Commit graph

7651 commits

Author SHA1 Message Date
Christoph Oelckers
51a98d0e5d - cleaned up the mugshot code's angle checks (I hope these are correct because the old code was so confusing...) 2016-03-18 10:08:18 +01:00
Christoph Oelckers
f332a098cd - reworked calls to P_SpawnPlayerMissile, P_AimLineAttack and P_LineAttack to use floating point angles. 2016-03-18 00:43:05 +01:00
Christoph Oelckers
39de225fa7 - restored old FaceMovementDirection. 2016-03-17 00:46:12 +01:00
Christoph Oelckers
aa09cbdada - renamed some functions and fixed a few more conversion errors. 2016-03-17 00:07:37 +01:00
Christoph Oelckers
ec3be2531a Merge branch 'master' into float
# Conflicts:
#	src/g_hexen/a_fighterplayer.cpp
2016-03-16 22:45:55 +01:00
Christoph Oelckers
9b134a78e3 - fixed: The TEXTURES parser wanted a redundant comma after parsing a color. 2016-03-16 22:42:41 +01:00
Christoph Oelckers
9b1442915f - fixed: AdjustPlayerAngle should not use the angle that gets passed in the attack target struct. This is the actual angle of the attack but this function needs to adjust to the actual direction between player and victim. 2016-03-16 22:38:08 +01:00
Christoph Oelckers
b140d71c49 - several fixes. 2016-03-16 22:29:35 +01:00
alexey.lysiuk
b20956e207 Made FMOD Ex stream buffer size customizable
Use snd_streambuffersize to set size of stream buffer in KB, default is 64
See http://forum.zdoom.org/viewtopic.php?t=51230
2016-03-16 22:15:13 +02:00
Christoph Oelckers
29a7fe33f3 - fixed some minor issues found during reviewing the code. 2016-03-16 14:10:13 +01:00
Christoph Oelckers
671291227e - first stage of converting actor angles to float complete
Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
alexey.lysiuk
91ad7f5f2e Fixed broken Strife conversations
Check for in-combat flag was inverted
See http://forum.zdoom.org/viewtopic.php?t=51224
2016-03-16 12:37:41 +02:00
alexey.lysiuk
1f64d7ee22 Fixed wrong starting frame for wipe animation
Menu graphics appeared in starting frame with hardware renderer only
Software renderer was not affected as it reads pixels from front buffer instead of back buffer like OpenGL counterpart did
See http://forum.drdteam.org/viewtopic.php?t=6857
2016-03-15 11:49:56 +01:00
Christoph Oelckers
c64eee5b15 Merge branch 'master' into float
# Conflicts:
#	src/g_heretic/a_hereticweaps.cpp
#	src/p_map.cpp
#	src/p_mobj.cpp
#	src/p_things.cpp
#	src/portal.cpp
2016-03-15 00:16:13 +01:00
Christoph Oelckers
f4f489b33d Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-14 22:02:58 +01:00
Blue-Shadow
a07f264782 Added a NULL check for activator in Warp(). 2016-03-14 20:52:44 +03:00
Christoph Oelckers
d07bf08e56 - fixed: 3D floor ceiling calculation didn't take into account that an actor's top may just be slightly inside a 3D floor and returned the next highest one instead.
For floors this change is deliberately not done because it might cause problems with the movement code.
2016-03-14 16:38:17 +01:00
alexey.lysiuk
801ac9128a Replaced comparisons with assignments in 3D floor tracing
No more 'equality comparison result unused' warnings
2016-03-14 01:25:57 +01:00
alexey.lysiuk
6c94c49d6f Removed extra Printf() conversion specification
No more 'more % conversions than data arguments' warning
2016-03-14 01:25:56 +01:00
Christoph Oelckers
df63dd288a - fixed: Visual-only portals could initiate a teleport. 2016-03-13 21:55:47 +01:00
Christoph Oelckers
448e66f19b - fixed: P_PointInSectorBuggy must handle the single-subsector special case. 2016-03-13 16:57:02 +01:00
Christoph Oelckers
51ab60178a - added portal overlays to automap. 2016-03-13 12:33:58 +01:00
Braden Obrzut
93be5aca05 - Fixed: Modern versions of GCC on PowerPC inserted padding to the end of pragma packed structures.
- Worked aorund modern GCC bug where C++ exceptions in Objective-C++ code would result in an ICE (bug is already on their tracker, but I doubt it will be fixed unless I decide to dig into the issue myself).
- Turn off fused floating point instructions since these can cause slight deviations in floating point code.
- Use -static-libgcc when compiling on the Mac with GCC since we need to use a custom version of GCC to do so now.
- Note: ZDoom will currently still crash on exit on PowerPC since it seems to be deciding that NameManager needs to be destructed before the console commands.
2016-03-13 01:14:08 -05:00
j-palomo
0269aeea80 Fixed: MNU_COLORPICKER defined twice in language.eng 2016-03-13 02:56:20 +01:00
Christoph Oelckers
0040b272ed - fixed portal counting.
This was creating a large number of unused portal groups.
2016-03-13 02:54:55 +01:00
Christoph Oelckers
8b4f4d06ad Merge branch 'zmaster' 2016-03-13 02:32:41 +01:00
Christoph Oelckers
b73d6e42af - fixed: FMultiBlockLinesIterator must reset the current sector when doing the final up and downwards check from the start position. 2016-03-13 02:31:47 +01:00
Randy Heit
8a03b99b9c Use ScriptMessage to warn about missing patches in a TEXTURES texture 2016-03-12 19:23:49 -06:00
Randy Heit
4a295dfa3d Accept constant definitions in structs.
- We already need to handle them for enums, so there's really nothing to
  be gained by not accepting constant definitions directly.
2016-03-12 19:11:34 -06:00
Christoph Oelckers
8c027aef8b - added NULL pointer check to portal rotation calculation function. 2016-03-12 22:38:46 +01:00
Christoph Oelckers
0a92138edf - fixed: The portal link table was not created when there were no sector portals.
- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.

# Conflicts:
#	src/gl/models/gl_models.cpp
#	src/gl/scene/gl_sprite.cpp
2016-03-12 20:36:38 +01:00
Christoph Oelckers
ae1571158c - fixed: The portal link table was not created when there were no sector portals.
- fixed: P_TryMove could loop endlessly over a list of static portals when there was an error during portal creation.
2016-03-12 17:43:36 +01:00
Christoph Oelckers
f0192a2349 Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-12 16:55:59 +01:00
Christoph Oelckers
651817fad7 - made AActor::velx/y/z and player_t::velx/y fixedvec's.
(This commit is 95% search & replace with only a few places where velz was used as a local variable changed.)
2016-03-12 14:11:43 +01:00
Christoph Oelckers
4116719a5a - fixed: P_CheckSplash shifted the fixed_t distance another 16 bits to the left. 2016-03-12 12:34:43 +01:00
alexey.lysiuk
c7c2beee2c Fixed A_Blast parameter type and default values
Default values for strength and speed parameter are fixed type, not integers
Also strength parameter needs to have floating point type
2016-03-12 13:11:46 +02:00
Christoph Oelckers
346fae82c7 - fixed beta Lost Soul's states. 2016-03-12 10:54:14 +01:00
Christoph Oelckers
161d03231a - added custom math routines for reliability. 2016-03-11 15:45:47 +01:00
Christoph Oelckers
7edd5e2dac renamed 'exp' in xlat_parser.y to 'expr' because this gets in the way of searching for calls of the exp(x) function. 2016-03-11 13:43:17 +01:00
Christoph Oelckers
9843f16cc0 - some rework of vectors.h, mostly to remove all those silenced double->float conversions. 2016-03-10 22:36:28 +01:00
Christoph Oelckers
f8ebfb541e - use typedefs for TVector<double> etc.
(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +01:00
Randy Heit
2e588c2099 Add missing SEMICOLON to declarator_no_fun 2016-03-10 10:33:19 -06:00
Christoph Oelckers
7de2139e9f Merge branch 'master' of https://github.com/rheit/zdoom 2016-03-10 15:15:59 +01:00
Christoph Oelckers
95d36670cf - that portal check was not correct. 2016-03-10 15:15:37 +01:00
Christoph Oelckers
3d367d585d - did some profiling which revealed that P_PointInSector was called needlessly often. Did some optimization to the MultiBlock iterators to avoid this problem. 2016-03-10 14:22:18 +01:00
alexey.lysiuk
3063312f7f Fixed resurrection distance check
See http://forum.zdoom.org/viewtopic.php?t=51177
2016-03-10 10:25:44 +02:00
Christoph Oelckers
a605913f42 - fixed: When passing through a teleporter or portal that alters the angle, it is not sufficient that P_XYMovement adjusts the position in case a second P_TryMove call is needed, it must also change the precalculated movement vector. 2016-03-09 12:49:49 +01:00
alexey.lysiuk
7134f53638 - fixed: partial transparency wasn't taken into account
Smoothing of edges could mark textures as non-transparent when hqNx upscale filter is used
See http://forum.drdteam.org/viewtopic.php?t=6812
2016-03-09 13:17:42 +02:00
Christoph Oelckers
40ceb0fef6 - fixed: NextHighestCeilingAt and NextLowestFloorAt need to check if a 3D floor is outside the sector's boundaries before reporting it as the best match. 2016-03-09 12:00:07 +01:00
Christoph Oelckers
b3f7a57518 - yet another case of adding a workaround to preserve a side effect in Doom's original movement code that's bound to be inadvertently exploited:
When a spechit results in teleportation, P_TryMove never accounted for that, so that subsequent spechits either failed or succeeded, depending on where the teleport ends up.
With portal-aware positions stored within the spechit this no longer worked, so some handling is needed to revert to the original behavior in case there's no portals to consider.

The ideal solution would have been to stop checking spechits (or to block further teleports) once this happens but the likelihood of some old maps depending on this is high.
2016-03-09 11:44:01 +01:00