Commit graph

2665 commits

Author SHA1 Message Date
Christoph Oelckers
4c0f68bcd4 Merge branch 'master' into timidity++
# Conflicts:
#	src/sound/musicformats/music_midistream.cpp
2018-03-02 00:08:12 +01:00
Christoph Oelckers
bb16e34bf4 - exposed the HUD message interface to ZScript.
Note that this is just the bare abstract interface. It is up to content makers to define usable HUD message classes and optionally contribute them to the engine.
2018-03-01 11:45:19 +01:00
Christoph Oelckers
6e8dbb590d - fixed: PowerMorph.EndEffect should not tinker around with morph duration.
There was a clear attempt here to let the item keep control of the remaining morph time, but since the item would have gotten destroyed right afterward it just shot itself in the foot badly by doing so.
Just leaving the remaining work to the main unmorphing check in the PlayerThink code by doing nothing will avoid the bad situation where a player gets stuck in its morphed form.
2018-02-28 20:15:44 +01:00
Christoph Oelckers
3a3cd87ce0 - perform the stepping adjustment for FastProjectiles in 3D.
Not checking the z-Axis means that they might pass through 3D floors without noticing at steep angles and very high speeds.
2018-02-28 18:26:25 +01:00
Major Cooke
7ac8b496f1 Added Distance(2/3)DSquared functions. 2018-02-28 09:28:11 +01:00
Christoph Oelckers
883a6ffe3a - added an inventory check to A_KeenDie so that it still works if a patch repurposes a pickup item that may end up in the player's inventory. 2018-02-27 10:40:43 +01:00
Christoph Oelckers
9a8e724761 - added a compatibility setting for Perdition's Gate MAP31 which was having render issues with an unsupported vanilla effect. 2018-02-27 09:53:15 +01:00
Christoph Oelckers
36e8358763 - use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change. 2018-02-26 08:52:40 +01:00
alexey.lysiuk
fb1f8a6045 Restored ACS_NamedExecuteWithResult for DECORATE
https://forum.zdoom.org/viewtopic.php?t=59250
2018-02-24 22:03:23 +02:00
alexey.lysiuk
1679065a5d Exposed Actor.ACS_ScriptCall() function
This method can be used with arbitrary actor object like thing.ACS_ScriptCall("script")
CallACS() and ACS_NamedExecuteWithResult() intrinsics work only within self actor context
2018-02-24 16:23:55 +02:00
Christoph Oelckers
39f26028aa - reworked the advanced sound menu to take advantage of the new soundfont handling.
The text input field for the configs have been removed. Instead it will now present a list of soundfonts that are found in specific locations.
For that it will look in the 'soundfont' directories of the FileSearch.Directories entry of the config.
Acceptable file formats here are SF2 and zipped GUS patch sets. These zipped patch sets need to have a timidity.cfg at the root and refer to all containing data by relative path. References to outside files are not allowed here.
It is still possible to refer to sound fonts elsewhere on the hard drive by manually entering a path at the console - but these won't show in the menu and will get lost if one cycles through the list of available options.
Of the available softsynths, FluidSynth will only list SF", Wildmidi will only list GUS patch sets and Timidity++ and GUS will list both.

Please note that although the GUS synth can read SF2, the output appears to be broken die to some old bug.
2018-02-23 19:23:39 +01:00
Christoph Oelckers
88f9f0982c - fixed Timidity++ playback. 2018-02-23 18:33:54 +01:00
alexey.lysiuk
12eb760ff4 Do not abort if Korax target destroyed before attack begins
https://forum.zdoom.org/viewtopic.php?t=59551
2018-02-22 16:52:45 +02:00
alexey.lysiuk
1bcbdf9fd1 Added CHAN_LOOP to ZScript ESoundFlags enum
https://forum.zdoom.org/viewtopic.php?t=59417
2018-02-20 10:51:12 +02:00
alexey.lysiuk
18ad975c7a Added compatibility entry for Ultimate Simplicity MAP11
This eliminates potential blocker in level progression
2018-02-04 17:42:39 +02:00
Rachael Alexanderson
32287511e2 - change type 9854 to SpotLightFlickerRandomAttitive since its old definition was just a duplicate of another one. 2018-02-04 04:11:02 -05:00
alexey.lysiuk
af7648a151 Made PlayerRespawn skill definition consistent
Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
alexey.lysiuk
0f62cd67a5 Added compatibility entry for Ultimate Simplicity MAP04
Now it's possible to get 100% kills on lower skill levels
2018-02-03 13:24:54 +02:00
Christoph Oelckers
8e90386567 - made Weapon.CheckAmmo and Weapon.DepleteAmmo virtual on the script side. 2018-01-30 22:04:31 +01:00
alexey.lysiuk
d9323b9740 Marked internal menu commands as safe
This fixes soundfont/patchset/config selection menus in advanced sound options
2018-01-30 16:02:30 +02:00
alexey.lysiuk
11ec3b1de0 Added compatibility option for Demonfear MAP22
Bridge beyond red skull door was raising too high
2018-01-28 14:34:31 +02:00
Christoph Oelckers
410749cf67 - compatibility node rebuild for Doom2's MAP25
https://forum.zdoom.org/viewtopic.php?f=15&t=59256
2018-01-28 08:44:40 +01:00
Christoph Oelckers
f346709937 - new rocket smoke sprites by Talon1024.
The old ones which are from Heretic have been removed as a consequence.
2018-01-28 08:37:56 +01:00
Christoph Oelckers
7ceb70bcc1 - renamed 'Tracer' class to 'LineTracer', because 'Tracer' is a too common name that had been used by some mods. 2018-01-27 09:32:26 +01:00
Marisa Kirisame
92547028f3 Exports sky textures to ZScript (readonly, needs setter function due to the setup required) and speeds, along with a ChangeSky function for setting the textures. 2018-01-26 21:00:44 +01:00
alexey.lysiuk
577c6b033e Changed quad stereo mode restart notification
Restart requirement for quad stereo mode should be output to console because CVAR can be toggled directly from it
Long option names break menu layout on some aspect ratios like 16:10
2018-01-26 10:10:51 +02:00
alexey.lysiuk
7206bfcfbc Made software fuzz shader compatible with supported OpenGL versions
Use array constructors because initializer list is a core feature since OpenGL 4.2
2018-01-26 09:53:31 +02:00
Magnus Norddahl
4c0dce875f Merge branch 'fuzz_software' into gzdoom 2018-01-25 19:00:14 +01:00
Christoph Oelckers
884db96cbb Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-01-21 10:54:34 +01:00
ZZYZX
ee1a8f71bb Disable TRACE_PCross and TRACE_Impact on ZScript side 2018-01-21 10:54:23 +01:00
ZZYZX
74b937620e Added texture detection for walls and 3D floors; renamed some fields to more intuitive names 2018-01-21 10:54:23 +01:00
ZZYZX
a7ff62316d Exported Trace() interface to ZScript 2018-01-21 10:54:23 +01:00
Marisa Kirisame
69e8c9ec6e A more "general purpose" line trace function. Far from a complete ZScript interface with Trace(), though. 2018-01-21 10:54:02 +01:00
Christoph Oelckers
9b40097e48 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-01-20 22:41:41 +01:00
Jonathan Russell
708d24aba7 - added Screen.getViewWindow function 2018-01-20 21:56:34 +01:00
Christoph Oelckers
dbf0a68b02 Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
# Conflicts:
#	src/doomdata.h
#	src/namedef.h
#	src/p_udmf.cpp
2018-01-20 19:07:54 +01:00
Rachael Alexanderson
6df936e0a0 - remove A_IsPlayingSound 2018-01-20 19:01:47 +01:00
Marisa Kirisame
a01ca4c3a1 Exported S_IsActorPlayingSomething and S_GetMSLength to ZScript.
Added missing vm.h include, moved A_IsPlayingSound to p_actionfunctions.cpp.

- make A_IsPlayingSound ui only
2018-01-20 19:01:47 +01:00
Major Cooke
d5d393aaf2 - Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
- Split off both explosion damage calculations into P_Get(Old)RadiusDamage functions for ease of maintenance.
2018-01-20 18:45:01 +02:00
Christoph Oelckers
2d8e394529 Merge branch 'master' into reverbedit
# Conflicts:
#	wadsrc/static/zscript/menu/optionmenuitems.txt
2018-01-20 11:44:42 +01:00
Christoph Oelckers
94720f8a96 - replaced DBIGFONT and SBIGFONT in gzdoom.pk3 with the one from Ultimate Simplicity, which comes with permission to reuse.
The original copyrighted fonts have been moved to the 'extra' PK3.
2018-01-20 11:33:06 +01:00
Christoph Oelckers
19cf887ad1 - fixed: Dynamic arrays for object pointers need different treatment than arrays for regular pointers, because they require GC::WriteBarrier to be called. 2018-01-19 19:49:42 +01:00
alexey.lysiuk
f629678320 Fixed const correctness for secplane structure
https://forum.zdoom.org/viewtopic.php?t=59151
2018-01-18 15:34:56 +02:00
alexey.lysiuk
23c50540f6 Added missing fields to StrifeDialogueNode ZScript definition
https://forum.zdoom.org/viewtopic.php?t=59091
2018-01-13 13:13:38 +02:00
alexey.lysiuk
d9ddd50c98 Disabled interpolation point "thinking"
https://forum.zdoom.org/viewtopic.php?t=59087
2018-01-12 18:27:19 +02:00
Christoph Oelckers
be82f3ef56 - TapwaveZodiac's submission for:
* Improved French translation, also covers previously missing strings.
* Adds a string for Borderless Windowed.
* Adds option to enable or disable borderless windowed for Windows only.

These commits had to be manually recreated because somehow the files appaarently ended up with CRLF in the repo which can cause problems with Windows Git and line ending normalization on.
2018-01-09 20:30:33 +01:00
Rachael Alexanderson
36b6253c3d Merge branch 'FriendlySeeBlocks' into zmd5 2018-01-09 13:55:09 -05:00
Rachael Alexanderson
7416f42b47 - add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. 2018-01-09 12:34:12 -05:00
Blue Shadow
f68d90accb Fixed a case of infinite loop in A_BrainDie 2018-01-08 11:50:01 -05:00
Jameson Ernst
e8a7f00b9b Adjust FNF enum to fix FILLZEROS 2018-01-07 23:44:03 +01:00