Raze 0.7.3 alpha
coelckers
released this
31 Oct 12:05
·
8739 commits
to master
since this release
- consolidation of console code with GZDoom.
- ensure for all games that deleting a sprite unlinks all sounds from it.
- added sound playback to the Smacker video player.
- fixed incomplete font initialization.
- RR: Picking up the crossbow should also enable the dynamite as a separate weapon.
- fixed issues with fog setup and added missing fog to Exhumed's red palette.
- Exhumed: Fixed the invulnerability item.
- renamed a few disassembly variables.
- made cheatGod function less ugly.
- Duke: Fix
give
CCMD to ensure it works after being resurrected from the dead via god cheat. - Duke (RR): Adjust when to call
DrawWeaponBar()
withinStatusbar()
. - Duke (RR): Fix bad text setup in
DrawWeaponBar()
. - Exhumed: Amend b6ec41e to ensure next/prev weapon is actually available before trying to switch to it.
- close the quickload and quicksave confirmation screens after selection.
- gameinput.cpp: Don't set a target when serialising
PlayerHorizon
struct. - Duke: Fix rotscrnang locked when reviving player after death via
DNKROZ
cheat. - avoid using ptrdiff_t in templated contexts.
- fixed parameter ordering for WW2GI's change weapon event call.
- split up shoot_r as well and consolidated both blood splat functions.
- split shoot_d into smaller, easier to manage chunks. 1100 lines for a single function is too much.
- searchpaths.cpp: When filtering duplicate games to delete, if CRC matches and CRC == 0, test whether name matches as well.
- SW: Repair issues with sector object sounds following a506b45.
- fixed crash when opening the first gate in RRRA's E1L1.
- split moveweapons_d/r up into more smaller parts.
- Partially resolve issues loading autoexec.cfg files.
- Duke: Fix issues in
recordoldspritepos()
following changes in 7043092. - Port over
i_timescale
CVAR from GZDoom for use with debugging. - properly delete backing images in the texture manager.
- Duke (RRRA): Fix vehicle avel while
cl_syncinput 1
. - Duke (RR): Avoid integer truncation when dividing
p->VBumpNow
. - do not use index 0 of Blood's X arrays. This can be written to through uninitialized data and break things quite badly.
- added the resource file name to the listmaps printout.
- added sprite iterator classes.
- fixed palette of Exhumed's game over screen.
- fixed: For the episode and skill menu, autoselection for single entries did not work.
- Blood: simplified management of XSectors and XWalls.
- reorganized Blood's level structures to not use bitfields.
- save the entire engine state as JSON.
- fixed a few CCMDs which were blocked in the console.
- re-enabled the autoload-after-death function.
- fixed bad filenames in SW's map list (fortunately only DM levels...)
- Exhumed: Make
WeaponSel_Prev
/WeaponSel_Next
operable. - fixed lockup on Shareware screen when quitting Duke
- SW: When beginning to operate a sector object, just forcibly set the angle in the ticker.
- SW: Fix issues with sector object machine guns in
InitSobjMachineGun()
following changes in 6476430. - Continued rework of input code.