Latest UZDoom Changes
Latest 50 commits, skipping 19050
Unofficial development builds at DRD Team
09-Jun-2015 (Tuesday) at 13:20:10 PDT by Eevee (Alex Munroe)
Don't allow pressing a checkswitchrange switch that's in the floor.
07-Jun-2015 (Sunday) at 11:27:20 PDT by ZZYZX
Upgraded the portal code to work with the new tagManager system. Was uncompilable
07-Jun-2015 (Sunday) at 10:54:36 PDT by ZZYZX
Fixed odd merge bugs
07-Jun-2015 (Sunday) at 02:23:06 PDT by coelckers
Merge pull request #338 from alexey-lysiuk/osx_fix_nofmod
Fixed build on OS X without FMODEx
07-Jun-2015 (Sunday) at 01:31:53 PDT by alexey.lysiuk
Fixed build on OS X without FMODEx
07-Jun-2015 (Sunday) at 00:43:54 PDT by Christoph Oelckers
Merge branch 'master' into scriptingConflicts:
- src/g_heretic/a_hereticweaps.cpp
- src/thingdef/thingdef_codeptr.cpp
07-Jun-2015 (Sunday) at 00:41:44 PDT by Christoph Oelckers
- removed the _3DFLOOR #define because we really do not want to comment this out anymore, right?
07-Jun-2015 (Sunday) at 00:33:15 PDT by Christoph Oelckers
- respect FF_INVERTSECTOR when checking a 3D floor's terrain.
07-Jun-2015 (Sunday) at 00:09:55 PDT by Christoph Oelckers
Merge branch 'texture-scaling-3d-floors' of https://github.com/eevee/zdoom06-Jun-2015 (Saturday) at 18:26:13 PDT by Eevee (Alex Munroe)
Fix scaling of 3D floor wall textures.
The scale factors are now taken from the same part of the sidedef that provides the texture.
06-Jun-2015 (Saturday) at 18:21:08 PDT by ZZYZX
Merge branch 'portals2_visual' of github.com:jewalky/zdoom into portals2_visualConflicts:
- src/p_setup.cpp
- src/p_udmf.cpp
16-Dec-2014 (Tuesday) at 12:54:49 PST by ZZYZX
Fixed trivial bug with two-sided portals not clipping stuff correctly
16-Dec-2014 (Tuesday) at 11:31:21 PST by ZZYZX
Fixed sprite clipping with drawsegs (removed unnecessary portal check)
16-Dec-2014 (Tuesday) at 09:48:06 PST by ZZYZX
Made a CVar to limit recursions; Made a CVar to highlight portal borders; Fixed slight logical bug in unique portal identifiers
16-Dec-2014 (Tuesday) at 08:46:26 PST by ZZYZX
Fixed portal detection in R_AddLine
16-Dec-2014 (Tuesday) at 08:13:20 PST by ZZYZX
Put line ID from args[1] for Hexen maps
16-Dec-2014 (Tuesday) at 08:08:48 PST by ZZYZX
Merged mirrors with portals; Render part of mirrors done, render part of portals needs further testing
06-Jun-2015 (Saturday) at 18:08:18 PDT by Eevee (Alex Munroe)
Use the correct sidedef's middle scaling when drawing 3D floors.
This wants curline->sidedef, which is the 3D sidedef currently being
drawn. sidedef appears to be the last regular sidedef that happened
to be drawn? The perils of globals.
06-Jun-2015 (Saturday) at 16:03:11 PDT by Eevee (Alex Munroe)
Transfer flat-based damage (P_PlayerOnSpecialFlat) to 3D floors.
06-Jun-2015 (Saturday) at 15:31:12 PDT by Eevee (Alex Munroe)
Don't play a terrain splash if the player didn't take damage.
06-Jun-2015 (Saturday) at 15:27:03 PDT by Eevee (Alex Munroe)
Transfer friction to swimmable 3D floors.
05-Jun-2015 (Friday) at 19:22:54 PDT by Braden Obrzut
- Fixed: More endian issues in the ACS VM.
05-Jun-2015 (Friday) at 18:57:42 PDT by Braden Obrzut
- Fixed: zipdir wrote the central directory incorrectly on PowerPC.
04-Jun-2015 (Thursday) at 00:27:17 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom04-Jun-2015 (Thursday) at 00:20:55 PDT by Christoph Oelckers
- fixed: Software renderer's colormap variables should not be accessed from common renderer interface code.
02-Jun-2015 (Tuesday) at 10:46:06 PDT by coelckers
Merge pull request #333 from MajorCooke/laxtelefragdmg
- Added LAXTELEFRAGDMG. This flag forces all damage to be factored, …
02-Jun-2015 (Tuesday) at 10:22:26 PDT by MajorCooke
-...forgot this one.
02-Jun-2015 (Tuesday) at 10:10:45 PDT by MajorCooke
- Added LAXTELEFRAGDMG. This flag forces all damage to be factored, regardless being above or below the telefrag threshold.
- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
29-May-2015 (Friday) at 03:03:50 PDT by Christoph Oelckers
- fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here.
28-May-2015 (Thursday) at 00:23:14 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom28-May-2015 (Thursday) at 00:22:48 PDT by Christoph Oelckers
- added Zandronum's text input menu items.
28-May-2015 (Thursday) at 00:04:55 PDT by coelckers
Merge pull request #332 from edward-san/pitch_fix
- Fixed SetActorPitch and ChangeActorPitch issue.
27-May-2015 (Wednesday) at 15:41:07 PDT by Edoardo Prezioso
- Fixed SetActorPitch and ChangeActorPitch issue.
The code did not take into account the player's limited pitch.
26-May-2015 (Tuesday) at 00:03:53 PDT by Christoph Oelckers
- fixed: The ending flat for No Rest For The Living was wrong.
25-May-2015 (Monday) at 10:58:02 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom25-May-2015 (Monday) at 10:57:36 PDT by Christoph Oelckers
- fixed: The tag check in Sector_CopyScroller was inverted (it should reject sectors with the given tag, but it rejected everything else.)
20-May-2015 (Wednesday) at 10:10:08 PDT by Braden Obrzut
- Fixed: Hexen's status bar top graphic was drawn 1 pixel too low.
- Fixed: Artiflash played on initial save loading. I seem to recall this looking like an intentional change, but perhaps I broke it since it's completely pointless to play the animation only on the first load of a save game if nothing has been loaded beforehand.
20-May-2015 (Wednesday) at 09:54:13 PDT by Braden Obrzut
- Fixed: god2 didn't trigger invulnerability in SBarInfo.
20-May-2015 (Wednesday) at 09:32:17 PDT by Braden Obrzut
- On Windows resizing a window just renders the image to the size of the window, so lets do the same for SDL (makes mouse coordinate scaling easier).
19-May-2015 (Tuesday) at 14:09:20 PDT by Braden Obrzut
- Use SDL_RenderSetLogicalSize to handle animorphic ratios in fullscreen with SDL backend.
- Reuse the old window in the SDL backend since in some instances switching windows causes issues (OS X fullscreen for instance (while using the SDL backend of course)).
- Clear the SDL render before copying in the framebuffer to remove HOM-like effect.
17-May-2015 (Sunday) at 12:41:09 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom17-May-2015 (Sunday) at 12:40:25 PDT by Christoph Oelckers
- Fixed: FTagManager::Clear did not clear the line ID hashing index.
16-May-2015 (Saturday) at 05:57:04 PDT by coelckers
Merge pull request #329 from svdijk/master
CMake: Fix building on 32-bit Linux (Fedora 20).
16-May-2015 (Saturday) at 03:10:08 PDT by svdijk
CMake: Fix building on 32-bit Linux (Fedora 20).
07-May-2015 (Thursday) at 20:52:58 PDT by Braden Obrzut
- Fixed: Missing WINAPI macro in SHGetFolderPathA (MSDN documentation didn't include it so I didn't. Apparently Microsoft is just incosistent since it's documented in functions like GetLongPathName.)
06-May-2015 (Wednesday) at 14:24:27 PDT by Christoph Oelckers
- fixed: Trying to remove sector tags for line-less sectors crashed when there were no sector tags at all in a map.
07-May-2015 (Thursday) at 02:36:31 PDT by Christoph Oelckers
- fixed: MD2 vertex indices were signed shorts but should be unsigned.
- fixed a few warnings from Visual C++ 2015.
06-May-2015 (Wednesday) at 15:45:36 PDT by Christoph Oelckers
- fixed: On Windows the cache path could end up with double slashes when no AppData folder could be found.
06-May-2015 (Wednesday) at 14:24:27 PDT by Christoph Oelckers
- fixed: Trying to remove sector tags for line-less sectors crashed when there were no sector tags at all in a map.
