Christoph Oelckers
fbff5ca932
- moved r_interpolate.cpp and r_translate.cpp to r_data.
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- 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
5e5ddd8cc8
- fixed: The help screens were stretched on 16:9 displays
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- fixed: The bunny scroller did not advance its animation to the end when aborted.
SVN r3102 (trunk)
2011-01-14 09:22:09 +00:00
Christoph Oelckers
772d59dff4
- fixed handling of missing backgrounds for intermission text screens for real this time.
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SVN r3041 (trunk)
2010-12-15 08:00:38 +00:00
Christoph Oelckers
d54ee47656
- fixed: The intermission screen did not initialize its texture variable when the texture was invalid.
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SVN r3023 (trunk)
2010-12-07 16:16:31 +00:00
Christoph Oelckers
86516ecfac
- fixed: The code that set DIntermissionController::CurrentIntermission was missing a write barrier.
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SVN r3015 (trunk)
2010-12-01 19:56:35 +00:00
Christoph Oelckers
48e17ccf1c
- fixed: The cast call could not handle actors with changing sprites
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- fixed: The cast call was missing some NULL pointer checks for invalid actor classes.
- fixed: The cast call did not use a translation defined for an actor class.
SVN r2968 (trunk)
2010-10-30 07:21:16 +00:00
Christoph Oelckers
0497171bc0
- fixed: States jumping to themselves should only end an actor's cast call when it happens in the death sequence.
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SVN r2957 (trunk)
2010-10-17 23:22:09 +00:00
Christoph Oelckers
94fd56b6bd
- added option for the cast call to use a 'Death.Cast' sequence so that monsters with an unusable death sequence for the cast call can define an alternative.
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SVN r2952 (trunk)
2010-10-17 08:02:04 +00:00
Christoph Oelckers
6538bc457b
- fixed: The cast call could time out on overlong death sequences and get stuck.
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- fixed: The cast call code should treat a waiting state in the death sequence as its end.
SVN r2951 (trunk)
2010-10-17 07:56:49 +00:00
Christoph Oelckers
ec3e4bb7c7
- fixed: The Player played no sounds in the Doom2 cast.
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- fixed: The player's melee state is not a proper melee state so it should not be entered when used in the cast.
- fixed: Sounds were played before changing states. That missed situations where the state was entered from anywhere else but the previous state.
SVN r2915 (trunk)
2010-10-06 17:57:56 +00:00
Christoph Oelckers
d9970ab9b6
- merged finale branch back into trunk.
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SVN r2911 (trunk)
2010-10-06 10:44:03 +00:00