Christoph Oelckers
9ca1e43292
- fixed text size calculations in the status bar.
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To avoid errors, all spacing calculations have been added to FFont::StringWidth which already performs proper escape filtering.
# Conflicts:
# src/common/fonts/font.cpp
2020-04-17 01:17:42 +02:00
Christoph Oelckers
086327666f
- fixed: Setting 'noallies' on the level cleared the player's friendly flag.
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The check was for mobj->player, which at this point wasn't set yet so the check failed.
# Conflicts:
# src/p_mobj.cpp
2020-04-17 01:17:40 +02:00
drfrag
518abb2363
- Missing string.
2020-04-08 23:32:41 +02:00
Blue
86927074c9
Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp
2020-04-08 23:32:40 +02:00
Magnus Norddahl
7d4603f4c1
Revert "- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events"
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This reverts commit b4424b2d4d
.
2020-04-08 23:32:38 +02:00
drfrag
6d3fc6b38a
- Clarify error message.
2020-04-06 11:21:54 +02:00
drfrag
7b66bdf35c
- Add hint on error for some Intel cards.
2020-04-04 20:09:33 +02:00
drfrag
0669a3f589
Revert "- Change OS type for stats, but that code is disabled and outdated anyway."
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This reverts commit 7bc2983ecc
.
Revert "- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers."
This reverts commit 007576416c
.
2020-04-04 19:20:38 +02:00
Erick Tenorio
5ce63a92da
- REQUIEM.WAD fixes ( #1050 )
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Fixes for various maps in the Requiem megawad.
Idgames: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem
2020-04-04 18:47:41 +02:00
drfrag
6dffeea88c
- Add fake vid_rendermode CVAR.
2020-04-04 18:34:57 +02:00
drfrag
c1f6e70fb3
- Missed a bit for stat screens (fixes Guncaster Vindicated).
2020-04-04 18:17:35 +02:00
drfrag
7bc2983ecc
- Change OS type for stats, but that code is disabled and outdated anyway.
2020-03-30 21:26:36 +02:00
drfrag
007576416c
- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers.
2020-03-30 18:56:12 +02:00
Major Cooke
7b2b7325ab
- Fixed: SPECTRAL flag didn't check for DMG_FORCED before aborting DamageMobj.
2020-03-30 13:00:13 +02:00
Magnus Norddahl
69f50e2056
- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events
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- Remove the need to center the mouse by specifying RIDEV_INPUTSINK (RIDEV_CAPTUREMOUSE does not take effect unless it is also an input sink)
2020-03-29 13:04:03 +02:00
Christoph Oelckers
9b5b6342ce
- There's really no need anymore to dynamically load RawInput, considering it has been in Windows since XP.
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# Conflicts:
# src/win32/i_keyboard.cpp
# src/win32/i_mouse.cpp
2020-03-29 13:03:49 +02:00
drfrag
efe87adcf2
- Fix compilation on Linux.
2020-03-25 15:54:48 +01:00
nashmuhandes
47b4ce1a3e
Don't draw weapon tags when player tries to switch weapons while they're dead
2020-03-25 15:41:39 +01:00
Rachael Alexanderson
758e27e9b2
- remove assumption in DFrameBuffer::FillBorder that ultrawide screens will stretch an image, since it is no longer the case.
2020-03-25 13:58:54 +01:00
Christoph Oelckers
90823fb824
- clear the screen before drawing content, not afterward.
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The intermission screens got it wrong and drew the black border over the image.
# Conflicts:
# src/wi_stuff.cpp
2020-03-25 13:58:52 +01:00
Christoph Oelckers
ca18bccb0b
- fixed another typo.
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# Conflicts:
# wadsrc/static/zscript/base.zs
2020-03-25 13:58:49 +01:00
Christoph Oelckers
2489809e67
- fixed typo.
2020-03-25 13:58:47 +01:00
Christoph Oelckers
3dabf62be8
- forgot to remove the test settings for the fullscreen feature.
2020-03-25 13:58:45 +01:00
Christoph Oelckers
accd7d8c8a
- implemented better aspect ratio control for fullscreen images.
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Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):
0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.
A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
# Conflicts:
# src/rendering/v_video.cpp
# src/v_draw.cpp
# Conflicts:
# src/v_video.h
2020-03-25 13:58:27 +01:00
drfrag
b131230fe3
- Prevent crash on exit trying to load the unsupported sheet fonts.
2020-03-25 12:05:24 +01:00
drfrag
2f8c959ece
- Remove 1K Deaths skill from the menu and restore original Heretic Nightmare.
2020-03-24 02:39:09 +01:00
nashmuhandes
72ecc11e8d
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-24 01:36:58 +01:00
nashmuhandes
105d14358e
Move the opaqueBlood member definition so that object size remains unchanged
2020-03-24 01:36:56 +01:00
nashmuhandes
1f0f9e1d9b
Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF
2020-03-24 01:36:55 +01:00
nashmuhandes
152ae71a4f
Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF.
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# Conflicts:
# src/g_shared/a_decals.cpp
# src/g_shared/a_sharedglobal.h
# src/p_map.cpp
2020-03-24 01:36:53 +01:00
Magnus Norddahl
1770cead0c
Fix compile error when using std::sort with Visual Studio 16.5.0
2020-03-24 01:36:39 +01:00
Christoph Oelckers
f4995a2005
- block StaticPointerSubstitution for non-player objects.
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The only safe use of this function is to swap out PlayerPawns for morphing or respawning.
2020-03-24 01:36:37 +01:00
Nash Muhandes
2f2cb9c1c5
Print weapon name tag when switching with "slot" command ( #1048 )
2020-03-16 11:07:35 +01:00
nashmuhandes
315efb2b97
Add help messages for most of the deprecated stuff in ZScript.
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# Conflicts:
# wadsrc/static/zscript/actors/actor.zs
# wadsrc/static/zscript/base.zs
# wadsrc/static/zscript/destructible.zs
# wadsrc/static/zscript/mapdata.zs
# Conflicts:
# wadsrc/static/zscript/base.zs
2020-03-16 11:07:29 +01:00
alexey.lysiuk
eaa7e392d7
- fixed FLineTraceData scripting definition
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https://forum.zdoom.org/viewtopic.php?t=67795
# Conflicts:
# src/scripting/thingdef_data.cpp
2020-03-14 19:15:27 +01:00
alexey.lysiuk
e276f70dfa
- replaced assert() in ZScript fields compilation code
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Field pointer can be null if error occurred while compiling its definition
2020-03-14 19:11:45 +01:00
alexey.lysiuk
6622801ad5
- added line break to 'No GENMIDI lump' message
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'ST_Init: Init startup screen.' is no longer concatenated with the given line
2020-03-14 19:11:43 +01:00
Christoph Oelckers
9fe9552023
- fixed A_FireCGun.
2020-03-11 20:18:45 +01:00
Christoph Oelckers
4e40c4dfa9
- fixed: player_t::GetPSprite cannot guarantee success
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As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 20:18:43 +01:00
Christoph Oelckers
89ed287918
- added autonames for the shareware games
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They still need to access some internal filters, despite blocking loading addons.
# Conflicts:
# wadsrc_extra/static/iwadinfo.txt
2020-03-11 20:18:41 +01:00
Christoph Oelckers
8b976e4222
- default terrain's DamageTimeMask to a reasonable value.
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Use 31, which is the default for damaging floor specials instead of 0.
2020-03-11 20:18:39 +01:00
Alexander Kromm
e3baacd9f6
bring minimal save version back, as most of the savegames load fine
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# Conflicts:
# src/version.h
2020-03-09 00:36:55 +01:00
Alexander Kromm
dee1e6d675
aggregate TMap into Dictionary instead of deriving from it
2020-03-09 00:33:51 +01:00
Alexander Kromm
c91c542c23
fix Dictionary and DictionaryIterator memory leaks
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# Conflicts:
# src/version.h
2020-03-09 00:33:48 +01:00
Major Cooke
c467539014
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
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- 'current' is true for the actor that is the new body, false for the old body.
2020-03-09 00:28:05 +01:00
Major Cooke
8712d7c237
Added Pre(Un)Morph and Post(Un)Morph functions.
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- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-09 00:28:03 +01:00
drfrag
dde31dcac4
- Forgot the defines.
2020-03-06 15:36:37 +01:00
drfrag
d8d72f5d75
- Blind attempt at fixing wrong mouse position in OpenGLFrameBuffer and OpenGLSWFrameBuffer
2020-03-06 13:57:52 +01:00
alexey.lysiuk
5946744039
- fixed infinite loop reporting '... before first state' errors
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https://forum.zdoom.org/viewtopic.php?t=67729
2020-03-06 13:38:21 +01:00
Rachael Alexanderson
673e52f02f
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-04 09:46:09 +01:00