Commit graph

3079 commits

Author SHA1 Message Date
Player701
d72d820bba - Exported AActor::Grind to ZScript. 2018-11-30 10:18:43 +01:00
Christoph Oelckers
2540c9ee8f - cleaned up the sound options menu.
There were still some leftover definitions from FMod and far too many things were at the top level. Anything non-essential has been moved to the "Advanced Sound Options" submenu and the pointless sound backend switch has been removed entirely.
2018-11-30 10:17:27 +01:00
Player701
bc280f67ac - Fixed textures on the two switches that rise from the floor in the eastern area of TNT MAP31 2018-11-28 15:37:46 +01:00
Alexander
aa6820737a fixed spelling (mostly comments) 2018-11-28 15:37:45 +01:00
Alexander
c223a671a6 add monster tags (Friendly Names) for Hexen 2018-11-25 12:25:46 +01:00
Lucy Phipps
3c834c269a tnt1a0 is not a png 2018-11-25 12:25:45 +01:00
alexey.lysiuk
4020159f91 - made ZRock4 solid like in vanilla Hexen
9164cc6e0f/INFO.C (L5731)
c0c1771e37/src/hexen/info.c (L5748)

https://forum.zdoom.org/viewtopic.php?t=62660
2018-11-24 12:47:18 +01:00
Marisa Kirisame
9022c98732 expose defaultbloodcolor to ZScript. 2018-11-24 00:18:24 +01:00
Christoph Oelckers
a9cc7e6fb9 - changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:47:21 +01:00
Christoph Oelckers
af3635dfd9 - corrected A_DropFire for real, using the SVE source as reference. 2018-11-16 21:33:16 +01:00
Christoph Oelckers
91b4024bf2 - fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH. 2018-11-16 21:33:14 +01:00
Major Cooke
57efd617fa Changed A_RaiseActor to just RaiseActor. 2018-11-16 21:17:53 +01:00
Major Cooke
a083eb6421 Added A_RaiseActor(Actor other, int flags = 0) 2018-11-16 21:17:51 +01:00
Major Cooke
24fdaf751c Added CanResurrect(Actor other, bool passive)
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-16 21:17:49 +01:00
Christoph Oelckers
4183615495 - added ZScript export for side_t::SetSpecialColor. 2018-11-16 21:17:45 +01:00
Christoph Oelckers
8368331481 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.

# Conflicts:
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/scene/hw_walls.cpp

# Conflicts:
#	src/gl/scene/gl_walls_draw.cpp
2018-11-16 21:16:15 +01:00
Major Cooke
be2d5ba9ec Added DMG_NO_ENHANCE for DamageMobj.
- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-12 22:04:17 +01:00
drfrag666
c2a3895bfe Revert "- add dithering to present shader"
This reverts commit 60ae0915b9.

This was extremely slow on intel, the dither matrix was recreated on every frame even when not used.
2018-11-12 11:11:28 +01:00
Major Cooke
b34bc0947e Added IsPointInMap(Vector3 p).
- Checks if a point is inside the map geometry or not.
2018-11-08 16:18:29 +01:00
Christoph Oelckers
eb47c8d4c2 - fixed typo with RNG name. 2018-11-08 00:18:08 +01:00
ZZYZX
7905a0e041 Exported destructible geometry to ZScript 2018-11-07 11:00:08 +01:00
ZZYZX
b581648d6f Destructible geometry - minor fixes and 3D floor support 2018-11-07 11:00:05 +01:00
Player701
4751181eb6 - Added a function to get the actor's age in ticks. 2018-11-05 01:38:37 +01:00
Player701
905146d87c - Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-05 01:38:35 +01:00
Cacodemon345
57e51debec Extend SKYEXPLODE flag for LineAttack 2018-11-03 21:52:25 +01:00
Christoph Oelckers
6daece72c9 - versioned the return mismatch check to demote it to a warning for older versions than 3.7.
# Conflicts:
#	wadsrc/static/zscript.txt
2018-11-02 13:31:10 +01:00
ZippeyKeys12
96fafa9c59 Export AllClasses 2018-11-02 13:07:12 +01:00
drfrag666
557380a769 - Added alpha parameter to DrawLine for the GL renderer, it's a fake parameter for the software renderer so mods don't crash. 2018-11-02 13:04:37 +01:00
Major Cooke
7eef13c859 Added VelIntercept.
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
  - targ: The actor the caller will aim at.
  - speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
  - aimpitch: If true, aims the pitch in the travelling direction. Default is true.
  - oldvel: If true, does not replace the velocity with the specified speed. Default is false.

- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 21:25:56 +01:00
ZZYZX
a40d717006 Fixed sector floor/ceiling actions not triggering in P_XYMovement 2018-11-01 21:08:53 +01:00
ZZYZX
d2f6834da6 Implemented loading/saving of line/sector health and health groups in savegames 2018-11-01 21:08:51 +01:00
ZZYZX
82a2bf3ac5 Single commit - destructible geometry feature
# Conflicts:
#	src/p_setup.cpp
2018-11-01 21:02:25 +01:00
Christoph Oelckers
7d53d0d8ed - removed bad 'return' in C_MidPrint definition. 2018-11-01 20:03:26 +01:00
Marrub
0f6f23350d Add "neutral" gender option and better obit formatting 2018-10-31 11:24:01 +01:00
Rachael Alexanderson
f2f357bed0 - change 'other' gender to 'robotic' for English 2018-10-30 13:05:54 +01:00
Christoph Oelckers
eca23badb8 - added a compatibility fix for Hacx's MAP05.
This is by no means perfect and looks different than what was originally intended, but at least this doesn't totally fail to render properly with the OpenGL renderer.

# Conflicts:
#	wadsrc/static/zscript/level_compatibility.txt
2018-10-21 20:57:40 +02:00
Rachael Alexanderson
35bf70456a - fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar. 2018-10-20 21:22:24 +02:00
Magnus Norddahl
ae532d88ee - fix distance attenuation for PBR materials 2018-10-17 09:36:01 +02:00
Erick Tenorio
c2784e4b6b - Visually align Doom 2 MAP04 crusher floors
Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 20:50:53 +02:00
Erick Tenorio
3b432a99e8 -Fixed many IWAD mapping errors
# Conflicts:
#	wadsrc/static/zscript/level_compatibility.txt
2018-10-14 12:10:56 +02:00
player701
3e0ed1c907 - Fixed indentation 2018-10-14 10:31:47 +02:00
player701
dcc2006c76 - Exported PickNewWeapon function from PlayerPawn to ZScript. 2018-10-14 10:31:46 +02:00
Erick Tenorio
3bb5608435 Fix missing enemies in HTP-RAW.WAD MAP22
Make 100% kills possible on MAP22 of Hell to Pay
2018-10-09 22:00:02 +02:00
Magnus Norddahl
770c676ac9 - add gl_dither for toggling dithered output on and off
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_stereo3d.cpp
#	src/hwrenderer/postprocessing/hw_presentshader.h
2018-10-09 21:57:14 +02:00
Rachael Alexanderson
5d7411dd56 - change 'halfstep' in the dither shader to a #define 2018-10-09 13:23:22 +02:00
Rachael Alexanderson
c784411b13 - expand the dither matrix from 4x4 to 8x8 2018-10-09 13:23:21 +02:00
Rachael Alexanderson
d5f71ad3ce - further math tweaks 2018-10-09 13:23:07 +02:00
Rachael Alexanderson
213b33de16 - fix up a bit of math on the dither shader 2018-10-09 13:22:54 +02:00
Magnus Norddahl
60ae0915b9 - add dithering to present shader 2018-10-09 13:22:31 +02:00
Rachael Alexanderson
787638ff5f - always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks
# Conflicts:
#	wadsrc/static/shaders/glsl/main.fp
2018-10-09 11:56:41 +02:00