Christoph Oelckers
f6817f9544
- moved S_NoiseDebug call from FStatusBar::Draw to FStatusBar::DrawTopStuff so that it also gets drawn with the alternative HUD and stays on top of other HUD content.
...
SVN r3520 (trunk)
2012-04-06 10:32:27 +00:00
Christoph Oelckers
7642aba6ce
- fixed: It was possible to give inventory items to the base actors of something morphed. This would cause an assertion failure when unmorphing.
...
SVN r3519 (trunk)
2012-04-06 09:43:18 +00:00
Randy Heit
5358fd594b
- Fixed: A_Respawn and P_NightmareRespawn() should not check for collision with world geometry.
...
The initial spawn did not, so this can prevent respawns of things that were initially
spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition
also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not
onlymidtex.)
SVN r3518 (trunk)
2012-04-06 04:46:45 +00:00
Christoph Oelckers
14730a89be
- changed calculation of soundorg for triangular sectors. In many cases the center of the bounding box won't be inside the sector but on one of the outer lines so something different is needed
...
SVN r3517 (trunk)
2012-04-04 17:33:43 +00:00
Christoph Oelckers
8dbfd21d91
- fixed wrong flag check from r3490.
...
SVN r3516 (trunk)
2012-04-03 15:13:55 +00:00
Christoph Oelckers
9f58a15e28
- check for overflows when giving inventory items.
...
SVN r3515 (trunk)
2012-04-03 09:16:19 +00:00
Randy Heit
64f0e0e984
- Fixed: A_Respawn also needs to use P_SpawnMapThing-like sector finding. Since it is exactly the
...
same situation A_RestoreSpecialPosition, it now just calls that to do the moving. This also
means it is no longer limited to respawning things on the floor.
SVN r3514 (trunk)
2012-04-03 04:31:27 +00:00
Randy Heit
498a432c8d
- Make DF2_BARRELS_RESPAWN work in all game modes without the need for alwaysapplydmflags.
...
SVN r3513 (trunk)
2012-04-03 04:18:38 +00:00
Randy Heit
c5a3d846dd
- Implement multitick viewpitch centering logic.
...
SVN r3512 (trunk)
2012-04-03 04:09:30 +00:00
Randy Heit
ee20c2169e
- Fixed: DEM_CENTERVIEW also needs to reset the LocalViewPitch if it's for the consoleplayer.
...
SVN r3511 (trunk)
2012-04-03 03:51:24 +00:00
Randy Heit
d8f509a73a
- Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
...
- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to
shift the Z position by. This is, naturally, always 0.
SVN r3510 (trunk)
2012-04-03 03:45:05 +00:00
Randy Heit
f312926e9f
- Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
...
SVN r3509 (trunk)
2012-04-03 03:35:20 +00:00
Braden Obrzut
1f6c6aafd9
- Fixed: DesignatedTeams prevented monsters from hurting themselves in teamplay.
...
SVN r3508 (trunk)
2012-04-01 20:43:14 +00:00
Christoph Oelckers
3e7473e51a
- added handling for MF5_NOINTERACTION to A_Weave.
...
SVN r3507 (trunk)
2012-04-01 11:15:16 +00:00
Christoph Oelckers
92a8f8518c
fixed: bouncing on actors neither checked nor changed mo->bouncecount.
...
SVN r3506 (trunk)
2012-04-01 11:02:05 +00:00
Randy Heit
cf0d5b3151
- Fixed: FileReader's FilePos is relative to the start of the file, not relative to the start
...
of the lump, so r3496's change to FileReader::Gets() was only valid for lumps at the start
of a wad. (This function was still incorrect before that, though, since it made FilePos
relative to StartPos after it had been used once.)
* On that note, I'm not sure GetsFromBuffer() is correct either, since it ignores StartPos,
but I don't know when this is actually used so that I could check.
SVN r3504 (trunk)
2012-04-01 04:08:38 +00:00
Randy Heit
23cda7c685
- Do the P_SightCheck() last in A_JumpIfInTargetLOS, since it's the most expensive check.
...
- Fixed: A_JumpIfInTargetLOS did the FOV cone check from self -> target rather than from
target -> self.
SVN r3503 (trunk)
2012-04-01 03:41:08 +00:00
Randy Heit
5e85f736bb
- Fixed: Reset to the PlayerPawn's default render style and alpha in G_PlayerFinishLevel().
...
SVN r3502 (trunk)
2012-04-01 03:18:34 +00:00
Randy Heit
6ea93d28e2
- Fixed: M_CreateMenus() is too soon to call UpdateJoystickMenu(). It needs to happen after
...
I_InitInput(), which happens during V_Init2().
SVN r3501 (trunk)
2012-04-01 03:03:53 +00:00
Randy Heit
19ec79d4f3
- Apply patch to prevent the flash state from being processed twice after using A_GunFlash.
...
SVN r3500 (trunk)
2012-04-01 02:49:04 +00:00
Randy Heit
d9f7a250ba
- Fixed: Disable absolute wall lighting when in the shadow of a 3D floor.
...
SVN r3499 (trunk)
2012-04-01 02:31:57 +00:00
Randy Heit
f6f8d74635
- Fixed: Trying to -playdemo a demo recorded from -loadgame would crash if you did not -loadgame
...
the corresponding save.
SVN r3498 (trunk)
2012-04-01 01:40:57 +00:00
Christoph Oelckers
10c783dde2
- changed ACS parameter truncation for Hexen so that it's only done for ACS_Old format.
...
SVN r3497 (trunk)
2012-03-31 20:53:01 +00:00
Christoph Oelckers
d64ca20b31
- fixed: FileReader::Gets did not check for a lump's end when reading through a WADs file object.
...
SVN r3496 (trunk)
2012-03-31 14:18:59 +00:00
Christoph Oelckers
6f824e5ec7
- fixed bot color issue, thanks to Gez's patch.
...
SVN r3495 (trunk)
2012-03-31 11:13:34 +00:00
Randy Heit
89790ac313
- Add DMXGUS parsing, thanks to Gez.
...
SVN r3494 (trunk)
2012-03-30 05:23:18 +00:00
Randy Heit
cfb9329c7f
- Add Gez's A_RadiusGive.
...
SVN r3493 (trunk)
2012-03-30 04:28:10 +00:00
Randy Heit
0d302269bb
- Fix GCC errors in fb_d3d9.cpp.
...
SVN r3492 (trunk)
2012-03-30 04:03:46 +00:00
Randy Heit
7783aec8a9
- Fixed: Missiles with MF6_STEPMISSILE set would be allowed to cross lines they could step over,
...
but their Z position would not actually be moved up, so the subsequent call to P_ZMovement()
would destroy it because it was in the floor.
SVN r3491 (trunk)
2012-03-29 05:23:04 +00:00
Randy Heit
c445f684fc
- Fixed: In P_LineOpening_3dMidtex(), set the floorpic or ceilingpic to the 3D midtex if it
...
alters the opening. This fixes things such as removing a projectile when it hits a 3D midtex
instead of exploding it because the real floor or ceiling is sky.
SVN r3490 (trunk)
2012-03-29 05:09:56 +00:00
Randy Heit
386c2e93ab
- Restore randomization of monster respawn times accidentally taken out in r3485.
...
SVN r3488 (trunk)
2012-03-29 04:33:37 +00:00
Randy Heit
b2abe9d11e
- Use 64-bit coordinates for a few spots in the FPathTraverse constructor and P_SightPathTraverse().
...
- Allow FTraceInfo::TrlaceTraverse to pass the endpoints to FPathTraverse as deltas instead of
as absolute coordinates.
SVN r3487 (trunk)
2012-03-28 04:20:23 +00:00
Randy Heit
cfd5b84535
- Replace >>MAPBLOCKSHIFT with GetSafeBlockX/GetSafeBlockY from Mocha Doom.
...
SVN r3486 (trunk)
2012-03-28 03:49:38 +00:00
Randy Heit
13869d2173
- Fixed: Use buggy PointOnSide for respawning monsters too.
...
SVN r3485 (trunk)
2012-03-28 02:23:54 +00:00
Randy Heit
c2b320d408
- Fixed: Item respawning needs to use the same buggy PointOnSide function as P_SpawnMapThing does.
...
SVN r3484 (trunk)
2012-03-25 03:25:59 +00:00
Randy Heit
510838c3c1
- Undo accidental commit of win32video.cpp with test resolution in place.
...
SVN r3483 (trunk)
2012-03-25 03:08:13 +00:00
Randy Heit
23e88c88c9
- Add 17:10 aspect ratio, for 1024x600 screens.
...
SVN r3482 (trunk)
2012-03-25 02:57:28 +00:00
Randy Heit
cc34f973e2
- Fixed: Using -playdemo in conjunction with -loadgame did not work.
...
SVN r3481 (trunk)
2012-03-25 01:54:36 +00:00
Randy Heit
308f6cab9d
- Fixed: Sprites drawn with the shaded render style were always fullbright.
...
SVN r3480 (trunk)
2012-03-24 00:52:15 +00:00
Randy Heit
45294cd3d3
- Remove unused FRICTION definition.
...
SVN r3479 (trunk)
2012-03-23 23:27:19 +00:00
Randy Heit
0a03676796
- Fixed: Switching maps using the ResetHealth flag while dead would prevent proper
...
reinitialization of the player on the new map.
SVN r3478 (trunk)
2012-03-23 23:24:30 +00:00
Randy Heit
ac0c1eb64b
- Fixed: If the znodes were based on a map with more vertexes than the one it is being loaded
...
for, reject them.
SVN r3477 (trunk)
2012-03-23 23:04:32 +00:00
Randy Heit
f82024efbf
- Fixed: Prematurely closing a Door_Raise-type door now properly examines the actual sound
...
sequence to determine if it should start the closing sequence.
SVN r3476 (trunk)
2012-03-23 22:21:33 +00:00
Randy Heit
49ea87f8bc
- Fixed: Poison damage lost damage type information if the poisoner was destroyed before poisoncount
...
reached 0.
- Fixed: Poisoners without a PainType should use their own DamageType to pick the Pain state
to make the target enter, not the target's DamageType.
SVN r3475 (trunk)
2012-03-23 20:57:10 +00:00
Randy Heit
3e4ac58f7c
- Fixed: CopyPlayer must recheck the skin, since the value stored in the savegame is only used
...
for bots. Mainly, what this means is that if the player is using the "Base" skin, they will
get their class-appropriate skin instead of skin 0 if this save is loaded before any other
game has started.
SVN r3474 (trunk)
2012-03-23 03:49:54 +00:00
Randy Heit
d3a2a40a3a
- Fixed: Do not "Give player back the skin" when loading a savegame if they have MF4_NOSKIN set.
...
SVN r3473 (trunk)
2012-03-23 03:37:55 +00:00
Randy Heit
43033df455
- Fixed: G_DeathMatchSpawnPlayer() would fail to spawn a player when using "spawn furthest" and
...
all the deathmatch spots are filled and there is no coop start for the specific player to
fallback on.
SVN r3472 (trunk)
2012-03-23 02:53:52 +00:00
Randy Heit
0c9f6d2e83
- Fixed: DCanvas::FillSimplePoly() did not account for the texture's built-in scaling.
...
SVN r3471 (trunk)
2012-03-23 02:00:01 +00:00
Randy Heit
5f23a972f3
- Fixed: Keys bound to "screenshot" did not work during the finale (aka intermission) sequences.
...
SVN r3470 (trunk)
2012-03-23 01:33:26 +00:00
Randy Heit
9fcc6ebc89
- Fixed: Armor did not use damagefactor "Normal" as a fallback factor.
...
SVN r3469 (trunk)
2012-03-23 01:20:45 +00:00
Randy Heit
bff5a9b8d8
- Fixed: Trying to init FMOD with profiling enabled when the network socket was in use would fail.
...
We now fallback to no profiling when this happens.
SVN r3468 (trunk)
2012-03-22 22:40:30 +00:00
Randy Heit
dd21e7d2b8
- Forgot to save this before last commit.
...
SVN r3467 (trunk)
2012-03-22 22:39:42 +00:00
Randy Heit
096725503c
- Fixed: Bots did not process KEYCONF weapons. As far as I know, this is only relevant for the
...
owned-weapons display on the status bar.
SVN r3466 (trunk)
2012-03-22 22:29:25 +00:00
Randy Heit
287a814a18
- Fixed: Deus Vult II uses fullscreen level name patches (which are mostly blank) for the
...
intermission. This caused the net scoreboard to be drawn off the bottom of the screen.
SVN r3465 (trunk)
2012-03-22 22:07:47 +00:00
Randy Heit
49aaf9b451
- Added A_ClearLastHeard action function.
...
SVN r3464 (trunk)
2012-03-22 21:40:26 +00:00
Randy Heit
cd122f944b
- Similar fix to the previous: The child TiMidity++ process quitting would not necessarily be
...
detected, so S_ChangeMusic() would not restart one-shot songs that had finished if it was
the MIDI device.
SVN r3463 (trunk)
2012-03-22 21:23:18 +00:00
Randy Heit
78d28dedda
- Fixed: S_ChangeMusic() would not necessarily restart non-looping songs that had finished playing.
...
SVN r3462 (trunk)
2012-03-22 21:09:20 +00:00
Randy Heit
c53c8f29e7
- Fixed: Just walking onto a 3D floor would not send SECSPAC_HitFloor or SECSPAC_HitCeiling events as it does with the real floor and ceiling. You needed some Z movement to make it happen.
...
SVN r3461 (trunk)
2012-03-20 03:15:23 +00:00
Randy Heit
f9aae72dc4
- Fixed: P_CheckFor3DFloorHit() needs to use the actor's floorz instead of its z, and
...
P_CheckFor3DCeilingHit() needs to use the actor's ceilingz instead of its z. These functions
are called from P_ZMovement() when a collision with the floor or ceiling has been detected
but before the z has been clamped. e.g. A hard fall will leave the actor's z beneath the floor
even though it will be set to the floor after P_CheckFor3DFloorHit() returns.
SVN r3460 (trunk)
2012-03-20 03:05:33 +00:00
Randy Heit
ab60c1afcc
- Changed CheckActorFloor/CeilingTexture to only check 3D floors that exist and are solid.
...
SVN r3459 (trunk)
2012-03-20 03:00:33 +00:00
Randy Heit
7045bfd19f
- Fix another signed/unsigned warning from GCC.
...
SVN r3458 (trunk)
2012-03-20 02:22:17 +00:00
Randy Heit
0552f04e4c
- Fixed: DCanvas::Dim() and DCanvas::Clear() did not clamp their coordinates to the screen.
...
SVN r3457 (trunk)
2012-03-20 02:20:06 +00:00
Randy Heit
2e9abe7408
- Fixed: When checking the REJECT contents one byte at a time, P_LoadReject() used rejectsize
...
instead of i as an index into rejectmatrix.
SVN r3456 (trunk)
2012-03-20 02:09:48 +00:00
Randy Heit
37a322e46b
- Fixed: Teleports that were not initiated by walking would not trigger sector actions.
...
SVN r3455 (trunk)
2012-03-18 03:52:18 +00:00
Randy Heit
e93029a42a
- Make CheckActorFloorTexture and CheckActorCeilingTexture aware of 3D-floors.
...
SVN r3454 (trunk)
2012-03-18 02:44:46 +00:00
Randy Heit
b4d3870ce6
- When morphing, transfer the score to the new actor, and when unmorphing, transfer the morphed
...
actor's score back to the old actor.
SVN r3453 (trunk)
2012-03-18 01:56:48 +00:00
Randy Heit
fc6d3738bb
- Fixed: D_WriteUserInfoStrings() mixed the colorset with the color for the verbose form.
...
SVN r3452 (trunk)
2012-03-18 01:45:57 +00:00
Randy Heit
8fb20a98d1
- Fixed bug accidentally introduced in r3448.
...
SVN r3451 (trunk)
2012-03-18 01:34:53 +00:00
Randy Heit
6f12a6e8bb
- Fix signed/unsigned mismatch warned by GCC.
...
SVN r3450 (trunk)
2012-03-17 03:10:19 +00:00
Randy Heit
849d6724d8
- Moved "Go away!" text into language.enu.
...
SVN r3449 (trunk)
2012-03-17 01:27:12 +00:00
Randy Heit
77c663a9b8
- In conjunction with all the below changes, attempt to fix A_CheckSightOrRange and A_CheckSight
...
for multiplayer: They now always check through the eyes of every player. For players whose
cameras are not players, they also check through the eyes of those cameras.
- Using spynext/spyprev to switch from a non-player to a player now writes a command to the
network stream and lets Net_DoCommand() take care of it later. The logic here is that if
a player is viewing from something that isn't another player, then every player needs to know
about it for sync purposes. Consequently, when they stop viewing from a non-player and switch
to a player, everybody needs to know about that too. But if they are viewing from a
player, it doesn't matter which player it is, so they can spynext/spyprev all they want
without letting the other players know about it (and without potentially breaking demos--due
to the above-mentioned two codepointers--while doing it during demo playback).
- Replaced the instances of checking players[consoleplayer].camera for a valid pointer to
ones that do it for every player.
- Fixed: Upon changing levels, all players but the consoleplayer would have their cameras NULLed.
- Fixed: player_t::FixPointers() needs to bypass the read barriers, or it won't be able to
do substitutions of old objects that are pending deletion.
SVN r3448 (trunk)
2012-03-17 00:52:33 +00:00
Randy Heit
73a78caa5c
- Added support for a few extra color ranges to Player.Colorset so that the Strife player's
...
predefined colors can properly define the standard Strife translation ranges.
SVN r3446 (trunk)
2012-03-16 02:23:31 +00:00
Randy Heit
e6a0fbe4db
- Fixed: Missiles that exploded on a wall because they exhausted their bounce count did not leave decals.
...
SVN r3445 (trunk)
2012-03-16 01:17:12 +00:00
Randy Heit
73c55b52f9
- Fixed: The check for CHANGELEVEL_KEEPFACING in G_FinishTravel() needed parentheses.
...
SVN r3444 (trunk)
2012-03-16 00:59:10 +00:00
Randy Heit
5a076c1f32
- Fixed: The distance parameter for A_RadiusThrust was defined as fixed, when the parameter
...
passed to P_RadiusAttack is just a regular int.
SVN r3443 (trunk)
2012-03-16 00:41:11 +00:00
Randy Heit
9f168e29e2
- Added clearlinespecial, for doom.wad e3m4 line 1069.
...
- Allow using the parameterized compatibility options with IWAD maps.
SVN r3442 (trunk)
2012-03-15 23:41:44 +00:00
Randy Heit
5f23b4f64a
- Fixed: Destroying a weapon that claimed it was its own sister would crash.
...
SVN r3441 (trunk)
2012-03-15 23:18:13 +00:00
Randy Heit
f500947814
- Apply fix from previous commit to Doom-format maps. (Previous commit only did it for Hexen.)
...
SVN r3440 (trunk)
2012-03-15 22:59:39 +00:00
Randy Heit
914ef44c59
- Fixed: In non-UDMF maps, projectile impact activation implies projectile cross activation as well.
...
SVN r3439 (trunk)
2012-03-15 22:57:00 +00:00
Randy Heit
977b2caa30
- Applied a modified version of FDARI's patch to prevent giving health to dead things:
...
* P_GiveBody() now takes a max parameter so that it can also do the bulk of the work
AHealth::TryPickup() previously did.
* Setting an actor's health to 0 or below with SetActorProperty will now kill the actor
properly.
SVN r3438 (trunk)
2012-03-15 21:21:00 +00:00
Randy Heit
6290ea4fcb
- Added setactivation command for compatibility.cpp to fix the gear boxes on hexdd.wad, map54,
...
which should be set for player uses activation but are not.
- Added some developer mode messages for setlinespecial and clearlinespecial.
SVN r3437 (trunk)
2012-03-15 20:33:33 +00:00
Randy Heit
ba2e8b2461
- Fixed: Old-style ACS has the string table record offsets from the start of the object file to
...
the strings, not from the start of the string table, so UnescapeStringTable() needs to be
told where the offsets are based.
SVN r3436 (trunk)
2012-03-15 19:08:19 +00:00
Randy Heit
58f7e72d1b
- Restored savegame compatibility that was removed in r3427.
...
SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Randy Heit
c05345668c
- Fix wrong case 'NULL' from previous commit. (I sure hope that patch was
...
tested!)
SVN r3434 (trunk)
2012-03-12 22:23:17 +00:00
Christoph Oelckers
365311ec36
- added SMMU/Eternity method of defining warped textures (Patch by Gez)
...
SVN r3433 (trunk)
2012-03-12 14:30:45 +00:00
Randy Heit
ce43552ebb
- Use _exit() instead of exit() when Timidity++ cannot be execed, because
...
exit() can (and does) make the process hang. (It sure would be nice if
POSIX-land had a simple CreateProcess API, but I guess that would be too
easy, huh?)
SVN r3432 (trunk)
2012-03-12 04:05:15 +00:00
Randy Heit
4d64085c8a
- Fixed: The PlayerDisplay menu item ignored the FlipX property of the sprite frames.
...
SVN r3431 (trunk)
2012-03-12 01:41:19 +00:00
Randy Heit
748eb255cc
- Fixed: R_ExtendSpriteFrames() neglected to set the new spriteframes value for the sprite.
...
SVN r3430 (trunk)
2012-03-12 01:34:19 +00:00
Randy Heit
162ad601ba
- Fixed bug introduced in r3412: The SetStyle() call needs to come after the scissoring check,
...
because the latter can flush the quads, including the one SetStyle() just set a style for.
SVN r3429 (trunk)
2012-03-12 01:22:19 +00:00
Christoph Oelckers
e4880d162f
- added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
...
- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.
SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Randy Heit
f94b38fd7f
- Fixed: The softsynths could get stuck on the last notes of nonlooping songs.
...
SVN r3426 (trunk)
2012-03-11 04:30:35 +00:00
Randy Heit
957f67f7cc
- Fixed: FMOD as MIDI device always looped the song, even when it shouldn't (such as the title music).
...
SVN r3425 (trunk)
2012-03-11 03:56:20 +00:00
Randy Heit
51e66acc6b
- Fixed: UnescapeStringTable() used the wrong position in the script file for Hexen-style ACS.
...
SVN r3424 (trunk)
2012-03-11 03:47:45 +00:00
Randy Heit
58ed367280
- Fixed: If the first four bytes of the NODES lump are all zero, the nodes would not be loaded,
...
nor would they be generated.
SVN r3423 (trunk)
2012-03-11 03:25:04 +00:00
Randy Heit
d367b2941a
- Fixed: Monsters spawned by the Boss Brain would not go after the player unless they were in sight.
...
SVN r3422 (trunk)
2012-03-10 02:17:49 +00:00
Randy Heit
e9f832460b
- Added "misc/startupdone" sound to be played when the startup screen is closed and the game
...
is about to begin.
SVN r3420 (trunk)
2012-03-10 01:54:00 +00:00
Randy Heit
a12729670b
- Fixed: The user could interact with the conversation menu during demo playback and mess up the
...
demo.
- Fixed: The conversation menu stayed up during demo playback even after the conversation was
over.
SVN r3419 (trunk)
2012-03-10 01:24:59 +00:00
Randy Heit
6d59fb3e9f
- Fixed: If the dialogues are freed while a dialogue menu is open, we need to close that menu,
...
or it will crash because the dialogue node it refers to no longer exists.
SVN r3418 (trunk)
2012-03-10 00:38:38 +00:00
Randy Heit
2f3ea885c5
- Fixed: The identity translation for players should not be remapped through GPalette.Remap[].
...
The graphics are already mapped through this, so we don't need to do it again when translating.
Moreover, if there was no duplicate of color 0, but there was a different color with a
duplicate, this means we end up drawing players with the duplicated color wherever it should
be color 0. (Standard translations already had this right.)
SVN r3417 (trunk)
2012-03-10 00:26:42 +00:00
Randy Heit
29369b4d34
- Change some of the CMake GCC build flags from appending new ones to prepending them so they
...
can be overridden.
SVN r3416 (trunk)
2012-03-09 23:30:47 +00:00
Randy Heit
5564b99d3a
- Fixed: UseInventory from ACS should ignore the totally frozen property.
...
SVN r3415 (trunk)
2012-03-09 01:56:37 +00:00
Randy Heit
10eb15fab9
- Fixed: Standing inside a "window" with a pushable exterior wall would trigger that wall if
...
your movement was blocked, even if it wasn't that wall that blocked you. Note that this is just
a Z check against the actor and the floor and ceiling heights; it might still be possible to
goof it up, but the common case is fixed.
SVN r3414 (trunk)
2012-03-09 01:49:26 +00:00
Randy Heit
ac3b805dd9
- Fixed: ACS's ClearInventory was not equipped to handle items that destroy other items when
...
destroyed. For example, if a weapon has a sister weapon immediately after it in the inventory
list, they would both be destroyed by the call to destroy the weapon, and ClearInventory
would fail to find anything beyond the sister weapon in the inventory list.
SVN r3413 (trunk)
2012-03-09 01:19:02 +00:00
Randy Heit
76b5e7ef60
- Fixed: D3DFB::DrawTextureV() did not disable the scissor test if it was needed but SetStyle()
...
decided there was nothing to draw. In practical terms, this means that if your weapon is
completely invisible, the game would not draw anything outside of the main play area because
the scissor test would be left on for the entire frame and not just the weapon's quad.
Making the call to SetStyle() before the scissor check is enough to fix this.
SVN r3412 (trunk)
2012-03-09 00:12:04 +00:00
Randy Heit
8f8f937f9b
- The "give artifacts" and "give puzzlepieces" commands now ignore items that have been replaced.
...
"give everything" continues to give replaced items, however.
SVN r3411 (trunk)
2012-03-08 23:34:00 +00:00
Randy Heit
fdec9bdee3
- Fixed: The memmove() in AddToConsole() did not include the terminating null character.
...
SVN r3410 (trunk)
2012-03-08 23:17:53 +00:00
Randy Heit
e5e1ee00a6
- Handle ACS string escape sequences at load time rather than print time.
...
- Fixed: FBehavior::FindStringInChunk() was not big-endian safe.
- Fixed: FBehavior::LookupString() was not big-endian safe.
SVN r3406 (trunk)
2012-03-08 21:37:34 +00:00
Randy Heit
5f88d2c9f0
- All ACS debugging messages are now aware of named scripts.
...
- Identify script types by name in FBehavior::StaticStartTypedScripts().
SVN r3405 (trunk)
2012-03-08 20:48:53 +00:00
Christoph Oelckers
d3981197c5
- moved the FRenderer::StateChanged call from AActor::StaticSpawn to AActor::PostBeginPlay.
...
- ensured that all classes reach AActor's PostBeginPlay method. Some were missing a Super call.
SVN r3404 (trunk)
2012-03-07 01:03:56 +00:00
Randy Heit
f2f9bd800d
- Fixed: When processing the SFLG and SVCT chunks in ACS objects, the script number must be
...
read as a signed integer.
SVN r3402 (trunk)
2012-03-04 03:18:06 +00:00
Randy Heit
64fb6410cf
- Fixed: FStringTable::operator[] would crash when passed a NULL string pointer.
...
SVN r3401 (trunk)
2012-03-03 03:19:29 +00:00
Randy Heit
676ce338b1
- Fixed: The game would lockup when using the override polyobject specials with cyclical chains
...
of mirrored polyobjects. Fixing this has also removed lots of duplicated code for mirrored
polyobjects.
SVN r3400 (trunk)
2012-03-02 02:23:37 +00:00
Randy Heit
f6c1c0e2df
- Truncate rotating polyobjects to 7 bits of fractional precision per vertex.
...
Fixes known cases of freezing.
SVN r3399 (trunk)
2012-02-28 03:05:31 +00:00
Randy Heit
64e992f648
- Remove seeker missile restriction from A_JumpIfTracerCloser.
...
SVN r3398 (trunk)
2012-02-28 02:19:57 +00:00
Randy Heit
0fc6d9a0c6
- Unload all bound camera textures when FCanvasTextureInfo::EmptyList() is called.
...
SVN r3397 (trunk)
2012-02-28 02:17:29 +00:00
Randy Heit
fcb0840246
- Fixed: The DConversationMenu constructor is not the appropriate place to set menuactive to
...
MENU_OnNoPause.
SVN r3396 (trunk)
2012-02-28 02:07:06 +00:00
Randy Heit
d59280eadb
- Preserve the MF_BLOCKED flag on level-spawned actors that have it in their default properties.
...
SVN r3395 (trunk)
2012-02-28 01:54:35 +00:00
Randy Heit
1e21ebad5d
- Let puke and pukename take up to four script parameters.
...
- Pass ACS_ExecuteWithResult's fifth argument as a fourth script parameter.
- Simplify P_StartScript()'s usage.
SVN r3394 (trunk)
2012-02-26 03:36:05 +00:00
Randy Heit
3fae0e3906
- Enable arg0str for UDMF things and named scripts.
...
SVN r3390 (trunk)
2012-02-26 02:32:45 +00:00
Randy Heit
7106c06811
- Allow for ACS_NamedExecute and friends to be used with SetThingSpecial.
...
SVN r3389 (trunk)
2012-02-26 02:25:33 +00:00
Randy Heit
87f23f6d38
- Use a signed integer for the script number when loading the transitional ACS binary format
...
in order to be congruent with the present-day binary format.
SVN r3388 (trunk)
2012-02-26 02:10:32 +00:00
Randy Heit
77a4b9a29b
- Give actors modified via Dehacked than CANUSEWALLS flag, whether they look like monsters
...
at first glance or not.
SVN r3386 (trunk)
2012-02-23 03:24:13 +00:00
Randy Heit
22dfc82338
- Use the same darkening amount for default blood and custom blood particles.
...
- Cache particle colors so custom particle colors don't require a full scan of the palette each
time they're created. Also fixes a bug with custom blood colors.
SVN r3385 (trunk)
2012-02-23 02:50:36 +00:00
Randy Heit
9457a1b3f8
- So, apparently the XMIDI library uses a fixed 120 Hz clock for MIDI events. As a result, we
...
should ignore any tempo events in XMIDI songs that were left over from the original MIDI
files, since the converter didn't remove them.
SVN r3384 (trunk)
2012-02-23 02:22:56 +00:00
Randy Heit
c3dba9ca9a
- Added writemidi console command. If the currently playing song is a MIDI variant, this will
...
write it to disk.
SVN r3383 (trunk)
2012-02-22 03:28:33 +00:00
Randy Heit
d3ad8ca3d8
- Fixed: XMISong::ProcessInitialMetaEvents() did not set the Division for tempo events. (Why
...
does XMI modify the division based on the tempo?)
SVN r3382 (trunk)
2012-02-22 02:05:12 +00:00
Randy Heit
d6e898be38
- Fixed: UDMFParser::AddUserKey() checked against the wrong token types when determining
...
the values type. Also, GetUDMFInt() performed a float-to-fixed conversion on the value it
returned.
SVN r3381 (trunk)
2012-02-21 22:11:52 +00:00
Randy Heit
472ac1b07c
- Fixed: The nodebuilder is highly likely to renumber vertices, so we need to remember how the
...
original vertices map to the new ones until after vertex slopes are handled.
SVN r3380 (trunk)
2012-02-21 21:52:42 +00:00
Randy Heit
514f29a34a
- Added Gez's custom flechettes patch, with ArtiPoisonBag4 renamed to ArtiPoisonBagGiver and
...
ArtiPoisonBag5 renamed to ArtiPoisonBagShooter.
SVN r3379 (trunk)
2012-02-21 20:58:33 +00:00
Randy Heit
2918a87479
- Added Gez's thrupushups fix.
...
SVN r3378 (trunk)
2012-02-21 20:50:38 +00:00
Randy Heit
170284ad57
- Added Gez's HMI/XMI division fixes, and partially the XMI tempo fix (not currently used).
...
SVN r3377 (trunk)
2012-02-21 20:19:25 +00:00
Randy Heit
d54f9c3616
- Added startup screen customization, courtesy of Gez.
...
SVN r3375 (trunk)
2012-02-21 19:52:40 +00:00
Randy Heit
67bbc0f95c
- Print named script's names for the scriptstat console command.
...
SVN r3374 (trunk)
2012-02-21 19:27:30 +00:00
Randy Heit
7b5612c45a
- Added ACS_NamedExecuteWithResult for DECORATE expressions. Since this is a pretty long name,
...
you can also use CallACS, if you wish. The two are synonyms.
SVN r3373 (trunk)
2012-02-21 19:24:02 +00:00
Randy Heit
d9b8b344ff
- Added support for using named scripts with UDMF maps. On lines with ACS specials
...
(i.e. ACS_Execute, etc.), set the arg0str property to the name of the script to execute. The
standard numeric arg0 property will be ignored in this case.
SVN r3372 (trunk)
2012-02-18 02:39:01 +00:00
Randy Heit
cbf7162e16
- Allow for using ACS_NamedExecute and friends with SetLineSpecial.
...
SVN r3371 (trunk)
2012-02-18 02:17:33 +00:00
Braden Obrzut
9cd0e48ea3
- Fixed: Forgot to initialize inventoryItem to NULL in DrawBar.
...
SVN r3370 (trunk)
2012-02-18 02:01:28 +00:00
Braden Obrzut
449bd90121
- Fixed: Runtime error on Mac OS X. For whatever reason merely having the call to CFUserNotificationDisplayAlert() in I_FatalError caused exception handling to quit working. Moving it to a separate file seems to fix this. Also removed the warning about FRenderer having a non-virtual destructor.
...
SVN r3367 (trunk)
2012-02-16 22:58:17 +00:00
Randy Heit
8f516a1007
- Added pukename console command. This is mostly the same as puke, except the scripts are
...
named, and to run a script using ACS_ExecuteAlways, you need to add "always" after the script
name but before any arguments. e.g.:
pukename "A Script" 1
Will run the script "A Script" with a single argument of 1, provided the script is not
already running.
pukename "A Script" always 1
Will always run the script "A Script" with a single argument of 1.
SVN r3365 (trunk)
2012-02-16 22:13:46 +00:00
Randy Heit
7561beb212
- Added action functions that work with script names instead of script numbers. They are
...
named the same as their ACS function equivalents. e.g. From DECORATE, you can now use
ACS_NamedExecuteAlways to run a script with a name.
SVN r3364 (trunk)
2012-02-16 21:49:09 +00:00
Randy Heit
4195993023
- Make deferred scripts work with named scripts.
...
- Added ACS_Named* function variants of the ACS_* specials that take script names instead of
numbers. As these are functions and not specials, they can only be used from inside ACS.
SVN r3363 (trunk)
2012-02-16 21:23:03 +00:00
Braden Obrzut
6f17e0f51b
- Fixed: Mac universal binary build. (I actually just realized that my DRDTeam build script ended up just working because of this modification.)
...
SVN r3362 (trunk)
2012-02-16 20:18:46 +00:00
Braden Obrzut
da974c3444
- Allow any parameterized SBarInfo value to use parentheses to help make the syntax a little more consistent.
...
SVN r3361 (trunk)
2012-02-16 05:01:17 +00:00
Braden Obrzut
25b73ac023
- Added ability to use a constant for the maximum comparator for health and armor drawbars.
...
SVN r3360 (trunk)
2012-02-16 04:21:43 +00:00
Randy Heit
9ffb4c40ac
- Added support for loading named ACS scripts. You can't run them directly at the moment, but
...
you can still use them for automatically executed script types (like open and enter).
- Change the DACSThinker::RunningScripts array into a TMap so that it can catalog the new range
of ACS scripts (up to 32767).
SVN r3359 (trunk)
2012-02-15 02:18:30 +00:00
Randy Heit
ebd115e7ca
- Removed snd_3dspread, because it totally does not do what I want. I was using it to preserve
...
some of the stereoness of stereo sounds played in 3D. My testing was done only with stereo
speakers, however, and I did not realize that it was moving the perceived physical location
of the sound itself (because it sounded fine with my two speakers). So when 3D spread started
working with mono sounds as well in FMOD 4.28, sound positioning was completely broken for
everything when outputting to more than two speakers, because sounds were being spread
across a 180 degree arc.
Whoops!
Stereo sounds are now completely mono when not played by you, the listener.
SVN r3357 (trunk)
2012-02-14 03:15:13 +00:00
Randy Heit
5a95c997d1
- Added keys on the automap for Heretic in easy mode, courtesy of Gez.
...
SVN r3356 (trunk)
2012-02-12 02:45:48 +00:00
Randy Heit
540473cbe0
- Fixed: Sound limiting applied even to sounds that were already playing on the same
...
actor+channel. Since in this case, it's really just restarting the sound, it shouldn't limit
it. (Since it's already playing, we know the limit wasn't exceeded when it started playing, so
it shouldn't be exceeded if we restart it now.)
SVN r3355 (trunk)
2012-02-12 02:41:55 +00:00
Randy Heit
033b3964f1
- Fixed: C_DoKey() must disable all doublebind processing if it isn't passed any doublebindings.
...
This is because the automap calls it with its own bindings, which effectively cancelled all
doublebindings while the automap was open.
SVN r3354 (trunk)
2012-02-11 01:44:56 +00:00
Randy Heit
d2c8a86bb4
- Fixed: CheckMobjBlocking() did not consider one-sided lines without the ML_BLOCKING flag to be blocking.
...
SVN r3353 (trunk)
2012-02-11 01:17:09 +00:00
Randy Heit
cd150bd170
- Fixed: Forgot to divide the length of the SVCT chunks in ACS objects by 4 to get the actual
...
number of scripts to set VarCount for.
SVN r3352 (trunk)
2012-02-11 01:04:42 +00:00
Randy Heit
e4728ba6f0
- Fixed: DCanvas::DrawTextV needs to accept the entire tag list in one parameter. Otherwise, it
...
can't pass it to DrawTexture with a simple TAG_MORE. (Not sure why I thought the initial tag
needed to be separate, though it did catch one case where it wasn't provided.)
SVN r3351 (trunk)
2012-02-11 00:15:03 +00:00
Randy Heit
68fbd75897
- Fixed compilation with FMOD 4.38+. The removal of hardware voices and EAX was a fairly
...
major change, so I'm making no provisions for using older FMOD DLLs when compiled with the
4.38 API. However, sound positioning is still broken like in 4.28, so you are recommended
to continue building with 4.26. Also, the Freeverb-based DSP unit is no longer present in
FMOD, so the underwater effect is currently unavailable when using 4.38 until I can figure
out how to make it work with the SFX Reverb unit instead. (And on that topic, the Freeverb
DSP was officially only for stereo outputs, so I really shouldn't have been using it in the
first place.)
- Since I would like to eventually figure out the sound positioning issues with the newer
FMODs, the following have been added:
* snd_drawoutput now labels its outputs with the speakers they represent.
* DCanvas::DrawTextA was added as an alias for DrawText, since the Windows headers #define
DrawText to a Unicode/non-Unicode variant.
* The loopsound console command was added to spawn an actor at the player's location and
have it loop a sound infinitely.
Hopefully I can figure it out. FMOD's 3D example works, so I assume the problem lies with
my code, though I don't really know where to begin looking for the problem.
SVN r3350 (trunk)
2012-02-10 00:53:50 +00:00
Christoph Oelckers
5d7ee4dbfd
- fixed: Line type 49 was wrong for all games. Fixed by adding a new Ceiling_CrushAndRaiseDist special. (thanks to Gez for the patch)
...
SVN r3348 (trunk)
2012-02-09 19:59:32 +00:00
Randy Heit
ddd5fe7535
- Fixed: If an episode skips the skill menu, it should also skip the confirm skill menu
...
if the default skill requests confirmation.
SVN r3347 (trunk)
2012-01-24 03:25:06 +00:00
Randy Heit
9d67dc36e8
- Fixed: Episodes with NoSkillMenu defined had their own idea of default skill that differed
...
from episodes with skill menus (and completely ignored whichever skill is explicitly defined
as the default skill).
SVN r3346 (trunk)
2012-01-24 03:16:24 +00:00
Randy Heit
ef88515dda
- Remove all restrictions on what you can do with tags as line special arguments in xlat.
...
Something like 「(tag & 5) + (tag & 2) / 2」 is now a valid argument for a standard line
translation.
SVN r3345 (trunk)
2012-01-23 04:18:37 +00:00
Randy Heit
4b2ae689ed
- Added modulus to FParseContext/xlat.
...
- Fixed: Division of tag arguments for xlat was in the wrong order.
SVN r3344 (trunk)
2012-01-23 02:47:51 +00:00
Randy Heit
b21062c39a
- Added more tag operators for xlat: * / & | ^
...
SVN r3343 (trunk)
2012-01-23 00:24:42 +00:00
Randy Heit
f28393263b
- Improve tag support for xlat: Any combination of arguments can now be tags, and you can
...
add (or subtract) a constant to them. If you do wish to add a constant, tag must come first.
e.g. tag+3 is good, but 3+tag will not work. (As a bonus, the parser is simpler, too.)
SVN r3342 (trunk)
2012-01-22 22:55:20 +00:00
Randy Heit
d9713669f1
- Fixed: Totally freezing a player did not ignore crouch toggling.
...
SVN r3341 (trunk)
2012-01-22 00:31:42 +00:00
Randy Heit
00d3e1975f
- Play "misc/secret" as a UI sound.
...
SVN r3340 (trunk)
2012-01-22 00:18:13 +00:00
Randy Heit
2faf92858a
- Fixed: LIGHT2SHADE would overflow with light values larger than 10 bits.
...
SVN r3339 (trunk)
2012-01-22 00:14:02 +00:00
Randy Heit
1bdbfb360e
- Remove an int->bool conversion warning.
...
SVN r3338 (trunk)
2012-01-21 23:51:24 +00:00
Randy Heit
a408a913bc
- Added missing newline characters to [BSP rebuilding] messages in p_glnodes.cpp.
...
SVN r3337 (trunk)
2012-01-21 23:48:46 +00:00
Randy Heit
83fc6cf53a
- Fixed: Hexen's ACS implementation truncates all line specials to bytes, so we need to do the
...
same for maps defined with Hexen-style MAPINFOs.
SVN r3336 (trunk)
2012-01-21 23:47:13 +00:00
Randy Heit
243197bfd4
- Fixed: Setting an actor's score with ACS also modified its nametag.
...
SVN r3335 (trunk)
2012-01-21 23:16:35 +00:00
Randy Heit
038d3cc820
- Initialize mSentAdvance to false.
...
SVN r3334 (trunk)
2011-12-25 22:45:12 +00:00
Randy Heit
8e636b8abf
- Fixed: Must not try to draw null flats in the textured automap.
...
SVN r3333 (trunk)
2011-12-14 00:36:47 +00:00
Randy Heit
7279e2ad62
- Fixed: Player pitch limits were reset to 0 when changing levels and loading
...
saved games.
SVN r3332 (trunk)
2011-12-14 00:16:19 +00:00
Christoph Oelckers
b1905c16ef
- added UDMF LOcknumber property, submitted by Nightfall.
...
SVN r3331 (trunk)
2011-12-12 16:07:32 +00:00
Braden Obrzut
3b8f5e0d39
- Fixed: levellump for drawstring should be all uppercase for consistency.
...
SVN r3330 (trunk)
2011-12-09 00:59:38 +00:00
Christoph Oelckers
893455ef61
- sync source with latest GZDoom:
...
Includes:
- Made the move tried from checking missile spawns ignore drop off height. This solves the Voodoo Gun ghostly civilian issue.
- Fixed: the NOTELEPORT flag is removed from Dehacked missiles which lose the MISSILE flag. This caused problems with certain special effects based on dehacked spawn cubes.
- Fixed: all Boom silent teleporters preserve relative height.
- support for palette independent particle colors if the renderer can handle them.
SVN r3329 (trunk)
2011-12-06 08:36:28 +00:00
Randy Heit
8e8331d44c
- Fixed: Pressing a key to advance an intermission screen only worked on
...
the local computer.
SVN r3328 (trunk)
2011-12-06 02:51:32 +00:00
Randy Heit
2f8d6beb1e
- Be less verbose when attempting to play non-ZDoom demos.
...
SVN r3327 (trunk)
2011-12-06 01:52:07 +00:00
Randy Heit
5284ab9688
- Do nothing in D_DoAdvanceDemo if gameaction is not ga_nothing.
...
SVN r3326 (trunk)
2011-12-06 01:50:38 +00:00
Randy Heit
43fed9dc89
- Need to bump demo/gameversion due to DEM_SETPITCHLIMIT. MINDEMOVERSION also
...
needs to be touched, since the default limits are now 0.
SVN r3325 (trunk)
2011-12-06 01:30:48 +00:00
Randy Heit
b41dbf8a52
- A_SetPitch now clamps the player's pitch within the valid range. It can
...
be made to clamp other actors' pitches to within the range (-90,+90)
degrees with the SPF_FORCECLAMP flag.
- Transmit the local viewpitch limits to the other players.
SVN r3323 (trunk)
2011-12-06 01:25:37 +00:00
Randy Heit
0897a593c7
- When a missile teleports, maintain velocity on the other end.
...
SVN r3322 (trunk)
2011-11-28 00:10:04 +00:00
Braden Obrzut
7d348e7148
- Fixed: The scanner triggered an assertion failure on empty strings.
...
SVN r3321 (trunk)
2011-11-26 06:59:35 +00:00
Braden Obrzut
cffae9c33c
- Applied Thomas's patch to fix physics with non-solid polyobjs, but adjusted it to work with 3D mid textures as well (at least as well as I could).
...
SVN r3320 (trunk)
2011-11-25 21:49:03 +00:00
Randy Heit
17ba09c882
- Fixed: Cht_ChangeLevel cheats should not check for disabled cheats.
...
SVN r3319 (trunk)
2011-11-24 04:36:36 +00:00
Randy Heit
7d502e7789
- Added SMF_CURSPEED flag for A_SeekerMissile to cause it to use the missile's current speed rather than its Speed property.
...
SVN r3318 (trunk)
2011-11-24 04:27:47 +00:00
Randy Heit
04387a6924
- Initialize all parameters when converting MBF_PlaySound to A_PlaySound,
...
because volume was being passed as 0 to A_PlaySound.
SVN r3317 (trunk)
2011-11-24 03:59:02 +00:00
Randy Heit
48c7423fbf
- Added flag ALF_NOFRIENDS and a friend-basis pointer to P_AimLineAttack().
...
A_DeathBallImpact uses these to avoid aiming at friends when the death ball
bounces. (The pointer is needed because the missile itself does the aiming,
not the player that shot it, and missiles are nobody's friends.)
SVN r3315 (trunk)
2011-11-07 01:23:23 +00:00
Randy Heit
f00f5d2304
- Allow subclasses when checking for PowerWeaponLevel2.
...
SVN r3314 (trunk)
2011-11-07 00:43:41 +00:00
Randy Heit
66f86add05
- Fixed: Starting in a sector with a musinfo thing would not trigger the thing.
...
SVN r3313 (trunk)
2011-11-07 00:31:17 +00:00
Christoph Oelckers
e6e15be7e0
- fixed: p_floor.cpp had some checks for 0-tags wrong (thanks to FDARI for the fix)
...
SVN r3312 (trunk)
2011-11-05 22:45:58 +00:00
Randy Heit
9acf65b9a4
- Added support for a PALVERS lump. This specifies replacement textures to
...
be used when for walls and floors when the renderer is paletted. The format
is very simple:
rgbtex1 paltex1
rgbtex2 paltex2
...
The first texture is the one to be used normally, and the second is the one
to be used in paletted modes.
The vid_nopalsubstitutions cvar can be used to ignore this lump.
SVN r3311 (trunk)
2011-11-04 01:12:53 +00:00
Braden Obrzut
e68d956208
- Fixed: 2048 should be a valid height for a Doom patch.
...
SVN r3310 (trunk)
2011-11-03 21:08:39 +00:00
Randy Heit
4816b3182b
- Add compat_badangles to the menu.
...
SVN r3309 (trunk)
2011-11-02 02:44:01 +00:00
Randy Heit
e121bd7d92
- Added compat_badangles to simulate Doom's incorrect sine table: Player
...
spawning and teleporting will be offset by one fineangle so they cannot
face directly in one of the cardinal directions.
SVN r3308 (trunk)
2011-11-01 02:58:52 +00:00
Randy Heit
c23b918596
- Fixed: restart ccmd did not reset the palette.
...
SVN r3307 (trunk)
2011-11-01 01:59:47 +00:00
Randy Heit
3401d9f2bb
- Fix incorrect line arg count for Ceiling_Waggle.
...
SVN r3306 (trunk)
2011-11-01 01:41:01 +00:00
Randy Heit
de956a9ab6
- Added a fourth paremeter to Floor_LowerToHighest. Set it to 1 to always apply
...
the offset to the target height. (This is Heretic's behavior.)
SVN r3304 (trunk)
2011-10-27 01:35:30 +00:00
Christoph Oelckers
b5cd69fe4c
- fixed: Invalid intermission string references to the string table could cause a crash.
...
SVN r3301 (trunk)
2011-10-23 09:46:31 +00:00
Randy Heit
307050d38d
- Remove the chasecam restriction that the player sprite must be visible. (When
...
crushed, the real player is turned invisible, defeating the death/chasecam.)
SVN r3300 (trunk)
2011-10-03 00:56:01 +00:00
Randy Heit
3117f657c7
- Change UDMF lineflag 'transparent' to 'translucent' to match the spec.
...
(Hopefully nobody used 'transparent'; it's not in the DoomBuilder configs,
so that should be a safe assumption.)
SVN r3298 (trunk)
2011-10-03 00:36:37 +00:00
Braden Obrzut
9c8bb236ec
- Backport r1253 through r1256 and r1259 of GZDoom.
...
* By pressing request, allow Linux users to build ZDoom with an FMOD version that doesn't give them 3D sound positioning. :p
* Fixed severe copy-pasta portal copy bug.
* 3D floors hidden by being moved above the ceiling or below the floor will no longer show in the automap.
* Reject TEXTURES scale of 0. They'd do nothing but provoke a division by zero error.
* Maybe fixed Linux compilation?
SVN r3297 (trunk)
2011-09-27 01:14:31 +00:00
Christoph Oelckers
3c47a30249
- added Gez's submission for inventory restrictions but changed the added checks to be in the main CallTryPickup function.
...
SVN r3296 (trunk)
2011-09-23 08:23:51 +00:00
Christoph Oelckers
a0bb1c2546
- added Gez's patch for proper splash checks with 3D-floors.
...
SVN r3295 (trunk)
2011-09-21 19:39:12 +00:00
Randy Heit
c12538c346
- Fixed crash when trying to play a MIDI file with no notes.
...
SVN r3294 (trunk)
2011-09-14 23:34:28 +00:00
Randy Heit
de8bf651f2
- Fix warnings reported by gcc version 4.5.2 (Ubuntu/Linaro 4.5.2-8ubuntu4)
...
SVN r3293 (trunk)
2011-09-14 23:24:32 +00:00
Braden Obrzut
d6b6a73fee
- Fixed MSVC warning.
...
SVN r3292 (trunk)
2011-09-13 20:13:26 +00:00
Braden Obrzut
faa122ede3
- Adjust VisibleToPlayerClass to accept multiple classes as well as work with inheritance.
...
SVN r3291 (trunk)
2011-09-10 04:24:40 +00:00
Braden Obrzut
c013e72caa
- Backported VisibleToTeam and VisibleToPlayerClass from Skulltag with some modifications.
...
SVN r3290 (trunk)
2011-09-08 01:28:26 +00:00
Braden Obrzut
bb1b825f24
- Backported kgsws's weapon dropitem changes from Skulltag.
...
SVN r3289 (trunk)
2011-09-08 00:55:47 +00:00
Randy Heit
7714ee3ffd
- Fix more errors found with static code analysis.
...
SVN r3288 (trunk)
2011-09-01 22:57:49 +00:00
Christoph Oelckers
f8bc459a21
- fix uninitialized string buffer in bot code.
...
SVN r3287 (trunk)
2011-08-31 22:49:24 +00:00
Christoph Oelckers
5747406776
- fixed some more potential NULL pointer accesses.
...
SVN r3286 (trunk)
2011-08-31 06:14:28 +00:00
Christoph Oelckers
f2a457206c
- fixed some potential NULL pointer accesses.
...
SVN r3285 (trunk)
2011-08-30 15:34:40 +00:00
Braden Obrzut
eafb9da2c1
- Backported GZDoom r1246:
...
* Fixed possible crash when texture for menu item patch cannot be loaded. (From Alexey's Mac OS X port.)
* Fixed iwadinfo.txt definitions of Hexen and Freedoom demos (also from Alexey's port.)
* Added missing LOF_NOJUMP definition.
SVN r3284 (trunk)
2011-08-23 02:39:20 +00:00
Braden Obrzut
edfc16906a
- Disable the save game menu when not in a level.
...
SVN r3283 (trunk)
2011-08-19 07:56:43 +00:00
Braden Obrzut
f6ddad95b7
- Set the CMAKE_MODULE_DIR so that we can use find_package instead of include for FluidSynth.
...
- Fixed: FadeTo() accepted parameters out of range.
- Fixed: "Enable autosaves" menu option didn't handle all possible values of disableautosave.
SVN r3280 (trunk)
2011-08-16 21:59:35 +00:00
Braden Obrzut
5c81cf20ba
- Merged r1236, r1237, and r1240 of GZDoom.
...
SVN r3279 (trunk)
2011-08-14 23:53:20 +00:00
Braden Obrzut
f42358ad08
- Backported FMOD Ex 4.34 fixes from gzdoom-macosx. (With changes to continue to allow compilation with 4.22-4.28.)
...
SVN r3278 (trunk)
2011-08-13 21:11:09 +00:00
Braden Obrzut
ba4630f0df
- Added ammo1capacity and ammo2capacity to drawnumber.
...
SVN r3277 (trunk)
2011-08-13 20:30:59 +00:00
Braden Obrzut
bdbea0da32
- Use kernel semaphores on Mac OS X since it doesn't support POSIX semaphores.
...
SVN r3276 (trunk)
2011-08-01 03:53:57 +00:00
Christoph Oelckers
080e769c76
- removed all asserts from the interpolation objects' Destroy methods. The condition will not be true after a failed savegame write occured.
...
- fixed: D_ErrorCleanup must clear 'savegamerestore'.
- fixed: Cleaning up when loading a savegame failed while restoring the thinker list did not work. There were two issues:
* removed the asserts in GC::SweepList because they get triggered by thinkers that were not fully initialized during loading.
* AActor::UnlinkFromWorld may not assume that the sector list has been initialized when this function is called.
SVN r3274 (trunk)
2011-07-15 13:26:36 +00:00
Braden Obrzut
c8b8cdd13b
- Fixed: SBarInfo string center alignment didn't work with non-monospace fonts.
...
SVN r3271 (trunk)
2011-07-14 09:31:39 +00:00
Braden Obrzut
dc50487432
- Lets try using semaphores on Linux instead of sleeping to implement cl_capfps.
...
SVN r3270 (trunk)
2011-07-11 02:35:33 +00:00
Christoph Oelckers
d8ea5cdad9
- fixed: BlockLinesIterator::Next could get stuck in rare situations where validcount was altered while the iterator was still running. This should probably be dealt with by using another marking method but at least this prevents the engine from freezing.
...
SVN r3268 (trunk)
2011-07-07 22:09:09 +00:00
Christoph Oelckers
ba661308d4
- added GZDoom's option not to count monsters in E1M8-style end of level sectors, but controlled by a dmflag.
...
SVN r3267 (trunk)
2011-07-07 21:55:55 +00:00
Christoph Oelckers
55bb4afac8
- backported GZDoom extensions to renderer interface.
...
SVN r3266 (trunk)
2011-07-07 21:43:49 +00:00
Braden Obrzut
85bd2e02c9
- Fixed Linux build issues.
...
SVN r3265 (trunk)
2011-07-07 20:49:55 +00:00
Christoph Oelckers
4ef68ded5d
- fixed some leftover references to the software renderer.
...
SVN r3264 (trunk)
2011-07-07 19:53:42 +00:00
Christoph Oelckers
5bfcaab25c
- separation of software renderer from the rest of the code complete. All external access to the renderer is routed through the FRenderer interface class now, with two exceptions (2D texture drawing to a canvas and polymost testing code) that are handled by #defines.
...
SVN r3263 (trunk)
2011-07-07 15:37:47 +00:00
Christoph Oelckers
3e9ffc9ac9
- copied some declarations that are needed by GZDoom's GL renderer from r_main.h to r_utility.h.
...
SVN r3262 (trunk)
2011-07-06 19:11:36 +00:00
Christoph Oelckers
f08188b0e5
- removed unneeded includes of r_local.h.
...
SVN r3261 (trunk)
2011-07-06 18:12:16 +00:00
Christoph Oelckers
463c276014
- removed more r_ header dependencies from the rest of the code.
...
SVN r3260 (trunk)
2011-07-06 15:31:05 +00:00
Christoph Oelckers
163301dcd5
- took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
...
SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
42091b1bb3
- changed AlterWeaponSprite so that it doesn't take a full vissprite as parameter.
...
- FCoverageBuffer is only used in r_things.cpp, so its declaration does not need to be in a global header that's included everywhere.
SVN r3258 (trunk)
2011-07-06 13:00:51 +00:00
Christoph Oelckers
03177090c0
- removed some unnecessary r_ header #includes.
...
SVN r3257 (trunk)
2011-07-06 10:55:04 +00:00
Christoph Oelckers
f8ba5af858
- separated sprite and skin maintenance code from r_things.cpp into a separate file.
...
SVN r3256 (trunk)
2011-07-06 10:24:40 +00:00
Christoph Oelckers
fbff5ca932
- moved r_interpolate.cpp and r_translate.cpp to r_data.
...
- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.
SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Christoph Oelckers
5c6fd66ed5
- rename src/resources to src/r_data.
...
SVN r3254 (trunk)
2011-07-06 07:35:36 +00:00
Braden Obrzut
da7abc2a83
- Fixed: p_sectors.cpp wouldn't compile.
...
SVN r3253 (trunk)
2011-07-06 03:59:55 +00:00
Christoph Oelckers
0d43ecdd9d
- moved side_t::GetLightLevel out of software rendering code.
...
SVN r3252 (trunk)
2011-07-05 21:30:17 +00:00
Christoph Oelckers
5bf6398d85
- moved render style and border drawing code out of r_draw.cpp.
...
SVN r3251 (trunk)
2011-07-05 20:41:53 +00:00
Christoph Oelckers
06d280f00a
- moved all code not specific to the software renderer out of r_bsp.cpp.
...
SVN r3250 (trunk)
2011-07-05 19:50:01 +00:00
Christoph Oelckers
b57a39dd86
- moved R_AlignFlat out of renderer into main game code (r_ to p_.)
...
SVN r3249 (trunk)
2011-07-05 13:33:02 +00:00
Christoph Oelckers
17ed7aaabd
- moved the code from r_data.cpp to some better fitting places and deleted this file and r_data.h because the remaining parts of it were just a random collection of unrelated functions.
...
SVN r3248 (trunk)
2011-07-05 10:02:38 +00:00
Christoph Oelckers
2a3d1a4493
- updated CMakeLists.txt for last commit.
...
SVN r3247 (trunk)
2011-07-05 08:20:15 +00:00
Christoph Oelckers
7308e05ed0
- separated all voxel related resource maintenance code from r_things.cpp and r_data.cpp into its own file.
...
SVN r3246 (trunk)
2011-07-04 20:22:55 +00:00
Christoph Oelckers
4626492f50
- separated all colormap related code from v_palette.cpp and r_data.cpp into its own file.
...
SVN r3245 (trunk)
2011-07-03 10:47:35 +00:00
Christoph Oelckers
6748432014
- fixed: The compatibility savegame handling for the lightning code did not read the obsolete LightningLightLevels data from the savegame.
...
SVN r3244 (trunk)
2011-06-21 07:28:48 +00:00
Randy Heit
2dd4ea8400
- Fixed: LightningLightLevels[] was not just an array of light levels. The latter part was also
...
a bitmask describing which sectors had lightning. When this was expanded to shorts, the
result was that random sectors would have their lighting zero'ed after a lightning flash. I
really have to wonder what I was thinking when I decided to cram two completely unrelated
things into the same array. Since a short is wide enough, I did away with the bitmask and
just use SHRT_MAX to mark sectors that weren't lightninged.
SVN r3243 (trunk)
2011-06-21 03:38:32 +00:00
Randy Heit
4032b4c307
- Fixed: In gccinlines.h, the alternative for DivScale32 that took idiv's parameter in memory
...
did not mark eax as an early-clobber register, so GCC might decide to pass the memory address
in eax, and it would get clobbered by the inline assembly before fetching the value to divide
by.
But rather than fix it by adding another '&', I have opted to mark it as in/out and do the
zeroing outside the inline assembly, so GCC has maximum flexibility for scheduling the code.
SVN r3242 (trunk)
2011-06-18 05:43:51 +00:00
Randy Heit
4b78b07aca
- Fixed: D3DFB::Draw3DPart() treated the screen's pitch as if it always equaled the width.
...
Considering this hasn't been guaranteed since before the D3DFB class was even written, this
should have never made it in as-is.
SVN r3241 (trunk)
2011-06-18 05:18:28 +00:00
Christoph Oelckers
9fc5539ae7
- fixed case of damage type variables.
...
- fixed loading of BMF fonts' palettes. Index 0 is always transparent and the stored palette data starts at index 1.
SVN r3240 (trunk)
2011-06-17 22:46:34 +00:00