Latest UZDoom Changes
Latest 50 commits, skipping 19450
Unofficial development builds at DRD Team
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.)
01-Apr-2015 (Wednesday) at 08:31:47 PDT by MajorCooke
- Fixed NODAMAGE not ignoring telefrag damage.
01-Apr-2015 (Wednesday) at 03:08:42 PDT by Christoph Oelckers
- consider MBF sky transfers when checking for skybox precaching.
01-Apr-2015 (Wednesday) at 02:59:57 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom01-Apr-2015 (Wednesday) at 02:59:41 PDT by Christoph Oelckers
- GL code adjustments for reworked precaching.
01-Apr-2015 (Wednesday) at 02:59:20 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoomConflicts:
- src/v_video.cpp
01-Apr-2015 (Wednesday) at 02:57:10 PDT by Christoph Oelckers
- forgot to save this...
01-Apr-2015 (Wednesday) at 02:48:47 PDT by Christoph Oelckers
- made the texture precaching code a bit more self-descriptive after finding a discrepancy in handling between ZDoom and GZDoom's versions.
01-Apr-2015 (Wednesday) at 01:01:48 PDT by Christoph Oelckers
- Removed the check for this flag from P_RadiusAttack because MF7_CAUSEPAIN cannot be used for radius attacks. Their logic is too different from regular attacks.
31-Mar-2015 (Tuesday) at 14:15:43 PDT by Christoph Oelckers
- fixed: With the recent changes to the damage code, the check for MF5_NODAMAGE was too early. Putting it into AActor::TakeSpecialDamage is also not the best idea because that limits that function's potential.
31-Mar-2015 (Tuesday) at 13:11:16 PDT by Christoph Oelckers
- fixed: The replacement actors for A_SetTelefog should not require inheriting from TeleportFog.
31-Mar-2015 (Tuesday) at 09:25:31 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom31-Mar-2015 (Tuesday) at 06:21:15 PDT by Christoph Oelckers
- removed incorrect multiplication from FraggleScript's PointToDist function. The problem was introduced by replacing a (fixed_t) type cast with FLOATTOFIXED without removing the value range adjustment.
31-Mar-2015 (Tuesday) at 00:24:16 PDT by Christoph Oelckers
- redit commit 5f56fb5a16156a0e227ae9263eedba67141d0a51 without altering the line endings throughout thingdef_codeptr.cpp.
- Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
30-Mar-2015 (Monday) at 18:54:58 PDT by Braden Obrzut
Changed the behavior of SetActorTeleFog.
- Don't force "null" to resolve to no actor since "none" is already defined as NULL (via FindClass). (This change also applies to the decorate properties.)
- Passing an empty actor name will keep the existing fog since there's otherwise no way set only one fog. Since "none" works to remove the fog, I see no reason not to have this option.
29-Mar-2015 (Sunday) at 04:02:45 PDT by Christoph Oelckers
- added precaching of textures via MAPINFO.
28-Mar-2015 (Saturday) at 03:13:47 PDT by alexey.lysiuk
Added missing render styles to info console command
27-Mar-2015 (Friday) at 10:29:57 PDT by Christoph Oelckers
- fixed: CheckForResurrection should check whether the active translation is actually a blood translation before resetting it, not assuming that GenericCrush is a single state with infinite duration.
27-Mar-2015 (Friday) at 09:16:53 PDT by Christoph Oelckers
- fixed another flags mismatch.
27-Mar-2015 (Friday) at 09:06:56 PDT by Christoph Oelckers
- fixed: Dormant monsters should not be telefraggable.
27-Mar-2015 (Friday) at 08:58:21 PDT by Christoph Oelckers
- fixed incorrect flags word access.
27-Mar-2015 (Friday) at 06:37:13 PDT by Christoph Oelckers
- small oversight: TakeSpecialDamage must be called if damage is 0 (to do the special death state checks) but it may not be called if damage is already -1, because that means that damage and pain have already been ruled out completely.
27-Mar-2015 (Friday) at 05:49:47 PDT by Christoph Oelckers
- review of P_DamageMobj:
- decided that the pain threshold should always be checked against the actual damage, even if it's down to 0, for consistency. This also restores the original behavior of using actual damage for checking the pain threshold which was altered by the introduction of the ALLOWPAIN and CAUSEPAIN flags.
- removed all newly added exceptions that excluded the player from checks for completely cancelled out damage.
- if anything during damage modification causes negative damage, no pain handling whatsoever will be initiated.
- made sure that TELEFRAG_DAMAGE will not be subjected to damage amount modification by protection items and any other kind of damage modification.
27-Mar-2015 (Friday) at 03:55:11 PDT by Christoph Oelckers
- completely removed fakePain check in case DoSpecialDamage returns -1. This signifies a special case that should bypass anything that inflicting pain implies.
27-Mar-2015 (Friday) at 03:50:27 PDT by Christoph Oelckers
- DoSpecialDamage was formerly called for any damage value, removed check for 'damage > 0' to restore original behavior.
27-Mar-2015 (Friday) at 02:10:22 PDT by Christoph Oelckers
- cleanup of damage flag handling in P_RailAttack.
27-Mar-2015 (Friday) at 01:57:33 PDT by Christoph Oelckers
- fixed: DoCheckSpecies got an actor's species by directly reading the 'species' variable, bypassing initialization in GetSpecies.
- cleaned up DoCheckSpecies and DoCheckFilter which both contained several redundant checks and renamed DoCheckFilter to DoCheckClass.
27-Mar-2015 (Friday) at 01:40:47 PDT by Christoph Oelckers
- use '|', not '+' to combine flags.
There's probably going to be more of these coming...
27-Mar-2015 (Friday) at 01:25:26 PDT by Christoph Oelckers
- beautification of A_BFGSpray.
Reordered checks so that only one 'spray != NULL' is needed, removed redundant thingToHit variable and reformatted slightly.
27-Mar-2015 (Friday) at 01:03:44 PDT by Christoph Oelckers
- call TakeSpecialDamage, even if damage is 0, just like it was in older versions.
26-Mar-2015 (Thursday) at 22:25:53 PDT by Randy Heit
Add Windows 8+ related bits to the manifest
26-Mar-2015 (Thursday) at 21:19:05 PDT by Randy Heit
Fixed: MUSINFO was not multiplayer-aware
- Move MUSINFO change request out of FLevelLocals and into player_t. This allows the MusicChanger actors to change music for each player independantly. This is similar to PrBoom+, which switches depending on the displayplayer. The difference being, we don't actually track the music other players are listening to. (Which might not be a bad idea to implement at some point.)
- Moved a few fields in player_t for better packing.
26-Mar-2015 (Thursday) at 20:02:10 PDT by Randy Heit
Added Archvile ghosts compatibility flags for some more maps
26-Mar-2015 (Thursday) at 20:01:57 PDT by Randy Heit
Add wad name to mapchecksum output
26-Mar-2015 (Thursday) at 19:46:14 PDT by Randy Heit
Don't accelerate BOOM colormaped player sprites
- Fixed: Player weapons ignored BOOM colormaps when accelerated.
26-Mar-2015 (Thursday) at 18:43:29 PDT by Randy Heit
Revert "- Fixed: A_Die didn't consider missiles for the function."
This reverts commit 5977cb04d9d24265b823168ccbb663e9ff9c65a2.
- It breaks at least one mod (Complex Doom) and who knows how many others. Considering how long A_Die has been around, a random "fix" like this is probably not a good idea. [P.S. Missiles have health and can be damaged by P_DamageMob, so it's not like it never did anything on missiles.]
