Latest UZDoom Changes
Latest 50 commits, skipping 3800
Unofficial development builds at DRD Team
20-Jan-2022 (Thursday) at 10:30:23 PST by Rachael Alexanderson
- add cmath includes to fix the mac compile std::floor errors
20-Jan-2022 (Thursday) at 10:30:23 PST by Rachael Alexanderson
- add cmath includes to fix the mac compile std::floor errors
20-Jan-2022 (Thursday) at 09:42:54 PST by nashmuhandes
Add the lightmap UDMF keywords into namedef_custom.h
20-Jan-2022 (Thursday) at 09:39:37 PST by nashmuhandes
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2#Conflicts:
- #
- src/common/engine/namedef.h
19-Jan-2022 (Wednesday) at 22:19:45 PST by nashmuhandes
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps219-Jan-2022 (Wednesday) at 15:14:08 PST by Christoph Oelckers
- split up namedef.h into a shared and game specific part and cleaned out many unused names.
12-Jan-2022 (Wednesday) at 21:27:36 PST by Xaser Acheron
fix mbf21 A_FindTracer fov cone being twice as big as intended
12-Jan-2022 (Wednesday) at 21:22:09 PST by Xaser Acheron
add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy
12-Jan-2022 (Wednesday) at 21:19:17 PST by Xaser Acheron
fix mbf21 A_SeekTracer not working (arg type shenanigans)
12-Jan-2022 (Wednesday) at 21:08:15 PST by Xaser Acheron
fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set
12-Jan-2022 (Wednesday) at 21:07:37 PST by Xaser Acheron
fix mbf21 A_ConsumeAmmo taking 0 ammo instead of 1 if ammopershot field not set (need to amend the spec for this, argh)
11-Jan-2022 (Tuesday) at 11:51:00 PST by Xaser Acheron
fix MBF21 A_WeaponMeleeAttack function name typo & args
11-Jan-2022 (Tuesday) at 09:28:48 PST by Xaser Acheron
fix MBF21 A_WeaponProjectile spawn position
11-Jan-2022 (Tuesday) at 08:55:34 PST by Xaser Acheron
fix MBF21 GetSoundArg off-by-one: sound indices are 1-indexed in args because Killough
16-Jan-2022 (Sunday) at 15:32:54 PST by Christoph Oelckers
- fixed logic error with depth bias state in hardware renderer.
16-Jan-2022 (Sunday) at 15:07:43 PST by Christoph Oelckers
- redid postprocessing shader interface to be free of the player dependency.
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use. The Shader class has been redone as a thin wrapper and been deprecated.
15-Jan-2022 (Saturday) at 17:17:11 PST by Rachael Alexanderson
- separate
i_pauseinbackgroundandi_soundinbackground- they probably should ultimately be moved out of the sound code
15-Jan-2022 (Saturday) at 09:57:38 PST by nashmuhandes
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2#Conflicts:
- #
- src/common/rendering/gl/gl_shader.cpp
- #
- src/common/rendering/hwrenderer/data/buffers.h
- #
- src/common/rendering/v_video.h
15-Jan-2022 (Saturday) at 07:01:19 PST by alexey.lysiuk
- added Visual Studio 2022 target to continuous integration
11-Jan-2022 (Tuesday) at 08:19:16 PST by Christoph Oelckers
- backend update from Raze.
10-Jan-2022 (Monday) at 21:02:02 PST by Marisa Heit
Make GC::CheckTime 64-bit, just in case.
10-Jan-2022 (Monday) at 20:44:03 PST by Marisa Heit
Revert "- be a bit more aggressive with the GC when not running the game loop."
This reverts commit b4d03501aff8b7ff8318f562a00a6ef89adb9eb1.
10-Jan-2022 (Monday) at 20:20:40 PST by Marisa Heit
Fix GC so collection rate is proportional to alloc rate
- Previous comments in dobjgc.cpp suggested that StepMul was used to determine how quickly garbage was collected based on how quickly memory was being allocated. This was not the case. Now it is.
- Remove calls to CheckGC from the thinkers. With GC running at a stable rate (once per frame), there should be no need to inject pauses into the collection process to keep it from injecting stutters (provided StepMul is sane). The risk of running out of memory because we don't run a collection pass absolutely every thinker should be practically zero.
- Reduce DEFAULT_GCMUL from 400 to 200, since it does what it says now instead of something else.
06-Jan-2022 (Thursday) at 15:40:40 PST by Christoph Oelckers
- use an enum for the FX_* flags.
These were still #defines.
06-Jan-2022 (Thursday) at 15:39:22 PST by Christoph Oelckers
- fixed: the powerup item for respawn invulnerability was never given to the player.
06-Jan-2022 (Thursday) at 15:33:56 PST by Christoph Oelckers
- fixed MBF21's A_SeekTracer.
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
06-Jan-2022 (Thursday) at 15:31:57 PST by Christoph Oelckers
- fixed Dehacked parsing issues with weapon properties.
Due to a badly used string length check this code didn't really do what it was supposed to.
06-Jan-2022 (Thursday) at 15:16:30 PST by Christoph Oelckers
- added proper range check to the main sound playing function.
We got a report where this crashed on a bad sound index.
06-Jan-2022 (Thursday) at 15:09:59 PST by Christoph Oelckers
- fixed potential infinite loop in Hexen-style stair builder.
05-Jan-2022 (Wednesday) at 09:17:28 PST by Rachael Alexanderson
- drop yet another option from the simple mouse menu
05-Jan-2022 (Wednesday) at 09:13:48 PST by Rachael Alexanderson
- drop more options from the simple mouse menu
05-Jan-2022 (Wednesday) at 08:10:28 PST by Rachael Alexanderson
- create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning
02-Jan-2022 (Sunday) at 02:27:47 PST by Marisa Kirisame
Relicense UE1 model loader as MIT. Match up with the same relicensing that affected umeshtools, which this loader takes most of its code from.
02-Jan-2022 (Sunday) at 03:23:42 PST by Christoph Oelckers
- whitespace cleanup, updated from Raze.
02-Jan-2022 (Sunday) at 03:08:47 PST by Christoph Oelckers
- changed the license of 3 more files free of external contributions to LGPL v2.
02-Jan-2022 (Sunday) at 02:38:39 PST by Christoph Oelckers
- reverted the license of the stereo3D code to BSD.
None of this was ever put under the GPL by its original author, so it is now back to its original license.
29-Dec-2021 (Wednesday) at 01:25:31 PST by Christoph Oelckers
- Backend update from Raze.
This is mainly code cleanup from setting the compiler to a stricter warning level.
01-Jan-2022 (Saturday) at 05:58:40 PST by alexey.lysiuk
- updated LZMA to 21.07
https://www.7-zip.org/sdk.html https://www.7-zip.org/a/lzma2107.7z
28-Dec-2021 (Tuesday) at 09:03:32 PST by Rachael Alexanderson
- move and copy SHT2E0 into the game-appropriate filter for Doom 2 games and wadsmoosh
28-Dec-2021 (Tuesday) at 07:33:42 PST by Christoph Oelckers
- moved Chex1 widescreen assets to the proper place.
27-Dec-2021 (Monday) at 03:27:35 PST by Player701
- Fixed crash with Scroll_Texture_Offsets with non-zero tag
24-Dec-2021 (Friday) at 07:03:53 PST by drfrag
- More wrong tracer flags in ActorMover.
23-Dec-2021 (Thursday) at 10:28:28 PST by drfrag
- Fixed: ActorMover was not changing its tracer's flags.
14-Dec-2021 (Tuesday) at 05:42:44 PST by Major Cooke
Added NoTrim support for ANIMDEFS, same syntax as TEXTURES outside a definition.
14-Dec-2021 (Tuesday) at 00:32:40 PST by Major Cooke
Added NoTrim for TEXTURES.
- This can be applied either in or outside of a definition of a sprite.
- Simply adding "NoTrim" inside a definition will apply it.
- Syntax outside of a sprite is
NoTrim <SpriteName>.
06-Dec-2021 (Monday) at 05:51:19 PST by Player701
- Exported the "paused" global variable to ZScript
29-Nov-2021 (Monday) at 01:57:48 PST by drfrag
Fix LZMA compilation with VS 32 bit. (patch by Igor Pavlov)
28-Nov-2021 (Sunday) at 15:40:25 PST by Sean Baggaley
ACS: fixed an old regression in which printing a map char array did not dereference the given array variable
27-Nov-2021 (Saturday) at 06:26:07 PST by alexey.lysiuk
- enabled LZMA multithreading on all platforms
27-Nov-2021 (Saturday) at 06:00:09 PST by alexey.lysiuk
- updated LZMA to 21.06
https://www.7-zip.org/sdk.html https://www.7-zip.org/a/lzma2106.7z
