Kevin Caccamo
4fac2e3ebc
Fix the health bar on Strife status bar ( #1080 )
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* Fix the health bar on Strife status bar
Now, if the player's health is above 100, the green health bar won't be shortened any more.
* Fix the bar properly
Now, the blue and green bars don't overlap. Also, health above 100 goes from right to left, like in Strife: Veteran Edition.
2020-08-08 16:15:25 +02:00
Major Cooke
b9e2063a65
Begin TICRATE conversion.
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- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
# Conflicts:
# src/p_effect.h
# wadsrc/static/zscript/base.zs
2020-07-15 19:03:44 +02:00
alexey.lysiuk
80b3f8dcbe
- fixed secondary ammo display in strife status bar
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https://forum.zdoom.org/viewtopic.php?t=68315
2020-05-03 18:40:45 +02:00
nashmuhandes
81820961d4
Apply alpha to the background texture in DrawBar
2020-04-30 11:45:41 +02:00
nashmuhandes
5ef009bfd5
Add an alpha parameter to StatusBar.DrawBar
2020-04-30 11:45:39 +02:00
alexey.lysiuk
69d39bcd44
- move setting status bar defaults to proper location
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BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code
https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:35 +01:00
alexey.lysiuk
47fd36d6ed
- set meaningful defaults on initialization of BaseStatusBar
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https://forum.zdoom.org/viewtopic.php?t=66339
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:32 +01:00
alexey.lysiuk
ff4924bf8f
- made most of AltHud class functions virtual
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This allows arbitrary customization of alternative HUD
2019-11-26 16:48:04 +01:00
Christoph Oelckers
10c5b0588b
- fixed redundant map name display on alternative HUD's automap HUD.
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# Conflicts:
# wadsrc/static/zscript/ui/statusbar/alt_hud.zs
2019-11-26 16:47:59 +01:00
alexey.lysiuk
1a4f62c54f
- added ability to set custom alternative HUD
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Use GAMEINFO key 'althudclass' to specify own class derived from AltHud
https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 16:47:54 +01:00
Player701
d7542a8cd9
- Implemented scale parameter for BaseStatusBar::DrawString
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# Conflicts:
# src/g_statusbar/shared_sbar.cpp
# Conflicts:
# src/g_statusbar/shared_sbar.cpp
2019-11-25 12:10:58 +01:00
alexey.lysiuk
df05187229
- fixed inventory scroll arrows in alternative HUD
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https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 18:16:10 +02:00
PaulyB
245326b5ac
Added Armor to Hexen fullscreen display
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Since the armor icon is much larger than the flask icon, both have been moved to the right slightly
2019-09-11 00:27:25 +02:00
Christoph Oelckers
9097f23286
- the Doom status bar has been partially virtualized to allow overriding specific parts of it, most notably the ammo display
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# Conflicts:
# wadsrc/static/zscript/ui/statusbar/doom_sbar.zs
# wadsrc/static/zscript/ui/statusbar/harm_sbar.zs
2019-09-08 00:08:50 +02:00
PaulyB
016d7e5293
Fix typo in Heretic status bar
2019-08-31 10:08:25 +02:00
Rachael Alexanderson
df2eab612d
- oops, this didn't get through
2019-08-26 00:51:44 +02:00
PaulyB
8e78f973d0
Let Hexen Cleric and Mage use unique health chains
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- (changed slightly by Rachelle)
Hexen's characters incorrectly only used the Fighter's health chain previously.
2019-08-26 00:51:43 +02:00
Marisa Kirisame
b08ba350d3
Allow custom status bars to override notifications, centered prints and chat prompt.
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# Conflicts:
# src/c_console.cpp
# src/ct_chat.cpp
2019-08-20 13:06:52 +02:00
Christoph Oelckers
994bdc0b03
- fixed: Do not use BasicArmor's save percentage when no armor present.
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This function is only for the Hexen status bar and printed incorrect values.
2019-08-10 12:47:57 +02:00
Player701
f55ad14663
Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString ( #810 )
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* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString
* - added underlying type declaration for EMonospacing
* - replaced "#include v_video.h" with a declaration of EMonospacing
2019-05-14 19:50:43 +02:00
Christoph Oelckers
6caf1f60c6
- added some UTF-8 utilities to FString.
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This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
2019-05-14 19:35:21 +02:00
Christoph Oelckers
961a6fe211
- reorganized the ZScript content in gzdoom.pk3 and changed the files' extensions to something unique for easier syntax highlighting.
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# Conflicts:
# wadsrc/static/zscript.txt
2019-04-28 22:14:34 +02:00