Latest UZDoom Changes

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Unofficial development builds at DRD Team

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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.)

01-Apr-2015 (Wednesday) at 08:31:47 PDT by MajorCooke
Commit e70aae91e3
Parents: 74f4ae86d8

  • Fixed NODAMAGE not ignoring telefrag damage.

01-Apr-2015 (Wednesday) at 03:08:42 PDT by Christoph Oelckers
Commit 48e21f6759
Parents: bf490d8dcd

  • 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/zdoom

01-Apr-2015 (Wednesday) at 02:59:41 PDT by Christoph Oelckers
Commit 1e9a6e667e
Parents: 60d9f38084

  • 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/zdoom

Conflicts:

  • src/v_video.cpp

01-Apr-2015 (Wednesday) at 02:57:10 PDT by Christoph Oelckers
Commit 74f4ae86d8
Parents: ad9e4413fa

  • forgot to save this...

01-Apr-2015 (Wednesday) at 02:48:47 PDT by Christoph Oelckers
Commit ad9e4413fa
Parents: 34aeb428a1

  • 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
Commit 34aeb428a1
Parents: d940c6a2ee

  • 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
Commit d940c6a2ee
Parents: d481ba7b5a

  • 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
Commit d481ba7b5a
Parents: 5febac0994

  • 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/zdoom

31-Mar-2015 (Tuesday) at 06:21:15 PDT by Christoph Oelckers
Commit 5febac0994
Parents: 4d59190446

  • 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
Commit 4d59190446
Parents: 5f56fb5a16

  • 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
Commit 5f56fb5a16
Parents: 3849cb8623

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
Commit 3849cb8623
Parents: 267054071f

  • added precaching of textures via MAPINFO.

28-Mar-2015 (Saturday) at 03:13:47 PDT by alexey.lysiuk
Commit 267054071f
Parents: 25e5ac7e2a

Added missing render styles to info console command

27-Mar-2015 (Friday) at 10:29:57 PDT by Christoph Oelckers
Commit 25e5ac7e2a
Parents: 15e0f19fdb

  • 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
Commit 15e0f19fdb
Parents: 94a04f36e5

  • fixed another flags mismatch.

27-Mar-2015 (Friday) at 09:06:56 PDT by Christoph Oelckers
Commit 94a04f36e5
Parents: 164d523eca

  • fixed: Dormant monsters should not be telefraggable.

27-Mar-2015 (Friday) at 08:58:21 PDT by Christoph Oelckers
Commit 164d523eca
Parents: eb78c24140

  • fixed incorrect flags word access.

27-Mar-2015 (Friday) at 06:37:13 PDT by Christoph Oelckers
Commit eb78c24140
Parents: 9d5e6d32c7

  • 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
Commit 9d5e6d32c7
Parents: ac7abca6f8

  • 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
Commit ac7abca6f8
Parents: c78b9235a8

  • 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
Commit c78b9235a8
Parents: 375c0ac736

  • 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
Commit 375c0ac736
Parents: 19cea0f626

  • cleanup of damage flag handling in P_RailAttack.

27-Mar-2015 (Friday) at 01:57:33 PDT by Christoph Oelckers
Commit 19cea0f626
Parents: 602f541e31

  • 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
Commit 602f541e31
Parents: c78fdae31d

  • 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
Commit c78fdae31d
Parents: 66c3c93529

  • 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
Commit 66c3c93529
Parents: 5d27bf7742

  • 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
Commit 5d27bf7742
Parents: 3463b87876

Add Windows 8+ related bits to the manifest

26-Mar-2015 (Thursday) at 21:19:05 PDT by Randy Heit
Commit 3463b87876
Parents: 9cd6aae902

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
Commit 9cd6aae902
Parents: ee9f64427c

Added Archvile ghosts compatibility flags for some more maps

26-Mar-2015 (Thursday) at 20:01:57 PDT by Randy Heit
Commit ee9f64427c
Parents: 93c7f4b4b5

Add wad name to mapchecksum output

26-Mar-2015 (Thursday) at 19:46:14 PDT by Randy Heit
Commit 93c7f4b4b5
Parents: 32a55c9229

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
Commit 32a55c9229
Parents: 29c5071672

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.]

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