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Rev. Time Author
654d8e755595 2012-04-15 01:37:01 Benjamin Berkels

Fixed some, but not all, z-height sync issues when things were (re)spawned online.

c49542df5689 2012-04-09 20:30:06 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3547:
- fixed: P_FindFloorCeiling may not use the floorsector returned by P_LineOpening when only checking 3D-floors because it will be NULL.

a8d93b8d2464 2012-04-09 09:14:19 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3545:
- Fixed: Do not interpolate from an actor's despawned position to its spawned position when it respawns.
- Use doubles instead of floats, as appropriate, in PIT_FindFloorCeiling().
- Fixed: The second call to P_FindFloorCeiling() in A_RestoreSpecialPosition and P_NightmareRespawn() must only consider 3D floors and midtexes.

5ace86c083d7 2012-04-09 09:05:45 Benjamin Berkels

backported the changes to basictypes.h and the include addition to m_fixed.h from ZDoom revision 1990

1d8aba0dbfa6 2012-04-09 08:40:29 Benjamin Berkels

added xs_Float.h from ZDoom revision 1991

06db080c16e0 2012-04-09 08:20:25 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3543+3544:
- Fixed crash when teleporting. P_TeleportMove() must not pass FFCF_ONLYSPAWNPOS to P_GetFloorCeilingZ(). I got confused because its bool parameter's meaning had been the opposite of P_FindFloorCeiling()'s bool parameter before they got changed to flags.
- I think this is what this comment is supposed to say. It had ? for me, and with Western character encodings, it was complete garbage.

9769bbaebdee 2012-04-09 07:41:37 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3542:
- Added another flag to P_FindFloorCeiling() to get it to do its standard processing but without resetting the actor's sector. The 3D floor checks in P_NightmareRespawn() and A_RestoreSpecialPosition now use this.
- Fixed: P_NightmareRespawn() did its Z clamping before checking for 3D floors.
- Fixed: Respawning actors were not clamped to the ceiling.

Note: This does not include the changes to A_Respawn in thingdef_codeptr.cpp. ZDoom completely changed this function after revision 1551 and the corresponding changes need to be backported first.

b6a53989e51f 2012-04-08 22:55:37 Benjamin Berkels

out of sequence fix backport from ZDoom revision 2697:
- added some NULL pointer checks to APlayerPawn::PostBeginPlay.

Note: This does not include the changes to the kill CCMD in d_net.cpp. ZDoom completely changed this function after revision 1551 and the corresponding changes need to be backported first.

5a4be439e61f 2012-04-08 22:48:50 Benjamin Berkels

out of sequence fix backport from ZDoom revision 2641:
- BOOM compatibility fix: Allow voodoo dolls to spawn inside narrow pits.

e5123952a643 2012-04-08 22:42:59 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3111:
- fixed: Spawning things above a 3D midtexture did not process the 'is above midtexture' state properly.
- fixed: When teleporting an actor the destination must be checked with the new z position, not the old one.

0544c874acb2 2012-04-08 00:49:30 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3518:
- Fixed: P_NightmareRespawn() should not check for collision with world geometry. The initial spawn did not, so this can prevent respawns of things that were initially spawned if they happen to intersect a wall.
- Fixed: Don't respawn actors inside the floor.
- Fixed: The final calls to P_FindFloorCeiling() in P_NightmareRespawn() and A_RestoreSpecialPosition also need to pass true as the second parameter. (Because this parameter is onlyspawnpos, not onlymidtex.)

Note: This does not include the changes to A_Respawn in thingdef_codeptr.cpp. ZDoom completely changed this function after revision 1551 and the corresponding changes need to be backported first.

f8acf70a12ed 2012-04-08 00:29:54 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3510:
- Fixed: Monster respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
- Fixed: Monster respawning used the newly spawned monster's SpawnPoint to determine what to shift the Z position by. This is, naturally, always 0.

acdf3419e369 2012-04-08 00:26:35 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3509:
- Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item.

e3d690b18f76 2012-04-08 00:18:48 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3485+3488:
- Fixed: Use buggy PointOnSide for respawning monsters too.
- Restore randomization of monster respawn times accidentally taken out in r3485.

f72e475781bd 2012-04-08 00:16:13 Benjamin Berkels

out of sequence fix backport from ZDoom revision 3484:
- Fixed: Item respawning needs to use the same buggy PointOnSide function as P_SpawnMapThing does.

bac74683d3f4 2012-04-07 23:44:55 Benjamin Berkels

Added TIHan's snd_announcervolume patch, but changed the default value of the CVAR to 1 to keep the default behavior all players are used to.

f81e00233235 2012-04-07 23:26:44 Benjamin Berkels

Fixed: delmap_idx removed the first map with the name of the map with the given index, not necessarily the map with the index. This makes a difference if one map is in the rotation more than once.

cfb4c0e0dbad 2012-04-07 23:17:20 Benjamin Berkels

Added Dusk's delmap* code code, just slightly reformatting the code to be more consistent with Skulltag's formatting.

086238a73d69 2012-04-07 22:57:23 Benjamin Berkels

Fixed: The player's view could bob on a client after unmorphing online while the player was still frozen due to rectiontime. [TIHan, Torr Samaho]

4aeebb963aca 2012-04-05 11:28:40 Benjamin Berkels

Added new ACS command ResetMap that does a map reset like done in survival or (T)LMS. This command only has an effect in gamemodes that have the MAPRESETS flag (can be set with the GAMEMODE lump).

7ef502b4f502 2012-04-04 09:55:40 Benjamin Berkels

[TIHan] Fixed: Newly connected clients are not informed of other clients' PowerupGiver.

63e7b71ffdd4 2012-04-04 09:45:30 Benjamin Berkels

Fixed: When a player turned into a spectator offline, the disconnect particle effect was missing.

46915fbdd1a3 2012-04-02 10:54:42 Benjamin Berkels

out of sequence feature backport from ZDoom revision 1935:
- made SpawningMapThing an argument of AActor::StaticSpawn instead of a global variable.

095fb0ec872a 2012-04-02 07:03:02 Benjamin Berkels

Fixed: Morphed players used the default translation in teamgames instead of the translation of their team.

5add997ea0fe 2012-04-02 05:48:23 Benjamin Berkels

out of sequence feature backport from ZDoom revision 3508:
- Fixed: DesignatedTeams prevented monsters from hurting themselves in teamplay.

580f5bcd678e 2012-04-02 05:03:54 Benjamin Berkels

Fixed: Closing the "Configure server" window in the Windows server console could cause a "timelimit changed to" messages even when not necessary.

241e31b1c0a3 2012-04-02 04:12:31 Benjamin Berkels

Fixed: The gameplay tab of the "Configure server" window in the Windows server console didn't allow non-integer timelimit values to be entered.

c1d05dccdae3 2012-04-02 03:56:26 Benjamin Berkels

Fixed: Opening the "Configure server" window in the Windows server console rounded the timelimit value to integer.

a695767ef630 2012-04-02 02:43:27 Benjamin Berkels

got rid of some code duplication I ran accross when debugging the timelimit related crashes

741575452e06 2012-04-02 02:39:53 Benjamin Berkels

Fixed: The server sent broken launcher challenges to the clients if timelimit was smaller than one and bigger than zero.

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