contained unused sidedefs.
- Fixed: Color control sequences were written to the log file. Since any
entered console command contains such a sequence it was quite noticable.
SVN r208 (trunk)
in all the public versions where monster speed is not fixed point, you
couldn't modify the monster's speed due to a bug in P_Move() anyway. So
there's nothing to be backward compatible with.
SVN r190 (trunk)
- Fixed: The Zip loader loaded all WADs inside a Zip into the lump directory.
This is only supposed to be done for WADs in the root directory.
- Complete restructuring of the map loading code. Previously the only way
to put maps into Zips was to load them as embedded WADs which caused
some problems, most importantly that the map's file name was irrelevant
and the internal map label was used instead. With the new code there
is now a properly defined way to add maps to Zips:
* Maps are placed in a subdirectory called 'maps'.
* Maps are stored as WADs that contain all map related lumps.
* The first lump in the map's WAD directory must be the map label.
* All lumps not belonging to the first map are ignored.
* The map's file name determines the name the map is identified with.
For maps stored this way the internal map label is ignored so with this
method renaming maps is as easy as renaming a file and it is no longer
necessary to manipulate the map label.
With the new code it is also possible to load external maps without
adding them to the WAD list. Type 'open mapfile.wad' in the console
to start such a map.
The new code also performs stricter lump name checks to prevent accidental
loading of non-map data.
SVN r188 (trunk)
or not SSE2 is available at runtime. Since most of the time is spent in
ClassifyLine, using SSE2 in just this one function helps the most.
- Nodebuilding is a little faster if we inline PointOnSide.
- Changed FEventTree into a regular binary tree, since there just aren't enough
nodes inserted into it to make a red-black tree worthwhile.
- Added more checks at the start of ClassifyLine so that it has a better chance
of avoiding the more complicated checking, and it seems to have paid off with
a reasonably modest performance boost.
- Added a "vertex map" for ZDBSP's vertex selection. (Think BLOCKMAP for
vertices instead of lines.) On large maps, this can result in a very
significant speed up. (In one particular map, ZDBSP had previously
spent 40% of its time just scanning through all the vertices in the
map. Now the time it spends finding vertices is immeasurable.) On small maps,
this won't make much of a difference, because the number of vertices to search
was so small to begin with.
SVN r173 (trunk)
- Fixed: Any touching_sectorlists for actors unlinked in G_StartTravel() were
lost forever.
- Fixed: DLightningThinker::Serialize() did not delete the old
LightningLightLevels array when loading from an archive.
- Fixed: Although I moved the correct polyobject freeing code into
P_FreeLevelData(), I left the old wrong code there too, which just deleted
the array without deleting anything hanging off of it.
SVN r127 (trunk)
* Animations are now millisecond-accurate, so delays in ANIMDEFS can have
fractional parts.
* Cleaned up the animation code and moved it into r_anim.cpp.
* Blood's oscillating texture animations are now available for use by actual
supported games by adding the word "oscillate" after a "range" definition
in ANIMDEFS.
* Not exactly texture animation, but it's handled in the same function as
texture animations: Scrolling skies also have millisecond precision.
SVN r125 (trunk)
maps). To use it, compile the ACS files as ordinary libraries placed
between A_START/A_END markers. Then outside the markers, create a lump
called LOADACS. This is just a plain text lump that lists all the libraries
you want to autoload with every map. You can do this with as many libraries
as you want, and LOADACS lumps are also cummulative.
SVN r123 (trunk)
message. When trying to puke a script outside a map it crashed.
- Fixed: The random number generator for large numbers must mask out the
sign bit before performing a modulo.
- Now that the conversation states are pointers there is no need to make
AActor::ConversationAnimation virtual. No class overrides this method
anymore.
- Replaced AMacil1::TakeSpecialDamage with MF5_NODAMAGE.
- Fixed: AMacil2::TakeSpecialDamage and AOracle::TakeSpecialDamage didn't
check whether inflictor was NULL and crashed when used with 'kill monsters'.
- Fixed: Some Strife decorations didn't loop their animation
SVN r113 (trunk)
functions added to the exit chain with atterm so that they can be called
in a deterministic order and not whatever order the linker decides to put
them in.
- Fixed: DCajunMaster did not free its getspawned.
- Fixed: P_FreeLevelData() did not free ACS scripts.
- Fixed: Level snapshots were not freed at exit.
- Fixed: The save/load menu list was not freed at exit.
- Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer.
- Fixed: G_DoLoadGame() did not free the engine string.
- Fixed: M_ReadSaveStrings() did not free the engine string.
- Fixed: Processing DEM_SAVEGAME did not free the pathname string.
- Added a check for truncated flats to FFlatTexture::MakeTexture() because
Heretic's F_SKY1 is only four bytes long.
- Added a dump of the offending state to the "Cannot find state..." diagnostic.
- Fixed: FCompressedFile did not initialize m_Mode in its default constructor.
- Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh.
- Fixed: PNGHandle destructor should use delete[] to free TextChunks.
SVN r111 (trunk)
- Added string replacement option to obituary strings.
- Changed lock and pickup message handling so that it is either a real
string or a LANGUAGE identifier. The only reason I did the mixed format
in the first place were Hexen's lock messages but they have been
replaced by unique strings in the mean time so the feature isn't needed
any more.
- Added a flags parameter to TranslucentLine.
- Extended the second arg of Line_SetIdentification to set not only
ML_ZONEBOUNDARY but all 8 bits of the third byte in the flag word.
This allows a relatively simple means of setting all the new flags
directly.
- Moved ML_ZONEBOUNDARY to doomdata.h so that it is in the same place as the
other line flags.
- Fixed: Strife's teleport swirl didn't loop its animation.
- Fixed: Strife's rat is not supposed to be shootable.
SVN r110 (trunk)
merge a lot of these static destructor-only structs into regular
functions added to the exit chain with atterm so that they can be called
in a deterministic order and not whatever order the linker decides to put
them in. (Interestingly, the amount of memory used when repeatedly
executing the same map command at the console varies up and down, but it
now stays relatively stable rather than increasing unbounded.)
- Fixed: The list of resolutions in the video modes menu was not freed
at exit.
- Fixed: mus_playing.name was not freed at exit.
- Fixed: SN_StopAllSequences() should be called at the start of
P_FreeLevelData(), not just before the call to P_SetupLevel() in
G_DoLoadLevel(), so it can run even at exit. And C_FullConsole() can
call P_FreeLevelData() to free more memory too.
- Fixed: StatusBar was not freed at exit.
- Fixed: spritesorter was not freed at exit.
- Fixed: Bad things happened if FString's data pool was destroyed before
all C_RemoveTabCommand() calls were made.
- Added an overload for FArchive << FString.
- Fixed: The players' log text was not freed at exit.
- Fixed: Bot information was not freed at exit.
- Fixed: doomcom was not freed at exit. But since it's always created,
there's no reason why it needs to be allocated from the heap. My guess
is that in the DOS days, the external packet driver was responsible for
allocating doomcom and passed its location with the -net parameter.
- Fixed: FBlockNodes were not freed at exit.
- Fixed: Openings were not freed at exit.
- Fixed: Drawsegs were not freed at exit.
- Fixed: Vissprites were not freed at exit.
- Fixed: Console command history was not freed at exit.
- Fixed: Visplanes were not freed at exit.
- Fixed: Call P_FreeLevelData() at exit.
- Fixed: Channel, SoundCurve, and PlayList in s_sound.cpp were not freed at
exit.
- Fixed: Sound sequences were not freed at exit.
- Fixed: DSeqNode::Serialize() did not resize the m_SequenceChoices array
when loading.
SVN r106 (trunk)
- Added support for wrapping midtextures vertically.
- Since zdoom.wad is now zdoom.pk3, the default mapinfos can use full pathnames.
So now they do.
- Fixed: The DSimpleCanvas constructor used a pitch too narrow on screens wider
than 640 pixels when using a non-AMD processor and the processor's L1 cache
line size could not be determined. I think this should fix the issue of
weirdly rendered 8 pixel wide borders on the left and right of the screen that
some people experienced.
- Fixed: The secnodes were never freed.
SVN r93 (trunk)
actually work.
- Turned the list of TabCommands into a TArray because I saw lots of console
commands in the memory leak report at exit. Then I realized those were actually
key bindings, so I changed the Bindings and DoubleBindings arrays into FString
arrays.
- Fixed: FStringCVar was missing a destructor.
- Added TArray::Insert().
- Fixed: TArray::Delete() used memmove().
- Renamed Malloc(), Realloc(), and Calloc() to M_Malloc(), M_Realloc(), and
M_Calloc() so that the debug versions can be defined as macros.
- Enabled the CRT's memory leak detection in WinMain().
- Moved contents of PO_DeInit() into P_FreeLevelData().
- Removed "PolyBlockMap = NULL;" from P_SetupLevel(), because the P_FreeLevelData()
call it makes next does the exact same thing, but also freeing it if needed.
- Fixed: Unneeded memcpy in UnpackUserCmd() when ucmd and basis are the same
SVN r75 (trunk)
- Fixed: StreamSong::SetVolume should check the m_stream pointer. This can
happen when a TimiditySong doesn't use FMOD and outputs the sound itself.
- Fixed: 'use' sector actions were using the incorrect sector on several
occasions.
- Added a wi_noautostartmap CVAR and a noautostartmap intermission option
that force the user to manually end the 'entering level' page.
SVN r70 (trunk)