Latest Raze Changes
Latest 50 commits, skipping 8150
Unofficial development builds at DRD Team
03-Jan-2019 (Thursday) at 04:24:09 PST by alexey.lysiuk
- fixed compilation warning with GCC and Clang
src/hwrenderer/dynlights/hw_aabbtree.cpp:143:24: warning: comparison of integers of different signs: 'const int' and 'unsigned int' [-Wsign-compare]
03-Jan-2019 (Thursday) at 04:04:48 PST by Christoph Oelckers
- scriptified PlayerPawn.ResetAirSupply.
03-Jan-2019 (Thursday) at 03:47:34 PST by Christoph Oelckers
- scriptified APlayerPawn's DamageFade handling.
03-Jan-2019 (Thursday) at 02:57:20 PST by Christoph Oelckers
- scriptified P_CalcHeight.
This was the only code using the ViewBob member variable. This also moves the range check for this variable to its application, because a badly behaved mod can just as easily change it at run time instead of just setting an absurdly large value in the class definition.
03-Jan-2019 (Thursday) at 01:06:45 PST by Christoph Oelckers
- did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled.
03-Jan-2019 (Thursday) at 00:24:22 PST by Christoph Oelckers
- properly handle passing of the light flags.
Since these can be changed on the placed light actor they have to be read from there, so this is now a pointer in FDynamicLight, just like the other properties that can be user-changed. Also did some cleanup on the interface so that external code doesn't need to dereference the lightflags pointer but can use utility functions for all flags.
02-Jan-2019 (Wednesday) at 23:27:41 PST by Christoph Oelckers
- initialize the PlayerPawn members only used by scripts through the script variable interface.
The goal here is to eliminate the native PlayerPawn class, after all, so this will be needed anyway.
02-Jan-2019 (Wednesday) at 18:48:47 PST by Magnus Norddahl
- Add missing screenshot sRGB gamma when vid_hdr is active
02-Jan-2019 (Wednesday) at 15:39:42 PST by Christoph Oelckers
- fixed: DeactivateLight called Activate instead of Deactivate.
02-Jan-2019 (Wednesday) at 15:35:56 PST by Christoph Oelckers
- scriptified A_SkullPop and ObtainInventory.
These were the last relevant items to access PlayerPawn.InvFirst.
29-Dec-2018 (Saturday) at 08:50:31 PST by Christoph Oelckers
- fixed the direct native variant of DynamicLight.SetOffset.
02-Jan-2019 (Wednesday) at 05:31:40 PST by Major Cooke
- Fixed: NODAMAGE was not accounted for with pain.
02-Jan-2019 (Wednesday) at 06:35:23 PST by alexey.lysiuk
- added missing range checks to level compatibility handler
Conflicts:
src/compatibility.cpp
02-Jan-2019 (Wednesday) at 05:19:03 PST by Rachael Alexanderson
- force CMake to use internal asmjit. I left it in a state so that it can easily be changed back in the future.
01-Jan-2019 (Tuesday) at 01:12:33 PST by Timo Myyrä
fix Unix builds without backtrace functions in their libc
backtrace functions are not present in all libc implementations. Cmake has module to add external libraries into build if needed so use it to fix build on Unix systems without backtrace in libc.
01-Jan-2019 (Tuesday) at 21:35:09 PST by Marrub
Fix A_CustomBulletAttack's spawnofs_xy parameter
The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
01-Jan-2019 (Tuesday) at 12:14:18 PST by Player701
- Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes.
01-Jan-2019 (Tuesday) at 10:40:57 PST by Christoph Oelckers
- fixed memory leaks in network code.
ReadString allocates a buffer, so saving it in a local variable and then forgetting it will not free the buffer afterward. (This should probably be refactored to use some safer methods to read the string than this old-school method...)
02-Jan-2019 (Wednesday) at 13:13:25 PST by Christoph Oelckers
- made ColorRangeStart and ColorRangeEnd meta properties of APlayerPawn.
These are only used during initialization and they should have been readonly from the start.
02-Jan-2019 (Wednesday) at 05:31:40 PST by Major Cooke
- Fixed: NODAMAGE was not accounted for with pain.
02-Jan-2019 (Wednesday) at 06:35:23 PST by alexey.lysiuk
- added missing range checks to level compatibility handler
02-Jan-2019 (Wednesday) at 05:19:03 PST by Rachael Alexanderson
- force CMake to use internal asmjit. I left it in a state so that it can easily be changed back in the future.
02-Jan-2019 (Wednesday) at 02:53:53 PST by Christoph Oelckers
- scriptified useflechette CCMD's item finding code.
01-Jan-2019 (Tuesday) at 01:12:33 PST by Timo Myyrä
fix Unix builds without backtrace functions in their libc
backtrace functions are not present in all libc implementations. Cmake has module to add external libraries into build if needed so use it to fix build on Unix systems without backtrace in libc.
01-Jan-2019 (Tuesday) at 21:35:09 PST by Marrub
Fix A_CustomBulletAttack's spawnofs_xy parameter
The current behaviour offsets to the front of the actor rather than the side, due to an oversight in the code, which oddly is not present in the A_FireBullets equivalent.
01-Jan-2019 (Tuesday) at 16:04:50 PST by Christoph Oelckers
- scriptified the declaration of AmbientSound
Most of the code is still native, but this means that PlayerPawn is the last remaining child of AActor.
01-Jan-2019 (Tuesday) at 12:14:18 PST by Player701
- Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes.
01-Jan-2019 (Tuesday) at 10:40:57 PST by Christoph Oelckers
- fixed memory leaks in network code.
ReadString allocates a buffer, so saving it in a local variable and then forgetting it will not free the buffer afterward. (This should probably be refactored to use some safer methods to read the string than this old-school method...)
01-Jan-2019 (Tuesday) at 10:35:55 PST by Christoph Oelckers
- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
This should be less of a drag on the playsim than having each light a separate actor. A quick check with ZDCMP2 showed that the light processing time was reduced to 1/3rd from 0.5 ms to 0.17 ms per tic. It's also one native actor class less.
01-Jan-2019 (Tuesday) at 06:15:35 PST by Christoph Oelckers
- this is version 3.7.1
31-Dec-2018 (Monday) at 02:18:36 PST by alexey.lysiuk
- fixed everlasting fast projectile after hitting ceiling
Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely
31-Dec-2018 (Monday) at 10:03:02 PST by Christoph Oelckers
- fixed crash in AutoUseStrifeHealth
The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed. As native code this just failed silently, but with the VM it needs to be explicitly checked.
31-Dec-2018 (Monday) at 02:18:36 PST by alexey.lysiuk
- fixed everlasting fast projectile after hitting ceiling
Without the test for ceiling hit fast projectile could enter its Death state every tick infinitely
31-Dec-2018 (Monday) at 10:03:02 PST by Christoph Oelckers
- fixed crash in AutoUseStrifeHealth
The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed. As native code this just failed silently, but with the VM it needs to be explicitly checked.
31-Dec-2018 (Monday) at 03:42:03 PST by Christoph Oelckers
- split up P_FreeLevelData, so that everything that clears out fields in FLevelLocals is now in a member function of that class.
30-Dec-2018 (Sunday) at 15:11:49 PST by Christoph Oelckers
- fixed typo in sky preparation.
30-Dec-2018 (Sunday) at 08:08:07 PST by Major Cooke
- Fixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller.
30-Dec-2018 (Sunday) at 15:11:49 PST by Christoph Oelckers
- fixed typo in sky preparation.
30-Dec-2018 (Sunday) at 08:08:07 PST by Major Cooke
- Fixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller.
30-Dec-2018 (Sunday) at 08:14:16 PST by Magnus Norddahl
Merge remote-tracking branch 'origin/master' into lightmaps30-Dec-2018 (Sunday) at 00:17:56 PST by player701
- Fixed settings_controller not updating properly when a player becomes the new arbitrator in a netgame.
30-Dec-2018 (Sunday) at 00:17:56 PST by player701
- Fixed settings_controller not updating properly when a player becomes the new arbitrator in a netgame.
29-Dec-2018 (Saturday) at 23:40:04 PST by Christoph Oelckers
- added missing return in P_RemoveThing.
29-Dec-2018 (Saturday) at 23:31:40 PST by Christoph Oelckers
- added missing null pointer check to SBarInfo's inventory bar drawer.
29-Dec-2018 (Saturday) at 23:40:04 PST by Christoph Oelckers
- added missing return in P_RemoveThing.
29-Dec-2018 (Saturday) at 23:31:40 PST by Christoph Oelckers
- added missing null pointer check to SBarInfo's inventory bar drawer.
29-Dec-2018 (Saturday) at 23:22:34 PST by Christoph Oelckers
- fixed incomplete commit.
I have no idea where the rest of this stuff went...
29-Dec-2018 (Saturday) at 15:05:40 PST by Magnus Norddahl
- upload texture using direct3d 11 when WGL_NV_DX_interop is available
29-Dec-2018 (Saturday) at 08:50:31 PST by Christoph Oelckers
- fixed the direct native variant of DynamicLight.SetOffset.
29-Dec-2018 (Saturday) at 03:36:10 PST by alexey.lysiuk
- fixed ammo check for weapon with 'uses both' flags