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)
monster speeds. Now it uses fixed point so that an actor's speed property
can always be considered is always fixed point. So DoSetActorProperty()
should scale very slow speeds, just like dehacked's PatchThing() has done
for some time now.
SVN r187 (trunk)
format. Now it calls FTexture::CreateTexture to do proper checks.
- Removed the PickupSound method from FakeInventory and changed it so that
it uses AInventory::PickupSound to store its custom pickup sound.
- Removed the PickupMessage method from FakeInventory. This can be handled
by the standard pickup message code now that it uses the meta data for the
message.
- Fixed: The maximum indices for StrifeTypes were inconsistent. Now the
allowed range is 0-1000 in all situations.
- Fixed: Setting a local SNDINFO for a map deleted all skin based sounds.
- Added a crouchsprite property to the skin info.
- Fixed: Crouching sprites must be checked each frame, not just each tic.
- Added an srand call to D_DoomMain in order to randomize the values returned
by rand which is being used to shuffle the playlist.
SVN r185 (trunk)
- Fixed: A classic decorate FakeInventory's PickupText was never freed.
- Fixed: Colored lights were never freed.
- Fixed: When a dehacked patch was applied, the dehacked StateMap was never
freed.
- Removed termdone checks around atterm(S_ClearSoundData) and
atterm(S_Shutdown) because atterm() already checks for duplicates.
- Fixed: S_ClearSoundData() should unload all sounds before it clears S_sfx.
- Fixed: AltSoundRenderer::LoadSound() didn't check if the sound had already
been loaded and lost the old sound data if it had been.
- Fixed: FinishDehPatch() needlessly duplicated the new DehackedPickup's name.
- Fixed: PatchStrings() allocated a private string and never freed it.
SVN r183 (trunk)
full path of a file in a Zip.
- Fixed: intermusic in MAPINFO was limited to WAD lumps and couldn't handle
external data.
ACS:
- Fixed: Global and World array symbols didn't initialize their array information.
SVN r182 (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)
dialogs.
- Added Thing_Raise special that allows Arch-Vile like resurrections from scripts
or DECORATE states.
- Added a RadiusDamageFactor property for actors. This replaces the hard coded
factor of 0.25 for Hexen's players.
- Added new SpawnProjectile function to ACS. It's the same as Thing_Projectile2
but the projectile is specified by name, not spawn ID.
- Added MAPINFO option to set the compatibility flags. If this is done these
explicit settings will take precedence over the compatflags CVAR.
SVN r164 (trunk)
- Added code to explicitly handle outputting overlapping segs when
building GL nodes with ZDBSP, removing the check that discarded
them early on.
- AddIntersection() should convert to doubles before subtracting the vertex
from the node, not after, to avoid integer overflow. (See cah.wad, MAP12
and MAP13.) A simpler dot product will also suffice for distance calculation.
- Splitters that come too close to a vertex should be avoided. (See cata.wad.)
- Red-Black Tree implementation was broken and colored every node red.
- Moved most of the code for outputting degenerate GL subsectors into another
function.
SVN r160 (trunk)
of its segs thrown away, so the map could not start. This was because the
nodebuilder assumed all subsectors would be 2D and could not handle the
case where a degenerate 1D subsector is created. In this case, that happens
because that map has three polyobjects in the middle of the void, so the only
way to assign them to a subsector is to use a 1D subsector.
SVN r153 (trunk)
were supposed to hate them.
- Since I was editing the file anyway I added checks for Heretic's and Strife's
damaging floor types to DCajunMaster::IsDangerous.
- Added a NULL pointer check to DCajunMaster::TurnToAng because a crash log
indicated that this can happen.
- Fixed: Strife's energy pod contains 20 units when dropped by monsters.
To achieve this I added an Ammo.DropAmount property because there are
no other means to control this from inside a conversation script.
SVN r151 (trunk)
data enough (2 bits instead of 8), so it was super loud and aliased.
- Fixes for GCC 4.1: Several type-punned pointer warnings, but more
importantly, declaring a friend function inside a class body is no longer
enough to declare that function globally; you must declare it again outside
the class.
- Upgraded FArchive::SerializePointer so that it can store 32-bit indices.
- ACS printing pcodes now build their string in an FSttring instead of a fixed
sized buffer on the stack.
SVN r145 (trunk)
re2c instead of "Linking X".
- Updated lemon and re2c to the latest versions and ported dehsupp to use them
for code generation. (Xlatcc is next.)
- Added function level linking for Makefile.mingw.
SVN r144 (trunk)
values to calculate the spawn position.
- Fixed: A_SpawnItem tried to set the spawned actor's angle before checking
the validity of the returned pointer.
SVN r141 (trunk)
- Did some very preliminary support for x64 compiling.
- Now I see why makewad is using the __fastcall calling convention by default:
Because the release zlib is built with it as well.
- Fixed: Conversion from 'const char *' to 'char *' in DEM_SAVEGAME case in
Net_DoCommand().
- Updated the project files for Visual C++ 2005.
SVN r138 (trunk)
be changed is scheduled for destruction.
- Fixed: G_FinishTravel added the player to the hash chain twice.
- Fixed: The animations for Doom's E3 intermission used incorrect patch names.
- Added a check for MF_NOLIFTDROP to PIT_CeilingRaise because the overlapping
bridges in 007LTSD got moved by this function.
SVN r136 (trunk)
- Changed f_finale.cpp/atkstates[] into a static variable, since its
anonymous type prevents it from being accessed from other files anyway.
- Fixed: The behavior of the eventtail advancement in d_net.cpp/CheckAbort()
was compiler-dependant.
- Fixed warnings GCC 4 threw up while compiling re2c and lemon.
- Removed __cdecl from makewad.c again. This is already defined as a builtin
for MinGW, and redefining it produces a warning. (Why is main explicitly
declared __cdecl anyway?)
- Fixed building ccdv-win32 with GCC 4. GCC 4 creates a memcpy call, which
won't work because it doesn't get linked with the standard C library.
SVN r135 (trunk)
- New: Pausing the game (through any means, not just the pause key) now pauses
sound effects as well as music. "PauseMusicInMenus" has been added as a
MAPINFO flag to also pause the music when a menu or the console are open.
SVN r134 (trunk)
- Changed type PClass::FreeIndices to TArray<unsigned int> because that's
the type of the indices.
- Fixed: makewad.c needs __cdecl for non-Windows builds.
- Fixed: FinishThingdef didn't check whether the WeaponClass pointer in
AWeaponPiece was a valid name.
SVN r133 (trunk)
used ZatPointDist instead of PointToDist to calculate the destination
distance for the plane equation.
- Fixed: Sky scroll positions could "jump" once they wrapped past position
32767. An fmod now keeps them within range of the sky textures' real widths.
SVN r132 (trunk)
This prevents the front ceiling from being moved up if there has been no
texture defined to draw on the wall. This makes various parts of The
Darkest Hour render properly again while still allowing the crosses in
heroes2.wad and lamasery.wad to render correctly.
SVN r130 (trunk)
a crash report indicating that an actor being pushed up by a moving floor
had a NULL sector. Since this field should be valid for every actor, the
debug build gets an assert here, and the release build just returns without
doing anything.
- Fixed: Camera textures were not rendered properly when the underlying
canvas's pitch and width were different (which, really, only happens if
you use ridiculously large camera textures).
- Fixed: FCanvasTextureInfo's were never freed.
- Fixed: MAPINFO special action structures were not freed.
- Fixed: FSingleLumpFont::LoadFON2() never freed its widths2 array.
SVN r129 (trunk)
incorrect path was created for voices.wad.
- Fixed: The code building the path for Strife's voices.wad called the
wrong FString constructor.
- Fixed: LS_Thing_SetGoal set MF5_CHASEGOAL in flags, not flags5.
SVN r128 (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)
calculating a non-NULL state. When compiling with Visual C++, states are
stored in the defaults list as byte values, but when compiling with GCC,
they are passed as 32-bit arguments to the function directly. So in VC++,
using ~0 to specify a NULL state appears as 255, but in GCC, it appears as
-1.
SVN r121 (trunk)
memcpy to copy the player structures.
- Fixed compilation with MinGW again and removed most of the new warnings.
And following is the log that I forgot to paste in for the previous commit:
- Changed the memory management for FString. Instead of using a garbage
collected heap, it now uses normal heap calls and reference counting to
implement lazy copying. You may now use bitwise operators to move
(but not copy!) FStrings around in memory. This means that the
CopyForTArray template function is gone, since TArrays can now freely
move their contents around without bothering with their specifics.
There is one important caveat, however. It is not acceptable to blindly 0
an FString's contents. This necessitated the creation of a proper
constructor for player_s so that it can be reset without using memset. I
did a quick scan of all memsets in the source and didn't see anything else
with a similar problem, but it's possible I missed something.
- Fixed: Build tiles were never deallocated.
- Fixed: Using Build's palette.dat only got half the palette right.
SVN r117 (trunk)
other more important message types which have lower priority for some
reason.
- Added a menu option for show_messages after accidentally switching it
off far too often and wondering why no messages appear.
- Added crouching DoomPlayer sprites submitted by Enjay.
- Fixed DF_NO_CROUCH was not checked.
- Fixed: The intermission script parser had some of its cases in the
keyword parser incorrectly sorted.
- Fixed: atterm was still defined to take a STACK_ARGS function argument.
- Added an AltFlash state for weapons.
- Turned FloatSpeed into an actor property and changed the value to 5
for all floating Strife actors, as a comment in the source indicated.
(r114 below):
- Added GZDoom's code for Vavoom slope things because I wanted to test
something with a map from Silent Steel.
- Added nocrouch and allowcrouch MAPINFO commands and a DF_NO_CROUCH
dmflag.
- Added GZDoom's crouching code after cleaning it up so that adding
crouching sprites will be easier.
SVN r115 (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)
longer determined by game. Instead there's a new flag, MF5_BLOODSPLATTER
which is deciding what to do. To keep backwards compatibility this flag
is unset for projectiles in Doom and Strife and set for them in Heretic
and Hexen. The same applies to DECORATE but of course the flag can be
manipulated here.
- BLODxx sprites are now globally renamed to BLUDxx when not playing Doom.
This allows using the same states in every game, including the
Raven-specific blood actors.
- Gave the bullet puff and the axe blood masses of 5 so that the make small
splashes.
- Added A_Light(value) code pointer for DECORATE to generalize the weapon
light effect.
- Added 'noskillmenu' option to MAPINFO episode definitions. This is for
WADs that want to implement a skill selection level.
- Added APROP_ChaseGoal and APROP_Frightened actor properties for ACS.
- Added MF5_CHASEGOAL flag that makes monsters to go after their goal even
if they have a valid target.
- Fixed some issues with the changes to P_NewChaseDir I made to include
MBF's dropoff logic.
- Added a PowerFrightener powerup class. It seemed like such a waste to
have this cool feature but no means to use it in a decent fashion.
- Fixed: S_Init and S_ParseSndInfo should call atterm only once but not
each time they are called.
SVN r112 (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)
height if the floor had moved while they were there before. This was because
the player was spawned on the original copy of the map before the changes to
it were dearchived, so they didn't know about the new floor height.
- Fixed: Calling BaseFileSearch() and letting it fill in the file's extension
didn't work because the space for the path was deallocated before it
returned.
- Guess we're not leak-free yet. Try travelling around in a hub and see that
it leaks. I don't have time to track it down right now.
SVN r107 (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)
taller than 256 pixels. There was a very slight performance hit for this,
but I was able to tweak mvlineasm4 to make it approximately as fast as
before. Interestingly, maskwallscan manages to be nearly as fast as
wallscan despite having to check every pixel for transparency. I'm
tempted to dump all the old masked rendering code and use
(trans)maskwallscan for everything for the sake of simplicity: Only
two functions to maintain for each render style, and much less
complicated supporting code. Currently, I need five different functions
for each rendering style: One traditional column-at-a-time style like
Doom did it originally, two for rt_draw4cols, and two for transmaskwallscan.
(Right now, I have cheated, and just done the ones that can be used
by walls for transmaskwallscan, so the actual number of different functions
isn't quite so high.) For small textures, such as font characters and
far-away sprites, I'm sure maskwallscan is faster than the current code.
For large textures, it's probably still competitive even if it isn't faster.
But considering how similar wallscan and maskwallscan perform, the
difference is probably pretty minimal, and maskwallscan still might come
out ahead due to its simpler overhead.
SVN r105 (trunk)
string. With strings being passed as names this is unsafe.
- Removed unused parameter types from the function parameter parser for
DECORATE.
- Changed: All actor name parameters in DECORATE are now passed as
FNames, not as strings.
- Fixed: The MAPINFO parser stored the RedirectType as a type pointer.
But at this point DECORATE hasn't been read yet so this was limited to
the internal classes.
- Fixed: TXT_NEED_IDCARD wasn't terminated with a ';'.
- Fixed: Strife's DeadRebel was missing its DoomEdNum.
- With names as type identifiers it is no longer necessary to remap
the monster types to internal constants in A_BossDeath.
- Fixed: A_BossDeath got the string from a name - just to get a name from
the string. Using the name directly is sufficient.
SVN r103 (trunk)
Valgrind seems to say so.
- Fixed: The FWadCollection destructor needs to use free to free the LumpInfo
and Wads arrays.
- Fixed: The ColorMapKiller needs to use the delete[] form of delete.
- Fixed: FConfigFile::ClearCurrentSection() should be calling the delete[] form
of delete to free the entry.
- Fixed: FPatchTexture::MakeTexture() does not need to blindly recreate the
Spans if they already exist.
- Fixed: The FMultiPatchTexture destructor did not call its Unload() method.
- Restored the original padding calculation to FMultiPatchTexture::MakeTexture().
I believe the Valgrind errors were caused by accessing off the end of the
screen buffer, not from accessing off the end of a texture.
SVN r98 (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)
- Fixed: The animated door parser was still leaking memory when it encountered
an invalid animation due to missing textures.
- Fixed: The music volume list wasn't freed.
- Fixed: The image for WADs that were loaded from inside Zips was never freed.
SVN r92 (trunk)
- Fixed: Names in terrain definitions were never freed. Replacing them with
FNames would have been a good idea anyway.
- Fixed: The lock definitions were never freed.
- Fixed: FDoorAnimation was missing a destructor.
- Fixed: animation and switch definitions were never freed.
- Replaced all other places where FindType was used with FNames with
IFindType.
SVN r90 (trunk)
- Fixed: If you want to use a name as the missile parameter for the basic
attack functions the type search in DoAttack must be case insensitive.
- Fixed: APowerup::DoEffect must do more thorough checks before resetting
the fixed colormap.
SVN r89 (trunk)
- Fixed: FDoomEdMap needed a destructor.
- Fixed: Decal animators were never freed.
- Fixed: Colormaps were never freed.
- Fixed: Memory allocated in R_InitTranslationTables() was never freed.
- Fixed: R_InitParticles() allocated way more memory than it needed to. (And the
particle memory was never freed, either.)
- Fixed: FMetaTable::FreeMeta() should use delete[] to free string metadata.
- Fixed: FConfigFile::ClearCurrentSection() must cast the entry to a char *
before deleting it, because that's the way it was allocated.
- Fixed definitions of DeadZombieMan and DeadShotgunGuy in doom/deadthings.txt.
Skip_super resets the dropitem list, so having it after "DropItem None" is
pointless.
- Fixed: Decorate DropItem information was never freed.
- Fixed: FinishStates() allocated even 0-entry state arrays.
- Fixed: Default actor instances were never freed.
- Fixed: FRandomSoundList never freed its sound list.
- Fixed: Level and cluster strings read from MAPINFO were never freed.
- Fixed: Episode names were never freed.
- Fixed: InverseColormap and GoldColormap were never freed. Since they're always
allocated, they can just be arrays rather than pointers.
- Fixed: FFont destructor never freed any of the character data or the font's name.
- Fixed: Fonts were not freed at exit.
- Fixed: FStringTable::LoadLanguage() did not call SC_Close().
- Fixed: When using the -iwad parameter, IdentifyVersion() did not release the
buffer it created to hold the parameter's path.
SVN r88 (trunk)
- Fixed: Although TypeInfos are now deleted at exit, their FlatPointers or ActorInfo
data was not freed. I chose not to use a destructor to handle this, because then it
would no longer be a POD type that can be statically initialized.
- Fixed: Aliases were not deleted at exit.
- Fixed: FWadCollection did not free its hash tables, lump info, full names, or the
list of open files when destroyed.
SVN r85 (trunk)
- Added a misc/secret sound definition for Heretic.
- Fixed: Powered up weapons were not properly deselected when the level ended
and their ready state was different from the main weapon's.
- Made some improvements to A_CountdownArg.
- Removed the 'Yes', 'No' and 'Greetings' state assignment commands. They haven't
been documented and thus haven't been used at all so far. Therefore they don't
need to be handled considering that they will go away anyway.
- Changed the DECORATE state parser so that Stop can also be specified right after
a label, in addition to goto.
SVN r84 (trunk)
- Converted a_zombie.cpp and most of a_strifestuff.cpp to DECORATE.
- Converted a_strifekeys.cpp to DECORATE and moved the pickup messages to the
string table.
- Removed the WIF_HITS_GHOSTS weapon flag and replaced it with MF2_THRUGHOST.
There is no need to keep two flags around with virtually the same meaning.
- Changed the ShadowArmor to use the VISIBILITYPULSE flag to change its translucency.
It looks much better now than the cheap code pointer based blinking it used before.
- Converted most of a_strifeitems.cpp to DECORATE and moved the pickup messages
to the string table.
- Converted a_strifearmor.cpp to DECORATE and moved the pickup messages to the
string table.
- Moved the messages for killing spectres to the string table.
- Converted the quest items to DECORATE. Also changed A_GiveQuestItem to get
the messages it prints from the string table instead of the quest item's tag
string.
May 5, 2006 (Changes by Graf Zahl)
- Removed the hopelessly outdated thingdef_doc.txt file from the repository.
- Converted a_peasant.cpp and a_ratbuddy.cpp to DECORATE.
- Fixed: C_DoKey didn't treat an empty string as 'no binding' when checking for
valid double bindings.
- Converted a_merchants.cpp to DECORATE.
- Added MF5_NODAMAGE flag to generalize the behavior of Strife's merchants which
can be shot but take no damage from getting hurt.
- Converted a_beggars.cpp to DECORATE.
- Added an Inventory.GiveQuest property. This makes it possible to define all of
Strife's original items that also give a quest item in DECORATE but it is also
useful to define items like the ones in Day of the Acolyte without ugly workarounds.
- Added a Tag property and Strife teaser conversation IDs to DECORATE so now it is
possible to define many of Strife's items.
- Added a FastSpeed property to DECORATE so that projectiles can finally be
assigned a higher speed for fast mode.
- Added a ACS_LockedExecuteDoor special. It is basically the same as the existing
ACS_LockedExecute but it uses the 'door' message instead of 'remote'. This
cannot be integrated into ACS_LockedExecute because all its arguments are already
in use.
- Added a fully customizable A_CustomMeleeAttack function for DECORATE.
SVN r83 (trunk)
- The CRT no longer detects any memory leaks when I run to the IWAD picker and quit.
- Fixed: The memory used to hold the path to zdoom.wad/.pk3 was not freed if
the IWAD picker was cancelled.
- Fixed: Some implementations of cvar->GetGenericRep (CVAR_String) returned a
statically allocated string and others returned a dynamically allocated string.
To be consistant, they should all be static.
- Fixed: DObject also has three static TArrays that should not be explicitly
initialized: Objects, FreeIndices, and ToDestroy.
- Added a new do-nothing constructor for TArray that can be used for BSS objects
that are manipulated before startup. Specifically, this was added because
C_AddTabCommand() is called before main, but the TabCommands constructor is
called after the array already has over 100 entries in it, orphaning everything
that was already inserted. And since the code is much nicer-looking now, I didn't
want to revert to the old non-TArray version.
This could also have been used to fix FName, but I consider the current
implementation to be better than the old one, so I'm leaving it as-is.
- Fixed: Scanned IWAD paths were not freed if you exited without selecting one.
- Fixed: Dynamically allocated cvars were not freed on exit.
- Fixed: FConfigFile's destructor did not free space used for Values.
SVN r82 (trunk)
without any explicit constructors being called.
- Fixed: ZTwinedTorchUnlit, ZWallTorchUnlit, ZFireBullUnlit, and ZCauldronUnlit
were missing game filters.
SVN r79 (trunk)
- Converted A_Hexendecorations.cpp
- Changed the lower decal spawning code to transfer the main decal's color if
the lower decal's default color is the same as the main decal's.
- Changed the decal stretcher back to use the specified size parameters as a
scaling factor and not a destination size because this is more consistent with
the rest of the decal code. Also adjusted the blood smear definition in DECALDEF
and the description in the Wiki for this.
- Added Jim's most recent fixes.
SVN r77 (trunk)
- Fixed some functions that were declared as taking size_t's but defined as taking
unsigned ints.
- Added a dummy object to delete sound environments on exit.
- Fixed: FWarpTexture did not delete its Spans when destroyed.
- Changed wadclusterinfos and wadlevelinfos arrays into TArrays.
- Added the TypeInfo::AutoTypeInfoPtr for TypeInfo::m_RuntimeActors so they can
be automatically deleted.
- Changed TypeInfo::m_Types into a TArray so it will be automatically deleted
on exit.
- Fixed: TArray::Resize() did not deconstruct entries when shrinking the array.
- Changed TArray::Push() so that it calls Grow() instead of duplicating the growth
calculations itself.
- Calling TArray::Grow() for a small amount when the array is short should grow it
a bit more than it was doing.
SVN r76 (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)
its tiles are loaded from the same directory.
- RFF files now load their entire directories into the lumplist.
- Added char * and const char * type coversions for FString, so FStrings can be
freely passed to functions expecting C strings. (Except varargs functions,
which still require manually fetching the C string out of it.)
- Renamed the name class to FName.
- Renamed the string class to FString to emphasize that it is not std::string.
SVN r74 (trunk)
- Removed doom.x, heretic.x and strife.x from the SVN repository. These
are generated files.
- Fixed: A_PainDie has to check whether a valid target exists before
calling IsFriend.
- Fixed: FDecalLib::FindAnimator needs a signed counter to work properly.
May 1, 2006 (Changes by Graf Zahl)
- Added support for game specific pickup messages, if only to be able
to define Raven's invulnerability item in DECORATE.
- Removed A_TreeDeath because it is no longer used.
- Fixed: When picking up a PowerupGiver for an active powerup the
blend color and the duration were transferred to a temorary item
and never took effect. They have to be trnasferred to the newly created
powerup item before trying to give it to the player, not afterward.
- Made the colormap of the InvulnerabilitySphere item specific.
The base power class still needs to have its color adjusted
per game though and since Raven's invulnerability item is used in both
Hexen and Heretic it can't define its own colormap/blend.
- Separated the invulnerability colormaps from the game being played
and made them item specific. They can also be specified as regular
blend colors in DECORATE now.
- Converted a_hereticarmor.cpp and most of a_doomartifacts.cpp,
a_hereticartifacts.cpp and a_heretickeys.cpp to DECORATE.
- Changed the Soulsphere to be a real health item with the Dehacked
modifications made in d_dehacked.cpp as for most other items which
need to be adjusted.
- Added IF_BIGPOWERUP flag to AInventory to expose the RESPAWN_SUPER
dmflag to DECORATE. Also removed the now obsolete ShouldRespawn methods
from AInvulnerabilitySphere and ABlurSphere.
- Converted a_splashes.cpp to DECORATE.
- Converted most of a_debris.cpp to DECORATE.
SVN r73 (trunk)
group file, but the -bpal parameter remains for now.
- Made loading of Build art tiles automatic if they are found inside a group
file. Removed the corresponding command-line parameter.
- Added support for Ken Silverman's group files.
SVN r72 (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)
- Fixed the issues with .96x's railgun code and added it to the current
version.
- Fixed: Setting of the friendly Minotaur's angle was inconsistent and
could cause it to move backwards in a féw situation.
- Fixed: The minotaur did checks for type by checking for the MF_FRIENDLY
flag, not by checking for the actor class. That made it impossible to
spawn friendly 'normal' minotaurs.
- Moved a few virtual methods which are only applicable to the friendly
minotaur to AMinotaurFriend.
- Fixed: The friendly minotaur checked the master's health instead of
the target's when deciding whether to switch targets. Replaced with
MF4_NOTARGETSWITCH.
- Fixed: maybedrawnow must not draw the console unless the background
texture has been set up.
SVN r66 (trunk)