- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
- Polygons will be clipped to bottomclip. If this is zero or below, they
will be clipped to the bottom of the screen instead. This keeps the
polygons from overwriting the status bar border for sofware 2D. The
hardware version ignores it, since it always draws the status bar border
every frame.
- added sanity checks to prevent a savegame from being loaded with an incompatible map
- refactored a few things to simplify serialization.
- started work on main level serializer function.
* typo in calculating end position from a trace vector
* must use floor to convert from floating point block coordinate to block index to account for running off the negative side of the blockmap. (Int cast always rounds toward zero which is wrong here.)
* bad calculation of sight checking slopes - they has the actor's z coordinate duplicated.
- fixed scaling of automap markers.
- replaced some uses of FRACUNIT with OPAQUE when it was about translucency.
- simplified some overly complicated translucency multiplications in the SBARINFO code.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
- renamed sector_t::soundorg in centerspot, changed the type to a fixedvec2 and removed the CenterSpot #define.
Since this thing was used in lots of places that have nothing to do with sound the name made no sense. Having it as a fixed_t array also made it clumsy to use and the CenterSpot #define used a potentially dangerous type cast.
This was to resolve some circular dependencies with the portal code.
The most notable changees:
* FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
* split off the parts from p_maputl into a separate header.
* consolidated all blockmap related data into p_blockmap.h
* split off the polyobject parts into po_man.h
The reason for defining them is to be able to fill out the Eternity translation table for GZDoom's Extradata parser.
Most of the new specials are mere specializations of ZDoom's Generic_* functions and occupy positions above 255 to avoid filling up the last remaining free slots available for Hexen format maps.
Allowing action specials greater than 255 required a few changes:
* all access to action specials is now through a small set of access functions.
* Two new PCodes were added to ACC to handle these new specials from scripts.
* a minor change to the network protocol, so netgame and demo version numbers were bumped.
* FS_Execute is now properly defined in p_lnspec.cpp.
Two of the newly added specials - generalizations of the special 'close Door in 30 seconds' and 'raise door in 5 minutes' sector types, will also be available to Hexen format maps. The rest are limited to use in ACS, UDMF and DECORATE.
This also adds 'change' and 'crush' parameters to most Floor_* and Ceiling_* specials, again to match Eternity's feature set.
- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.
This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
This CCMD tried to access the current menu to decide which colors to reset but that is not available at all when this function gets called. It now uses the automap's own CVAR arrays.
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
everything that doesn't look like an actual improvement.
- extended am_drawmapback so that map backgrounds can only be drawn if used with custom colorsets and Raven's, assuming that these sets were specifically made for the accompanying backgrounds.
Mostly preparation to implement a per-mod automap option but also fixes a few minor issues with some colors that are not defined in the original game specific colorsets.
drawing of sprites instead of things/players markers with am_cheat >= 2
possible am_showthingsprites values are:
0 - sprites disabled
1 - static front sprites
2 - animated front sprites
3 - animated sprites with actual things angles
This is because the automap calls it with its own bindings, which effectively cancelled all
doublebindings while the automap was open.
SVN r3354 (trunk)
* By pressing request, allow Linux users to build ZDoom with an FMOD version that doesn't give them 3D sound positioning. :p
* Fixed severe copy-pasta portal copy bug.
* 3D floors hidden by being moved above the ceiling or below the floor will no longer show in the automap.
* Reject TEXTURES scale of 0. They'd do nothing but provoke a division by zero error.
* Maybe fixed Linux compilation?
SVN r3297 (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)