Latest UZDoom Changes
Latest 50 commits, skipping 19350
Unofficial development builds at DRD Team
07-Apr-2015 (Tuesday) at 05:09:55 PDT by Christoph Oelckers
- fixed: We must not allow the engine to start without a default MAPINFO definition.
Both 'Adventures of Square' IWADs were missing an entry for base MAPINFO and as a result did not define the common editor numbers. To prevent this, a new mindefaults MAPINFO was added to zdoom.pk3 which now gets loaded if IWADINFO does not specify a game-specific file. This minimum setting sets all gamedefaults to a reasonable base value and defines all other things that are required to be defined.
07-Apr-2015 (Tuesday) at 04:14:51 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom07-Apr-2015 (Tuesday) at 00:11:46 PDT by Christoph Oelckers
- updated the blurb that's being put above the IWAD specific autoload sections.
06-Apr-2015 (Monday) at 23:54:17 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom06-Apr-2015 (Monday) at 23:51:21 PDT by Christoph Oelckers
- fixed: args of non-actor mapthings were ignored.
06-Apr-2015 (Monday) at 23:46:42 PDT by Christoph Oelckers
- move section renaming code into FGameConfigFile's constructor so renaming of the old and creation of the new autoload sections can be done in one step, not two.
06-Apr-2015 (Monday) at 23:41:45 PDT by Christoph Oelckers
- more autoload name changing: hacx.1/2 -> hacx.hacx1/2 and chex.1/3 -> chex.chex1/3
06-Apr-2015 (Monday) at 14:23:50 PDT by Christoph Oelckers
- fixed destructor call of FConfigSection in FConfigFile.
06-Apr-2015 (Monday) at 12:43:55 PDT by Christoph Oelckers
- renamed Hacx's autoload sections to remove minor version numbers.
06-Apr-2015 (Monday) at 12:40:14 PDT by Christoph Oelckers
- another GCC countof fix...
06-Apr-2015 (Monday) at 11:59:43 PDT by Christoph Oelckers
- don't use 'countof' to iterate through a static array that's defined inside a function. Some GCC versions apparently do not like that.
06-Apr-2015 (Monday) at 07:44:03 PDT by Christoph Oelckers
- add a NULL pointer check for the config to BaseFileSearch.
06-Apr-2015 (Monday) at 04:52:08 PDT by Christoph Oelckers
- automatically create autoload section based on IWADINFO.
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.
06-Apr-2015 (Monday) at 02:57:12 PDT by Christoph Oelckers
- redid autoload handler and resource file filtering to use the newly defined method with multi-part names.
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.
06-Apr-2015 (Monday) at 02:31:08 PDT by Christoph Oelckers
- add new config section names to iwadinfo.txt
06-Apr-2015 (Monday) at 02:21:28 PDT by Christoph Oelckers
- allow renaming of config sections and added migration code to rename the old autoload sections to the more flexible naming system that's planned.
06-Apr-2015 (Monday) at 01:51:28 PDT by Christoph Oelckers
- use a proper FString to hold the name of config sections instead of a buffer tacked onto the actual structure. This is necessary if we want to be able to rename a section.
05-Apr-2015 (Sunday) at 19:56:00 PDT by Randy Heit
Remove old pre-INI config migration code
- As if any of this matters now. It's not the 90s anymore.
05-Apr-2015 (Sunday) at 19:40:53 PDT by Randy Heit
Externalized default key bindings
05-Apr-2015 (Sunday) at 18:24:49 PDT by Randy Heit
Added gametype-based filter
- For when IWADs are too specific, filter by the base gametype too.
- Minor small edits to the sndinfo.txt files so that zipdir will notice the changes, since it doesn't check path names when checking for file differences.
05-Apr-2015 (Sunday) at 13:07:24 PDT by Christoph Oelckers
- fixed: Don't try to load autoload sections for empty section names.
05-Apr-2015 (Sunday) at 11:20:56 PDT by Christoph Oelckers
- changed shaders.
05-Apr-2015 (Sunday) at 10:00:35 PDT by Christoph Oelckers
- use hardware clip planes to split translucent walls and sprites by 3D floor planes.
This method has the advantage that it also works for models, xy-billboarded sprites and walls that require complex splitting of the polygon. The old method using actual polygon splitting only works for strictly vertical data that could be trivially split in two.
05-Apr-2015 (Sunday) at 09:55:21 PDT by Christoph Oelckers
- basics for using hardware clip planes to split translucent stuff by 3D floor planes.
05-Apr-2015 (Sunday) at 03:18:23 PDT by Christoph Oelckers
Merge branch 'osx_text_paste' of https://github.com/alexey-lysiuk/gzdoom05-Apr-2015 (Sunday) at 01:52:57 PDT by alexey.lysiuk
Fixed potential issue with read beyond buffer boundaries
05-Apr-2015 (Sunday) at 01:39:49 PDT by alexey.lysiuk
Fixed compilation with OS X SDK 10.4
05-Apr-2015 (Sunday) at 00:59:07 PDT by alexey.lysiuk
Improved text pasting on OS X
Support for UTF-8 and UTF-16 encodings should cover all cases of text pasting from clipboard
05-Apr-2015 (Sunday) at 00:47:27 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom04-Apr-2015 (Saturday) at 16:39:22 PDT by Randy Heit
Use filtering and LOADACS to autoload strfhelp.o
- No more special case for STRFHELP in the executable!
04-Apr-2015 (Saturday) at 16:02:49 PDT by Randy Heit
Fixed: FString::ReallocBuffer could write to unallocated memory
- Previously, calling ReallocBuffer with a smaller buffer size than the current one could overwrite unallocated memory. This required that the string it was called on had more than one reference and therefore required creating a new copy. The entire original string would be copied, whether it fit in the new buffer or not.
04-Apr-2015 (Saturday) at 15:47:36 PDT by Randy Heit
Use Truncate to chop off extension in LumpNameSetup.
- Left() always creates a new string. Truncate() can reuse the old one if it only has one reference.
04-Apr-2015 (Saturday) at 15:38:45 PDT by Randy Heit
Rename ns_invalid to ns_hidden
- Also use ns_hidden by name in LumpNameSetup().
04-Apr-2015 (Saturday) at 15:14:17 PDT by Randy Heit
Make FResourceLump::LumpNameSetup's argument an FString
04-Apr-2015 (Saturday) at 15:05:38 PDT by Randy Heit
Reorder FMapThing to remove padding
04-Apr-2015 (Saturday) at 15:38:29 PDT by Christoph Oelckers
- fixed: FResourceFile::FilterLumps must use a proper copy of the filename to pass to LumpNameSetup instead of a pointer to the file name's stringbuffer, because that function will overwrite the variable it is taken from.
04-Apr-2015 (Saturday) at 15:31:55 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom04-Apr-2015 (Saturday) at 15:31:15 PDT by Christoph Oelckers
- move conversation ID definition to MAPINFO as well. Uses the newly added filter feature to handle the teaser differences.
04-Apr-2015 (Saturday) at 13:41:18 PDT by rheit
Merge pull request #306 from alexey-lysiuk/osx_vid_autoswitch
Added control of automatic graphics switching on OS X
04-Apr-2015 (Saturday) at 11:52:55 PDT by Christoph Oelckers
- fixed: FResourceLump::LumpNameSetup's iname parameter can point to the FullName variable's stringbuffer so any assignment to that variable must be done indirectly.
04-Apr-2015 (Saturday) at 11:44:27 PDT by Christoph Oelckers
- added some missing autoload sections (Hacx 1.2 vs. Hacx 2, Hexen vs Deathkings and Heretic vs. Shadows of the Serpent Riders.) and filter names for Strifeteaser1 and Strifeteaser2 which are needed for exporting the conversation IDs to MAPINFO
04-Apr-2015 (Saturday) at 09:40:43 PDT by Teemu Piippo
- adapted AActor to use TFlags
04-Apr-2015 (Saturday) at 09:19:17 PDT by Teemu Piippo
- added TFlags
04-Apr-2015 (Saturday) at 08:50:22 PDT by Christoph Oelckers
- fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again.
- fixed: The 'may not be expanded' state should be stored in the texture and reused later. This also needs to revalidate the material if it decides that expansion should be disallowed.
04-Apr-2015 (Saturday) at 07:36:55 PDT by alexey.lysiuk
Added control of automatic graphics switching on OS X
Automatic graphics switching is enabled by default Set vid_autoswitch CVAR to false to disable it
04-Apr-2015 (Saturday) at 05:13:37 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom04-Apr-2015 (Saturday) at 05:12:13 PDT by Christoph Oelckers
Merge branch 'fix_filter_crash' of https://github.com/alexey-lysiuk/gzdoom04-Apr-2015 (Saturday) at 05:12:04 PDT by Christoph Oelckers
- cleanup
04-Apr-2015 (Saturday) at 04:37:55 PDT by Christoph Oelckers
- fixed coordinate calculations for trimmed sprites which were quite a bit broken.
04-Apr-2015 (Saturday) at 03:35:10 PDT by Christoph Oelckers
- calculate weapon positions fully in floating point to avoid roundoff errors.
- In order to get reliable results the empty border around scaled sprites must be the same scale as the sprite (i.e. 2 pixels for 2x scale and 4 pixels for 4x scale.)
