methods. Analog axes now respond Button_Speed and cl_run in exactly the
same way as digital buttons do.
- Changed rounding slightly for analog axis -> integer in G_BuildTiccmd().
- Fixed: FXInputController::ProcessThumbstick() was slightly off when it
converted to the range [-1.0,+1.0].
SVN r1733 (trunk)
the same as the next new skill defined, if neither definition explicitly set
the value for ACSReturn.
- Added a DefaultSkill property. Adding it to a skill will cause that skill
to be the default one selected in the menu. If none is specified as the
default, then the middle skill is the default.
SVN r1731 (trunk)
numerically next to the slider.
- The minimum value for m_yaw, m_pitch, m_forward, and m_side from the
menu has been dropped from 0.5 to 0, so those particular mouse motions can
be disabled entirely without using the console.
SVN r1729 (trunk)
and a list of all attached controllers, and a second level for configuring
an individual controller.
- Fixed: Pressing Up at the top of a menu with more lines than fit on screen
would find an incorrect bottom position if the menu had a custom top height.
- Added the cvars joy_dinput, joy_ps2raw, and joy_xinput to enable/disable
specific game controller input systems independant of each other.
- Device change broadcasts are now sent to the Doom event queue, so
device scanning can be handled in one common place.
- Added a fast version of IsXInputDevice that uses the Raw Input device
list, because querying WMI for this information is painfully slow.
- Added support for compiling with FMOD Ex 4.26+ and running the game
with an older DLL. This combination will now produce sound.
SVN r1717 (trunk)
* A_SentinelAttack must check for a NULL target
* Monsters with CANTLEAVEFLOORPIC could not move because their floor
texture was not initialized.
SVN r1715 (trunk)
level to end when in a sector of type 'end level when health below 10'.
- Fixed: The 'kill' cheat set the player to nonshootable even if it did not
succeed.
SVN r1714 (trunk)
missiles.) Also added PPF_NOTHRUSTWHILEINVUL to prevent invulnerable players
from being thrusted while taking damage. (Non-players were already
unthrusted.)
SVN r1695 (trunk)
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.
SVN r1689 (trunk)
maintains its own FOV scale independent from any other weapons the player
may have.
- Fixed: When parsing DECORATE functions that were not exported, the parser
crashed after giving you the warning.
SVN r1688 (trunk)
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
SVN r1686 (trunk)
and loading, XInput, allow axes to be used as buttons (for the Xbox
controller's trigger buttons), allow the joystick to move through the
menus, and my PS2 adapter which has no Vista x64 drivers.
* I'm sure SDL is broken again. Don't bother reporting it, because I already know.
SVN r1680 (trunk)
members into 32 bits so that it can be stored in a plain old int without
any transformations. The transformation coord -> int -> coord was
destructive if the coordinate value was negative, causing the final
coordinate to be centered even if the original was not.
SVN r1678 (trunk)
took far too long to reach this point.) Manual axis configuration is
currently disabled, since I need to rewrite that, too. The eventual point of
this is that the code will be modular enough that I can just plop in
routines for XInput controllers and driver-less PlayStation 2 adapters
without much fuss, since the old joystick code was very much DirectInput-
centric.
SVN r1672 (trunk)
one for each call.
- Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give.
- fixed: FRandom::Random2(int mask) must return the difference between 2 byte values
for compatibility.
- fixed: The sound name world/volcano/shoot was accidentally destroyed in the source.
SVN r1671 (trunk)
a Minotaur couldn't spawn floor flames when standing in water having its
feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
come from the same definition unit (i.e both containing file and use type
are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
to use floats to prevent overflows. The prevention of the overflows was the
only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.
SVN r1668 (trunk)
loaded as if they had one more lump with that end marker. This matches the
behaviour of previously released ZDooms. (The warning is still present, so
there's no excuse to release more wads like this.)
SVN r1667 (trunk)
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
SVN r1661 (trunk)