- added Polyobj_MoveToSpot action specials. They are functionally identical to Polyobj_MoveTo but get the target coordinate from a map spot instead.
SVN r2503 (trunk)
- fixed: The sound channel structure should not store the sound table's entries' addresses which are stored in a TArray by pointer. In case the array gets reallocated very bad things can happen. This caused some bad crashes when GZDoom's FraggleScript implementation created new sound entries.
SVN r2114 (trunk)
instead of the player class's maximum.
- Fixed: A_CStaffCheck() assumed the player's max health was 100 instead
of getting checking for the true maximum.
SVN r1876 (trunk)
which could cause crashes.
- Added custom special colormaps to DECORATE.
- Cleaned up special colormap code and removed lots of dependencies on the
knowledge of the tables' contents.
SVN r1860 (trunk)
- Added more things from Gez's experimental build:
* MBF grenade and bouncing code.
* Arch Vile ghosts emulation (only for compatibility.txt.)
* Several MBF related compatibility options.
SVN r1821 (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)
unused line argument fields, because these maps could potentially break
in the future if the argument is later assigned a meaning. (Hopefully
all the argument counts in actionspecials.h are accurate. I found a
few that were wrong.)
SVN r1817 (trunk)
- moved default item drop style into gameinfo.
- moved default respawn time into gameinfo.
- moved default inventory max amount into gameinfo.
- turned Heretic's blocking of the sector for LS_Plat_RaiseAndStayTx0 into
a parameter instead of having the game mode decide.
SVN r1812 (trunk)
1000 as the threshold for god mode damage to use it instead. (Players with
MF2_INVULNERABLE set already used 1000000 as their threshold.)
SVN r1755 (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)
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.
SVN r1393 (trunk)
clone a texture. Used for creating warping textures.
- Fixed: P_FindFloorCeiling should not be called before setting the actor's z-
coordinate. For testing 3D Midtex lines and 3D floors the proper position
needs to be set first.
- Fixed the autoaim fix from Jan 10.
SVN r1358 (trunk)
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.
SVN r1304 (trunk)
symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
All the operators use the new functionality but functions, variables and
constants are yet to be redone.
While doing this rewrite I noticed that random2 was always evaluated as const.
This got fixed automatically.
SVN r1264 (trunk)
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)
occurences in the code that depended on it were changed accordingly.
Invulnerability colormaps are now being set by the items exclusively.
- Changed many checks for the friendly Minotaur to a new flag MF5_SUMMONEDMONSTER
so that it can hopefully be generalized to be usable elsewhere later.
- Added Gez's submission for converting the Minotaur to DECORATE.
SVN r1120 (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)
treated it as a mace and wrote into some undefined memory.
- Fixed: A_BishopMissileWeave didn't initialize special2 for proper movement.
- Added a speed parameter to A_SkullAttack.
- Fixed: Black as first or only blood color didn't work.
- Fixed: Sounds played in wi_stuff.cpp and f_finale.cpp need the CHAN_UI flag.
- Fixed: Spawning a player could play the *gasp sound.
- Fixed: SBARINFO's health display didn't scale to the proper maximum.
- Added Skulltag's Teleport_NoStop action special.
SVN r1074 (trunk)
arbitrary point. It has been replaced with a variant that takes a polyobject
as a source, since that was the only use that couldn't be rewritten with the
other variants. This also fixes the bug that polyobject sounds were not
successfully saved and caused a crash when reloading the game. Note that
this is a significant change to how equality of sound sources is determined,
so some things may not behave quite the same as before. (Which would be a
bug, but hopefully everything still sounds the same.)
SVN r1059 (trunk)
code to process their messages. This was necessary to handle the %zu format
option used in some memory allocation failure messages.
- Fixed: The flat texture scaling action specials were completely broken.
SVN r1056 (trunk)
that animated icons can be done with it.
- Changed FImageCollection to use a TArray to hold its data.
- Fixed: SetChanHeadSettings did an assignment instead of comparing
the channel ID witg CHAN_CEILING.
- Changed sound sequence names for animated doors to FNames.
- Automatically fixed: DCeiling didn't properly serialize its texture id.
- Replaced integers as texture ID representation with a specific new type
to track down all potentially incorrect uses and remaining WORDs used
for texture IDs so that more than 32767 or 65535 textures can be defined.
SVN r1036 (trunk)
- Grouped the sector plane texture transformation options into a separate
structure and replaced all access to them with wrapper functions.
SVN r1033 (trunk)
- Changed: Players don't telefrag when they are spawned now but after all
actors have been spawned to avoid accidental voodoo doll telefragging.
- Fixed: ACS scripts for non-existent maps were started on the current one.
- Added a 'wallbouncefactor' property to AActor.
- Reverted forceunderwater change from r1026 and fixed the problem for real:
SECF_FORCEDUNDERWATER only has meaning when coming from the heightsec.
So the initial check of the current sector in AActor::UpdateWaterLevel
must only check for SECF_UNDERWATER, not SECF_UNDERWATERMASK.
SVN r1027 (trunk)
texture definitions. HIRESTEX is still supported but deprecated.
- Removed all 16 bit values from texture manager.
- Changed: The texture manager now sorts all textures for a WAD by type
to avoid priority issues with HIRESTEX defined textures.
- Changed sidedef flag WALLF_ADDTRANS into a linedef flag because it is
always the same for both sides of a linedef. This also makes handling
this in the UDMF parser easier because the linedef parsing function does
not need to access the sidedef data.
- Added new ZDoom specific UDMF linedef and sidedef properties to map parser.
- Added new ZDoom specific UDMF sector properties to map parser.
- Added class definitions for new interpolators that are better
equipped to interact with the interpolated objects.
- Separated interpolation code into its own file r_interpolate.cpp.
- Added some simple customization options to the end game screens.
- Fixed: Polyobject detection in the internal node builder did not work
anymore due to some code rearrangement for UDMF map loading. To keep
it compatible between all map formats the THINGS lump of binary format
maps must be loaded before building the nodes. This also means that
the spawning itself can be done in the same function for all map types
(except Build) now.
- Changed 'Smooth mouse movement' menu option from m_filter to smooth_mouse
which is more what would be expected from this option.
- Fixed: Weapons and ammo items that were modified by Dehacked gave full
ammo when being dropped by monsters. To properly handle this the
handling of spawning Dehacked modified pickups was changed to use
the DECORATE replacement feature instead of hacking the spawn state
of the original item and calling a spawn function from there.
SVN r1001 (trunk)
of type MiscPatch with the same name.
- Added UDMF line trigger types MonsterUse and MonsterPush.
- Separated skill and class filter bits from FMapThing::flags so that
UDMF can define up to 16 of each. Also separated easy/baby and
hard/nightmare and changed default MAPINFO definitions.
- Changed: Crosshair drawing uses the current player class's default health instead
of 100 to calculate the color for the crosshair.
- Added SECF_NOFALLINGDAMAGE flag plus Sector_ChangeFlags to set it. Also separated
all user settable flags from MoreFlags into their own Flags variable.
SVN r964 (trunk)
of all types on the same linedef. Also added a 'first side only' flag. This
is not usable from Hexen or Doom format maps though but in preparation of
the UDMF format discussed here:
http://www.doomworld.com/vb/source-ports/43145-udmf-v0-99-specification-draft-aka-textmap/
- Changed linedef's alpha property from a byte to fixed point after seeing that
255 wasn't handled to be fully opaque.
- fixed a GCC warning in fmodsound.cpp
SVN r954 (trunk)
- Added 'allowprotection' keyword to terrain definitions to allow damaging
flats that don't damage players with a radiation suit.
- Fixed: SNDINFO rolloff setting for Strife was missing.
SVN r839 (trunk)
will behave as before, setting it to 1 will create exactly one lighting
and setting it to 2 will terminate lightning for the current level
completely. And it will also work on maps that don't have lightning set
in MAPINFO now.
SVN r837 (trunk)
Since it uses fixed point parameters it can only be used in scripts though.
- Added flags parameters to all wall scroller specials that didn't use
all 5 args.
- Separated scrolling of the 3 different texture parts of a sidedef.
While doing this I did some more restructuring of the sidedef structure
and changed it so that all state changes to sidedefs that affect rendering
have to be made with access functions. This is not of much use to the
software renderer but it allows far easier caching of rendering data
for OpenGL because the only place I need to check is in the access functions.
SVN r832 (trunk)