Commit graph

3132 commits

Author SHA1 Message Date
Christoph Oelckers
45f83636e9 - restored the old A_Jump prototype because DECORATE needs this to parse the arguments. 2019-04-15 15:48:34 +02:00
Christoph Oelckers
9456c877d4 - deconstruct A_Jump with multiple labels into A_Jump(chance, RandomPick(label1, label2, label3,...)) to remove this ugly special case from the VM calling convention.
This also adds the number of available choices to OP_IJMP.
2019-04-15 15:48:27 +02:00
Christoph Oelckers
7fe33d336c Avoid using argument count for any kind of decision making in native VM functions.
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.

# Conflicts:
#	src/r_data/r_sections.h
2019-04-15 14:37:28 +02:00
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
Erick Tenorio
1b97ba198b Fixes for Wraith Corporation WADs 2018-10-09 11:53:59 +02:00
Christoph Oelckers
1e48f240e0 - fixed potential null pointer access in Hexen's spike code. 2018-10-07 21:21:07 +02:00
Magnus Norddahl
811bd578cd - fix artifact in PCF filter when the texture coordinate wraps 2018-10-05 22:25:11 +02:00
Magnus Norddahl
33180fd4e8 - remove shadow acne from PCF shadowmap filter and add three quality levels 2018-10-05 10:20:02 +02:00
Vitaly Novichkov
72affb2c2e Upgrade libADLMIDI and libOPNMIDI
Added full-panning stereo, improvement of channel management, and many other things.

Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.

ADLMIDI 1.4.0   2018-10-01
 * Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for GS way of custom drum channels (through SysEx events)
 * Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
 * Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
 * Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
 * Fixed correctness of CMF files playing
 * Fixed unnecessary overuse of chip channels by blank notes
 * Added API to disable specific MIDI tracks or play one of MIDI tracks solo
 * Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
 * Added working implementation of TMB's velocity offset
 * Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54) for a work!)
 * Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip

OPNMIDI 1.4.0   2018-10-01
 * Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for GS way of custom drum channels (through SysEx events)
 * Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
 * Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
 * Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
 * Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
 * Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
 * Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
 * Added support for full-panning stereo option

ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.

# Conflicts:
#	src/sound/mididevices/music_adlmidi_mididevice.cpp
#	src/sound/mididevices/music_opnmidi_mididevice.cpp
#	wadsrc/static/menudef.txt
2018-10-04 20:25:02 +02:00
Marisa Kirisame
5877c0248d Exports various resurrection-related functions to ZScript. 2018-10-04 19:30:39 +02:00
Magnus Norddahl
8997d5effb - fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu 2018-10-04 19:27:20 +02:00
Magnus Norddahl
7124ba8216 - add some comments to shadowmap.fp 2018-10-04 19:24:22 +02:00
Magnus Norddahl
9ad56a9f66 - fix diagonal linear shadow map artifact 2018-10-04 19:24:12 +02:00
Christoph Oelckers
24d09fe56a - some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
# Conflicts:
#	src/gl/system/gl_cvars.h
#	src/gl/system/gl_menu.cpp
2018-10-04 19:19:56 +02:00
Christoph Oelckers
62c11cd1a5 - add new option to menu 2018-10-04 19:09:48 +02:00
drfrag666
58b7967eea - enabled the linear shadowmap filter.
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
(refactored patch by Graf)
2018-10-04 19:08:49 +02:00
Rachael Alexanderson
f06501da22 - implement normalNx scaling
# Conflicts:
#	wadsrc/static/menudef.txt
2018-09-29 21:26:54 +02:00
Magnus Norddahl
f9f81cdb32 - clamp the software light to never get brighter than the initial light level 2018-09-23 21:00:51 +02:00
Marisa Kirisame
9028bbd473 Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory. 2018-09-17 01:18:51 +02:00
Major Cooke
78d4a87cd1 Added DMG_EXPLOSION flag.
- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 20:41:17 +02:00
ZippeyKeys12
c0cb8659b7 Make StatusScreen::End virtual
https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 20:33:14 +02:00
ZippeyKeys12
b26aad2741 Add NewGame to EventHandler
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 20:33:13 +02:00
Christoph Oelckers
f557fa4296 - fixed incorrect trigger types in compatibility setter.
These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-04 01:30:14 +02:00
drfrag666
a2674eb4cf - Added fake DrawThickLine action function so mods using it don't crash. DrawLine will be called instead. 2018-09-02 00:29:11 +02:00
Rachael Alexanderson
a1b6d6a280 - update french language translation from Tapwave 2018-09-01 11:13:53 +02:00
Rachael Alexanderson
94696c1c70 - add menu sliders for vr_ipd and vr_screendist 2018-08-30 11:02:09 +02:00
Christoph Oelckers
80da2e74c5 - removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now. 2018-08-26 13:51:30 +02:00
Christoph Oelckers
23f2d9aaa0 - renamed RIndexOf to RightIndexOf 2018-08-26 13:51:28 +02:00
Kevin Caccamo
b57d2f11f3 Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.

Deprecate the LastIndexOf method of StringStruct
2018-08-26 13:51:27 +02:00
argv-minus-one
66933d6b91 Add ZScript method LevelLocals.SphericalCoords.
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-22 12:14:19 +02:00
Magnus Norddahl
9c74c9629a - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/textures/hw_material.cpp
#	src/r_data/gldefs.cpp
#	wadsrc/static/shaders/glsl/main.fp
2018-08-20 01:22:34 +02:00
Marisa Kirisame
ab56666219 Add "IsFinal" parameter for CheckReplacement.
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-18 00:52:34 +02:00
Marisa Kirisame
5095ee28f1 Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-18 00:52:32 +02:00
argv-minus-one
98db61dc74 Make various getter and pure-math Actor methods clearscope.
These methods do not examine or change playsim state. They only perform math or look at class metadata.

Methods changed are:

• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
2018-08-14 23:48:42 +02:00
drfrag666
285791622d Revert "- update xBRZ upscaler to version 1.6"
This reverts commit 6dd17b4ef0.

This broke compilation with TDM-GCC 5.1. While it has problems i still use it for convenience, also no more win98.
2018-08-12 11:36:58 +02:00
drfrag666
edb34184ff - Removed 5x and 6x xBRZ modes from the menu since they require a lot of video memory. They crash on my 1 GB amd card at least with MinGW-w64. 2018-08-12 11:21:25 +02:00
alexey.lysiuk
16126a569b - added a warning for texture upscaling modes 2018-08-10 21:16:10 +02:00
alexey.lysiuk
aa4cb300da - added 5x and 6x upscaling with xBRZ 2018-08-10 21:16:09 +02:00
alexey.lysiuk
41865d44e1 - localized names for xBRZ scaling modes 2018-08-10 21:16:08 +02:00
Christoph Oelckers
01109897b0 - replaced gl_PatchMenu with an MMX 'ifoption' check.
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
2018-08-10 20:47:06 +02:00
Christoph Oelckers
403a99915f Revert "Add RenderStyle API"
This reverts commit 8c7d3b6ab8.

With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:46:33 +02:00
Marisa Kirisame
1689203e35 Additional blocking-related flags for Actor.LineTrace() 2018-08-05 19:48:58 +02:00
Zombie
de0a4f8664 Add RenderStyle API 2018-08-05 19:41:55 +02:00
drfrag666
ad4cf1a41b - Update ZScript version. 2018-07-30 02:03:53 +02:00
Christoph Oelckers
f48b2d8b71 - fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.

# Conflicts:
#	src/p_interaction.cpp
2018-07-29 19:30:28 +02:00
Christoph Oelckers
e09ed1026c - fixed: The BossCube must account for its target being gone. 2018-07-27 10:03:13 +02:00
Rachael Alexanderson
9b26fba11b - implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-22 12:46:57 +02:00
Christoph Oelckers
8420459aa0 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.

(cherry picked from commit 7a692b1557)

# Conflicts:
#	src/v_2ddrawer.cpp
#	src/v_video.h
#	wadsrc/static/zscript/base.txt
2018-07-16 01:44:04 +02:00
drfrag666
1f5da940ca - Added dummy 2D shape drawer so scripts using it won't make the engine crash. 2018-07-15 11:22:26 +02:00
Erick Tenorio
0b4d8d7a8e TNT.WAD fixes
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.

(cherry picked from commit dfe635dd4a)
2018-07-13 01:12:24 +02:00
argv-minus-one
0d9685f25c Move RandomSpawner's random selection logic into a virtual method.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).

(cherry picked from commit ce1aa7e962)
2018-07-09 20:51:06 +02:00