- moved the AM line drawer into DCanvas as a virtual function. While testing
this code I discovered that the antialias precalculation was never used
except for the very first frame of AM drawing. However, since I couldn't
detect even a marginal performance improvement using this code on 2 computers
I just disabled it completely because it severely complicates a more generic
implementation. I also disabled am_ovtrans in the process because I couldn't
see any positive effects of using this cvar. All it does is adding some
ugly distortion to the lines it affects without any apparent benefits.
* Added fix by Karate Chris containing:
- Added a 'No team changing' DMFlag2 which prevents players from changing teams
unless they are not on a team.
- Added a 'No respawn' DMFlag2 which prevents a player from respawning after
they have died.
- Added a 'Keep frags gained' DMFlag2 which allows you to choose whether you
want to reset the frags of each player next level or not.
- Added a small visual enhancement to the cooperative scoreboard to show
if a player has died.
- Fixed: If the 'teamplay' console variable was set to 'true' in a cooperative
game, the scoreboard would show team play related items as opposed to
cooperative items.
- Fixed: The 'bot_observer' console variable should not work in network games.
- Fixed: Bots made intermission skip really fast.
SVN r634 (trunk)
- Fixed: ASkyViewpoint::Destroy was missing the super call.
- Added SnowKate709's A_LookEx update.
- Moved M_DrawPlayerBackdrop into DCanvas as a virtual function. Since this
directly accesses the frame buffer it must be overridable for renderers
that work differently.
SVN r632 (trunk)
* Added drawshader to draw Heretic style transparency gradients.
* Added artiflash flag to drawselectedinventory.
* Fixed: Drawgem used the wrong operator when determining the chain size.
* Fixed: ZDoom would crash if an undefined font was used.
* I also started cleaning up the source a little. I have been informed that
when checking for flags the "== flagname" is redundant.
- Added indexfont anf hudfont from GZDoom to zdoom.pk3 so that they are always
available when defining custom status bars.
SVN r629 (trunk)
passing renderer specific data to the function. Also added DTA_Font so
that the renderer can fetch font translations from the proper font.
DIM_MAP/ConShade had to be made a regular translation table to make it
work.
- Added Karate Chris's fix for scoreboard displaying team play related data
in non teamplay games.
- Fixed: The team selection menu didn't work.
- Fixed: UpdateTeam passed an FString to Printf.
SVN r623 (trunk)
character arrays and never freed them. Those have been replaced with
uses of FString. (One of these was even an instance of a member variable
being set to point at a stack variable.)
SVN r622 (trunk)
- Added a new color parameter to DCanvas::Clear() that specifies the
ARGB value of the color. This is used if the old color parameter,
which specifies a palette entry, is -1.
SVN r617 (trunk)
if present.
- Modified GZDoom's true color texture copy functions and added them
to generate 32 bit D3D textures. Paletted TGAs and PCXs are also handled
this way but I don't think these 2 formats are worth some more special
handling.
(Question: Is it worth it to implement special handling for paletted PNGs
so that they are used as 8 bit textures internally?)
SVN r608 (trunk)
both dest and src. Also changed this function so that it is owned by the
destination canvas of the operation which is necessary if it needs to
be overridden by subclasses.
SVN r607 (trunk)
They are not actually drawn with it yet, nor is it complete, but it's
something to start with.
- Split up DCanvas::DrawTexture() into more pieces to make it easier to
virtualize.
- Removed support for non-32-bit palette textures from D3DFB. What kind of
card supports pixel shaders but not 32-bit textures?
SVN r605 (trunk)
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
too low.
SVN r603 (trunk)
private slots if the one currently used is a player range.
- Fixed: Changing the fraglimit during the middle of a game would not trigger
a level change if somebody was already over the new limit.
SVN r599 (trunk)
- Fixed: When changing your name from the menu, you got an extra " appended
to your name if it ended with a backslash.
- Added escape sequences for user info strings, so now they can contain
embedded backslashes.
- Fixed an array-out-of-bounds access when drawing the player setup menu with
an invalid team number.
SVN r598 (trunk)
rather than overriding the dmflags values, actually overwrote the dmflags
values, so they would continue to be in effect on later maps that didn't
explicitly specify them.
SVN r595 (trunk)
- Updated project files for nasm 2.0, which is now named nasm.exe for the
Windows version, rather than nasmw.exe. Also fixed the annoying new warnings
it generated.
SVN r593 (trunk)
crouching motion.
- Fixed: The keypress for nightmare mode verification appeared in the console
if the fullscreen console was open while using the menu.
- Added support for scaling down large console fonts in the customize
controls menu.
- Fixed: Joining a negative team was possible.
SVN r590 (trunk)
of MustConfirm: It looked for TK_String when it should have used TK_StringConst.
- Fixed: When travelling to a new non-hub map, any items being carried with
amounts of 0 would be upped to 1.
SVN r589 (trunk)
receives the input focus. When the pane is closed, the focus doesn't
return to any window, so even though the window is still active, it no
longer has the focus and does not receive input events.
- Fixed: The network synch timer was still left running after the game
started. (Windows only)
- Fixed: When a player leaves the game at the exact moment they are being
damaged, the game could crash because their actor still had a valid player
pointer, but the player's mo pointer had been NULLed.
SVN r588 (trunk)
EffectTics (now + 1), because I wasn't convinced of the correctness of
using level.time.
- Fixed: SC_CheckNumber() considered the empty string "" as the number 0.
SVN r586 (trunk)