defaults to 200. Setting it to 0 will restore the previous behavior of having no frame rate
limit. Note that vid_maxfps 35 is NOT the same as cl_capfps 1. cl_capfps caps the frame rate
by tying the video update directly to the game timer. With vid_maxfps 35, the video update and
game timer are running on separate timers, and results will not be as good as with cl_capfps 1,
which uses only one timer.
SVN r3872 (trunk)
- Fixed: Don't access class metadata at all in DObject::PropagateMark if the type system is shutdown.
- Fixed: If FCompressedMemFile::Reopen() fails, then it would try to double-free memory when deleted.
SVN r3688 (trunk)
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (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)
Zipdir is not doing byte swapping like it should. zdoom.ini is stored
in ~/Preferences, but all other file accesses are probably going to be
like Windows and look in the same directory as the executable.
SVN r1786 (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)
- Added oleaut32.lib as an explicit library in the VC Proj, since the 2005 Express Edition
doesn't include it implicitly the way the other versions do.
SVN r1673 (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)