drfrag
7137e39e0a
- Hacked a level member into thinkers.
2020-10-10 13:53:02 +02:00
Player701
d764412121
- Fixed a lift in Double Impact E1M7 that could not be used more than twice from the lower area.
2020-10-09 20:15:40 +02:00
Player701
c9364fb3d0
- Added NORANDOMPUFFZ flag to A_Saw
2020-10-04 11:14:39 +02:00
nashmuhandes
e82c840622
- Fix weapon bobbing interpolation
...
There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.
(Thanks to @Doom2fan for the solution)
2020-10-04 11:14:36 +02:00
Christoph Oelckers
636d46c1ed
- AActor size reduction
...
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 11:51:30 +02:00
Nikolay Ambartsumov
2b64b4f688
Add MaxSlopeSteepness actor property
2020-10-03 11:51:27 +02:00
drfrag
9ce3ba1313
- Fake grayed-out support for sliders.
2020-10-01 14:27:31 +02:00
makise-homura
9e28aeac14
Add species parameter to A_RadiusThrust
...
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.
If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 20:53:23 +02:00
Sterling Parker
13f4636387
Add PlayerSpawned() event ( #1118 )
...
* Add PlayerSpawned() event
* add playerspawned to DStaticEventHandler
* Define PlyerSpawned() correctly
# Conflicts:
# src/events.cpp
# src/events.h
# src/p_mobj.cpp
2020-09-27 20:53:14 +02:00
Christoph Oelckers
de1302db7b
- transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed.
...
# Conflicts:
# src/g_game.cpp
2020-09-27 00:23:55 +02:00
Christoph Oelckers
7d3abb8d41
- fixed: Artiflash is not translatable.
2020-09-26 21:50:17 +02:00
Player701
ee3ef788a5
Exported FLevelLocals::ChangeLevel to ZScript
...
# Conflicts:
# wadsrc/static/zscript/base.zs
2020-09-21 00:38:11 +02:00
Rachael Alexanderson
4bfeb54be0
- add missing SPAC constants
2020-09-19 13:42:40 +02:00
drfrag
258d9dde25
- add support for the (as of now) newest version of the Unity re-releases
...
# Conflicts:
# src/gi.h
# src/win32/i_steam.cpp
# wadsrc_extra/static/iwadinfo.txt
(with Rachael's flag and hacked JPL's fix)
# Conflicts:
# src/gi.h
2020-09-05 00:01:53 +02:00
Marisa Kirisame
0bc5bccb3b
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. ( #1169 )
2020-09-02 13:56:24 +02:00
Marisa Kirisame
0255ee7719
Add Pre/PostTeleport virtuals, for special handling of actor teleportation.
2020-09-02 13:56:22 +02:00
3saster
26f2bfe3fd
Implemented Clock Class ( #977 )
...
* Simplified some stuff, made up-to-date
* Dealt with DST problems
* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/alt_hud.zs
2020-08-28 17:20:28 +02:00
MajorCooke
4f522c0ac3
View Angles (Part 1 - Redux) ( #1002 )
...
* Added ViewAngle/Pitch/Roll properties to actors.
- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.
* Converted functions to be direct-native.
2020-08-28 13:47:22 +02:00
alexey.lysiuk
cebca2d93d
- do not report missing camera target if its TID is zero
...
This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS
https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-28 13:46:52 +02:00
Nash Muhandes
c2f220132d
Allow conversation menu cursor graphic replacement. ( #1134 )
...
If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
# Conflicts:
# wadsrc/static/zscript/ui/menu/conversationmenu.zs
2020-08-28 13:43:24 +02:00
Kevin Caccamo
4fac2e3ebc
Fix the health bar on Strife status bar ( #1080 )
...
* Fix the health bar on Strife status bar
Now, if the player's health is above 100, the green health bar won't be shortened any more.
* Fix the bar properly
Now, the blue and green bars don't overlap. Also, health above 100 goes from right to left, like in Strife: Veteran Edition.
2020-08-08 16:15:25 +02:00
Blue Shadow
2cc9c0bbde
- fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
...
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.
# Conflicts:
# wadsrc/static/zscript/actors/raven/minotaur.zs
2020-07-28 13:26:55 +02:00
Major Cooke
b9e2063a65
Begin TICRATE conversion.
...
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
# Conflicts:
# src/p_effect.h
# wadsrc/static/zscript/base.zs
2020-07-15 19:03:44 +02:00
Rachael Alexanderson
de2d564c98
- change recent /0 fix to conform to UDMF specs
...
# Conflicts:
# src/playsim/p_spec.cpp
2020-06-25 16:07:20 +02:00
Christoph Oelckers
cd74e70739
- fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
...
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-19 11:54:05 +02:00
Christoph Oelckers
5ad11d7587
- let blastradius work without an effect actor.
2020-06-13 01:49:25 +02:00
drfrag
fded4b3fdc
- Fixed number of DrawTextureTags didn't match in ZScript.
2020-06-12 19:25:19 +02:00
drfrag
d4dba5ed3f
- Add fake missing DTA_Desaturate DrawTexture tag.
2020-06-09 19:41:28 +02:00
drfrag
796c25b056
- Add missing DrawTextureTags.
...
DTA_FlipY, DTA_SrcX, DTA_SrcY, DTA_SrcWidth and DTA_SrcHeight.
2020-06-09 18:42:52 +02:00
Kevin Caccamo
8081f6fcbe
Fix Bag of Holding not increasing Firemace ammo capacity
2020-06-08 15:50:35 +02:00
alexey.lysiuk
a0758d6a92
- fixed incomplete disabling of number field menu option
...
https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:09:07 +02:00
Alexander Kromm
d28ba37af2
make various getter and pure-math methods clearscope, and where applicable, const
...
Original PR: https://github.com/coelckers/gzdoom/pull/532
Status of the original PR
1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen
2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen
3. C++ methods, to match ZScript:
- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
# Conflicts:
# src/actor.h
# src/actorinlines.h
2020-06-07 14:34:48 +02:00
Christoph Oelckers
90476761a4
- manually merged PR for kill count in Requiem MAP23.
2020-06-07 14:34:26 +02:00
Christoph Oelckers
0a5919aa02
- there is no mace ammo in the bag of holding.
2020-06-07 14:34:23 +02:00
Christoph Oelckers
3106b46481
- advanced coordinate control for overlays over DTA_Fullscreen images.
...
Manually merged, there were severe conflicts.
# Conflicts:
# src/textures/textures.h
# src/v_draw.cpp
# src/v_video.h
2020-06-07 14:15:59 +02:00
Christoph Oelckers
ebc4e2215f
- fixed: the last frame of the intermission screen wasn't rendered.
2020-06-07 13:28:14 +02:00
Christoph Oelckers
96cd602de1
- added a compatibility option for a bad teleporter in the final Strife map.
2020-06-07 13:28:10 +02:00
Hugo Locurcio
03c9906b55
Add a cvar to control weapon bobbing while firing
...
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.
The default value of 0 preserves the old behavior.
2020-06-01 10:39:09 +02:00
Christoph Oelckers
b731a0e2c4
- fixed use of Powerup.Strength in PowerInvisibility.
...
An integer division made the feature useless.
2020-05-26 00:30:09 +02:00
alexey.lysiuk
2f50d5521a
- fixed aiming camera that didn't follow target
...
https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:23:43 +02:00
alexey.lysiuk
8dd30ab922
- restored warning about missing aiming camera target
2020-05-18 14:23:41 +02:00
drfrag
2f3be44470
- Restored original colors for player setup icon backdrop.
2020-05-17 14:04:43 +02:00
Major Cooke
36bf930575
Enforce the reflective flag as well.
2020-05-17 02:10:14 +02:00
Major Cooke
ac015c4bb9
Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring.
2020-05-17 02:10:12 +02:00
Mekboss
b658d4c225
Fix MSVS compile bug and add offset parameter for SprayDecal
...
# Conflicts:
# src/g_shared/a_sharedglobal.h
2020-05-08 14:52:56 +02:00
Mekboss
6e30ac5f3c
Replace function variables to DVector3
...
# Conflicts:
# src/g_shared/a_sharedglobal.h
2020-05-08 14:52:53 +02:00
Mekboss
bfe367fb20
Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
...
# Conflicts:
# src/g_shared/a_sharedglobal.h
2020-05-08 14:52:51 +02:00
drfrag
6a3f2b59cd
- Fixed compatibility flags not working in scripting.
2020-05-03 18:40:48 +02:00
alexey.lysiuk
80b3f8dcbe
- fixed secondary ammo display in strife status bar
...
https://forum.zdoom.org/viewtopic.php?t=68315
2020-05-03 18:40:45 +02:00
Cacodemon345
19b125ca3a
Fix bouncing missiles not dealing damage when hitting top/bottom ( #1068 )
...
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 11:45:45 +02:00