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Gzdoom 2.4.0
Gzdoom 2.4.0






The backwards animation accessed the wrong array which in case of sequences with different length could crashįixed missing attack sound in A_CustomPunchįixed: IsFakePain received the modified damage instead of the raw, preventing ALLOWPAIN from working as intended.

#Gzdoom 2.4.0 code#

As native code this just failed silently, but with the VM it needs to be explicitly checked.įixed: SXF_CLEARCALLERSPECIAL cleared the spawned actor's special instead of the caller.įixed settings_controller not updating properly when a player becomes the new arbitrator in a netgame.Īdded missing null pointer check to SBarInfo's inventory bar drawer.įixed ammo check for weapon with 'uses both' flagsįixed precaching of switches.

  • Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes.įixed everlasting fast projectile after hitting ceiling - Without the test for ceiling hit fast projectile could enter its Death state every tick infinitelyįixed crash in AutoUseStrifeHealth - The loop never checked if the item was still valid and would continue to try to use it, even after it was removed from the inventory and destroyed.
  • Fix A_CustomBulletAttack's spawnofs_xy parameter.
  • Unix systems without backtrace in libc.
  • module to add external libraries into build if needed so use it to fix build on.
  • backtrace functions are not present in all libc implementations.
  • fix Unix builds without backtrace functions in their libc.
  • I left it in a state so that it can easily be changed back in the future.
  • added missing range checks to level compatibility handler.
  • Fixed: NODAMAGE was not accounted for with pain.
  • Add missing screenshot sRGB gamma when vid_hdr is active.
  • Default gender for sound classes should be male and not other since it could be undefined in SNDINFO.
  • (This is an ancient bug, but it never registered before - only after making 'other' the default gender for nonsense input it became apparent.)
  • fixed: The player sound lookup would fail if a sound was only available for the last gender in the list.
  • fixed the direct native variant of DynamicLight.SetOffset.
  • Credit to mental for the base code, but no gotos involved.
  • It was calling the fallback aiming in the wrong place when it should have been outside the speed check.
  • Fixed Thing_ProjectileAimed being broken.
  • Move receiver NULL check above the orresult check (#695) - This is to prevent a VM abort from happening here if orresult is false.
  • increased range of valid sound positions and velocities.
  • Fixed multidimensional array definitions.
  • Fix return value of native BuiltinCallLineSpecial.
  • Make LevelLocals::ExecuteSpecial return int.
  • relaxed caller type check for states modified by Dehacked.
  • fixed condition to produce blood splatter during line attack.
  • fixed script line numbers after multi-line raw string literal.
  • gzdoom 2.4.0

    unary minus operator propagates boolean operand to integer.

    gzdoom 2.4.0

    fixed wrong self type in Array.Resize().fixed potentially missing event handlers.fixed disappearing inventory after morphing pickup.workaround code generation issue in PlayerPawn.FindMostRecentWeapon().workaround MSVC 2015 code generation issue, 圆4 only (With optimization turned on illegal instructions were generated for turbo CVAR handler function).fixed: TVector3::Pitch() got the sign inverted.normalize the pitch in ACS's SetActorPitch.

    gzdoom 2.4.0

  • fixed: application of fake contrast should never result in a light level of 0 unless the sector's own light level is 0.
  • applied proper scaling type to font textures.
  • reverted GME Kss_Cpu.cpp to previous version (Update to GME 0.6.2 broke playback of MSX.
  • gzdoom 2.4.0

    fixed: The rail attack only considered the puff's decal if it had ALWAYSPUFF set.fix spacing on one of the resolution preset entries.modify the wording in the preset scaling menu to imply that all it does is pixel scaling, not change the actual screen resolution.fixed: ScriptUtil.PlayerAmmo must be declared static.committing a scaling change for fullscreen sets scaling to 1.0 to guarantee the selected number of pixels are actually used.resolution selector now sets to auto detected resolution at startup, no longer uses entries from the config file.






    Gzdoom 2.4.0