Commit graph

16656 commits

Author SHA1 Message Date
Wohlstand
0458a02d9f OPNMIDI: Try to remive the unistd header at PMDWin emulator
Seems it doesn't required here...
2020-10-04 12:50:18 +02:00
Wohlstand
115388800f Use the "Auto" volume model by default at libADLMIDI
After a small set of tests, it's fine to use the "AUTO" volume model by default.
Every embedded bank and every WOPL file has a setting of a volume model that matches to the behavior of the original OPL2/3 driver of each volume model.
2020-10-04 12:50:17 +02:00
Wohlstand
243aa96931 Update default bank and some settings of libADLMIDI 2020-10-04 12:50:14 +02:00
Christoph Oelckers
e504b2682e - embedded the default OPN bank directly in the binary so that it works, even if no custom bank is set. 2020-10-04 12:50:12 +02:00
Wohlstand
87d46ddd11 Update libOPNMIDI library to 1.5.0
## 1.5.0   2020-09-28
 * Drum note length expanding is now supported in real-time mode (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for OPNA chip with Neko Project II Kai YM2602 emulator usage (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added VGM file dumper which allows to output OPN2 commands into VGM file. (A new MIDI to VGM tool is now created with basing on libOPNMIDI)
 * Fixed an incorrect work of CC-121 (See https://github.com/Wohlstand/libADLMIDI/issues/227 for details)
 * Internality has been refactored and improved
2020-10-04 12:50:10 +02:00
Wohlstand
e6ce41bdde Update libADLMIDI up to 1.5.0
## 1.5.0   2020-09-28
 * Drum note length expanding is now supported in real-time mode (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Channels manager has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Nuked OPL3 1.8 emulator got some optimizations ported from 1.7 where they are was applied previously (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked rhythm-mode percussions system, WOPL banks with rhythm-mode percussions
 * Added Public Domain Opal OPL3 emulator made by Reality (a team who originally made the Reality Adlib Tracker) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added LGPL licensed JavaOPL3 emulator made by Robson Cozendey in Java and later rewritten into C++ for GZDoom (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fully rewritten an embedded bank database format, embedded banks now supports a wider set (more than 127:127 instruments in one bank)
 * Improved accuracy of the DMX volume model, include the buggy AM interpretation
 * Improved accuracy of Apogee volume model, include the bug of AM instruments
 * Improved accuracy of the Win9X volume model
 * Removed C++ extras. C++-bounded instruments tester is useless since a real-time MIDI API can completely replace it
 * Added AIL volume model
 * Added Generic FM variant of Win9X volume model
 * Fixed an incorrect work of CC-121 (See https://github.com/Wohlstand/libADLMIDI/issues/227 for details)
 * Added HMI volume model (Thanks to [Alexey Khokholov](https://github.com/nukeykt) for help with research!)
 * Added frequency models, assigned to every volume model: AIL, HMI, DMX, Apogee, 9X, and the Generic formula

# Conflicts:
#	libraries/adlmidi/adldata.cpp
#	libraries/adlmidi/adldata.hh
#	libraries/adlmidi/adlmidi.hpp
2020-10-04 12:50:08 +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
4c401f8185 - minor cleanup on "Configure Controls"
* Merged chat and scoreboard bindings into a "Multiplayer" submenu.
* Reordered items by importance. Chat at position #2 was nonsense.
* Moved weapon state actions from "Action" to "Weapon" menu, because the menu was already quite large and these are not standard actions.

# Conflicts:
#	wadsrc/static/language.csv
#	wadsrc/static/menudef.txt

# Conflicts:
#	wadsrc/static/menudef.txt
2020-10-03 17:47:47 +02:00
drfrag
20f5b6e92d - Fixed warning. 2020-10-03 12:32:37 +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
Nikolay Ambartsumov
3a8ccda80f Add optional filtering to listmaps CCMD output 2020-10-03 11:51:24 +02:00
Nikolay Ambartsumov
493cc9af0d Show CVar's default value in addition to current
# Conflicts:
#	src/c_dispatch.cpp
2020-10-03 11:51:23 +02:00
alexey.lysiuk
13a324dc7f - forced node rebuild for two Memento Mori maps
https://forum.zdoom.org/viewtopic.php?t=70037
2020-10-01 14:28:05 +02:00
drfrag
9ce3ba1313 - Fake grayed-out support for sliders. 2020-10-01 14:27:31 +02:00
Jaime Moreira
6a10a4b84c SDL joystick events now work while in menus
- DirectInput axes are now X first, Y second.
- Menu axes controls swapped/fixed.
- Added SDL DualShock3 buttons in menu actions.
- Fixed SDL mouse system cursor; it could appear in-game.

# Conflicts:
#	src/common/console/keydef.h

# Conflicts:
#	src/win32/i_dijoy.cpp
2020-09-28 19:41:45 +02:00
Christoph Oelckers
85a3cef7fd - fixed sounds not stopping in sound sequences.
The sound sequence code used S_GetSoundPlayingInfo incorrectly, so let it check for a valid sound ID first to restore the old behavior.
2020-09-28 19:36:43 +02:00
drfrag
d94cd20f2a - fixed sounds not being serialized for hub travel.
Sound stopping was done in the wrong place - this killed the sound before they could be serialized for hub travel.
2020-09-28 00:40:41 +02:00
drfrag
8671c39358 - Missing string. 2020-09-27 23:23:51 +02:00
drfrag
b0b9aa71dc - ZScript version bump. 2020-09-27 20:53:31 +02:00
Christoph Oelckers
99fcfbdce0 - version bump for last commit.
# Conflicts:
#	wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:29 +02:00
Player701
6fa409825b - Implement return type covariance for ZScript virtual functions
# Conflicts:
#	src/dobjtype.h
#	wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:28 +02:00
Major Cooke
efe5f349e5 Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered. 2020-09-27 20:53:24 +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
Christoph Oelckers
0ae0bffa58 - added a proper 'sound finished' callback to the sound engine.
Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 20:53:20 +02:00
Christoph Oelckers
f766e9a326 - New reverb container. 2020-09-27 20:53:18 +02:00
Christoph Oelckers
5828cad68d - avoid killing timer precision when there's no time scale active.
# Conflicts:
#	src/i_time.cpp
2020-09-27 20:53:16 +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
debd2efefa - fixed: The IWAD record for Wadsmoosh was missing the IWAD default filename.
This made GAMEINFO fail to detect it.
2020-09-27 00:23:57 +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
7c7f3f04ae - immediately abort loading a savegame if object deserialization fails.
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 21:50:20 +02:00
NY00123
1bed1a9c79 - updated copyright notice in cmake/FindSDL2.cmake.
This is based on the update to FindSDL.cmake from commit 86578eccf2e82286248796bad1032cd0e3a5e1e2 in the CMake repository.
2020-09-26 21:50:19 +02:00
Christoph Oelckers
7d3abb8d41 - fixed: Artiflash is not translatable. 2020-09-26 21:50:17 +02:00
Christoph Oelckers
792f6afbeb - let non-solid teleporting actors not actually telefrag.
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 21:50:15 +02:00
Player701
cf8dffce03 Fixed decals not appearing when firing at walls point-blank (#1186) 2020-09-22 20:02:26 +02:00
Player701
ee3ef788a5 Exported FLevelLocals::ChangeLevel to ZScript
# Conflicts:
#	wadsrc/static/zscript/base.zs
2020-09-21 00:38:11 +02:00
alexey.lysiuk
86452ed684 - fixed constant propagation for operator && in ZScript
https://forum.zdoom.org/viewtopic.php?t=69912
2020-09-20 11:03:16 +02:00
Player701
0eed9bf413 Fixed inability to achieve 100% kills in BTSX E2 MAP06 2020-09-20 11:03:13 +02:00
Rachael Alexanderson
4bfeb54be0 - add missing SPAC constants 2020-09-19 13:42:40 +02:00
vidaritos
a12073feaf pass ScriptPosition down to color parser functions 2020-09-19 00:53:09 +02:00
drfrag
240a0d16f5 - Update SIGIL support. 2020-09-16 13:28:55 +02:00
Cacodemon345
aef7d59b87 Add FALLDAMAGE flag and add property to properly apply falling damage… (#1153)
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters

* Change name of propermonsterdamage property to propermonsterfallingdamage
# Conflicts:
#	src/gamedata/g_mapinfo.h
#	src/p_mobj.cpp
2020-09-16 13:28:21 +02:00
alexey.lysiuk
1334db68a4 - fixed setting of skill level via action special
https://forum.zdoom.org/viewtopic.php?t=69858
2020-09-14 15:28:57 +02:00
drfrag
abd1d710cd - Fixed -glversion 3 was not being promoted to 3.3. 2020-09-14 15:28:55 +02:00
Kyle Johnson
4915758586 Disallow sound to be played on destroyed actors
It's possible for an actor to call Destroy() in a ZScript method (such
as Tick()) and then subsequently call A_StartSound() to play a sound.
Generally speaking this doesn't happen within a given class, but with a
class hierarchy, Destroy() may be called unbeknownst to a mod developer.
Even though checking bDestroyed is likely good practice, this ensures
that sounds won't be started on actors flagged for cleanup.

# Conflicts:
#	src/sound/s_doomsound.cpp
2020-09-13 02:31:21 +02:00
AFADoomer
e018b324cb Add string table lookup to SECRETS lump handling
- If the hint text portion of a STRINGS lump entry begins with a '$', the value is treated as a string table lookup

Allows SECRETS strings to be translated via LANGUAGE lump.  Reference: https://forum.zdoom.org/viewtopic.php?f=15&t=69827

# Conflicts:
#	src/c_cmds.cpp
2020-09-11 12:15:01 +02:00
Rachael Alexanderson
8c2d89e1eb - rename 'AlwaysCenterStatusBar' to 'FixUnityStatusBar', original name became a misnomer especially with updates that made it more specific in its use
# Conflicts:
#	src/gi.h
#	wadsrc_extra/static/iwadinfo.txt

# Conflicts:
#	src/gi.h
2020-09-09 12:38:02 +02:00
Rachael Alexanderson
1af7e9ac8e - use unity status bar correcting for wadsmoosh
# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-09-06 12:08:42 +02:00
Rachael Alexanderson
904926e778 - do unity data status bar correction only if stbar is in an iwad
# Conflicts:
#	src/d_main.cpp
#	wadsrc_extra/static/iwadinfo.txt
2020-09-05 13:40:41 +02:00