Latest UZDoom Changes

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04-Apr-2015 (Saturday) at 15:31:55 PDT by Christoph Oelckers

Merge branch 'master' of https://github.com/rheit/zdoom

04-Apr-2015 (Saturday) at 15:31:15 PDT by Christoph Oelckers
Commit b6a4511dd1
Parents: 6e45c565a0

  • 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
Commit 6e45c565a0
Parents: a5c75c1b1a

  • 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
Commit a5c75c1b1a
Parents: 87229f4787

  • 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
Commit ca012bc9be
Parents: 830a7ee003

  • adapted AActor to use TFlags

04-Apr-2015 (Saturday) at 09:19:17 PDT by Teemu Piippo
Commit 830a7ee003
Parents: 87229f4787

  • added TFlags

04-Apr-2015 (Saturday) at 08:50:22 PDT by Christoph Oelckers
Commit bead3e046b
Parents: 85ef1a11e9

  • 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
Commit 193b491b63
Parents: 87229f4787

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/zdoom

04-Apr-2015 (Saturday) at 05:12:13 PDT by Christoph Oelckers

Merge branch 'fix_filter_crash' of https://github.com/alexey-lysiuk/gzdoom

04-Apr-2015 (Saturday) at 05:12:04 PDT by Christoph Oelckers
Commit bd96adafda
Parents: 747e160c96

  • cleanup

04-Apr-2015 (Saturday) at 04:37:55 PDT by Christoph Oelckers
Commit 91eafed5d3
Parents: 67334bfa2b

  • fixed coordinate calculations for trimmed sprites which were quite a bit broken.

04-Apr-2015 (Saturday) at 03:35:10 PDT by Christoph Oelckers
Commit 67334bfa2b
Parents: b0c0012d60

  • 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
Commit 8b92c45f84
Parents: 747e160c96

Fixed crash in lump filtering caused by uninitialized variables

04-Apr-2015 (Saturday) at 01:42:44 PDT by Christoph Oelckers
Commit b0c0012d60
Parents: 39b5bcc4f0

  • 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/zdoom

04-Apr-2015 (Saturday) at 01:37:31 PDT by Christoph Oelckers
Commit a65c9bec40
Parents: 5f2f11a43b

  • 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/zdoom

04-Apr-2015 (Saturday) at 01:30:37 PDT by Christoph Oelckers

Merge branch 'master' of https://github.com/rheit/zdoom

04-Apr-2015 (Saturday) at 01:30:09 PDT by Christoph Oelckers
Commit 338a220df8
Parents: 51591d10b0

  • 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
Commit 51591d10b0
Parents: 2ec8e2c2ac

  • 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
Commit a5e67f7332
Parents: 7b4d6e2f87

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
Commit 7b4d6e2f87
Parents: fc6f983c13

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
Commit fc6f983c13
Parents: efa82cf38b

Fix memory leak when passing directories to -file

03-Apr-2015 (Friday) at 18:22:18 PDT by Randy Heit
Commit efa82cf38b
Parents: 966d0b7034

Consolidate archive sorting into FResourceFile base class

03-Apr-2015 (Friday) at 17:59:42 PDT by Randy Heit
Commit 966d0b7034
Parents: a08e439551

Use FString for FResourceLump::FullName

03-Apr-2015 (Friday) at 17:21:23 PDT by Randy Heit
Commit a08e439551
Parents: 2ec8e2c2ac

Update VS2005 project

03-Apr-2015 (Friday) at 15:39:09 PDT by Christoph Oelckers
Commit 2ec8e2c2ac
Parents: 4f7ec3ad89

  • 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
Commit 4f7ec3ad89
Parents: 9e5bf38123

  • print proper information about non-actor mapthings.

03-Apr-2015 (Friday) at 12:17:10 PDT by Christoph Oelckers
Commit 9e5bf38123
Parents: 15dbbc9137

  • 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
Commit 087d564343
Parents: 6c603b3c78

  • Added MORPH_UNDOALWAYS for morph powerups.

03-Apr-2015 (Friday) at 07:51:45 PDT by Christoph Oelckers
Commit 15dbbc9137
Parents: 463d495b80

  • 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
Commit 463d495b80
Parents: 8b06b24035

  • strife was broken, too...

03-Apr-2015 (Friday) at 07:34:07 PDT by Christoph Oelckers
Commit 8b06b24035
Parents: 9617b4afa8

  • took editor numbers out of DECORATE definitions.

03-Apr-2015 (Friday) at 07:31:28 PDT by Christoph Oelckers
Commit 9617b4afa8
Parents: 937d793353

  • fix more search&replace mess.

03-Apr-2015 (Friday) at 06:34:41 PDT by Christoph Oelckers
Commit 937d793353
Parents: bd77f83bab

  • fixed Hexen editor numbers.

03-Apr-2015 (Friday) at 04:54:38 PDT by Christoph Oelckers
Commit bd77f83bab
Parents: ccd9fb9c23

  • added editor number definitions to MAPINFO.

03-Apr-2015 (Friday) at 01:54:55 PDT by Christoph Oelckers
Commit ccd9fb9c23
Parents: 6c603b3c78

  • 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/zdoom

Conflicts:

  • 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/zdoom

03-Apr-2015 (Friday) at 00:32:46 PDT by Christoph Oelckers

Merge branch 'dmgforcedfix' of https://github.com/MajorCooke/zdoom

02-Apr-2015 (Thursday) at 18:52:51 PDT by MajorCooke
Commit 27c1434585
Parents: 0a16855232

  • Fixed: Buddha never took forced damage into account.

02-Apr-2015 (Thursday) at 15:39:03 PDT by Randy Heit
Commit ef562c0341
Parents: d37f9cbcae

Add dot sprites for Hexen beta flies

02-Apr-2015 (Thursday) at 15:06:04 PDT by Randy Heit
Commit d37f9cbcae
Parents: 0a16855232

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
Commit 7c7c3fb54e
Parents: a88f515364

  • Make the 'crashout' CCMD available in non-win32.

02-Apr-2015 (Thursday) at 04:27:52 PDT by Edoardo Prezioso
Commit a88f515364
Parents: e07f64a23a

  • 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
Commit e07f64a23a
Parents: 6c07d765db

  • 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
Commit 6c07d765db
Parents: 0a16855232

  • Fixed a wrong linux macro in an ifdef.

02-Apr-2015 (Thursday) at 01:05:32 PDT by Christoph Oelckers
Commit 0a16855232
Parents: e70aae91e3

  • 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.)

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