Commit graph

16662 commits

Author SHA1 Message Date
Wohlstand
7d2a670d6e Updated default xg.wopn bank 2020-10-04 12:50:30 +02:00
Vitaly Novichkov
daf6321dbc ADLMIDI: Set the different gain per volume model
Different volume models were means louder or quiter sounding of the rest of notes in the song. And to avoid the mess between volume models, let's use different gain factor for each volume model?
2020-10-04 12:50:28 +02:00
Wohlstand
d4bd1a369f ADL & OPN: Added SysEx calls
They are supported by those engines and needed for XG and GS specific controls: GS custom drums are working and supported!
2020-10-04 12:50:26 +02:00
Wohlstand
3b37bcf684 ADLMIDI: Don't even try to load custom bank if disabled 2020-10-04 12:50:24 +02:00
Wohlstand
a574025373 OPNMIDI: Fixed an inability to load a custom bank 2020-10-04 12:50:22 +02:00
Wohlstand
b00f8c5431 ADL & OPN MIDI: Fixed some MSVC warnings 2020-10-04 12:50:20 +02:00
Wohlstand
0458a02d9f OPNMIDI: Try to remive the unistd header at PMDWin emulator
Seems it doesn't required here...
2020-10-04 12:50:18 +02:00
Wohlstand
115388800f Use the "Auto" volume model by default at libADLMIDI
After a small set of tests, it's fine to use the "AUTO" volume model by default.
Every embedded bank and every WOPL file has a setting of a volume model that matches to the behavior of the original OPL2/3 driver of each volume model.
2020-10-04 12:50:17 +02:00
Wohlstand
243aa96931 Update default bank and some settings of libADLMIDI 2020-10-04 12:50:14 +02:00
Christoph Oelckers
e504b2682e - embedded the default OPN bank directly in the binary so that it works, even if no custom bank is set. 2020-10-04 12:50:12 +02:00
Wohlstand
87d46ddd11 Update libOPNMIDI library to 1.5.0
## 1.5.0   2020-09-28
 * Drum note length expanding is now supported in real-time mode (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for OPNA chip with Neko Project II Kai YM2602 emulator usage (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added VGM file dumper which allows to output OPN2 commands into VGM file. (A new MIDI to VGM tool is now created with basing on libOPNMIDI)
 * Fixed an incorrect work of CC-121 (See https://github.com/Wohlstand/libADLMIDI/issues/227 for details)
 * Internality has been refactored and improved
2020-10-04 12:50:10 +02:00
Wohlstand
e6ce41bdde Update libADLMIDI up to 1.5.0
## 1.5.0   2020-09-28
 * Drum note length expanding is now supported in real-time mode (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Channels manager has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Nuked OPL3 1.8 emulator got some optimizations ported from 1.7 where they are was applied previously (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked rhythm-mode percussions system, WOPL banks with rhythm-mode percussions
 * Added Public Domain Opal OPL3 emulator made by Reality (a team who originally made the Reality Adlib Tracker) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added LGPL licensed JavaOPL3 emulator made by Robson Cozendey in Java and later rewritten into C++ for GZDoom (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fully rewritten an embedded bank database format, embedded banks now supports a wider set (more than 127:127 instruments in one bank)
 * Improved accuracy of the DMX volume model, include the buggy AM interpretation
 * Improved accuracy of Apogee volume model, include the bug of AM instruments
 * Improved accuracy of the Win9X volume model
 * Removed C++ extras. C++-bounded instruments tester is useless since a real-time MIDI API can completely replace it
 * Added AIL volume model
 * Added Generic FM variant of Win9X volume model
 * Fixed an incorrect work of CC-121 (See https://github.com/Wohlstand/libADLMIDI/issues/227 for details)
 * Added HMI volume model (Thanks to [Alexey Khokholov](https://github.com/nukeykt) for help with research!)
 * Added frequency models, assigned to every volume model: AIL, HMI, DMX, Apogee, 9X, and the Generic formula

# Conflicts:
#	libraries/adlmidi/adldata.cpp
#	libraries/adlmidi/adldata.hh
#	libraries/adlmidi/adlmidi.hpp
2020-10-04 12:50:08 +02:00
Player701
c9364fb3d0 - Added NORANDOMPUFFZ flag to A_Saw 2020-10-04 11:14:39 +02:00
nashmuhandes
e82c840622 - Fix weapon bobbing interpolation
There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.

(Thanks to @Doom2fan for the solution)
2020-10-04 11:14:36 +02:00
Christoph Oelckers
4c401f8185 - minor cleanup on "Configure Controls"
* Merged chat and scoreboard bindings into a "Multiplayer" submenu.
* Reordered items by importance. Chat at position #2 was nonsense.
* Moved weapon state actions from "Action" to "Weapon" menu, because the menu was already quite large and these are not standard actions.

# Conflicts:
#	wadsrc/static/language.csv
#	wadsrc/static/menudef.txt

# Conflicts:
#	wadsrc/static/menudef.txt
2020-10-03 17:47:47 +02:00
drfrag
20f5b6e92d - Fixed warning. 2020-10-03 12:32:37 +02:00
Christoph Oelckers
636d46c1ed - AActor size reduction
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 11:51:30 +02:00
Nikolay Ambartsumov
2b64b4f688 Add MaxSlopeSteepness actor property 2020-10-03 11:51:27 +02:00
Nikolay Ambartsumov
3a8ccda80f Add optional filtering to listmaps CCMD output 2020-10-03 11:51:24 +02:00
Nikolay Ambartsumov
493cc9af0d Show CVar's default value in addition to current
# Conflicts:
#	src/c_dispatch.cpp
2020-10-03 11:51:23 +02:00
alexey.lysiuk
13a324dc7f - forced node rebuild for two Memento Mori maps
https://forum.zdoom.org/viewtopic.php?t=70037
2020-10-01 14:28:05 +02:00
drfrag
9ce3ba1313 - Fake grayed-out support for sliders. 2020-10-01 14:27:31 +02:00
Jaime Moreira
6a10a4b84c SDL joystick events now work while in menus
- DirectInput axes are now X first, Y second.
- Menu axes controls swapped/fixed.
- Added SDL DualShock3 buttons in menu actions.
- Fixed SDL mouse system cursor; it could appear in-game.

# Conflicts:
#	src/common/console/keydef.h

# Conflicts:
#	src/win32/i_dijoy.cpp
2020-09-28 19:41:45 +02:00
Christoph Oelckers
85a3cef7fd - fixed sounds not stopping in sound sequences.
The sound sequence code used S_GetSoundPlayingInfo incorrectly, so let it check for a valid sound ID first to restore the old behavior.
2020-09-28 19:36:43 +02:00
drfrag
d94cd20f2a - fixed sounds not being serialized for hub travel.
Sound stopping was done in the wrong place - this killed the sound before they could be serialized for hub travel.
2020-09-28 00:40:41 +02:00
drfrag
8671c39358 - Missing string. 2020-09-27 23:23:51 +02:00
drfrag
b0b9aa71dc - ZScript version bump. 2020-09-27 20:53:31 +02:00
Christoph Oelckers
99fcfbdce0 - version bump for last commit.
# Conflicts:
#	wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:29 +02:00
Player701
6fa409825b - Implement return type covariance for ZScript virtual functions
# Conflicts:
#	src/dobjtype.h
#	wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:28 +02:00
Major Cooke
efe5f349e5 Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered. 2020-09-27 20:53:24 +02:00
makise-homura
9e28aeac14 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 20:53:23 +02:00
Christoph Oelckers
0ae0bffa58 - added a proper 'sound finished' callback to the sound engine.
Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 20:53:20 +02:00
Christoph Oelckers
f766e9a326 - New reverb container. 2020-09-27 20:53:18 +02:00
Christoph Oelckers
5828cad68d - avoid killing timer precision when there's no time scale active.
# Conflicts:
#	src/i_time.cpp
2020-09-27 20:53:16 +02:00
Sterling Parker
13f4636387 Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
# Conflicts:
#	src/events.cpp
#	src/events.h
#	src/p_mobj.cpp
2020-09-27 20:53:14 +02:00
Christoph Oelckers
debd2efefa - fixed: The IWAD record for Wadsmoosh was missing the IWAD default filename.
This made GAMEINFO fail to detect it.
2020-09-27 00:23:57 +02:00
Christoph Oelckers
de1302db7b - transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed.
# Conflicts:
#	src/g_game.cpp
2020-09-27 00:23:55 +02:00
Christoph Oelckers
7c7f3f04ae - immediately abort loading a savegame if object deserialization fails.
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 21:50:20 +02:00
NY00123
1bed1a9c79 - updated copyright notice in cmake/FindSDL2.cmake.
This is based on the update to FindSDL.cmake from commit 86578eccf2e82286248796bad1032cd0e3a5e1e2 in the CMake repository.
2020-09-26 21:50:19 +02:00
Christoph Oelckers
7d3abb8d41 - fixed: Artiflash is not translatable. 2020-09-26 21:50:17 +02:00
Christoph Oelckers
792f6afbeb - let non-solid teleporting actors not actually telefrag.
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 21:50:15 +02:00
Player701
cf8dffce03 Fixed decals not appearing when firing at walls point-blank (#1186) 2020-09-22 20:02:26 +02:00
Player701
ee3ef788a5 Exported FLevelLocals::ChangeLevel to ZScript
# Conflicts:
#	wadsrc/static/zscript/base.zs
2020-09-21 00:38:11 +02:00
alexey.lysiuk
86452ed684 - fixed constant propagation for operator && in ZScript
https://forum.zdoom.org/viewtopic.php?t=69912
2020-09-20 11:03:16 +02:00
Player701
0eed9bf413 Fixed inability to achieve 100% kills in BTSX E2 MAP06 2020-09-20 11:03:13 +02:00
Rachael Alexanderson
4bfeb54be0 - add missing SPAC constants 2020-09-19 13:42:40 +02:00
vidaritos
a12073feaf pass ScriptPosition down to color parser functions 2020-09-19 00:53:09 +02:00
drfrag
240a0d16f5 - Update SIGIL support. 2020-09-16 13:28:55 +02:00
Cacodemon345
aef7d59b87 Add FALLDAMAGE flag and add property to properly apply falling damage… (#1153)
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters

* Change name of propermonsterdamage property to propermonsterfallingdamage
# Conflicts:
#	src/gamedata/g_mapinfo.h
#	src/p_mobj.cpp
2020-09-16 13:28:21 +02:00
alexey.lysiuk
1334db68a4 - fixed setting of skill level via action special
https://forum.zdoom.org/viewtopic.php?t=69858
2020-09-14 15:28:57 +02:00