Commit graph

16719 commits

Author SHA1 Message Date
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)
* 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
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
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
- 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
# 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
# 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
# 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
# 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
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)
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
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
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
alexey.lysiuk
6f3205174d - fixed getting state name with incomplete list of actor classes
https://forum.zdoom.org/viewtopic.php?t=69713
2020-08-29 11:50:18 +02:00
alexey.lysiuk
3ff3a5f846 - fixed compilation warnings introduced recently
src/console/c_cmds.cpp:690:11: warning: format string is not a string literal (potentially insecure) [-Wformat-security]
src/scripting/vmthunks.cpp:2698:21: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
2020-08-29 11:50:16 +02:00
3saster
26f2bfe3fd Implemented Clock Class (#977)
* Simplified some stuff, made up-to-date

* Dealt with DST problems

* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/alt_hud.zs
2020-08-28 17:20:28 +02:00
MajorCooke
4f522c0ac3 View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-28 13:47:22 +02:00
MajorCooke
62f3a1cf08 Added an optional extra float parameter to $pitchshift. (#1150)
- This allows for setting a randomized range for the pitch each time the sound is initialized.
# Conflicts:
#	src/sound/s_sound.cpp
2020-08-28 13:47:09 +02:00
MajorCooke
83f82afbc8 Optimized P_CheckPosition. (#1161)
- If the actor passed into the function has THRUACTORS, PIT_CheckThing won't be called anymore.
- Moved THRUACTORS check to just under the self clipping check in PIT_CheckThing.
2020-08-28 13:46:55 +02:00
alexey.lysiuk
cebca2d93d - do not report missing camera target if its TID is zero
This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS

https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-28 13:46:52 +02:00
Chronos Ouroboros
3ea75a7863 Fixed an incorrect abort message on out of bounds array access. 2020-08-28 13:46:48 +02:00
alexey.lysiuk
643cba776b - added initialization for line and sector portals
Resizing of portal arrays during serialization could lead to processing of junk data

https://forum.zdoom.org/viewtopic.php?t=67494

# Conflicts:
#	src/maploader/specials.cpp
#	src/portal.cpp

# Conflicts:
#	src/portal.h
2020-08-28 13:46:10 +02:00
alexey.lysiuk
36210acc28 - update floor/ceiling for inventory items after traveling
Inventory items had dangling floor and ceiling sector pointers after transition to a new level
This could cause random issues with serialization

https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-28 13:44:41 +02:00
Nash Muhandes
c2f220132d Allow conversation menu cursor graphic replacement. (#1134)
If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
# Conflicts:
#	wadsrc/static/zscript/ui/menu/conversationmenu.zs
2020-08-28 13:43:24 +02:00
Ed the Bat
83eeaac940 Optional override for SetSlot and ClearPlayerClasses
With this, a decade-long struggle can now be ended.

# Conflicts:
#	src/keysections.cpp
#	wadsrc/static/menudef.txt
2020-08-28 13:42:40 +02:00
drfrag
7416a1d49b - Disable compat_oldrandom for a few more PRNGs just in case. 2020-08-28 13:25:27 +02:00
drfrag
a020070bf0 - Add game load message. 2020-08-24 18:31:31 +02:00
drfrag
0a210ed7f0 - Disable chat for single player, controlled by the chat_self CVAR. 2020-08-24 17:59:51 +02:00
drfrag
a228edf64f - Disable the original Doom PRNG flag for a bunch of named generators. 2020-08-24 17:22:53 +02:00
drfrag
eeef1c2dad - Now base the old PRNG flag on Edward850's implementation but done in reverse.
Also disable it for some generators.
https://forum.zdoom.org/viewtopic.php?f=4&t=47546
2020-08-24 17:06:09 +02:00
drfrag
e002d61823 Revert "Ported the COMPATF2_OLD_RANDOM_GENERATOR compatibility flag from Zandronum".
It made demos and MP games desync.
2020-08-24 16:19:16 +02:00
drfrag
f9bd158211 - Ported the COMPATF2_OLD_RANDOM_GENERATOR compatibility flag from Zandronum and added it to the Doom (Strict) compatibility mode.
Added new compatflag "old random generator", controlled by the new CVAR compat_oldrandom. If this is enabled, the original Doom random table is used to generate random integers in [0,255], which should make for instance the SSG cause a little more damage.
2020-08-24 16:11:07 +02:00
alexey.lysiuk
479f421007 - fixed event processing in XMI reader
Event pointer was moved forward twice leaving arbitrary garbage data in the stream

https://forum.zdoom.org/viewtopic.php?t=69631
2020-08-22 13:07:43 +02:00
Chronos Ouroboros
0ea4e182c7 Fixed nested structs breaking the ZScript compiler under certain circumstances. 2020-08-15 19:02:58 +02:00
RockstarRaccoonAlt
2c3303e723 Fix obscure error in Animated Doors where the Actor can be NULL
This is a quick fix for an error in which Animated Doors crash the game by trying to check "actor->player" when "actor" itself is NULL.  Deleting the check entirely also worked, but I worried it might be there for some higher-level scripting reason.  This just puts in a check to make sure actor isn't NULL before checking actor->player, and keeps the behavior in that case the same.

I think this was happening because I had doors being opened by projectiles (like in Metroid) which were being despawned into NULL pointers when they hit the doors, as this was an issue when initially programming said doors..
2020-08-15 11:27:45 +02:00
MajorCooke
3d22c635f4 P_BounceActor now calls SpecialMissileHit before any other bouncing effects are processed. Return values are as such: (#1156)
- 1: The missile will continue moving through the actor, and it's down to the modder to handle bouncing.
- 0: The missile will explode.
- Any other value will process a bouncing actor as normally done in the engine.
2020-08-14 12:46:31 +02:00
Kevin Caccamo
4fac2e3ebc Fix the health bar on Strife status bar (#1080)
* 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
alexey.lysiuk
a4fe7b6de2 - fixed: UMAPINFO partime was multiplied by ticrate
https://www.doomworld.com/forum/post/2167749
2020-08-03 17:57:30 +02:00
Rachael Alexanderson
3197679114 - demote pwad defcvars error to a warning 2020-08-01 17:31:43 +02:00
Blue Shadow
2cc9c0bbde - fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.

# Conflicts:
#	wadsrc/static/zscript/actors/raven/minotaur.zs
2020-07-28 13:26:55 +02:00