Commit graph

16140 commits

Author SHA1 Message Date
PaulyB
245326b5ac Added Armor to Hexen fullscreen display
Since the armor icon is much larger than the flask icon, both have been moved to the right slightly
2019-09-11 00:27:25 +02:00
PaulyB
52a9b9d600 Wrong offset on Fighter's Fist 2019-09-10 23:04:56 +02:00
drfrag
4aa8243adc - Allow disabling mirrors for the GL renderer as some maps abuse them and portals are much slower in the old renderer. Also reduce the number of default recursions since in software mirrors are less demanding. 2019-09-10 14:52:31 +02:00
Christoph Oelckers
d1859d363a - give P_ExplodeMissile a damage type when being called from P_DamageMobj 2019-09-09 16:49:22 +02:00
Christoph Oelckers
5999d7508f - rename sprite names with '^' in the hires namespace. 2019-09-09 14:43:33 +02:00
drfrag
ccadafb5df - Disabled enhanced nightvision by default, some mods use a different effect. 2019-09-08 21:43:10 +02:00
alexey.lysiuk
3081dbca13 - removed useless conditions from options menu 2019-09-08 10:11:23 +02:00
alexey.lysiuk
015f57ed52 - fixed VM abort when entering search menu
https://forum.zdoom.org/viewtopic.php?t=65833
2019-09-08 10:11:21 +02:00
drfrag
38d6008149 - Missed this. 2019-09-08 10:06:31 +02:00
Christoph Oelckers
9097f23286 - the Doom status bar has been partially virtualized to allow overriding specific parts of it, most notably the ammo display
# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/doom_sbar.zs
#	wadsrc/static/zscript/ui/statusbar/harm_sbar.zs
2019-09-08 00:08:50 +02:00
Christoph Oelckers
f95f0257b0 - reinstated the old scriptwait implementation as a compatibility option.
Daedalus's MAP19 needs this.
2019-09-07 12:44:43 +02:00
drfrag
fad4a4d829 - Missing strings. 2019-09-07 12:44:40 +02:00
Christoph Oelckers
b894d5d04c - use correct label for "No" text. 2019-09-07 12:44:37 +02:00
drfrag
e94d18ab02 - Change how render cull sliders work: only allow reasonable values. 2019-09-06 20:58:59 +02:00
drfrag
6879817cd8 - Enabled gl_sprite_distance_cull and added slider to menu. 2019-09-04 22:31:56 +02:00
drfrag
ba835a14a4 - Added GL version of sprite distance culling. 2019-09-04 22:14:44 +02:00
drfrag
d47af90a56 - Enabled gl_line_distance_cull and added slider to menu. 2019-09-04 17:13:11 +02:00
drfrag
2b27cb0bba - Fill the gaps with the sky or ceiling texture. 2019-09-04 16:39:51 +02:00
Rachael Alexanderson
47c51f437e - make GL version of line distance culling use a separate CVAR, which, for now, is turned off. 2019-09-03 13:47:42 +02:00
Rachael Alexanderson
373870787f - activate r_line_distance_cull in the hardware renderer
# Conflicts:
#	src/gl/scene/gl_bsp.cpp
2019-09-03 13:19:01 +02:00
Christoph Oelckers
358718de05 - removed the playernum parameter from CheckLocalView
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.

In particular, this makes no real sense in case of secondary maps where it should always return false.

# Conflicts:
#	src/fragglescript/t_func.cpp
#	src/g_inventory/a_keys.cpp
#	src/p_acs.cpp
#	src/p_mobj.cpp
#	src/p_user.cpp
#	src/r_data/r_interpolate.cpp
#	src/r_data/r_interpolate.h
2019-09-02 21:17:19 +02:00
alexey.lysiuk
79eadafa6b - fixed initial setup for dynamic light actors
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them

https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 13:58:49 +02:00
drfrag
32184dbca2 - Fixed and updated Appveyor configuration. 2019-09-01 11:35:53 +02:00
Alexander
9f8241865b add empty line after standard options
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
  StaticText ""
  Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.

But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.

This simple edit allows mods to not add a space, still be separated from
standard options.
2019-09-01 00:09:18 +02:00
Jan Engelhardt
02ca2b7c4a Make the build work with fluidsynth 2.x. 2019-09-01 00:09:15 +02:00
PaulyB
955c71c773 Level compatibility additions for Scythe 2 and Hell Revealed
# Conflicts:
#	wadsrc/static/zscript/level_compatibility.zs
2019-09-01 00:09:11 +02:00
alexey.lysiuk
f212220dcd - do thinker profiling of internal dynlights only when they are present
There is no point to output zero calls and/or handle such case in profiling stats calculation

# Conflicts:
#	src/dthinker.cpp
2019-09-01 00:05:31 +02:00
drfrag
99c7be3f2e - Fixed compilation for non windows targets. 2019-08-31 19:23:06 +02:00
PaulyB
016d7e5293 Fix typo in Heretic status bar 2019-08-31 10:08:25 +02:00
alexey.lysiuk
338e599de8 - fixed: saving game to read-only file was erroneously reported as succeeded 2019-08-29 20:21:26 +02:00
hdr88
f27afdb0d2 Add current, max and average velocity as stat (#912)
* Add current, max and average velocity as stat

# Conflicts:
#	src/p_setup.cpp
#	src/p_tick.cpp

# Conflicts:
#	src/p_setup.cpp
#	src/statistics.cpp
2019-08-28 21:51:55 +02:00
alexey.lysiuk
a2d52f4958 - added ability to specify deprecation messages in ZScript
It's an optional extension of deprecated keyword:
    deprecated("2.4", "use ModernFunction instead") int OldFunction();
    deprecated("3.5", "use ModernVariable instead") int OldVariable;

Usage of such members will produce the following report:
    Script warning, ":zscript.txt" line 123:
    Accessing deprecated function OldFunction - deprecated since 2.4.0, use ModernFunction instead
    Script warning, ":zscript.txt" line 456:
    Accessing deprecated member variable OldVariable - deprecated since 3.5.0, use ModernVariable instead

# Conflicts:
#	src/scripting/zscript/zcc_compile.cpp
2019-08-28 21:49:20 +02:00
Vitaly Novichkov
ff78550895 GME update with bug-fixes
- True fix for infinite loops [please verify!]
- True fix for KSS silence
- Fix for HES distorted and unstable/random tempo
2019-08-26 00:51:45 +02:00
Rachael Alexanderson
df2eab612d - oops, this didn't get through 2019-08-26 00:51:44 +02:00
PaulyB
8e78f973d0 Let Hexen Cleric and Mage use unique health chains
- (changed slightly by Rachelle)

Hexen's characters incorrectly only used the Fighter's health chain previously.
2019-08-26 00:51:43 +02:00
Christoph Oelckers
4cae269d83 - changed license of portal.cpp to GPLv3
- list Eternity Engine as a source of some code in the main README.
2019-08-26 00:38:13 +02:00
Marisa Kirisame
7792a435d7 The wrong pointer was passed to ProcessMidPrint, which resulted in a crash. 2019-08-21 15:03:04 +02:00
drfrag
d299576eb0 - Fixed vanilla light mode being available for GL2 when it's not supported without shaders. 2019-08-21 14:17:59 +02:00
drfrag
45abf1a5c9 - Added support for up to 4 DirectInput joysticks at the same time for fake splitscreen. But with more than 32 buttons per device they will overlap as before and you'll get wrong labels. 2019-08-21 14:06:29 +02:00
Petr Kobalicek
275ecb2623 AsmJit update
# Conflicts:
#	.gitignore
2019-08-20 13:08:18 +02:00
Marisa Kirisame
b08ba350d3 Allow custom status bars to override notifications, centered prints and chat prompt.
# Conflicts:
#	src/c_console.cpp
#	src/ct_chat.cpp
2019-08-20 13:06:52 +02:00
drfrag
f63f833ed1 - Consolidated C_MidPrint and C_MidPrintBold. 2019-08-20 13:06:48 +02:00
drfrag
488627d3b2 Revert "- Changed default GL sprite billboard mode to X/Y axis."
This reverts commit 5b76d7563b.
2019-08-20 10:17:25 +02:00
Christoph Oelckers
e7d5b85234 - changed colors for crosshair health display to keep this in line with other health indicators on the HUD.
Use green for 100% health, not 200% and move toward blue for higher health.
2019-08-19 00:25:05 +02:00
Hugo Locurcio
1c8c8224be Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-19 00:25:03 +02:00
Christoph Oelckers
0b1b78c725 - fixed the PR.
# Conflicts:
#	src/g_game.cpp
2019-08-19 00:25:00 +02:00
cuttlefish
a516b2c872 - Converts keyboard turnspeeds into global CVars
# Conflicts:
#	src/g_cvars.cpp
2019-08-19 00:24:57 +02:00
Christoph Oelckers
20e574058e - removed the internal WildMidi player object cleanup code.
This was solely meant for the original WildMidi player but got seriously in the way of how this code gets used by GZDoom. In GZDoom the player object is owned by the MIDI devive which should be the only instance which is allowed to destroy it.
2019-08-19 00:24:54 +02:00
Christoph Oelckers
163d26ff2b - fixed bad default alpha for 3D floors.
This is a byte value, therefore the default must be 255, not 65536.
2019-08-19 00:24:51 +02:00
Christoph Oelckers
ac484634b3 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.

# Conflicts:
#	src/p_effect.cpp
#	src/p_effect.h
#	src/p_tick.cpp

# Conflicts:
#	src/p_mobj.cpp
2019-08-18 21:33:42 +02:00