buttons are now passed across the network, and there are four new user
buttons specifically for use with this command. Also defined +zoom
and +reload for future implementation.
See http://zdoom.org/files/examples/playerinput.zip for an example.
SVN r1215 (trunk)
fact that NVidia's don't report it, even though they support it. If there
are any cards that no longer have antialised lines on the automap, please
let me know.
- Added vid_hwaalines cvar to force antialiased lines off for the
Direct3D renderer, in case it doesn't really support them.
SVN r1210 (trunk)
method to the SoundRenderer class so that this function doesn't need to
load the sound for the NullSoundRenderer.
- Took some more non-FMOD related code out of fmodsound.cpp, including the
code that checks for raw and Doom sounds. This means that sfxinfo_t is no
longer needed in the SoundRenderer class so I took out all references to it.
SVN r1208 (trunk)
to the rolloff information back to NULL when starting the sound fails.
- Fixed: Rolloff information was taken from the sfxinfo that contained the
actual sound data, not the one that was used for starting the sound.
SVN r1206 (trunk)
and sectors are done in s_sound.cpp and not in fmodsound.cpp. Also removed
several 'sector' parameters because they were never used inside the sound code.
SVN r1200 (trunk)
thinkers tick, not just once every game tick. This more closely follows
the original Lua behavior. This change was made because, in cases of
extremely large and frequent memory allocations, the collector may not run
fast enough if it only has a chance to execute once per tick.
SVN r1197 (trunk)
- Fixed: The smoothlighting code in side_t::GetLightLevel relied on
the global 'linedef' variable for automatic fake contrast although
this issue had already been fixed for the original code here.
- Replaced static string buffers with FString in FONTDEFS parser.
SVN r1194 (trunk)
supported games in any game being played.
- Changed Chex Quest DoomEdNum initilization so that all empty slots
are filled with Doom actors if they exist.
- Added missing spawn filters to Chex Quest items.
SVN r1191 (trunk)
disabled for them
- Fixed: Chex Quest doesn't have a HELP2 screen so it must not be used
in the gameinfo.
- Fixed: Default blood color is no longer red so P_DrawSplash2 must
get it from the gameinfo instead.
- Added new French language texts by DoomKn1ght_.
SVN r1186 (trunk)
can default to green instead of red.
- Fixed: The version of CheckNumForFullName that checks for a specific
WAD did not work.
- Moved MAPINFO names into gameinfo structure.
- Added Chex Quest support. Credits go to fraggle for creating a
Dehacked patch that does most of the work. The rest includes a new
MAPINFO and removal of the drop items from the monsters being used.
SVN r1185 (trunk)
- Added functions to FActorInfo that can set the damage factors and
pain chances to reduce the chance of new errors when working with
these features.
- Fixed: The handling of the deprecated FIRERESIST flag didn't work.
There were 3 problems:
* Actor defaults have no class information so HandleDeprecatedFlags
needs to be passed a pointer to the ActorInfo.
* The DamageFactors list is only created when needed so the code needs to
check if it already exists.
* damage factors are stored as fixed_t but this set a float.
- Added a traditional Strife color set for the automap.
SVN r1183 (trunk)
voices. Because this wasn't done, note_on() could try to access
the sample for a voice that had never been played yet and access
random memory. There may be other places where it's a problem, but
this is where I noticed it, by chance.
SVN r1182 (trunk)
- Fixed: (SBARINFO patch) DrawInventoryBar has a missing argument in
one of its drawgraphic calls.
- Added Gez's patch for Heretic's GIMME cheat.
- Externalized some cheat strings.
SVN r1178 (trunk)
- Fixed: The recent changes in the DECORATE parser require the special parameter
to A_CallSpecial to be an expression, not a constant.
- Removed game filters from old style decorations. No WAD in existence ever
used them and removing them allows to make the parser more robust.
SVN r1170 (trunk)
to reference its arguments directly, except 'self'. This may be helpful if it
becomes necessary to restructure this code once DoomScript becomes real.
- Removed the last remaining global variable related to action functions:
pStateCall. Everything is passed properly as function arguments now.
- fixed: PlayerChunk was missing the NOSKIN flag.
SVN r1169 (trunk)
the texture manager even if it is from Raven's IWADs.
- Removed code related to internal ActorInfo definitions from dobjtype.cpp.
- removed unneeded file dehackedactions.h
SVN r1162 (trunk)
After finding out that gas does have directives to describe the .eh_frame
metadata, I figured that would be significantly easier and quicker than
trying to locate all the scattered docs I would need to read to figure out
how to construct it by hand. Unfortunately, this now means I have to
maintain two versions of exactly the same code. :( (But unless I add 32-bit
color rendering in the future, the chances that I will have to touch it
again are quite slim.)
SVN r1159 (trunk)
internal actor classes which no longer exist.
- Changed the state structure so that the Tics value doesn't need to be hacked
into misc1 with SF_BIGTIC anymore.
- Changed sprite processing so that sprite names are converted to indices
during parsing so that an additional postprocessing step is no longer needed.
- Fixed: Sprite names in DECORATE were case sensitive.
- Exported AActor's defaults to DECORATE and removed all code for the
internal property parser which is no longer needed.
SVN r1146 (trunk)
- Made the speed a parameter to A_RaiseMobj and A_SinkMobj and deleted
GetRaiseSpeed and GetSinkSpeed.
- Added some remaining DECORATE conversions for Hexen by Karate Chris.
SVN r1144 (trunk)