Latest UZDoom Changes
Latest 50 commits, skipping 19400
Unofficial development builds at DRD Team
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.)
04-Apr-2015 (Saturday) at 02:38:37 PDT by alexey.lysiuk
Fixed crash in lump filtering caused by uninitialized variables
04-Apr-2015 (Saturday) at 01:42:44 PDT by Christoph Oelckers
- add dynamic lights to editor number table and remove them from DECORATE definitions.
04-Apr-2015 (Saturday) at 01:38:28 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom04-Apr-2015 (Saturday) at 01:37:31 PDT by Christoph Oelckers
- move video options override out of menudef.z.
This is to allow easier merging with future ZDoom changes It was done this way only to avoid having to deal with SVN's poor merging capabilities but with Git this is no longer an issue. The OpenGL submenus will remain where they are, though.
04-Apr-2015 (Saturday) at 01:32:23 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom04-Apr-2015 (Saturday) at 01:30:37 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom04-Apr-2015 (Saturday) at 01:30:09 PDT by Christoph Oelckers
- add empty editor number mapping for GZDoom's dynamic lights so that these will no longer produce errors when loaded with ZDoom.
04-Apr-2015 (Saturday) at 01:25:01 PDT by Christoph Oelckers
- handle slope things through new definition tables as well. Since these get processed outside P_SpawnMapThing it required some restructuring so that the actual spawn data is present when slope things get processed.
- removed FMapThing::Serialize because it isn't used anywhere - it was rather broken anyway.
03-Apr-2015 (Friday) at 20:58:58 PDT by Randy Heit
Split sndinfo.txt up into multiple files using filter directories.
- This means the original need for $ifdoom, $ifheretic, etc directives is no more, but they need to stay for compatibility with third-party wads that use them.
03-Apr-2015 (Friday) at 20:42:22 PDT by Randy Heit
Add lump filtering for archive resources
- 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.
03-Apr-2015 (Friday) at 19:50:08 PDT by Randy Heit
Fix memory leak when passing directories to -file
03-Apr-2015 (Friday) at 18:22:18 PDT by Randy Heit
Consolidate archive sorting into FResourceFile base class
03-Apr-2015 (Friday) at 17:59:42 PDT by Randy Heit
Use FString for FResourceLump::FullName
03-Apr-2015 (Friday) at 17:21:23 PDT by Randy Heit
Update VS2005 project
03-Apr-2015 (Friday) at 15:39:09 PDT by Christoph Oelckers
- moved spawn ID definitions to MAPINFO as well and removed all 'Game' directives from DECORATE because editor and spawn numbers are the only thing that required them.
03-Apr-2015 (Friday) at 13:23:42 PDT by Christoph Oelckers
- print proper information about non-actor mapthings.
03-Apr-2015 (Friday) at 12:17:10 PDT by Christoph Oelckers
- handle all special mapthing items (player starts, polyobj spots) via the new MAPINFO method instead of hard coding them in the spawn function.
(Note: The buildmap loading code should be adjusted to the new functionality as well eventually.)
03-Apr-2015 (Friday) at 10:16:27 PDT by MajorCooke
- Added MORPH_UNDOALWAYS for morph powerups.
03-Apr-2015 (Friday) at 07:51:45 PDT by Christoph Oelckers
- set editor numbers through MAPINFO. The DECORATE way still works ans will override any definition made in MAPINFO.
- use a standard TMap for finding editor numbers
03-Apr-2015 (Friday) at 07:44:41 PDT by Christoph Oelckers
- strife was broken, too...
03-Apr-2015 (Friday) at 07:34:07 PDT by Christoph Oelckers
- took editor numbers out of DECORATE definitions.
03-Apr-2015 (Friday) at 07:31:28 PDT by Christoph Oelckers
- fix more search&replace mess.
03-Apr-2015 (Friday) at 06:34:41 PDT by Christoph Oelckers
- fixed Hexen editor numbers.
03-Apr-2015 (Friday) at 04:54:38 PDT by Christoph Oelckers
- added editor number definitions to MAPINFO.
03-Apr-2015 (Friday) at 01:54:55 PDT by Christoph Oelckers
- moved FDoomEdMap to its own file to make the upcoming changes a bit nicer to handle.
03-Apr-2015 (Friday) at 00:45:04 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoomConflicts:
- src/version.h
03-Apr-2015 (Friday) at 00:33:33 PDT by Christoph Oelckers
Merge branch 'misc_code_improvements' of https://github.com/edward-san/zdoom03-Apr-2015 (Friday) at 00:32:46 PDT by Christoph Oelckers
Merge branch 'dmgforcedfix' of https://github.com/MajorCooke/zdoom02-Apr-2015 (Thursday) at 18:52:51 PDT by MajorCooke
- Fixed: Buddha never took forced damage into account.
02-Apr-2015 (Thursday) at 15:39:03 PDT by Randy Heit
Add dot sprites for Hexen beta flies
02-Apr-2015 (Thursday) at 15:06:04 PDT by Randy Heit
Add flies (doomed #112) from the Hexen retail beta
...because it brought back memories of adding Strife support.
- The search function is radically different, but the flying mechanics are the same.
02-Apr-2015 (Thursday) at 11:00:51 PDT by Edoardo Prezioso
- Make the 'crashout' CCMD available in non-win32.
02-Apr-2015 (Thursday) at 04:27:52 PDT by Edoardo Prezioso
- Import GAMENAMELOWERCASE macro from Zandronum.
This will greatly help reducing the code delta between ZDoom and the child ports.
02-Apr-2015 (Thursday) at 04:19:48 PDT by Edoardo Prezioso
- Increase the SDL crashinfo char buffer to 4 KB.
This helps the crash catcher when there are numerous wad files, for which it's possible that either the wad list, the map or the position is truncated. A more reliable alternative to this should be allocating the char buffer, but I never heard about a way to do this reliably during signal handling.
02-Apr-2015 (Thursday) at 04:18:37 PDT by Edoardo Prezioso
- Fixed a wrong linux macro in an ifdef.
02-Apr-2015 (Thursday) at 01:05:32 PDT by Christoph Oelckers
- fixed: The assignment to the 'player' variable in P_DamageMobj occured too late, skipping a few cases.
- changed monster unblocking logic to include players as well (i.e. a player being stuck inside another actor is allowed to move away from that other actor.)
