drfrag
f9bd158211
- Ported the COMPATF2_OLD_RANDOM_GENERATOR compatibility flag from Zandronum and added it to the Doom (Strict) compatibility mode.
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Added new compatflag "old random generator", controlled by the new CVAR compat_oldrandom. If this is enabled, the original Doom random table is used to generate random integers in [0,255], which should make for instance the SSG cause a little more damage.
2020-08-24 16:11:07 +02:00
alexey.lysiuk
479f421007
- fixed event processing in XMI reader
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Event pointer was moved forward twice leaving arbitrary garbage data in the stream
https://forum.zdoom.org/viewtopic.php?t=69631
2020-08-22 13:07:43 +02:00
Chronos Ouroboros
0ea4e182c7
Fixed nested structs breaking the ZScript compiler under certain circumstances.
2020-08-15 19:02:58 +02:00
RockstarRaccoonAlt
2c3303e723
Fix obscure error in Animated Doors where the Actor can be NULL
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This is a quick fix for an error in which Animated Doors crash the game by trying to check "actor->player" when "actor" itself is NULL. Deleting the check entirely also worked, but I worried it might be there for some higher-level scripting reason. This just puts in a check to make sure actor isn't NULL before checking actor->player, and keeps the behavior in that case the same.
I think this was happening because I had doors being opened by projectiles (like in Metroid) which were being despawned into NULL pointers when they hit the doors, as this was an issue when initially programming said doors..
2020-08-15 11:27:45 +02:00
MajorCooke
3d22c635f4
P_BounceActor now calls SpecialMissileHit before any other bouncing effects are processed. Return values are as such: ( #1156 )
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- 1: The missile will continue moving through the actor, and it's down to the modder to handle bouncing.
- 0: The missile will explode.
- Any other value will process a bouncing actor as normally done in the engine.
2020-08-14 12:46:31 +02:00
Kevin Caccamo
4fac2e3ebc
Fix the health bar on Strife status bar ( #1080 )
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* 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
alexey.lysiuk
a4fe7b6de2
- fixed: UMAPINFO partime was multiplied by ticrate
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https://www.doomworld.com/forum/post/2167749
2020-08-03 17:57:30 +02:00
Rachael Alexanderson
3197679114
- demote pwad defcvars error to a warning
2020-08-01 17:31:43 +02:00
Blue Shadow
2cc9c0bbde
- fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
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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
09f5d1b666
Added $PitchSet <logical name> <float> for SNDINFO.
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- Sets the direct pitch of the sound to the specific float. Default is 0.0, meaning do not set a specific pitch. Regular pitch is 1.0.
- Only works for direct sound definitions.
- Overrides $PitchShift unless value is <= 0.0
- Overridden by A_StartSound's pitch parameter if the value > 0.0.
2020-07-24 12:42:17 +02:00
drfrag
f02d0d44d9
- Missing strings.
2020-07-22 02:33:46 +02:00
Rachael Alexanderson
bddbe608f6
- add menu options for 'sv_alwaystally'
...
# Conflicts:
# wadsrc/static/menudef.txt
# Conflicts:
# wadsrc/static/menudef.txt
2020-07-22 02:33:44 +02:00
Rachael Alexanderson
b9e98889ef
- add 'sv_alwaystally' defaults to 0 with the following states:
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* 0: previous behavior (completely MAPINFO controlled)
* 1: always show level tally at the end of an episode
* 2: always show level tally even when changing levels within a hub
# Conflicts:
# src/g_level.cpp
# src/g_levellocals.h
# Conflicts:
# src/g_level.cpp
2020-07-21 21:38:00 +02:00
Major Cooke
b9e2063a65
Begin TICRATE conversion.
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- 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
drfrag
54482bf165
- Fix compilation with VS 2019?
2020-07-12 12:14:33 +02:00
Marisa Kirisame
b6ee4151ee
Optimize UE1 vertex normal computation.
2020-07-12 12:14:30 +02:00
Christoph Oelckers
70de6ff165
- added more contrast to the Cream font color.
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This brightened the darkest colors to the point that all font looked totally washed out and devoid of any texture.
2020-07-10 14:58:54 +02:00
Rachael Alexanderson
de2d564c98
- change recent /0 fix to conform to UDMF specs
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# Conflicts:
# src/playsim/p_spec.cpp
2020-06-25 16:07:20 +02:00
Farkas Péter
ee94d3b627
Rename MAP31 and MAP32 back in Doom 2: Unity Edition ( #1127 )
2020-06-25 16:07:18 +02:00
drfrag
cf083f5b56
- Fixed division by zero when damageinterval was not specified from ZScript.
2020-06-25 14:02:29 +02:00
alexey.lysiuk
d3b5e952ba
- fixed freeze with StartSlideshow called for undefined intermission
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https://forum.zdoom.org/viewtopic.php?t=69079
2020-06-23 20:15:45 +02:00
drfrag
aad005c688
- Don't show the iwad selection box with -iwad.
2020-06-21 15:54:13 +02:00
drfrag
299cd93a3f
- LZDoom 3.86.
2020-06-20 18:28:37 +02:00
alexey.lysiuk
da8c452795
- added mixin support to AST output
2020-06-20 16:25:35 +02:00
alexey.lysiuk
f2b1d45985
- fixed leaking full VM frames
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https://forum.zdoom.org/viewtopic.php?t=69055
2020-06-20 10:48:32 +02:00
Cacodemon345
a0fee03209
Account for the NOTONAUTOMAP flag when using am_thingrenderstyles
2020-06-20 10:48:21 +02:00
drfrag
5e65a9d6b9
- Deleted old unused stuff.
2020-06-19 11:54:07 +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
8eb09a0099
- added missing target check to A_RadiusDamageSelf.
2020-06-19 11:54:03 +02:00
Christoph Oelckers
5ad11d7587
- let blastradius work without an effect actor.
2020-06-13 01:49:25 +02:00
Christoph Oelckers
7706dd65f9
- fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
2020-06-13 01:49:23 +02:00
drfrag
19183ba157
- Fixed: check for bad sidedefs was not taking into account unused ones.
...
# Conflicts:
# src/p_setup.cpp
2020-06-12 19:28:21 +02:00
drfrag
fded4b3fdc
- Fixed number of DrawTextureTags didn't match in ZScript.
2020-06-12 19:25:19 +02:00
drfrag
38a0e31ef4
- Delete hidden skill levels.
2020-06-11 11:22:55 +02:00
Christoph Oelckers
68d95befd4
- mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
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The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 13:54:09 +02:00
Christoph Oelckers
555dea3c8a
- do not allow playing sounds during PlayerFinishLevel.
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This gets called right before the level ends, any sound in here would play during the intermission or at the start of the next level.
# Conflicts:
# src/sound/s_soundinternal.h
2020-06-09 23:29:26 +02:00
drfrag
d4dba5ed3f
- Add fake missing DTA_Desaturate DrawTexture tag.
2020-06-09 19:41:28 +02:00
drfrag
796c25b056
- Add missing DrawTextureTags.
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DTA_FlipY, DTA_SrcX, DTA_SrcY, DTA_SrcWidth and DTA_SrcHeight.
2020-06-09 18:42:52 +02:00
nashmuhandes
7d20e74603
Fixed wrong MINDEMOVERSION which was committed in 95f447927a
2020-06-08 15:50:37 +02:00
Kevin Caccamo
8081f6fcbe
Fix Bag of Holding not increasing Firemace ammo capacity
2020-06-08 15:50:35 +02:00
drfrag
5cd3f66dd2
- Bumped ZScript version.
2020-06-08 14:44:15 +02:00
alexey.lysiuk
f30265849f
- timidity++: better handling of soundfont terminal preset record
2020-06-08 14:42:24 +02:00
Marisa Kirisame
4ca8d538b3
Hotfix: LineTrace now reports the correct number of portal crossings.
2020-06-07 15:52:15 +02:00
alexey.lysiuk
a0758d6a92
- fixed incomplete disabling of number field menu option
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https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:09:07 +02:00
alexey.lysiuk
c00dddea68
- tighten rules for action functions called from Decorate
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FxVMFunctionCall (previously used to call action functions from Decorate) skipped self pointer compatibility checks
https://forum.zdoom.org/viewtopic.php?t=68678
2020-06-07 14:51:48 +02:00
Christoph Oelckers
100897b406
- fixed: The full dotted lump filter string was never used.
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The code added all partial matches to the file system but not the full match.
# Conflicts:
# src/resourcefiles/resourcefile.cpp
2020-06-07 14:35:29 +02:00
alexey.lysiuk
8c877cb36a
- fixed (un)morphing of more than one actor from ACS
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https://forum.zdoom.org/viewtopic.php?t=68847
# Conflicts:
# src/p_acs.cpp
2020-06-07 14:35:19 +02:00
alexey.lysiuk
55bbc4a86b
- fixed setup of JIT functions that require extra frame space
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https://forum.zdoom.org/viewtopic.php?t=68816
2020-06-07 14:35:05 +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