- Added oleaut32.lib as an explicit library in the VC Proj, since the 2005 Express Edition
doesn't include it implicitly the way the other versions do.
SVN r1673 (trunk)
took far too long to reach this point.) Manual axis configuration is
currently disabled, since I need to rewrite that, too. The eventual point of
this is that the code will be modular enough that I can just plop in
routines for XInput controllers and driver-less PlayStation 2 adapters
without much fuss, since the old joystick code was very much DirectInput-
centric.
SVN r1672 (trunk)
one for each call.
- Fixed: AWeaponGiver::TryPickup checked the wrong item for ammo to give.
- fixed: FRandom::Random2(int mask) must return the difference between 2 byte values
for compatibility.
- fixed: The sound name world/volcano/shoot was accidentally destroyed in the source.
SVN r1671 (trunk)
a Minotaur couldn't spawn floor flames when standing in water having its
feet clipped.
- added vid_vsync to display options.
- fixed: Animations of type 'Range' must be disabled if the textures don't
come from the same definition unit (i.e both containing file and use type
are identical.)
- changed: Item pushing is now only done once per P_XYMovement call.
- Increased the push factor of Heretic's pod to 0.5 so that its behavior
more closely matches the original which depended on several bugs in the engine.
- Removed damage thrust clamping in P_DamageMobj and changed the thrust calculation
to use floats to prevent overflows. The prevention of the overflows was the
only reason the clamping was done.
- Added Raven's dagger-like vector sprite for the player to the automap code.
SVN r1668 (trunk)
loaded as if they had one more lump with that end marker. This matches the
behaviour of previously released ZDooms. (The warning is still present, so
there's no excuse to release more wads like this.)
SVN r1667 (trunk)
* BUMPSPECIAL flag: actors with this flag will run their special if collided on by a player
* WEAPON.NOAUTOAIM flag, though it is restricted to attacks that spawn a missile (it will not affect autoaim settings for a hitscan or railgun, and that's deliberate)
* A_FireSTGrenade codepointer, extended to be parameterizable
* The grenade (as the default actor for A_FireSTGrenade)
* Protective armors à la RedArmor: they work with a DamageFactor; for example to recreate the RedArmor from Skulltag, copy its code from skulltag.pk3 but remove the "native" keyword and add DamageFactor "Fire" 0.1 to its properties.
SVN r1661 (trunk)
- Fixed: P_LineAttack may not check the puff actor for MF6_FORCEPAIN because
it's not necessarily spawned yet.
- Fixed: FWeaponSlots::PickNext/PrevWeapon must be limited to one iteration
through the weapon slots. Otherwise they will hang if there's no weapons
in a player's inventory.
SVN r1659 (trunk)
* scalex_top
* scaley_top
* scalex_mid
* scaley_mid
* scalex_bottom
* scalex_bottom
- Added sidedef versions of the linedef flags wrapmidtex and clipmidtex (via
UDMF; names are the same). If the flag is set on the line, it applies to
both sides. Otherwise, each side can control them individually.
SVN r1645 (trunk)
- Added MF6_NOFEAR flag.
- Added A_MonsterRefire(probability, jumptarget).
- Added A_JumpIfTargetInSight(state) action function.
- Changed: Puffs set their angle to face the originator of the attack.
- Strife's burning hands originally make the level view fullbright.
changed in ZDoom to do partial brightening.
SVN r1642 (trunk)
default bindings for it. (Only works with Raw Input on XP. Vista has
support through Win32 mouse, as well. DirectInput does not support it at
all, because the DirectInput mouse device does not expose this control.)
SVN r1640 (trunk)
the PC98 equivalent so it would be recognized as kp=. (Interestingly, F13-
F16 and kp= only generate events when using Raw Input, not when using
DirectInput.
SVN r1639 (trunk)
regardless of pain chance.
- Changed screenblocks CVAR to be settable per game.
- Added SpawnSpotForced and SpawnSpotFacingForced ACS functions.
- Added pushfactor actor property.
SVN r1638 (trunk)
- fixed: The Dehacked parser could not parse flag values with the highest bit
set because it used atoi to convert the string into a number.
SVN r1624 (trunk)
the game has finished.
- Added NOBOSSRIP flag. Note: we are now at flags6!
- Added SetSkyScrollSpeed(int skyplane, fixed speed) ACS function.
- Added THRUACTORS flag that disables all actor<->actor collision detection.
- Added DONTSEEKINVISIBLE flag for missiles that can't home in on invisible
targets.
- Added SFX_TRANSFERPITCH flag to A_SpawnItemEx.
- Added Ultimate Freedoom IWAD detection.
- Added GetAirSupply and SetAirSupply functions to ACS.
- Fixed: The *surface sound was not played when drowning was switched off
by setting the level's air supply to 0.
SVN r1619 (trunk)
fullscreen. (e.g. You could no longer scroll the console with the mouse
buffer.)
- Fixed: Wheeling down was seen as wheeling up with the Win32 mouse.
SVN r1618 (trunk)
in data2. This was just unnecessary overhead that wasn't really needed
anywhere.
- Moved GUI-mode input into a separate function to make the code easier to
read.
SVN r1617 (trunk)
switched it to buffered input, and the pause key seems to be properly
cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't
need to be special-cased either, because buffered input never passes on
the Tab key when you press Alt+Tab. I have no idea why I special-cased
Num Lock, but it seems to be working fine. By setting the exclusive mode
to background, I can also avoid special code for releasing all keys when
the window loses focus, because I'll still receive those events while the
window is in the background.
SVN r1613 (trunk)
once. This is because destroying one weapon has a potential to destroy a
sister weapon as well. If the sister weapon is the next one in line (as it
typically is), it would process that one, not realizing it was no longer
part of the inventory, and stop because its Inventory link was NULL.
SVN r1610 (trunk)
mouse should be grabbed. This fixes the case where you start the game in
the background and it grabs the mouse anyway.
- Changed raw mouse grabbing to call ShowCursor() directly instead of through
SetCursorState(), since changing the pointer isn't working with it
(probably due to the lack of legacy mouse messages), and the others work
fine by setting an invisible cursor.
- Fixed: Raw mouse input passes wheel movements in an unsigned field, but the
value is signed, so it requires a cast to use it.
- Reverted accidental changes to src/sdl/i_input.cpp.
SVN r1605 (trunk)
textures. They also must be set to dimensions other than (0,0) to avoid division
by zero errors.
- Fixed: Random spawners did not handle the MF_DROPPED flag.
SVN r1602 (trunk)
with RIDEV_NOLEGACY apparently prevents SetCursor() from doing anything.
- Split mouse code off from i_input.cpp into i_mouse.cpp and added raw mouse
handling. (WM_INPUT obsoleted most of DirectInput for XP.)
- Fixed: Similar to the Win32 mouse, using the DirectInput mouse in windowed
mode, if you alt-tabbed away and then clicked on the window's title bar,
mouse input would be frozen until the mouse was ungrabbed again.
SVN r1601 (trunk)
- Changed bounce flags into a property and added real bouncing sound properties.
Compatibility modes to preserve use of the SeeSound are present and the old
flags map to these.
SVN r1599 (trunk)
clicking on the window's title bar moved it practically off the screen.
- Beginnings of i_input.cpp rewrite: Win32 and DirectInput mouse handling has
been moved into classes.
SVN r1597 (trunk)
speedup.
- Replaced the Shanno-Fano/Huffman reading routines from FZipExploder with
ones of my own devising, based solely on the specs in the APPNOTE.
SVN r1590 (trunk)
files that use a literal table and 8k dictionary, and that the just-added
Shrink support works at all.
- Replaced the bit-at-a-time Shannon-Fano decoder from GunZip.c64 with the
word-at-a-time one from 7-Zip for a slight speedup when working with
Imploded files.
SVN r1588 (trunk)
- Removed #pragma warnings from cmdlib.h and fixed the places where they were
still triggered.
These #pragmas were responsible for >90% of the GCC warnings that were not
listed in VC++.
- Fixed one bug in the process: DSeqNode::m_Atten was never adjusted when the
parameter handling of the sound functions for attenuation was changed.
Changed m_Atten to a float and fixed the SNDSEQ parser to set proper values.
Also added the option to specify attenuation with direct values in addition
to the predefined names.
SVN r1583 (trunk)
- Fixed: P_CheckSwitchRange tried to access a line's backsector without
checking if it is valid.
- Fixed: Fast projectile could not be frozen by the Time freezer.
- Added several new ACS functions: GetActorMomX/Y/Z, GetActorViewHeight,
SetActivator, SetActivatorToTarget.
SVN r1578 (trunk)
- Added support for ACS functions that can be defined without recompiling ACC.
- Fixed: The short lump name for embedded files must be cleared so that they
are not found by a normal lump search.
- Added AProp_Notarget actor property.
- Fixed: TraceBleed was missing a NULL pointer check,
- Fixed: P_RandomChaseDir could crash for friendly monsters that belong to
a player which left the game.
- Changed A_PodGrow so that it plays the generator's attack sound instead of
"misc/podgrow".
SVN r1575 (trunk)
- Added transference of a select few flags from PowerProtection to its owner.
- Added actor type parameters to A_PodPain() and A_MakePod().
- The savegame path is now passed through NicePath(), since it's user-
specifiable.
- Added save_dir cvar. When non-empty, it controls where savegames go.
- SBARINFO update:
* Added the ability to center things with fullscreenoffsets enabled. Due
to some limitations the syntax is [-]<integer> [+ center].
* Fixed: the translucent flag on drawinventorybar didn't work quite right.
* Fixed: Extremely minor inaccuracy in the Doom SBarInfo code. The
fullscreen inventory bar wasn't scaled correctly.
SVN r1571 (trunk)
- Made 'next endgame' work again for cases where it is supposed to be
the same as 'next endgame4'.
- GCC nitpick fix: Classes being used as template parameters may not be
defined locally in a function. Fixed FWadFile::SetNamespace for that.
- Improved error reporting for incorrect textures in maps.
- Fixed: When music was stopped this was not set in the global music state.
- Fixed: Friendly monsters did not target enemy players in deathmatch.
SVN r1567 (trunk)
texture manager. They now get assigned a new FEmptyTexture object
that is just a 1x1 pixel transparent texture.
- Fixed: Multiple namespace markers of the same type were no longer detected.
- Fixed sprite renaming.
SVN r1566 (trunk)
checking for the end marker. On 32-bit systems, this is -1, but on 64-bit
systems, it is a very large integer that is highly unlikely to be in mapped
memory.
SVN r1564 (trunk)
- Fixed: AM_NewResolution crashed when called from outside a level.
- Added support for Quake PAK files.
- Improved warning messages for WAD files with incorrect marker usage.
SVN r1556 (trunk)
extensions.
- Removed merging of special namespaces. For the texture manager this has
become totally useless so there is no need to do this anymore. Not merging
the namespaces also allows a much more reliable detection of lumps belonging
to special namespaces so the ScanForFlatHack function is no longer needed.
Instead, any lump up to F_END with a length of 4096 will be marked for
inclusion as a flat texture if no F_START marker is found.
- Made the counting of intermission stats in Doom a GAMEINFO option so that
it can be activated in all games.
SVN r1555 (trunk)