Commit graph

3401 commits

Author SHA1 Message Date
Blue Shadow
2cc9c0bbde - fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.

# Conflicts:
#	wadsrc/static/zscript/actors/raven/minotaur.zs
2020-07-28 13:26:55 +02:00
drfrag
f02d0d44d9 - Missing strings. 2020-07-22 02:33:46 +02:00
Rachael Alexanderson
bddbe608f6 - add menu options for 'sv_alwaystally'
# Conflicts:
#	wadsrc/static/menudef.txt

# Conflicts:
#	wadsrc/static/menudef.txt
2020-07-22 02:33:44 +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
Christoph Oelckers
70de6ff165 - added more contrast to the Cream font color.
This brightened the darkest colors to the point that all font looked totally washed out and devoid of any texture.
2020-07-10 14:58:54 +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
Farkas Péter
ee94d3b627 Rename MAP31 and MAP32 back in Doom 2: Unity Edition (#1127) 2020-06-25 16:07:18 +02:00
drfrag
5e65a9d6b9 - Deleted old unused stuff. 2020-06-19 11:54:07 +02:00
Christoph Oelckers
cd74e70739 - fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-19 11:54:05 +02:00
Christoph Oelckers
5ad11d7587 - let blastradius work without an effect actor. 2020-06-13 01:49:25 +02:00
drfrag
fded4b3fdc - Fixed number of DrawTextureTags didn't match in ZScript. 2020-06-12 19:25:19 +02:00
drfrag
38a0e31ef4 - Delete hidden skill levels. 2020-06-11 11:22:55 +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
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
Kevin Caccamo
8081f6fcbe Fix Bag of Holding not increasing Firemace ammo capacity 2020-06-08 15:50:35 +02:00
alexey.lysiuk
a0758d6a92 - fixed incomplete disabling of number field menu option
https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:09:07 +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
90476761a4 - manually merged PR for kill count in Requiem MAP23. 2020-06-07 14:34:26 +02:00
Christoph Oelckers
0a5919aa02 - there is no mace ammo in the bag of holding. 2020-06-07 14:34:23 +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
ebc4e2215f - fixed: the last frame of the intermission screen wasn't rendered. 2020-06-07 13:28:14 +02:00
Christoph Oelckers
96cd602de1 - added a compatibility option for a bad teleporter in the final Strife map. 2020-06-07 13:28:10 +02:00
drfrag
61e198f83d - Missing string for Brazilian Portuguese (Daniel). 2020-06-03 14:50:53 +02:00
drfrag
a695d6ee34 - Change default key bindings: add arrow keys to the left-handed preset and set mouse3 to activate items for the modern presets. 2020-06-03 12:21:01 +02:00
drfrag
049090a314 - Missing string. 2020-06-01 10:39:13 +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
Christoph Oelckers
b731a0e2c4 - fixed use of Powerup.Strength in PowerInvisibility.
An integer division made the feature useless.
2020-05-26 00:30:09 +02:00
drfrag
aa224a7448 - Fixed jump key in Hexen for the modern keyboard presets. 2020-05-21 20:13:57 +02:00
drfrag
3df769c9d5 - Replace the "IJKL" keyboard preset with "OKL;". 2020-05-19 14:20:57 +02:00
alexey.lysiuk
2f50d5521a - fixed aiming camera that didn't follow target
https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:23:43 +02:00
alexey.lysiuk
8dd30ab922 - restored warning about missing aiming camera target 2020-05-18 14:23:41 +02:00
drfrag
2f3be44470 - Restored original colors for player setup icon backdrop. 2020-05-17 14:04:43 +02:00
Major Cooke
36bf930575 Enforce the reflective flag as well. 2020-05-17 02:10:14 +02:00
Major Cooke
ac015c4bb9 Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring. 2020-05-17 02:10:12 +02:00
drfrag
88c7f60cbc - Add updated Brazilian Portuguese translation by Daniel Lemos. 2020-05-08 18:10:15 +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
drfrag
9554958801 - Fixed missing compatibility string.
# Conflicts:
#	wadsrc/static/language.enu
2020-05-03 18:42:53 +02:00
drfrag
6a3f2b59cd - Fixed compatibility flags not working in scripting. 2020-05-03 18:40:48 +02:00
alexey.lysiuk
80b3f8dcbe - fixed secondary ammo display in strife status bar
https://forum.zdoom.org/viewtopic.php?t=68315
2020-05-03 18:40:45 +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
nashmuhandes
81820961d4 Apply alpha to the background texture in DrawBar 2020-04-30 11:45:41 +02:00
nashmuhandes
5ef009bfd5 Add an alpha parameter to StatusBar.DrawBar 2020-04-30 11:45:39 +02:00
Skepticist
1799209052 Added a number of maps that can make use of the MTF_NOCOUNT flag
All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-28 02:23:03 +02:00
PaulyB
e59fe8e01f Added MTF_NOCOUNT to spawn flags 2020-04-28 02:22:44 +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
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