Christoph Oelckers
7136c50ba1
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-02-05 12:09:08 +01:00
Christoph Oelckers
9d77244b3f
- we are past 2.8 now so the version numbers should reflect that.
2016-02-05 12:03:59 +01:00
coelckers
297ffc5889
Merge pull request #536 from edward-san/pclass_alloc_mismatch
...
- Fixed alloc/dealloc mismatch in PClass code.
2016-02-05 11:24:06 +01:00
Christoph Oelckers
3a57036f60
- a simple command line parameter is probably more suitsble for controlling the disassembly output.
2016-02-05 11:20:32 +01:00
Christoph Oelckers
312117b0bc
- disable script disassembly output by default. It's now controlled by a CVAR.
2016-02-05 10:56:15 +01:00
Christoph Oelckers
353608f2b9
- added a few FString variants for frequently called functions.
2016-02-05 10:52:10 +01:00
Christoph Oelckers
76c5039c63
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-05 10:41:05 +01:00
Christoph Oelckers
8da6483223
- fixed some places where FStrings were incorrectly used.
...
- replace all implicit conversions from FString to const char * in the header files (so that it can be test compiled with the implicit type conversion turned off without throwing thousands of identical errors.)
2016-02-05 10:40:45 +01:00
Christoph Oelckers
c8d25378d5
- fixed type confusion with ?: operator in FMugShot::GetFace.
2016-02-05 10:08:49 +01:00
Braden Obrzut
ba54d73e07
Merge branch 'portals2_visual'
2016-02-05 00:10:46 -05:00
MajorCooke
35b7a5ccc1
Updated for scripting branch merge.
2016-02-04 22:41:02 -06:00
MajorCooke
1f8d425a1e
- Added CountInv(itemtype, [ptr_select]).
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- Returns an inventory item count.
2016-02-04 21:45:31 -06:00
MajorCooke
3399ed60e0
Updated to scripting branch merge.
2016-02-04 20:17:46 -06:00
Edoardo Prezioso
002177e33f
- Fixed alloc/dealloc mismatch in PClass code.
...
The function 'PClassActor::InitializeNativeDefault' is the only one which didn't allocate the 'Defaults' member variable with M_Malloc. Reported by the Address Sanitizer.
2016-02-05 03:03:34 +01:00
Christoph Oelckers
c995158d52
Merge branch 'maint' of https://github.com/rheit/zdoom
2016-02-05 01:49:12 +01:00
Christoph Oelckers
b2158c5b96
- removed unneeded parameter.
2016-02-05 01:48:53 +01:00
Christoph Oelckers
4751bffd5f
- replaced malloc.h with stdlib.h in thingdef_expression.cpp.
2016-02-05 01:26:29 +01:00
Christoph Oelckers
995169de58
Merge branch 'csgwhy' of https://github.com/Edward850/zdoom
2016-02-05 01:21:01 +01:00
Christoph Oelckers
0b7a06c714
Merge branch 'NewEESpecials'
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# Conflicts:
# src/fragglescript/t_fs.h
2016-02-05 01:01:39 +01:00
Edward Richardson
f2025e6a2f
Fixed possible issue with GCC/Clang
2016-02-05 12:52:29 +13:00
Randy Heit
b3b0886b64
Merge branch 'scripting'
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Conflicts:
src/actor.h
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_blastradius.cpp
src/p_enemy.cpp
src/p_enemy.h
src/thingdef/thingdef.h
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
rheit
56359b6f23
Merge pull request #342 from marrub--/fastweaponsfix
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sv_fastweapons extension
2016-02-04 13:31:47 -06:00
coelckers
d8f880285a
Merge pull request #38 from alexey-lysiuk/restore_window_pos
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Fixed restoration of window position with OpenGL renderer
2016-02-04 15:47:51 +01:00
Christoph Oelckers
c129cb3ca4
- reinstated software clipping by light volumes for walls.
...
It turned out that using hardware clipping planes exclusively to handle this cost more than it gained.
Now only the expensive or formerly impossible cases of intersecting light volumes or light volumes intersecting with the top and bottom of the wall polygon will use hardware clipping. The trivial cases will go back to software splitting.
2016-02-04 15:34:12 +01:00
alexey.lysiuk
70e569f79c
Fixed restoration of window position with OpenGL renderer
...
Software renderer was not affected as it has maximize window button enabled
2016-02-04 11:57:26 +02:00
Christoph Oelckers
bf066763b7
- fixed: The FPS display should use the actual font info to calculate its size, not just assume that each character is 8*8 pixels.
2016-02-04 01:20:35 +01:00
Christoph Oelckers
0c8a817df4
- fixed wall clipping with 3D lights.
2016-02-04 01:12:18 +01:00
Christoph Oelckers
87f3a8f0cc
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-03 13:04:16 +01:00
Christoph Oelckers
db766f9fe5
- fixed some warnings.
2016-02-03 13:03:38 +01:00
Christoph Oelckers
f6b64430c3
Revert "Merge tag 'a'"
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This reverts commit 37578f85b3
, reversing
changes made to 66f053f131
.
After thoroughly checking the submission I had to conclude that it does more things wrong than right so better leave it out.
2016-02-03 11:36:34 +01:00
alexey.lysiuk
b9b0029373
Fixed overlapping of active artifacts with time/latency
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Active artifacts are now displayed below time and/or latency on alternative HUD
2016-02-03 12:06:32 +02:00
alexey.lysiuk
1bf1fc199b
Adjust latency position depending on time visibility
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Latency placement is no longer fixed:
* If time is visible, it is placed on top of the screen and latency is placed below
* If time is not visible, latency is placed on top of the screen
Both are displayed on alternative HUD only
2016-02-03 12:06:20 +02:00
MajorCooke
a1c1de9edb
Fixed merge conflicts.
2016-02-02 18:26:20 -06:00
Christoph Oelckers
37578f85b3
Merge tag 'a'
2016-02-03 01:02:13 +01:00
Christoph Oelckers
66f053f131
- on second thought: this shouldn't explode the speakers with too high values.
2016-02-02 15:02:06 +01:00
Christoph Oelckers
e12174ffc1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-02 14:53:48 +01:00
Christoph Oelckers
c002c2fde9
- added a mastervolume setting for DUMB because its default volume is far less than all the other music options.
2016-02-02 14:45:32 +01:00
Christoph Oelckers
df9c59bcff
- moved gl_builddraw.cpp to a new 'unused' directory and also added gl_sections, which is needed by the Build algorithm to preprocess the level.
2016-02-02 12:07:07 +01:00
coelckers
5d19901cb7
Merge pull request #529 from alexey-lysiuk/fix_creative_openal
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Fixed build with Creative Labs OpenAL SDK
2016-02-02 12:01:25 +01:00
Christoph Oelckers
d797415745
- fixed: dynamic lights did not relink themselves when their position changed.
2016-02-02 11:58:00 +01:00
Christoph Oelckers
22e9fc9b76
- re-fixed FTexture::CheckTrans
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The original broken code had it always reset the translucency info to 'not present'.
The first fix completely removed that line, although it was merely misplaced, but still necessary to avoid constant re-checking of the same texture.
2016-02-02 11:37:39 +01:00
Christoph Oelckers
0db679c90d
- fixed clang compile error.
2016-02-02 10:53:56 +01:00
Christoph Oelckers
046541c7ef
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-02 10:46:50 +01:00
alexey.lysiuk
90dd6b61b4
Fixed build with Creative Labs OpenAL SDK
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Tested with
* Creative OpenAL from https://www.openal.org/downloads/OpenAL11CoreSDK.zip
* OpenAL Soft from http://kcat.strangesoft.net/openal-binaries/openal-soft-1.17.1-bin.zip
2016-02-02 10:29:23 +02:00
Randy Heit
c9d81dff53
Use absolute value of Y scale for 3D midtex
...
- Somebody might want to set a midtexture's Y scale negative to flip it
vertically. I'm pretty sure this would mess up 3D mid textures if we
don't make it positive again for those.
2016-02-01 21:07:09 -06:00
Randy Heit
6b6c1af0dc
Add support for Y flipped non-vertically tiling masked midtextures
2016-02-01 21:07:09 -06:00
Randy Heit
03f0e1dc5c
Remove something that looks like 3D floor development garbage
2016-02-01 21:07:08 -06:00
Christoph Oelckers
6b75f14c0f
- fixed some Linux/GCC warnings.
2016-02-02 01:04:59 +01:00
Christoph Oelckers
420d370a4d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-01 21:58:57 +01:00
Christoph Oelckers
9453a8a7e6
- reuse the same vertex buffer data for all slices of a decal.
2016-02-01 21:50:55 +01:00
Christoph Oelckers
f11f86f05d
- added light plane clipping for decals as well.
2016-02-01 21:45:26 +01:00
Christoph Oelckers
faa08410de
- handle nocoloredspritelighting with 3D light splitter
2016-02-01 19:10:15 +01:00
Christoph Oelckers
fe3e56c6bc
- fixed: oalload.h should only do stuff is NO_OPENAL is not defined.
2016-02-01 18:49:12 +01:00
Christoph Oelckers
7aeeb36560
Merge branch 'Clip3DLights'
2016-02-01 18:14:52 +01:00
Christoph Oelckers
5dba3b7017
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-01 18:14:39 +01:00
Christoph Oelckers
2c55dcca27
- use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
...
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers
1ad310e69b
- only draw visible 3D-lights.
2016-02-01 16:13:07 +01:00
Christoph Oelckers
ee045371a3
- On Windows, use LoadLibrary/GetProcAddress to load OpenAL function addresses.
...
The reason for this is that on my system, the static or delay loaded method always picks the (obsolete) system-installed OpenAL version (needed for some old games) which is not wanted here if there's another one in the local ZDoom directory.
This also removes the dependency on the broken import library that comes with OpenAL Soft which causes compile errors with more modern MSVC compilers on default settings.
2016-02-01 14:02:25 +01:00
Christoph Oelckers
e0608f50d1
- create a separate translation table for Heretic's rain pillar.
...
These objects are supposed to be bright, but the standard translations for player do not take this into account, creating dark and/or invisible projectiles depending on the color being used.
The new translation uses hue and saturation from the player color, but combines brightness from the original color with the one for the player in an 8:2 ratio, so that no matter for the player color, these always remain bright and visible.
2016-02-01 10:45:33 +01:00
Christoph Oelckers
58196f77ff
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-01 10:00:39 +01:00
Christoph Oelckers
fd2828b1fe
- fixed typo in monster movement code.
2016-02-01 10:00:19 +01:00
Randy Heit
2f4dc17954
Add support for face sprite Y flipping
2016-01-31 22:05:32 -06:00
Randy Heit
809a9d801c
Got a flag backwards
2016-01-31 21:23:45 -06:00
Randy Heit
0b9aeb33e1
Fixed potential divide by 0 when drawing voxels
...
- Since voxels can have their origin behind the viewer and still have a
portion visible in front of the viewer, they aren't clipped to MINZ like
face sprites are. The 3D floor handling in R_DrawSprite() neglected to
clamp it when recalculating the diminished light colormap.
- Aside, but R_DrawSprite() probably shouldn't be messing with these
properties at all. Why isn't this done in R_ProjectSprite() before it
ever gets to the drawing part?
2016-01-31 20:52:56 -06:00
Randy Heit
1d0a3d19c8
Fix a part in maskwallscan that was missed for right-edge exclusivity
2016-01-31 20:45:37 -06:00
Christoph Oelckers
bddad29acb
Merge branch 'Clip3DLights'
2016-02-01 01:50:56 +01:00
Christoph Oelckers
0d5386f923
Merge branch 'master' of https://github.com/rheit/zdoom
2016-02-01 01:50:41 +01:00
Christoph Oelckers
67fc35e738
- some cleanup of wall processing code.
...
* removed SplitWall function
* split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0
- remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
...
- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
71da7406bd
- since we no longer split walls at 3D floor boundaries, those planes no longer need to be added to the vertex height lists.
2016-02-01 00:42:37 +01:00
Edoardo Prezioso
4cbf752b4d
- Fixed uninitialized variable in level info code.
...
Found with Valgrind.
2016-01-31 23:19:34 +01:00
Christoph Oelckers
a1cd0401e4
- fixed: noclip2 should only set some minimal velocity if the player has none.
2016-01-31 22:38:08 +01:00
Christoph Oelckers
8068fca601
- fixed: player_t::Uncrouch should only reset the view height if the player is actually crouched.
2016-01-31 22:36:37 +01:00
Christoph Oelckers
53a389aafc
- fixed: for untextured walls, the texture must be disabled before rendering.
...
- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers
9ce6a7932c
- implemented rendering of 3D lights with clip planes.
2016-01-31 22:04:20 +01:00
Christoph Oelckers
456e71ec4b
Merge branch 'master' into Clip3DLights
2016-01-31 21:36:16 +01:00
Christoph Oelckers
e73e26c15a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-31 21:11:21 +01:00
Christoph Oelckers
5448b335c6
- rewrote render loop for walls. Not working yet.
2016-01-31 21:10:59 +01:00
coelckers
c3cc98b5f3
Merge pull request #523 from alexey-lysiuk/osx_fullscreen
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Final touches to fullscreen mode on OS X
2016-01-31 16:56:35 +01:00
coelckers
09e2f212a0
Merge pull request #524 from alexey-lysiuk/hexen_mac_beta
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Added support for Hexen Mac beta
2016-01-31 16:55:23 +01:00
MajorCooke
eb2829ad5e
- Added CBF_DROPOFF to A_CheckBlock. Checks for actors stuck in tall ledges or dropoffs.
2016-01-31 09:45:41 -06:00
Randy Heit
219b6f7c5d
Fix R_DrawFogBoundary for right-edge exclusivity
2016-01-31 06:51:11 -06:00
alexey.lysiuk
1798fab973
Added support for Hexen Mac beta
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It's very similar to Mac demo but also contains MAP41: Maze like DOS full version 1.0
2016-01-31 12:53:22 +02:00
Christoph Oelckers
4d7e7deea8
Merge branch 'master' into Clip3DLights
2016-01-31 10:10:32 +01:00
Christoph Oelckers
be2fcb4621
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-31 10:09:57 +01:00
alexey.lysiuk
7b0f557514
Enabled zoom window button on OS X
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Independently from OS version the game will enter fullscreen mode when zoom button is clicked
Window zooming behavior introduced in Yosemite is available on all supported versions of OS X
2016-01-31 10:42:16 +02:00
Randy Heit
240ca2af4c
Use consistant right-edge rules in the renderer.
...
- The original Doom renderer was inclusive for all right edges. This was
fine for the wonky projection it did. This was not fine for a standard
perspective divide, so I had to change walls to be right-edge exclusive
when I changed the projection. I only touched what was needed. Until
now. The right edge is always exclusive now, which should prevent any
more bugs related to mixing the two clusivities incorrectly.
2016-01-30 21:27:35 -06:00
Randy Heit
c1b2861362
Merge the boolean args to EV/P_Teleport into a single flags arg
...
- The flags use TELF_ since DECORATE has an A_Teleport with its
own set of TF_ flags.
- TELF_KEEPVELOCITY is used instead of TELF_HALTVELOCITY, because
there was only one call that ever set bHaltVelocity to false.
2016-01-30 21:27:34 -06:00
Christoph Oelckers
939989dc8c
- fixed crash when trying to cache nodes for a map that has no two-sided walls and no minisegs.
...
Under these conditions there are no partner segs and the glsegextras array is NULL.
2016-01-31 01:05:31 +01:00
Christoph Oelckers
f86535407d
- forgot this.
2016-01-31 00:52:50 +01:00
Christoph Oelckers
1d9ab5c632
- clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
...
Actual handling will be in the rendering function because this doesn't need multiple vertex transfers to the GPU. All slices can be drawn from the same buffer with different uniform info being set.
2016-01-31 00:45:29 +01:00
Christoph Oelckers
8bc7a0a24e
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-30 23:01:36 +01:00
Christoph Oelckers
fc57180d7e
- added necessary state to implement 3D light splitting using hardware clipping planes.
2016-01-30 23:01:11 +01:00
Christoph Oelckers
46024398fe
- fixed: Change FCheckPosition::LastRipped to a TMap so that it can track multiple overlapping actors being ripped during the same tic.
2016-01-30 22:06:04 +01:00
Christoph Oelckers
06fdb6ca45
- fixed: The reverb editor failed to open in fullscreen mode at desktop resolution.
...
According to Blzut3:
The issue happens when the fullscreen resolution is the same as the desktop resolution. In this case WM_DISPLAYCHANGE doesn't occur so the editor never appears. This appears to be fixable by also catching WM_STYLECHANGED since at the very least the window caption will appear/disappear.
2016-01-30 21:49:03 +01:00
alexey.lysiuk
6bce5ddc4b
Scale of player's skin is now preserved on corpses after reborn
2016-01-30 18:30:20 +02:00
coelckers
ccce6f44a2
Merge pull request #518 from Edward850/Particle-clamp
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Clamped r_maxparticles to the internal limit
2016-01-30 15:21:55 +01:00
Christoph Oelckers
36911bac4b
- fixed memory allocation type mismatch in demo code.
2016-01-30 15:17:46 +01:00
Christoph Oelckers
afcd755c7a
- changed autoaim menu option to a slider which allows a more precise control of the property.
...
- having a value of 5000 as the default for autoaim makes no sense, since this is an angle value that will always be clamped to [0..35]. So now 35 is both the default and the maximum.
2016-01-30 13:43:39 +01:00
Christoph Oelckers
3b5af8484c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-30 12:59:37 +01:00
Christoph Oelckers
0a0a2c4a41
- removed a warning.
2016-01-30 12:59:15 +01:00
Christoph Oelckers
fab186786e
Merge branch 'PlayerTransition' of https://github.com/Edward850/zdoom
2016-01-30 12:52:50 +01:00
Christoph Oelckers
0ddf9db8dd
- fixed: Uncrouching a player also needs to reset the viewheight to its default.
2016-01-30 12:51:15 +01:00
alexey.lysiuk
6166520b33
Do not respawn on damaging floors when sv_samespawnspot is enabled
...
See http://forum.zdoom.org/viewtopic.php?t=47191
2016-01-30 12:50:19 +02:00
Christoph Oelckers
1285dde615
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-30 11:34:13 +01:00
Christoph Oelckers
b84207a089
- use scaling, render style and alpha when drawing the cast call.
2016-01-30 11:33:55 +01:00
Edward Richardson
40d90ba325
Game still needs to abort if no starts exist at all
2016-01-30 22:26:47 +13:00
Edward Richardson
fe52f98459
Clamped r_maxparticles to the internal limit
2016-01-30 22:04:09 +13:00
Edward Richardson
c1e362ee83
Added level transition spawning for missing starts
...
- Additional player bodies are spawned for any absent starts in co-op.
- Removed now-redundant bot start limitation
2016-01-30 22:02:27 +13:00
Braden Obrzut
5317a92d11
Merge branch 'RadiusGiveExp2'
2016-01-30 00:27:44 -05:00
Braden Obrzut
5d6e8a7338
- Fixed: Possible timer overflow in PowerTimeFreezer.
2016-01-30 00:18:38 -05:00
Braden Obrzut
a34a7ace18
- Some resolutions between 320x200 and 640x400 had non-square clean scaling factors. Maybe there was a reason for this in the past, but I can't think of a case where it'd actually look better to have 1:2 scaling in the menus and someone reported it.
2016-01-29 23:37:38 -05:00
Braden Obrzut
1fcb9fcf06
- Fixed: Crash when automatically switching sound backends due to failure.
2016-01-29 23:10:10 -05:00
Christoph Oelckers
37ac6ef9a0
- fixed: Translucency detection for GL textures was broken.
...
- fixed: Textures which are already scaled should not be upsampled.
- fixed: The transparency check in the upscaling code checked the wrong modes for exclusion when handling translucent textures.
2016-01-30 02:13:47 +01:00
Christoph Oelckers
4a9b2bf76d
- fixed: The stencil cap drawer did not properly advance the vertex pointer.
2016-01-30 01:08:11 +01:00
Christoph Oelckers
342f1abcc7
- fixed: flickering dynamic lights with their first intensity value larger than the second one weren't properly linked into all touching sectors.
2016-01-30 00:45:47 +01:00
MajorCooke
eeca536d9a
Clean up a few things.
2016-01-29 10:41:05 -06:00
Christoph Oelckers
d037493ffe
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
2016-01-29 17:13:14 +01:00
Christoph Oelckers
d0b194563a
Merge branch 'master' of https://github.com/rheit/zdoom
...
Conflicts:
src/p_3dfloors.cpp
2016-01-29 16:36:24 +01:00
Christoph Oelckers
a41dc24086
- fixed: 3D lights should override the sidedef's regular light completely, that includes relative light added by UDMF's 'light' property.
...
- Renamed the 'noabsolute' parameter in side_t::GetLightLevel to 'is3dlight', what it actually is, to avoid the confusion that caused the abovementioned error.
- fixed: The Down2Up render path for sides of 3D floors had the 'is3dlight' check inverted.
2016-01-29 14:55:31 +01:00
Christoph Oelckers
c6c15fe83c
- fixed: AActor::SpawnPoint[2] must store the actor's height above the sector's floor, not above floorz. floorz will represent the current floor the actor is standing on, which may be a 3D floor or a 3D midtexture, but both respawn functions which use this value work from the actual sector floor.
2016-01-29 13:40:37 +01:00
Christoph Oelckers
08e5e1c145
- restored the velocity threshold checks in A_MaceBallImpact2 and A_DeathBallImpact to their original Heretic form, minus the check for floorz, to account for potential positioning issues with slopes.
...
These checks had some major issues:
* they calculated incorrect positive values for hitting a ceiling
* the way they used the plane equations made some incorrect assumptions.
* velz has the velocity reduction from bouncing already factored in from the calling code so doing it here again is not necessary.
2016-01-29 12:44:38 +01:00
Christoph Oelckers
fe271b4e78
- fixed: A_MaceBallImpact2 was missing a check for hitting some liquid terrain.
2016-01-29 12:21:35 +01:00
Christoph Oelckers
7b1fbe0a02
- fixed: P_TeleportMove was missing checks for THRUACTORS and THRUSPECIES flags.
2016-01-29 11:29:47 +01:00
Christoph Oelckers
f8d5430c06
- fixed: When changing 'noclip2' some minor lateral velocity should be set to ensure that all internal variables contain proper values.
2016-01-29 11:11:10 +01:00
Christoph Oelckers
94611588d5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-29 10:55:04 +01:00
Christoph Oelckers
674b81a6b1
- fixed: The 3D floor light list should use the last light starting above the ceiling, not the first one.
...
- fixed: ExtraFloor_LightOnly type 2 was behaving like type 0. Instead anything interrupting it should reset to the sector's own light level.
2016-01-29 10:54:44 +01:00
Randy Heit
87dee5c611
Fixed: Co-op players could spawn at (0,0) if no start spots for them
...
- Check if a co-op start exists. If not, pick one at random.
- Don't telefrag other players when spawning in co-op games, since
you're allowed to move out of other players now.
2016-01-28 20:08:09 -06:00
Christoph Oelckers
c5161ee748
- fixed: A_Face* mixed angle and distance values in the same parameter. Fixed by separating these into two.
...
- removed the intermediate A_Face* functions, except a bare-bones A_FaceTarget as needed by the monster AI code.
2016-01-28 20:44:10 +01:00
MajorCooke
772f086a5e
Fixed broken aiming with A_CheckLOF.
2016-01-28 12:24:40 -06:00
Christoph Oelckers
6715a97d6e
- removed debug output from previous commit.
2016-01-28 12:04:47 +01:00
Christoph Oelckers
dfcee625db
- fixed: The ACS String garbage collector only looked at the active script's stack but never considered a recursive call from another script.
...
Fixing this required adding an external list of active stack objects that the garbage collector can access.
A nice side effect: It's no longer necessary to pass around the stack info to various functions that might end up triggering a garbage collection.
2016-01-28 11:56:47 +01:00
Christoph Oelckers
1a4b3bbe11
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-28 09:20:55 +01:00
Christoph Oelckers
724e625f16
- fixed: Loading an old savegame from before the sector damage refactoring cleared the extended Boom sector flags before processing them.
2016-01-28 09:20:27 +01:00
MajorCooke
2da868656e
Finalize loop and prioritize missile searching.
2016-01-27 15:22:05 -06:00
MajorCooke
846f14c03d
Remove the loop.
2016-01-27 14:56:06 -06:00
MajorCooke
79177cf98e
Set up the subfunction.
2016-01-27 14:54:46 -06:00
Christoph Oelckers
b5c3ced9a9
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-27 21:27:26 +01:00
rheit
f36bdc474d
Merge pull request #421 from alexey-lysiuk/video_mode_menu
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Fixed selection of empty items in Video Mode menu
2016-01-27 13:30:05 -06:00
Randy Heit
2d40874cfa
Make finishgame CCMD net-aware
2016-01-27 13:19:15 -06:00
MajorCooke
9a422245f3
- Fixed a couple issues with calling P_NewChaseDir from wrongful P_Move priority.
2016-01-27 13:11:22 -06:00
Randy Heit
b22a909829
Add nodelay handling to FastProjectile
2016-01-27 13:08:23 -06:00
MajorCooke
f6b3b269a7
Fixed missing movecount decrement with blocked actors.
2016-01-27 10:51:51 -06:00
MajorCooke
7798eadb8b
Moved the P_Move back inside to where it was beforehand.
2016-01-27 10:47:36 -06:00
MajorCooke
275cdcd958
Renamed A_FaceVelocity to A_FaceMovementDirection.
2016-01-27 10:12:13 -06:00
coelckers
c5379c749e
Merge pull request #428 from MajorCooke/A_CheckSPecies
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Added A_CheckSpecies(state jump, name species, ptr = AAPTR_DEFAULT)
2016-01-27 16:45:16 +01:00
MajorCooke
ece6fa776c
- Renamed CHF_DONTANGLE to CHF_NODIRECTIONTURN.
...
- A_Wander now shares CHF_NODIRECTIONTURN and CHF_NORANDOMTURN instead of having its own flags.
2016-01-27 09:35:19 -06:00
Christoph Oelckers
238990c871
don't leave any gaps in the used clip planes.
2016-01-27 12:32:39 +01:00
Christoph Oelckers
47db3252f4
- it's really not necessary to waste two clip planes for reflective surfaces because only one can be active at any time.
2016-01-27 12:30:55 +01:00
Christoph Oelckers
3c16a23865
- when rendering mirrors, discard subsectors lying behind them.
2016-01-27 12:02:43 +01:00
Christoph Oelckers
4b0ce7a8db
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-27 11:21:39 +01:00
Christoph Oelckers
7c6e070244
- fixed: line spacing was taken from a different variable in conversation display and mouse coordinate code.
2016-01-27 11:19:30 +01:00
Christoph Oelckers
4eb38f0381
- fixed: plane heighr calculations for Floor_Lower/RaiseByValue should be done at a point that's actually near the affected sector, not at (0,0), otherwise there's a risk of fixed point overflow.
2016-01-27 11:01:38 +01:00
Christoph Oelckers
c3047f448e
- fixed: When MIDI->Open returns failure, the MIDI device needs to be deleted. Otherwise the dead device object can trigger an assert later.
2016-01-27 10:39:21 +01:00
Christoph Oelckers
f2666f70dd
- removed unneeded check for 'listenactor' in S_UpdateSounds.
2016-01-27 09:56:40 +01:00
Christoph Oelckers
d2beec4585
- ensure that AInventory::Touch attributes everything to the correct player, even if the touching action results in a morph.
2016-01-27 00:56:40 +01:00
Christoph Oelckers
8993f84087
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-26 22:27:42 +01:00
Christoph Oelckers
2a1fa60aa6
Merge branch 'CheckProxExpPruned' of https://github.com/MajorCooke/zdoom
2016-01-26 18:49:03 +01:00
MajorCooke
1c0ef1d367
Removed CPXF_NODISTANCE.
2016-01-26 10:00:20 -06:00
Christoph Oelckers
66ce8915fb
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-26 15:00:54 +01:00
coelckers
e397b5a475
Merge pull request #511 from MajorCooke/CheckLOFpitch
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A_CheckLOF Pitch FIx
2016-01-26 14:44:05 +01:00
MajorCooke
cb43ce9cfc
- Fixed: A_CheckLOF was doubling up on its pitch and reversing it when without a target.
2016-01-26 07:20:55 -06:00
Christoph Oelckers
685385635f
- made adjustments to FGLBitmap for the changes in its base class.
2016-01-26 12:05:40 +01:00
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
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- 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
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- 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
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
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- 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
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.
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- 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
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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
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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
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
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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
Edward Richardson
2dff9a743c
Fixed Z-Velocity movement for MF5_NOINTERACTION
2016-01-22 22:26:21 +13:00
MajorCooke
823edc4a69
- Cleaned up leftovers.
2016-01-21 21:23:43 -06:00
MajorCooke
b51bbf66b0
- Fixed pointer setting not working due to requiring more than the SET* flags.
...
- Changed search algorithm to be square and utilize fixed_t instead.
2016-01-21 21:15:50 -06:00
MajorCooke
793fc90716
Once more homogenized!
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- DECORATE: color, flags, lifetime, size, angle, xyz offset/vel/accel, startalpha, fadestep.
- ACS: Similar, minus the angle parameter.
2016-01-21 19:59:33 -06:00
MajorCooke
28502b9a80
- Reorganized A_SpawnParticle parameters.
...
- Decorate order is now color, x/y/zoff, velx/y/z, lifetime, angle, flags, size, startalphaf, fadestepf, accelx/y/z.
- ACS order is now color, xyz offset, xyz velocity, lifetime, fullbright, size, startalpha, fadestep, xyz accel
2016-01-21 18:34:39 -06:00
Christoph Oelckers
1a631670fb
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-22 01:11:08 +01:00
Christoph Oelckers
841c7b275e
Merge branch 'ParticleFlags' of https://github.com/MajorCooke/zdoom
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Conflicts:
wadsrc/static/actors/actor.txt
2016-01-22 00:58:42 +01:00
Christoph Oelckers
3b4ed8d7cd
- made A_SpawnParticle's fadestep parameter a fixed point value as well.
2016-01-22 00:54:09 +01:00
MajorCooke
13dc6be5a1
- Added flags for A_SpawnParticle and angle parameter.
...
- SPF_FULLBRIGHT makes the particle full bright.
- SPF_RELATIVE encapsulates the following flags:
- SPF_RELPOS: Position is relative to angle.
- SPF_RELVEL: Velocity is relative to angle.
- SPF_RELACCEL: Acceleration is relative to angle.
- SPF_RELANG: Add caller's angle to angle parameter for relativity.
2016-01-21 16:36:58 -06:00
Christoph Oelckers
39014b1732
- make the startalpha parameter of A_SpawnParticle a float to be consistent with other functions that want an alpha value.
2016-01-21 20:13:55 +01:00
Randy Heit
9744b9e0d9
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/dobject.h
src/dobjgc.cpp
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
2016-01-21 12:45:06 -06:00
MajorCooke
9638cbb844
Updated A_CheckProximity Expansion Pruned Edition.
2016-01-21 11:39:13 -06:00
Christoph Oelckers
995721836b
Merge branch 'SpawnParticle' of https://github.com/Edward850/zdoom
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Conflicts:
src/actor.h
2016-01-21 17:04:52 +01:00
alexey.lysiuk
f10dd68ca6
Fixed actors intersection check
2016-01-21 16:21:09 +02:00
coelckers
65662a9cfa
Merge pull request #493 from alexey-lysiuk/dialog_fixes
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Fixes for Strife dialog
2016-01-21 14:57:21 +01:00
Christoph Oelckers
68fcbc0c92
- fixed: loading sector damage information from an old savegame could retrieve invalid data due to an uninitialized variable.
2016-01-21 14:54:14 +01:00
alexey.lysiuk
598bccbe93
Added warning when next dialog page is incorrect
2016-01-21 15:53:58 +02:00
alexey.lysiuk
673ac1295c
Fixed broken 'closedialog' property in Strife dialogs
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See http://forum.zdoom.org/viewtopic.php?t=50524
2016-01-21 15:53:35 +02:00
Christoph Oelckers
102e59036c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-21 12:37:52 +01:00
Christoph Oelckers
5421213711
- typo in interpolation stuff.
2016-01-21 12:37:26 +01:00
Christoph Oelckers
5816049510
- made necessary adjustments for the coordinate refactoring in ZDoom.
2016-01-21 12:36:37 +01:00
Christoph Oelckers
8f7be01dd4
Merge branch 'master' of https://github.com/rheit/zdoom
...
Conflicts:
src/r_data/r_interpolate.cpp
2016-01-21 12:09:12 +01:00
Christoph Oelckers
cf2ee1eb3f
- fixed: Interpolations were deleted too early.
...
They were immediately deleted when the associated thinker was destroyed. But this was too early because it missed the final tic of movement, resulting in a visible jump when a moving platform with a player on it came to a halt.
Changed it so that DelRef no longer destroys the interpolation itself. Instead the ::Interpolate method will check if the reference count is 0, and if so and there was no more movement, will then destroy the interpolation.
This ensures that it keeps running until it has interpolated all remaining bits of movement induced by the thinker.
Now moving up a lift is 100% smooth, even with movement interpolation on.
2016-01-21 11:58:44 +01:00
Christoph Oelckers
d347415aee
- fixed some garbage collection issues with interpolations:
...
* FInterpolator depended on external references to prevent its content from getting GC'd.
* none of the pointers in the interpolation objects were declared to the GC.
The result of these issues was that changing anything about the life cycle of interpolation objects caused corrupted memory crashes when a level was changed.
2016-01-21 11:36:37 +01:00
Christoph Oelckers
e4982b1ced
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-21 10:24:03 +01:00
Christoph Oelckers
03d7418f51
- fixed: Since sector movement is done after P_PlayerThink is called, any player position change induced by this is not factored into player_t::viewz and needs to be added explicitly.
...
This fixes the infamous 'view squats down a bit when riding up an elevator' effect. It is also there in the other cases but far less pronounced.
2016-01-21 10:23:20 +01:00
coelckers
8b4194a3e0
Merge pull request #491 from MajorCooke/TF_SensitiveZ2
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A_Teleport TF_SensitiveZ
2016-01-21 09:10:33 +01:00
MajorCooke
09733d8083
- Don't set both self and pointer's z to spotz when teleporting.
2016-01-20 18:50:30 -06:00
Randy Heit
710fa55288
Port recent SMF changes to XMI and HMI:
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- Handle SysEx messages instead of ignoring them.
- Don't lose time for unhandled events with delays.
2016-01-20 18:37:05 -06:00
Randy Heit
7f6b421e87
Make sure all unhandled delayed MIDI events generate NOPs
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- Looking over the code again, I see that discarded SysEx messages can
cause the same issue as unhandled meta events, so generalize the
returning of a NOP for everything.
2016-01-20 18:27:04 -06:00
MajorCooke
93aff2413f
Fixed an issue which caused A_Teleport to set the caller and itself to SpotZ's z position.
2016-01-20 18:18:00 -06:00
MajorCooke
116e157447
Nevermind this.
2016-01-20 15:52:56 -06:00
MajorCooke
d20a7516c9
Updated A_FaceVelocity to remove conflicts.
2016-01-20 15:51:11 -06:00
Edward Richardson
e5c67cee83
Merge branch conflicts fix
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- CONFLICT (content): Merge conflict in src/p_acs.cpp
- Updated position variables
2016-01-21 10:49:57 +13:00
Randy Heit
1a356dfa51
Fixed: MIDI meta events were completely discarded, including their delays
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(unless the event was for setting the tempo) This left the following
events in the track to happen at the wrong time.
2016-01-20 14:53:56 -06:00
Christoph Oelckers
98a9d7210a
- fixed the definitions for script access to AActor::x, y, z.
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(Note: These should be made read only when real scripting becomes available!)
2016-01-20 15:19:35 +01:00
Christoph Oelckers
c78344c19d
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/p_user.cpp
src/thingdef/thingdef_expression.cpp
2016-01-20 15:16:06 +01:00
Christoph Oelckers
68c0f929dc
- refactoring complete. The source compiles again with the renamed position variable.
2016-01-20 15:12:51 +01:00
Christoph Oelckers
13e25faea7
- p_sight.cpp, p_spec.cpp and p_switch.cpp refactored.
2016-01-20 14:20:14 +01:00
Christoph Oelckers
4d8070927d
- p_maputl.cpp done.
2016-01-20 14:04:47 +01:00
Christoph Oelckers
25107ed421
- since I had to shuffle around the first variables in AActor, let's better commit that change.
2016-01-20 13:49:52 +01:00
Christoph Oelckers
35271187a5
- took care of the rest of p_map.cpp.
2016-01-20 13:48:05 +01:00
Christoph Oelckers
4b9647e539
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_hexen/a_hexenspecialdecs.cpp
src/g_strife/a_thingstoblowup.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-20 11:45:57 +01:00
Christoph Oelckers
83cbf6cae5
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/g_hexen/a_wraith.cpp
2016-01-20 11:41:27 +01:00
Christoph Oelckers
500bc2b852
- fixed two refactoring errors:
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* A_BridgeOrbit had its radius as an int, not a fixed_t.
* PIT_CheckThing used the wrong coordinate for checking actor distance.
2016-01-20 11:39:41 +01:00
Christoph Oelckers
e9b23cf833
- keep evaluation order of Random() calls defined.
2016-01-20 09:25:30 +01:00
Edward Richardson
5c8ebf487d
Fixed load order for saves
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- Make sure the PRNG tables are restored after the base level is loaded,
otherwise the tables will restore in a modified state.
2016-01-20 19:14:43 +13:00
Christoph Oelckers
7ea3e49332
- refactored p_mobj.cpp and the first half of p_map.cpp.
2016-01-20 01:48:57 +01:00
Randy Heit
9b9008ecc7
Restore original offset range for WraithFX5 spawn
2016-01-19 18:00:46 -06:00
Christoph Oelckers
b73e1e65f5
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
2016-01-19 20:17:34 +01:00
Christoph Oelckers
7658111566
- refactoriung of thingdef_codeptr.cpp - probably the ugliest file in the entire project...
2016-01-19 20:15:45 +01:00
Christoph Oelckers
97620b0645
- fixed some leftover unused variable warnings.
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- match the variable names in thingdef_codeptr.cpp to the ones in the scripting branch to reduce the amount of merge conflicts in upcoming changes.
2016-01-19 16:09:44 +01:00
Chris
119c2f36b2
- Fixed an incorrect memset parameter in wi_stuff.cpp.
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- Removed some whitespace from wi_stuff.h.
2016-01-19 13:20:32 +00:00
Christoph Oelckers
1faf68794b
- fixed the merge.
2016-01-19 13:59:53 +01:00
Christoph Oelckers
bc63b70d88
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/fragglescript/t_func.cpp
src/g_doom/a_bossbrain.cpp
src/g_doom/a_revenant.cpp
src/g_heretic/a_hereticartifacts.cpp
src/g_heretic/a_hereticweaps.cpp
src/g_heretic/a_knight.cpp
src/g_hexen/a_bishop.cpp
src/g_hexen/a_clericholy.cpp
src/g_hexen/a_dragon.cpp
src/g_hexen/a_firedemon.cpp
src/g_hexen/a_flechette.cpp
src/g_hexen/a_heresiarch.cpp
src/g_hexen/a_hexenspecialdecs.cpp
src/g_hexen/a_iceguy.cpp
src/g_hexen/a_korax.cpp
src/g_hexen/a_magelightning.cpp
src/g_hexen/a_serpent.cpp
src/g_hexen/a_spike.cpp
src/g_hexen/a_wraith.cpp
src/g_raven/a_minotaur.cpp
src/g_shared/a_bridge.cpp
src/g_shared/a_pickups.cpp
src/g_shared/a_randomspawner.cpp
src/g_strife/a_alienspectres.cpp
src/g_strife/a_crusader.cpp
src/g_strife/a_entityboss.cpp
src/g_strife/a_inquisitor.cpp
src/g_strife/a_loremaster.cpp
src/g_strife/a_programmer.cpp
src/g_strife/a_sentinel.cpp
src/g_strife/a_spectral.cpp
src/g_strife/a_strifestuff.cpp
src/g_strife/a_strifeweapons.cpp
src/g_strife/a_thingstoblowup.cpp
src/p_local.h
src/r_utility.cpp
2016-01-19 13:43:11 +01:00
Christoph Oelckers
27aeb6a656
- g_shared refactored
2016-01-19 13:26:05 +01:00
Christoph Oelckers
9f78bcd1e6
- Strife game code refactored for coordinates.
2016-01-19 11:50:07 +01:00
Christoph Oelckers
6ae09334a3
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/r_defs.h
2016-01-19 10:51:42 +01:00
Christoph Oelckers
4df8c12534
- added a missing NULL pointer check in software rendering code.
2016-01-19 10:50:01 +01:00
Christoph Oelckers
069889c5ce
Merge remote-tracking branch 'remotes/zdoom/master'
2016-01-19 10:46:59 +01:00
Christoph Oelckers
c02d922014
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-19 01:11:13 +01:00
Christoph Oelckers
2326928ff7
- the last bits of Hexen refactored
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This also fixes a problem with some of Hexen's Wraith's effects which did some repositioning without properly linking them into the blockmap.
2016-01-19 01:10:57 +01:00
coelckers
5c7f72278b
Merge pull request #483 from kevans91/ndebug-fixes
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*BinPack fixes -- disjointRects only defined #ifdef _DEBUG
2016-01-18 22:39:40 +01:00
Christoph Oelckers
ef7be016c4
- all those 'actor->SetZ(actor->Z() +...) calls weren't pretty so now there's an AddZ method, too.
2016-01-18 22:32:36 +01:00
Christoph Oelckers
c8052ce1b8
- 4 more Hexen files processed.
2016-01-18 22:26:02 +01:00
Christoph Oelckers
61b66904da
- more Heretic and Hexen refactoring.
2016-01-18 22:11:18 +01:00
Braden Obrzut
d94aaf1fcf
- Fixed: Undefined negative double to unsigned int conversion in FNodeBuilder::PointToAngle.
2016-01-18 16:03:37 -05:00
Kyle Evans
7358817975
*BinPack fixes -- disjointRects only defined #ifdef _DEBUG
2016-01-18 14:45:23 -06:00
Christoph Oelckers
ca5ac72364
- added missing FIXED2DBL call in A_Face.
2016-01-18 21:17:11 +01:00
Christoph Oelckers
c1b44a5694
- let's make some use of AActor::Pos and get rid of some of those X() and Y() calls...
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- restore proper actor.h file.
2016-01-18 21:01:52 +01:00
Christoph Oelckers
460751653d
- refactored most of Heretic's game code.
2016-01-18 20:13:20 +01:00
Christoph Oelckers
57ab1387f2
- yet more refactoring.
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Note about A_SkelMissile: The direct change of the missile's position was changed to use SetOrigin. If this is later supposed to be portal-aware, such direct coordinate changes are a no-go to ensure that everything is properly maintained.
2016-01-18 18:52:24 +01:00
Christoph Oelckers
2b5e5b6bc3
- next round of refactoring.
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This contains some advance work for handling line-to-line portals in A_PainShootSkull.
This function is special because it performs a map check itself instead of using one of the common functions from p_map.cpp, like most of the rest of the game code.
2016-01-18 16:49:24 +01:00
Braden Obrzut
b6cdcddf30
- Fixed: Static mirrors in hexen format maps were broken.
2016-01-18 10:30:56 -05:00
Braden Obrzut
f3f77a1ba0
Merge branch 'master' into portals2_visual
2016-01-18 09:45:42 -05:00
Christoph Oelckers
b63eb391f7
- refactored two mire files.
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- fixed: FraggleScript's SetObjPosition function did not properly set the moved actor's properties. Better use SetOrigin for changing the position.
2016-01-18 12:37:39 +01:00
Christoph Oelckers
e8ee8c5c97
- fixed: secspecial_t was left uninitialized, causing its damage type being an invalid name.
2016-01-18 01:21:20 +01:00
Christoph Oelckers
43314f0c0d
- started refactoring p_map.cpp
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- added AActor::Top function to replace the frequent occurences of actor->z + actor->height.
2016-01-18 00:59:16 +01:00
Christoph Oelckers
b735138332
- forgot the changes to actor.h.
2016-01-17 22:56:16 +01:00
Christoph Oelckers
3f34083e88
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/actor.h
2016-01-17 22:16:27 +01:00
Christoph Oelckers
a65ff39872
- more coordinate refactoring in p_enemy.cpp.
2016-01-17 22:13:17 +01:00
Christoph Oelckers
bf747075e8
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_hexen/a_clericstaff.cpp
src/p_enemy.cpp
src/p_interaction.cpp
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
cfcd2668cc
Merge commit '772a5724313f2ad0bd6828fcc28545a9ee5e6068' into scripting
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Conflicts:
src/p_pspr.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:00:45 +01:00
Christoph Oelckers
fbaab5044d
Merge commit '38df0665e3a2018cf1d0028a36357df6c7e908e9' into scripting
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Conflicts:
src/d_dehacked.cpp
src/decallib.cpp
src/g_hexen/a_clericstaff.cpp
src/p_interaction.cpp
src/p_local.h
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:50:34 +01:00
Christoph Oelckers
5207aa6cc0
Merge commit '125afcf3defb901e23bd44d32fa86681ef1748f6' into scripting
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Conflicts:
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:09:05 +01:00
Christoph Oelckers
be91771abc
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-17 18:36:50 +01:00
Christoph Oelckers
c611456397
- more refactoring of AActor coordinate access.
2016-01-17 18:36:14 +01:00
coelckers
2702e68d83
Merge pull request #480 from alexey-lysiuk/fix_legacy_osx
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Fixes for legacy versions of OS X
2016-01-17 17:12:59 +01:00
Christoph Oelckers
5b610390e1
- some more inline functions.
2016-01-17 16:49:15 +01:00
Christoph Oelckers
87689d3ba6
- global search&replace of ZatPoint calls with commonly named actor variables.
2016-01-17 14:08:20 +01:00
Christoph Oelckers
4ec1459ac0
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-17 13:51:15 +01:00
Christoph Oelckers
3e446ea04d
- replaced access to AActor's coordinate members with access functions
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(first 200 compile errors down...)
2016-01-17 13:48:16 +01:00