Commit graph

16790 commits

Author SHA1 Message Date
Christoph Oelckers
3698a5edc1 - replaced the assignment operator in player_t with a named function.
This didn't behave like an assignment operator so it shouldn't be one, especially since the two places where it got called need different functionality.
2019-03-03 12:12:17 +01:00
Nemrtvi
86a4aea650 Extra Spanish characters
This time with diacritics and full Strife support.

The inverted exclamation mark (¡) may cause problems in the menu because of its positioning, but I see no place where any exclamation mark is used in GZDoom’s Strife menu.
2019-03-03 10:33:03 +01:00
Christoph Oelckers
b3cff43be3 - fixed: SBARInfo's Tick function was using actor references from its last Draw operation.
Between these two calls these can change so these need to be retrieved each time either Draw or Tick are called.
2019-03-03 09:59:08 +01:00
Rachael Alexanderson
13d07e7912 - fix what appears to have been an accidental debug commit, this broke portals and skies 2019-03-03 03:24:55 -05:00
Christoph Oelckers
735e1d1a44 - allow localization of the fallback string "Person".
The corresponding text is in the translation spreadsheet which isn't part of the repo yet.
2019-03-03 09:16:21 +01:00
Christoph Oelckers
f15e3c871d - did a bit more tweaking to the menu dims.
Red on red in Doom was still not good, so the colors were darkened more and made more opaque.
2019-03-03 09:08:19 +01:00
Christoph Oelckers
af3b100b81 - split up the compatibility menu by making each subsection its own submenu.
This one, even more than the gameplay options has devolved into an overwhelming wall of text.
2019-03-03 08:58:49 +01:00
Christoph Oelckers
be0f2f3b74 - split up the automap colors menu.
The cheat and overlay settings are now in submenus. Like the gameplay menu, this was simply too long.
2019-03-03 08:47:05 +01:00
Christoph Oelckers
83fce134f2 - split out the deathmatch and coop gameplay settings into their own submenus. 2019-03-03 08:41:20 +01:00
Christoph Oelckers
cac032cb1c - made the menu dim darker and a bit more opaque.
The recent localization work has made it apparent that on many images the menu was extremely hard to read because its colors often clash with the background.
The choice of a bright overlay color with extremely low opacity is simply not enough to make the menus comfortable to navigate. Chex Quest was particularly bad but the problem existed in many Doom mods as well.
This also changes the CQ dim color to something a bit more green to better fit with the theme.
2019-03-03 08:29:10 +01:00
Christoph Oelckers
1c828b98c2 - fixed incorrect flag keyword in IWADINFO. 2019-03-03 08:16:41 +01:00
Christoph Oelckers
0703bd91c9 - moved the Doom BigFonts to the Game-Doom filter, now that Chex Quest got its own font. 2019-03-03 07:56:42 +01:00
Christoph Oelckers
f3813c036f - filter out the BIGFONT lump in Chex Quest, now that we have a more complete font internally. 2019-03-03 07:50:10 +01:00
Nemrtvi
dccdf083a4 ChexQuest 3 BIGFONT in lump format
No extra characters—just the original set of fonts from chex3.wad in a lump format.
2019-03-02 23:36:15 -05:00
Christoph Oelckers
3903d957bd - moved the weapon bobbing options from the Display Options to the HUD Options menu. 2019-03-03 00:03:22 +01:00
Christoph Oelckers
eacc6c8e08 - fixed: ACS's LocalAmbientSound did not check the activator before calling its methods. 2019-03-02 23:01:42 +01:00
Christoph Oelckers
0dc3485990 - fixed: in CollectWithinRadius, make pos a value variable instead of a reference.
The underlying data here can be reallocated and invalidate what it points to.
2019-03-02 22:10:44 +01:00
Magnus Norddahl
ef30ddbd40 - fix typo 2019-03-02 21:34:34 +01:00
Christoph Oelckers
0f184a0f28 - reject all DMX sounds shorter than or equal 8 bytes.
8 bytes is the minimum header size for DMX, so for one byte of sample data it has to be 9 bytes.
This was causing access to invalid memory when trying to read the header of something too short.
For other file formats this is of no concern because none has a header this short.
2019-03-02 21:10:24 +01:00
Rachael Alexanderson
580c55f8a5 - moved language changer to miscellaneous menu
- removed spacing gaps in the customize controls menu
2019-03-02 13:59:42 -05:00
Christoph Oelckers
9add9e2af9 - added two missing characters. 2019-03-02 19:02:16 +01:00
Christoph Oelckers
8a320af617 moved the 'ÿ's to the corresponding uppercase code point so that the internal substitution logic handles this properly. 2019-03-02 18:32:20 +01:00
Nemrtvi
7a8d5bc23c Spanish font for Doom and Raven
Also includes extra French letters (ÿ and œ) as well as a tiny fix for the Hexen smallfont ü.
2019-03-02 18:24:50 +01:00
Christoph Oelckers
5682b1b5bb -corrected text placement on load+save menu. 2019-03-02 16:03:56 +01:00
Christoph Oelckers
d893299185 - fixed: static event handlers must also receive WorldLoaded events on loading a savegame. 2019-03-02 13:50:58 +01:00
Christoph Oelckers
9ab57e242b - fixed: PlayerStartStomp must check for NOTELEFRAG. 2019-03-02 13:35:35 +01:00
Christoph Oelckers
00febf0498 - fixed: FLevelLocals did not set the owner for its event manager. 2019-03-02 13:24:52 +01:00
Christoph Oelckers
0febe20a08 - fixed: Unmorphing a monster did not clear its UNMORPHED flag. 2019-03-02 13:15:38 +01:00
Christoph Oelckers
4cf90d70ae - fixed: cl_maxdecals did not reset the decal counter when deleting decals. 2019-03-02 12:58:28 +01:00
Christoph Oelckers
5f6198f4e4 - let IWAD and PWAD BigFonts override BigUpper for consistency. 2019-03-02 12:54:46 +01:00
Christoph Oelckers
805cf6c098 - moved the sprite box on the player menu up a bit because this was badly overlapping with some long texts in most languages. 2019-03-02 12:20:58 +01:00
Nemrtvi
5ac5a0a856 French characters for Raven games
Most of this is ripped from Hexen 64 with minor edits and palette conversions. Credits to Jimmy for the cedillas and BIGFONT breves!
2019-03-02 12:06:40 +01:00
Christoph Oelckers
ce1ecd0d4b - implemented string table macros. 2019-03-02 12:06:24 +01:00
Christoph Oelckers
fa123f37c7 - adjustment for renamed spreadsheet. 2019-03-01 22:04:39 +01:00
Christoph Oelckers
a5d9d334d2 - fixed: The lump renaming was not performed for Doom, even for those pieces where needed. 2019-03-01 20:21:15 +01:00
Christoph Oelckers
d84930e30b - added inverted exclamation and question marks wherever they could be created by rotating the regular ones. 2019-03-01 20:02:18 +01:00
Christoph Oelckers
14d404e3ed - moved misplaced characters. 2019-03-01 17:27:12 +01:00
Nemrtvi
d8886214a7 Add Serbian characters for Doom, Heretic and Hexen
Add Serbian SMALLFONT characters for Doom and both SMALLFONT and BIGFONT for Heretic & Hexen.
2019-03-01 17:19:18 +01:00
alexey.lysiuk
2939bc701e - fixed compilation error with GCC and Clang
src/intermission/intermission_parse.cpp:941:2: error: no matching function for call to 'F_StartFinale'
2019-03-01 10:06:34 +02:00
Marisa Kirisame
bc5baae827 Folder casing changes for Linux compatibility. 2019-02-28 23:56:29 +01:00
Christoph Oelckers
23a62cbe12 - added a 'testfinale' CCMD, so that the layout of finale texts can be tested more easily 2019-02-28 23:52:47 +01:00
Christoph Oelckers
86620aaba5 - allow reading xlsx spreadsheets directly for language definitions. 2019-02-28 22:21:55 +01:00
Christoph Oelckers
cad2f49ceb - use BigUpper font for option menu captions. 2019-02-28 22:19:53 +01:00
Major Cooke
b48f7da43e Renamed to musplaying. 2019-02-28 18:47:28 +01:00
Major Cooke
210af0d414 Exported MusPlayingInfo to ZScript.
- Allows grabbing the currently playing song, base order, and loop properties.
2019-02-28 18:47:28 +01:00
Christoph Oelckers
fab8fed8df - reformat the intermission screen if the text is very long.
This will ensure better visibility on widescreen displays, at least.
2019-02-27 22:52:08 +01:00
Rachael Alexanderson
612f198fcf - separate/group out the volume sliders, make them look slightly hierarchal in order to denote their importance 2019-02-27 14:56:12 -05:00
nashmuhandes
407983749a Added a master volume setting. 2019-02-27 14:17:45 -05:00
Rachael Alexanderson
baf5ebd1ce - fixed: menu language selection would not save on exit (this was due to CVAR protections from the menu)
- moved language entry up a bit in the menu
- converted the language entry into a proper CVAR string list selection, instead of a separate menu with said list.
2019-02-27 14:07:49 -05:00
Christopher Bruns
8becc0e78d Enable menu blur in stereo 3d.
Use more blitting to avoid confusing framebuffer state management in stereo 3D.
2019-02-27 09:51:02 +01:00