Commit graph

14760 commits

Author SHA1 Message Date
drfrag
1704f16ae5 - Scale the scroller images so that the center 4:3 area is always fully visible. 2020-11-01 17:34:34 +01:00
Christoph Oelckers
763b460df0 - fixed some scaling inconsistencies in the summary screen.
The background size wasn't taken into account for the splats and the widescreen check never verified the height of the background image.
It will now unconditionally use the new widescreen expansion mode for everything to reduce problems, use the background's display size for positioning overlays and only in the case of 200 pixel tall images perform widescreen positioning adjustment.

# Conflicts:
#	src/wi_stuff.cpp
2020-11-01 17:34:32 +01:00
alexey.lysiuk
a9bf361030 - fixed issue with parsing useowncoloradd UDMF flags
# Conflicts:
#	src/p_udmf.cpp
2020-11-01 10:24:36 +01:00
Nikolay Ambartsumov
4b529914ae Raise SNDSEQ limit to 4096 sequences
# Conflicts:
#	src/maploader/polyobjects.cpp
2020-11-01 10:24:32 +01:00
drfrag
676f160634 - Autoload console background pics by Scuba Steve with the autoloadconpics CVAR. 2020-11-01 00:26:55 +01:00
drfrag
260ca8f37c - add 'loadwidescreen' to gameinfo, works exactly like 'loadbrightmaps' or 'loadlights'
# Conflicts:
#	src/common/engine/startupinfo.h
#	src/d_main.cpp
2020-11-01 00:26:53 +01:00
Christoph Oelckers
e5b63c6693 - only return at the end of the MAP07SPECIAL block.
# Conflicts:
#	src/p_enemy.cpp
2020-11-01 00:26:51 +01:00
Christoph Oelckers
c4fbbfa033 - fixed edge case where both Mancubus and Arachnotron have the same replacement and trigger a boss action. 2020-11-01 00:26:49 +01:00
Christoph Oelckers
1c32d22b3e - fixed fullscreen scaling for narrow aspect ratios.
# Conflicts:
#	src/v_draw.cpp
2020-11-01 00:26:47 +01:00
Christoph Oelckers
274ac25223 - default to fullscreen mode 3.
The option still remains for cases where it does not work but the cases where mode 3 causes real problems are rare.
All I could find were a handful of poor intermission pics in some old mods which aren't worth keeping this artificial limitation.
2020-11-01 00:26:44 +01:00
Christoph Oelckers
51f9e158f2 - made the vertical scroller widescreen aware as well.
# Conflicts:
#	src/intermission/intermission.cpp
2020-11-01 00:26:42 +01:00
Christoph Oelckers
fbd2b05d36 - adapt the bunny scroller to widescreen images.
This only concerns the actual horizontal scroller. The vertical one still needs work and the "The End" screen only works if the second picture of the scroller is the full widescreen image because this page is done as a regular single image page which does not know anything about widescreen asset replacements.
2020-11-01 00:26:40 +01:00
Christoph Oelckers
4fd9765a18 - removed the limiter flags again and addressed the underlying problem properly.
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.

# Conflicts:
#	src/common/audio/sound/oalsound.cpp
2020-10-29 12:10:49 +01:00
alexey.lysiuk
dc2d5d7d36 - removed duplicated line of code 2020-10-28 10:39:06 +01:00
Christoph Oelckers
bef153d3b6 - enable OpenAL's sound volume normalizer. 2020-10-28 01:02:09 +01:00
Marisa Kirisame
31bb394abf Linetrace properly reports 3D line hits as "middle" part (#1228)
* Linetrace properly reports 3D line hits as "middle" part, as was intended.

* Typo fix
2020-10-26 12:18:20 +01:00
Christoph Oelckers
3dc03f923c - fixed: Crushing generic floors must use crush mode 2.
This is how Doom always worked. Mode 1 is not useful for one-time crushing effects.

# Conflicts:
#	src/p_lnspec.cpp
2020-10-26 12:18:18 +01:00
Nikolay Ambartsumov
84041bb67d Fix crossing multiple lineportals on same tic 2020-10-19 10:41:24 +02:00
drfrag
b752e0ad9b - Version 3.87a. 2020-10-18 21:28:12 +02:00
drfrag
9a121d1271 - Cosmetic change. 2020-10-18 10:20:53 +02:00
drfrag
e88706542c - Fixed compilation: error C4984: 'if constexpr' is a C++17 language extension
(Thanks Gutawer)
2020-10-17 18:57:15 +02:00
Christoph Oelckers
b8496b6def fixed side_t::SetSpecialColor.
This never set the needed flags to make the color appear.
2020-10-17 18:44:10 +02:00
Christoph Oelckers
5ed6e07b84 - clear intermediate entries when inserting an object beyond the end of an array. 2020-10-17 18:44:07 +02:00
Christoph Oelckers
dabfd221e3 - fixed: Array.Insert must zero all elements before the new one if something gets inserted outside the existing range. 2020-10-17 18:44:05 +02:00
Christoph Oelckers
bbbbc6885f - ensure that sfxinfo_t is always fully initialized, regardless how the setup is performed.
The recent pitch additions did not do this on all possible paths.

# Conflicts:
#	src/sound/s_advsound.cpp
2020-10-17 18:44:03 +02:00
Christoph Oelckers
7a5c34730b - moved game specific data out of the sound backend.
In Raze I already had a user data array for that so this gets used here, too, now.
Also copied a few other fixes.

# Conflicts:
#	src/sound/s_soundinternal.h
2020-10-17 18:44:00 +02:00
Christoph Oelckers
79140f3c7c - minor sound code cleanup
# Conflicts:
#	src/sound/backend/oalsound.cpp

# Conflicts:
#	src/sound/s_environment.cpp
#	src/sound/s_sound.cpp
2020-10-17 18:43:58 +02:00
Christoph Oelckers
75b90cdbf2 - disabled negative gravity check.
According to reports on the forum this does not cause bad behavior.
2020-10-17 10:56:42 +02:00
drfrag
d97ec56b8e - This is 3.87. 2020-10-12 14:53:05 +02:00
alexey.lysiuk
698886e5db - converted level global variable into real pointer
# Conflicts:
#	src/g_levellocals.h
2020-10-10 15:04:56 +02:00
alexey.lysiuk
039bc65615 - fixed: next secret map was ignored in ending sequence
https://forum.zdoom.org/viewtopic.php?t=70132

# Conflicts:
#	src/g_level.cpp
2020-10-10 13:53:04 +02:00
drfrag
7137e39e0a - Hacked a level member into thinkers. 2020-10-10 13:53:02 +02:00
Player701
a1f566f7b8 - Do not error out if some states are missing in an abstract weapon class 2020-10-06 20:29:31 +02:00
drfrag
d6775e9322 - Different fix for the previous bug, better safe than sorry. 2020-10-06 01:53:57 +02:00
drfrag
e3ed066b82 - Fixed: NetServerInfo was not being saved after the exit cleanup. 2020-10-05 17:57:11 +02:00
drfrag
bc6c4467e3 - Bump LASTRUNVERSION. 2020-10-04 12:50:43 +02:00
Christoph Oelckers
ceaea1548d - added config migration handling for the changes to adl_volume_model.
# Conflicts:
#	src/gameconfigfile.cpp
2020-10-04 12:50:42 +02:00
Wohlstand
b07330c428 libADLMIDI: Fixed a mistake with Volume Model setup
Don't set a bank number instead of a volume model!
2020-10-04 12:50:38 +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
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
b0b9aa71dc - ZScript version bump. 2020-09-27 20:53:31 +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