Commit Graph

12 Commits

Author SHA1 Message Date
Randy Heit 78890d57bc - Fixed: Screenwipes now pause sounds, since there can be sounds playing
during it.
- UI sounds are now omitted from savegames.
- Fixed: Menu sounds had been restricted to one at a time again.
- Moved the P_SerializeSounds() call to the end of G_SerializeLevel() so that
  it will occur after the players are loaded.
- Added fixes from FreeBSD for 0-length and very large string buffers
  passed to myvsnprintf.


SVN r1063 (trunk)
2008-07-05 03:32:44 +00:00
Christoph Oelckers acab6d9b30 - While doing the interpolation rewrite I noticed that DScroller and DPolyAction
were doing some things in their destructor that needed to be done in the
  Destroy method.
- Rewrote the interpolation code. Interpolations are no longer some objects
  that are separate from the rest of the engine. Instead, they are owned by
  the thinkers starting them. Also, polyobjects only spawn a single interpolation
  for each polyobject instead of a single one for each vertex.
  Also, different types of interpolation objects are used for different types
  of interpolation so that they can do some additional work if eventually needed.


SVN r1018 (trunk)
2008-06-04 17:53:15 +00:00
Randy Heit 776d89428d - Changed D3DFB to explicitly request double buffering instead of assuming
that the drivers will treat a BackBufferCount of 0 as a request for
  double buffering.
- Fixed: Unsetting a cvar did not remove it from the list of tab
  completions.
- Added "" as a synonym for "nullimage" in SBARINFO.
- Fixed: MAKESAVESIG's stringifier in version.h did not work as expected.
  It stringified the passed macro name, not the value of the macro.
- Moved DCajunMaster off the DObject hierarchy.
- Changed DCajunMaster::getspawned into a TArray of FStrings. It was
  mysteriously being left pointing to uninitialized memory during the
  final GC at exit and crashing.
- Fixed: The code that removed hexdd.wad from the list of IWADs when
  hexen.wad was not present did not work.


SVN r861 (trunk)
2008-03-28 00:38:17 +00:00
Christoph Oelckers 997533e0c8 - Fixed: DCajunMaster::End was missing a write barrier for getspawned. The
same problem in D_DoomMain.
- Made bglobal a pointer because it was causing problems with the garbage 
  collector.


SVN r859 (trunk)
2008-03-27 22:37:13 +00:00
Randy Heit 0adaaeb5d7 - Fixed: Using the freeze command would make the Revenant missiles switch
their seekingness. The only sane way to deal with this seemed to be to
  sync the freeze changes with the timer check in A_Tracer(), so that's what
  I did: Freeze mode only changes every four tics now.


SVN r583 (trunk)
2007-12-06 23:17:38 +00:00
Christoph Oelckers d60a5ee1b9 - added Skulltag's custom F1 help screen MAPINFO option.
- Fixed: Resurrecting a player must restore all flags words, not just the first one.
- Fixed: APowerWeaponLevel2::EndEffect must check PendingWeapon for WP_NOCHANGE.
- added Skulltag's high jump rune as a powerup
- Added Skulltag's Drain and Regeneration runes as powerups and used specific player
  sounds for their sound effects instead of using misc/i_pkup.
  (If I ever decide to implement runes it will be in a way that can use the regular
  powerups instead of having to define specific classes for them.)
- Added Skulltag's PowerQuadDamage and PowerQuarterDamage as more customizable
  PowerDamage and PowerProtection. These new powerups allow free customization of
  the damage modification per damage type by inheriting from these classes and
  setting specific values. Such derived damage/protection powerups will be considered
  as separate powers so that for example a QuadDamage and a DoubleDamage item can be
  stacked which would result in 8x damage.
- merged player_t::cheats and player_t::Powers into one variable.


SVN r529 (trunk)
2007-05-10 22:22:38 +00:00
Christoph Oelckers 12c122a7dd - Fixed: player_t::Powers was not saved in a savegame.
- Removed all unused PW_* player power flags.
- Added Skulltag's TimeFreezer powerup.


SVN r527 (trunk)
2007-05-01 15:09:44 +00:00
Randy Heit 4de9e98fd1 - Fixed: DEM_WIPEON/OFF commands should be ignored during demo playback and
not pause the game, or the whole thing will be out of sync.


SVN r489 (trunk)
2007-02-20 00:05:42 +00:00
Randy Heit ecc45d5d6e - Added two new net commands: DEM_WIPEON and DEM_WIPEOFF. They keep track of
when a player is going through a screen wipe and act like a pause, so the
  game doesn't run several tics afterward to catch up with it.


SVN r485 (trunk)
2007-02-15 00:01:21 +00:00
Randy Heit 62b7dd3efc - Fixed default.cbd and Makefile.mingw for current code state.
- 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)
2006-05-21 02:10:16 +00:00
Christoph Oelckers 25f90d6221 SVN r27 (trunk) 2006-04-11 16:27:41 +00:00
Randy Heit cf11cbdb30 Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
2006-02-24 04:48:15 +00:00