- 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.
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)
- added missing TRXTCOLOR_CYAN #define.
- changed bridge things to be completely immobile towards sector plane movement. This problem again reared its ugly head in 007LTSD where the oversized bridges got messed up by some opening doors and lowering lifts. Now any plane trying to move such a thing will get blocked. Moving these things by other means still works normally, of course
SVN r3013 (trunk)
invalid for net games. hxvisit was erroneously accepted for net games
before, which it shouldn't have, since it's basically idclev for Hexen.
SVN r1881 (trunk)
* 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)
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)
- 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)
- Fixed: Most Linux filesystems do not fill in d_type for scandir(), so we
cannot rely on it to detect directories.
- Added NicePath() function to perform shell-style ~ substitution on path
names.
- Changed the default screenshot directory on Unix to ~/.zdoom/screenshots/.
- Added -shotdir command line option to temporarily override the
screenshot_dir cvar.
SVN r1413 (trunk)
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.
SVN r1393 (trunk)
vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
of assuming a symbolic link has been placed for the latest version. It can
also find a non-installed copy of FMOD if it is placed local to the ZDoom
source tree.
SVN r1373 (trunk)
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)
they were outside the blockmap. This could cause extreme delays if an
iteration started outside the valid boundaries.
- added nextmap and nextsecret CCMDs.
SVN r924 (trunk)
to handle M4 and 5 in Doom and Heretic.
- Added P_CheckMapData functions and replaced all calls to P_OpenMapData that
only checked for a map's presence with it.
- Added Martin Howe's player statusbar face submission.
- Added an 'adddefaultmap' option for MAPINFO. This is the same as 'defaultmap'
but keeps all existing information in the default and just adds to it. This
is needed because Hexen and Strife set some information in their base
MAPINFO and using 'defaultmap' in a PWAD would override that.
- Fixed: Using MAPINFO's f1 option could cause memory leaks.
- Added option to load lumps by full name to several places:
* Finale texts loaded from a text lump
* Demos
* Local SNDINFOs
* Local SNDSEQs
* Image names in FONTDEFS
* intermission script names
- Changed the STCFN121 handling. The character is not an 'I' but a '|' so
instead of discarding it it should be inserted at position 124.
- Renamed indexfont.fon to indexfont so that I could remove a special case
from V_GetFont that was just added for this one font.
- Added a 'dumpspawnedthings' CVAR that enables a listing of all things in
the map and the actor type they spawned.
SVN r882 (trunk)
- The net arbitrator can add or remove players to an access list so they
can or cannot control game settings:
* net_addcontroller <player number> - Adds a player to the control list. Only net arbitrators have access to this command.
* net_removecontroller <player number> - Removes a player from the control list. Only net arbitrators have access to this command.
* net_listcontrollers - Lists the players who are able to control the game settings.
- Fixed: The 'Printf'' occurrences in the 'addplayerclass' console command were all missing a '\n' at the end.
- Enhanced the 'playerinfo' console command so more information about each setting is shown.
SVN r750 (trunk)
- Added .txt files to the list of types (wad, zip, and pk3) that can be
loaded without listing them after -file.
- Fonts that are created by the ACS setfont command to wrap a texture now
support animated textures.
- FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn
with the hardware 2D path instead of being restricted to the game palette.
- Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1
on a Radeon 9000.
- Added back the off-by-one palette handling, but in a much more limited
scope than before. The skipped entry is assumed to always be at 248, and
it is assumed that all Shader Model 1.4 cards suffer from this. That's
because all SM1.4 cards are based on variants of the ATI R200 core, and the
RV250 in a Radeon 9000 craps up like this. I see no reason to assume that
other flavors of the R200 are any different. (Interesting note: With the
Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the
debug Direct3D 9 runtime, but it works perfectly fine with the retail
Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its
math inside pixel shaders. That would explain perfectly why I can't use
constants greater than 1 with PS1.4 and why it can't do an exact mapping to
every entry in the color palette.
- Fixed: The software shaded drawer did not work for 2D, because its selected
"color"map was replaced with the identitymap before being used.
- Fixed: I cannot use Printf to output messages before the framebuffer was
completely setup, meaning that Shader Model 1.4 cards could not change
resolution.
- I have decided to let remap palettes specify variable alpha values for
their colors. D3DFB no longer forces them to 255.
- Updated re2c to version 0.12.3.
- Fixed: A_Wander used threshold as a timer, when it should have used
reactiontime.
- Fixed: A_CustomRailgun would not fire at all for actors without a target
when the aim parameter was disabled.
- Made the warp command work in multiplayer, again courtesy of Karate Chris.
- Fixed: Trying to spawn a bot while not in a game made for a crashing time.
(Patch courtesy of Karate Chris.)
- Removed some floating point math from hu_scores.cpp that somebody's GCC
gave warnings for (not mine, though).
- Fixed: The SBarInfo drawbar command crashed if the sprite image was
unavailable.
- Fixed: FString::operator=(const char *) did not release its old buffer when
being assigned to the null string.
- The scanner no longer has an upper limit on the length of strings it
accepts, though short strings will be faster than long ones.
- Moved all the text scanning functions into a class. Mainly, this means that
multiple script scanner states can be stored without being forced to do so
recursively. I think I might be taking advantage of that in the near
future. Possibly. Maybe.
- Removed some potential buffer overflows from the decal parser.
- Applied Blzut3's SBARINFO update #9:
* Fixed: When using even length values in drawnumber it would cap to a 98
value instead of a 99 as intended.
* The SBarInfo parser can now accept negatives for coordinates. This
doesn't allow much right now, but later I plan to add better fullscreen
hud support in which the negatives will be more useful. This also cleans
up the source a bit since all calls for (x, y) coordinates are with the
function getCoordinates().
- Added support for stencilling actors.
- Added support for non-black colors specified with DTA_ColorOverlay to the
software renderer.
- Fixed: The inverse, gold, red, and green fixed colormaps each allocated
space for 32 different colormaps, even though each only used the first one.
- Added two new blending flags to make reverse subtract blending more useful:
STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that
gets blended with the background, since that seems like a good idea for
reverse subtraction. They also work with the other two blending operations.
- Added subtract and reverse subtract blending operations to the renderer.
Since the ERenderStyle enumeration was getting rather unwieldy, I converted
it into a new FRenderStyle structure that lets each parameter of the
blending equation be set separately. This simplified the set up for the
blend quite a bit, and it means a number of new combinations are available
by setting the parameters properly.
SVN r710 (trunk)
or scripts. ColorSetter (#9038) sets the sector's color and FadeSetter (#9039)
sets the fog color.
- added new flags MF5_ALWAYSFAST and MF5_NEVERFAST. These flags unconditionally
enable or disable fast movement logic, regardless of skill settings.
- added an abstraction layer for skill related settings. This is a preparation
for implementing custom skill definitions but right now all it does is
returning the original values but keeping the related information all in one
place
SVN r557 (trunk)
A_Jump into a varargs function.
- Fixed: P_MorphPlayer() should check that the desired type is actually a
PlayerPawn.
- Added an optional parameter to the morphme ccmd that specifies the player
class to morph into.
- Changed the SetActorPitch, SetActorAngle, Thing_Spawn*, Thing_Projectile*,
and Thing_Move functions so that TID 0 affects the activator.
SVN r362 (trunk)