Commit graph

137 commits

Author SHA1 Message Date
Christoph Oelckers
be1a00c537 Merge branch 'maint' 2013-08-12 20:42:21 +02:00
Christoph Oelckers
f2c250d35d - flags7 variable added to AActor. 2013-08-12 20:09:21 +02:00
Christoph Oelckers
21bce3b0c4 Merge branch 'maint' 2013-08-09 12:51:26 +02:00
Christoph Oelckers
34b71baad1 - added Player.Aircapacity property which is used as a multiplier for the level's air supply. 2013-08-09 11:57:14 +02:00
Edoardo Prezioso
4ce0574b3f - Use a more conformant C++ preprocessor macro identifier for Unix systems.
The 'unix' identifier isn't defined when '-std' is passed to the compiler (tested with gcc and clang), so use '__unix__' which is well enough documented.
2013-07-30 11:46:14 +02:00
Christoph Oelckers
83bd8ba1b8 - added NeuralStunner's player.userange submission, but changed it to use the value directly from the PlayerPawn data.
- bumped savegame version for addition of APlayerPawn::userange.
2013-07-22 22:37:50 +02:00
Christoph Oelckers
94a3d92f93 Merge branch 'maint' 2013-06-24 16:49:51 +02:00
Christoph Oelckers
9f253ccae3 - fixed: Application of inflictor's death damage type was done too late and missed a few spots where it needed.
- fixed: DamageTypeReceived was not serialized.
- fixed: The check for unhandled damage type was rendered ineffective by the old code handling the DeathType.
2013-06-24 15:40:17 +02:00
Randy Heit
7531191ffe Get fixed SAVESIG from maint. 2013-06-23 18:14:39 -05:00
Randy Heit
03d2b79bfd - Fixed: SAVEVERSTRINGIFY macros were wrong. 2013-06-23 18:14:29 -05:00
Randy Heit
54f06739d0 Set master banch up as 2.8pre and maint branch for 2.7.x 2013-06-22 22:44:48 -05:00
Randy Heit
98ac224e53 - Use gitinfo.h instead of svnrevision.h for versioning.
- Use functions in gitinfo.cpp to retrieve the strings from gitinfo.h so
  that changes to gitinfo.h only require recompiling one file instead of
  several.
2013-06-22 21:49:51 -05:00
Randy Heit
9510525fdf - Bump up to 2.7.0.
SVN r4339 (trunk)
2013-06-08 02:20:37 +00:00
Randy Heit
5b65b3ebdf - Bumped NETGAMEVERSION, which should have been done when I changed the order uservars were sent
during netgame initialization.

SVN r4338 (trunk)
2013-06-08 02:18:23 +00:00
Braden Obrzut
67f64081d0 - Changed unix config directory from ~/.zdoom to ~/.config/zdoom to comply with Ubuntu Software Centre guidelines.
SVN r3797 (trunk)
2012-07-30 09:31:04 +00:00
Randy Heit
44496e142a - Let's go ahead and bump the version in trunk.
SVN r3735 (trunk)
2012-07-05 22:05:42 +00:00
Randy Heit
e5dfb6f42b - This hasn't been 2.5.0 for ages...
SVN r3709 (trunk)
2012-06-24 04:06:05 +00:00
Randy Heit
dd21e7d2b8 - Forgot to save this before last commit.
SVN r3467 (trunk)
2012-03-22 22:39:42 +00:00
Randy Heit
77c663a9b8 - In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
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)
2012-03-17 00:52:33 +00:00
Randy Heit
58f7e72d1b - Restored savegame compatibility that was removed in r3427.
SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Christoph Oelckers
e4880d162f - added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
- 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)
2012-03-11 09:08:35 +00:00
Randy Heit
8f516a1007 - Added pukename console command. This is mostly the same as puke, except the scripts are
named, and to run a script using ACS_ExecuteAlways, you need to add "always" after the script
  name but before any arguments. e.g.:
    pukename "A Script" 1
  Will run the script "A Script" with a single argument of 1, provided the script is not 
  already running.
    pukename "A Script" always 1
  Will always run the script "A Script" with a single argument of 1.

SVN r3365 (trunk)
2012-02-16 22:13:46 +00:00
Randy Heit
8e8331d44c - Fixed: Pressing a key to advance an intermission screen only worked on
the local computer.



SVN r3328 (trunk)
2011-12-06 02:51:32 +00:00
Randy Heit
43fed9dc89 - Need to bump demo/gameversion due to DEM_SETPITCHLIMIT. MINDEMOVERSION also
needs to be touched, since the default limits are now 0.



SVN r3325 (trunk)
2011-12-06 01:30:48 +00:00
Christoph Oelckers
789c937635 - use FSharedStringArena to handle AActor's tag strings properly. They were names before which are not case sensitive and could cause problems.
- fixed FSharedStringArena::FreeAll did not NULL TopBlock.
- bumped savegame version for above changes.


SVN r3100 (trunk)
2011-01-12 00:17:13 +00:00
Randy Heit
46ad4ec4bd - Added "special" console command for executing action specials.
- Fixed buffer overflow attack for DEM_RUNSCRIPT(2).

SVN r3088 (trunk)
2011-01-02 18:54:57 +00:00
Christoph Oelckers
e90b86acce - added 'player.flechettetype' property so that the appropriate flechette type can be set per player class.
- bumped savegame version for flechette type changes.

SVN r3085 (trunk)
2011-01-01 11:16:46 +00:00
Christoph Oelckers
0715b7dfc6 - cleaned up switch code and fixed several problems:
* 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)
2010-12-12 15:43:35 +00:00
Christoph Oelckers
1f43f4e961 - Added DavidPH's AProp_ScaleX/Y / A_SetScale submission.
SVN r3000 (trunk)
2010-11-08 00:01:21 +00:00
Christoph Oelckers
332d9b9ad1 - Changed savegame versioning for SVN-less builds to use a SAVEVER value of 999999 so that it is guaranteed that such a build can load its own savegames - even if it is at the cost of losing the ability to handle older savegames. People should build ZDoom with revision info anyway. ;)
SVN r2997 (trunk)
2010-11-07 23:48:55 +00:00
Randy Heit
ed5a8e597c - Version bump to 2.5.0.
SVN r2507 (trunk)
2010-08-11 04:01:26 +00:00
Christoph Oelckers
1df19e6375 - last fix was incomplete.
SVN r2156 (trunk)
2010-02-12 23:18:41 +00:00
Randy Heit
71b75f0d7a - Consolidated all conversation reply handling into a single function executed on all
machines, so when an NPC need to show the "enough" response, it has enough
  information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().


SVN r2120 (trunk)
2010-01-22 05:17:57 +00:00
Randy Heit
038d99aea4 - Version bump to 2.4.0.
SVN r2065 (trunk)
2010-01-01 01:57:48 +00:00
Christoph Oelckers
5822729943 - Fixed: The deprecated flag handler for the old bounce flags needs to clear
BOUNCE_MBF and BOUNCE_UseSeeSound, too, when clearing one of these flags.
- Fixed: When adding the AVOIDMELEE code the code was accidentally changed so that
  friendly monsters could no longer acquire targets by themselves.
- Renamed WIF_BOT_MELEE to WIF_MELEEWEAPON because it's no longer a bot only flag.
- Added MBF's monster_backing feature as an actor flag: AVOIDMELEE.


SVN r1848 (trunk)
2009-09-16 21:03:09 +00:00
Christoph Oelckers
a59de25107 - Next round of things from Gez's experimental build:
* MBF's dog (definition only, no sprites yet.)
  * User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
  * Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.


SVN r1823 (trunk)
2009-09-14 21:41:44 +00:00
Christoph Oelckers
238d4c3fac - More things from Gez's experimental build:
* info CCMD to print extended actor information (not fully implemented yet)
  * summonmbf CCMD.
  * Beta BFG code pointer (but not the related missiles yet.)
  * PowerInvisibility enhancements.
  * ScoreItem with one significant change: Added a score variable that can be
    checked through ACS and DECORATE. The engine itself will do nothing with it.
  * Nailgun option for A_Explode.
  * A_PrintBold and A_Log.
  * A_SetSpecial.


SVN r1819 (trunk)
2009-09-14 19:44:14 +00:00
Randy Heit
66920536d9 - Look for files in Mac-like places on Macs.
- Fixed: The non-Windows CreatePath can fail if part of the path already
  exists, because mkdir will return an error code for trying to recreate
  an existing directory.



SVN r1814 (trunk)
2009-09-09 17:12:47 +00:00
Christoph Oelckers
44974ff28f - made menu dimming a mapping option but kept the CVARS as user override.
SVN r1790 (trunk)
2009-09-04 22:25:46 +00:00
Christoph Oelckers
00f88610ac - Added kgsws's SummonActor enhancement and bumped netgame and demo versions
because this submission changes an existing command.



SVN r1749 (trunk)
2009-08-03 20:40:45 +00:00
Christoph Oelckers
a1aba60d8d - Added Hirogen2's unlimited pickup patch.
- Added railgun performance customization CVARs by Spleen.
- Added aspect ratio override submission by SoulPriestess.



SVN r1643 (trunk)
2009-06-06 15:21:57 +00:00
Christoph Oelckers
8c3a816428 - Added Gez's GetArmorType submission
SVN r1636 (trunk)
2009-06-05 20:23:47 +00:00
Christoph Oelckers
9c4cbedc26 - Added 'EndTitle' nextmap option which goes to the regular title loop after
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
  targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
  by setting the level's air supply to 0.

SVN r1619 (trunk)
2009-05-30 08:56:40 +00:00
Christoph Oelckers
e61b4b3c76 - Fixed: A_CountdownArg and A_Die must ensure a certain kill.
- Changed bounce flags into a property and added real bouncing sound properties.
  Compatibility modes to preserve use of the SeeSound are present and the old
  flags map to these.


SVN r1599 (trunk)
2009-05-23 08:30:36 +00:00
Christoph Oelckers
b55ca6ffaa - Fixed: Monsters should not check the inventory for damage absorbtion when
they have the MF5_NODAMAGE flag set.
- Added patch for saving automap zoom.


SVN r1587 (trunk)
2009-05-15 22:06:44 +00:00
Christoph Oelckers
a732687548 - Changed APlayerPawn::DamageFade to a PalEntry from 3 floats.
- Removed #pragma warnings from cmdlib.h and fixed the places where they were 
  still triggered.
  These #pragmas were responsible for >90% of the GCC warnings that were not
  listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
  parameter handling of the sound functions for attenuation was changed.
  Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values. 
  Also added the option to specify attenuation with direct values in addition 
  to the predefined names.

SVN r1583 (trunk)
2009-05-15 10:39:40 +00:00
Randy Heit
7371c4a516 - Changed random seed initialization so that it uses the system's
cryptographically secure random number generator, if available, instead
  of the current time.
- Changed the random number generator from Lee Killough's algorithm to the
  SFMT607 variant of the Mersenne Twister.

SVN r1507 (trunk)
2009-03-27 04:49:17 +00:00
Randy Heit
6236074684 - Version bump to 2.3.1.
SVN r1479 (trunk)
2009-03-15 01:42:45 +00:00
Randy Heit
fc4bf2f647 Version bump.
SVN r1454 (trunk)
2009-03-01 03:02:40 +00:00
Christoph Oelckers
42ac64d964 - Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical 
  momentum the initial pull is supposed to be twice as strong as when 
  vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
  tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes. 
  There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small 
  Raven health item, 2 a large Raven health item and 3 a Strife item.



SVN r1452 (trunk)
2009-02-28 21:38:20 +00:00