alexey.lysiuk
81010b4fbf
- fixed missing fullbright for Berserk
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https://forum.zdoom.org/viewtopic.php?t=66307
2019-11-06 17:51:03 +01:00
Chronos Ouroboros
7bc42a30be
Fixed mixins.
2019-11-06 17:51:00 +01:00
alexey.lysiuk
4e5ffb5db9
- fixed: IfGame else branch was ignored in MENUDEF
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https://forum.zdoom.org/viewtopic.php?t=66282
2019-11-06 17:50:57 +01:00
Christoph Oelckers
a487829932
- fixed bad variable name for lump filter
2019-11-06 17:50:54 +01:00
Christoph Oelckers
fb14f39d88
- fixed: lump filters without any dot in the name did not work.
2019-11-06 17:50:51 +01:00
alexey.lysiuk
c41a44176f
- fixed broken walkthrough of Restoring Deimos MAP07
2019-11-02 21:22:19 +01:00
drfrag
2e336b756a
- Fixed stretching for 256 and 240 pixels tall skies in software.
2019-11-02 21:13:15 +01:00
Chronos Ouroboros
9403fa2f48
Fixed a bug in the flagdef processing code.
2019-11-02 10:48:09 +01:00
Chronos Ouroboros
8b52477cd5
Added mixins for classes.
2019-11-02 10:48:05 +01:00
alexey.lysiuk
85fe6c5aaa
- adjusted collision detection for item pickups
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Use vanilla condition for a thing with MF_SPECIAL flag to fix inability to grab it when item's top is at the same height as sector's floor from it can be picked up
https://forum.zdoom.org/viewtopic.php?t=60181&start=88#p1122935
2019-10-31 17:40:03 +01:00
drfrag
3e0fa5cc1b
- Bumped ZScript version to be the same as in GZDoom as Graf suggested.
2019-10-31 17:37:54 +01:00
drfrag
9ea43c4b14
- Fixed taking screenshots in menus with Space when Sys_Rq is set as screenshot key.
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Thanks randi!
2019-10-31 17:05:33 +01:00
alexey.lysiuk
015eb3404a
- fixed radius attack that may inflict damage twice
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https://forum.zdoom.org/viewtopic.php?t=66191
2019-10-28 12:14:32 +01:00
drfrag
46ebeeb7d5
- After the ill-fated 3.83 this is 3.83a.
2019-10-27 19:45:24 +01:00
Christoph Oelckers
2ec4331afe
- sort CVAR output in config alphabetically instead of randomly dumping them in their internal order.
2019-10-27 14:07:04 +01:00
Chronos Ouroboros
2351ae8317
Fixed ZScript's Screen.DrawLine using the wrong color when drawing pure black.
2019-10-26 23:09:25 +02:00
alexey.lysiuk
edcc0dc4ab
- fixed usage of uninitialized object in BlockLinesIterator
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DBlockLinesIterator::check was used by FMultiBlockLinesIterator before it was constructed
https://forum.zdoom.org/viewtopic.php?t=66224
# Conflicts:
# src/scripting/vmiterators.cpp
2019-10-26 12:15:00 +02:00
alexey.lysiuk
941a5f37a5
- fixed missing frames for axe attack without mana
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The target state to jump is S_FAXEATK_5 in the original Hexen, but we were jumping to S_FAXEATK_7
5329fb5d75/src/hexen/info.c (L1298-L1299)
https://forum.zdoom.org/viewtopic.php?t=66216
2019-10-26 12:14:58 +02:00
drfrag
919f9b403b
- Remove the IgnoreTitlePatches flag.
2019-10-25 16:37:45 +02:00
drfrag
0907972c2f
Revert "- allow the language table to supersede the title patches, if appropriate"
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This reverts commit 2b51e8d5dd
.
# Conflicts:
# src/g_hub.cpp
# src/g_level.cpp
# src/p_setup.cpp
# src/wi_stuff.cpp
# src/wi_stuff.h
# wadsrc/static/zscript/ui/statscreen/types.zs
Revert "- fixed: The wbstartstruct that gets passed to the level summary screen needs to be static"
This reverts commit 4a563f449d
.
# Conflicts:
# src/g_level.cpp
Revert "- Fixed compilation."
This reverts commit 149a294a49
.
# Conflicts:
# src/g_level.cpp
Revert "- Fixed game finales not being shown after the intermission."
This reverts commit 55af0b11c6
.
All this didn't make sense without localization and caused problems with intermissions and endings, it was incompatible with the old code without the level refactor.
2019-10-25 16:23:42 +02:00
alexey.lysiuk
d2fe30cd93
- added Visual Studio debugger visualization for several types
2019-10-24 13:25:22 +02:00
alexey.lysiuk
cde65bbfe9
- removed hardcoded width limit for screenshots
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https://forum.zdoom.org/viewtopic.php?t=66204
2019-10-24 13:25:19 +02:00
Chronos Ouroboros
632708bccb
Fixed dynamic arrays as function arguments.
2019-10-24 13:25:16 +02:00
drfrag
68569d14c3
- Change how the 'randi' cheat works.
2019-10-23 11:52:49 +02:00
alexey.lysiuk
62d3f61bac
- do not accept read-only variable as out argument
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https://forum.zdoom.org/viewtopic.php?t=66179
2019-10-22 10:59:34 +02:00
alexey.lysiuk
c9641ce335
- fixed variable's stack offset for implicit dynarray clearing
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https://forum.zdoom.org/viewtopic.php?t=66187
https://forum.zdoom.org/viewtopic.php?t=66189
https://forum.zdoom.org/viewtopic.php?t=66198
2019-10-22 10:59:31 +02:00
Chronos Ouroboros
93d111ef29
Fixed Vector2/3 out parameters in the ZScript compiler.
2019-10-22 10:59:28 +02:00
alexey.lysiuk
ef06ef5977
- added explicit clearing of global VM stask
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When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown
https://forum.zdoom.org/viewtopic.php?t=66172
# Conflicts:
# src/dthinker.cpp
2019-10-22 10:59:25 +02:00
Rachael Alexanderson
4584dd6719
- fixed typo with D'Sparil's serpent attack in lights.pk3. https://forum.zdoom.org/viewtopic.php?f=2&t=66177
2019-10-22 10:59:21 +02:00
PaulyB
c9075cc481
Scythe MAP22 Compatibility fix
2019-10-22 10:59:19 +02:00
Christoph Oelckers
5ded0aadf0
- fixed GetLineX/GetLineY ACS implementation
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# Conflicts:
# src/p_acs.cpp
2019-10-22 10:59:16 +02:00
Christoph Oelckers
f15a52b1e7
- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
2019-10-22 10:59:13 +02:00
Christoph Oelckers
1170e07124
- fixed: MF8_RECREATELIGHTS must be processed in pause mode as well.
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When issuing a netevent from the console the game is in pause mode, and if this removes a light it would have crashed the game.
2019-10-22 10:59:09 +02:00
alexey.lysiuk
9aff83cfdc
- implicitly clear local dynamic arrays
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https://forum.zdoom.org/viewtopic.php?t=62710
2019-10-20 12:30:00 +02:00
drfrag
b52ac9b556
Revert "AsmJit update"
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This reverts commit 275ecb2623
.
This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
2019-10-20 11:34:23 +02:00
alexey.lysiuk
af3fce739d
- fixed broken walkthrough of Skulldash MAP04
2019-10-20 11:31:57 +02:00
alexey.lysiuk
f41c0eca12
- fixed broken walkthrough of Restoring Deimos MAP03
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# Conflicts:
# wadsrc/static/zscript/level_compatibility.zs
2019-10-20 11:31:53 +02:00
alexey.lysiuk
a6eb3f3016
- added access check for state functions
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Private functions cannot be called from derived classes anymore
https://forum.zdoom.org/viewtopic.php?t=66158
2019-10-19 16:47:59 +02:00
alexey.lysiuk
7132b1a67c
- fixed SPC music looping after update to GME 0.6.2
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Why was the default player setup changed at all?
https://forum.zdoom.org/viewtopic.php?t=65863
2019-10-18 11:19:27 +02:00
alexey.lysiuk
6b1467dd8d
- added declarations missing from update to GME 0.6.2
2019-10-18 11:19:24 +02:00
Christoph Oelckers
e2387d0741
- fixed: The dynamic lights must be initialized before the first frame is ticked.
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Otherwise they only show up after the first frame.
# Conflicts:
# src/p_setup.cpp
2019-10-17 11:10:19 +02:00
alexey.lysiuk
0b16eb2cbb
- fixed: pickup flash didn't fade out if player was killed by pickup
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https://forum.zdoom.org/viewtopic.php?t=66135
2019-10-16 20:56:41 +02:00
Major Cooke
62b3ed7d75
Fixed CheckBossDeath not checking for actor replacements.
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- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
2019-10-15 22:57:55 +02:00
drfrag
80442db4fe
- Yet even more missing null pointer checks, PB still crashed.
2019-10-15 14:45:52 +02:00
alexey.lysiuk
8c110541b1
- fixed crash with DMSS_INFLICTORDMGTYPE flag and no inflictor
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https://forum.zdoom.org/viewtopic.php?t=66110
2019-10-14 12:18:11 +02:00
alexey.lysiuk
d5451fd281
- added dynamic loading of FluidSynth 2.x
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# Conflicts:
# src/sound/mididevices/music_fluidsynth_mididevice.cpp
2019-10-14 12:01:03 +02:00
drfrag
af566f2d52
- More missing null pointer checks.
2019-10-14 11:49:06 +02:00
drfrag
0a9b20062a
- Fixed compilation on non Windows platforms.
2019-10-13 12:54:16 +02:00
alexey.lysiuk
5691d1d3b9
- made GL nodes loader more resilient to broken data
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https://forum.zdoom.org/viewtopic.php?t=66086
# Conflicts:
# src/p_glnodes.cpp
2019-10-13 11:44:43 +02:00
Major Cooke
60b6b31542
Added compatibility for Hellbound MAP29
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- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
2019-10-12 14:35:31 +02:00