- Added more resolution options when playing windowed under SDL.
- Changed SDL mouse handling to be basically identical to the (non-DirectInput)
Win32 code. The mouse is polled periodically and constantly warped to the
center of the window. Despite what the SDL docs specify, SDL_WM_GrabInput()
is apparently no longer a reliable means of obtaining continuous relative
mouse motion events.
- Fixed: The non-Windows implementation of I_FindClose() did not check for -1
handles.
SVN r432 (trunk)
wadsrc/Makefile, nor did it use the makefile for cleaning.
- Added ST_NetMessage() for mixing miscellaneous messages with the network
startup meter, since they get mixed in the same space on the Linux terminal
and must be handled properly to avoid looking bad.
SVN r429 (trunk)
- Renamed the new armor properties to use the same names as Skulltag to avoid
confusion. They still don't need a separate base class as in Skulltag though.
- Added Skulltag-type armor bonus that increases the max amount that can be given
by other armor items.
- Separated all armor related code from a_pickups.cpp into a_armor.cpp.
SVN r427 (trunk)
because S_GetSoundPlayingInfo cannot properly resolve player and random sounds.
- Fixed: S_IsActorPlayingSomething has to resolve aliases and player sounds.
- Took S_ParseSndSeq call out of S_Init. This doesn't work when parsing SNDINFO
in D_DoomMain.
- Moved SNDINFO reading back to its old place after MAPINFO. This is necessary
for Hexen's music definitions.
SVN r425 (trunk)
- Fixed: Due to the changes for custom states the internal weapons shouldn't
define a holdatk state unless it differs from the attack state.
- Fixed: The bot code tried to spawn ACajunBodyNode instead of CajunBodyNode.
- Changed: MF2_BLASTED doesn't work well for players so I had to take it out
of A_BlastRadius.
- Fixed: When MF2_BLASTED was cleared MF2_SLIDE got cleared as well, no matter
whether it was set by default or not. Now the MF2_SLIDE check checks both
flags and the BlastRadius code doesn't set MF2_SLIDE anymore.
SVN r422 (trunk)
- Fixed: The host would let more than the desired number of players connect.
- Decreased the frequency of packets in ST_NetLoop() to two per second.
- Fixed: During the i_net handshaking, guests never verified that the messages
they received were from the host.
- Removed the -net command line option. I'm not sure it even worked anymore.
SVN r421 (trunk)
warnings. At first, I was going to try and clean them all up. Then I decided
that was a worthless cause and went about just acting on the ones that
might actually be helpful:
C4189 (local variable is initialized but not referenced)
C4702 (unreachable code)
C4512 (assignment operator could not be generated)
SVN r420 (trunk)
otherwise it gets reset to black and unused.
- Fixed: I_SetWndProc() needs to be called before any of the DirectX
interfaces are initialized, because DirectX subclasses the window itself,
and I_SetWndProc() undoes that subclassing.
SVN r419 (trunk)
be surprised if it doesn't work.
- Reorganized the network startup loops so now they are event driven. There is
a single function that gets called to drive it, and it uses callbacks to
perform the different stages of the synchronization. This lets me have a nice,
responsive abort button instead of the previous unannounced hit-escape-to-
abort behavior, and I think the rearranged code is slightly easier to
understand too.
- Increased the number of bytes for version info during D_ArbitrateNetStart(),
in preparation for the day when NETGAMEVERSION requires more than one byte.
- I noticed an issue with Vista RC1 and the new fatal error setup. Even after
releasing a DirectDraw or Direct3D interface, the DWM can still use the
last image drawn using them when it composites the window. It doesn't always
do it but it does often enough that it is a real problem. At this point, I
don't know if it's a problem with the release version of Vista or not.
After messing around, I discovered the problem was caused by ~Win32Video()
hiding the window and then having it immediately shown soon after. The DWM
kept an image of the window to do the transition effect with, and then when
it didn't get a chance to do the transition, it didn't properly forget about
its saved image and kept plastering it on top of everything else
underneath.
- Added a network synchronization panel to the window during netgame startup.
- Fixed: PClass::CreateDerivedClass() must initialize StateList to NULL.
Otherwise, classic DECORATE definitions generate a big, fat crash.
- Resurrected the R_Init progress bar, now as a standard Windows control.
- Removed the sound failure dialog. The FMOD setup already defaulted to no
sound if initialization failed, so this only applies when snd_output is set
to "alternate" which now also falls back to no sound. In addition, it wasn't
working right, and I didn't feel like fixing it for the probably 0% of users
it affected.
- Fixed: The edit control used for logging output added text in reverse order
on Win9x.
- Went back to the roots and made graphics initialization one of the last
things to happen during setup. Now the startup text is visible again. More
importantly, the main window is no longer created invisible, which seems
to cause trouble with it not always appearing in the taskbar. The fatal
error dialog is now also embedded in the main window instead of being a
separate modal dialog, so you can play with the log window to see any
problems that might be reported there.
Rather than completely restoring the original startup order, I tried to
keep things as close to the way they were with early graphics startup. In
particular, V_Init() now creates a dummy screen so that things that need
screen dimensions can get them. It gets replaced by the real screen later
in I_InitGraphics(). Will need to check this under Linux to make sure it
didn't cause any problems there.
- Removed the following stubs that just called functions in Video:
- I_StartModeIterator()
- I_NextMode()
- I_DisplayType()
I_FullscreenChanged() was also removed, and a new fullscreen parameter
was added to IVideo::StartModeIterator(), since that's all it controlled.
- Renamed I_InitHardware() back to I_InitGraphics(), since that's all it's
initialized post-1.22.
SVN r416 (trunk)
because the differences are only minimal.
- Removed all the varargs FindState functions because they aren't really needed.
The engine itself never explicitly checks for more than 2 labels and for the
rest a function that gets passed a FName array is more suitable anyway.
SVN r414 (trunk)
and doesn't have to traverse parent lists to find them. This is required for
Dehacked actors that inherit states (e.g. NonsolidMeat and Spectre) but it also
makes the data much easier to handle.
SVN r413 (trunk)
- Moved deathmatch options into their own category in the gameplay options menu.
- Added the sv_smartaim code from GZDoom which tries to avoid autoaiming
at friendlies or shootable decorations if there are monsters that can be shot.
- Added: SetThingSpecial treats a tid of 0 as the activator.
SVN r412 (trunk)
- Fixed: FTexture::CheckForTexture should return NULL if the texture it
finds is of type FTexture::TEX_Null. If this isn't done not all occurences
of AASHITTY being used to silence an editor's error checker will be handled
correctly. In particular the transparent door trick will break.
SVN r411 (trunk)
cycled through the entire list of actors.
- Reverted AActor::FindState to its R407 version because the change in R408
doesn't compile properly with VC++.
- Changed FIXMAPTHINGPOS further so that it also affects objects that are
not directly on a wall but closer than its radius.
- Changed FIXEDMAPTHINGPOS to move objects completely out of the wall and
adjusted the radii of all affected objects to actually represent half
the sprite's width.
SVN r409 (trunk)
monsters
- Added velocity multiplicators to A_SpawnDebris.
- Changed: A_JumpIfNoAmmo should have no effect for CustomInventory items.
- Fixed: DECORATE jump commands must set the call state's result to 0
even when they have to return prematurely.
- Added obituaries for Strife's and Hexen's monsters.
- Converted Strife's Bishop to DECORATE.
- Added momx, momy and momz variables to the DECORATE expression evaluator.
SVN r404 (trunk)
- Added DECORATE support for setting an actor's args. If this is done
it will also disable the actor's special that can be set in a map. This
is for actors that want to use A_CountdownArg or similar functions
that use the args for something different than the special's parameters.
- Converted a_sharedmisc.cpp to DECORATE.
- Added a new NActorIterator that can search for classes specified by name.
- Added a new constructor to TThinkerIterator that can search
for DECORATE defined subclasses that are not represented by a real C++ class.
- Fixed: BuildInfoDefaults must set the parent symbol table so that
all actors can get to the global symbols stored in AActor.
- Fixed some minor inconsistencies in the Arch-Vile's DECORATE definition.
- Fixed: A_VileAttack moved the flame without relinking it into the sector
lists. It also forgot to set the z-position correctly. (original Doom bug.)
- Fixed: The Doom 2 cast finale didn't work with the dynamic state name handling.
SVN r401 (trunk)
computers are fast enough that the difference isn't even noticeable
unless you're doing hundreds of thousands of matches, and I never had
any plans to improve the algorithm the "fast" code used.
- Fixed: BestColor() should not by default return 1 as a possible match,
since it's normally the transparent color.
SVN r400 (trunk)
- Fixed: If the FBTexture wasn't exactly the same size as the screen,
D3DFB::PaintToWindow() would still lock it with D3DLOCK_DISCARD. Alas,
I saw no speedup for using a dirty region. (Side note: The Radeons are
apparently slower compared to DirectDraw because they must do
power-of-2 textures. If they ever add non-power-of-2 support like nvidia,
I assume they will also see a speed gain.)
- Changed fb_d3d9.cpp so that instead of trying to compensate for Geforce
off-by-one errors in the pixel shader, it automatically detects where
the error occurs and modifies the way the palette is uploaded to
compensate. Palette color 255 is then represented using the texture
border color instead of actually being part of the palette. This should
work correctly with all cards, since I had a report of an FX where the
off-by-one occurred in a different spot from the place where I observed
it on a 6 and 7 series cards. Since the shader now has one fewer
instruction, I notice a very marginal speedup. (Interestingly, removing
the flash blending from the shader had no perceivable performance gain.)
SVN r399 (trunk)
names for some DECORATE functions. Technically these will be constants
of the AActor class but that will make them accessible in all other actor
classes.
SVN r397 (trunk)
APlayerPawn::GiveDefaultInventory gave him some HexenArmor even though
he doesn't need it.
- Added custom blood type properties to DECORATE.
- Converted Blood to DECORATE and made some minor changes to the code
in preparation for custom blood types.
- Converted the bot helper things to DECORATE.
- Added damage type specific crash states.
SVN r395 (trunk)
- Added integer constant declarations to objects.
- Added some new token-based functions to sc_man.cpp that know about keywords
and record proper type information, so parsers don't need to treat
everything as strings.
- Added a simple symbol table to PClass.
SVN r394 (trunk)
not even zvox.wad or the skins directory.
- Minor improvement of Hexen's Demons: They now transfer the translation
to the chunks they spawn so that they look correct if they are color
translated. See Resurrection of Chaos for an example.
- Converted Key gizmos to DECORATE.
- Converted Heretic's Beast (Weredragon) to DECORATE.
- Added a randomness parameter to A_SpawnItemEx. This allows
spawning objects with a random chance without the need to write
complicated A_Jump constructs.
- Converted Heretic's Mummy to DECORATE.
- Converted Hexen's Demons to DECORATE.
SVN r393 (trunk)
- Made the Ettin's and Centaur's howling sound an actor property.
- Added A_CustomComboAttack function to finally have something that can
replace the old A_ComboAttack function.
- Added A_SpawnItemEx function that removes the problems with A_SpawnItem
and which also should make most of the A_CustomMissile abuse unnecessary.
- Added A_QueueCorpse to the list of DECORATE code pointers.
- Made the size of Hexen's corpse queue configurable by CVAR
(sv_corpsequeuesize.) Setting this CVAR to -1 will disable corpse
queuing completely so that even in Hexen all corpses will stay forever.
SVN r392 (trunk)
better emulate some calculation of internal code pointers.
- Added named RNG support to DECORATE's expression evaluator. Just use
random[name](min, max).
SVN r391 (trunk)
explaining the need to use mt.exe 6.0 or newer. Here is the note:
VERY IMPORTANT: You must copy the mt.exe from %VSINSTALLDIR%\Common7\Tools\bin
on top of the version in %VSINSTALLDIR%\VC\bin or your computer may restart
while building.
- Changed the ASecretTrigger::Activate() fix: There's no reason open scripts
shouldn't be able to activate secret triggers; players just won't get
credit for it in coop.
- Added a NULL actor check to R_SetupFrame().
- Fixed: The player sounds in DEHSUPP were defined incorrectly.
SVN r390 (trunk)
- Added MissSound parameter to A_CustomMeleeAttack.
- Converted Heretic's Snake (Ophidian) to DECORATE.
- Added an option to A_CustomMissile to jump to the see state if
the caller's target is dead.
- Fixed: A_ThrowGrenade didn't play the missile's spawn sound.
- Added MF_SPAWNSOUNDSOURCE flag so that Raven's missile spawning code
pointers can be recreated with DECORATE.
- Converted a_ravenambient.cpp to DECORATE.
SVN r388 (trunk)
redirect player pointers, it affects the bodyque too. That meant that in
multiplayer games, once the bodyque filled up, anybody was in danger of
being rudely destroyed the next time somebody respawned.
SVN r386 (trunk)
the build process can run uninterrupted under Vista.
- Fixed: DIRECT3DCREATE9FUNC needs WINAPI added to its prototype so that it
works properly in release build, which defaults to __fastcall.
SVN r385 (trunk)
to PO_MovePolyobj() from P_SerializePolyobjs() for a crushing polyobject
that touches a player actor will not have a valid actor->player->mo chain
for P_DamageMobj and crash if it happens to touch the player. Since the
polyobject was presumably in a good spot when the game was saved, we can
just skip this step entirely and let it take care of itself the next time
it moves (by which time, the players will be valid).
- Fixed: When transitioning from fullscreen to windowed mode with D3DFB, the
window kept the WS_EX_TOPMOST style.
- Slight correctness fix: When in fullscreen, the window should have WS_POPUP
style.
- Added a NULL target check to P_SpawnMissileXYZ(), A_DemonAttack1(),
A_DemonAttack2_1(), and A_DemonAttack2_2().
SVN r384 (trunk)
- Made Hexenarmor factors configurable by DECORATE.
- Added support for selecting the invulnerability mode per item as well.
- Made Invulnerability and Healing radius behavior selectable by player
class instead of hard coding the special behavior to the Hexen classes.
SVN r379 (trunk)
in DECORATE. While it is still recommended not to use them anymore
they will continue to work with custom state support and existing
DECORATE code doesn't have to be changed. However, they will remain
limited to the existing functionality, nothing more.
SVN r377 (trunk)
- After doing some tests with state label scopes I had to conclude that
using '.' both for separating sub-state-labels and scope resolution
identifiers does not work reliably unless all actor class names were
prohibited from being used as state labels. Since that is undesirable
the only solution is to change the scope resolution operator. Fortunately
no WADs so far have used it so implementing such a breaking change isn't
a major issue. Now it uses '::', like C++ for this purpose.
- Converted Revenant, Mancubus and Pain Elemental to DECORATE.
SVN r375 (trunk)
- Added VSpeed DECORATE property so that an actor can be given an initial
vertical speed.
- Removed the barrel check in P_DamageMobj. AActor::Die is doing the same
operation unconditionally so this is redundant.
- Added A_BarrelDestroy to the list of DECORATE code pointers so that
the same effect can be recreated for other items as well.
- Renamed A_BarrelRespawn to A_Respawn, changed it so that it works for
monsters and added it to the list of DECORATE code pointers. Now Quake-style
zombies should be possible. ;)
- Changed handling of MF4_RANDOMIZE so that it applies to all actors being
spawned and not just projectiles.
- Converted Berserk and Megasphere to DECORATE.
- Fixed: HealThing should respect the stamina a player has and the Dehacked
health compatibility flag if max is 0. To do that it calls P_GiveBody now.
SVN r373 (trunk)
with an FString now.
- Fixed: The music strings in the default level info were never freed and
caused memory leaks when used repeatedly.
- Fixed: The intermusic string in the level info was never freed.
- Fixed: The default fire obituary should only be printed if the damage
came from the environment. If it comes from a monster the monster specific
obituary should be used instead.
- Added custom damage types from the floating point test release.
- Changed Pain Elemental's massacre check. Now A_PainDie checks for the damage
type and doesn't spawn anything if it is NAME_Massacre. A_PainDie can also
be used by other actors so a more generalized approach is needed than hard
coding it into the Pain Elemental.
- Converted a few of Doom's monsters to DECORATE because I couldn't test the
first version of the custom state code with the corpses inheriting from them.
- Added custom states from last year's floating point test release and fixed
some bugs I found in that code. Unfortunately it wasn't all salvageable
and it was easier to recreate some parts from scratch.
SVN r368 (trunk)
- Fixed: Placing a /* */ comment at the very end of a file without a
terminating newline would not parse reliably.
- Added a NULL WallSpriteTile check to R_RenderDecal().
SVN r365 (trunk)
instead of forcing it into misc1/misc2. Although this increases the EXE's
size by 30k it has several advantages:
* State parameters are no longer limited to 65535 for all states combined.
* State parameters can be used with long durations.
* Some special handling in the weapon state set functions can be removed.
SVN r364 (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)
It is like A_Jump, except it accepts up to 20 jump targets. The jump
probability is still the first parameter and controls whether any jump is
taken at all; use 256 if you always want to jump. If a jump is taken, then
one of the jump targets will be chosen at random, with each target having
an equal chance of being chosen.
- Fixed: The unfreeze ccmd was not multiplayer-safe. And I renamed it to thaw,
since it has nothing to do with the freeze ccmd.
SVN r360 (trunk)
affected by armor.
- Added an unfreeze CCMD so that frozen players can be unfrozen for testing.
- Added special death states for projectiles hitting actors.
- Added ACS SetActorPitch/GetActorPitch functions.
- Added cameraheight property for actors.
SVN r359 (trunk)
resulted in incorrect colors.
- Fixed: FFont::BuildTranslations didn't clamp the RGB color values. This
can happen if some font colors overflow or underflow due to incomplete
range specifications.
SVN r358 (trunk)
on the automap instead. If its first argument is zero, the map marker itself
appears on the automap, otherwise it is drawn on top of any actor with a TID
matching that argument. If the second argument is one, then the map marker
will only be appear if the player has previously seen the sector it is one.
You can use Thing_Activate and Thing_Deactivate on markers to turn them on
and off. And if you subclass MapMarker with DECORATE, you can easily make
your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
screenblocks < 10.
SVN r356 (trunk)
DLevelScript::DoSpawn().
- Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing
the vector lengths, fixing desyncs between GCC/VC++ games that happened
because the two compilers produced slightly different results for some
slopes. GCC kept them in registers, so they were never truncated to floats.
VC++ stored them to memory and reloaded them in order to truncate them to
the defined precision. Lesson learned: Floating point numbers in local
variables should always be doubles to produce the best code with VC++ that
has the best chance of matching GCC's default behavior.
- Removed netget and netsend function pointers. PacketGet and PacketSend are
now called directly.
- Fixed: Watching a demo from the point of view of someone other than the
first player could cause a crash when the demo ended.
- Removed invcount from the expression evaluator at Grubber's suggestion,
because it doesn't work.
- Fixed: vid_nowidescreen should fire off setsizeneeded so that changes to it
can happen immediately instead of at the next resolution change.
SVN r355 (trunk)
ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is
processed, it will check if it's okay to do an autosave. If it is, it writes
DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave.
Essentially, about half of the functionality was moved out of G_DoAutoSave()
and into Net_DoCommand().
- Minor changes to OS detection: The os_WinNT enumeration has been renamed to
os_WinNT4, since every new OS coming out of Microsoft these days is
essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows
Server 2003" and "Windows Vista" respectively, and any unknown NT versions
Microsoft introduces in the future will now be displayed as "Windows NT"
instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the
minor version is non-0. Win32s detection has also been removed. Presumably
if somebody is foolish enough to try to run this on Windows 3.x with Win32s,
it won't even load due to missing DLLs.
- Fixed: Demos with NETD chunks should not set netgame to true unless they
have more than one player. And since netdemo is ignored if netgame is
false, it doesn't need to set that either.
- Fixed: FTexture::GetScaled* functions did not check for scale values of 0.
SVN r354 (trunk)
definition and not in BeginPlay.
- Changed the special explosion behavior of the rocket to a flag
(MF5_DEHEXPLOSION) so that its effects can be used on other actors
as well without having to inherit from the rocket.
SVN r353 (trunk)
isn't defined yet in order to replace lumps that are not in the
list of preinitialized graphics.
- Changed font initialization to occur after textures have been completely
initialized. This is necessary so that the font characters can be
replaced with hires versions.
SVN r351 (trunk)
bWorldPanning flag. Also added some NULL pointer checks to the
hires texture loading code.
- Added Sector_SetFloorScale2 and Sector_SetCeilingScale2 line specials.
They are mostly the same as Sector_Set*Scale but take fixed point parameters.
This makes them easier to use and more precise than the old ones which
offered very small fractional precision.
- Changed Thing_Deactivate so that passing a tid of 0 deactivates the calling
actor.
- Added MeansOfDeath parameter to DamageThing.
SVN r350 (trunk)
state and make its pain noise at the start of the next level.
- Fixed: The FPS counter obstructed the key display in Doom's fullscreen HUD.
SVN r348 (trunk)
only one character long.
- Fixed: When players respawned in multiplayer, scripts that started on their
old body kept executing on that body instead of being transferred to the new
one. I'm doing this with general pointer substitution now, so everything
that pointed to the old body will use the new one; not sure if that's best,
or if it should applied exclusively to scripts, though.
- Fixed: Hexen's delay ACS command actually waited one extra tic. Now if
you're playing Hexen and an old-style ACS script delays it will wait one
extra tic in ZDoom as well.
- Fixed: When G_FinishTravel() created a temporary player, P_SpawnPlayer()
thought the old player actor was a voodoo doll and stopped its scripts
and moved its inventory.
SVN r347 (trunk)
local player, so co-op games would spawn only the things relevant for the
local player and not all the things relevant for all players.
SVN r344 (trunk)
state has changed since the target has been acquired.
- Fixed: Multiplayer telefrag obituaries must be handled before weapon
dependent obituary messages.
SVN r341 (trunk)
- PClass::StaticInit() now sorts the class metadata so that operations that
iterate over it (such as the "give all" cheat) are compiler-independant.
SVN r340 (trunk)
so any item that was giving another CustomInventory item didn't work
as intended.
- Fixed: CustomInventory items didn't process A_Jump... commands properly
for non-players.
SVN r339 (trunk)
could not be saved for some reason.
- Added the writeini console command to write the config file, optionally
specifying a specific file name for it.
- Fixed: "Multiplayer" demos that only had one player were not played back
properly because the demo playback code only checked the number of players
to determine if it should be played as a netdemo.
SVN r333 (trunk)
- If you aren't targeting x86, m_fixed.h only includes basicinlines.h now.
- Moved x64inlines.h into basicinlines.h.
- Replaced uses of __int64 with types from doomtype.h.
- The stop console command no longer ends single player games, just the demo
that was being recorded.
- In C mode, the sc_man parser no longer allows multi-line string constants
without using the \ character to preface the newline character. This makes
it much easier to diagnose errors where you forget the closing quote of a
string.
- Fixed: V_BreakLines() added the terminating '\0' to the last line of the
input string.
- Added font as a parameter to V_BreakLines and removed its keepspace
parameter, which was never passed as anything other than the default.
SVN r331 (trunk)
- Fixed: Voodoo dolls should not start ENTER scripts.
- Fixed: ActorDamage must not parse the enclosing parentheses as part of the
expression. That will produce an error if a flag set or clear command immediately
follows.
- Fixed: P_DamageMobj ignored MF2_NODMGTHRUST if the damaging object had no
owner.
- Added a 'font' parameter to A_Print.
- Changed A_CustomMeleeAttack to take one damage parameter only. Since expressions
can be used this value is not used as a factor for a random value but as
a direct damage value instead.
- Fixed: AActor::SetState must check whether a called action function resulted
in the actor's destruction. A_Jump constructs to a 0-length terminating
state will hang if this isn't checked.
SVN r329 (trunk)
- The stat meters now return an FString instead of sprintfing into a fixed
output buffer.
- NOASM is now automatically defined when compiling for a non-x86 target.
- Some changes have been made to the integral types in doomtype.h:
- For consistancy with the other integral types, byte is no longer a
synonym for BYTE.
- Most uses of BOOL have been change to the standard C++ bool type. Those
that weren't were changed to INTBOOL to indicate they may contain values
other than 0 or 1 but are still used as a boolean.
- Compiler-provided types with explicit bit sizes are now used. In
particular, DWORD is no longer a long so it will work with both 64-bit
Windows and Linux.
- Since some files need to include Windows headers, uint32 is a synonym
for the non-Windows version of DWORD.
- Removed d_textur.h. The pic_t struct it defined was used nowhere, and that
was all it contained.
SVN r326 (trunk)
- Changed deh.MaxHealth use to be consistent with other source ports.
- Added NULL pointer checks to APlayerPawn's state set functions. If these
remove the player from the game a crash is the inevitable result.
SVN r325 (trunk)
- Fixed: SetTexture() in p_setup.cpp assumed that all color values were
six characters. Although this was the intended way to specify colors,
earlier versions did no error checking, so other lengths worked too.
- Fixed: FPatchTexture waited until MakeTexture() to call CalcBitSize(),
so the width and height bit sizes weren't available when using it as a
source for a warp texture.
- Fixed: R_InitSkyMap() should only warn about two sky textures not being
the same height when they are used as part of a double sky.
- Added a NULL state check in AActor::Tick() before advancing the current
state. Note that this should not happen, so there's an assert there for
the debug build as well as a regular check for the release build.
SVN r324 (trunk)
- Changed all the bool arguments to the ACS ReplaceTextures and SectorDamage
commands with a single flags argument. SectorDamage also gained extended
functionality: you can now make it hurt only players, only non-players, or
both. Previously, hurting only non-players was not possible.
- Added the HUDMSG_COLORSTRING flag for ACS hudmessages. If you OR it in with
the message type, the color will be treated as a string naming the color
you want to use, so now you can use custom colors with hudmessages.
SVN r318 (trunk)
initialize its index, so it can be used from inside Actors without
overwriting the runtime default value.
- V_BreakLines() now returns an array of FStrings instead of char *'s.
- Added support for custom text colors in messages like this:
print (s:"\c[Chartreuce]This text is in the color 'Bleargh'");
This also obsoletes some of the functionality of the r: print specifier
before it even saw a release version, because you can do this with the
standard colors too:
print (s:"\c[Green]Some text");
- Added two new decorate functionns: A_PlaySoundEx("sound_name", "channel"
[, bLooping]) and A_StopSoundEx("channel"), where "channel" is "Auto",
"Weapon", "Voice", "Item", "Body", "SoundSlot5", "SoundSlot6", or
"SoundSlot7".
- Added a third parameter to S_IsActorPlayingSomething() to allow it to check
if the actor is playing a specific sound.
SVN r315 (trunk)
data file.
- Removed the setcolor CCMD. It's been obsolete for years, ever since color-
aware cvars were added.
- Changed V_GetColorStringByName() to return an FString, because it did a
copystring() call.
- Extended V_GetColorFromString() so that it accepts HTML-style #RRGGBB and
#RGB color strings.
SVN r313 (trunk)
- Polyobj_StartLine and Polyobj_ExplicitLine can now set a line's ID. This is
the fourth parameter for Polyobj_StartLine and the fifth parameter for
Polyobj_ExplicitLine.
SVN r310 (trunk)