Latest UZDoom Changes
Latest 50 commits, skipping 19550
Unofficial development builds at DRD Team
22-Jan-2015 (Thursday) at 10:55:20 PST by vanhofen
- add DoomU.Autoload section for The Ultimate Doom
22-Jan-2015 (Thursday) at 00:43:24 PST by vanhofen
- use Group feature for Freedoom games
22-Jan-2015 (Thursday) at 00:38:35 PST by vanhofen
- add Group feature to handle Autoload-groups
21-Jan-2015 (Wednesday) at 23:38:08 PST by vanhofen
- completing Autoload sections
- add new Autoname "HereticSR" for Heretic: Shadow of the Serpent Riders.
- add missing CreateSectionAtStart() calls for Chex1, HereticSR, Freedoom2, DoomBFG and Doom2BFG.
- remove Autoname "HexenDemo" because shareware games do not allow loading any custom content.
04-Mar-2015 (Wednesday) at 11:57:37 PST by rheit
Merge pull request #287 from edward-san/acs_overflow_fix
- Fixed imprecise bound checking in ACS code.
04-Mar-2015 (Wednesday) at 11:37:49 PST by Edoardo Prezioso
- Fixed imprecise bound checking in ACS code.
It was possible to access 'playeringame[8]', outside the [0:7] buffer range. Discovered with GCC 4.9 + Address Sanitizer.
02-Mar-2015 (Monday) at 17:17:24 PST by Randy Heit
Use sub-tic accuracy for smooth sine quakes
- Converting the wave speed back to floats, since I'm using sin() instead of the finesine table now.
- Pre-shift the quake intensities to avoid extra shifting in GetModIntensity.
- Loading old saves will shift the intensities to fixed point but will not convert the fixed wave speeds to floats. The chances of this being in a savegame where the speeds are non-zero is pretty much nil, and int and floating point 0 are bitwise identical (not counting -0.0).
02-Mar-2015 (Monday) at 14:25:35 PST by Braden Obrzut
- Fixed: SwapActorTeleFog didn't work with tid 0 (activator).
02-Mar-2015 (Monday) at 13:43:25 PST by Braden Obrzut
- Fixed: Buddha mode zombie bug returned. (Also fixes compiler warning.)
- Fixed: Missing include for FreeBSD compile.
02-Mar-2015 (Monday) at 01:02:49 PST by Christoph Oelckers
- took out the part of PIT_CheckThing that determines whether a missile should hurt its target and moved it to a separate function.
- fixed: MF7_HARMFRIENDS was checked on the victim of an attack, but needs to be checked on the shooter.
01-Mar-2015 (Sunday) at 21:00:27 PST by rheit
Merge pull request #283 from MajorCooke/quakefix
- Fixed broken regular quakes.
01-Mar-2015 (Sunday) at 19:40:03 PST by MajorCooke
- Fixed broken regular quakes.
01-Mar-2015 (Sunday) at 16:53:34 PST by Randy Heit
Added QF_SINE
- Squashed commit of the following:
commit bc45fe3263d34ef5f746f524687999c19bf7b779 Author: Randy Heit rheit@users.noreply.github.com Date: Sun Mar 1 18:51:05 2015 -0600
wave scale -> wave speed
commit ff96388b128c724c1198757bfa52f1935a263356 Author: Randy Heit rheit@users.noreply.github.com Date: Sun Mar 1 18:45:32 2015 -0600
More sine quake fixes
commit 2a89749a6fe6d271b9fbdc218779f680afcf4cb6 Merge: 719dfbe 5456074 Author: MajorCooke paul.growney22@gmail.com Date: Sat Feb 28 20:37:22 2015 -0600
Added QF_WAVE to A_QuakeEx.
- Changes the random quakes into a sine wave (see Shadow Warrior/Rise of the Triad reboots, Hard Reset, etc.)
- Added 3 properties to control waves per second along each individual axis. Only works with QF_WAVE.
- Intensity X/Y/Z property becomes the amplitude of the wave.
- Stacks with regular quakes, allowing shaking along the camera which must be called using A_QuakeEx WITHOUT the flag, or the other quaking functions.
- Uses the youngest quake's time for positioning.
commit 54560741581e8d15cc7060e8e068cf85e9a4b432 Author: MajorCooke paul.growney22@gmail.com Date: Sat Feb 28 20:21:19 2015 -0600
Recommitted recommended changes by Randi, with some modifications. Now, we should be finished!
commit 6f4473013411686d88fc185bdc1cc58b1035b0f1 Author: MajorCooke paul.growney22@gmail.com Date: Sat Feb 28 12:52:57 2015 -0600
Finish this revert.
commit 467e53f9400f588a2ada9b32e7634cb1f4ad5066 Author: MajorCooke paul.growney22@gmail.com Date: Sat Feb 28 12:46:02 2015 -0600
Reverted back to what was working.
commit da9de56a67efda08036e481fd5fccd5392ce6810 Author: MajorCooke paul.growney22@gmail.com Date: Thu Feb 26 18:53:20 2015 -0600
Forgot this bit, for testing.
commit c5093d9bb97caf8478cefc32abc56a036feeea58 Author: MajorCooke paul.growney22@gmail.com Date: Thu Feb 26 18:52:46 2015 -0600
Some more progress, but...
- This did not solve anything. In fact, it did the opposite -- completely broke wave quakes. Now they only happen whenever a random quake is in progress.
- Left in the commented code on purpose so Randi can test it.
commit 7e526405d2127cbb279f66008c8f8e55a5d497f3 Author: MajorCooke paul.growney22@gmail.com Date: Wed Feb 25 17:50:42 2015 -0600
- Use newest waveform timer, not oldest.
commit 1356443609dbc6c7f46e081d0846816dc0836124 Author: MajorCooke paul.growney22@gmail.com Date: Wed Feb 25 17:32:09 2015 -0600
- Got regular quakes to multiply onto sine quakes, but the vice versa needs fixing too.
commit d95796c94c70cd0229d4a6d30f69e3a7568b9588 Author: MajorCooke paul.growney22@gmail.com Date: Wed Feb 25 16:46:21 2015 -0600
- Last hurdle. Now just need to figure out how to properly scale up and down.
commit 4bc3458e689155ce72c09776604d9eb4fa73d8be Author: MajorCooke paul.growney22@gmail.com Date: Tue Feb 24 23:18:03 2015 -0600
- Fixed the quakes being unstackable.
commit b51012d6d4ea065bf7f6fc9c1a0472966491f7af Author: MajorCooke paul.growney22@gmail.com Date: Mon Feb 23 23:48:34 2015 -0600
QF_WAVE renamed from SINE.
- Lots of ground covered, but still more to go.
- Still need to figure out how to make the camera properly shudder.
commit 427e4893193470bbf45415ffec70a0b69b8cccfd Author: MajorCooke paul.growney22@gmail.com Date: Sun Feb 22 16:52:30 2015 -0600
- Begin the groundworks for QF_SINE.
- Need to figure out how to rework and manipulate the sine wave to move faster, and to allow going below 0 without breaking it too much.
26-Feb-2015 (Thursday) at 20:33:17 PST by Randy Heit
Don't die on configuration if xinput.h is not found
27-Feb-2015 (Friday) at 06:24:22 PST by Edoardo Prezioso
- Fixed build with FMOD 4.40.x-4.42.x.
The 'Prologic' speakermode enumeration is removed since 4.40, not 4.44. This makes possible to build it on linux x64, as the latest version of FMOD which has the dedicated linux64 download link is 4.42.
26-Feb-2015 (Thursday) at 19:52:03 PST by Randy Heit
Enable underwater effect for FMOD 4.36+
- The FMOD_DSP_TYPE_REVERB unit was removed in FMOD 4.36. It has been replaced by a FMOD_DSP_TYPE_SFXREVERB unit, which is what should have been used in the first place.
26-Feb-2015 (Thursday) at 16:49:10 PST by Randy Heit
Allow building with FMOD 4.34
26-Feb-2015 (Thursday) at 06:46:01 PST by Christoph Oelckers
- removed debug code
26-Feb-2015 (Thursday) at 03:13:17 PST by Christoph Oelckers
- added NULL pointer checks to AActor::RemoveInventory to prevent items that destroy their owner in their use state from crashing the engine.
26-Feb-2015 (Thursday) at 03:08:52 PST by Christoph Oelckers
- fixed: cached GL nodes should use ZGL3 format for maximum precision.
26-Feb-2015 (Thursday) at 02:59:07 PST by Christoph Oelckers
Merge branch 'string-literals' of https://github.com/Edward850/zdoom26-Feb-2015 (Thursday) at 02:58:30 PST by Christoph Oelckers
Merge branch 'master' of https://github.com/Blue-Shadow/zdoom25-Feb-2015 (Wednesday) at 18:24:09 PST by Edward Richardson
Fix string literals that lacked spaces for C++14
24-Feb-2015 (Tuesday) at 18:37:58 PST by Randy Heit
Simplify NoDelay implementation
- All NoDelay needs to do is call the current state's function. Calling SetState() is excessive.
24-Feb-2015 (Tuesday) at 18:18:41 PST by Randy Heit
Better bad save checking
- Move invalid save condition checks from save CCMD into G_SaveGame().
- Add a gamestate != GS_LEVEL check to G_DoSaveGame().
24-Feb-2015 (Tuesday) at 18:13:03 PST by Randy Heit
Fix not-Windows
24-Feb-2015 (Tuesday) at 18:12:08 PST by Randy Heit
When changing maps, print map name in console in lower case
24-Feb-2015 (Tuesday) at 18:01:39 PST by Randy Heit
Make SBARINFO's HasWeaponPiece recognize removed pieces
- Fixed: HasWeaponPiece assumed that once a piece was given, it would not be removed. The easiest way to break this assumption is by loading an earlier save where you had fewer pieces. (The catch being that if you removed all pieces, it would notice that.)
23-Feb-2015 (Monday) at 11:35:58 PST by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom21-Feb-2015 (Saturday) at 10:44:59 PST by Blue-Shadow
Removed NOGRAVITY flag from ArtiBoostMana.
20-Feb-2015 (Friday) at 20:52:30 PST by Randy Heit
Don't use finesine table when offseting for plane rotation
- This table isn't precise enough, so the result is noticeably off if you're far enough from the origin.
20-Feb-2015 (Friday) at 19:51:14 PST by Randy Heit
Fixed: UDMF loader did not set the index for sides
20-Feb-2015 (Friday) at 18:42:30 PST by Randy Heit
Remove unneeded index restriction from GetUDMFInt/Fixed
20-Feb-2015 (Friday) at 18:35:32 PST by Randy Heit
Fix assert
20-Feb-2015 (Friday) at 18:17:15 PST by Randy Heit
Fixed: A_CStaffCheck needed more NULL pointer checks
20-Feb-2015 (Friday) at 17:36:13 PST by Randy Heit
Rewrite new quake stuff for correctness
- Quake scaling should be handled for each quake. The former implementation was potentially taking flags from one quake and applying them to another, which is broken.
- Remove all the int<->float conversions.
20-Feb-2015 (Friday) at 15:52:52 PST by Randy Heit
Add FRandomPick
- This is RandomPick but for floats. Considering what RandomPick translates into in the scripting branch, I hope I don't regret not using type inference on RandomPick instead of creating a new keyword.
20-Feb-2015 (Friday) at 15:48:48 PST by Randy Heit
Add FxFloatCast
- The master branch really didn't have this already?
20-Feb-2015 (Friday) at 15:43:30 PST by Christoph Oelckers
Merge branch 'master' of https://github.com/rheit/zdoom20-Feb-2015 (Friday) at 09:06:41 PST by MajorCooke
- Added QF_FULLINTENSITY.
- When using both scaling flags, by default, the effect only reaches half peak going either way. This forces it to go all the way to the top (or bottom if using QF_MAX) before scaling back to its original height..
20-Feb-2015 (Friday) at 08:55:06 PST by MajorCooke
- Fixed: Smoothing in to out reached only half strength.
20-Feb-2015 (Friday) at 08:46:37 PST by MajorCooke
- Added QF_SCALEUP and QF_MAX.
- QF_SCALEUP behaves like QF_SCALEDOWN: it gradually scales the tremors, only going upwards.
- QF_SCALEUP and QF_SCALEDOWN can be combined to make an earthquake that gradually smoothes in and out.
- QF_MAX can be used to invert this behavior, where it starts at the peak of the amplitude, fades out half way, and then grows back to maximum.
20-Feb-2015 (Friday) at 07:50:03 PST by Christoph Oelckers
- fixed savegame code for quakes.
20-Feb-2015 (Friday) at 07:43:21 PST by Christoph Oelckers
Merge branch 'quakeexscale' of https://github.com/MajorCooke/zdoom20-Feb-2015 (Friday) at 06:35:42 PST by MajorCooke
- Better safe than sorry, even if it apparently had no effect.
20-Feb-2015 (Friday) at 06:26:45 PST by MajorCooke
- Cleaned out of the code and converted it to taking a struct instead.
- This will make it much easier on me to add future changes. Big thanks to Graf for the idea.
20-Feb-2015 (Friday) at 05:36:37 PST by MajorCooke
- Changed QuakePower back to fixed_t and just had it return FLOAT2FIXED instead.
20-Feb-2015 (Friday) at 01:07:09 PST by Christoph Oelckers
Merge branch 'compat_cleanup' of https://github.com/Edward850/zdoom19-Feb-2015 (Thursday) at 23:41:59 PST by MajorCooke
- Ensure save games don't break.
19-Feb-2015 (Thursday) at 23:36:53 PST by MajorCooke
- Forgot this tiny little one.
