January 3, 2010 (Changes by Graf Zahl)
- fixed: The player setup menu used the main menu's line spacing which
for all non-Doom games was too wide.
- fixed: Strife's dialogues cannot use the new options menu code to draw
themselves so now they use a stripped down version of the old code.
- Replaced I_MSTime with I_FPSTime in node builder timing because basetime
will not be initialized yet if a map is started directly from the commandline.
January 2, 2010 (Changes by Graf Zahl)
- fixed: Polyobjects could contain segs that weren't flagged as such.
- fixed: Trying to show a popup crashed in the SBARINFO code because of a
missing NULL pointer check.
- fixed: The ACS thinker needs its own statnum above all actors. Otherwise
order of execution is not guaranteed.
- fixed: Only ActorMovers should go into STAT_ACTORMOVER, not all PathFollowers.
- fixed: SBARINFO's DrawGem command accepted a size value of 0 and divided
by it. Reinstated the old '+1' this command had in the old code.
- fixed: The floor waggle code used FloatBobOffsets as sine table but this
only has 64 entries and is not precise enough. It now uses finesine instead.
- fixed: When compositing a multipatch texture any patch that is a multpatch
texture itself and contains rotations may not be composited directly into
the destination buffer. This must be done with an intermediate buffer.
- Fixed: Drawing a slider in the options menu did not scale the x-coordinate.
- Fixed: If the alt HUD had to draw negative numbers the minus sign was misplaced
due to incorrect texture coordinate calculations.
- changed option menu scaling for widescreen modes so that it doesn't scale down
so quickly.
- made some error messages in DECORATE that don't affect the parsing non-fatal
so that the parser can continue to find more problems.
January 1, 2010 (Changes by Graf Zahl)
- added initial support for a GAMEINFO lump in PWADs. When the game is started
all files loaded with '-file' are scanned for this lump. This lump is read
before any WAD initialization takes place, in particular the IWAD is not yet
loaded at this time. This allows PWADs the option to specify an IWAD they
want to run with and optionally autoload external resource WADs.
- Fixed a few places where FixPathSeperator was called with a locked FString buffer.
It's better to use the FString version of this function instead.
- replaced wadlist_t with an array of FStrings and added a list parameter to
everything that eventually calls D_AddFile. Also create the list of files
loaded on the command line separately to allow further checks on them.
- Added Blzut3's Solaris patch.
- Fixed: Heretic's Weredragon (Beast) should not have a melee state.
January 1, 2010 (SBARINFO update)
- Reorganized the SBarInfo code.
- Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem. The old
way of interpolating the health and armor is depreciated.
- Added: armortype to drawswitchableimage loosely based on Gez's submission.
- As an extension to the previous you can now use comparison operators on
inventory items and armortype in drawswitchableimage.
January 1, 2010 (Changes by Graf Zahl)
- Added Blzut3's Solaris patch.
- Fixed: Heretic's Weredragon (Beast) should not have a melee state.
December 31, 2009 (Changes by Graf Zahl)
- fixed: FastProjectile was missing all sky checks when the projectile's move
was blocked.
December 30, 2009
- Fixed: A_ThrowGrenade used the same code as the old fighter flechette, so
it was just as broken at aiming up and down.
December 30, 2009 (Changes by Graf Zahl)
- fixed: Movement performed by actor movers was not interpolated because
it happened outside the moved actor's Tick function. This got particularly
obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
example.)
Fixing this exposed a design flaw in the thinker system:
Having every single actor default to the highest available statnum means that
nothing can be placed in a slot where it is guaranteed to be run after all actors
have ticked. But this is required for any thinker that moves an actor
(i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed
because they were added at the end of the list so almost nothing they moved was
behind them in a thinker list. However, when an actor was spawned on a moving
floor it did not move smoothly. The default statnum is now 100 so that there's
sufficient slots above where such thinkers can be placed.
December 28, 2009
- Fixed: Shooting up and down with AArtiPoisonBag3::Use() was completely
broken. I don't know what I thinking when I plugged in 2*finesine[pitch]
for Hexen's lookdir, because that's totally wrong. Not only is the
magnitude far too low, but it also aims in the opposite direction you
are looking. The new code only attempts to be close to Hexen's original
while looking straight ahead and extrapolates that to other angles using
proper 3D math.
December 28, 2009 (Changes by Graf Zahl)
- Added full sound definitions for Heretic's ChickenPlayer and Hexen's
PigPlayer (submitted by NeuralStunner.)
- Added unmorph fix by Gez.
- merged all portals with the same displacement together. While this provides
a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
instead of having the things self-initialize in PostBeginPlay. This was
done to ensure that the portals are fully set up when the game begins.
Otherwise there is no decent way to let the renderer post-process this
information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
makes it become too small so for any resolution with a width between
800 and 959 it has been reverted to the regular clean scaling factor.
December 27, 2009 (Changes by Graf Zahl)
- added Hirogen2's Backpack fix for sv_unlimited_pickup.
- added a linedef based method to define portals. Portals defined this way
still have the same limitations as those defines with the portal things.
December 25, 2009 (Changes by Graf Zahl)
- Fixed: Decals could spread to walls which had a decal-less texture or
were flagged not to have decals.
- Fixed: DBaseDecal/DImpactDecal::CloneSelf never checked the return value
from their StickToWall call and left unplaced decals behind if that happened.
- Reintroduced Doom.exe's player_t::usedown variable so that respawning a
player does not immediately activate switches. oldbuttons was not usable
for this. This also required that CopyPlayer preserves this info.
- Fixed: When restarting the music there was a NULL pointer check missing
so it crashed when the game was started wi
- Fixed: If the Use key is used to respawn the player it must be cleared
so that it doesn't trigger any subsequent actions after respawning.
- Fixed: Resurrecting a monster did not restore flags5 and flags6.
- Fixed: Projectiles which killed a non-monster were unable to determine
what precisely they hit because MF_CORPSE is only valid for monsters.
A new flag, MF6_KILLED that gets set for all objects that die, was added
for this case.
- Added a generic A_Weave function that exposes all possible options of
A_BishopMissileWeave and A_CStaffMissileSlither. These 2 functions are
no longer needed from DECORATE and therefore deprecated.
December 24, 2009
- The options menu no longer scales up so quickly, so it can fit wider text
onscreen. In addition, it now uses the whole height available to it. Also,
at lower resolutions, items on the compatibility options menu now cut off
the beginning of the option label rather than the option setting, making
this menu useable where previously it was not.
- Added a channel parameter to the sector overload of SN_StopSequence() so
it can be properly paired with calls to SN_StartSequence().
- Fixed: P_CheckPlayerSprites() ignored the MF4_NOSKIN flag. It now als
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gzdoom, GZDoom将一个OpenGL渲染器添加到ZDoom源端口.zip
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gzdoom, GZDoom将一个OpenGL渲染器添加到ZDoom源端口 欢迎使用 GZDoom ! 是一个基于末日引擎的modder友好的OpenGL源端口版权所有( c ) 1998 -2018 ZDoom + GZDoom团队,以及贡献者Doom ( c ) 1997身份证软件,Raven软件
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