Christoph Oelckers
636d46c1ed
- AActor size reduction
...
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 11:51:30 +02:00
Nikolay Ambartsumov
2b64b4f688
Add MaxSlopeSteepness actor property
2020-10-03 11:51:27 +02:00
Nikolay Ambartsumov
3a8ccda80f
Add optional filtering to listmaps
CCMD output
2020-10-03 11:51:24 +02:00
Nikolay Ambartsumov
493cc9af0d
Show CVar's default value in addition to current
...
# Conflicts:
# src/c_dispatch.cpp
2020-10-03 11:51:23 +02:00
alexey.lysiuk
13a324dc7f
- forced node rebuild for two Memento Mori maps
...
https://forum.zdoom.org/viewtopic.php?t=70037
2020-10-01 14:28:05 +02:00
drfrag
9ce3ba1313
- Fake grayed-out support for sliders.
2020-10-01 14:27:31 +02:00
Jaime Moreira
6a10a4b84c
SDL joystick events now work while in menus
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- DirectInput axes are now X first, Y second.
- Menu axes controls swapped/fixed.
- Added SDL DualShock3 buttons in menu actions.
- Fixed SDL mouse system cursor; it could appear in-game.
# Conflicts:
# src/common/console/keydef.h
# Conflicts:
# src/win32/i_dijoy.cpp
2020-09-28 19:41:45 +02:00
Christoph Oelckers
85a3cef7fd
- fixed sounds not stopping in sound sequences.
...
The sound sequence code used S_GetSoundPlayingInfo incorrectly, so let it check for a valid sound ID first to restore the old behavior.
2020-09-28 19:36:43 +02:00
drfrag
d94cd20f2a
- fixed sounds not being serialized for hub travel.
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Sound stopping was done in the wrong place - this killed the sound before they could be serialized for hub travel.
2020-09-28 00:40:41 +02:00
drfrag
8671c39358
- Missing string.
2020-09-27 23:23:51 +02:00
drfrag
b0b9aa71dc
- ZScript version bump.
2020-09-27 20:53:31 +02:00
Christoph Oelckers
99fcfbdce0
- version bump for last commit.
...
# Conflicts:
# wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:29 +02:00
Player701
6fa409825b
- Implement return type covariance for ZScript virtual functions
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# Conflicts:
# src/dobjtype.h
# wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:28 +02:00
Major Cooke
efe5f349e5
Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered.
2020-09-27 20:53:24 +02:00
makise-homura
9e28aeac14
Add species parameter to A_RadiusThrust
...
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.
If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 20:53:23 +02:00
Christoph Oelckers
0ae0bffa58
- added a proper 'sound finished' callback to the sound engine.
...
Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 20:53:20 +02:00
Christoph Oelckers
f766e9a326
- New reverb container.
2020-09-27 20:53:18 +02:00
Christoph Oelckers
5828cad68d
- avoid killing timer precision when there's no time scale active.
...
# Conflicts:
# src/i_time.cpp
2020-09-27 20:53:16 +02:00
Sterling Parker
13f4636387
Add PlayerSpawned() event ( #1118 )
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* Add PlayerSpawned() event
* add playerspawned to DStaticEventHandler
* Define PlyerSpawned() correctly
# Conflicts:
# src/events.cpp
# src/events.h
# src/p_mobj.cpp
2020-09-27 20:53:14 +02:00
Christoph Oelckers
debd2efefa
- fixed: The IWAD record for Wadsmoosh was missing the IWAD default filename.
...
This made GAMEINFO fail to detect it.
2020-09-27 00:23:57 +02:00
Christoph Oelckers
de1302db7b
- transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed.
...
# Conflicts:
# src/g_game.cpp
2020-09-27 00:23:55 +02:00
Christoph Oelckers
7c7f3f04ae
- immediately abort loading a savegame if object deserialization fails.
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If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 21:50:20 +02:00
NY00123
1bed1a9c79
- updated copyright notice in cmake/FindSDL2.cmake.
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This is based on the update to FindSDL.cmake from commit 86578eccf2e82286248796bad1032cd0e3a5e1e2 in the CMake repository.
2020-09-26 21:50:19 +02:00
Christoph Oelckers
7d3abb8d41
- fixed: Artiflash is not translatable.
2020-09-26 21:50:17 +02:00
Christoph Oelckers
792f6afbeb
- let non-solid teleporting actors not actually telefrag.
...
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 21:50:15 +02:00
Player701
cf8dffce03
Fixed decals not appearing when firing at walls point-blank ( #1186 )
2020-09-22 20:02:26 +02:00
Player701
ee3ef788a5
Exported FLevelLocals::ChangeLevel to ZScript
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# Conflicts:
# wadsrc/static/zscript/base.zs
2020-09-21 00:38:11 +02:00
alexey.lysiuk
86452ed684
- fixed constant propagation for operator && in ZScript
...
https://forum.zdoom.org/viewtopic.php?t=69912
2020-09-20 11:03:16 +02:00
Player701
0eed9bf413
Fixed inability to achieve 100% kills in BTSX E2 MAP06
2020-09-20 11:03:13 +02:00
Rachael Alexanderson
4bfeb54be0
- add missing SPAC constants
2020-09-19 13:42:40 +02:00
vidaritos
a12073feaf
pass ScriptPosition down to color parser functions
2020-09-19 00:53:09 +02:00
drfrag
240a0d16f5
- Update SIGIL support.
2020-09-16 13:28:55 +02:00
Cacodemon345
aef7d59b87
Add FALLDAMAGE flag and add property to properly apply falling damage… ( #1153 )
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* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters
* Change name of propermonsterdamage property to propermonsterfallingdamage
# Conflicts:
# src/gamedata/g_mapinfo.h
# src/p_mobj.cpp
2020-09-16 13:28:21 +02:00
alexey.lysiuk
1334db68a4
- fixed setting of skill level via action special
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https://forum.zdoom.org/viewtopic.php?t=69858
2020-09-14 15:28:57 +02:00
drfrag
abd1d710cd
- Fixed -glversion 3 was not being promoted to 3.3.
2020-09-14 15:28:55 +02:00
Kyle Johnson
4915758586
Disallow sound to be played on destroyed actors
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It's possible for an actor to call Destroy() in a ZScript method (such
as Tick()) and then subsequently call A_StartSound() to play a sound.
Generally speaking this doesn't happen within a given class, but with a
class hierarchy, Destroy() may be called unbeknownst to a mod developer.
Even though checking bDestroyed is likely good practice, this ensures
that sounds won't be started on actors flagged for cleanup.
# Conflicts:
# src/sound/s_doomsound.cpp
2020-09-13 02:31:21 +02:00
AFADoomer
e018b324cb
Add string table lookup to SECRETS lump handling
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- If the hint text portion of a STRINGS lump entry begins with a '$', the value is treated as a string table lookup
Allows SECRETS strings to be translated via LANGUAGE lump. Reference: https://forum.zdoom.org/viewtopic.php?f=15&t=69827
# Conflicts:
# src/c_cmds.cpp
2020-09-11 12:15:01 +02:00
Rachael Alexanderson
8c2d89e1eb
- rename 'AlwaysCenterStatusBar' to 'FixUnityStatusBar', original name became a misnomer especially with updates that made it more specific in its use
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# Conflicts:
# src/gi.h
# wadsrc_extra/static/iwadinfo.txt
# Conflicts:
# src/gi.h
2020-09-09 12:38:02 +02:00
Rachael Alexanderson
1af7e9ac8e
- use unity status bar correcting for wadsmoosh
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# Conflicts:
# wadsrc_extra/static/iwadinfo.txt
2020-09-06 12:08:42 +02:00
Rachael Alexanderson
904926e778
- do unity data status bar correction only if stbar is in an iwad
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# Conflicts:
# src/d_main.cpp
# wadsrc_extra/static/iwadinfo.txt
2020-09-05 13:40:41 +02:00
drfrag
258d9dde25
- add support for the (as of now) newest version of the Unity re-releases
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# Conflicts:
# src/gi.h
# src/win32/i_steam.cpp
# wadsrc_extra/static/iwadinfo.txt
(with Rachael's flag and hacked JPL's fix)
# Conflicts:
# src/gi.h
2020-09-05 00:01:53 +02:00
Sterling Parker
e65d7b4aee
change BloodSmear2 decal to use correct graphic
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BloodSmear2 is an exact copypaste of BloodSmear1 despite the existence of the BSMEAR2 graphic.
2020-09-03 00:55:18 +02:00
drfrag
b6f9fd1e02
- Now disable the old random flag mostly for game-breaking generators.
2020-09-03 00:51:11 +02:00
Marisa Kirisame
0bc5bccb3b
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. ( #1169 )
2020-09-02 13:56:24 +02:00
Marisa Kirisame
0255ee7719
Add Pre/PostTeleport virtuals, for special handling of actor teleportation.
2020-09-02 13:56:22 +02:00
Alexander Kromm (m8f)
5f9e3522a7
autosave and make screenshot only if there is no other game actions ( #1126 )
...
In-game fix for this bug: https://forum.zdoom.org/viewtopic.php?f=43&t=59889&start=60#p1121698
because it may be also caused by other scripts or even manually.
2020-09-01 20:51:44 +02:00
3saster
a3d7029e2c
Removed some time specifiers that aren't standard and can crash GZDoom ( #1166 )
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A number of the specifiers were GNU extensions that aren't actually standard
2020-08-29 22:51:31 +02:00
drfrag
74cffeb84f
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop.
2020-08-29 17:57:24 +02:00
alexey.lysiuk
6b16b6a0c1
- fixed compilation warnings reported by MSVC
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src\common\audio\sound\s_sound.cpp(556,27): warning C4244: '=': conversion from 'double' to 'float', possible loss of data
src\scripting\vmthunks.cpp(2678,13): warning C4244: 'return': conversion from 'time_t' to 'int', possible loss of data
2020-08-29 15:43:21 +02:00
alexey.lysiuk
8755a5efc1
- fill array of objects with nulls on reserve
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When item of object array is reserved but not written, it contains random garbage that is treated as valid pointer by VM and GC
https://forum.zdoom.org/viewtopic.php?t=69703
2020-08-29 15:43:18 +02:00