Commit graph

16745 commits

Author SHA1 Message Date
alexey.lysiuk
7132b1a67c - fixed SPC music looping after update to GME 0.6.2
Why was the default player setup changed at all?

https://forum.zdoom.org/viewtopic.php?t=65863
2019-10-18 11:19:27 +02:00
alexey.lysiuk
6b1467dd8d - added declarations missing from update to GME 0.6.2 2019-10-18 11:19:24 +02:00
Christoph Oelckers
e2387d0741 - fixed: The dynamic lights must be initialized before the first frame is ticked.
Otherwise they only show up after the first frame.

# Conflicts:
#	src/p_setup.cpp
2019-10-17 11:10:19 +02:00
alexey.lysiuk
0b16eb2cbb - fixed: pickup flash didn't fade out if player was killed by pickup
https://forum.zdoom.org/viewtopic.php?t=66135
2019-10-16 20:56:41 +02:00
Major Cooke
62b3ed7d75 Fixed CheckBossDeath not checking for actor replacements.
- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
2019-10-15 22:57:55 +02:00
drfrag
80442db4fe - Yet even more missing null pointer checks, PB still crashed. 2019-10-15 14:45:52 +02:00
alexey.lysiuk
8c110541b1 - fixed crash with DMSS_INFLICTORDMGTYPE flag and no inflictor
https://forum.zdoom.org/viewtopic.php?t=66110
2019-10-14 12:18:11 +02:00
alexey.lysiuk
d5451fd281 - added dynamic loading of FluidSynth 2.x
# Conflicts:
#	src/sound/mididevices/music_fluidsynth_mididevice.cpp
2019-10-14 12:01:03 +02:00
drfrag
af566f2d52 - More missing null pointer checks. 2019-10-14 11:49:06 +02:00
drfrag
0a9b20062a - Fixed compilation on non Windows platforms. 2019-10-13 12:54:16 +02:00
alexey.lysiuk
5691d1d3b9 - made GL nodes loader more resilient to broken data
https://forum.zdoom.org/viewtopic.php?t=66086

# Conflicts:
#	src/p_glnodes.cpp
2019-10-13 11:44:43 +02:00
Major Cooke
60b6b31542 Added compatibility for Hellbound MAP29
- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
2019-10-12 14:35:31 +02:00
drfrag
7ae0df931e - Added the 'quickunsetslot' command to unset the quicksave slot. 2019-10-09 16:01:58 +02:00
drfrag
cc22109e95 - Fixed capped tall skies not working (Heretic and Hexen). 2019-10-09 13:10:52 +02:00
drfrag
302b9a768a - Fixed sky stretching for the new freelook limit. 2019-10-09 13:10:35 +02:00
drfrag
d48a886f8b - Added missing null pointer checks to fix the PB crash. 2019-10-07 20:36:08 +02:00
drfrag
d200c171ca Revert "- Fixed bad NULL return value in AActor::StaticSpawn."
This reverts commit d5352fa550.

In master AActor::StaticSpawn now can't return NULL but there are still some null pointer checks.
2019-10-07 20:04:00 +02:00
drfrag
d5352fa550 - Fixed bad NULL return value in AActor::StaticSpawn.
Fixes crash with PB.
2019-10-07 11:50:42 +02:00
drfrag
4a8d216f94 - This is version 3.83. 2019-10-06 21:11:48 +02:00
drfrag
8227e795c5 - Fixed crash with quicksave rotation enabled (read out of array bounds). 2019-10-04 17:07:39 +02:00
drfrag
d25557597b - Added missing string and removed blank line in menu. 2019-09-30 21:49:33 +02:00
Alexander
a44f80c19d add m_quickexit option for quick exit in game menu
Default: off (false)

When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.

# Conflicts:
#	wadsrc/static/menudef.txt
2019-09-30 21:38:51 +02:00
Alexander
b4d10d2f5b fix bug when down arrow gave no result after mouse move in main menu
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.

Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.

Repeated Down arrow pressing doesn't give any result, either.

If on step 4 Up arrow is pressed, the last element in the menu is selected.
2019-09-30 21:38:48 +02:00
alexey.lysiuk
df05187229 - fixed inventory scroll arrows in alternative HUD
https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 18:16:10 +02:00
Rachael Alexanderson
6537eca669 - implement the following functions under LevelCompatibility:
GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle

# Conflicts:
#	src/maploader/compatibility.cpp
2019-09-28 15:01:23 +02:00
Rachael Alexanderson
1a85206983 - add 'flipline' function to levelcompatibility
# Conflicts:
#	src/maploader/compatibility.cpp
2019-09-28 14:56:12 +02:00
Christoph Oelckers
fd072db274 - adapted the PSX XA decoder from EDuke32 as a music format in GZDoom.
Libsndfile cannot decode this format but tries to play these files as regular WAVs and turns them into noise (Both are in a RIFF container.)

# Conflicts:
#	src/sound/musicformats/music_xa.cpp
2019-09-28 14:20:29 +02:00
Christoph Oelckers
09d26a9e64 - moved a few CCMDs from i_sound.cpp to s_sound.cpp. 2019-09-28 14:20:26 +02:00
Christoph Oelckers
bd3e8c0a99 - split off all music code from s_sound.cpp
# Conflicts:
#	src/CMakeLists.txt
#	src/fragglescript/t_func.cpp
#	src/fragglescript/t_load.cpp
#	src/g_level.cpp
#	src/g_levellocals.h
#	src/g_shared/a_dynlight.cpp
#	src/intermission/intermission.cpp
#	src/p_saveg.cpp
#	src/posix/cocoa/i_main.mm
#	src/s_sound.cpp
#	src/win32/st_start.cpp

# Conflicts:
#	src/win32/st_start.cpp
2019-09-28 14:20:21 +02:00
drfrag
c12d5795d2 - Block the scale factor for low detail mode. 2019-09-25 12:33:24 +02:00
alexey.lysiuk
6a3b50c561 - fixed potential resetting of bindings
Quitting GZDoom during initialization could lead to unbound game controls

https://forum.zdoom.org/viewtopic.php?t=65945
2019-09-25 11:58:03 +02:00
drfrag
7f3616e8d8 Added low detail mode (160x200) to the preset scale modes.
UI looks horizontally stretched tough.
2019-09-25 11:46:55 +02:00
alexey.lysiuk
2e87aef815 - fixed C++ compilation flags applied to C files
This had an effect on 32-bit targets without SSE support
2019-09-24 13:51:06 +02:00
alexey.lysiuk
1871350c59 - fixed crash when setting sound pitch on non-existing channel
This applies to a lack of free channels, -nosound command line switch, missing OpenAL library, sound initialization failures, ...

https://forum.zdoom.org/viewtopic.php?t=65926
2019-09-23 15:10:58 +02:00
drfrag
9a3d87cafb - Added PrtSc key support for Linux and MacOS, at least in theory. 2019-09-22 22:55:44 +02:00
drfrag
a1e19657f9 - Added support for PrtSc and cosmetic changes. 2019-09-22 19:34:56 +02:00
Alexander
6535f837b7 implement taking screen shots in menus
# Conflicts:
#	wadsrc/static/zscript/ui/menu/menu.zs
2019-09-22 12:45:32 +02:00
drfrag
55af0b11c6 - Fixed game finales not being shown after the intermission. 2019-09-21 14:27:13 +02:00
Christoph Oelckers
6d69785838 - fixed uninitialized variable.
# Conflicts:
#	src/gamedata/fonts/font.cpp
#	src/v_text.cpp
2019-09-21 12:33:00 +02:00
drfrag
734225e67f - Fixed compilation. 2019-09-20 22:20:08 +02:00
Christoph Oelckers
a82ee857e5 - fixed a few warnings.
# Conflicts:
#	src/scripting/vmthunks.cpp
2019-09-20 22:20:05 +02:00
alexey.lysiuk
9b84a97a1d - fixed compilation with MSVC
src\gamedata\resourcefiles\resourcefile.h(77): error C4716:  'FResourceLump::FillCache': must return a value
2019-09-20 22:18:36 +02:00
Christoph Oelckers
3aa615e960 - extended lump injection to allow injecting data into a PWAD's directory, not just the IWAD.
# Conflicts:
#	src/w_wad.cpp
#	src/w_wad.h
2019-09-20 22:18:33 +02:00
Christoph Oelckers
8980ff688c - generate a hash identifier for each loaded resource file.
This is not useful by itself but can be used for adding new features later, e.g. mod-wide compatibility settings or file specific lump replacement or injection.

# Conflicts:
#	src/resourcefiles/resourcefile.cpp

# Conflicts:
#	src/resourcefiles/resourcefile.cpp
2019-09-20 22:18:29 +02:00
drfrag
b5bb5fa0bd - Fixed another crash in the software renderer now with transparent sprites (Stronghold STR12), it's a bit hacky and now you get a white flash instead. 2019-09-17 18:48:31 +02:00
Christoph Oelckers
f25dadbaf2 - fixed: sector lights could access the sector before it was set. 2019-09-16 18:42:07 +02:00
Marisa Kirisame
ca35bdc33c Fix for LineTrace not setting its starting sector based on its offset. 2019-09-16 01:28:11 +02:00
drfrag
400444f7df - Fixed savegame slot selection for real: wrong check and ancient bug. 2019-09-16 01:01:40 +02:00
drfrag
974d11a161 - Fixed savegame slot selection bug. 2019-09-15 15:56:28 +02:00
drfrag
ca537d716b - Disable models by default only for the classic software renderer with the r_models_carmack CVAR. Performance is not affected in SoftPoly. 2019-09-15 12:54:59 +02:00