Commit graph

15837 commits

Author SHA1 Message Date
usernameak
c6778628a3 Fixed postprocess shaders with 2 or more textures 2019-04-29 19:36:29 +02:00
drfrag
4aece219a7 - Added missing language strings.
# Conflicts:
#	wadsrc/static/language.enu
#	wadsrc/static/language.rus
2019-04-29 19:34:41 +02:00
Christoph Oelckers
bafa312b91 - did a bit of cleanup on the option menus by regrouping some settings, especially splitting out of the Hardware Rendering Options menu into submenus.
# Conflicts:
#	wadsrc/static/language.csv
#	wadsrc/static/menudef.txt
#	wadsrc_extra/static/language.csv
2019-04-29 19:30:46 +02:00
Christoph Oelckers
a488791add - added A_Explode compatibility options.
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.

# Conflicts:
#	wadsrc/static/language.csv
2019-04-29 19:30:06 +02:00
drfrag
18a17c4e1f - changed Strife dialogue setup so that STRIFE00 is being processed and the random texts explicitly excluded.
This fixes the stray "Peasant" in this file.
(patch by Graf)
2019-04-29 19:27:35 +02:00
Christoph Oelckers
bcb595002d - fixed the label for "Master Volume".
The text already existed, just with a different name.
2019-04-29 19:27:03 +02:00
Player701
5b0869f5b9 - Added Unholy Realms MAP27 to the node rebuild compatibility list 2019-04-29 19:26:45 +02:00
Christoph Oelckers
aeef28f544 - fix some holes the player can fall in for darken2 MAP12.
This map went a bit too far with lighting hacks depending on holes in the floor.
2019-04-29 19:26:43 +02:00
Christoph Oelckers
8a155b7452 - added a compatibility handler for a badly constructed crossbeam bridge in Unholy Realms MAP17. 2019-04-29 19:26:41 +02:00
Christoph Oelckers
b5fb443258 - fixed spacing of Strife's merchant's texts. 2019-04-29 19:06:21 +02:00
Christoph Oelckers
3f96ec7955 - fixed bad default for scaleoverride. 2019-04-29 19:04:09 +02:00
Christoph Oelckers
d96473c74a - give Hexen's PoisonCloud the OLDRADIUSDMG flag.
This actor has such oddball semantics that it's better not subjected to the revised radius damage code.
2019-04-29 19:04:07 +02:00
Christoph Oelckers
6c14fe7202 - fixed lifetime of ScaleOverrider for Strife dialogues. 2019-04-29 19:03:34 +02:00
Christoph Oelckers
963d1b682c - fixed layout issues with Strife's dialogues.
They were using some settings from the option menu which they never should have used to begin with.
2019-04-29 19:03:23 +02:00
drfrag
2fb5c9a32b - Added missing strings.
# Conflicts:
#	wadsrc/static/language.enu
2019-04-29 19:02:50 +02:00
Christoph Oelckers
34ac0f0985 - localize 'By' 2019-04-29 18:53:37 +02:00
Christoph Oelckers
f57ebacae6 - localized some user-facing texts that were still string literals. 2019-04-29 18:53:22 +02:00
Christoph Oelckers
508b65bdd8 - fixed: A pusher thinker must destroy itself if the point pusher/puller thing is gone. 2019-04-29 18:52:57 +02:00
Christoph Oelckers
0e4f868281 - fixed: The software renderer was destroying global state when initializing a camera texture.
As a result the HUD wasn't drawn.
2019-04-29 18:52:40 +02:00
Christoph Oelckers
7d49fec477 - fixed: SpawnShootDecal tried to get the current level from a value that could point to actor defaults which do not have a level. 2019-04-29 18:52:11 +02:00
Christoph Oelckers
cdcc8996a7 - make the clean scaling system more consistent.
Now, all menus will use the same scale, i.e. it only depends on the screen width and a base size of 640. This nearly universally yields better results than trying to make a 320x200 screen fit.
The only exceptions to this are the intermission screens and the level summary. These, unlike the menu need to try to make a 320x200 screen fit, but without all the hackery that was present to adjust the menu display.
Note that since this affects globally visible script variables, both the intermission and summary drawers will not use their own set but instead temporarily override the global setting as long as they run their own code.
Changing the use of variables here might cause much worse problems with menu code so it wasn't attempted

# Conflicts:
#	src/v_video.cpp
2019-04-29 18:51:44 +02:00
Christoph Oelckers
5bac765849 - replaced the "or" in the keybind menu with a darker comma so that this part is language neutral. 2019-04-29 18:13:47 +02:00
Christoph Oelckers
3158826ec0 - removed the automatic system language detection for Windows.
Default language is now always American English, just like on Linux and macOS.

# Conflicts:
#	src/g_cvars.cpp
#	src/gamedata/stringtable.cpp
#	src/textures/texturemanager.cpp

# Conflicts:
#	src/win32/i_system.cpp
2019-04-29 17:42:54 +02:00
Christoph Oelckers
e70810cfdc - disabled the error message spam from the demo loop
These messages are useful for the playdemo CCMD, but since the demo loop is mostly non-functional anyway they better be disabled there.
2019-04-29 00:06:54 +02:00
alexey.lysiuk
37a82e08dc - fixed crash on startup inside userinfo_t::GetGender()
This function is required for localization handling but when it's called userinfo_t may not be fully initialized yet

https://forum.zdoom.org/viewtopic.php?t=63959
2019-04-29 00:06:02 +02:00
Christoph Oelckers
af3ba712b2 - fixed: player_t::GetGender needs to check if the CVAR exists.
This function can get called before the player's userinfo is available
2019-04-29 00:06:00 +02:00
Chronos Ouroboros
6617edfe97 Fixed arrays of dynamic arrays causing a compilation error. 2019-04-29 00:05:58 +02:00
Chronos Ouroboros
3a8f602875 Fixed nested dynamic array indexing causing a compilation error. 2019-04-29 00:05:55 +02:00
Christoph Oelckers
1e587a7f1d - fixed: The FFont* serializer was unable to handle null pointers. 2019-04-28 23:55:58 +02:00
Christoph Oelckers
3583cb1fe5 - use international date format for all places that print a date.
The most important one is the autosave tagging. This was done because the old printout was missing the year and printed the month as a 3 character English string, sabotaging any attempt to sort the autosaves by anything meaningful.
2019-04-28 23:54:06 +02:00
Christoph Oelckers
3dcbee6747 - fixed: IsPointInLevel must explicitly check for minisegs, which can be one-sided on maps with unclosed sectors.
Obviously, in such a case it is impossible to decide whether a point is really inside the map, so if this happens, behavior is undefined.
2019-04-28 23:14:38 +02:00
Christoph Oelckers
7a9b881299 - properly construct the reply texts for Strife's merchants. 2019-04-28 23:12:02 +02:00
Sterling Parker
c2bdeb7da1 Add LookScale property
As requested by @coelckers.
2019-04-28 23:02:01 +02:00
Sterling Parker
47b5378a62 Fix faulty multiplication logic for LookScale
Turns out the entire thing was getting shortcutted because FOVScale is 0 unless set explicitly or via A_ZoomFactor.
2019-04-28 23:01:59 +02:00
Sterling Parker
8ce7da0a5e Add LookScale variable on weapon
This variable allows a weapon to set a custom look sensitivity multiplier without fiddling with FOVScale / DesiredFOV hacks.
2019-04-28 23:01:57 +02:00
Christoph Oelckers
99d1047332 - process escape sequences for episode and skill names
For these, colorization is a desirable feature.
2019-04-28 23:01:37 +02:00
alexey.lysiuk
0d968d0943 - replaced all usages of insecure vsprintf() function 2019-04-28 22:58:48 +02:00
Major Cooke
fc510a7d89 Added CanTouchItem virtual.
- Allows an actor with +PICKUP flag to determine if it can pick up specific items or not.
2019-04-28 22:57:40 +02:00
Rachael Alexanderson
86e8bf3b28 - fix building on FreeBSD 2019-04-28 22:57:25 +02:00
Christoph Oelckers
bc10c3e5bb - replaced the assignment operator in player_t with a named function.
This didn't behave like an assignment operator so it shouldn't be one, especially since the two places where it got called need different functionality.
2019-04-28 22:57:06 +02:00
Magnus Norddahl
f78e8cb71c - fix typo 2019-04-28 22:57:04 +02:00
Christoph Oelckers
ff21cee842 - fixed: SBARInfo's Tick function was using actor references from its last Draw operation.
Between these two calls these can change so these need to be retrieved each time either Draw or Tick are called.
2019-04-28 22:53:06 +02:00
Christoph Oelckers
a5b7250f3b - did a bit more tweaking to the menu dims.
Red on red in Doom was still not good, so the colors were darkened more and made more opaque.
2019-04-28 22:52:35 +02:00
Christoph Oelckers
c5a1c8be4a - split up the compatibility menu by making each subsection its own submenu.
This one, even more than the gameplay options has devolved into an overwhelming wall of text.
2019-04-28 22:52:33 +02:00
Christoph Oelckers
a97aacca1f - split up the automap colors menu.
The cheat and overlay settings are now in submenus. Like the gameplay menu, this was simply too long.
2019-04-28 22:52:31 +02:00
Christoph Oelckers
3c984f8c58 - split out the deathmatch and coop gameplay settings into their own submenus. 2019-04-28 22:52:28 +02:00
Christoph Oelckers
4e0934369c - made the menu dim darker and a bit more opaque.
The recent localization work has made it apparent that on many images the menu was extremely hard to read because its colors often clash with the background.
The choice of a bright overlay color with extremely low opacity is simply not enough to make the menus comfortable to navigate. Chex Quest was particularly bad but the problem existed in many Doom mods as well.
This also changes the CQ dim color to something a bit more green to better fit with the theme.
2019-04-28 22:52:09 +02:00
Christoph Oelckers
44aeb8effc - moved the weapon bobbing options from the Display Options to the HUD Options menu. 2019-04-28 22:51:06 +02:00
Christoph Oelckers
c7b9781c57 - fixed: ACS's LocalAmbientSound did not check the activator before calling its methods.
# Conflicts:
#	src/p_acs.cpp
2019-04-28 22:50:54 +02:00
Christoph Oelckers
06f84d2420 - reject all DMX sounds shorter than or equal 8 bytes.
8 bytes is the minimum header size for DMX, so for one byte of sample data it has to be 9 bytes.
This was causing access to invalid memory when trying to read the header of something too short.
For other file formats this is of no concern because none has a header this short.
2019-04-28 22:50:21 +02:00