Rachael Alexanderson
4625925a69
- ported over Nash's startTime for A_StartSound
2020-03-03 10:58:46 +01:00
Major Cooke
45c80916bc
Added A_StopSounds(int chanmin, int chanmax).
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- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd
Added A_StopAllSounds.
2020-02-29 20:02:17 +01:00
drfrag
6fd642ed48
Revert "Revert "Stop sources immediately when the sound is forced to stop""
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This reverts commit 82c4750710
.
2020-02-29 19:35:22 +01:00
drfrag
767a9b6e1b
- This is 3.85.
2020-02-29 13:35:05 +01:00
drfrag
797037fcde
Oops, fixed default bindings not being loaded from pwads.
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# Conflicts:
# src/console/c_bind.cpp
2020-02-28 19:14:52 +01:00
drfrag
fa5902b538
- Add support for several control layouts.
2020-02-28 12:44:13 +01:00
Christoph Oelckers
d27d2b0e1c
- fixed: Windows must call the wide version of _mkdir for Unicode support.
2020-02-26 12:49:15 +01:00
alexey.lysiuk
b99da999a5
- stop all sounds after exiting level regardless of intermission screen
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https://forum.zdoom.org/viewtopic.php?t=67521
# Conflicts:
# src/g_level.cpp
# src/wi_stuff.cpp
2020-02-23 18:46:36 +01:00
alexey.lysiuk
ffc3c4a530
- fixed comparison with uninitialized data in MAPINFO parser
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This issue was reported by Valgrind
2020-02-23 18:46:34 +01:00
Rachael Alexanderson
dfcd5d1dd5
- use GAMENAMELOWERCASE macro for music config defaults
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# Conflicts:
# src/sound/music/music_config.cpp
2020-02-23 11:59:04 +01:00
alexey.lysiuk
d1786bc0c0
- fixed arguments order for ZMusic_Start() function
2020-02-23 11:59:02 +01:00
drfrag
82c4750710
Revert "Stop sources immediately when the sound is forced to stop"
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This reverts commit 6b8cebe979
.
2020-02-18 15:35:03 +01:00
drfrag
f5f766b948
- Rename the soundfont.
2020-02-17 19:46:48 +01:00
Christoph Oelckers
87875a52ba
- backported a few sound code fixes from Raze.
2020-02-15 17:55:42 +01:00
Christoph Oelckers
462368b61d
- use floats for sprite depth sorting in the hardware renderer.
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Fixed point is clearly insufficient here.
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_drawstructs.h
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_sprites.cpp
2020-02-15 17:55:41 +01:00
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
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
Braden Obrzut
8e2a21fbfb
- Change updaterevision to a CMake script
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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.
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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
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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
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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
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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
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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
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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
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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
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
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# 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
7d0df9fe3f
- exposed Level.MusicVolume to ZScript
2020-01-21 12:17:54 +01:00
alexey.lysiuk
a09d8e40f1
- fixed calling a function on string CVar
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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
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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
dd61101193
- add check for unity version of Nerve.wad
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- 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
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https://forum.zdoom.org/viewtopic.php?t=66955
2020-01-19 01:33:47 +01:00
Alexander Kromm
dbc91da9c5
save and restore config-only variables from proper sections
2020-01-17 20:41:23 +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
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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()
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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
Christoph Oelckers
a9df2427ca
- compatibility workaround for using Scroll_Texture_Model with a line id of 0.
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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.
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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
alexey.lysiuk
ab4594e2f7
- fixed A_PlaySound() called from Dehacked
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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