Commit graph

6954 commits

Author SHA1 Message Date
Christoph Oelckers
371225858d Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-26 11:40:32 +01:00
Christoph Oelckers
4f0cfa29b4 - missed a '!'. 2016-01-26 10:50:31 +01:00
Christoph Oelckers
623276f5a6 - fixed: All access to weapon info in DECORATE functions should be restricted to when they get called from an actual weapon, not from a CustomInventory item.
Issues this fixes:

 * all original Doom attack functions unconditionally altered the flash state.
 * A_FireOldBFG, A_RailAttack and A_Blast never checked for a valid ReadyWeapon.
 * CustomInventory items could deplete an unrelated weapon's ammo.
2016-01-26 09:43:47 +01:00
Randy Heit
9f8dee45c4 Fixed: 0 was accidentally not allowed as transparent for grayscale
- I don't know what I was thinking when I wrote that.
2016-01-25 21:44:08 -06:00
Randy Heit
450b6de384 cRGBT::A should return 255, not 1. Whoops. 2016-01-25 21:31:21 -06:00
Randy Heit
0fc40cff0a Fix some rare PNG tRNS chunk cases
- For grayscale images drawn with the paletted renderer, the value here
  was treated as always full range [0,65535]. The max value is actually
  determined by the bit depth.
- For RGB images drawn with the paletted renderer, the tRNS chunk was
  ignored.
- For grayscale images drawn with the RGB renderer, having a tRNS chunk
  present resulted in undefined behavior.
- For RGB images drawn with the RGB renderer, the tRNS chunk was ignored.
2016-01-25 21:23:53 -06:00
Randy Heit
61d033328b Don't show "exited the level" messages after the level has exited 2016-01-25 20:18:33 -06:00
Randy Heit
774c136532 Fixed: Player.FallingScreamSpeed used minz as the maxz as well 2016-01-25 18:55:05 -06:00
Christoph Oelckers
29c38b23f3 - last commit was missing actionspecials.h. 2016-01-26 00:39:25 +01:00
coelckers
655c6fc08e Merge pull request #509 from MajorCooke/sizefix
Particles size 65535
2016-01-25 22:55:42 +01:00
MajorCooke
0be09f54bd Particles can now scale up to 65535. 2016-01-25 15:44:11 -06:00
Christoph Oelckers
316389c7f9 - fixed: Ceiling_LowerByValue(Times8) were missing the 'crush' parameter.
- fixed typo in 5 minute door sector type (it used FRACUNIT instead of TICRATE.)
2016-01-25 21:27:19 +01:00
Christoph Oelckers
d8d4679471 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-25 21:13:04 +01:00
Christoph Oelckers
cf43eb6c6d - limit particle size to 127 2016-01-25 21:08:09 +01:00
Christoph Oelckers
73ee500bea Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-25 18:58:42 +01:00
Christoph Oelckers
cef2cf4e6d fixed parameter count for Sector_SetDamage. 2016-01-25 18:58:23 +01:00
Christoph Oelckers
7b5a77a8d8 - added various action specials and parameter extensions defined by Eternity Engine.
The reason for defining them is to be able to fill out the Eternity translation table for GZDoom's Extradata parser.
Most of the new specials are mere specializations of ZDoom's Generic_* functions and occupy positions above 255 to avoid filling up the last remaining free slots available for Hexen format maps.
Allowing action specials greater than 255 required a few changes:
 * all access to action specials is now through a small set of access functions.
 * Two new PCodes were added to ACC to handle these new specials from scripts.
 * a minor change to the network protocol, so netgame  and demo version numbers were bumped.
 * FS_Execute is now properly defined in p_lnspec.cpp.
Two of the newly added specials - generalizations of the special 'close Door in 30 seconds' and 'raise door in 5 minutes' sector types, will also be available to Hexen format maps. The rest are limited to use in ACS, UDMF and DECORATE.
This also adds 'change' and 'crush' parameters to most Floor_* and Ceiling_* specials, again to match Eternity's feature set.
2016-01-25 18:49:56 +01:00
MajorCooke
ced35e98fb Remove needless check. 2016-01-25 10:07:00 -06:00
Braden Obrzut
4d225e7a00 - Fixed: Mac GCC errors due to not recognizing the newly disabled warnings. 2016-01-24 23:03:59 -05:00
coelckers
3c790a80eb Merge pull request #508 from ChillyDoom/wi_stuff-common-code
- Removed duplicate autoskip code.
2016-01-24 16:54:51 +01:00
Chris
1721d70212 - Removed duplicate autoskip code. 2016-01-24 14:44:47 +00:00
coelckers
f0305572f5 Merge pull request #507 from alexey-lysiuk/fix_iokit_uninitialized
Fixed uninitialized variable in IOKit controller handler
2016-01-24 14:26:41 +01:00
alexey.lysiuk
4b210a839a Fixed uninitialized variable in IOKit controller handler 2016-01-24 14:43:55 +02:00
Christoph Oelckers
be3b84e751 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-24 11:50:54 +01:00
Christoph Oelckers
67f644c898 - fixed inverted NULL pointer check in A_SetAngle.
- let COPY_AAPTR check the most common case AAPTR_DEFAULT first instead of running through all the other cases for it.
2016-01-24 11:50:21 +01:00
Braden Obrzut
fd4440cfe4 - Fixed: Intermissions with no screens (such as EndTitle) would result in a double wipe. 2016-01-23 23:34:07 -05:00
Braden Obrzut
fc15be8689 - Improved DrawSwitchableImage keyslot condition to include key species.
- Fixed: currentpos command would crash if not in game.
2016-01-23 22:24:12 -05:00
Braden Obrzut
5abacf0b2f - Fixed: Uninitialized variable on DrawSelectedInventory. 2016-01-23 21:40:19 -05:00
Braden Obrzut
20f7f524ca - Don't link against sndfile and mpg123 if not compiling with OpenAL support. 2016-01-23 20:09:39 -05:00
Braden Obrzut
88a616da75 - Removed what appears to be a debug breakpoint.
- Cleared some GCC and Clang warnings. Mostly static analysis false positives, but one of them generated a pretty massive warning in a release build.
- Use -Wno-unused-result since I doubt we're going to address those unless they actually prove to be a problem (and they only appear in release builds).
2016-01-23 19:36:13 -05:00
Christoph Oelckers
0dabaca7df - added some range checks to PgUp(PgDown code for option menus. 2016-01-23 21:23:02 +01:00
Christoph Oelckers
c4377b7039 - removed the implicit fixedvec -> TVector conversions because they caused too many problems. Also reviewed all uses of these and made the necessary adjustments. Problems were present in P_SpawnMissileXYZ and P_Thing_Projectile.
- replaced some single precision float math with doubles.
2016-01-23 20:44:33 +01:00
Christoph Oelckers
f860a344cc Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-23 17:50:01 +01:00
Christoph Oelckers
5c8fd4750f - fixed: FInterpolator::DoInterpolations did not handle terminated interpolations properly. 2016-01-23 17:00:24 +01:00
Randy Heit
c63f65d441 Merge remote-tracking branch 'origin/master' into scripting
Conflicts:
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
2016-01-22 20:53:27 -06:00
Eevee (Lexy Munroe)
24f6f1297a Use ZatPoint(actor) 2016-01-22 16:38:29 -08:00
Eevee (Lexy Munroe)
3e28b195ce Fix a couple old uses of actor->x and friends 2016-01-22 16:35:43 -08:00
Eevee (Lexy Munroe)
85a82bc6e8 Fix minor typo in comments 2016-01-22 16:35:43 -08:00
Eevee (Lexy Munroe)
c08d865b1b Extend CheckActor*Texture to look at any non-solid floor
Upon deep and personal reflection, I realize this is more consistent
with the TERRAIN change I made.
2016-01-22 16:35:43 -08:00
Eevee (Lexy Munroe)
1ab9d15481 Make CheckActor*Texture also consider swimmable 3D floors
An actor standing within a swimmable floor whose ceiling texture is X
and on a solid floor whose texture is Y will now be reported as standing
on both.
2016-01-22 16:35:43 -08:00
Christoph Oelckers
6691358b0a Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-22 19:15:24 +01:00
coelckers
81b3f48792 Merge pull request #504 from MajorCooke/floorprojectiles
Projectiles Under Floor Fix
2016-01-22 19:02:12 +01:00
MajorCooke
88f96950b5 Projectiles should set their z to floor, not add it. 2016-01-22 11:47:41 -06:00
Christoph Oelckers
da6fe6cad6 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-22 18:24:36 +01:00
Christoph Oelckers
f4f7bd5d34 - fixed a double/fixed_t mixup in P_SeekerMissile 2016-01-22 18:24:15 +01:00
coelckers
8a9df31db9 Merge pull request #501 from Edward850/MF5_NOINTERACTION-velz-fix
Fixed cmf_aimdirection doubling up the spawn Z
2016-01-22 12:32:08 +01:00
Christoph Oelckers
01aaef1528 - fixed: The P_DamageMobj call for damaging sectors should be skipped completely if godmode is on, so that instant damage sectors don't kill an invulnerable player. 2016-01-22 12:16:17 +01:00
Edward Richardson
2034f4e49f Fixed cmf_aimdirection doubling up the spawn Z 2016-01-22 23:06:09 +13:00
coelckers
da57f1e632 Merge pull request #500 from Edward850/MF5_NOINTERACTION-velz-fix
Fixed Z-Velocity movement for MF5_NOINTERACTION
2016-01-22 10:41:26 +01:00
Edward Richardson
2dff9a743c Fixed Z-Velocity movement for MF5_NOINTERACTION 2016-01-22 22:26:21 +13:00