Rachael Alexanderson
b9e98889ef
- add 'sv_alwaystally' defaults to 0 with the following states:
...
* 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.
...
- 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
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
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
...
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
...
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
Christoph Oelckers
8eb09a0099
- added missing target check to A_RadiusDamageSelf.
2020-06-19 11:54:03 +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
Christoph Oelckers
68d95befd4
- mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
...
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.
...
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.
...
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
drfrag
5cd3f66dd2
- Bumped ZScript version.
2020-06-08 14:44:15 +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
c00dddea68
- tighten rules for action functions called from Decorate
...
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.
...
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
...
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
...
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
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
bbceaa1fcb
- added limited support for replacing the intermission backgrounds in Doom 1 with widescreen images.
...
Due to how the placement works here, it is only usable with fullscreenautoaspect mode 3.
# Conflicts:
# src/wi_stuff.cpp
2020-06-07 13:28:12 +02:00
Christoph Oelckers
17add7f47f
- don't let CHANF_AUTO hijack other channels.
...
With CHANF_OVERLAP this isn't needed anymore - any sound started on CHAN_AUTO can actually play on this channel with overlap implicitly allowed.
This has the added advantage that these sounds can be reliably accessed with other function by using CHAN_AUTO.
# Conflicts:
# src/v_2ddrawer.cpp
2020-06-07 13:27:02 +02:00
Christoph Oelckers
af10281799
- fixed some double to float conversion warnings.
2020-06-04 10:50:36 +02:00
Christoph Oelckers
8ec5a4616b
- fixed: vertically mirrored textures should not be subjected to empty space optimizations because the algorithm cannot deal with the inverted case.
...
# Conflicts:
# src/gl/scene/gl_wall.h
2020-06-04 01:52:21 +02:00
Christoph Oelckers
30327ffa4f
- fixed: the 3D floor processing code in the renderer did not restore the render style after finishing.
...
Normally this won't be noticable, the only exception is if the last processed 3D floor had additive translucency and colored fog - this case is special because for additive rendering the fog color needs to be disabled.
# Conflicts:
# src/gl/scene/gl_walls.cpp
2020-06-04 01:46:14 +02:00
Edoardo Prezioso
09fbbfb1c6
- Fixed OpenAL regression with looping sounds with playing length 0.
...
If such case occurs, the starttime parameter passed to the sound functions is ignored and truncated to 0.
2020-06-03 17:08:47 +02:00
Christoph Oelckers
55390b2403
- fixed floorclipping checks for 3D floors.
...
Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
2020-06-03 11:23:30 +02:00
Christoph Oelckers
b43d87c4cd
- reject all 0-special lines for activation.
...
This is to ensure consistency between all callers of this function.
2020-06-03 00:07:25 +02:00
Christoph Oelckers
d8db13a539
- use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
...
This was apparently overlooked when refactoring the damage system 4 years ago.
2020-06-03 00:07:23 +02:00
drfrag
524d8ee524
- Present the iwad selection box also with only one iwad.
2020-06-02 16:38:33 +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
drfrag
0ec9af91a9
- Fixed crash printing weapon name tags.
2020-05-31 16:41:01 +02:00
drfrag
a05df40a6e
- Fixed crash on maps with out of range sidedef and sector numbers, adapted from PRBoom.
...
# Conflicts:
# src/p_setup.cpp
2020-05-29 23:50:49 +02:00
drfrag
98de1423ea
- Reload fake fonts, people keep doing it and that made some mods incompatible.
2020-05-27 23:41:38 +02:00
Christoph Oelckers
42b037d708
- fixed: TRF_ALLACTORS did not consider actors without any flag being set.
2020-05-26 00:30:11 +02:00
Christoph Oelckers
8c9cf5234a
- fixed missing sound for Polyobj_MoveTo.
2020-05-26 00:30:05 +02:00
Marisa Kirisame
be13bbb9a2
Add mapinfo option to disable merging of identical pickup messages on same tic
...
# Conflicts:
# src/g_inventory/a_pickups.cpp
2020-05-24 11:04:20 +02:00
alexey.lysiuk
c386a71c3c
- added #include to fix compilation with MSVC 16.6.0
...
https://forum.zdoom.org/viewtopic.php?t=68641
# Conflicts:
# src/files_decompress.cpp
# src/sound/s_music.cpp
2020-05-22 21:35:55 +02:00
Alexander Kromm
a8282c3ec6
fix "'ictionary' is freed outside the GC process" warning
2020-05-22 21:35:51 +02:00
alexey.lysiuk
898860eebf
- fixed erroneous removal of property flag members
...
https://forum.zdoom.org/viewtopic.php?t=63520
2020-05-17 02:10:10 +02:00
Rachael Alexanderson
f477a1aa47
- force player respawn to call up the player's default class settings before determining where to respawn the player
...
# Conflicts:
# src/g_levellocals.h
# src/p_mobj.cpp
2020-05-08 14:52:58 +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
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
arookas
dec6a03caf
Add option to invert mouse x
2020-04-30 11:45:43 +02:00
Christoph Oelckers
ae882d983a
- fixed ZScript compiler crash with dereferencing null pointers
2020-04-30 11:45:37 +02:00
PaulyB
df1e469163
Properly namespaced UDMF flag
2020-04-28 02:23:07 +02:00
PaulyB
acdf18bc75
Exposed MTF_NOCOUNT to UDMF
2020-04-28 02:23:05 +02:00
PaulyB
e59fe8e01f
Added MTF_NOCOUNT to spawn flags
2020-04-28 02:22:44 +02:00
drfrag
0d8d51f0b4
- Bump LASTRUNVERSION for defcvars. Missed this.
2020-04-23 14:03:13 +02:00
alexey.lysiuk
1e9f0700f0
- added validation of game skill when changing a level
2020-04-20 12:47:24 +02:00
alexey.lysiuk
c6514e4438
- fixed potential crash on intermission cast screen
2020-04-20 12:47:23 +02:00
Christoph Oelckers
411b287cd9
- block off the Substitute function by making it private to the 3 classes that really need it.
2020-04-19 21:39:25 +02:00
Christoph Oelckers
11106a08b5
- relax pointer substitution restriction for morphed monsters.
...
# Conflicts:
# src/p_mobj.cpp
2020-04-19 21:39:23 +02:00
Christoph Oelckers
896e4f6d6a
- let TeleportSpecial universally map to Teleport when checking action special names.
2020-04-19 19:50:30 +02:00
Christoph Oelckers
27aa39fb59
- apply aspect ratio compensation for all fullscreen images with a height of 200 and 400, and not just to 320x200 and 640x400.
2020-04-19 16:13:53 +02:00
Christoph Oelckers
c7a41eb73d
- fixed incorrect value range for particle's depth value, used for sorting.
...
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
2020-04-19 16:12:33 +02:00
Christoph Oelckers
a953578484
- made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
...
# Conflicts:
# src/maploader/specials.cpp
2020-04-19 15:18:54 +02:00
Christoph Oelckers
9ca1e43292
- fixed text size calculations in the status bar.
...
To avoid errors, all spacing calculations have been added to FFont::StringWidth which already performs proper escape filtering.
# Conflicts:
# src/common/fonts/font.cpp
2020-04-17 01:17:42 +02:00
Christoph Oelckers
086327666f
- fixed: Setting 'noallies' on the level cleared the player's friendly flag.
...
The check was for mobj->player, which at this point wasn't set yet so the check failed.
# Conflicts:
# src/p_mobj.cpp
2020-04-17 01:17:40 +02:00
Blue
86927074c9
Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp
2020-04-08 23:32:40 +02:00
Magnus Norddahl
7d4603f4c1
Revert "- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events"
...
This reverts commit b4424b2d4d
.
2020-04-08 23:32:38 +02:00
drfrag
6d3fc6b38a
- Clarify error message.
2020-04-06 11:21:54 +02:00
drfrag
7b66bdf35c
- Add hint on error for some Intel cards.
2020-04-04 20:09:33 +02:00
drfrag
0669a3f589
Revert "- Change OS type for stats, but that code is disabled and outdated anyway."
...
This reverts commit 7bc2983ecc
.
Revert "- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers."
This reverts commit 007576416c
.
2020-04-04 19:20:38 +02:00
drfrag
6dffeea88c
- Add fake vid_rendermode CVAR.
2020-04-04 18:34:57 +02:00
drfrag
7bc2983ecc
- Change OS type for stats, but that code is disabled and outdated anyway.
2020-03-30 21:26:36 +02:00
drfrag
007576416c
- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers.
2020-03-30 18:56:12 +02:00
Major Cooke
7b2b7325ab
- Fixed: SPECTRAL flag didn't check for DMG_FORCED before aborting DamageMobj.
2020-03-30 13:00:13 +02:00
Magnus Norddahl
69f50e2056
- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events
...
- Remove the need to center the mouse by specifying RIDEV_INPUTSINK (RIDEV_CAPTUREMOUSE does not take effect unless it is also an input sink)
2020-03-29 13:04:03 +02:00
Christoph Oelckers
9b5b6342ce
- There's really no need anymore to dynamically load RawInput, considering it has been in Windows since XP.
...
# Conflicts:
# src/win32/i_keyboard.cpp
# src/win32/i_mouse.cpp
2020-03-29 13:03:49 +02:00
drfrag
efe87adcf2
- Fix compilation on Linux.
2020-03-25 15:54:48 +01:00
nashmuhandes
47b4ce1a3e
Don't draw weapon tags when player tries to switch weapons while they're dead
2020-03-25 15:41:39 +01:00
Rachael Alexanderson
758e27e9b2
- remove assumption in DFrameBuffer::FillBorder that ultrawide screens will stretch an image, since it is no longer the case.
2020-03-25 13:58:54 +01:00
Christoph Oelckers
90823fb824
- clear the screen before drawing content, not afterward.
...
The intermission screens got it wrong and drew the black border over the image.
# Conflicts:
# src/wi_stuff.cpp
2020-03-25 13:58:52 +01:00
Christoph Oelckers
2489809e67
- fixed typo.
2020-03-25 13:58:47 +01:00
Christoph Oelckers
3dabf62be8
- forgot to remove the test settings for the fullscreen feature.
2020-03-25 13:58:45 +01:00
Christoph Oelckers
accd7d8c8a
- implemented better aspect ratio control for fullscreen images.
...
Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):
0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.
A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
# Conflicts:
# src/rendering/v_video.cpp
# src/v_draw.cpp
# Conflicts:
# src/v_video.h
2020-03-25 13:58:27 +01:00
drfrag
b131230fe3
- Prevent crash on exit trying to load the unsupported sheet fonts.
2020-03-25 12:05:24 +01:00
nashmuhandes
72ecc11e8d
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-24 01:36:58 +01:00
nashmuhandes
105d14358e
Move the opaqueBlood member definition so that object size remains unchanged
2020-03-24 01:36:56 +01:00
nashmuhandes
1f0f9e1d9b
Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF
2020-03-24 01:36:55 +01:00
nashmuhandes
152ae71a4f
Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF.
...
# Conflicts:
# src/g_shared/a_decals.cpp
# src/g_shared/a_sharedglobal.h
# src/p_map.cpp
2020-03-24 01:36:53 +01:00
Magnus Norddahl
1770cead0c
Fix compile error when using std::sort with Visual Studio 16.5.0
2020-03-24 01:36:39 +01:00
Christoph Oelckers
f4995a2005
- block StaticPointerSubstitution for non-player objects.
...
The only safe use of this function is to swap out PlayerPawns for morphing or respawning.
2020-03-24 01:36:37 +01:00
Nash Muhandes
2f2cb9c1c5
Print weapon name tag when switching with "slot" command ( #1048 )
2020-03-16 11:07:35 +01:00
alexey.lysiuk
eaa7e392d7
- fixed FLineTraceData scripting definition
...
https://forum.zdoom.org/viewtopic.php?t=67795
# Conflicts:
# src/scripting/thingdef_data.cpp
2020-03-14 19:15:27 +01:00
alexey.lysiuk
e276f70dfa
- replaced assert() in ZScript fields compilation code
...
Field pointer can be null if error occurred while compiling its definition
2020-03-14 19:11:45 +01:00
alexey.lysiuk
6622801ad5
- added line break to 'No GENMIDI lump' message
...
'ST_Init: Init startup screen.' is no longer concatenated with the given line
2020-03-14 19:11:43 +01:00
Christoph Oelckers
4e40c4dfa9
- fixed: player_t::GetPSprite cannot guarantee success
...
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 20:18:43 +01:00
Christoph Oelckers
8b976e4222
- default terrain's DamageTimeMask to a reasonable value.
...
Use 31, which is the default for damaging floor specials instead of 0.
2020-03-11 20:18:39 +01:00
Alexander Kromm
e3baacd9f6
bring minimal save version back, as most of the savegames load fine
...
# Conflicts:
# src/version.h
2020-03-09 00:36:55 +01:00
Alexander Kromm
dee1e6d675
aggregate TMap into Dictionary instead of deriving from it
2020-03-09 00:33:51 +01:00
Alexander Kromm
c91c542c23
fix Dictionary and DictionaryIterator memory leaks
...
# Conflicts:
# src/version.h
2020-03-09 00:33:48 +01:00
drfrag
dde31dcac4
- Forgot the defines.
2020-03-06 15:36:37 +01:00
drfrag
d8d72f5d75
- Blind attempt at fixing wrong mouse position in OpenGLFrameBuffer and OpenGLSWFrameBuffer
2020-03-06 13:57:52 +01:00
alexey.lysiuk
5946744039
- fixed infinite loop reporting '... before first state' errors
...
https://forum.zdoom.org/viewtopic.php?t=67729
2020-03-06 13:38:21 +01:00
Rachael Alexanderson
673e52f02f
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-04 09:46:09 +01:00
Rachael Alexanderson
c72b64790b
- fixed: removed startTime from the wrong function internally.
2020-03-03 10:58:51 +01:00
Rachael Alexanderson
c9476e6188
- remove addition from deprecated A_PlaySound
2020-03-03 10:58:50 +01:00
Rachael Alexanderson
19233e6a82
- add checking in S_StartSound for startTime length
2020-03-03 10:58:48 +01:00
Rachael Alexanderson
4625925a69
- ported over Nash's startTime for A_StartSound
2020-03-03 10:58:46 +01:00
Major Cooke
45c80916bc
Added A_StopSounds(int chanmin, int chanmax).
...
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd
Added A_StopAllSounds.
2020-02-29 20:02:17 +01:00
drfrag
6fd642ed48
Revert "Revert "Stop sources immediately when the sound is forced to stop""
...
This reverts commit 82c4750710
.
2020-02-29 19:35:22 +01:00
drfrag
767a9b6e1b
- This is 3.85.
2020-02-29 13:35:05 +01:00
drfrag
797037fcde
Oops, fixed default bindings not being loaded from pwads.
...
# Conflicts:
# src/console/c_bind.cpp
2020-02-28 19:14:52 +01:00
drfrag
fa5902b538
- Add support for several control layouts.
2020-02-28 12:44:13 +01:00
Christoph Oelckers
d27d2b0e1c
- fixed: Windows must call the wide version of _mkdir for Unicode support.
2020-02-26 12:49:15 +01:00
alexey.lysiuk
b99da999a5
- stop all sounds after exiting level regardless of intermission screen
...
https://forum.zdoom.org/viewtopic.php?t=67521
# Conflicts:
# src/g_level.cpp
# src/wi_stuff.cpp
2020-02-23 18:46:36 +01:00
alexey.lysiuk
ffc3c4a530
- fixed comparison with uninitialized data in MAPINFO parser
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This issue was reported by Valgrind
2020-02-23 18:46:34 +01:00
Rachael Alexanderson
dfcd5d1dd5
- use GAMENAMELOWERCASE macro for music config defaults
...
# Conflicts:
# src/sound/music/music_config.cpp
2020-02-23 11:59:04 +01:00
alexey.lysiuk
d1786bc0c0
- fixed arguments order for ZMusic_Start() function
2020-02-23 11:59:02 +01:00
drfrag
82c4750710
Revert "Stop sources immediately when the sound is forced to stop"
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This reverts commit 6b8cebe979
.
2020-02-18 15:35:03 +01:00
drfrag
f5f766b948
- Rename the soundfont.
2020-02-17 19:46:48 +01:00
Christoph Oelckers
87875a52ba
- backported a few sound code fixes from Raze.
2020-02-15 17:55:42 +01:00
Christoph Oelckers
462368b61d
- use floats for sprite depth sorting in the hardware renderer.
...
Fixed point is clearly insufficient here.
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_drawstructs.h
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_sprites.cpp
2020-02-15 17:55:41 +01:00
Chronos Ouroboros
2d1e19dc4b
Fixed a crash when trying to include a missing mixin.
2020-02-15 17:55:40 +01:00
Major Cooke
116a935b71
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-11 00:55:21 +01:00
Chronos Ouroboros
0716594437
Mixins now perform a deep copy of the AST. (Fixes default blocks in mixins)
2020-02-11 00:55:19 +01:00
drfrag
71440ac4e8
- Print game version in console at startup, this is for those posting only the startup log.
2020-02-06 20:08:34 +01:00
Braden Obrzut
8e2a21fbfb
- Change updaterevision to a CMake script
...
The benefit to this is fairly small, but it does mean a little less work needs
to be done in the build scripts for cross compiling. The C version wasn't
especially concise so it was not obviously better in any way.
2020-02-02 13:58:10 +01:00
alexey.lysiuk
95f4f38695
- moved showing of start window banner to proper location in Cocoa backend
2020-02-02 13:58:07 +01:00
Christoph Oelckers
16d9da97eb
- backported fix for loading VOC files.
...
In NAM there is one that needed a bit of extra treatment.
2020-02-01 20:34:42 +01:00
Chris Robinson
350d57e8db
Remove FSoundLoadBuffer since it wasn't doing anything
2020-02-01 20:34:40 +01:00
Chris Robinson
c37caf4498
Remove LoadSoundBuffered since its no longer called
2020-02-01 20:34:37 +01:00
Chris Robinson
435a3885ca
Get rid of the LoadSound3D method
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It no longer does anything since there's no separate buffer for 3D sfx.
2020-02-01 20:34:35 +01:00
Chris Robinson
1065d18bc4
Update a couple comments about monoized sounds
2020-02-01 20:34:33 +01:00
Chris Robinson
6b8cebe979
Stop sources immediately when the sound is forced to stop
...
The reason for the previous delay was to allow OpenAL Soft to fade the sound to
silence and avoid a sudden amplitude change, which can cause a "click" or "pop"
noise. However, with OpenAL Soft 1.20, this is a built-in feature of the mixer
so the extra complexity is unnecessary.
2020-02-01 20:34:30 +01:00
Chris Robinson
e7c035ff81
Remove the 'monoize' option from sound loading
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Unnecessary with the AL_SOFT_source_spatialize extension, which has been
available for over a year.
2020-02-01 20:34:28 +01:00
Chris Robinson
427b6a0d14
Remove the fallback for lack of AL_EXT_SOURCE_RADIUS
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It's been available in OpenAL Soft for years and the fallback method wasn't very good.
2020-02-01 20:34:25 +01:00
alexey.lysiuk
c088d1ec01
- fixed usage of floor sound with Plat_DownWaitUpStayLip special
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https://forum.zdoom.org/viewtopic.php?t=67126
# Conflicts:
# src/p_plats.cpp
# src/playsim/mapthinkers/a_plats.h
2020-01-31 13:37:05 +01:00
alexey.lysiuk
36cb6b7050
- fixed code generation for very special if+switch combination
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CheckReturn() must be called before emitting code, otherwise it will always return false for switch statements
Redundant jump instruction added because of that will point right after the end of function's code when if statement is the last one in the given function
This wasn't a problem for VM because bytecode in question was unreachable
JIT compiler tries to generate native code for a bogus jump destination, and this leads to out-of-bounds read from labels array
https://forum.zdoom.org/viewtopic.php?t=67149
2020-01-30 23:09:43 +01:00
alexey.lysiuk
8b5131eeaa
- fixed I_FindAttr() to handle symlinks on POSIX platforms
2020-01-28 20:18:27 +01:00
alexey.lysiuk
3b89c2fd34
- put common POSIX system code to a separate file
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# Conflicts:
# src/posix/sdl/i_system.cpp
# Conflicts:
# src/posix/cocoa/i_system.mm
# src/posix/sdl/i_system.cpp
2020-01-28 20:18:13 +01:00
alexey.lysiuk
7d0df9fe3f
- exposed Level.MusicVolume to ZScript
2020-01-21 12:17:54 +01:00
alexey.lysiuk
a09d8e40f1
- fixed calling a function on string CVar
...
https://forum.zdoom.org/viewtopic.php?t=66768
2020-01-19 20:26:37 +01:00
alexey.lysiuk
f42f20ccd3
- added ability to filter VM disassembly dump
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Use '-dumpdisasm something' to output functions with 'something' in their printable names
Open and close output file only once when processing code generated by Dehacked, and calculate its sizes as well
2020-01-19 20:26:34 +01:00
Rachael Alexanderson
dd61101193
- add check for unity version of Nerve.wad
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- infrastructure in place in case Nerve.wad changes again, this can be extended
2020-01-19 01:33:49 +01:00
alexey.lysiuk
63df9b13d0
- customized invulnerability colormap does not interfere with Powerup.ColorMap
...
https://forum.zdoom.org/viewtopic.php?t=66955
2020-01-19 01:33:47 +01:00
Alexander Kromm
dbc91da9c5
save and restore config-only variables from proper sections
2020-01-17 20:41:23 +01:00