Commit graph

16712 commits

Author SHA1 Message Date
Christoph Oelckers
70de6ff165 - added more contrast to the Cream font color.
This brightened the darkest colors to the point that all font looked totally washed out and devoid of any texture.
2020-07-10 14:58:54 +02:00
Rachael Alexanderson
de2d564c98 - change recent /0 fix to conform to UDMF specs
# Conflicts:
#	src/playsim/p_spec.cpp
2020-06-25 16:07:20 +02:00
Farkas Péter
ee94d3b627 Rename MAP31 and MAP32 back in Doom 2: Unity Edition (#1127) 2020-06-25 16:07:18 +02:00
drfrag
cf083f5b56 - Fixed division by zero when damageinterval was not specified from ZScript. 2020-06-25 14:02:29 +02:00
alexey.lysiuk
d3b5e952ba - fixed freeze with StartSlideshow called for undefined intermission
https://forum.zdoom.org/viewtopic.php?t=69079
2020-06-23 20:15:45 +02:00
drfrag
aad005c688 - Don't show the iwad selection box with -iwad. 2020-06-21 15:54:13 +02:00
drfrag
299cd93a3f - LZDoom 3.86. 2020-06-20 18:28:37 +02:00
alexey.lysiuk
da8c452795 - added mixin support to AST output 2020-06-20 16:25:35 +02:00
alexey.lysiuk
f2b1d45985 - fixed leaking full VM frames
https://forum.zdoom.org/viewtopic.php?t=69055
2020-06-20 10:48:32 +02:00
Cacodemon345
a0fee03209 Account for the NOTONAUTOMAP flag when using am_thingrenderstyles 2020-06-20 10:48:21 +02:00
drfrag
5e65a9d6b9 - Deleted old unused stuff. 2020-06-19 11:54:07 +02:00
Christoph Oelckers
cd74e70739 - fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-19 11:54:05 +02:00
Christoph Oelckers
8eb09a0099 - added missing target check to A_RadiusDamageSelf. 2020-06-19 11:54:03 +02:00
Christoph Oelckers
5ad11d7587 - let blastradius work without an effect actor. 2020-06-13 01:49:25 +02:00
Christoph Oelckers
7706dd65f9 - fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions. 2020-06-13 01:49:23 +02:00
drfrag
19183ba157 - Fixed: check for bad sidedefs was not taking into account unused ones.
# Conflicts:
#	src/p_setup.cpp
2020-06-12 19:28:21 +02:00
drfrag
fded4b3fdc - Fixed number of DrawTextureTags didn't match in ZScript. 2020-06-12 19:25:19 +02:00
drfrag
38a0e31ef4 - Delete hidden skill levels. 2020-06-11 11:22:55 +02:00
Christoph Oelckers
68d95befd4 - mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 13:54:09 +02:00
Christoph Oelckers
555dea3c8a - do not allow playing sounds during PlayerFinishLevel.
This gets called right before the level ends, any sound in here would play during the intermission or at the start of the next level.

# Conflicts:
#	src/sound/s_soundinternal.h
2020-06-09 23:29:26 +02:00
drfrag
d4dba5ed3f - Add fake missing DTA_Desaturate DrawTexture tag. 2020-06-09 19:41:28 +02:00
drfrag
796c25b056 - Add missing DrawTextureTags.
DTA_FlipY, DTA_SrcX, DTA_SrcY, DTA_SrcWidth and DTA_SrcHeight.
2020-06-09 18:42:52 +02:00
nashmuhandes
7d20e74603 Fixed wrong MINDEMOVERSION which was committed in 95f447927a 2020-06-08 15:50:37 +02:00
Kevin Caccamo
8081f6fcbe Fix Bag of Holding not increasing Firemace ammo capacity 2020-06-08 15:50:35 +02:00
drfrag
5cd3f66dd2 - Bumped ZScript version. 2020-06-08 14:44:15 +02:00
alexey.lysiuk
f30265849f - timidity++: better handling of soundfont terminal preset record 2020-06-08 14:42:24 +02:00
Marisa Kirisame
4ca8d538b3 Hotfix: LineTrace now reports the correct number of portal crossings. 2020-06-07 15:52:15 +02:00
alexey.lysiuk
a0758d6a92 - fixed incomplete disabling of number field menu option
https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:09:07 +02:00
alexey.lysiuk
c00dddea68 - tighten rules for action functions called from Decorate
FxVMFunctionCall (previously used to call action functions from Decorate) skipped self pointer compatibility checks

https://forum.zdoom.org/viewtopic.php?t=68678
2020-06-07 14:51:48 +02:00
Christoph Oelckers
100897b406 - fixed: The full dotted lump filter string was never used.
The code added all partial matches to the file system but not the full match.

# Conflicts:
#	src/resourcefiles/resourcefile.cpp
2020-06-07 14:35:29 +02:00
alexey.lysiuk
8c877cb36a - fixed (un)morphing of more than one actor from ACS
https://forum.zdoom.org/viewtopic.php?t=68847

# Conflicts:
#	src/p_acs.cpp
2020-06-07 14:35:19 +02:00
alexey.lysiuk
55bbc4a86b - fixed setup of JIT functions that require extra frame space
https://forum.zdoom.org/viewtopic.php?t=68816
2020-06-07 14:35:05 +02:00
Alexander Kromm
d28ba37af2 make various getter and pure-math methods clearscope, and where applicable, const
Original PR: https://github.com/coelckers/gzdoom/pull/532

Status of the original PR

1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen

2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen

3. C++ methods, to match ZScript:

- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen

# Conflicts:
#	src/actor.h
#	src/actorinlines.h
2020-06-07 14:34:48 +02:00
Christoph Oelckers
90476761a4 - manually merged PR for kill count in Requiem MAP23. 2020-06-07 14:34:26 +02:00
Christoph Oelckers
0a5919aa02 - there is no mace ammo in the bag of holding. 2020-06-07 14:34:23 +02:00
Christoph Oelckers
3106b46481 - advanced coordinate control for overlays over DTA_Fullscreen images.
Manually merged, there were severe conflicts.

# Conflicts:
#	src/textures/textures.h
#	src/v_draw.cpp
#	src/v_video.h
2020-06-07 14:15:59 +02:00
Christoph Oelckers
ebc4e2215f - fixed: the last frame of the intermission screen wasn't rendered. 2020-06-07 13:28:14 +02:00
Christoph Oelckers
bbceaa1fcb - added limited support for replacing the intermission backgrounds in Doom 1 with widescreen images.
Due to how the placement works here, it is only usable with fullscreenautoaspect mode 3.

# Conflicts:
#	src/wi_stuff.cpp
2020-06-07 13:28:12 +02:00
Christoph Oelckers
96cd602de1 - added a compatibility option for a bad teleporter in the final Strife map. 2020-06-07 13:28:10 +02:00
Christoph Oelckers
17add7f47f - don't let CHANF_AUTO hijack other channels.
With CHANF_OVERLAP this isn't needed anymore - any sound started on CHAN_AUTO can actually play on this channel with overlap implicitly allowed.
This has the added advantage that these sounds can be reliably accessed with other function by using CHAN_AUTO.

# Conflicts:
#	src/v_2ddrawer.cpp
2020-06-07 13:27:02 +02:00
Christoph Oelckers
af10281799 - fixed some double to float conversion warnings. 2020-06-04 10:50:36 +02:00
Christoph Oelckers
f0fa3b3d27 - Strife dynamic light tweaks by ReaperAA. 2020-06-04 01:52:32 +02:00
Christoph Oelckers
8ec5a4616b - fixed: vertically mirrored textures should not be subjected to empty space optimizations because the algorithm cannot deal with the inverted case.
# Conflicts:
#	src/gl/scene/gl_wall.h
2020-06-04 01:52:21 +02:00
Christoph Oelckers
30327ffa4f - fixed: the 3D floor processing code in the renderer did not restore the render style after finishing.
Normally this won't be noticable, the only exception is if the last processed 3D floor had additive translucency and colored fog - this case is special because for additive rendering the fog color needs to be disabled.

# Conflicts:
#	src/gl/scene/gl_walls.cpp
2020-06-04 01:46:14 +02:00
Edoardo Prezioso
09fbbfb1c6 - Fixed OpenAL regression with looping sounds with playing length 0.
If such case occurs, the starttime parameter passed to the sound functions is ignored and truncated to 0.
2020-06-03 17:08:47 +02:00
drfrag
61e198f83d - Missing string for Brazilian Portuguese (Daniel). 2020-06-03 14:50:53 +02:00
drfrag
a695d6ee34 - Change default key bindings: add arrow keys to the left-handed preset and set mouse3 to activate items for the modern presets. 2020-06-03 12:21:01 +02:00
Christoph Oelckers
55390b2403 - fixed floorclipping checks for 3D floors.
Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
2020-06-03 11:23:30 +02:00
Christoph Oelckers
b43d87c4cd - reject all 0-special lines for activation.
This is to ensure consistency between all callers of this function.
2020-06-03 00:07:25 +02:00
Christoph Oelckers
d8db13a539 - use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
This was apparently overlooked when refactoring the damage system 4 years ago.
2020-06-03 00:07:23 +02:00