Commit graph

13847 commits

Author SHA1 Message Date
alexey.lysiuk
711471e9dd Fixed potential crash during state validation
https://forum.zdoom.org/viewtopic.php?t=57116

The problem was caused by missing state label in conjunction with incomplete class

actor A : ArmorBonus
{
    Inventory.ForbiddenTo "Missing"
}

actor B : Pistol
{
    states
    {
        TNT1 A 0
        Loop
    }
}
2018-03-01 11:08:38 +02:00
InsanityBringer
bba3027d37 Add option to use Rotation-Center for an actor's normal pitch/angle/roll rotation. 2018-03-01 08:43:59 +01:00
Christoph Oelckers
6e8dbb590d - fixed: PowerMorph.EndEffect should not tinker around with morph duration.
There was a clear attempt here to let the item keep control of the remaining morph time, but since the item would have gotten destroyed right afterward it just shot itself in the foot badly by doing so.
Just leaving the remaining work to the main unmorphing check in the PlayerThink code by doing nothing will avoid the bad situation where a player gets stuck in its morphed form.
2018-02-28 20:15:44 +01:00
Christoph Oelckers
3a3cd87ce0 - perform the stepping adjustment for FastProjectiles in 3D.
Not checking the z-Axis means that they might pass through 3D floors without noticing at steep angles and very high speeds.
2018-02-28 18:26:25 +01:00
Christoph Oelckers
425f1408f7 - fixed skip_super application fro ZScript.
The order of processing is different here so when the property gets parsed there are no states to delete.
To fix this the property just flags the class and lets the ZScript state compiler deal with this as needed.
2018-02-28 18:10:04 +01:00
alexey.lysiuk
56df88c792 Use 64-bit fixed point for node builder's vertex map
https://forum.zdoom.org/viewtopic.php?t=59368
2018-02-28 16:36:14 +01:00
Christoph Oelckers
e70250425a - fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered.
For polyobjects these two are not identical.
2018-02-28 13:15:04 +01:00
Christoph Oelckers
910a3062c7 - fixed some problems with the stepping up through a portal logic:
* this has to be disabled for missiles which should explode instead of stepping up.
* interpolation adjustment was not correct
* it could crash because the target portal group could be retrieved from a non-portal sector.
2018-02-28 10:12:10 +01:00
Christoph Oelckers
e55bbd7ba3 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-02-28 09:46:59 +01:00
Christoph Oelckers
4ccbc4ea9e - Send a GM reset SYSEX event when music playback is started. 2018-02-28 09:46:28 +01:00
Major Cooke
7ac8b496f1 Added Distance(2/3)DSquared functions. 2018-02-28 09:28:11 +01:00
Christoph Oelckers
af14609de7 - don't skip empty arrays which are themselves array elements in the ZScript serializer. 2018-02-27 15:42:22 +01:00
Christoph Oelckers
aaaf9aa108 Added 'TeleportSpecial' as an alias for 'Teleport' in ZScript to deconflict from the Actor.Teleport function. 2018-02-27 12:44:00 +01:00
Christoph Oelckers
d873ae75ab - silence all error messages in the state map parser for DEHSUPP when re-reading the data.
The state map will just be skipped and the parser only needs to run to get over the data.
However, due to changes from a previous patch the data cannot be validated so aside from not using the data it may also not abort on errors.
2018-02-27 11:34:44 +01:00
Christoph Oelckers
f3deaf54c6 - added light definition for megasphere. 2018-02-27 11:16:28 +01:00
Christoph Oelckers
fd27b22857 - use iswspace to classify whitespace in V_BreakLines.
isspace does not work because it is limited to 8-bit character sets.
2018-02-27 11:10:47 +01:00
Christoph Oelckers
883a6ffe3a - added an inventory check to A_KeenDie so that it still works if a patch repurposes a pickup item that may end up in the player's inventory. 2018-02-27 10:40:43 +01:00
Christoph Oelckers
9a8e724761 - added a compatibility setting for Perdition's Gate MAP31 which was having render issues with an unsupported vanilla effect. 2018-02-27 09:53:15 +01:00
Rachael Alexanderson
07f168a58b - additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup 2018-02-24 16:04:20 -05:00
alexey.lysiuk
fb1f8a6045 Restored ACS_NamedExecuteWithResult for DECORATE
https://forum.zdoom.org/viewtopic.php?t=59250
2018-02-24 22:03:23 +02:00
alexey.lysiuk
3436b80232 Added SHARE_DIR search path back
https://github.com/coelckers/gzdoom/pull/377#issuecomment-368235506
2018-02-24 17:50:13 +02:00
alexey.lysiuk
76ff1adb28 Disabled reverb editor's test environment by default
https://forum.zdoom.org/viewtopic.php?t=59583
2018-02-24 17:46:04 +02:00
alexey.lysiuk
1679065a5d Exposed Actor.ACS_ScriptCall() function
This method can be used with arbitrary actor object like thing.ACS_ScriptCall("script")
CallACS() and ACS_NamedExecuteWithResult() intrinsics work only within self actor context
2018-02-24 16:23:55 +02:00
alexey.lysiuk
12eb760ff4 Do not abort if Korax target destroyed before attack begins
https://forum.zdoom.org/viewtopic.php?t=59551
2018-02-22 16:52:45 +02:00
Christoph Oelckers
9bf11155eb Ignore .DS_Store for macOS 2018-02-22 08:40:32 +01:00
alexey.lysiuk
74357ced0c Fixed read of potentially junk values in ZScript parser
The following ill-formed ZScript code might crash targets with sizeof(int) != sizeof(void*) like 64-bit Intel
class test { void func() { if (true) ( return; ) } }
2018-02-21 16:26:04 +02:00
Rachael Alexanderson
420602e154 - check for deathmatch starts before forcing an unfriendly player to use them. 2018-02-20 05:35:40 -05:00
alexey.lysiuk
ff897997d6 Fixed hang when TiMidity++ executable failed to launch
https://forum.zdoom.org/viewtopic.php?t=59539
2018-02-20 12:20:18 +02:00
Rachael Alexanderson
117b796c6b - fixed: Phobia: The Age (or any mod with DEHACKED overriding player bits) overwrote the player's Friendly flag 2018-02-20 04:45:15 -05:00
alexey.lysiuk
1bcbdf9fd1 Added CHAN_LOOP to ZScript ESoundFlags enum
https://forum.zdoom.org/viewtopic.php?t=59417
2018-02-20 10:51:12 +02:00
alexey.lysiuk
a3236aa7ef Set target for blood actor with PUFFGETSOWNER flag spawned by crusher
https://forum.zdoom.org/viewtopic.php?t=59447
2018-02-19 16:57:52 +02:00
alexey.lysiuk
05538f2de8 Fixed compilation warnings reported by MSVC
src\sound\musicformats\music_libsndfile.cpp(119): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
src\sound\musicformats\music_libsndfile.cpp(139): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
src\sound\musicformats\music_libsndfile.cpp(145): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
src\sound\musicformats\music_libsndfile.cpp(167): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\musicformats\music_libsndfile.cpp(178): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
src\sound\musicformats\music_libsndfile.cpp(240): warning C4267: 'argument': conversion from 'size_t' to 'long', possible loss of data
2018-02-19 12:28:24 +02:00
alexey.lysiuk
1e41c042d4 Fixed codegen crash with non-numeric random seed
The following code crashed ZScript code generator if my_seed is not convertible to numeric type
SetRandomSeed[my_random_id](my_seed);
2018-02-19 11:46:36 +02:00
Christoph Oelckers
6a02eaa595 - second part of texture fix. 2018-02-15 18:40:23 +01:00
Christoph Oelckers
ef55386d9f - let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed. 2018-02-15 17:56:04 +01:00
Christoph Oelckers
80a0d15bc7
The fallback path in DepleteAmmo was calling the wrong function 2018-02-12 21:06:38 +01:00
Chris Robinson
e566cb9184 Properly parse FLAC and Ogg Vorbis files for their comments 2018-02-12 17:33:20 +01:00
alexey.lysiuk
61979f63c1 Removed last remnants of PowerPC Mac support 2018-02-11 16:35:34 +02:00
Marrub
66d15dc215 Make the ACS string pool reserve more strings
Due to only reserving a single new string when growing the string pool, any ACS code that generates lots of strings will eventually cause massive amounts of lag, to the point where ACSStringPool takes up *most of the execution time*. The proposed change fixes this issue.
2018-02-10 20:18:26 +01:00
Rachael Alexanderson
5dd98669e4 - FreeBSD compile fix 2018-02-10 07:56:33 -05:00
Magnus Norddahl
7cbe8669b6 - fix decals not getting lit by lights not having a target while still having the LF_DONTLIGHTSELF flag
- fix decal light not being calculated from the center of the decal
2018-02-10 00:06:47 +01:00
alexey.lysiuk
ed23008069 Fixed crash in stereoscopic modes caused by camera without player
https://forum.zdoom.org/viewtopic.php?t=55039&start=381#p1039251
2018-02-07 11:37:02 +02:00
alexey.lysiuk
18ad975c7a Added compatibility entry for Ultimate Simplicity MAP11
This eliminates potential blocker in level progression
2018-02-04 17:42:39 +02:00
Rachael Alexanderson
32287511e2 - change type 9854 to SpotLightFlickerRandomAttitive since its old definition was just a duplicate of another one. 2018-02-04 04:11:02 -05:00
ZZYZX
ef867c3415 Fixed arg0str for dynamic light actors 2018-02-04 03:37:41 -05:00
Christoph Oelckers
364ce773e3 - Update to UDMF spec. 2018-02-04 08:49:41 +01:00
alexey.lysiuk
af7648a151 Made PlayerRespawn skill definition consistent
Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
alexey.lysiuk
d5bc0a1fa9 Uniform way to guard ACS stack and variables
ACS VM stack and map/world/global variables arrays are now checked for out of bounds access
2018-02-03 14:39:01 +02:00
alexey.lysiuk
0f62cd67a5 Added compatibility entry for Ultimate Simplicity MAP04
Now it's possible to get 100% kills on lower skill levels
2018-02-03 13:24:54 +02:00
alexey.lysiuk
9a9c90a504 Fixed crash on exit caused by undefined class
Referenced but undefined optional class does not abort loading with fatal error
For example, incorrect MorphProjectile's PlayerClass or MonsterClass caused crash during shutdown
2018-01-31 18:40:48 +02:00