Latest UZDoom Changes
Latest 50 commits, skipping 19300
Unofficial development builds at DRD Team
19-Apr-2015 (Sunday) at 03:33:27 PDT by Christoph Oelckers
- uncouple sector tag storage from the sector data to allow multiple tags per sector.
Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector. Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
19-Apr-2015 (Sunday) at 00:07:05 PDT by Christoph Oelckers
- moved tag iterators to their own file.
18-Apr-2015 (Saturday) at 23:48:41 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom18-Apr-2015 (Saturday) at 23:48:20 PDT by Christoph Oelckers
- minor bit of cleanup of tags code.
18-Apr-2015 (Saturday) at 20:51:28 PDT by Randy Heit
Fixed: writeopl broke when the OPL3 cores were added
- When the OPL3 cores were added, DiskWriterIO was never updated to take into account things like more than two OPL2 chips can be configured.
- DiskWriterIO no longer does any file writing directly. That function has been split off into an OPLDump class, which has two specializations: one for RDOS Play, and the other for DOSBox. If one chip is configured, it dumps for a single OPL2, otherwise it dumps for an OPL3 (effectively dual OPL2).
- TODO: Figure out why playback of raw OPL files doesn't sound nearly as good as playing MIDI with the OPL emulation. It's probably something simple I overlooked.
17-Apr-2015 (Friday) at 12:39:35 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom17-Apr-2015 (Friday) at 12:39:07 PDT by Christoph Oelckers
- moved ScaleCoordsFromWindow to the BaseWinFB base class to eliminate two identical implementations.
(GZDoom would have had to implement a third identical copy in its GL framebuffer as well.)
17-Apr-2015 (Friday) at 12:20:16 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom17-Apr-2015 (Friday) at 10:41:08 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom17-Apr-2015 (Friday) at 10:40:45 PDT by Christoph Oelckers
- added a sanity check to GL nodes loader for a potential crash.
16-Apr-2015 (Thursday) at 21:24:33 PDT by Braden Obrzut
- SDL backend could use the new ScaleCoordsFromWindow since it does similarly for fullscreen.
16-Apr-2015 (Thursday) at 15:39:45 PDT by Randy Heit
Scale mouse coordinates based on window size
- Fixed: If you enlarged the game window (in windowed mode) so that the window is bigger than the selected resolution, the menu would still take its inputs from the portion in the upper left that matched the resolution.
16-Apr-2015 (Thursday) at 13:50:26 PDT by Christoph Oelckers
- adjustments for recent ZDoom changes.
16-Apr-2015 (Thursday) at 10:57:18 PDT by Christoph Oelckers
- commit of the correct version of p_3dfloors.cpp
16-Apr-2015 (Thursday) at 10:56:19 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom16-Apr-2015 (Thursday) at 10:55:46 PDT by Christoph Oelckers
- reverted changes from copying over p_3dfloors.cpp with GZDoom's version.
16-Apr-2015 (Thursday) at 09:08:23 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom16-Apr-2015 (Thursday) at 09:07:45 PDT by Christoph Oelckers
- fixed: The check for completely invisible 3D floor in the sorting code checked the wrong flags.
15-Apr-2015 (Wednesday) at 23:29:21 PDT by Christoph Oelckers
- fixed: APowerRegeneration::DoEffect did not call the super method.
15-Apr-2015 (Wednesday) at 11:10:27 PDT by Christoph Oelckers
- some sanitizing of sector tag/line id management:
- make setting the line ID with P_TranslateLineDef explicit because there's one FraggleScript function that needs to work around the changes caused by this. There's also some functions setting only a temporary linedef. These would inevitably cause problems if the underlying data gets changed.
- remove FS function 'ChangeTag'. Fortunately this was just some long forgotten test stuff that can be removed without affecting any maps, but the feature would cause some serious problems in a more complex system.
With these changes it is guaranteed that after map setup the tag/ids won't change anymore.
15-Apr-2015 (Wednesday) at 00:45:09 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom15-Apr-2015 (Wednesday) at 00:43:43 PDT by Christoph Oelckers
- fixed UDMF user variables could be set for the base namespaces which do not define them.
15-Apr-2015 (Wednesday) at 00:37:06 PDT by Christoph Oelckers
- wrapped all line ID accesss just like sector tags
14-Apr-2015 (Tuesday) at 16:00:20 PDT by Randy Heit
Miscellaneous warning fixes
14-Apr-2015 (Tuesday) at 15:47:06 PDT by Christoph Oelckers
- while we're at it, let's also wrap line ID searches in an iterator class so that we can do multiple IDs per line later as well.
14-Apr-2015 (Tuesday) at 13:39:57 PDT by Christoph Oelckers
- replaced P_FindSectorFromTag with an FSectorTagIterator class.
This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code. This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
14-Apr-2015 (Tuesday) at 10:51:37 PDT by coelckers
Merge pull request #314 from Blue-Shadow/conv_id_fix
Fixed: missing '=' in conversation ID defs
14-Apr-2015 (Tuesday) at 09:48:19 PDT by Christoph Oelckers
- some minor rework of tag access interface after I realized that some stuff (e.g. Strife's scrolling sector special) need the primary tag to treated specially.
31-Mar-2015 (Tuesday) at 08:09:19 PDT by Christoph Oelckers
- wrapped all accesses to the sector tag into accessor functions, as preparation for allowing multiple tags per sector.
14-Apr-2015 (Tuesday) at 09:13:25 PDT by Blue-Shadow
Fixed: missing '=' in conversation ID defs
Conversation ID definitions in strifeteaser1 were missing the equal sign between the ID and actor class name.
13-Apr-2015 (Monday) at 13:09:18 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom13-Apr-2015 (Monday) at 13:08:44 PDT by Christoph Oelckers
- fixed: Zips whose central directory cannot be read need to print an error message.
12-Apr-2015 (Sunday) at 12:22:39 PDT by Braden Obrzut
- Fixed portability issue in ANIMATED with systems that treat char as unsigned.
12-Apr-2015 (Sunday) at 10:42:03 PDT by Christoph Oelckers
- made MD3 models reloadable.
12-Apr-2015 (Sunday) at 09:26:52 PDT by Christoph Oelckers
- rework MD2 code for reloading/precaching of geometry data.
11-Apr-2015 (Saturday) at 16:44:12 PDT by arezey
Fixed the way mt.exe is invoked
11-Apr-2015 (Saturday) at 16:16:34 PDT by arezey
Merge branch 'master' of https://github.com/crimsondusk/zdoom11-Apr-2015 (Saturday) at 16:11:51 PDT by arezey
Fix compilation with CMake on Windows when some other building tool than msbuild is used.
11-Apr-2015 (Saturday) at 10:24:18 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom11-Apr-2015 (Saturday) at 09:09:18 PDT by Christoph Oelckers
- fixed: The terrain types array needs to be extended if a texture outside its bounds is processed - this can happen for textures with long names.
11-Apr-2015 (Saturday) at 08:40:26 PDT by Christoph Oelckers
- fixed missing #incöudes of version.h for GAMENAME.
11-Apr-2015 (Saturday) at 05:35:32 PDT by Christoph Oelckers
- fixed incorrect memset argument.
10-Apr-2015 (Friday) at 16:29:40 PDT by rheit
Merge pull request #312 from edward-san/gamename_more
- More GAMENAME replacements in strings.
09-Apr-2015 (Thursday) at 12:16:59 PDT by Edoardo Prezioso
- More GAMENAME replacements in strings.
These changes will change only some displayed messages.
09-Apr-2015 (Thursday) at 00:14:53 PDT by Christoph Oelckers
- fixed: Lumps from a directory need to store the full file path so that they still can be accessed when the internal path is changed due to a filter directory.
07-Apr-2015 (Tuesday) at 15:40:40 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom07-Apr-2015 (Tuesday) at 10:37:33 PDT by Randy Heit
Try to sanitize the exec+pullin mess
- 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.
07-Apr-2015 (Tuesday) at 09:14:02 PDT by MajorCooke
- Allow teleport fogs to set the teleporting actors as their targets, so modders can create interactions between the two.
- Fixed: P_MoveThing had source and destination fog spawning backwards.
- Fixed a case where the NOTELEPORT flag would be ignored on A_Teleport.
- Added pointer selection to A_Teleport. Defaults to AAPTR_DEFAULT (calling actor). State jumps will only be done by the calling actor.
07-Apr-2015 (Tuesday) at 09:08:28 PDT by Randy Heit
Fix grammar: then -> than
07-Apr-2015 (Tuesday) at 07:27:57 PDT by Christoph Oelckers
- fixed handling of args for non-actor mapthings again. As it turns out there was insufficient information in the data to properly decide this case so a new flag was added to make it all more reliable.
