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Commits on Dec 29, 2016
  1. - removed duplicate portal_ceil_alpha and portal_floor_alpha UDMF pro…

    Christoph Oelckers
    Christoph Oelckers committed Dec 29, 2016
    …perties.
    
    These already existed as 'alphafloor' and 'alphaceiling' and got accidentally duplicated by Eternity.
Commits on Dec 26, 2016
  1. - fixed: UpdateRenderSectorList needs to reset the sector before trav…

    Christoph Oelckers
    Christoph Oelckers committed Dec 26, 2016
    …ersing floor portals.
  2. - use msecnode_t's for the touching_renderlists instead of std::forwa…

    Christoph Oelckers
    Christoph Oelckers committed Dec 26, 2016
    …rd_list.
    
    - preparations for checking the proper sector to get a sprite's lighting info.
Commits on Dec 25, 2016
  1. - removed the global 'sector_list' variable.

    Christoph Oelckers
    Christoph Oelckers committed Dec 25, 2016
    If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
    This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
    Note that the scripted versions do not yet support saving of the touching_sectorlist.
  2. - use 'for' iterator syntax to check touching_renderlists.

    Christoph Oelckers
    Christoph Oelckers committed Dec 25, 2016
  3. - include proper headers for std::find.

    Christoph Oelckers
    Christoph Oelckers committed Dec 25, 2016
  4. - fixed: non-damaging attacks should not cause infighting, unless som…

    Christoph Oelckers
    Christoph Oelckers committed Dec 25, 2016
    …e relevant pain flags are being set.
  5. - fixed: RenderRadius needs to be serialized.

    Christoph Oelckers
    Christoph Oelckers committed Dec 25, 2016
    - fixed: CustomBridge can be visible so it shouldn't be completely excluded from the render lists.
  6. Invisible and Custom bridges now have RenderRadius -1 to prevent exce…

    ZZYZX
    ZZYZX committed Dec 25, 2016
    …ssive linking
  7. Changed zero RenderRadius logic - negative values now used for 'no re…

    ZZYZX
    ZZYZX committed Dec 25, 2016
    …ndering', restored old logic with max(radius, renderradius)
  8. Reverted STYLE_None change to P_LinkRenderSectors, implemented zero R…

    ZZYZX
    ZZYZX committed Dec 25, 2016
    …enderRadius that effectively disables rendering of an actor entirely
Commits on Dec 24, 2016
  1. - print proper information in zcc_compile.cpp.

    Christoph Oelckers
    Christoph Oelckers committed Dec 24, 2016
  2. - changed pitch math in P_RailAttack to avoid having to deal with bog…

    Christoph Oelckers
    Christoph Oelckers committed Dec 24, 2016
    …us math throughout the entire function. Effectively the only thing this changes is passing the correct pitch to P_DrawRailTrail.
  3. fixed two more places where a negative pitch was calculated:

    Christoph Oelckers
    Christoph Oelckers committed Dec 24, 2016
     - A_CustomRailgun when missing the target.
     - A_FaceMovementDirection which ironically had some bad compensation inside. It is not restored to how the code looked in 2.8.1.
  4. - renamed A_FireCustomMissile and added a deprecated compatibility wr…

    Christoph Oelckers
    Christoph Oelckers committed Dec 24, 2016
    …apper to deal with the inverted pitch this function used.
  5. - fixed: AimBulletMissile used negative pitch to calculate the projec…

    Christoph Oelckers
    Christoph Oelckers committed Dec 24, 2016
    …tile's trajectory, presumably because A_Face calculated it wrong in recent devbuilds.
  6. - address bad use of pitch in A_CustomMissile.

    Christoph Oelckers
    Christoph Oelckers committed Dec 24, 2016
    This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
    Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
    All internal uses of A_CustomMissile have been replaced as well.
Commits on Dec 23, 2016
  1. - copy target to a local variable in A_VileAttack so that it remains …

    Christoph Oelckers
    Christoph Oelckers committed Dec 23, 2016
    …accessible if A_Explode destroys the actor.
Commits on Dec 22, 2016
Commits on Dec 20, 2016
  1. - fixed: Phased light setup did not check if a sector had been alread…

    Christoph Oelckers
    Christoph Oelckers committed Dec 20, 2016
    …y visited and could cause infinite recursion.
Commits on Dec 19, 2016
  1. Rename wall drawer args and functions to closer match the general nam…

    dpjudas authored and coelckers committed Dec 19, 2016
    …ing convention
  2. Cleared staircase to secret area in Ultimate Doom E4M3

    alexey-lysiuk authored and coelckers committed Dec 19, 2016
    Only the final room with goodies is marked as secret