Latest UZDoom Changes
Latest 50 commits, skipping 4150
Unofficial development builds at DRD Team
23-May-2021 (Sunday) at 09:23:15 PDT by Dasperal
- Fixed bug with BishopPuff moving in wrong direction
19-Jul-2021 (Monday) at 04:29:19 PDT by Cacodemon345
Search $HOME/.local/share/games/doom directory...
...for soundfonts, IWADs and WAD files.
This partially matches Chocolate Doom behaviour.
21-Jul-2021 (Wednesday) at 02:53:32 PDT by Jeroen de Baat
Fix typo in sw renderer comment
21-Jul-2021 (Wednesday) at 05:44:07 PDT by alexey.lysiuk
- fixed EBlastFlags enum definition
20-Jul-2021 (Tuesday) at 21:56:41 PDT by Kaelan
Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast
Adds 'BF_ONLYVISIBLETHINGS' flag to A_Blast, and enables A_Blast to only affect actors that have a line of sight to calling actor.
19-Jul-2021 (Monday) at 03:48:22 PDT by drfrag
- Fixed typo in Heretic light definition.
18-Jul-2021 (Sunday) at 02:30:52 PDT by drfrag
- Fix wrong thiswad check for materials too.
17-Jul-2021 (Saturday) at 13:03:25 PDT by drfrag
- Added missing null pointer check.
16-Jul-2021 (Friday) at 10:12:56 PDT by Gaerzi
Brightmaps fix
See https://forum.zdoom.org/viewtopic.php?f=2&t=72687 for more information.
13-Jul-2021 (Tuesday) at 03:32:38 PDT by Rachael Alexanderson
- change previous /0 fix: as suggested here: https://github.com/coelckers/gzdoom/commit/cb8ae0b5602a980c95ed8055c68bea5b61db3298#commitcomment-53414064
13-Jul-2021 (Tuesday) at 02:54:25 PDT by Christoph Oelckers
- added map option to disable shadowmaps.
Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.
12-Jul-2021 (Monday) at 21:15:29 PDT by Rachael Alexanderson
- fix /0 error caused by having a completely black font character. this error was triggered by Return of the Triad.
12-Jul-2021 (Monday) at 03:27:49 PDT by alexey.lysiuk
- do not precache unreferenced textures
11-Jul-2021 (Sunday) at 00:51:59 PDT by Christoph Oelckers
- Backend update from Raze.
09-Jul-2021 (Friday) at 04:50:26 PDT by Rachael Alexanderson
- add player setup to simple options menu
09-Jul-2021 (Friday) at 02:45:58 PDT by alexey.lysiuk
- fixed dehacked codepointer aliases
08-Jul-2021 (Thursday) at 01:04:47 PDT by Christoph Oelckers
- fixed ZScript compilation.
06-Jul-2021 (Tuesday) at 01:35:44 PDT by Christoph Oelckers
- MBF21: fix for missile flag checks.
06-Jul-2021 (Tuesday) at 01:35:09 PDT by Christoph Oelckers
- fixed brightmap definitions for the SpiderMastermind.
04-Jul-2021 (Sunday) at 02:33:34 PDT by Christoph Oelckers
- fixed: MBF21' scrollers need to divide the offsets by 8.
02-Jul-2021 (Friday) at 10:48:58 PDT by Christoph Oelckers
- MBF21: more work on flags.
- added handlers for the missing upper flags in the first flag word.
- refactored some code related to MF_BOUNCES to adapt to other flags' changes to avoid constant property updates for too many flags.
- treat anything with RF_ZDOOMTRANS as non-translucent for the purpose of the flag checks.
02-Jul-2021 (Friday) at 00:12:26 PDT by Christoph Oelckers
- tweaked shadow code a bit.
- let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
- reordered code to do the more costly checks only when needed.
01-Jul-2021 (Thursday) at 23:54:15 PDT by Christoph Oelckers
- fixed: shadow alpha for translucent objects was not correct in the hardware renderer.
01-Jul-2021 (Thursday) at 23:47:58 PDT by Christoph Oelckers
- better sprite shadow control
- exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
- exclude wall and flat sprites from casting shadows.
In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
01-Jul-2021 (Thursday) at 23:16:29 PDT by Christoph Oelckers
- fixed: splashes need the MOVEWITHSECTOR flag.
01-Jul-2021 (Thursday) at 08:40:38 PDT by Christoph Oelckers
- MBF21: added the code generator for the new functions.
01-Jul-2021 (Thursday) at 07:37:03 PDT by Christoph Oelckers
- MBF21: added the weapon functions.
01-Jul-2021 (Thursday) at 03:19:18 PDT by alexey.lysiuk
- fixed format specifier compilation warnings
src/common/engine/serializer_internal.h:241: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat] src/common/engine/serializer_internal.h:250: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat] src/common/rendering/vulkan/system/vk_device.cpp:364:29: warning: format specifies type 'unsigned long long' but the argument has type 'uint64_t' (aka 'unsigned long') [-Wformat] src/common/rendering/vulkan/system/vk_framebuffer.cpp:701:57: warning: format specifies type 'unsigned long long' but the argument has type 'VkDeviceSize' (aka 'unsigned long') [-Wformat]
30-Jun-2021 (Wednesday) at 15:58:33 PDT by Christoph Oelckers
- let the DEH parser handle 64 bit values.
We may need them, depending on how the MBF21 flag stuff evolves.
30-Jun-2021 (Wednesday) at 15:57:50 PDT by Christoph Oelckers
- moved MF_INCHASE to flags7.
Due to how the MBF21 flag checkers work the first flag word may not repurpose any unused flags in it. We still need MF_SLIDE to be usable by them, despite being totally unused.
30-Jun-2021 (Wednesday) at 23:24:33 PDT by alexey.lysiuk
- fixed compilation with GCC and Clang
src/playsim/p_maputl.cpp:1691:42: error: too many arguments provided to function-like macro invocation src/gamedata/d_dehacked.cpp:2385:62: error: cannot pass non-trivial object of type 'FString' to variadic function;
30-Jun-2021 (Wednesday) at 14:15:56 PDT by Christoph Oelckers
- MBF21: ported the code pointers to ZScript.
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
30-Jun-2021 (Wednesday) at 08:44:08 PDT by Christoph Oelckers
- MBF21: Added parser for the state's 'fast' flag.
30-Jun-2021 (Wednesday) at 08:19:38 PDT by Christoph Oelckers
- MBF21: new weapon flags.
Except for NOAUTOSWITCHTO all remappings to existing features.
29-Jun-2021 (Tuesday) at 15:47:06 PDT by Christoph Oelckers
- add melee range support to A_Saw and A_Punch.
This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!
30-Jun-2021 (Wednesday) at 00:19:08 PDT by alexey.lysiuk
- prevent appearance of dangling pointers in corpse queue
A dangling pointer in corpse queue may appear if actor is added to the queue when GC is in propagation state.
Enqueued corpse actor remains white, and if it’s destroyed and garbage collected before dequeue, a dangling pointer will be accessed during its removal from the queue.
In console, do summon CorpseSpawner and gc now with the following script loaded. Without a write barrier, it will crash in two seconds.
class TestCorpse : Actor
{
States
{
Spawn:
POSS U 1 A_Die;
Death:
POSS U 1 A_QueueCorpse;
Stop;
}
}
class CorpseSpawner : Actor
{
override void Tick()
{
A_SpawnItem("TestCorpse");
}
}
29-Jun-2021 (Tuesday) at 13:32:38 PDT by Christoph Oelckers
- MBF21: remaining actor properties.
29-Jun-2021 (Tuesday) at 12:08:58 PDT by Christoph Oelckers
- MBF21: implemented thing flags.
29-Jun-2021 (Tuesday) at 08:47:52 PDT by Christoph Oelckers
- MBF21: splash group.
29-Jun-2021 (Tuesday) at 08:33:16 PDT by Christoph Oelckers
- MBF21: added projectile group.
28-Jun-2021 (Monday) at 16:34:14 PDT by Christoph Oelckers
- MBF21: infighting groups.
28-Jun-2021 (Monday) at 13:21:27 PDT by Christoph Oelckers
- added an OnDestroy method to Shape2D so that its users can explicitly free the data it holds.
In this case it is very important to care about management, because this class will hold GPU-side buffers!
28-Jun-2021 (Monday) at 13:06:07 PDT by Christoph Oelckers
- MBF21: implemented the new line scroller types.
These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.
28-Jun-2021 (Monday) at 11:11:44 PDT by Cacodemon345
Add Windows 11 detection
28-Jun-2021 (Monday) at 11:17:08 PDT by Christoph Oelckers
- MBF21: implemented new line flags.
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work... This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
28-Jun-2021 (Monday) at 07:19:59 PDT by Christoph Oelckers
- MBF21: handling of new flags in sector special.
15-Jun-2021 (Tuesday) at 00:35:33 PDT by alexey.lysiuk
- report correct macOS version with older SDKs
When built against 10.15 SDK or earlier, macOS 11.0+ returns 10.16 for compatibility, and external process is needed to output the actual version for us
13-Jun-2021 (Sunday) at 23:30:51 PDT by alexey.lysiuk
- fixed potential crash when sound sequence is destroyed
Level can be unset if sound sequence destruction happens after saved game loading failure
13-Jun-2021 (Sunday) at 23:00:08 PDT by Christoph Oelckers
- fixed bad type in FxFontCast.
13-Jun-2021 (Sunday) at 00:41:45 PDT by alexey.lysiuk
- added
TVector2<>constructor fromfloat*
As we seem to do not like explicit constructors, this will make temporary TVector3<> object creation much less probable
