Commit Graph

12913 Commits

Author SHA1 Message Date
Major Cooke b1a8ef54f6 - Fixed bitwise comparison. 2017-05-16 09:52:50 +02:00
Major Cooke 6bbbd28a08 - Added missing LAXTELEFRAGDMG support to SelfDamageFactor. 2017-05-15 19:19:35 +02:00
Rachael Alexanderson a96ef5276d - Added new flags8 actor field. Isn't it frightening how quickly how we got to our 8th flag field?
- Speaking of frightening, added +FRIGHTENING flag.
2017-05-15 19:17:46 +02:00
Rachael Alexanderson 7ded20ca05 Merge https://github.com/coelckers/gzdoom 2017-05-15 03:27:58 -04:00
Dmitri Kourennyi 3b20c26275 Fix A_CheckProximity setting pointer to dead things when it shouldn't.
When using A_CheckProximity with CPXF_SETTARGET, the target pointer could
be set to a dead monster even without the CPXF_COUNTDEAD and CPXF_DEADONLY
flags. This is becuase the check for death would occur after setting the
pointer.

Fix simply moves death check to occur before setting pointers.
2017-05-14 20:01:18 +02:00
Gaerzi bbea0ee4a1 Fix spelling mistake in documentation
Unfortunately I can't change the spelling mistake in the specs, so the property name will still evoke a 3D midtex that doesn't betray any emotion.
2017-05-14 18:12:21 +02:00
Major Cooke 795f8f0578 - Added a separate cheat flag to handle buddha powerups. Currently, Buddha powerups could interfere and disable the actual player cheat unintentionally, when the player may not want their actual cheat to be turned off.
- Set some overlooked 1000000 damage points to TELEFRAG_DAMAGE inside the falling damage code.
2017-05-14 17:22:46 +02:00
Major Cooke 49e4c8968f - Fixed: Powerups failed to expire when the EffectTics was set directly to 0 since the variable is always subtracted first before the check. 2017-05-14 17:21:48 +02:00
Christoph Oelckers 6a34092742 - fixed automap positioning with linked portals and a camera actor that is transitioning a sector portal. 2017-05-14 13:12:39 +02:00
Christoph Oelckers 437dd68d79 - the Render state must be applied before performing a portal clear screen, because it would still be set to stencil drawing at this point. 2017-05-14 12:42:25 +02:00
Rachael Alexanderson a7025b5563 Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/version.h
2017-05-14 06:41:56 -04:00
Christoph Oelckers 8a91153aeb - Why does the Visual Studio editor hate tildes so much...? 2017-05-14 12:36:13 +02:00
Christoph Oelckers ef7e4fe678 - draw empty portals in black, not the last set color. 2017-05-14 12:31:51 +02:00
Christoph Oelckers 0f80b7dcb6 - fixed: P_CollectConnectedGroups should abort if it tries to collect the same portal group more than once, because this would indicate an infinite loop. 2017-05-14 12:24:52 +02:00
Christoph Oelckers 1767dd6a42 - fixed: A_CheckBlock performed item pickup checks which could be done in completely inappropriate spots if this function was used from weapon overlays, for example. 2017-05-14 11:55:32 +02:00
svdijk 6dd570c538 Menu: Fix cycling the "midi devices" menu option. 2017-05-14 12:12:12 +03:00
svdijk b6ef9fae3e SDLGLFB: Implement mouse coordinate scaling for the menus. 2017-05-14 12:12:12 +03:00
Magnus Norddahl 788b9f6d54 Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-05-14 08:55:39 +02:00
Magnus Norddahl 31125486ad - Improve line portal rendering somewhat 2017-05-14 08:55:30 +02:00
Rachael Alexanderson fa36b1195f - added modification tagging to updaterevision to allow tagging an executable when a source tree is compiled before committing. 2017-05-13 12:52:28 -04:00
Christoph Oelckers b346dd0c09 - added a check for unconnected linked line portals. 2017-05-13 17:45:59 +02:00
alexey.lysiuk f0d40d6a8a Added check for patch set existence before loading in FluidSynth
This helps to avoid flooding of output with the following messages on every MIDI song change:
fluidsynth: error: Unable to open file "/usr/share/sounds/sf2/FluidR3_GS.sf2"
fluidsynth: error: Couldn't load soundfont file
fluidsynth: error: Failed to load SoundFont "/usr/share/sounds/sf2/FluidR3_GS.sf2"
fluidsynth: error: Unable to open file "/usr/share/sounds/sf2/FluidR3_GM.sf2"
fluidsynth: error: Couldn't load soundfont file
fluidsynth: error: Failed to load SoundFont "/usr/share/sounds/sf2/FluidR3_GM.sf2"
2017-05-13 17:56:26 +03:00
alexey.lysiuk 1cd7297cd8 Use Xcode 8.3 for Travis CI build 2017-05-13 17:32:19 +03:00
alexey.lysiuk 27384fc70d Do not create symlink to executable on macOS too
This link in build directory pointed to non-existing file since we started to create application bundle with CMake
2017-05-13 17:01:24 +03:00
Magnus Norddahl 4554d90b1d Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-05-13 15:49:09 +02:00
Magnus Norddahl 0a4f4aaffd - Stop using sqrt when calculating texture coordinates 2017-05-13 15:48:55 +02:00
alexey.lysiuk 3ab4a2238e Removed some remains of sound system MIDI device 2017-05-13 16:45:02 +03:00
alexey.lysiuk a8e379553e Copy default soundfont in post build step 2017-05-13 15:49:23 +03:00
alexey.lysiuk a01c6b1d65 Fixed build of non-Windows targets
src/sound/mididevices/music_fluidsynth_mididevice.cpp:355:13: error: use of undeclared identifier 'BaseFileSearch'
2017-05-13 14:29:29 +03:00
Christoph Oelckers 4af2ca56b2 - added a small default sound font that needs to be installed with the project.
Using SC-55 Presets from https://www.vogons.org/viewtopic.php?f=9&t=45600
2017-05-13 12:38:19 +02:00
Christoph Oelckers ba37f093e0 - use FluidSynth as default MIDI device and allow loading a 'gzdoom.sf2' sound font if none is specified. The search rules for this file will be the same as for gzdoom.pk3. 2017-05-13 12:33:14 +02:00
Rachael Alexanderson d1c6d8543b Merge https://github.com/coelckers/gzdoom 2017-05-13 04:17:54 -04:00
Christoph Oelckers fcafed4e27 - reordered the IWADs so that the BFG editions are listed after the regular Doom IWADs and Freedoom before Heretic. 2017-05-13 09:44:33 +02:00
Chris Robinson e1fc33c38f Don't downmix sounds when AL_SOFT_source_spatialize is available 2017-05-12 21:38:45 +02:00
Magnus Norddahl 7af11b1963 - Offset sky in softpoly by 180 degrees 2017-05-12 17:59:22 +02:00
Magnus Norddahl 7a2be275af - Fix interpolator bug in softpoly 2017-05-12 17:47:11 +02:00
Magnus Norddahl 5c6cbd17a1 - Move polyobj rendering to be handled as a special case in RenderPolyScene 2017-05-12 17:26:17 +02:00
Magnus Norddahl f7d1a2a574 - Add polyobj support to softpoly 2017-05-12 14:05:32 +02:00
Rachael Alexanderson d907f18e4c Merge https://github.com/coelckers/gzdoom 2017-05-12 07:45:46 -04:00
Gaerzi 5736345e54 Load voices.wad in SVE
Also put SVE along with the other Strife IWADs so they'll be listed together.
2017-05-11 19:08:34 +02:00
Rachael Alexanderson 029788976d - fully fix Strife1.wad's MAP10 shooting range.
- added the following compatibility.txt properties: setsectortexture, setsectorlight
2017-05-11 18:56:02 +02:00
Rachael Alexanderson 9c97ab0b1e - fix tabs in compatibility.txt in the entry for doom2 map21 2017-05-11 18:56:02 +02:00
Christoph Oelckers 71b6d0113e - added a compatibility fix for some broken sectors in Doom2's MAP21. 2017-05-11 11:20:28 +02:00
Christoph Oelckers b02ebd98ab - add a missing texture to Doom2's MAP27. 2017-05-11 10:03:07 +02:00
Rachael Alexanderson ac244b3229 Merge https://github.com/coelckers/gzdoom 2017-05-10 05:15:49 -04:00
alexey.lysiuk 8fbb5372b2 Fixed 32-bit Windows crash reporter
Restored old exception handling for 32-bit Windows executable
Tested on 32-bit Windows XP (previously exited without notification), 64-bit Windows 7 and 10 (previously deadlocked in system DLLs)
2017-05-10 11:34:48 +03:00
Chris Robinson 092b339c8f Replace usleep with nanosleep for macOS too 2017-05-10 09:44:54 +02:00
Magnus Norddahl f492e92cb5 - Handle degenerate triangles either sent as input or caused by clipping 2017-05-10 02:43:00 +02:00
Chris Robinson 7ad61a97ed Fix handling long wait times on POSIX's I_WaitVBL
usleep only works for sleeping up to one second. The function is also
deprecated and nanosleep should be used instead.
2017-05-09 23:21:32 +02:00
svdijk fd8613a11e CMake: Fix building on 32-bit Linux (Core 2 Duo) again. 2017-05-09 20:48:48 +02:00