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Analyzed 12 months ago. based on code collected 12 months ago.
Jan 16, 2023 — Jan 16, 2024
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
SVN r28 (trunk) More... almost 19 years ago
SVN r28 (trunk) More... almost 19 years ago
SVN r27 (trunk) More... almost 19 years ago
SVN r27 (trunk) More... almost 19 years ago
SVN r26 (trunk) More... almost 19 years ago
SVN r26 (trunk) More... almost 19 years ago
SVN r25 (trunk) More... almost 19 years ago
SVN r25 (trunk) More... almost 19 years ago
Use Jim's patched default.cbd, not the default.cbd for cbuild. More... almost 19 years ago
Use Jim's patched default.cbd, not the default.cbd for cbuild. More... almost 19 years ago
Forgot to save a_pickups.cpp before committing revision 21. More... almost 19 years ago
Forgot to save a_pickups.cpp before committing revision 21. More... almost 19 years ago
Updated to Chris's latest cbuild. More... almost 19 years ago
Updated to Chris's latest cbuild. More... almost 19 years ago
- Fixed: The strupr() implementation in w_wad.cpp relied on compiler-dependant behavior. - Fixed fix: ParseActorProperties() still wasn't sending + or - to ActorFlagSetOrReset(). - Fixed: [GZ] An item without use state won't be removed when being picked up. The call to GoAwayAndDie is missing. - Fixed: [GZ] A_GiveInventory sets the amount to give to a value passed to this function. This is ok for everything except Health items. They should give their original amount multiplied with the passed parameter. - Fixed: Potential buffer overrun when launching timidity. More... almost 19 years ago
- Fixed: The strupr() implementation in w_wad.cpp relied on compiler-dependant behavior. - Fixed fix: ParseActorProperties() still wasn't sending + or - to ActorFlagSetOrReset(). - Fixed: [GZ] An item without use state won't be removed when being picked up. The call to GoAwayAndDie is missing. - Fixed: [GZ] A_GiveInventory sets the amount to give to a value passed to this function. This is ok for everything except Health items. They should give their original amount multiplied with the passed parameter. - Fixed: Potential buffer overrun when launching timidity. More... almost 19 years ago
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. More... almost 19 years ago
- Fixed: ActorFlagSetOrReset() wasn't receiving the + or - character from ParseActorProperties(). - Fixed: The decorate FindFlag() function returned flags from ActorFlags instead of the passed flags set. - Fixed: The CHT_CHAINSAW, CHT_POWER, CHT_HEALTH, and CHT_RESSURECT needed NULL player->mo checks. - Fixed: The "give all" command didn't give the backpack in Doom, and it must give the backpack before giving ammo. - Fixed: P_SetPsprite() must not call the action function if the player is not attached to an actor. This can happen, for instance, if the level is destroyed while the player is holding a powered-up Phoenix Rod. As part of its EndPowerup() function, it sets the psprite to the regular version, but the player actor has already been destroyed. - Fixed: FinishThingdef() needs to check for valid names, because weapons could have inherited valid pointers from their superclass. - Fixed: fuglyname didn't work. - Fixed: Redefining $ambient sounds leaked memory. - Added Jim's crashcatcher.c fix for better shell support. - VC7.1 seems to have no trouble distinguishing between passing a (const TypeInfo *) reference to operator<< and the generic, templated (object *) version, so a few places that can benefit from it now use it. I believe VC6 had problems with this, which is why I didn't do it all along. The function's implementation was also moved out of dobject.cpp and into farchive.cpp. - Fixed: UnpackPixels() unpacked all chunks in a byte, which is wrong for the last byte in a row if the image width is not an even multiple of the number pixels per byte. - Fixed: P_TranslateLineDef() should only clear monster activation for secret useable lines, not crossable lines. - Fixed: Some leftover P_IsHostile() calls still needed to be rewritten. - Fixed: AWeaponHolder::Serialize() wrote the class type in all circumstances. More... almost 19 years ago
- Fixed: A_SpawnItem() should use CopyFriendliness(). - Fixed: AExplosiveBarrel should have MF2_MCROSS set. - Fixed: Passing 0 numrays to A_BFGSpray should default to 40. - Fixed: New A_JumpIfCloser() function. - Future-proofing: thingdef.cpp/FindState() allows the 2.1 names for SwitchingDecorations. - Fixed: ASwitchingDecoration declared itself as deriving from AActor instead of ASwitchableDecoration. - Fixed: AWeaponHolder::Serialize() did not call its supermethod. More... almost 19 years ago
- Fixed: A_SpawnItem() should use CopyFriendliness(). - Fixed: AExplosiveBarrel should have MF2_MCROSS set. - Fixed: Passing 0 numrays to A_BFGSpray should default to 40. - Fixed: New A_JumpIfCloser() function. - Future-proofing: thingdef.cpp/FindState() allows the 2.1 names for SwitchingDecorations. - Fixed: ASwitchingDecoration declared itself as deriving from AActor instead of ASwitchableDecoration. - Fixed: AWeaponHolder::Serialize() did not call its supermethod. More... almost 19 years ago
- Rewrote MusicVolumes handling so it's a list and not an array. - Removed I_SetMusicVolume(). It isn't used. - Moved P_IsFriend(), P_IsHostile(), and P_GetSpecies() into AActor. More... almost 19 years ago
- Rewrote MusicVolumes handling so it's a list and not an array. - Removed I_SetMusicVolume(). It isn't used. - Moved P_IsFriend(), P_IsHostile(), and P_GetSpecies() into AActor. More... almost 19 years ago
Directory restructuring to make it easier to version projects that don't build zdoom.exe. More... almost 19 years ago
Directory restructuring to make it easier to version projects that don't build zdoom.exe. More... almost 19 years ago