Commit graph

16390 commits

Author SHA1 Message Date
Chronos Ouroboros
2d1e19dc4b Fixed a crash when trying to include a missing mixin. 2020-02-15 17:55:40 +01:00
Major Cooke
116a935b71 Added source, inflictor and damage flags to AbsorbDamage. 2020-02-11 00:55:21 +01:00
Chronos Ouroboros
0716594437 Mixins now perform a deep copy of the AST. (Fixes default blocks in mixins) 2020-02-11 00:55:19 +01:00
Zain Aamer
44ea61a280 Clearscope Index()
For Vertex, Side, Line and Sector
2020-02-11 00:55:17 +01:00
drfrag
71440ac4e8 - Print game version in console at startup, this is for those posting only the startup log. 2020-02-06 20:08:34 +01:00
svenhoefer
0eb049b34e - autoload nerveunity.wad to doom2unity.wad
refers to 0b38c442e0

# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt

# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-02-06 19:38:15 +01:00
Braden Obrzut
8e2a21fbfb - Change updaterevision to a CMake script
The benefit to this is fairly small, but it does mean a little less work needs
to be done in the build scripts for cross compiling. The C version wasn't
especially concise so it was not obviously better in any way.
2020-02-02 13:58:10 +01:00
alexey.lysiuk
95f4f38695 - moved showing of start window banner to proper location in Cocoa backend 2020-02-02 13:58:07 +01:00
Christoph Oelckers
16d9da97eb - backported fix for loading VOC files.
In NAM there is one that needed a bit of extra treatment.
2020-02-01 20:34:42 +01:00
Chris Robinson
350d57e8db Remove FSoundLoadBuffer since it wasn't doing anything 2020-02-01 20:34:40 +01:00
Chris Robinson
c37caf4498 Remove LoadSoundBuffered since its no longer called 2020-02-01 20:34:37 +01:00
Chris Robinson
435a3885ca Get rid of the LoadSound3D method
It no longer does anything since there's no separate buffer for 3D sfx.
2020-02-01 20:34:35 +01:00
Chris Robinson
1065d18bc4 Update a couple comments about monoized sounds 2020-02-01 20:34:33 +01:00
Chris Robinson
6b8cebe979 Stop sources immediately when the sound is forced to stop
The reason for the previous delay was to allow OpenAL Soft to fade the sound to
silence and avoid a sudden amplitude change, which can cause a "click" or "pop"
noise. However, with OpenAL Soft 1.20, this is a built-in feature of the mixer
so the extra complexity is unnecessary.
2020-02-01 20:34:30 +01:00
Chris Robinson
e7c035ff81 Remove the 'monoize' option from sound loading
Unnecessary with the AL_SOFT_source_spatialize extension, which has been
available for over a year.
2020-02-01 20:34:28 +01:00
Chris Robinson
427b6a0d14 Remove the fallback for lack of AL_EXT_SOURCE_RADIUS
It's been available in OpenAL Soft for years and the fallback method wasn't very good.
2020-02-01 20:34:25 +01:00
alexey.lysiuk
c088d1ec01 - fixed usage of floor sound with Plat_DownWaitUpStayLip special
https://forum.zdoom.org/viewtopic.php?t=67126

# Conflicts:
#	src/p_plats.cpp
#	src/playsim/mapthinkers/a_plats.h
2020-01-31 13:37:05 +01:00
alexey.lysiuk
36cb6b7050 - fixed code generation for very special if+switch combination
CheckReturn() must be called before emitting code, otherwise it will always return false for switch statements
Redundant jump instruction added because of that will point right after the end of function's code when if statement is the last one in the given function
This wasn't a problem for VM because bytecode in question was unreachable
JIT compiler tries to generate native code for a bogus jump destination, and this leads to out-of-bounds read from labels array

https://forum.zdoom.org/viewtopic.php?t=67149
2020-01-30 23:09:43 +01:00
Rachael Alexanderson
dbaaf88bc6 - add Doom2f.wad
# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-01-28 20:20:04 +01:00
alexey.lysiuk
8b5131eeaa - fixed I_FindAttr() to handle symlinks on POSIX platforms 2020-01-28 20:18:27 +01:00
alexey.lysiuk
3b89c2fd34 - put common POSIX system code to a separate file
# Conflicts:
#	src/posix/sdl/i_system.cpp

# Conflicts:
#	src/posix/cocoa/i_system.mm
#	src/posix/sdl/i_system.cpp
2020-01-28 20:18:13 +01:00
alexey.lysiuk
b8395e5b59 - fixed wrong arguments of a few A_StartSound() calls
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 15:20:35 +01:00
Rachael Alexanderson
76fffe288c - add support for xbox 360 versions of Doom/Doom2
# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-01-24 15:20:21 +01:00
3saster
5a3e04e2e3 Plutonia 2 Compatibility Fixes (#1026)
* Plutonia 2 MAP20 fix

* Plutonia 2 MAP27 fix

* Plutonia 2 MAP05 fix

* Plutonia 2 MAP23 fix

* Plutonia 2 MAP24 fix
2020-01-22 12:27:53 +01:00
alexey.lysiuk
7d7bf3dee9 - fixed resetting of music volume after closing dialogue
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-21 12:17:56 +01:00
alexey.lysiuk
7d0df9fe3f - exposed Level.MusicVolume to ZScript 2020-01-21 12:17:54 +01:00
alexey.lysiuk
a09d8e40f1 - fixed calling a function on string CVar
https://forum.zdoom.org/viewtopic.php?t=66768
2020-01-19 20:26:37 +01:00
alexey.lysiuk
f42f20ccd3 - added ability to filter VM disassembly dump
Use '-dumpdisasm something' to output functions with 'something' in their printable names
Open and close output file only once when processing code generated by Dehacked, and calculate its sizes as well
2020-01-19 20:26:34 +01:00
Rachael Alexanderson
f058d62b62 - fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded 2020-01-19 01:33:51 +01:00
Rachael Alexanderson
dd61101193 - add check for unity version of Nerve.wad
- infrastructure in place in case Nerve.wad changes again, this can be extended
2020-01-19 01:33:49 +01:00
alexey.lysiuk
63df9b13d0 - customized invulnerability colormap does not interfere with Powerup.ColorMap
https://forum.zdoom.org/viewtopic.php?t=66955
2020-01-19 01:33:47 +01:00
Christoph Oelckers
8ffadb64b5 - precache a few sounds being referenced in common game code.
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 11:23:24 +01:00
Alexander Kromm
dbc91da9c5 save and restore config-only variables from proper sections 2020-01-17 20:41:23 +01:00
Alexander Kromm
dd40d4f6f6 make enter key toggle Option Search mode too 2020-01-17 13:02:12 +01:00
Alexander Kromm
0ca1809f3e make nosave standalone CVar flag, alongside server and user 2020-01-17 13:02:10 +01:00
Alexander Kromm
1f1da5ba31 make nosave cvars set their value bypassing network code
This may look as a workaround, it is not.

nosave cvars are meant to be used as a storage for statistical data that doesn't
affect gameplay. That's why this data isn't saved to the savefile in the first
place. Therefore, there is no point in sending this data over network. It would
have no meaning on machines other than local.
2020-01-17 13:02:08 +01:00
drfrag
1fed15efc2 - Fixed crash exiting from the iwad selector. 2020-01-13 13:53:19 +01:00
drfrag
004b48d62f - Blind attempt at adding support for 4 XInput controllers. 2020-01-13 13:19:34 +01:00
alexey.lysiuk
8a0581481b - fixed Linux and macOS implementations of I_FindAttr()
At the moment, we assume that dirent struct has d_type member, and DT_DIR is defined
This is true for supported versions of macOS, and Linux with glibc

https://forum.zdoom.org/viewtopic.php?t=66945
2020-01-12 22:26:09 +01:00
Rachael Alexanderson
07bc5d233e - implement player setup background by Enjay 2020-01-12 20:51:41 +01:00
alexey.lysiuk
42f732798d - fixed uninitialized variable in OPL song
Mono streams could be erroneously treated as stereo, doubling their playback speed

https://forum.zdoom.org/viewtopic.php?t=66939
2020-01-12 18:08:47 +01:00
Christoph Oelckers
a9df2427ca - compatibility workaround for using Scroll_Texture_Model with a line id of 0.
This would do very bad things if not being checked for.

# Conflicts:
#	src/maploader/specials.cpp
2020-01-12 16:09:07 +01:00
Christoph Oelckers
ae36003901 - store CVARs non-destructively in savegames.
The old method using a single string with a backslash as separator is unable to handle anything with actual backslashes in the data.
It now uses a JSON object with each CVAR being a separate key.

# Conflicts:
#	src/version.h
2020-01-12 16:09:05 +01:00
drfrag
c5aa482437 - Fixed compilation with XP toolsets. 2020-01-12 15:22:07 +01:00
Christoph Oelckers
0c2ee0ffea - added missing render style constants to ZScript. 2020-01-12 12:59:46 +01:00
alexey.lysiuk
ab4594e2f7 - fixed A_PlaySound() called from Dehacked
The recently added argument was missing from PlaySound code pointer handling
Verified other Dehacked functions, and changed one incorrect comment
2020-01-12 12:59:44 +01:00
Christoph Oelckers
2d4accf437 - missed a warning. 2020-01-12 12:59:42 +01:00
Christoph Oelckers
f7ead44168 - fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
Both now use the Unicode capable I_Find* interface instead of duplicating all its functionality in multiple platform dependent incarnations.

# Conflicts:
#	src/cmdlib.cpp
#	src/gamedata/textures/image.cpp
#	src/resourcefiles/file_directory.cpp

# Conflicts:
#	src/resourcefiles/file_directory.cpp
2020-01-12 12:59:40 +01:00
Kevin Caccamo
db66f78c16 Attempt to optimize check for ML_DRAWFULLHEIGHT
It is less likely that a line will have the ML_DRAWFULLHEIGHT flag than its' ceiling will be above the neighbouring sector's ceiling and vice versa.
2020-01-12 11:39:21 +01:00
Kevin Caccamo
c75ec6f59f Use != 0 after ANDing with the relevant flags
This is mostly a "just in case" measure, in case I did something wrong with the previous commits.

# Conflicts:
#	src/hwrenderer/scene/hw_sky.cpp
2020-01-12 11:39:18 +01:00