This requires quite a bit more thorough cleanup. I got it to the point where the titlepic appears after restarting, but it still crashes when starting the game so there's more data that needs to be cleaned up...
Conflicts:
src/p_mobj.cpp
(This stops right before moving the conversation IDs into MAPINFO because that feature is quite conflict-heavy and will have to merged by itself.)
Conflicts:
src/d_main.cpp
src/info.cpp
src/p_local.h
(Had to merge this all by itself because it was creating too many merge conflicts when combined with other stuff.
UpdateSounds will not be called during screen wipes and the entire setup of this function suggests that this is not advisable at all.
The OpenAL stream updates were done deep inside this function implicitly.
This caused music to stop while a wipe was in progress. So in order to allow uninterrupted music playback during screen wipes the music updates need to be handled separately from sound updates and be called both in the main loop and the wipe loop.
I think that the OpenAL music updating should be offloaded to a separate thread but at least it's working now without causing interruptions during wipes.
- Old mess:
* Execute autoexec files right away.
* Execute -exec files right away.
* Execute command line commands right away.
- If, during any of the above, an unknown command or a set of an
unknown variable is encountered, store it for later.
- Pullin commands are directly executed and add to the list of files
to load.
* Do a little setup, including parsing CVARINFOs.
* Retry saved commands in case CVARINFO added a cvar they refer to.
- New, less messy, mess:
* Parse autoexec files into an array.
* Parse -exec files.
* Parse command line commands.
- During all of the above, exec commands are also parsed into the
array immediately rather than being saved for execution later.
- Pullin commands are parsed into a different array. The pullin
command doesn't actually do anything directly anymore.
* Add all the pullin files to the list of files to load.
* Do a little setup, including parsing CVARINFOs.
* Execute every command that was parsed in the preceding steps.
This has an important implication:
Previously the config was loaded before IWADINFO so in order to allow the config to access the data this had to be switched around.
This means that zdoom.pk3 will not be looked for in the global IWAD search paths anymore, but since it shouldn't be there to begin with it should be an acceptable compromise.
As a result the old 'Group' property could be removed and all other means to get a section name were disabled.
As an example, if the code gets 'doom.doom2.commercial' it will use the following sections in this order:
global.autoload
doom.autoload
doom.doom2.autoload
doom.doom2.commercial.autoload.
- Multi-directory archives (e.g. zips) now support filtering lumps
depending on the loaded IWAD. The search rules are the same as for the
Autoload entries in the user's ini. For instance, if you are playing
Doom 2, the following filters will be applied:
* "filter/doom2/*"
* "filter/doom/*"
They will be renamed to strip out the "filter/doom2/" and "filter/doom/"
parts and will be ordered so they take precedence over any files not
inside a filter/ directory. Any files inside another filter/ directory
(e.g. "filter/hexen/*") will be ignored.
- Fixed: Using +set cvarname and +cvarname on the command line would not
work if cvarname was defined in CVARINFO. This should be the proper way to fix
it. Rather than move all command line execution after loading CVARINFO,
keep command line execution before wads are loaded. If an attempt is
made to set an unknown cvar or to run an unknown command (which could
potentially be shorthand for setting an unknown cvar), save it and try
running it again after all CVARINFOs have been handled.
Conflicts:
src/CMakeLists.txt
src/b_think.cpp
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_fighterplayer.cpp
src/namedef.h
src/p_enemy.cpp
src/p_local.h
src/p_mobj.cpp
src/p_teleport.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_function.cpp
src/thingdef/thingdef_parse.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
were added to thingdef_function.cpp over the past year, as this file no
longer exists in this branch.
Even when '+logfile' argument was omitted, the console would print 'Could not start log', because 'logfile != NULL' was used as a check for the presence of '+logfile' argument, but the internal buffer of FString is never NULL, so the right check is 'logfile.isNotEmpty()'.
While I'm at it, I fixed another bad check for 'pagename'.
- added version check for Windows 8. I also would have liked to add 8.1 but due to some incredibly stupid changes in the version API it's no longer possible to reliably retrieve the correct Windows version for later builds.
- Command-line console commands are executed before a level is entered, so
trying to use +warp to position yourself at a specific location will not
work. We now specially handle this command so that it does work.
- Fixed: You could not set any CVARINFO-defined cvars from the command line
because command line console commands were executed before wads were
even loaded. Off the top of my head, I can't think of anything that would\
break by having them get executed after wads are loaded.
The 'unix' identifier isn't defined when '-std' is passed to the compiler (tested with gcc and clang), so use '__unix__' which is well enough documented.
- Separated CVAR_MODARCHIVE into CVAR_MOD|CVAR_ARCHIVE so that mod-defined cvars can still be
identified when they aren't meant to be archived.
SVN r4281 (trunk)
of the form:
<scope> [noarchive] <type> <name> [= <defaultvalue>];
Where <scope> is one of:
* server: This cvar is shared by all players, and in network games, only select players can
change it.
* user: Each player has their own copy of this cvar, which they can change independently.
To prevent the cvar from being written to the config file, add noarchive to its definition.
<Type> is one of:
* int: An integral value. Defaults to 0.
* float: A value that can include a fraction. Defaults to 0.0.
* color: A color value. Default to black ("00 00 00").
* bool: A boolean value that can hold either true or false. Defaults to false.
* string: A string value. It's not too useful for mods but is included for completeness. Defaults to "".
<Name> is the cvar's name and must begin with a letter and may only include alphanumeric
characters and the underscore character.
If you wish a non-standard default add an = character after the cvar's name followed by the
default value you want to use. Example:
server int mymod_coolness = 10;
- Fixed: FStringCVar::SetGenericRepDefault() did not make a copy of the input string.
SVN r4280 (trunk)
* HUDMSG_NOTWITH3DVIEW : This message does not appear when the 3D view is active.
* HUDMSG_NOTWITHFULLMAP : This message does not appear when the fullscreen automap is active.
* HUDMSG_NOTWITHOVERLAYMAP : This message does not appear when the overlay automap is active.
These flags may be combined, so for example: HUDMSG_NOTWITHFULLMAP | HUDMSG_NOTWITHOVERLAYMAP
would prevent the message from appearing if any form of automap is active.
- Added HUD message layers, which are ORed into the type field:
* HUDMSG_LAYER_OVERHUD : This is the default and standard behavior. The message appear on
top of most HUD elements. This definition is just included for completeness' sake; you
don't need to explicitly use it.
* HUDMSG_LAYER_UNDERHUD : The message appears underneath other HUD elements, such as the status bar.
* HUDMSG_LAYER_OVERMAP : The message appears on top of the fullscreen automap. At the moment,
this layer is functionally equivalent to using the flags HUDMSG_NOTWITH3DVIEW | HUDMSG_NOTWITHOVERLAYMAP.
However, if Blzut3 decides to implement support for drawing the automap permanently on a
second screen, messages on this layer will move to that screen with the automap and be permanently
visible as long as the map is visible on that other screen.
These are not flags, so for example HUDMSG_LAYER_UNDERHUD | HUDMSG_LAYER_OVERHUD is not valid.
SVN r3821 (trunk)
- Fixed: Don't access class metadata at all in DObject::PropagateMark if the type system is shutdown.
- Fixed: If FCompressedMemFile::Reopen() fails, then it would try to double-free memory when deleted.
SVN r3688 (trunk)
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)
- 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)
ignored the Y locations of patches drawn on two-sided midtextures and always drew them at the
top of the texture. Added a compatibility flag.
SVN r3205 (trunk)
- When loading a game from the menu, do not hide the fullscreen console until we know we can
load the save. Otherwise, the gamestate goes invalid if the save is no good.
SVN r3187 (trunk)