Commit graph

15 commits

Author SHA1 Message Date
Christoph Oelckers
e0d8241a50 - use the backend's GameTicRate in the scripts where applicable.
This should replace TICRATE globally as it is the backend's actual ticking speed (still locked to 35, though.)
2020-10-16 22:57:24 +02:00
Maarten Lensink
90f40bd8eb Display own and total in coop alt hud 2020-08-30 19:41:17 +02:00
3saster
5803b78147
Implemented Clock Class (#977)
* Simplified some stuff, made up-to-date

* Dealt with DST problems

* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
2020-08-27 12:43:50 -04:00
alexey.lysiuk
e21c9e0ef8 - made most of AltHud class functions virtual
This allows arbitrary customization of alternative HUD
2019-11-26 15:45:18 +02:00
alexey.lysiuk
a7f2df4fef - added ability to set custom alternative HUD
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud

https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 15:45:18 +02:00
alexey.lysiuk
ef7a356644 - fixed inventory scroll arrows in alternative HUD
https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 16:07:25 +03:00
Christoph Oelckers
95349822c4 - for the map name on the automap, fall back to the original SmallFont if the actual one cannot print it.
This is mainly for mods which provide a new font but do not alter the automap texts, a good example is Hell Revealed 2.
2019-07-17 20:28:07 +02:00
Christoph Oelckers
d73f8faafa - added monospacing support to Screen.DrawText and its native counterparts. 2019-04-13 12:17:38 +02:00
Christoph Oelckers
bcf7bc8d34 - added some UTF-8 utilities to FString.
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
2019-04-13 09:31:36 +02:00
Christoph Oelckers
c0b322c51a - make the switch between game and generic fonts automatic by adding a key value to the language table 2019-04-12 00:20:42 +02:00
Christoph Oelckers
b423caa8d6 - removed the rather pointless hud_althudfont CVAR and the tiny piece of code it activated.
This was meant for using the VGA font in the alternative HUD but this never went beyond the Kill/Item/Secret display which isn't useful for localization.
2019-04-10 21:57:24 +02:00
Christoph Oelckers
5e5780dd65 - allow using the VGA font for map name display on the alternative HUD. 2019-04-10 21:21:33 +02:00
Christoph Oelckers
31d1f8ba50 - fixed redundant map name display on alternative HUD's automap HUD. 2019-04-10 20:56:24 +02:00
Christoph Oelckers
13f3bf2331 - add an option to print the kill, item and secret stats on the alternative HUD with the NewSmallFont.
This has to be set in the console, the default is still the regular small font. Mainly added because some mods have really hard to read fonts where it is not easy to decipher the numbers.
2019-03-17 21:35:33 +01:00
Christoph Oelckers
b542d1371d - reorganized the ZScript content in gzdoom.pk3 and changed the files' extensions to something unique for easier syntax highlighting. 2019-02-23 12:08:27 +01:00
Renamed from wadsrc/static/zscript/statusbar/alt_hud.txt (Browse further)