Browse logs with clarity: filter by type/year, search text, and inspect parsed commit details.

2100Total Files
2088SVN Logs
12Git Changelogs
510Filtered Results

Detail

2015.02.05.Log1070.txt

📄SVN 📅2015-02-05 💾2,4 KB 6 Parsed entries CON BUILD FIX

Revision r4956

Add SFLAG_NOWATERDIP, unconditionally preventing actors from dipping into ST1 water.

By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE.
DONT_BUILD.

Revision r4955

Actor ST1 handling: use A_GetWaterZOffset() with VM_Move(), too. DONT_BUILD.

This is where things are changed at last. This fixes lizmen walking on water.

Revision r4954

Actor ST1 handling: cleanup part 2. DONT_BUILD.

Factor out condition for whether a z offset is added or not
("fix for flying/jumping monsters getting stuck in water", etc.) into
a function A_GetWaterZOffset() (and a helper A_GetVerticalVel()).

Revision r4953

Actor ST1 handling: clean up code a bit. (Preparation for real changes.)

In VM_Fall(), keep a temp preliminary new z position of the actor and
assign only when we return. This is to each ease watching its value in GDB.
DONT_BUILD.

Revision r4952

mdsprite.c: in md3free(), also free s->geometry for each surface. DONT_BUILD.

This prevents a enormous leak being reported by LeakSanitizer. Not that it
matters much, since we most frequently free models only at exit. (Sometimes one
may be freed earlier though -- if there was an error loading it, AFAICS.)

Revision r4951

menus.c: fix C build. DONT_BUILD.
Raw Content
------------------------------------------------------------------------
r4957 | helixhorned | 2015-02-05 08:30:15 -0800 (Thu, 05 Feb 2015) | 1 line

Lunatic: fix typos in control.lua (get/setmusicposition).
------------------------------------------------------------------------
r4956 | helixhorned | 2015-02-05 08:30:14 -0800 (Thu, 05 Feb 2015) | 4 lines

Add SFLAG_NOWATERDIP, unconditionally preventing actors from dipping into ST1 water.

By default, the following enemies have this flag set: OCTABRAIN, COMMANDER, DRONE.
DONT_BUILD.
------------------------------------------------------------------------
r4955 | helixhorned | 2015-02-05 08:30:13 -0800 (Thu, 05 Feb 2015) | 3 lines

Actor ST1 handling: use A_GetWaterZOffset() with VM_Move(), too. DONT_BUILD.

This is where things are changed at last. This fixes lizmen walking on water.
------------------------------------------------------------------------
r4954 | helixhorned | 2015-02-05 08:30:12 -0800 (Thu, 05 Feb 2015) | 5 lines

Actor ST1 handling: cleanup part 2. DONT_BUILD.

Factor out condition for whether a z offset is added or not
("fix for flying/jumping monsters getting stuck in water", etc.) into
a function A_GetWaterZOffset() (and a helper A_GetVerticalVel()).
------------------------------------------------------------------------
r4953 | helixhorned | 2015-02-05 08:30:12 -0800 (Thu, 05 Feb 2015) | 5 lines

Actor ST1 handling: clean up code a bit. (Preparation for real changes.)

In VM_Fall(), keep a temp preliminary new z position of the actor and
assign only when we return. This is to each ease watching its value in GDB.
DONT_BUILD.
------------------------------------------------------------------------
r4952 | helixhorned | 2015-02-05 08:30:09 -0800 (Thu, 05 Feb 2015) | 5 lines

mdsprite.c: in md3free(), also free s->geometry for each surface. DONT_BUILD.

This prevents a enormous leak being reported by LeakSanitizer. Not that it
matters much, since we most frequently free models only at exit. (Sometimes one
may be freed earlier though -- if there was an error loading it, AFAICS.)
------------------------------------------------------------------------
r4951 | helixhorned | 2015-02-04 13:32:53 -0800 (Wed, 04 Feb 2015) | 1 line

menus.c: fix C build. DONT_BUILD.
------------------------------------------------------------------------
See http://svn.eduke32.com/listing.php?repname=eduke32 for more details.