Commit graph

16749 commits

Author SHA1 Message Date
Rachael Alexanderson
5039040600 - add new detection hashes for newer versions of nerve.wad 2021-01-08 20:43:42 +01:00
drfrag
20b0d9711c - Prevent damagecount overflow. 2021-01-05 19:40:36 +01:00
Xaser Acheron
622ef89812 add support for DEHEXTRA's extended sound range (#1258) 2021-01-02 14:04:06 +01:00
Emily
8d28db3419 Fix IfItem amount not being checked (#1262) 2021-01-02 14:04:04 +01:00
drfrag
0f62bdd99e - Check for the renderer too before ticking dynlights. 2020-12-31 21:02:28 +01:00
drfrag
65c6f3ea43 - Another README.md update. 2020-12-30 13:48:20 +01:00
drfrag
2bd2320d82 - Add autodetection for GOG's releases of Heretic and Hexen. 2020-12-30 13:14:32 +01:00
Rachael Alexanderson
b08ef59fff Update README.md
- Minor changes, copyright year, 3DGE became EDGE v2, link to EDGE v2 repo for attribution (at least for this file).
2020-12-30 13:14:16 +01:00
drfrag
53db54713c - Fixed: dynamic lights ticked even when disabled. 2020-12-25 18:12:17 +01:00
drfrag
846de93f3a - Cleanup of zdoom.rc (EAX editor stuff). 2020-12-24 15:50:33 +01:00
drfrag
e99cc45428 - Fix missing null pointer check (Nashgore crash). 2020-12-19 18:50:33 +01:00
drfrag
f5a1a5efba - Fix for the "GC can't keep up while the game is paused" issue. 2020-12-19 14:42:31 +01:00
Chronos Ouroboros
9bc7b6b215 Fixed wrong ChangeLevel export to ZScript. 2020-12-14 20:34:50 +01:00
drfrag
a54cb3178d - Fixed bad export of ChangeLevel to ZScript, but still doesn't work. 2020-12-14 12:29:21 +01:00
Christoph Oelckers
164a9640b9 - added the option to look for music by using a truncated 8-character variant of the given name.
This workaround is needed because there's known old mods depending on this legacy behavior.
2020-12-11 19:15:28 +01:00
Christoph Oelckers
1b67418a1f - fixed: strbin did not check for a terminating 0-character right after an escaping backslash. 2020-12-11 19:15:26 +01:00
Gutawer
028ce8e636 - fix keyboard repeat events not being sent to menus if TranslateKeyboardEvents is true 2020-12-11 01:26:54 +01:00
Player701
3c38a18b0c - Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed. 2020-12-03 10:11:34 +01:00
Chris Robinson
21271d8815 Simplify manual sound rolloff handling 2020-11-25 17:00:09 +01:00
Rachael Alexanderson
3672b89207 - change all optional game support archive loaders to scan the program folder
# Conflicts:
#	src/d_main.cpp
2020-11-25 13:59:11 +01:00
Christoph Oelckers
889b45e2e5 - fixed: IceGuyFX2 set its owner too late. 2020-11-25 12:53:50 +01:00
drfrag
b3daaaffc8 - This wasn't needed.
# Conflicts:
#	src/win32/i_system.cpp
2020-11-23 23:44:44 +01:00
alexey.lysiuk
626ad96257 - GZDoom changes. 2020-11-23 21:16:50 +01:00
drfrag
b92759eca3 - Fixed config file being overriden when it's blocked by another application. 2020-11-23 21:15:50 +01:00
drfrag
bd18250672 Revert "- prevent excessively bright pixels as this is actually visible on a HDR monitor"
This reverts commit 56d788f237181e04354042de4596135fd2fda193.

It caused graphics glitches with the partial invisibility effect.
2020-11-23 19:59:42 +01:00
drfrag
fe1ac50740 - Fixed wrong _stat() function being used.
- Use the internal _stat version unconditionally since it's broken on Windows.

# Conflicts:
#	src/cmdlib.cpp
#	src/win32/i_system.cpp
2020-11-23 15:56:14 +01:00
Player701
70ceced6b0 - Fixed: If AbsorbDamage resulted in an item having been destroyed, the following items in the inventory chain were not processed. 2020-11-18 01:01:53 +01:00
Chronos Ouroboros
f53e9cb5fc Fixed the previous commit not accounting for mods that already fixed this internally. 2020-11-14 21:49:56 +01:00
Chronos Ouroboros
0c092b679e Fixed weapon bob jittering. 2020-11-14 21:49:54 +01:00
nashmuhandes
51a07d41c0 Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed.
# Conflicts:
#	src/events.cpp
#	src/events.h
2020-11-14 21:49:40 +01:00
alexey.lysiuk
64e0ea59d1 - fixed compilation with MSVC 14.28.29333 from VS2019 16.8.0
include\algorithm(7419,17): error C3892: '_First': you cannot assign to a variable that is const (compiling source file src\rendering\hwrenderer\scene\hw_drawlist.cpp)
2020-11-14 21:49:37 +01:00
drfrag
e1e6ebc488 - Version 3.87b. 2020-11-08 18:30:45 +01:00
drfrag
1704f16ae5 - Scale the scroller images so that the center 4:3 area is always fully visible. 2020-11-01 17:34:34 +01:00
Christoph Oelckers
763b460df0 - fixed some scaling inconsistencies in the summary screen.
The background size wasn't taken into account for the splats and the widescreen check never verified the height of the background image.
It will now unconditionally use the new widescreen expansion mode for everything to reduce problems, use the background's display size for positioning overlays and only in the case of 200 pixel tall images perform widescreen positioning adjustment.

# Conflicts:
#	src/wi_stuff.cpp
2020-11-01 17:34:32 +01:00
alexey.lysiuk
a9bf361030 - fixed issue with parsing useowncoloradd UDMF flags
# Conflicts:
#	src/p_udmf.cpp
2020-11-01 10:24:36 +01:00
alexey.lysiuk
9458861456 - fixed zipdir inability to update empty zip file
https://forum.zdoom.org/viewtopic.php?t=70468
2020-11-01 10:24:34 +01:00
Nikolay Ambartsumov
4b529914ae Raise SNDSEQ limit to 4096 sequences
# Conflicts:
#	src/maploader/polyobjects.cpp
2020-11-01 10:24:32 +01:00
drfrag
676f160634 - Autoload console background pics by Scuba Steve with the autoloadconpics CVAR. 2020-11-01 00:26:55 +01:00
drfrag
260ca8f37c - add 'loadwidescreen' to gameinfo, works exactly like 'loadbrightmaps' or 'loadlights'
# Conflicts:
#	src/common/engine/startupinfo.h
#	src/d_main.cpp
2020-11-01 00:26:53 +01:00
Christoph Oelckers
e5b63c6693 - only return at the end of the MAP07SPECIAL block.
# Conflicts:
#	src/p_enemy.cpp
2020-11-01 00:26:51 +01:00
Christoph Oelckers
c4fbbfa033 - fixed edge case where both Mancubus and Arachnotron have the same replacement and trigger a boss action. 2020-11-01 00:26:49 +01:00
Christoph Oelckers
1c32d22b3e - fixed fullscreen scaling for narrow aspect ratios.
# Conflicts:
#	src/v_draw.cpp
2020-11-01 00:26:47 +01:00
Christoph Oelckers
274ac25223 - default to fullscreen mode 3.
The option still remains for cases where it does not work but the cases where mode 3 causes real problems are rare.
All I could find were a handful of poor intermission pics in some old mods which aren't worth keeping this artificial limitation.
2020-11-01 00:26:44 +01:00
Christoph Oelckers
51f9e158f2 - made the vertical scroller widescreen aware as well.
# Conflicts:
#	src/intermission/intermission.cpp
2020-11-01 00:26:42 +01:00
Christoph Oelckers
fbd2b05d36 - adapt the bunny scroller to widescreen images.
This only concerns the actual horizontal scroller. The vertical one still needs work and the "The End" screen only works if the second picture of the scroller is the full widescreen image because this page is done as a regular single image page which does not know anything about widescreen asset replacements.
2020-11-01 00:26:40 +01:00
Christoph Oelckers
4fd9765a18 - removed the limiter flags again and addressed the underlying problem properly.
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.

# Conflicts:
#	src/common/audio/sound/oalsound.cpp
2020-10-29 12:10:49 +01:00
alexey.lysiuk
dc2d5d7d36 - removed duplicated line of code 2020-10-28 10:39:06 +01:00
Christoph Oelckers
bef153d3b6 - enable OpenAL's sound volume normalizer. 2020-10-28 01:02:09 +01:00
Marisa Kirisame
31bb394abf Linetrace properly reports 3D line hits as "middle" part (#1228)
* Linetrace properly reports 3D line hits as "middle" part, as was intended.

* Typo fix
2020-10-26 12:18:20 +01:00
Christoph Oelckers
3dc03f923c - fixed: Crushing generic floors must use crush mode 2.
This is how Doom always worked. Mode 1 is not useful for one-time crushing effects.

# Conflicts:
#	src/p_lnspec.cpp
2020-10-26 12:18:18 +01:00