Commit graph

14691 commits

Author SHA1 Message Date
Mitch Richters
5732ea0233 Revert "- Blood: Use more precision for flicker, quake and tilt effects."
This reverts commit 3c09f41b43.

* Fixes #554.
2021-10-05 08:43:32 +11:00
arrowgent
5267c1aea6 change version input in feature_request.yml
remove dropdown list since i cant determine how to get a workflow to pull info from known releases
& move game selection, i didnt realize it was misplaced between OS selection
2021-10-02 23:32:07 +02:00
arrowgent
8df3c05acf change version input in bug_report.yml
remove dropdown list since i cant determine how to get a workflow to pull info from known releases
& move game selection, i didnt realize it was misplaced between OS selection
2021-10-02 23:32:07 +02:00
Christoph Oelckers
95acafdbac - manual update of NBlood commit 24908021f3b844a73de05632565d55d5b71b577c
- Fix kModernCustomDude is not inheriting sprite size if SEQ have zero repeats
- Damage scale tweaks for kModernCustomDude
- Fix hitscan kModernCondition
2021-09-19 16:35:02 +02:00
Christoph Oelckers
1732d206bd - Blood: fixed flare gun no longer being able to set trees on fire.
Somehow a bad damage type got in here...
2021-09-18 20:13:05 +02:00
alexey.lysiuk
de816fa90a - added missing compiler flags for non-MSVC targets 2021-09-18 17:00:28 +03:00
Christoph Oelckers
0d4e0d72fb - fixed vertex generation when splitting walls by planes on old hardware. 2021-09-18 13:04:46 +02:00
Christoph Oelckers
01e9d8e5e1 - remaining parts of GLES. 2021-09-18 13:03:36 +02:00
Christoph Oelckers
a3d9cd9a68 - Backend update from GZDoom - mainly for GLES2 support. 2021-09-18 12:20:28 +02:00
Christoph Oelckers
11aea1c5d4 - more target replacements. 2021-09-17 20:49:27 +02:00
Christoph Oelckers
b9f6120380 - handle target validations in AI functions properly.
Now they will all print the function name along with the message and not rely on assert abuse.
2021-09-17 20:49:27 +02:00
Christoph Oelckers
261301bdea - replacing target_i, batch 1.
This was the simple stuff, mostly done by search&replacing common patterns.
2021-09-17 20:49:27 +02:00
Christoph Oelckers
90091965ba - replaced most occurences of target_i in already refactored code. 2021-09-17 20:49:27 +02:00
Christoph Oelckers
7a6629ce6a - renamed XSPRITE::target to target_i.
This is to make searching for it easier as 'target' is a very common word in the source.
2021-09-17 20:49:26 +02:00
Christoph Oelckers
774a015e6b - aiChooseDirection and its subfunctions. 2021-09-17 20:49:26 +02:00
Christoph Oelckers
a79d362b40 - dudeIsPlayingSeq + aiPlay3DSound. 2021-09-17 20:49:26 +02:00
Christoph Oelckers
7054313dd4 - formatting only. 2021-09-17 20:49:26 +02:00
Christoph Oelckers
00d0099333 - removed a few compatibility wrappers. 2021-09-17 20:49:26 +02:00
Christoph Oelckers
6a1ffca34f - actCheckExplosion, removed array access from SEQ callbacks in actor.cpp and renamed the two which still had assembly names. 2021-09-17 20:49:25 +02:00
Christoph Oelckers
663ecc79d1 - actFireVector 2021-09-17 20:49:25 +02:00
Christoph Oelckers
d6724185b3 - removed a few redundant one-liner functions. 2021-09-17 20:49:25 +02:00
Christoph Oelckers
d7078dda48 - actGetRespawnTime + actCheckRespawn. 2021-09-17 20:49:25 +02:00
Christoph Oelckers
6db18e61d9 - Blood: use a TArray for gPost and store actors as pointers.
This also does not need to be serialized because it gets cleared at the end of each game tick and will always be empty when saving is done.
2021-09-17 20:49:05 +02:00
Christoph Oelckers
4526f4149b - actSpawnThing and actFireThing. 2021-09-16 00:11:20 +02:00
Christoph Oelckers
7c1826e909 - fixed typo in the actor variant of seqKill. 2021-09-16 00:04:18 +02:00
Christoph Oelckers
c5d7455317 - actSpawnDude. 2021-09-16 00:01:16 +02:00
Christoph Oelckers
e8187b4a99 - fixed bad serializers for vec2_t and vec3_t. 2021-09-12 18:42:58 +02:00
Christoph Oelckers
6be611fd94 - fixed merge. 2021-09-12 18:32:11 +02:00
Christoph Oelckers
d466ea155f - Exhumed: Avoid masking bits into the sector index as well.
# Conflicts:
#	source/games/exhumed/src/player.cpp
2021-09-12 18:28:47 +02:00
Christoph Oelckers
9991e6665c - Exhumed: Avoid masking sound flags into the sprite index.
This put a hard 4096 sprites limit into the engine. It's also a blocker for refactoring.
2021-09-12 18:27:30 +02:00
Christoph Oelckers
d82b7ff51c - Exhumed: renamed disassembly variable. 2021-09-12 18:27:30 +02:00
Christoph Oelckers
f7a475aa94 - Exhumed: fixed sound origin in DoRegenerates.
Should be the actual sprite, not the table index...

# Conflicts:
#	source/games/exhumed/src/items.cpp
2021-09-12 18:27:17 +02:00
Christoph Oelckers
7f485bfab1 - split off the extended sprite flags into their own word.
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Christoph Oelckers
99ecfe133d - flag sprites for automapping regardless of the 'automapping' variable's value.
Duke should show its floor sprites, too.
2021-09-12 18:22:38 +02:00
Kevin Caccamo
2297c9351a Attempt to fix music replacement definitions again
Store per-map music replacements in a TMap, and perform the replacements after parsing the MAPINFO
2021-09-12 18:21:42 +02:00
arrowgent
f675adebbd feature missed games, removed conduct guideline 2021-09-12 18:18:32 +02:00
arrowgent
8d2f8bd40d missing games, removed conduct guideline 2021-09-12 18:18:32 +02:00
arrowgent
bbebc15fb2 reminder title 2021-09-12 18:18:32 +02:00
arrowgent
8795390e28 create feature form 2021-09-12 18:18:31 +02:00
arrowgent
68cd915a78 add game & remove other config (wip) 2021-09-12 18:18:31 +02:00
arrowgent
1d3ff006b1 bug form 2021-09-12 18:18:31 +02:00
arrowgent
d36caf6151 move template to forms
name: Bug Report
description: File a Bug report
title: '[BUG] '
labels: bug
#assignees: 'anonymous@temp'

body:
  - type: markdown
    attributes:
      value: |
        ## Please fill out forms as cleanly as possible.
        #### Make sure that you have
        * properly edited & filled in the title of this bug report
  - type: dropdown
    id: version
    attributes:
      label: Raze version
      description: |
        What version are you using?
        Run `raze --version`
        Make sure to update to latest [release](https://github.com/coelckers/Raze/releases) version and test again before continuing.
      multiple: false
      options:
        - 1.1.3
        - 1.1.2
        - 1.1.1
        - 1.1.0
        - 1.0.3
        - 1.0.2
        - 1.0.1
        - Git
        - Other
    validations:
      required: true
  - type: dropdown
    id: OS
    attributes:
      label: What Operating System are you using?
      multiple: false
      options:
        - Windows 11
        - Windows 10
        - Windows 8
        - Windows 7
        - Windows Other
        - Mac OS
        - Linux x86
        - Linux x86_64
        - Linux ARM (Raspberry Pi)
        - Other
    validations:
      required: false
  - type: input
    id: other
    attributes:
      label: If Other OS, please describe
      description: Other details
      placeholder: "Windows, Mac OSX version, Debian, Ubuntu, Arch, etc."
    validations:
      required: false
  - type: input
    id: hardware
    attributes:
      label: Relevant hardware info
      description: Hardware
      placeholder: "CPU, GPU, device brand/model: e.g. Intel, AMD, Nvidia, etc"
    validations:
      required: false
  - type: checkboxes
    id: checked
    attributes:
      label: Have you checked that no other similar issue already exists?
      description: Searched issues before creating report?
      options:
        - label: I have searched and not found similar issues.
          required: true
  - type: textarea
    id: description
    attributes:
      label: A clear and concise description of what the bug is.
      description: Describe what happens, what software were you running? _Include screenshot if possible_
      placeholder: "How & When does this occur?"
    validations:
      required: true
  - type: textarea
    id: steps
    attributes:
      label: Steps to reproduce the behaviour.
      description: How can we reproduce this?
      placeholder: "Explain how to reproduce"
      value: |
        Explain how to reproduce
        1. 
        2.
        3.
    validations:
      required: false
  - type: textarea
    id: config_file
    attributes:
      label: Your configuration
      description: |
        Share the config file(s) you've been using to run the program. (`dosbox-staging.conf`) 
        Please avoid pasting the full config, _use attachments or links_
      placeholder: "example: texture_renderer = opengl"
      render: ini # syntax highlighting
    validations:
      required: false
  - type: textarea
    id: log
    attributes:
      label: Provide a Log
      description: Please avoid pasting the full log, _use attachments or links_
      placeholder: "Copy & paste error log section or provide link"
    validations:
      required: false
  - type: checkboxes
    id: terms
    attributes:
      label: Code of Conduct & Contributing Guidelines
      description: By submitting this issue, you agree to follow our [contributing guidelines](https://docs.github.com/articles/github-community-guidelines) and code of conduct.
      options:
        - label: Yes, I agree.
          required: true
  - type: markdown
    attributes:
      value: |
        * Make sure you have properly filled in the title of this bug report
2021-09-12 18:18:31 +02:00
arrowgent
003fcd0364 begin template & move to forms 2021-09-12 18:18:31 +02:00
Christoph Oelckers
6dcd7e2557 - do not crash on badly defined walls where the end point is missing. 2021-09-12 18:18:26 +02:00
Christoph Oelckers
585f841f96 - core shader override block, backported from GZDoom. 2021-09-12 18:18:26 +02:00
Christoph Oelckers
61bc90949b - Blood: fixed super secret notification on the level summary screen. 2021-09-12 18:17:51 +02:00
Christoph Oelckers
2e451618f8 - Duke: fixed some incorrect cutscene playback speeds. 2021-09-12 18:17:51 +02:00
Christoph Oelckers
0e82d75325 - SW: fixed recursive saving of panel sprites 2021-09-12 18:17:50 +02:00
Christoph Oelckers
bad57f6a5f - clear pspAsArray at the beginning of a save/load operation, not at the end.
If done at the end it may leave behind some stale data if saving or loading fails for some reason.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
e13426ec6e - SW: avoid crashing when unwinding from a savegame loading error.
The linked list may be incomplete in this case.
Also kept the macro unmangling done to debug this code.
2021-09-12 18:17:50 +02:00