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16-Feb-2019 (Saturday) at 08:35:15 PST by Christoph Oelckers

Merge remote-tracking branch 'remotes/origin/master' into localization#

Conflicts:

  • #
  • src/v_font.cpp

16-Feb-2019 (Saturday) at 02:50:57 PST by Nemrtvi
Commit f472592ec4
Parents: 0fc4640cc9

Fix offsets of all small caps characters

These new lumps are shifted downwards by 3 pixels so that they line up with the bottom part of the capital letters.

16-Feb-2019 (Saturday) at 08:12:10 PST by Rachael Alexanderson
Commit 0fc4640cc9
Parents: 9f62289507

  • fix building in 32 bit windows

16-Feb-2019 (Saturday) at 07:50:49 PST by Rachael Alexanderson

Merge branch 'master' of https://github.com/coelckers/gzdoom into localization

16-Feb-2019 (Saturday) at 04:05:19 PST by Christoph Oelckers
Commit 64685705d0
Parents: 8018ebfab5

  • made the console Unicode-capable.

This also necessitated some character remapping in the console font to move the Windows-1252 extra characters to their proper Unicode code points.

16-Feb-2019 (Saturday) at 00:50:00 PST by Christoph Oelckers
Commit 8018ebfab5
Parents: b4d96aaef9

  • use the Unicode version of Windows's clipboard functions.

15-Feb-2019 (Friday) at 13:05:26 PST by Christoph Oelckers
Commit b4d96aaef9
Parents: 48f39f2fad

  • made Windows backend parts of the console Unicode capable.

15-Feb-2019 (Friday) at 10:16:08 PST by Christoph Oelckers
Commit 48f39f2fad
Parents: 0356c2fc67

  • completed the BigUpper font.

15-Feb-2019 (Friday) at 06:31:16 PST by Ne Mrtvi
Commit 0356c2fc67
Parents: 9fba9eee18

New BIGFONT, uppercase and lowercase

Now that GZDoom supports uppercase and lowercase characters in the BIGFONT format, this commit actually adds those characters. It contains full support for both the English and Russian (minus the letter Ё) alphabets for both Doom and Strife. As for the existing punctuation graphic lumps in Strife, all extra space is removed, and the sprite offsets are adjusted instead.

This also adjusts the English language file so that all menu header texts utilize these new characters. As a tiny extra, it also adds the letter Ё to the Strife smallfont.

(Credits to Skulltag for the uppercase B, Amuscaria for the uppercase X and Z, and @jnechaevsky for all Russian characters, taken from Russian Doom!)

15-Feb-2019 (Friday) at 01:20:14 PST by Christoph Oelckers

Merge branch 'localization' of https://github.com/coelckers/gzdoom into localization

14-Feb-2019 (Thursday) at 23:52:56 PST by Christoph Oelckers
Commit c49665684b
Parents: 340d7bce8d

  • fixed DHudMessageTypeOnFadeOut's character counter to be UTF-8 compatible.

This was reading the string by byte and not by character and could end up printing incomplete UTF-8 data.

14-Feb-2019 (Thursday) at 23:51:41 PST by Christoph Oelckers
Commit 340d7bce8d
Parents: 5f574033b5

  • added some character counting utilities to FString.

14-Feb-2019 (Thursday) at 13:24:12 PST by Christoph Oelckers

Merge branch 'master' into localization

14-Feb-2019 (Thursday) at 13:22:15 PST by Christoph Oelckers
Commit 868ac5adf8
Parents: 8efc3188b9

  • switched the Windows backend to use the Windows Unicode API.

With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page. Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.

So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.

14-Feb-2019 (Thursday) at 05:29:49 PST by Christoph Oelckers
Commit 5f574033b5
Parents: 8efc3188b9

pass full Unicode characters to EV_GUI_Char for Linux and macOS.

The Linux backend looked like it didn't handle anything non-ASCII at all, but this all needs to be tested. Windows will be a bit more work because it requires using the Unicode API for creating the main window.

13-Feb-2019 (Wednesday) at 18:34:44 PST by Rachael Alexanderson
Commit 0d2a24876b
Parents: be6ce43045

  • Remove "gitversion.h" from "version.h" - should result in faster compiles after a commit in Windows
  • Fix zdoom.rc to show the actual git commit tag and id for the Product Version
  • Made zdoom.rc "codepage 1252" compliant as dictated by the #pragma (if this needs changed the pragma should be updated, this was messing up the version strings in the final compile)

13-Feb-2019 (Wednesday) at 03:05:31 PST by alexey.lysiuk
Commit be6ce43045
Parents: 914818cb88

  • added ability to customize font of automap marks

Set am_markfont CVAR to a desired font name Use am_markcolor to select a text color, has no effect with the default font, AMMNUMx

13-Feb-2019 (Wednesday) at 11:11:41 PST by Christoph Oelckers
Commit 914818cb88
Parents: 6ff6a6af00

  • fixed run health clamping.

This didn't scale the move factors properly.

13-Feb-2019 (Wednesday) at 05:59:55 PST by Christoph Oelckers
Commit 6ff6a6af00
Parents: eaf0ac1f7b

  • made gameaction read only

The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.

12-Feb-2019 (Tuesday) at 15:47:03 PST by Christoph Oelckers
Commit 8efc3188b9
Parents: ef050d700c

  • fixed map name setup

This was broken when localization for Hexen was added.

12-Feb-2019 (Tuesday) at 15:02:39 PST by Christoph Oelckers
Commit ef050d700c
Parents: 32f0e650fa

  • Fixed loading of folder based fonts and added a config lump per font.

This is done by putting a font.inf file into the folder. Current options are "Kerning", "Scale", "FontHeight" and "SpaceWidth"

12-Feb-2019 (Tuesday) at 11:56:08 PST by Christoph Oelckers
Commit 32f0e650fa
Parents: e526cebc8e

  • added Doom and Strife BigFont characters.

This isn't tested!

11-Feb-2019 (Monday) at 15:20:00 PST by Christoph Oelckers

Merge remote-tracking branch 'origin/master' into localization

11-Feb-2019 (Monday) at 15:19:44 PST by Christoph Oelckers
Commit 0b8fb3ac1a
Parents: fe981c68d3

  • cleanup of font init to have less special cases

To make things easier, DBIGFONT, SBIGFONT and HBIGFONT will now be renamed in the lump directory to make things a bit easier to handle.

Another change is to make font folders atomic units to prevent cross-pollution between incompatible fonts. The only exception to this are the def* folders because they need to piece together their fonts from both zd_extra.pk3 and the IWADs.

11-Feb-2019 (Monday) at 08:05:31 PST by alexey.lysiuk
Commit eaf0ac1f7b
Parents: d4d010ac32

  • added compatibility entries for maps affected by buggy CheckSwitchRange behavior

11-Feb-2019 (Monday) at 06:26:11 PST by alexey.lysiuk
Commit d4d010ac32
Parents: af5a2fe522

  • added compatibility flag for buggy CheckSwitchRange behavior

https://forum.zdoom.org/viewtopic.php?t=63008 https://forum.zdoom.org/viewtopic.php?t=63650

10-Feb-2019 (Sunday) at 16:58:51 PST by Christoph Oelckers
Commit fe981c68d3
Parents: e4690b4cd8

  • changed font loader to detect fonts in folders and to find all default fonts in folders.

10-Feb-2019 (Sunday) at 16:33:09 PST by Christoph Oelckers
Commit e4690b4cd8
Parents: 6d19374ae8

  • exported all Hexen map names and intermission texts to the language table.

As IWAD content this is in zd_extra.pk3.

10-Feb-2019 (Sunday) at 15:46:13 PST by Christoph Oelckers
Commit 6d19374ae8
Parents: 3a440a5fa7

Only replace Strife dialogue content if the default strings from zd_extra.pk3 are present.

If not, use the dialogue file's content directly.

10-Feb-2019 (Sunday) at 15:43:57 PST by Christoph Oelckers
Commit 3a440a5fa7
Parents: 4bacde36c0

  • moved the displayed text in strfhelp.o to the string table.

10-Feb-2019 (Sunday) at 15:26:47 PST by Christoph Oelckers
Commit 4bacde36c0
Parents: afc17d6bcc

  • moved Strife's map names to the string table.

10-Feb-2019 (Sunday) at 11:30:40 PST by Christoph Oelckers
Commit af5a2fe522
Parents: 072018bda2

  • removed the ActiveSequences counter.

It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation. On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.

10-Feb-2019 (Sunday) at 05:12:06 PST by Christoph Oelckers
Commit 072018bda2
Parents: 5e6a96d021

  • cleaned up .gitignore.

This still contained a lot of data from the pre-CMake build setup for Windows. None of these paths is relevant anymore.

10-Feb-2019 (Sunday) at 05:08:27 PST by Christoph Oelckers
Commit 5e6a96d021
Parents: 59954fa4f9

  • fixed path of texture directory.

10-Feb-2019 (Sunday) at 04:59:26 PST by Christoph Oelckers
Commit afc17d6bcc
Parents: dab7d37a02

  • removed $ from string label.

10-Feb-2019 (Sunday) at 01:21:51 PST by Christoph Oelckers
Commit dab7d37a02
Parents: 993a16787c

  • use proper casing for the game texts so that they can also work with a complete font.

10-Feb-2019 (Sunday) at 00:59:05 PST by Christoph Oelckers
Commit 993a16787c
Parents: 9af171f308

  • removed the special exception for those weird "No..." messages and moved the only one that isn't garbage to the language lump.

09-Feb-2019 (Saturday) at 14:57:05 PST by Christoph Oelckers
Commit 9af171f308
Parents: c51ae7523f

  • re-added the existing characters of the Raven font for Hexen and fixed the palette for the Cyrillic ones.

These were identical with the Heretic versions.

09-Feb-2019 (Saturday) at 10:50:35 PST by Sasha Red
Commit c51ae7523f
Parents: e57b16b9e7

Added Russian Unicode alphabet for Hexen, Heretic, and Strife

The BIGFONT system works in both Heretic and Hexen; however, as Doom and Strife still depend on a lump format, they lack it.

(Also renamed the “game-raven” directory to “game-heretic”—the lumps in that folder are made for the Heretic palette, and become riddled with artifacts when loaded in Hexen).

09-Feb-2019 (Saturday) at 04:15:30 PST by Christoph Oelckers
Commit e57b16b9e7
Parents: b1820039d7

  • exported the character names of Strife's dialogues.

09-Feb-2019 (Saturday) at 03:52:50 PST by Christoph Oelckers
Commit b1820039d7
Parents: 88e227f1f3

  • exported Strife's log texts to the string table.

This is dpne as a two-stage approach. TXT_LOGTEXTxxx will always take precedence over the log lumps, and TXT_ILOGxxx will only replace the original IWAD content. This is so that PWADs replacing these lumps don't get overridden by the default texts.

09-Feb-2019 (Saturday) at 03:22:15 PST by Christoph Oelckers

Merge branch 'new_level_refactor' into localization

09-Feb-2019 (Saturday) at 03:07:30 PST by Christoph Oelckers
Commit 59954fa4f9 (new_level_refactor)
Parents: 244103b42f

  • fixed accidentally duplicated variable name in ChangeLevel function.

09-Feb-2019 (Saturday) at 01:56:34 PST by Christoph Oelckers
Commit 244103b42f
Parents: 4642df3052

  • deleted some accidentally committed files.

09-Feb-2019 (Saturday) at 01:39:08 PST by Christoph Oelckers
Commit 4642df3052
Parents: 3c0c076226

  • fixed dropoff checks for portals and 3D floors in the same sector.

09-Feb-2019 (Saturday) at 00:25:29 PST by Christoph Oelckers
Commit 3c0c076226
Parents: 3d3f260137

  • removed extraneous parameter in SpawnPlayerMissile call in A_FireProjectile.

The native variant has a MissileActor out parameter in this place, but in ZScript that's a secondary return value.

09-Feb-2019 (Saturday) at 00:17:57 PST by Christoph Oelckers
Commit 3d3f260137
Parents: 8a28134254

  • exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed.

08-Feb-2019 (Friday) at 23:47:07 PST by Christoph Oelckers

Merge remote-tracking branch 'remotes/origin/master' into new_level_refactor

08-Feb-2019 (Friday) at 23:46:13 PST by Christoph Oelckers
Commit a5feff7aa0
Parents: acc510dfb3

  • fixed: The level's local event manager wasn't fully taken down when freeing the level's data.

06-Feb-2019 (Wednesday) at 11:06:28 PST by Major Cooke
Commit acc510dfb3
Parents: 449610496f

Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.

  • The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.

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