Latest UZDoom Changes

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Unofficial development builds at DRD Team

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28-Jun-2021 (Monday) at 11:17:08 PDT by Christoph Oelckers
Commit c4ed0cefde
Parents: 057cc0678b

  • 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
Commit 057cc0678b
Parents: 256451115b

  • MBF21: handling of new flags in sector special.

15-Jun-2021 (Tuesday) at 00:35:33 PDT by alexey.lysiuk
Commit 256451115b
Parents: cf4c72d4a7

  • 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
Commit cf4c72d4a7
Parents: 4e46a83734

  • fixed potential crash when sound sequence is destroyed

Level can be unset if sound sequence destruction happens after saved game loading failure

https://forum.zdoom.org/viewtopic.php?t=72551

13-Jun-2021 (Sunday) at 23:00:08 PDT by Christoph Oelckers
Commit 4e46a83734
Parents: 38f2402d2d

  • fixed bad type in FxFontCast.

13-Jun-2021 (Sunday) at 00:41:45 PDT by alexey.lysiuk
Commit 38f2402d2d
Parents: ff784fc905

  • added TVector2<> constructor from float*

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
Commit ff784fc905
Parents: e8f007c6ce

  • 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
Commit e8f007c6ce
Parents: e0f07d7088

  • fix missing border flat on heretic shareware

10-Jun-2021 (Thursday) at 01:54:26 PDT by alexey.lysiuk
Commit e0f07d7088
Parents: adad028b33

  • fixed initialization of model frames

Replaced loop arrays initialization and obvious comments with something more readable, I hope

https://forum.zdoom.org/viewtopic.php?t=72523

08-Jun-2021 (Tuesday) at 03:21:20 PDT by Player701
Commit adad028b33
Parents: 5b1c73e15f

  • Fixed impassable exit line in 007ltsd.wad E4M7

08-Jun-2021 (Tuesday) at 00:31:45 PDT by alexey.lysiuk
Commit 5b1c73e15f
Parents: e166eeb13d

  • 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
Commit e166eeb13d
Parents: b3fd8ce12a

  • added detection of macOS 12 Monterey

06-Jun-2021 (Sunday) at 23:16:53 PDT by Christoph Oelckers
Commit b3fd8ce12a
Parents: dc7ba3778d

  • 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
Commit dc7ba3778d
Parents: 4f034950be

  • 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
Commit 4f034950be
Parents: 8b5847d4a2

Make sprite shadows ignore float bob

03-Jun-2021 (Thursday) at 22:57:05 PDT by Christoph Oelckers
Commit 8b5847d4a2
Parents: 7d1ce1c8cd

  • corrected the NUL checks in S_FindSkinnedSound.

03-Jun-2021 (Thursday) at 06:46:55 PDT by alexey.lysiuk
Commit 7d1ce1c8cd
Parents: 30e24938ca

  • fixed parsing of MAPxx par times in BEX lumps

https://forum.zdoom.org/viewtopic.php?t=72458

02-Jun-2021 (Wednesday) at 10:09:05 PDT by Rachael Alexanderson

Merge commit '30e24938ca4e2a572de17f9ce7c5dac9e138c617' into tdbots

31-May-2021 (Monday) at 13:13:03 PDT by Christoph Oelckers
Commit 30e24938ca
Parents: b0ccd3a7df

  • 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
Commit b0ccd3a7df
Parents: d9db8984af

  • moved Doom specific font init code out of the backend.

29-May-2021 (Saturday) at 11:29:12 PDT by drfrag
Commit d9db8984af
Parents: acb4d89f52

  • Fixed crash calling ChangeSky() with an invalid texture.

20-Apr-2021 (Tuesday) at 09:28:15 PDT by Zandrewnum
Commit acb4d89f52
Parents: a5cf0c6605

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
Commit a5cf0c6605
Parents: 4c9461d364

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
Commit 4c9461d364
Parents: c7cd25cbcc

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
Commit c7cd25cbcc
Parents: f6bdbfe535

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
Commit f6bdbfe535
Parents: 852a96497d

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
Commit 852a96497d
Parents: 08fc91fe3e

Added APROP_SoundClass

  • Added APROP_SoundClass to GetActorProperty, SetActorProperty, CheckActorProperty

28-May-2021 (Friday) at 04:01:49 PDT by nashmuhandes
Commit 08fc91fe3e
Parents: 868220107b

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
Commit 868220107b
Parents: 38520e36c8

  • added fallback to the parenthesis glyphs for the braces.

28-May-2021 (Friday) at 03:11:34 PDT by Christoph Oelckers
Commit 38520e36c8
Parents: 20b665c161

  • fixed generation of default color range for the option menu font.

28-May-2021 (Friday) at 02:25:01 PDT by Christoph Oelckers
Commit 20b665c161
Parents: d36fd4f42b

  • 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
Commit d36fd4f42b
Parents: 75e18cca3c

  • fixed: GetColorTranslation did not handle translation-less single pic 'fonts' properly.

27-May-2021 (Thursday) at 21:03:27 PDT by nashmuhandes
Commit 75e18cca3c
Parents: f19f825ccb

Fixed wrong parameter type passed into TryMove here

27-May-2021 (Thursday) at 20:34:04 PDT by Chronos Ouroboros
Commit f19f825ccb
Parents: 36e84a3669

  • fix DaggerAlert using FindState incorrectly.

27-May-2021 (Thursday) at 04:50:02 PDT by Christoph Oelckers
Commit 36e84a3669
Parents: 2ca2076a3f

  • 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
Commit 2ca2076a3f
Parents: 0fe52e479b

  • add missing break statement

25-May-2021 (Tuesday) at 20:00:12 PDT by Rachael Alexanderson
Commit 0fe52e479b
Parents: dfe6a09b8c

  • widepix update

25-May-2021 (Tuesday) at 01:12:51 PDT by Christoph Oelckers
Commit dfe6a09b8c
Parents: 5f02b92cd0

  • 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
Commit 5f02b92cd0
Parents: 0236271ef6

  • 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
Commit 0236271ef6
Parents: 8c75c23822

  • pull new widepix fix for hexen sprites

23-May-2021 (Sunday) at 09:23:15 PDT by Dasperal
Commit 8c75c23822
Parents: 5cde02141c

  • Fixed bug with BishopPuff moving in wrong direction

22-May-2021 (Saturday) at 09:48:46 PDT by Rachael Alexanderson
Commit 5cde02141c
Parents: c7b0f37787

  • version bump

22-May-2021 (Saturday) at 07:34:22 PDT by Christoph Oelckers
Commit c7b0f37787
Parents: aeaa7f21c7

  • language update

22-May-2021 (Saturday) at 07:34:22 PDT by Christoph Oelckers
Commit c320db66f4 (tag: g4.6.0)
Parents: 88ef8e2cca

  • language update

17-May-2021 (Monday) at 18:19:02 PDT by nashmuhandes
Commit aeaa7f21c7 (tag: g4.7.0pre)
Parents: 7b31ba7cc8

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
Commit 88ef8e2cca
Parents: 7b31ba7cc8

  • this is version 4.6.0

03-Nov-2020 (Tuesday) at 11:30:03 PST by Alexander Kromm
Commit 7b31ba7cc8
Parents: 120c8b77d1

move Service to engine directory

03-Nov-2020 (Tuesday) at 11:27:58 PST by Alexander Kromm
Commit 120c8b77d1
Parents: 988f83a73f

allow partial match for finding services by name

01-Nov-2020 (Sunday) at 01:19:08 PST by Alexander Kromm
Commit 988f83a73f
Parents: 7d01d0450f

remove duplicate entry for dictionary in zscript.txt

31-May-2020 (Sunday) at 00:57:53 PDT by Alexander Kromm
Commit 7d01d0450f
Parents: c7658b691c

add proper scoping to server interface functions

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