* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
SVN r1661 (trunk)
- Added MF6_NOFEAR flag.
- Added A_MonsterRefire(probability, jumptarget).
- Added A_JumpIfTargetInSight(state) action function.
- Changed: Puffs set their angle to face the originator of the attack.
- Strife's burning hands originally make the level view fullbright.
changed in ZDoom to do partial brightening.
SVN r1642 (trunk)
regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.
SVN r1638 (trunk)
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
by setting the level's air supply to 0.
SVN r1619 (trunk)
- Changed bounce flags into a property and added real bouncing sound properties.
Compatibility modes to preserve use of the SeeSound are present and the old
flags map to these.
SVN r1599 (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: AM_NewResolution crashed when called from outside a level.
- Added support for Quake PAK files.
- Improved warning messages for WAD files with incorrect marker usage.
SVN r1556 (trunk)
- Added -noautoload option.
- Added default Raven automap colors set. Needs to be tested because I can't
compare against the DOS version myself.
- Extened A_PlaySound and A_StopSound to be able to set all parameters of the
internal sound code.
SVN r1544 (trunk)
- Fixed: player.crouchsprite had no proper means of unsetting the crouch
sprite which is needed by the ChexPlayer.
- Fixed: A_ChangeFlags must unlink the actor from the world before changing
the NOBLOCKMAP and NOSECTOR flags.
SVN r1514 (trunk)
- Fixed: Gravity application was not correct. For actors with no vertical
momentum the initial pull is supposed to be twice as strong as when
vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes.
There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small
Raven health item, 2 a large Raven health item and 3 a Strife item.
SVN r1452 (trunk)
- Added FakeInventory.Respawns DECORATe property
- Fixed: Unsetting the MF5_INCONVERSATION flag did not work when quitting the
conversation by pressing Escape.
SVN r1442 (trunk)
have those escapes stripped before printing so that they do not merge with
subsequent text.
- Moved default weapon slot assignments into the player classes.
Weapon.SlotNumber is now used solely for mods that want to add new weapons
without completely redoing the player's arsenal. Restored some config-based
weapon slot customization, though slots are no longer automatically saved
to the config and section names have changed slightly. However, unlike
before, config slots are now the definitive word on slot assignments and
cannot be overridden by any other files loaded.
- Fixed: Several weapons were missing a game filter from their definitions.
- Removed storage of weapon slots in the config so that weapon slots can
be setup in the weapons themselves. Slots are still configurable, since
they need to be for KEYCONF to work; any changes simply won't be saved
when you quit.
- Removed limit on weapon slot sizes.
SVN r1428 (trunk)
certain actors and added an option to APowerInvisibility to set this
flag when active.
- Added map specific automap backgrounds.
- Fixed: Voodoo dolls did not play a sound when dying.
- Added colorized error messages to DECORATE and made a few more error
conditions that do not block further parsing not immediately abort.
- Made all errors in CreateNewActor not immediately fatal so that the
rest of the DECORATE lump can be parsed normally to look for more errors.
- Fixed: Defining classes with the same name as their immediate base class
was legal. It should not be allowed that a class has another one with the
same name in its ancestry.
- Fixed: Formatting of the intermission screen on Heretic, Hexen and Strife
was broken. Changed it to use WI_Drawpercent which does it properly and
also allows showing percentage in these games now.
- Fixed: The MAPINFO parser ignored missing terminating braces of the last
block in the file.
SVN r1425 (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)
the time freezer and make them behave better.
- Fixed: When sounds are paused not all newly started sounds should actually
be played.
- Fixed: SBARINFO had no means to check if a weapon uses any ammo at all and
as a result the inventory icon was misplaced if a no-ammo weapon was selected.
SVN r1343 (trunk)
- Added a static error counter to FScriptPosition class.
- Changed initialization of actor class type properties: fuglyname is gone as
is the postprocessing in FinishThingdef. Instead an empty placeholder class
is now created when a class is first referenced and this placeholder is later
filled in.
- Added option to replace backslash with '^' in state frame definitions because
the backslash is just causing too many problems because it's also an escape
character.
SVN r1334 (trunk)
a player class selection menu and an episode menu.
- Fixed: AddToConsole could write outside its working buffer.
- Fixed: 0 was no longer recognized as placeholder for 'no state' in A_Chase.
- Fixed: When picking up weapons the code did not check if it should switch away
from weak weapons.
SVN r1332 (trunk)
which caused roundoff errors that made it less than 1/3 effective.
- Added support for "RRGGBB" strings to V_GetColor.
- Fixed: Desaturation maps for the TEXTURES lump were calculated incorrectly.
- Changed GetSpriteIndex to cache the last used sprite name so that the code
using this function doesn't have to do it itself.
- Moved some more code for the state parser into p_states.cpp.
- Fixed: TDeletingArray should not try to delete NULL pointers.
SVN r1312 (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)
- Changed WI_drawPercent() when wi_percents is false so that the total
display is optional, and it formats it like Heretic's intermission, with
a slash and a fixed-width right column.
- Font is no longer a property of the screen object. Pass the font to
DrawText and DrawChar directly instead.
- Doom's intermission characters are now collected together as a font
so they can be colorized.
SVN r1294 (trunk)
- Added kill count awareness to A_ChangeFlag.
- P_NightmareRespawn() now clears the MTF_AMBUSH flag, so respawned monsters
aren't dormant (since there would be no way to activate them, and they
were certainly not dormant when they died).
SVN r1287 (trunk)
- Fixed: The DECORATE expression evaluator was too strict with missing jump labels.
For compatibility it only may print a warning, not an error.
SVN r1284 (trunk)
structure.
- Fixed: Items which should stay but had an IF_ALWAYSPICKUP flag were removed.
- Fixed: The pickup flash must only play when an item is picked up so the
correct place to spawn it is in AInventory::Touch, not in AInventory::GoAway.
SVN r1278 (trunk)
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
for compile time checks of all class names being used in DECORATE so many
incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
made me think that delaying this until FMod calls the end of sound callback
may simply be too late.
SVN r1276 (trunk)