1. Torr_Samaho
  2. skulltag

Commits

Author Commit Message Date Builds
Torr_Samaho
Fixed some, but not all, z-height sync issues when things were (re)spawned online.
Torr_Samaho
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.
Torr_Samaho
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.
Torr_Samaho
backported the changes to basictypes.h and the include addition to m_fixed.h from ZDoom revision 1990
Torr_Samaho
added xs_Float.h from ZDoom revision 1991
Torr_Samaho
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.
Torr_Samaho
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.
Torr_Samaho
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.
Torr_Samaho
out of sequence fix backport from ZDoom revision 2641: - BOOM compatibility fix: Allow voodoo dolls to spawn inside narrow pits.
Torr_Samaho
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.
Torr_Samaho
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.
Torr_Samaho
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.
Torr_Samaho
out of sequence fix backport from ZDoom revision 3509: - Fixed: Item respawning did not redo floorz/ceilingz for 3D floors after positioning the item.
Torr_Samaho
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.
Torr_Samaho
out of sequence fix backport from ZDoom revision 3484: - Fixed: Item respawning needs to use the same buggy PointOnSide function as P_SpawnMapThing does.
Torr_Samaho
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.
Torr_Samaho
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.
Torr_Samaho
Added Dusk's delmap* code code, just slightly reformatting the code to be more consistent with Skulltag's formatting.
Torr_Samaho
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]
Torr_Samaho
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).
Torr_Samaho
[TIHan] Fixed: Newly connected clients are not informed of other clients' PowerupGiver.
Torr_Samaho
Fixed: When a player turned into a spectator offline, the disconnect particle effect was missing.
Torr_Samaho
out of sequence feature backport from ZDoom revision 1935: - made SpawningMapThing an argument of AActor::StaticSpawn instead of a global variable.
Torr_Samaho
Fixed: Morphed players used the default translation in teamgames instead of the translation of their team.
Torr_Samaho
out of sequence feature backport from ZDoom revision 3508: - Fixed: DesignatedTeams prevented monsters from hurting themselves in teamplay.
Torr_Samaho
Fixed: Closing the "Configure server" window in the Windows server console could cause a "timelimit changed to" messages even when not necessary.
Torr_Samaho
Fixed: The gameplay tab of the "Configure server" window in the Windows server console didn't allow non-integer timelimit values to be entered.
Torr_Samaho
Fixed: Opening the "Configure server" window in the Windows server console rounded the timelimit value to integer.
Torr_Samaho
got rid of some code duplication I ran accross when debugging the timelimit related crashes
Torr_Samaho
Fixed: The server sent broken launcher challenges to the clients if timelimit was smaller than one and bigger than zero.
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