the damage factors and
pain chances to reduce the chance of new errors when working with
these features.
- Fixed: The handling of the deprecated FIRERESIST flag didn't work.
There were 3 problems:
* Actor defaults have no class information so HandleDeprecatedFlags
needs to be passed a pointer to the ActorInfo.
* The DamageFactors list is only created when needed so the code needs to
check if it already exists.
* damage factors are stored as fixed_t but this set a float.
- Added a traditional Strife color set for the automap.
SVN r1183 (trunk)
voices. Because this wasn't done, note_on() could try to access
the sample for a voice that had never been played yet and access
random memory. There may be other places where it's a problem, but
this is where I noticed it, by chance.
SVN r1182 (trunk)
- Fixed: (SBARINFO patch) DrawInventoryBar has a missing argument in
one of its drawgraphic calls.
- Added Gez's patch for Heretic's GIMME cheat.
- Externalized some cheat strings.
SVN r1178 (trunk)
- Fixed: The recent changes in the DECORATE parser require the special parameter
to A_CallSpecial to be an expression, not a constant.
- Removed game filters from old style decorations. No WAD in existence ever
used them and removing them allows to make the parser more robust.
SVN r1170 (trunk)
to reference its arguments directly, except 'self'. This may be helpful if it
becomes necessary to restructure this code once DoomScript becomes real.
- Removed the last remaining global variable related to action functions:
pStateCall. Everything is passed properly as function arguments now.
- fixed: PlayerChunk was missing the NOSKIN flag.
SVN r1169 (trunk)
the texture manager even if it is from Raven's IWADs.
- Removed code related to internal ActorInfo definitions from dobjtype.cpp.
- removed unneeded file dehackedactions.h
SVN r1162 (trunk)
After finding out that gas does have directives to describe the .eh_frame
metadata, I figured that would be significantly easier and quicker than
trying to locate all the scattered docs I would need to read to figure out
how to construct it by hand. Unfortunately, this now means I have to
maintain two versions of exactly the same code. :( (But unless I add 32-bit
color rendering in the future, the chances that I will have to touch it
again are quite slim.)
SVN r1159 (trunk)