Latest UZDoom Changes
Latest 50 commits, skipping 4200
Unofficial development builds at DRD Team
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
13-Jun-2021 (Sunday) at 00:27:41 PDT by alexey.lysiuk
- fixed parsing of 2D vectors in OBJ model loader
There is no TVector2<> constructor that accepts a pointer to float. However, there is such constructor in TVector3<>, so TVector2<> can be constructed from float* implicitly via temporary TVector3<> object.
11-Jun-2021 (Friday) at 06:08:58 PDT by Rachael Alexanderson
- fix missing border flat on heretic shareware
10-Jun-2021 (Thursday) at 01:54:26 PDT by alexey.lysiuk
- fixed initialization of model frames
Replaced loop arrays initialization and obvious comments with something more readable, I hope
08-Jun-2021 (Tuesday) at 03:21:20 PDT by Player701
- Fixed impassable exit line in 007ltsd.wad E4M7
08-Jun-2021 (Tuesday) at 00:31:45 PDT by alexey.lysiuk
- prevent redundant string copying in Strife conversation parser
strifedialogue.cpp:110:22: warning: loop variable 'addd' of type 'const FString' creates a copy from type 'const FString' [-Wrange-loop-analysis]
08-Jun-2021 (Tuesday) at 00:19:43 PDT by alexey.lysiuk
- added detection of macOS 12 Monterey
06-Jun-2021 (Sunday) at 23:16:53 PDT by Christoph Oelckers
- fixed permission validation in OptionMenuItemCommand.DoCommand.
This was missing the InMenu check like the other critical menu functions.
06-Jun-2021 (Sunday) at 22:45:31 PDT by Christoph Oelckers
- fixed explosive damage radius for clericflame.
This was fixed before but must have gotten lost somehow...
06-Jun-2021 (Sunday) at 03:11:42 PDT by emily
Make sprite shadows ignore float bob
03-Jun-2021 (Thursday) at 22:57:05 PDT by Christoph Oelckers
- corrected the NUL checks in S_FindSkinnedSound.
03-Jun-2021 (Thursday) at 06:46:55 PDT by alexey.lysiuk
- fixed parsing of MAPxx par times in BEX lumps
02-Jun-2021 (Wednesday) at 10:09:05 PDT by Rachael Alexanderson
Merge commit '30e24938ca4e2a572de17f9ce7c5dac9e138c617' into tdbots31-May-2021 (Monday) at 13:13:03 PDT by Christoph Oelckers
- let dynamic lights call UpdateLocation instead of just setting their position right after being spawned.
This ensures that the position is correct and that everything gets set up properly.
29-May-2021 (Saturday) at 06:24:05 PDT by Christoph Oelckers
- moved Doom specific font init code out of the backend.
29-May-2021 (Saturday) at 11:29:12 PDT by drfrag
- Fixed crash calling ChangeSky() with an invalid texture.
20-Apr-2021 (Tuesday) at 09:28:15 PDT by Zandrewnum
APROP_Soundclass update again
- Just set init for SoundClass to empty.
- Removed code block from SetActorProperty for APROP_Soundclass that does nothing
- Lower-cased soundclass in FSerializer
- Created a new const char to read the player's soundclass. If the playerpawn returns NAME_None for it's default, then it will set defaultsoundclass to "player". After running the skin code, the function now returns defaultsoundclass or soundclass, depending if soundclass is empty or not.
- Renamed GetSoundClass to S_GetSoundClass
15-Apr-2021 (Thursday) at 14:31:22 PDT by Zandrewnum
Sound Class renovations
- SoundClass is instantiated to "" by default. Since this property is only used when it is not empty (otherwise GetSoundClass just defaults to player), we can get away with this.
- We may want the soundclass to remain the same if we explicitly set it to the same one that is currently used (say, we set SoundClass to "Caleb" so all other skins can use it)
- GetActorProperty for APROP_SoundClass just calls GetSoundClass,
- CheckActorProperty also just runs GetSoundClass
- GetSoundClass is no longer a static method. We needed to access it in other places.
- Made renovations to GetSoundClass. First of all, SoundClass is no longer instantiated there. Secondly, skinned sounds are now returned if SoundClass is empty. Thirdly, "sclass" in this method will return the default soundclass of the player pawn or SoundClass, depending on if SoundClass is empty. Finally, sclass will retrieve "player" if it is empty.
10-Mar-2021 (Wednesday) at 10:37:43 PST by Shiny Metagross
Update d_player.h
- Deleted some comment fragments I left when trying to get the SoundClass to init to NAME_SoundClass
10-Mar-2021 (Wednesday) at 10:24:41 PST by Zandrewnum
Made S_FindSkinnedSound to use GetSoundClass again
- I couldn't simply init SoundClass to NAME_SoundClass, even after converting it to the appropriate type. Probably because NAME_SoundClass hasn't been parsed from decorate yet. Instead, I change it to NAME_SoundClass through GetSoundClass if it's valid and currently "player".
- The skin checker code in GetSoundClass now checks if the SoundClass is equal to NAME_SoundClass. This mechanism exists so that way reverting the SoundClass to NAME_SoundClass processes the skin soundclass code. If it's different, the code is not processed.
- Just returns sclass. This is never null, so there's no need to check if so.
- S_FindSkinnedSound just uses GetSoundClass. This makes sure skins are checked.
09-Mar-2021 (Tuesday) at 10:47:05 PST by Zandrewnum
APROP_SoundClass inits a default value and checks for null pointers
- Gave default init value to SoundClass as "Player"
- Changed SoundClass detection to use the if/else structure
- Checked for null pointer in S_FindSkinnedSound when reading the player's sound class
09-Mar-2021 (Tuesday) at 09:27:42 PST by Zandrewnum
Added APROP_SoundClass
- Added APROP_SoundClass to GetActorProperty, SetActorProperty, CheckActorProperty
28-May-2021 (Friday) at 04:01:49 PDT by nashmuhandes
Add 'AddDialogues' in MAPINFO to additively add Strife NPC dialogs without overwriting each other.
28-May-2021 (Friday) at 03:14:46 PDT by Christoph Oelckers
- added fallback to the parenthesis glyphs for the braces.
28-May-2021 (Friday) at 03:11:34 PDT by Christoph Oelckers
- fixed generation of default color range for the option menu font.
28-May-2021 (Friday) at 02:25:01 PDT by Christoph Oelckers
- fixed: Actors did not set the position when spawning a dynamic light.
It always reused the previous content of the 'Pos' field which was either undefined or an older position where the actor was located when last spawning a light.
27-May-2021 (Thursday) at 15:46:19 PDT by Christoph Oelckers
- fixed: GetColorTranslation did not handle translation-less single pic 'fonts' properly.
27-May-2021 (Thursday) at 21:03:27 PDT by nashmuhandes
Fixed wrong parameter type passed into TryMove here
27-May-2021 (Thursday) at 20:34:04 PDT by Chronos Ouroboros
- fix DaggerAlert using FindState incorrectly.
27-May-2021 (Thursday) at 04:50:02 PDT by Christoph Oelckers
- do not calculate translations for empty fonts.
FONTDEFS will create some due to lack of game filtering.
25-May-2021 (Tuesday) at 20:02:16 PDT by Rachael Alexanderson
- add missing break statement
25-May-2021 (Tuesday) at 20:00:12 PDT by Rachael Alexanderson
- widepix update
25-May-2021 (Tuesday) at 01:12:51 PDT by Christoph Oelckers
- fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2."
24-May-2021 (Monday) at 12:24:17 PDT by Christoph Oelckers
- font system overhaul.
This eliminates nearly all palette dependencies, most importantly font translation will now be done on True Color data, making translations on True Color font less destructive.
23-May-2021 (Sunday) at 10:57:41 PDT by Rachael Alexanderson
- pull new widepix fix for hexen sprites
23-May-2021 (Sunday) at 09:23:15 PDT by Dasperal
- Fixed bug with BishopPuff moving in wrong direction
22-May-2021 (Saturday) at 09:48:46 PDT by Rachael Alexanderson
- version bump
22-May-2021 (Saturday) at 07:34:22 PDT by Christoph Oelckers
- language update
22-May-2021 (Saturday) at 07:34:22 PDT by Christoph Oelckers
- language update
17-May-2021 (Monday) at 18:19:02 PDT by nashmuhandes
Add some new optional parameters to A_SprayDecal:
- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.
Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
21-May-2021 (Friday) at 12:29:27 PDT by Christoph Oelckers
- this is version 4.6.0
03-Nov-2020 (Tuesday) at 11:30:03 PST by Alexander Kromm
move Service to engine directory
03-Nov-2020 (Tuesday) at 11:27:58 PST by Alexander Kromm
allow partial match for finding services by name
01-Nov-2020 (Sunday) at 01:19:08 PST by Alexander Kromm
remove duplicate entry for dictionary in zscript.txt
31-May-2020 (Sunday) at 00:57:53 PDT by Alexander Kromm
add proper scoping to server interface functions
