Christoph Oelckers
2afadb0108
- fixed: ADehackedPickup was missing NULL pointer checks in nearly all methods that used RealPickup.
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Some DECORATE hacks make it possible that this does not contain a valid pointer when these methods are called.
2016-06-01 23:41:34 +02:00
Christoph Oelckers
18ebe92cfc
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# src/g_level.cpp
2016-06-01 11:45:57 +02:00
Christoph Oelckers
26a15d0ccc
- delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
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Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers
978e522fb4
- fixed: portal-related sound calculations offset the sound in the wrong direction.
2016-06-01 11:14:25 +02:00
Christoph Oelckers
14e4a64c82
- fixed: Destroying a SkyViewpoint disabled all sector portals.
2016-06-01 10:10:18 +02:00
alexey.lysiuk
5348a15b75
Added option to control dynamic loading of OpenAL
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Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library
# Conflicts:
# src/sound/oalsound.cpp
# src/sound/oalsound.h
2016-05-29 14:25:04 +02:00
Edoardo Prezioso
243030046a
- Fixed issues with invalid GetMaxInventory calls.
2016-05-29 12:50:37 +02:00
Christoph Oelckers
44f09edf4c
- fixed: monsters cannot crouch, so their crouch factor has to be 1, as 0 would yield incorrect results if the value is used in subsequent calculations (e.g. adjusting a trajectory to a target which can be or may not be a player.)
2016-05-29 12:48:27 +02:00
MajorCooke
bb91723174
- Added GetCrouchFactor(ptr).
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Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade
- Added source and inflictor parameters to all A_Damage/Kill functions.
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- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
MajorCooke
33ddbe8ab3
Added SKYEXPLODE support for P_LineAttack on horizons.
2016-05-29 12:38:37 +02:00
Benjamin Moir
6633e41cca
added CheckProximity to ACS
2016-05-29 12:38:37 +02:00
alexey.lysiuk
89016020a8
Used ISO Latin 1 encoding for title text in startup window on OS X
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Windows version uses ANSI_CHARSET to handle the corresponding text
This solves the problem like in https://github.com/alexey-lysiuk/gzdoom/issues/63 :
*** Assertion failure in -[NSTextFieldCell _objectValue:forString:errorDescription:], /Library/Caches/com.apple.xbs/Sources/AppKit/AppKit-1404.47/AppKit.subproj/NSCell.m:1684
Invalid parameter not satisfying: aString != nil
2016-05-29 10:58:12 +03:00
Christoph Oelckers
4940f0249d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-28 20:33:29 +02:00
Christoph Oelckers
fc25a74a03
- fixed: In case of a crash the buffered console output was not dumped to the rich edit control so it never got into the crash log.
2016-05-28 20:11:19 +02:00
Leonard2
360ad7a844
Replaced every remaining instances of the old layer names
2016-05-28 01:19:42 +02:00
Leonard2
2f5ae3b51e
Changed the default layer indices and renamed them
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Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c
Added A_OverlayFlags
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Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
c0fe86028d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-27 23:47:19 +02:00
Leonard2
8f360f3bea
Small refactor
2016-05-27 23:37:35 +02:00
Leonard2
b220db4ebe
Fixed: a layer's movements weren't interpolated in some cases
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The old position members would be incorrectly updated if a layer sets another layer's offsets and this layer ticks before the other
2016-05-27 23:37:34 +02:00
Leonard2
bca9829950
Fixed: a few members weren't properly initialized
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This could go wrong if a layer had only one state of -1 tics
2016-05-27 22:58:27 +02:00
Leonard2
599fa7cfd1
Fixed: it was no longer possible to set the flash state in the very first
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weapon's state
This was due to an oversight in my first commit
2016-05-27 22:31:18 +02:00
Christoph Oelckers
d43ea33031
- fixed: A_CustomBulletAttack may not rely on the parameter default setter to get a valid puff. This must be checked explicitly in the functions body to ensure it is never NULL.
2016-05-27 11:39:44 +02:00
Christoph Oelckers
b926cf35d5
- fixed: The portal init code should only delete REJECT if there's actually some portals to consider.
2016-05-27 09:45:17 +02:00
Christoph Oelckers
19003a7973
- fixed: The node builder's FindMapBounds function included all vertices generated by the node builder.
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This could cause problems on maps with bogus nodes so it's better to only check vertices that are referenced by a linedef.
2016-05-27 09:38:33 +02:00
Christoph Oelckers
34c67b9eae
- fixed: The NoiseList array was not cleared before use.
2016-05-27 00:00:27 +02:00
Christoph Oelckers
ded479b1a5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-25 12:02:37 +02:00
Christoph Oelckers
cc685e982b
- fixed: interactive line portals were always deactivated, regardless of alignment type.
2016-05-25 11:36:23 +02:00
Christoph Oelckers
f241d9773a
- made P_NoiseAlert non-recursive to avoid stack overflow problems in large open-area maps with a high sector count.
2016-05-25 11:30:11 +02:00
Christoph Oelckers
72a3257400
- fixed: DIntermissionScreen::Init did not handle non-existent strings in the string table and crashed on a NULL pointer.
2016-05-25 01:45:55 +02:00
Christoph Oelckers
a0dc4ae738
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-24 13:53:52 +02:00
Christoph Oelckers
49234b1fc3
- fixed: UpdateRenderSectorList did some bad calculations for checking portal plane order.
2016-05-24 13:53:29 +02:00
Christoph Oelckers
e6d89b9f71
- re-added P_SetPSprite.
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For debugging purposes it's better to have this as a function.
2016-05-24 13:05:43 +02:00
Christoph Oelckers
d058820c65
- fixed scroll speed calculation for Heretic.
2016-05-24 10:01:57 +02:00
Christoph Oelckers
d70601471a
- fixed the spawn position of Strife's sentinel's attack's trail.
2016-05-24 09:37:01 +02:00
Christoph Oelckers
3bde8824a3
- fixed A_Burst's velocity calculation.
2016-05-24 09:32:30 +02:00
MajorCooke
1b1195df6a
- Added limit parameter to A_RadiusGive.
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- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
alexey.lysiuk
aa6753383d
Fixed fullscreen mode on non-default monitor in OS X backend
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Fullscreen window was incorrectly placed on the main screen instead of the current one
Honestly I have no idea what was the reason behind that [NSWindow setFrameOrigin:] call
Apparently it's redundant and moreover it's incorrect for multi-monitor configuration
2016-05-22 13:22:07 +03:00
Christoph Oelckers
ae31e0ba72
- changed the default key name string because '#' is used as a comment in the config files.
2016-05-22 12:20:46 +02:00
Christoph Oelckers
db944df467
- fixed 3D floor rendering with nearby slopes.
2016-05-22 12:15:14 +02:00
Christoph Oelckers
eed32ee285
- fixed: The friction calculations for terrain based friction had some fixed/float mixups.
2016-05-22 12:11:39 +02:00
Christoph Oelckers
e43c9826dd
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-22 09:31:48 +02:00
Christoph Oelckers
36dfa97802
- fixed: Polyobjects did not save their specialdata pointer.
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- fixed: DMovePoly did not save its m_Speedv member.
# Conflicts:
# src/version.h
2016-05-22 01:27:05 +02:00
Christoph Oelckers
f184438032
- fixed: Polyobjects did not save their specialdata pointer.
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- fixed: DMovePoly did not save its m_Speedv member.
2016-05-22 01:26:13 +02:00
Christoph Oelckers
d767d10322
- made PSprites submission GC aware.
2016-05-21 13:11:43 +02:00
Christoph Oelckers
4781b73d5b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-21 01:09:21 +02:00
Leonard2
8c205ebac3
Added A_OverlayOffset
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Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b
Added A_Overlay
2016-05-20 17:04:45 +02:00
Leonard2
1966b61b8f
Generalized the psprites implementation
2016-05-20 17:04:44 +02:00
Christoph Oelckers
bd396ccb7c
- made P_Move's multiple-step movement portal and teleporter-aware.
2016-05-20 13:30:10 +02:00
Christoph Oelckers
428bd52295
- fixed: It was not possible to step through a ceiling portal into the upper sector.
2016-05-20 13:10:42 +02:00
Gaerzi
68c5191798
Add GOG path for SVE
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Since GOG.com is finally offering this game.
2016-05-20 02:18:48 +02:00
Christoph Oelckers
5017a192eb
- fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights.
2016-05-19 12:22:39 +02:00
Christoph Oelckers
13da14e915
- disable dynamic lights on additively blended surfaces because it doesn't look good at all.
2016-05-18 22:20:18 +02:00
Christoph Oelckers
ea62d4c2d1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-18 21:47:42 +02:00
Christoph Oelckers
78055733c8
- fixed: automap markers were scaled too small
2016-05-18 21:25:58 +02:00
Christoph Oelckers
f22adcc398
- be more thorough with Eternal Doom MAP03. The compatibility option does not seem to fully solve the problem, so let's just clear the tags in the bogus stair sectors.
2016-05-18 21:06:07 +02:00
Christoph Oelckers
9e0301c1a1
- prevent message spam with no MIDI devices.
2016-05-18 13:11:01 +02:00
Christoph Oelckers
7642c2cdaa
- fixed: Opening a non-existent menu left the engine in an invalid state.
2016-05-18 12:02:54 +02:00
Christoph Oelckers
3dcb05e5d2
- fixed: Lock #255 was inaccessible for LOCKDEFS.
2016-05-18 11:56:39 +02:00
Christoph Oelckers
a7fd04a235
Merge branch 'master' of https://github.com/kcat/zdoom
2016-05-18 11:48:27 +02:00
MajorCooke
115dbd0b58
- Added A_WeaponOffset(x = 0, y = 32, flags).
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- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
Christoph Oelckers
661c2e5919
- added missing NULL pointer check to ACS's CheckInventory.
2016-05-18 09:39:19 +02:00
Christoph Oelckers
362e21a6b3
- fixed: The pitch negation required for INHERITACTORPITCH was also applied to the one from PITCHFROMMOMENTUM.
2016-05-17 09:12:26 +02:00
Chris Robinson
fe966916d7
Set head-relative for sources near the listener
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This matches the behavior of the FMOD backend
2016-05-16 17:02:39 -07:00
Christoph Oelckers
5e4be101f1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-15 23:25:02 +02:00
Christoph Oelckers
9e847c252b
- fixed: When linking an actor into the blockmap multiple portal groups, AActor::LinkToWorld would delete the links to the previous nodes for each new group. This was causing random crashes when the affected actor was deleted by the garbage collector.
2016-05-15 23:24:30 +02:00
Christoph Oelckers
aff8b00575
- added NULL pointer checks to SpecialDropAction methods that call CheckLocalView.
2016-05-15 09:16:37 +02:00
Christoph Oelckers
6949afc334
- fixed: For allowing an unblocking move, PIT_CheckThing used the wrong actor's position. This was causing monster pile-ups with moving ceilings.
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- don't let P_PushUp move any actors with the same z as the pushing actor. This should solve most monster pile-ups, but the entire logic here needs some serious rethinking. The only reason this doesn't cause more problems is some fudging in several other places.
2016-05-14 15:05:06 +02:00
Christoph Oelckers
52e19c59b3
Revert "- let gl_draw_sync default to false."
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This reverts commit 616f84209b
.
Now I remember why this is not active: This is causing some problems with interpolated plane heights. Since there is no synchronization with the vertex buffer, the next frame will reset all plane coordinates before the GPU can use them. This will require some rethinking about when to update the buffer - it cannot be done in the render data setup loop.
2016-05-13 20:44:04 +02:00
Christoph Oelckers
03b31796cc
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-13 10:09:24 +02:00
Christoph Oelckers
ebca170e73
- fixed a few warnings in OpenAL code.
2016-05-13 10:07:18 +02:00
Christoph Oelckers
cd8213f067
- fixed: The skybox pointer in FSectorPortal must at least be initialized to nullptr when the struct is deserialized, to avoid an access violation if the partially initialized data is used. This can happen when P_SerializeThinkers destroys the original thinkers that were created on map load.
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- removed the sector loop for deleting skybox references in ASkyViewpoint::Destroy. Since this only refers to the sectorPortals array it is completely redundant as the following code will clear them just as well.
2016-05-13 10:07:01 +02:00
Christoph Oelckers
99bfc64af6
- another failed attempt to use GL_CLIP_PLANE. Leave it in because it's closer to what is needed than the old code.
2016-05-12 23:41:06 +02:00
MajorCooke
4998d4a84d
Use the direct pointer of P_PointInSector instead.
2016-05-12 22:15:06 +02:00
MajorCooke
2ba26693d1
- Added 3D Floor + Portal awareness, along with flags to turn off detection of both features.
2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d
Added GetZAt DECORATE function.
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- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
Christoph Oelckers
616f84209b
- let gl_draw_sync default to false.
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No need to waste valuable processing time if we can let the GPU run in parallel with the code that generates the next frame.
2016-05-12 20:23:18 +02:00
MajorCooke
39f64383cb
Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap.
2016-05-11 19:41:33 +02:00
MajorCooke
952219a018
Added RTF_THRUSTZ for A_RadiusThrust.
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- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
Christoph Oelckers
852ed6cd04
- un-revert P_CheckMove fix.
2016-05-11 19:39:08 +02:00
Edoardo Prezioso
769521b2e1
- Fixed second player lock after error in netgame.
2016-05-11 14:05:29 +02:00
Christoph Oelckers
078e27e61f
- fixed: The mugshot's angle was inverted.
2016-05-11 14:04:21 +02:00
Christoph Oelckers
d4b258f15b
- don't place the chasecam right at the hit position of the trace. This will be the intersection with a wall or sector plane and may cause clipping issues. Instead place it very slightly in front of the actual hit position.
2016-05-11 13:57:49 +02:00
MajorCooke
9ab620814d
- Fixed: Armor absorption did not take ALLOW/CAUSEPAIN flags into account.
2016-05-11 13:33:39 +02:00
Christoph Oelckers
0726a88ab9
- only return DWORD aligned addresses in openings because the 3D floor code stores floating point values in there which cannot be accessed on platforms with strict alignment rules.
2016-05-11 12:04:41 +02:00
Christoph Oelckers
220255e6a4
- fixed P_CheckMove's dropoff check and removed some unneeded code.
2016-05-11 11:56:03 +02:00
Christoph Oelckers
12b84d9f71
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-11 11:47:00 +02:00
Christoph Oelckers
43d93a19a0
- fixed: P_AlignFlat had the 'dist' value negated. Also simplified the code a bit.
2016-05-11 11:36:53 +02:00
Christoph Oelckers
f8c12f4533
- fixed warning in s_sound.cpp
2016-05-11 10:32:57 +02:00
Christoph Oelckers
cc88130362
- fixed: P_CheckMove's dropoff check had the heights swapped. This also shouldn't in any way depend on COMPATF_DROPOFF and must be skipped entirely for actors with either MF_FLOAT or MF_DROPOFF set.
2016-05-11 10:09:13 +02:00
Christoph Oelckers
77e30bb7d7
- fixed: The line portal links were not deleted when an actor was destroyed.
2016-05-11 09:58:03 +02:00
Christoph Oelckers
15933f9c72
- fixed: Texture precaching for sprites had some inverted logic and deleted everything that was still required.
2016-05-10 20:51:23 +02:00
Christoph Oelckers
0cc57c6141
- fixed: BoundTextureDraw2D must reset the texture mode.
2016-05-10 20:50:01 +02:00
Christoph Oelckers
2709391ce9
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-09 23:50:06 +02:00
Christoph Oelckers
966e6797e4
- fixed: The view path for checking whether the player sprite should be drawn during a portal transition was never set properly in the portal transitioning case.
2016-05-09 23:16:06 +02:00
Christoph Oelckers
2e4b8dd416
- fixed incorrect sign in P_TranslatePortalVXVY
2016-05-09 21:59:13 +02:00
Christoph Oelckers
15c711f2a1
- added a missing break in the wall draw dispatcher.
2016-05-09 00:58:55 +02:00
Christoph Oelckers
d5eb1008a4
- implemented texture overlay pass for textured dynamic lights.
2016-05-08 22:07:18 +02:00