Christoph Oelckers
470dc138c6
- got rid of all DTA_Translation uses.
2017-02-05 00:17:29 +01:00
Christoph Oelckers
dadc8e2ec2
- removed all uses of DTA_Translation except for the single one that passes a custom built table.
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This means that with the exception of 3 pointers the DrawTexture interface only accepts numeric values now.
Still need to get rid of the last 3 to have this ready for scripting.
2017-02-04 23:26:28 +01:00
Christoph Oelckers
d50e52ea59
- use DrawChar to draw font characters instead of calling DrawTexture directly.
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Mostly done to remove uses of DTA_Translation.
2017-02-04 22:50:23 +01:00
Christoph Oelckers
6dea3eef8e
- exported DrawTexture to scripting.
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This uses templates to avoid source duplication of ParseDrawTextureTags. Not tested yet.
2017-02-04 22:09:49 +01:00
Christoph Oelckers
a102807737
- atags for null pointers have no meaning so do not assert on them.
2017-02-04 19:37:19 +01:00
alexey.lysiuk
e8c2444ddd
Fixed compilation with GCC/Clang
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error: use of undeclared identifier 'op'
error: no matching function for call to 'ListEnd'
error: no matching function for call to 'ListGetInt'
error: no matching function for call to 'ListGetDouble'
...
2017-02-04 18:10:30 +02:00
Christoph Oelckers
d662cece15
- fixed calculations in AdjusrPlayerAngle.
2017-02-04 16:44:43 +01:00
Christoph Oelckers
ec15c7f4c3
- removed the fatal errors for invalid actor->movedir.
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These can be silently mapped to DI_NODIR to let the engine get the actor back on track.
2017-02-04 16:29:01 +01:00
Christoph Oelckers
43d759782d
- fixed: Stack based local VM object pointers should not be subjected to a read barrier.
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This isn't done for register based variables so for consistency it should not be done for stack based variables, too.
This difference in handling made it impossible to check the target of a hitscan attack if it was destroyed by getting damaged.
2017-02-04 16:23:14 +01:00
Christoph Oelckers
d3ed83942f
- did some preparations to ParseDrawTextureTags to allow using the same code for parsing tag lists generated by the VM.
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- removed the fixed point alpha tag from DrawTexture and replaced all uses with the floating point version.
2017-02-04 13:11:12 +01:00
ZZYZX
b833f5a852
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-02-04 10:27:37 +02:00
Christoph Oelckers
abac756289
- exported some stuff for fonts and screen size that will be needed for the menus.
2017-02-04 00:46:22 +01:00
Christoph Oelckers
d5b908186c
- some work on the base classes for menus. None of this is being used yet.
2017-02-04 00:19:25 +01:00
Christoph Oelckers
8578a5a12e
- added a 'new' intrinsic to create new objects from inside scripts.
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This is not tested yet and likely to not working correctly yet. Will be fixed once I get far enough to use it later.
2017-02-03 22:56:03 +01:00
Christoph Oelckers
d5962b290c
- turned all menu items into actual objects.
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This is needed for script export.
2017-02-03 21:35:42 +01:00
alexey.lysiuk
c6e42d6fa0
Added handling of modifier keys for mouse events in Cocoa backend
2017-02-03 22:01:34 +02:00
alexey.lysiuk
f04b0d129d
Removed useless assignment in Cocoa backend
2017-02-03 21:56:14 +02:00
ZZYZX
eb7548d639
Printf doesn't work with FString on GCC
2017-02-03 20:54:42 +02:00
ZZYZX
b18b71c065
Mouse coordinates for UI mouse events are actually data1/data2, not x/y
2017-02-03 20:49:45 +02:00
ZZYZX
f816537992
Setting Order directly (while the event handler is registered) will result in all sorts of broken behavior. Made readonly.
2017-02-03 20:44:27 +02:00
ZZYZX
03f7c39ea7
Fixed mouse input in event handlers. Added RequireMouse field in event handler to signify that native mouse should be turned on for certain handlers.
2017-02-03 20:34:34 +02:00
ZZYZX
08f1731ded
Added keyboard modifiers for mouse events in SDL backend.
2017-02-03 17:39:26 +02:00
ZZYZX
b4565c3800
Exposed Shift/Ctrl/Alt to the scripts
2017-02-03 16:15:53 +02:00
Christoph Oelckers
82eae78f7e
- fixed a small memory leak in the texture manager.
2017-02-03 13:11:55 +01:00
ZZYZX
0d96517f5f
Implemented RenderOverlay hook that executes directly after level and statusbar
2017-02-03 13:29:34 +02:00
ZZYZX
6a0103a746
Merged p_setup conflict
2017-02-03 13:02:44 +02:00
ZZYZX
b45af599c5
Explicit handler deinitizliation in P_Shutdown and P_FreeLevelData
2017-02-03 13:01:15 +02:00
ZZYZX
9bb4cf1c03
User input events first take
2017-02-03 12:28:40 +02:00
Christoph Oelckers
075cce98c4
- fixed: PlayerPawn.GetEffectTicsForItem read the duration from the wrong actor.
2017-02-03 10:41:38 +01:00
Christoph Oelckers
a5f417b1e5
- removed all uses of BYTE as function return value or functio parameter from the dynamic light code.
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These were truncating the actual light values.
2017-02-03 10:13:41 +01:00
ZZYZX
27c5e21a1d
Moved E_InitStaticHandlers(true) a bit higher in the initialization so that local scripts receive PlayerEntered properly
2017-02-03 09:04:01 +02:00
Christoph Oelckers
1515ab8f4a
- removed the long broken and obsolete PlayMovie code.
2017-02-02 23:21:21 +01:00
ZZYZX
490159f6df
Removed duplicate PlayerEntered call
2017-02-02 22:37:22 +02:00
ZZYZX
5d8b3e8084
Fixed PlayerEntered for non-travel enters
2017-02-02 22:22:10 +02:00
ZZYZX
7f2d97d7ef
Reverted previous commit
2017-02-02 22:18:28 +02:00
ZZYZX
2f79f74d2d
Fixed condition
2017-02-02 22:14:22 +02:00
ZZYZX
dae4a48574
G_FinishTravel: only call RETURN/REOPEN on actual hub return as documented, not on every snapshot/savegame load
2017-02-02 21:52:09 +02:00
ZZYZX
957a8cb117
Count resurrect cheat as respawn
2017-02-02 21:34:26 +02:00
ZZYZX
39355cf45d
Implemented player scripts.
2017-02-02 21:25:07 +02:00
ZZYZX
19d2f6a4db
REOPEN scripts should not be called per player pawn
2017-02-02 20:27:57 +02:00
ZZYZX
7fa50c22e5
Added player events
2017-02-02 20:26:56 +02:00
ZZYZX
bc1194d03b
Added ordering for handlers - by int value returned by virtual function GetOrder(); Also, some handlers (WorldUnloaded and WorldThingDestroyed) are now executed in reverse order.
2017-02-02 19:57:00 +02:00
Christoph Oelckers
becc00a8be
- added a check to P_VerifyBlockmap to discard all blockmap with blocks whose first entry is not 0.
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Seems someone has written a node builder which violates this long-standing assumption (https://www.doomworld.com/vb/source-ports/92468-introducing-zokumbsp/ )
However, rather than second-guessing the format's correctness it's more advisable to just discard such blockmaps to avoid some less obvious issues that may creep up.
2017-02-01 21:40:47 +01:00
Christoph Oelckers
d663f31e77
- removed the annoying assert in the dynamic light code.
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I don't think that any of the remaining situations are a genuine problem, so let's just set the radius to the larger value.
2017-02-01 19:24:05 +01:00
Christoph Oelckers
a59a9e7420
- missed one.
2017-02-01 19:17:56 +01:00
Christoph Oelckers
6bfbff2a69
- renamed RF_INTERPOLATE to RF_INTERPOLATEANGLES to avoid confusion about its meaning.
2017-02-01 19:11:14 +01:00
Major Cooke
d55f1d3f6f
- Adopted Nash's code for handling models with INTERPOLATE.
2017-02-01 19:09:18 +01:00
Major Cooke
39fcea9176
Added INTERPOLATE actor flag, allowing the previously reverted interpolation code to be toggleable.
2017-02-01 19:09:18 +01:00
Christoph Oelckers
04988a331b
- fixed warning.
2017-02-01 19:07:41 +01:00
Christoph Oelckers
b77a0eb7cf
- let D_PageDrawer always clear the background.
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The math in DCanvas::FillBorder does not always work out so better clean the entire screen before drawing a fullscreen image to ensure that the menu blend is always drawn over something valid.
2017-02-01 11:44:13 +01:00