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.
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# Conflicts:
# src/intermission/intermission.cpp
2020-11-01 00:26:42 +01:00
Christoph Oelckers
fbd2b05d36
- adapt the bunny scroller to widescreen images.
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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.
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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 )
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* 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.
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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.
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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
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# 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
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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
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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
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* 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
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- 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.
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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.
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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
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# 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
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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
Christoph Oelckers
0ae0bffa58
- added a proper 'sound finished' callback to the sound engine.
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Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 20:53:20 +02:00
Christoph Oelckers
f766e9a326
- New reverb container.
2020-09-27 20:53:18 +02:00
Christoph Oelckers
5828cad68d
- avoid killing timer precision when there's no time scale active.
...
# Conflicts:
# src/i_time.cpp
2020-09-27 20:53:16 +02:00
Sterling Parker
13f4636387
Add PlayerSpawned() event ( #1118 )
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* Add PlayerSpawned() event
* add playerspawned to DStaticEventHandler
* Define PlyerSpawned() correctly
# Conflicts:
# src/events.cpp
# src/events.h
# src/p_mobj.cpp
2020-09-27 20:53:14 +02:00
Christoph Oelckers
de1302db7b
- transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed.
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# Conflicts:
# src/g_game.cpp
2020-09-27 00:23:55 +02:00
Christoph Oelckers
7c7f3f04ae
- immediately abort loading a savegame if object deserialization fails.
...
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 21:50:20 +02:00
Christoph Oelckers
792f6afbeb
- let non-solid teleporting actors not actually telefrag.
...
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 21:50:15 +02:00
Player701
cf8dffce03
Fixed decals not appearing when firing at walls point-blank ( #1186 )
2020-09-22 20:02:26 +02:00
Player701
ee3ef788a5
Exported FLevelLocals::ChangeLevel to ZScript
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# Conflicts:
# wadsrc/static/zscript/base.zs
2020-09-21 00:38:11 +02:00