Commit graph

4097 commits

Author SHA1 Message Date
Edward Richardson
e1b8b4a871 Started work on prediction lerping 2014-10-06 15:27:13 +13:00
Edward Richardson
7175374350 Keep gateway sockets open during handshake 2014-10-05 19:46:34 +13:00
Edward Richardson
c9d603d1c3 Unreliable isn't exactly the problem 2014-10-05 18:52:56 +13:00
Edward Richardson
0c1fde81ad Remove PacketServer auto select
PacketServer has the tendency to amplify netgame latency times, so it
really shouldn't be auto selected.
Added a notice in case it's used.
2014-10-05 18:32:32 +13:00
Edward Richardson
ae71f94ed2 Remove disconnecting players safely
Players who were disconnecting would be removed outside of the playsims
control, causing problems with sector lists.
2014-10-05 18:04:11 +13:00
Edward Richardson
0f9a8176f5 Unprediction needs to restore selected inventory 2014-10-05 16:57:31 +13:00
MajorCooke
f54a59fdf8 - Added JLOSF_CHECKTRACER for A_JumpIfTargetInLOS.
- CHECKTRACER doesn't need to be a missile or have the SEEKERMISSILE
flag.
2014-10-02 17:00:17 -05:00
ChillyDoom
20dea78ce9 Merge branch 'master' of https://github.com/ChillyDoom/zdoom into scoreboardtoggle 2014-10-02 21:13:54 +01:00
ChillyDoom
c6e1ea864f - Added scoreboard toggling. 2014-10-02 21:03:15 +01:00
MajorCooke
5030832df0 - Added DMSS_NOFACTOR for all A_Damage functions. 2014-10-02 11:48:07 -05:00
Christoph Oelckers
c66c497811 Merge branch 'master' of https://github.com/crimsondusk/zdoom 2014-09-29 00:43:19 +02:00
Christoph Oelckers
cfb623d517 Merge branch 'master' of https://github.com/MajorCooke/zdoom 2014-09-29 00:42:59 +02:00
Christoph Oelckers
82656df8c8 Merge branch 'Get-linetarget-from-any-actor' of https://github.com/fdari/zdoom 2014-09-29 00:42:35 +02:00
Christoph Oelckers
81076abba2 Merge branch 'canraise' of https://github.com/GitExl/zdoom
Conflicts:
	src/p_acs.cpp
2014-09-29 00:42:09 +02:00
Teemu Piippo
770547e661 - added udmf key midtex3dimpassible which causes the midtex to behave like a finite-height impassible line; practically this means the mid texture lets projectiles pass through it. 2014-09-28 17:17:19 +03:00
MajorCooke
96c6e7d9bf Minor fix; didn't mean to include that flag check. 2014-09-28 08:20:27 -05:00
MajorCooke
43b86288c7 - Added A_Remove(int pointer, int flags).
- RMVF_MISSILES removes missiles.
- RMVF_NOMONSTERS ignores monsters.
- RMVF_MISC includes non-monsters and missiles.
- RMVF_EVERYTHING disregards all checks and remove it.

These flags now apply to the following in addition to the new function:

-A_RemoveTarget
-A_RemoveMaster
-A_RemoveTracer
-A_RemoveChildren
-A_RemoveSiblings
2014-09-28 08:15:00 -05:00
fdari
c4f0f95ec8 Get linetarget (aim target) from any actor (not just player): AAPTR_LINETARGET 2014-09-28 15:06:52 +02:00
fdari
a2f7b86a0f IsPointerEqual (ACS and Decorate)
Decorate: IsPointerEqual(int aaptr_selector1, int aaptr_selector2)
ACS: IsPointerEqual(int aaptr_selector1, int aaptr_selector2, int tid1 = 0, int tid2 = 0)

Compare the pointers values returned by two pointer select operations. Returns true if they both resolve to the same value. Null values can be explicitly tested using IsPointerEqual(AAPTR_NULL, ...)

ACS: IsPointerEqual(int aaptr1, int aaptr2, int tid1 = 0, int tid2 = 0)

This function lets you compare pointers from other actors than the activator, using tids. Tid1 determines the actor used to resolve aaptr1, Tid2 does the same for aaptr2. If tid1 and tid2 are equal, the same actor will be used for resolving both pointers (that could always happen randomly; this way you know it will happen).
2014-09-28 11:52:37 +02:00
MajorCooke
97d5d614c4 - Fixed: SXF_NOPOINTERS didn't clear LastHeard, causing monsters to spawn with targets. 2014-09-27 16:50:24 -05:00
MajorCooke
68a5db3c8c - Added SXF_NOPOINTERS for A_SpawnItemEx.
- Added WARPF_ABSOLUTEPOSITION for A_Warp.
2014-09-27 13:22:14 -05:00
Christoph Oelckers
68c481945a - extended parameter list of A_BFGSpray. 2014-09-27 09:36:38 +02:00
Christoph Oelckers
e025f40902 - more redundancy removal: Consolidated the common part of the A_Kill* functions into a subfunction. 2014-09-27 08:54:18 +02:00
Christoph Oelckers
afaa88a460 - consolidated the common portion of the 6 different A_Damage* functions into a subfunction. 2014-09-27 08:48:36 +02:00
MajorCooke
0735cb9550 - Updated many functions.
- Added A_KillTarget(damagetype, int flags).
- Added A_KillTracer(damagetype, int flags).
- Added A_RemoveTarget.
- Added A_RemoveTracer.

A_Kill (Master/Target/Tracer/Children/Siblings):
- KILS_FOILINVUL: foils invulnerability.
- KILS_KILLMISSILES: destroys projectiles. Does not work on invulnerable
projectiles without KILS_FOILINVUL, and doesn't work at all on missiles
with NODAMAGE flag.
- KILS_NOMONSTERS: actors that are monsters will not be killed.

A_Damage (Self/Target/Master/Tracer/Children/Siblings):
- DMSS_FOILINVUL: foils invulnerability.
- DMSS_AFFECTARMOR: damages the actor's armor instead of bypassing it
entirely.
- DMSS_KILL: damages the actor by its remaining health (useful for
modular DECORATE programming).

- Added A_SpawnItemEx flags:
- SXF_SETTARGET: sets the calling actor as the target.
- SXF_SETTRACER: sets the calling actor as the tracer.
Both of these functions take priority similar to SXF_SETMASTER over
SXF_TRANSFERPOINTERS.
2014-09-27 00:10:31 -05:00
MajorCooke
5b71ce6dcb - Added FDARI's A_JumpIfHealthLower patch.
Now with pointer accessibility.
2014-09-26 11:48:20 -05:00
Edoardo Prezioso
54ccf5d44d - Fixed a possible uninitialized condition.
In the function R_RebuildViewInterpolation, the pointer 'iview' was not initialized when the player or its camera were NULL, hence 'iview == NULL' was garbage. Also, the function FindPastViewer does not return NULL, hence the mentioned check is not needed at all. Just return early if the player camera does not exist.
2014-09-26 11:11:35 +02:00
Christoph Oelckers
0f62983aee Merge branch 'master' of https://github.com/Edward850/zdoom 2014-09-26 08:31:20 +02:00
Christoph Oelckers
80060cf1ac Merge branch 'checkclass' of https://github.com/MajorCooke/zdoom 2014-09-26 08:30:33 +02:00
MajorCooke
6586fa29fd - Added FDARI's A_JumpIf CheckClass submission.
- bool CheckClass(string classname, int ptr_select = aaptr_default, bool
match_superclass = false)
2014-09-25 23:56:10 -05:00
MajorCooke
422e83a1b9 - Added more A_Damage functions:
- A_DamageTarget
- A_DamageTracer
-Both take a number for how much damage to deal and the damagetype to
inflict. Negative numbers means healing.
2014-09-25 23:12:25 -05:00
Edward Richardson
e25b91d5a1 Cleanup 2014-09-26 16:11:52 +12:00
Edward Richardson
84cf799803 Final changes to balancing 2014-09-26 15:48:46 +12:00
Edward Richardson
8f82243f4c Don't balance if already the slowest node
- Network balancing shouldn't be run if already too far behind
- Don't save network settings
- Added net_fakelatency for debug builds
2014-09-26 15:48:45 +12:00
Edward Richardson
9e68983b44 Added standard teleports to line prediction
- Added standard teleports to line prediction
- Menudef for line special prediction
2014-09-26 15:48:45 +12:00
Edward Richardson
53b6e7d4d5 Added silent line teleport prediction
- Allow activation of line teleport specials during prediction
- Moved prediction functions to improve uncapped framerates
2014-09-26 15:48:45 +12:00
Edward Richardson
ad0a1ad865 Readded -extratic for compatibility with launchers 2014-09-26 15:48:45 +12:00
Edward Richardson
530f474673 Shifted netmode reporting for guests
- The netmode is now reported after a guest has received it.
- Minor code cleanup
2014-09-26 15:48:44 +12:00
Edward Richardson
c661da2995 Stop negative tic counts from corrupting messages 2014-09-26 15:48:44 +12:00
Edward Richardson
42e6737803 Player prediction now updates listener 2014-09-26 15:48:44 +12:00
Edward Richardson
4db8b3e421 Made delay updates less erratic 2014-09-26 15:48:44 +12:00
Edward Richardson
c585eee82b Don't need to MAX() mode 2 2014-09-26 15:48:43 +12:00
Edward Richardson
78f8bf19d2 Extratics mode 3 didn't work well
- Removed Extratics mode 3
- Fixed a typo
2014-09-26 15:48:43 +12:00
Edward Richardson
4041f56cc8 Bumped net version 2014-09-26 15:48:43 +12:00
Edward Richardson
ded3bc73be New extratic method
- Extratic changed to server var, that can be changed at any time
(net_extratic)
- Added net_extratic 2 which resends all unconfirmed tics
- Corrected bad variable typo in delay reporting
2014-09-26 15:48:43 +12:00
Edward Richardson
97586c317e Further refinements to network balancing
- Added delay times of all players to the scoreboard
- Removed balancing from packet-server (tried it, didn't work)
- Calculations remove an extra tic to account for possible bias
2014-09-26 15:48:42 +12:00
Edward Richardson
542b8a7171 Added network load balancing
- Guests can now attempt to match latency with the arbitrator.
(net_loadbalance)
- Added althud feature to show arbitrator and local latency.
(hud_showlag 1 is on for netgames, 2 is always on)
2014-09-26 15:48:42 +12:00
MajorCooke
b1f87295b8 - Added A_DamageSelf.
- A_DamageSelf(int amount, name damagetype)
2014-09-25 16:47:41 -05:00
John Palomo Jr
79d9a573bb Added AProp_MeleeRange to SetActorProperty. 2014-09-24 03:56:20 -04:00
GitExl
bb3d2fa535 Add CanRaiseActor ACS function. 2014-09-23 12:10:39 +02:00
Christoph Oelckers
0b44b51b00 Merge branch 'master' of https://github.com/GitExl/zdoom 2014-09-21 22:13:16 +02:00
GitExl
313b229319 Add PickActor ACS function. 2014-09-21 16:43:17 +02:00
Christoph Oelckers
f92cdb0ce7 - fixed: When the SectorAction's TriggerAction method was renamed, the inherited one in the MusicChanger was overlooked. (Bit thanks to the C++ specs for allowing to override a non-virtual method with a virtual one without even showing a warning...) 2014-09-21 09:11:33 +02:00
Christoph Oelckers
cbf72fe992 - fixed: Since the serializing code cannot distinguish between user variables of the same name coming from different actors in an inheritance chain, this kind of name duplication must be prohibited. 2014-09-21 08:32:39 +02:00
MajorCooke
44683657f2 - Added jpalomo's A_SetSpeed patch. 2014-09-20 17:34:57 -05:00
alexey.lysiuk
49dca4d9cb Native Cocoa back-end is enabled by default 2014-09-20 11:56:15 +03:00
alexey.lysiuk
e8ca4fa94e Applied fixes for timer to its thread-based implementation 2014-09-20 11:55:49 +03:00
alexey.lysiuk
0f602fb1ce Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-09-20 11:54:21 +03:00
MajorCooke
16a380f82a - Added Blue Shadow's DropInventory ACS function. 2014-09-19 17:27:18 -05:00
MajorCooke
5c4ad9be68 Added Blue Shadow's A_SpawnItemEx changes: (1/2)
SXF_TRANSFERALPHA and SXF_TRANSFERRENDERSTYLE
2014-09-19 14:15:31 -05:00
Christoph Oelckers
c2377ff8e1 Merge branch 'setmasterfix' of https://github.com/MajorCooke/zdoom 2014-09-19 09:15:33 +02:00
Christoph Oelckers
0787f73cd4 Merge branch 'clang_3_5_crash' of https://github.com/edward-san/zdoom 2014-09-19 09:14:44 +02:00
MajorCooke
7a62459c00 Allow SXF_SETMASTER to work on non-monsters. 2014-09-18 17:58:06 -05:00
Christoph Oelckers
134c9ade21 Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-16 08:44:37 +02:00
Christoph Oelckers
864adde92e - typo for savegame versioning of AActor::weaponspecial: it was introduced in savegame version 4512, not 4511. 2014-09-16 08:42:27 +02:00
Edoardo Prezioso
1c96039d7a - Fixed miscompilation with Clang 3.5.0.
The optimizer miscompiles the function FBehavior::LoadScriptsDirectory and causes random crashes when zdoom is run with wads containing scripts.
As said in the comment, I just hope that the Clang devs fix it for the next patching release, ie 3.5.1.
2014-09-15 19:46:43 +02:00
Braden Obrzut
94123d5ef4 - Applied anonymous patch to fix uncapped stuttering in SDL backend. 2014-09-15 12:59:07 -04:00
Christoph Oelckers
4be9a71636 - fixed: The VOC reader didn't advance the read index correctly. 2014-09-15 11:32:40 +02:00
Christoph Oelckers
1b13e6be98 -. fixed:S_LoadSound passed the wrong value for the lump size parameter to LoadSoundVoc. 2014-09-15 11:24:48 +02:00
alexey.lysiuk
1529ff7730 Fixed compilation warning in HID name formatting 2014-09-14 09:51:55 +03:00
alexey.lysiuk
c7fc44062e Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-09-13 16:12:14 +03:00
alexey.lysiuk
1e3e94f8ad Fixed crash Apple's HID Utilities in x86_64 build
Only a small part of HID Utilities version 5.3, 2014-02-28 was merged in because of various issues it has
https://developer.apple.com/library/mac/samplecode/HID_Config_Save/
2014-09-13 15:46:32 +03:00
Christoph Oelckers
ee6e87d94b - use a separate counter from AActor::special1 to count weapon use with some Hexen weapons. special1 is used for some other purposes as well, and when using a separate counter it can be reset to 0 when changing weapons, preventing counting errors. 2014-09-13 12:38:16 +02:00
Christoph Oelckers
de68361f27 - fixed: When a sprite is being renamed by Dehacked it also needs to be changed in the list of original sprite names, otherwise any subsequent attempt to use the altered sprite in a frame definition will fail. 2014-09-13 11:54:19 +02:00
Christoph Oelckers
2ada3fe00e - remove debug stuff. 2014-09-13 11:40:06 +02:00
Christoph Oelckers
50a8297201 - fixed: G_ChangeLevel must resolve warptrans map links before getting the next level's levelinfo. 2014-09-13 11:00:25 +02:00
alexey.lysiuk
87472bf002 Use the same binary architecture to restart from IWAD picker 2014-09-13 11:44:24 +03:00
Christoph Oelckers
f0e9fde336 - fixed: In Raven games, don't chase after monsters in the titlemap or when actor has a goal. 2014-09-13 10:40:56 +02:00
alexey.lysiuk
7286ee9626 Renamed application delegate to controller 2014-09-13 11:23:38 +03:00
alexey.lysiuk
b6f829979a Cleaned up software rendering internals in Cocoa back-end 2014-09-13 11:16:23 +03:00
Christoph Oelckers
2be3b776d8 - fixed: A_CustomMissile should not jump to the See state for dead monsters when using CMF_CHECKTARGETDEAD. 2014-09-13 10:15:09 +02:00
Christoph Oelckers
46ec364443 - fixed: When validating the crouch sprite it was assumed that both the regular and the crouch sprite were having full rotations. 2014-09-13 10:08:22 +02:00
Christoph Oelckers
1e82d72349 - fixed: G_FinishTravel must clear the MF2_BLASTED flag off the player pawn because this flag will result in damage from contact with other objects in the map. 2014-09-13 09:56:21 +02:00
Christoph Oelckers
a0f507d18f - fixed: The crosshair setting code checked for existence of lumps, not textures and missed anything defined in a TEXTURES lump. 2014-09-13 09:51:49 +02:00
Christoph Oelckers
109da206a6 Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-12 20:59:41 +02:00
Christoph Oelckers
a2c81f1ca9 -fixed the file validity checks in MapData::GetChecksum.
They need to be done per lump, because MapData::Seek can alter the FileReader being used for a specific lump. Even worse, the FileReader will be NULL when the function as it was is called for a map inside a Zip-file.
2014-09-12 20:59:23 +02:00
alexey.lysiuk
1dab120e15 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-09-12 18:37:43 +03:00
alexey.lysiuk
0fd84bc853 Added ability to turn off hi-res backing surface rendering on Retina displays
High resolution backing surface is enabled by default and controlled via vid_hidpi CVAR
When it is set to false one pixel per point scale is used
2014-09-12 18:35:45 +03:00
Braden Obrzut
27ebfa783e - Added IfHealth based on Blue Shadow's patch. 2014-09-12 00:49:09 -04:00
Braden Obrzut
0223b7f460 - Fixed: InInventory didn't work quite right with multiple items. 2014-09-12 00:39:36 -04:00
Christoph Oelckers
5e34b78451 - missed a line. 2014-09-08 23:25:27 +02:00
Christoph Oelckers
580e580c42 - added option to set a sector's tag via compatibility.txt (needed by GZDoom) 2014-09-08 22:54:56 +02:00
Christoph Oelckers
3d2646cbae Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-08 13:02:39 +02:00
Christoph Oelckers
cfd24f438f - jpalomo's A_Saw flags submission. 2014-09-08 13:02:05 +02:00
alexey.lysiuk
e60d181e87 Removed redundant #include's that broke build of native back-end 2014-09-06 10:22:37 +03:00
alexey.lysiuk
45a88780b0 Fixed build with GCC 4.x / Xcode 3.2.x 2014-09-06 10:18:33 +03:00
alexey.lysiuk
4d799cab70 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-09-06 10:17:41 +03:00
Braden Obrzut
49382a2a14 - Added detection for The Adventures of Sqaure (based off MTrop's submission).
- IWADINFO no longer requires a mapinfo to be specified.
2014-09-04 19:36:08 -04:00
Christoph Oelckers
1d2aa3df0c fixed: The wait console command waited one tic too many because it got 1 added to it twice instead of only once. 2014-08-25 10:51:50 +02:00
alexey.lysiuk
51d7340288 Fixed crash on music volume change when no track is played using FluidSynth device 2014-08-23 16:35:05 +03:00
Christoph Oelckers
5364116354 - fixed: APROP_Friendly did not manage monster counting correctly. 2014-08-23 13:24:15 +02:00
Christoph Oelckers
df0d3543a8 - fixed: *ALL* original ceiling crushers, not just type 49, require a distance of 8 to the floor for the destination height. For the silent types this required a new action special, Ceiling_CrushAndRaiseSilentDist. This change only affects the XLAT mapping, the Hexen format types behave as before.
- removed the redundant internal ceilCrushAndRaiseDist ceiling movement type. It was precisely the same as ceilCrushAndRaise in all details.
2014-08-21 13:01:12 +02:00
Edward Richardson
07d7f690e8 Non-wall sprites need their original depth checks 2014-08-21 20:03:17 +12:00
alexey.lysiuk
9479a89b66 Fixed crash on Release targets 2014-08-16 13:55:05 +03:00
alexey.lysiuk
cbe6cf2d41 Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-08-16 13:28:55 +03:00
Christoph Oelckers
f482dc094d fixed: R_PointOnSideSlow had precision issues with very short lines.
When this function was originally written there was no possibility of fractional vertex coordinates so it threw away the fractional parts of the node's directional vector (which in the original nodes was always 0.)
Now, with UDMF and high precision vertices this no longer works and the loss of significant parts of their value caused this code to produce erroneous results if the linedefs were only a few map units long and using fractional positions.
2014-08-11 12:27:04 +02:00
Christoph Oelckers
48163de8e2 must include doomdef.h in cmdlib.h to get TICRATE. 2014-08-11 11:47:14 +02:00
Christoph Oelckers
f0eccb9d15 - BlueShadow's submission for keeping the max save amount of BasicArmorPickups around when picking up armor bonuses. 2014-08-11 10:08:49 +02:00
Christoph Oelckers
259466c3d4 fixed time printing.
- In ZDoom the timer runs a bit too fast because roundoff errors make 35 tics only last 0.98 seconds. None of the internal timing has been changed, only the places where a time value is printed it will get adjusted for this discrepancy.
2014-08-11 09:39:38 +02:00
alexey.lysiuk
96a3e0f729 Set more descriptive name for SDL source files list in CMake file 2014-08-10 12:30:19 +03:00
alexey.lysiuk
2649b4c26a Moved render buffer options definition to own header file
This is needed for GZDoom
2014-08-10 11:22:20 +03:00
alexey.lysiuk
f8dfdbd4a4 Extracted fullscreen and windowed modes handling to separate methods 2014-08-10 11:12:35 +03:00
alexey.lysiuk
406ee9234a Added two SDL functions needed for GZDoom 2014-08-09 16:27:07 +03:00
alexey.lysiuk
efdfeeec90 Distinguish SDL and Cocoa back-ends in startup log 2014-08-09 15:51:39 +03:00
alexey.lysiuk
b6404180bb Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean 2014-08-09 13:34:06 +03:00
alexey.lysiuk
18c9caf68d Enhanced Cocoa version of IWAD picker window
Added ability to specify custom command line parameters
Added ability to browse for user files
Improved handling of restart console command
Improved layout for window
2014-08-09 13:32:32 +03:00
alexey.lysiuk
82e8c514e9 Renamed SDL specific source file with GUI related code 2014-08-09 13:20:52 +03:00
Christoph Oelckers
1fcde91298 - BlueShadow's GetArmorInfo submission. 2014-08-08 09:25:35 +02:00
Randy Heit
fefe6aa2c1 Specie -> Species
- specie: money in the form of coins rather than notes
- species: a group of living organisms consisting of similar individuals
  capable of exchanging genes or interbreeding
2014-08-07 22:40:12 -05:00
Randy Heit
75dc7de632 Merge branch 'master' of github.com:rheit/zdoom 2014-08-07 22:28:35 -05:00
Randy Heit
46592f5f6d Don't clamp SHADE2LIGHT
- Light levels aren't stored in bytes anymore, so there's no reason to
  clamp it anymore when loading Build maps.
2014-08-07 22:27:48 -05:00
Randy Heit
fbb5689f29 Eliminate extra vars from FWallCoords
- cx1, cx2, cy1, and cy2 are not used anywhere, so get rid of them.
- Also annotated the comments to indicate the corresponding arrays in the Build engine.
2014-08-07 22:26:24 -05:00
Randy Heit
e6a1d6b516 Parse more info from Blood's map header 2014-08-07 22:00:02 -05:00
Randy Heit
9659b894a3 Skip neardepth/fardepth checking in R_DrawSprite
- Wall sprites now clip much, much better than before.
2014-08-07 20:43:09 -05:00
Randy Heit
7b02027ba7 Fixed: Wall sprites cut off one pixel short of the window's right border 2014-08-07 20:00:49 -05:00
Randy Heit
6303935ad6 Use wall sprite Y scale 2014-08-07 19:57:55 -05:00
Randy Heit
0aa67c68ab Redo lighting for each wall sprite
- Because previously it just reused whatever the most recently drawn wall
  used.
2014-08-07 17:23:06 -05:00
Randy Heit
e1ee80661e Make FWallCoords' members lowercase
because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
  it's getting crammed into a vissprite now.
2014-08-07 17:12:04 -05:00
Leonard2
8c4c011ca2 MTHRUSPECIES on puffs
You were right it's cleaner that way
2014-08-07 18:05:39 +02:00
Leonard2
5400ce1a21 +MTHRUSPECIES on puffs 2014-08-07 15:50:21 +02:00
alexey.lysiuk
313173aa32 Added support for clipboard operations on OS X 2014-08-03 12:40:14 +03:00
alexey.lysiuk
4fb1e7517c Added support for VSync option in Cocoa back-end 2014-08-03 12:39:42 +03:00
Braden Obrzut
177112603d Added support for Cocoa back-end in CMake build system 2014-08-03 12:38:56 +03:00
alexey.lysiuk
e12f860f1b Added native Cocoa back-end implementation 2014-08-03 12:36:02 +03:00
alexey.lysiuk
fecd1b6401 Moved cursor and timer implementations into separate files 2014-08-03 12:33:29 +03:00
alexey.lysiuk
d6cc6ee452 Added notification dialog in case of fatal error 2014-08-03 12:26:17 +03:00
alexey.lysiuk
906102c3b6 Added HID Utilities source code
https://developer.apple.com/library/mac/samplecode/HID_Utilities/Introduction/Intro.html
https://developer.apple.com/library/mac/samplecode/HID_Utilities/HID_Utilities.zip
2014-08-03 12:23:08 +03:00
alexey.lysiuk
2efb62e8ef Added work-around for vectorization issue in Apple's GCC 4.x 2014-08-03 12:21:00 +03:00
alexey.lysiuk
0a5dd94072 Fixed whole program (link-time) optimization build with Clang 2014-08-03 12:20:30 +03:00
alexey.lysiuk
39e2ebe425 Fixed GNU inline assembly for Clang 2014-08-03 12:19:07 +03:00
alexey.lysiuk
32af6cb0cf Added support for Command/Meta key 2014-08-03 12:18:15 +03:00
Randy Heit
1d02ad3aa2 Merge branch 'master' of github.com:rheit/zdoom 2014-08-02 22:40:02 -05:00
Randy Heit
d0043bed78 Q&D port of decal code to draw generic wall sprites
- This still doesn't use all the sprite properties correctly. It also
  looks like they're going to need different code to build the clipping
  arrays. But at least wall sprites are drawn at the proper angle now!
2014-08-02 22:35:57 -05:00
Christoph Oelckers
eef4d1fac1 Merge branch 'fix_build_nonmsvc' of https://github.com/alexey-lysiuk/gzdoom 2014-08-03 01:17:15 +02:00
alexey.lysiuk
6ef67e1d3e Fixed build on compilers other than MSVC
No more "Call to 'LittleShort' is ambiguous" error
2014-08-02 13:14:25 +03:00
Edward Richardson
9716a61219 Add CVar for drawing weapons in the althud 2014-08-02 19:34:16 +12:00
Randy Heit
15251e7a21 Set face/wall/floor flags from Build sprites 2014-07-31 22:18:08 -05:00
Randy Heit
a600a816c3 Consolidate some common code for texture mapping setup
- R_AddLine() and R_RenderDecal() had nearly identical code for setting up
  texture mapping. These have now been spun off into methods of
  FWallCoords and FWallTmapVals.
2014-07-31 21:02:22 -05:00
Randy Heit
b0b9c57e85 Pass x1 and x2 to Prep(L)Wall as params 2014-07-31 20:32:21 -05:00
Randy Heit
fc63e9db3c Pass WallC as a parameter to (O)WallMost instead of referencing it globally 2014-07-31 20:23:04 -05:00
Randy Heit
bc450808b2 Consolidate wall texturing vars into two structs
- All transformation and clipping values go into FWallCoords.
- All texture mapping values go into FWallTMapVals.
2014-07-31 20:17:23 -05:00
Randy Heit
bbc3b69a7c Remove polymost stuff
- Maybe it will be back someday, but it's been essentially dead for nearly
  10 years, so don't hold your breath.
2014-07-31 19:44:41 -05:00
Randy Heit
4cf468452c Remove slopetype from line_t.
- Recomputing it in the only two places where it's used is trivial, so
  it's basically a waste of space to precompute it.
2014-07-31 19:15:08 -05:00
Randy Heit
e55e7b9a38 Don't weed out wall and floor sprites when spawning Build sprites 2014-07-31 18:22:33 -05:00
Randy Heit
a922ae04cc Use Blood player starts
- Blood's maps use thing types, much like Doom's, so getting its player
  starts is easy. There's no need to synthesize a start from the editor
  position like with other Build maps.
2014-07-29 21:39:05 -05:00
Randy Heit
449a17c2f4 Correctly assign the sample rate for all Blood SFX formats
- Blood can do 44100 Hz sounds!
2014-07-29 21:09:29 -05:00
Randy Heit
e0e00c4f8c Fixed: None of the Blood ambient sounds were registered correctly 2014-07-29 20:56:20 -05:00
Randy Heit
4296e9caa2 Fix typo in comment 2014-07-29 20:51:23 -05:00
Randy Heit
d602b272b5 Never cache nodes for Build maps 2014-07-29 20:46:20 -05:00
Randy Heit
00854dd09e Don't reopen the reader for encrypted maps
- Fixed: Memory leak when loading Blood maps.
2014-07-29 20:42:17 -05:00
Randy Heit
02e7c56c82 Move SpriteFrames.Clear() from R_InitSprites to FTextureManager::Init
- Fixed: Blood sprite rotations were overwritten by the Doom sprite
  rotations.
2014-07-29 20:31:53 -05:00
Randy Heit
f3d8edb4d8 Fixed: No sprites were loaded for Build maps 2014-07-29 20:30:50 -05:00
Christoph Oelckers
a1dfdf0fc7 Merge branch 'master' of https://github.com/rheit/zdoom 2014-07-29 15:51:14 +02:00
Randy Heit
ea7ba9dba3 Add per-actor friction
- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
2014-07-28 23:15:50 -05:00
Randy Heit
0f8a0020ed Merge remote-tracking branch 'origin/master' 2014-07-28 21:08:21 -05:00
Randy Heit
7280d278d9 Fix VC2005 warning in F7ZFile::Open 2014-07-28 21:03:41 -05:00
Randy Heit
4c6edd5e58 Add script array support to ZDoom 2014-07-28 21:02:20 -05:00
Edward Richardson
6af441c4d7 Dup frames shouldn't adapt.
Adapting during a dup frame caused jittery network performance
(especially when using high dup values).
The demoplayback check also didn't need to be there anyway.
2014-07-29 11:09:46 +12:00
Christoph Oelckers
993b6c3066 - fixed typo in FraggleScript item class list 2014-07-28 17:13:42 +02:00
Christoph Oelckers
6d4eb7f62d - changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned. 2014-07-27 10:07:37 +02:00
Christoph Oelckers
79f3984346 Merge branch 'upstream' of https://github.com/Edward850/zdoom 2014-07-26 10:17:47 +02:00
Christoph Oelckers
5576892c01 Merge branch 'redundant_offsetof_macro' of https://github.com/edward-san/zdoom 2014-07-26 10:17:25 +02:00
Christoph Oelckers
a21f01bc5f - added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags. 2014-07-26 10:15:07 +02:00
Edward Richardson
0276760a2d Animate switches when bumped 2014-07-19 21:00:12 +12:00
Edoardo Prezioso
ae2f7b8707 - Remove a duplicate of a custom offsetof macro.
It's already defined in cmdlib.h .
2014-07-19 00:53:18 +02:00
Edoardo Prezioso
484eb347ca - Fixed: wrong FString empty string check.
Even when '+logfile' argument was omitted, the console would print 'Could not start log', because 'logfile != NULL' was used as a check for the presence of '+logfile' argument, but the internal buffer of FString is never NULL, so the right check is 'logfile.isNotEmpty()'.
While I'm at it, I fixed another bad check for 'pagename'.
2014-07-18 01:15:41 +02:00
Edward Richardson
f99a84b498 Changes to maketic/menu/console updates
- Console and Menu will now update cleanly during stalls.
- Moved net adaption so uncapped framerate will always use it.
2014-07-17 11:29:30 +12:00
Braden Obrzut
84cb49b074 - Fixed: Legacy render style array was in the wrong order. 2014-07-16 19:19:20 -04:00
Braden Obrzut
b6bbdf6195 - Call C_DeinitConsole in I_Quit so that we can be sure that Printf will work for as long as possible. Otherwise ZDoom will crash when ending a demo recording. 2014-07-16 18:59:49 -04:00
Braden Obrzut
bd5bf2a40a - Expand environment variables for autoload paths.
- Forgot to save the French translation file for the last commit, so a few more corrections there.
2014-07-15 21:26:26 -04:00
Braden Obrzut
fa5dfe79ae - Disable cubic and spline resamplers on 64-bit with fmod 4.26 since they crash. 2014-07-15 21:07:07 -04:00
Braden Obrzut
2020769967 - Fixed: Player turned into a zombie if exiting telefragged in buddha mode.
- Fixed: Players could drop their inventory after dying.
2014-07-15 20:16:28 -04:00
Christoph Oelckers
004cf5748c - fixed: FraggleScript's SpawnedThings array must always be checked for owned inventory items. The 'mapthingnumexist' function forgot to do that. 2014-07-13 09:43:28 +02:00
Christoph Oelckers
400a573e65 - fixed: ACS's LineAttack function with a valid tid still used the activator as the attack's source. 2014-07-13 09:12:46 +02:00
Edward Richardson
e1130b860e Serialize FriendPlayer 2014-07-13 14:44:22 +12:00
Christoph Oelckers
e691341541 Merge branch 'master' of https://github.com/rheit/zdoom 2014-07-09 09:16:30 +02:00
Christoph Oelckers
e1729a9ec2 - fixed compilation with VC++2005 solution.
hu_stuff.h defined some callbacks for qsort without STACK_ARGS which causes problems with this solution's Release setting which uses __fastcall calling convention.
2014-07-09 09:15:51 +02:00
Edoardo Prezioso
d83f048858 - Miscellaneous CMakeLists.txt fixes.
- fixed a CMake warning about uninitialized use of the variable CROSS_EXPORTS in the tools subfolder when CMAKE_CROSSCOMPILING is off;
- fixed a variable typo: CMAKE_CURRENTY_BINARY_DIR instead of CMAKE_CURRENT_BINARY_DIR;
- in src/CMakeLists.txt, fixed a missing merge of a portion of code from maint branch to master.
2014-07-01 19:13:05 +02:00
Christoph Oelckers
dd05e564cf - this needed more fixes... 2014-06-29 14:32:50 +02:00
Christoph Oelckers
d0e551060d - fixed: When the 3D floor init code was updated 5 years ago for Vavoom's latest changes to its 3D-floor implementation it accidentally set the 3D-floor's alpha as its desaturation. 2014-06-29 12:50:42 +02:00
Christoph Oelckers
7d7f146ce1 - fixed: transferring a translation to a missile needs to check if the missile was spawned successfully. 2014-06-28 15:21:19 +02:00
alexey.lysiuk
65203760a8 Fix incorrect actor flag handling on big endian platforms 2014-06-28 11:00:08 +03:00
alexey.lysiuk
7b69c60af1 Use correct 'true' keyword 2014-06-28 11:00:01 +03:00
alexey.lysiuk
e6d468eb38 Use byte swapping functions from <libkern/OSByteOrder.h> on OS X
Remove inclusion of Core Foundation headers to avoid type conflicts with LZMA SDK.
2014-06-28 10:59:56 +03:00
Braden Obrzut
d941203ab0 - Fixed edward-san's typo.
- Cleared a warning.
2014-06-26 20:37:11 -04:00
Braden Obrzut
19415668ec Merge branch 'gcc_aggressive_optimization' of github.com:edward-san/zdoom into edward-san-gcc_agressive_optimization 2014-06-26 18:11:32 -04:00
Braden Obrzut
1ae53473ff Merge branch 'edward-san-cmake_gcc_compatible' 2014-06-26 17:54:48 -04:00
Braden Obrzut
cb9877e7ff - Using USE_WINDOWS_DWORD on other platforms can cause problems. 2014-06-26 17:52:26 -04:00
Christoph Oelckers
270541f942 fixed compilation with latest LZMA SDK on Windows.
LZMA SDK recently added an #include <windows.h> to its headers, meaning it's no longer safe to include its headers globally in platform independent files.
The following changes were necessary:

- rename DWORD type in zipdir.c
- add USE_WINDOWS_DWORD and reorder includes in file_7z.cpp
- wrap LZMA decoder stream into a local struct that's declared anonymously in files.h and adjust files.cpp for this change.
2014-06-26 09:43:51 +02:00
Edoardo Prezioso
1a3ac9d0b3 - Simplify CMake GCC and Clang checking.
Introduce the variable 'ZD_CMAKE_COMPILER_IS_GNUC(XX)_COMPATIBLE' and replace any occurrence of '"${CMAKE_C(XX)_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_C(XX)_COMPILER_ID}" STREQUAL "Clang"' with it. This makes it possible to add more GCC compatible compilers in just one place.
2014-06-26 01:23:41 +02:00
Edoardo Prezioso
0e3bee6f30 - Enable 'language' feature on unix targets.
The sdl version of the function 'SetLanguageIDs' is very limited, comparing to the win32 counterpart, as it will try to accept only the language codes (ie 'enu', 'fr', 'ptb', etc). If a different string is provided, zdoom will default its language to English.
2014-06-23 20:02:40 +02:00
Christoph Oelckers
4f599b7b4d Merge branch 'master' of https://github.com/binarycrusader/zdoom 2014-06-22 09:00:23 +02:00
Christoph Oelckers
e56e525d0f - A_FireCustomMissile transfer tranlsation flag, code submission by jpalomo 2014-06-22 08:55:21 +02:00
Shawn Walker
6164807e97 - fix x64 visual studio linking for common controls 2014-06-21 22:49:42 -07:00
Edward Richardson
2d896d2b47 Added wi_autoadvance
- Prevents an absent player from stopping the intermission
2014-06-17 20:26:49 +12:00
Edward Richardson
a3a7ee569f Multi-intermission waits for all players + changes
- Added a segment of code that now makes the intermission wait for all
players before advancing, instead of continuing on any player. A "ready
icon" shows to reflect this.

- The Deathmatch intermisson couldn't show the ready icon (because it
just used the ingame scoreboard), so a proper intermission was added,
which reflects the same design as the coop scoreboard.

- The colour column wasted more space then it should have needed, so it
was replaced with player colour backgrounds.

- Slight y offset adjustments to make everything fit in 320x200
properly.
2014-06-17 19:46:10 +12:00
Edward Richardson
2838c4b25b Prediction was rebuilding too much thinglist data
- Stopped player prediction from rebuilding more sector list data then
the player originally had.
2014-06-16 03:34:33 +12:00
WChrisK
67c6690689 Added a check that doesn't print empty obituary strings, as wad's that hide obituary strings in multiplayer games end up spamming a lot of empty lines. 2014-06-11 23:30:25 -04:00
Edward Richardson
842ef86e73 Don't reset the inventory of dead players 2014-06-09 19:54:40 +12:00
alexey.lysiuk
20adcecb1d Remove redundant saving of GL nodes if they were loaded from cache 2014-06-02 10:54:52 +02:00
alexey.lysiuk
3e7b0c2916 Fix crash when GL nodes file cannot be opened for writing
Report errors to console if nodes file cannot be opened or written
2014-06-02 10:53:29 +02:00
Christoph Oelckers
9cd074ddf3 - fixed: plane equation vectors must be normalized when being loaded from UDMF. 2014-06-02 10:51:17 +02:00
alexey.lysiuk
96e4cb90b7 Fix crash on attempt to save cached OpenGL nodes on OS X
Root permissions are required to be able to create directories inside /Library/Application Support
So user's ~/Library/Application Support is used to store cached nodes
2014-06-01 15:12:41 +03:00
Edward Richardson
3817bed0b3 Weap scroll could sometimes miss sameslot weapons
In rear cases, when using next/prevweap, defined weapons in the same
slot couldn't cycle when looping to another when you only had weapons in
1 slot.
2014-06-01 18:13:47 +12:00
Christoph Oelckers
8f5683e23d - moved secret found message to string table and removed the CVAR crutch that dates from a time when modifying string table content wasn't as easy as it is now.
- added 'showsecretsector' CVAR to show the sector number with the secret found message.
2014-05-29 17:50:14 +02:00
Christoph Oelckers
75cde0b221 - allow locks to check for a key's species so that newly defined keys can open previously defined locks without the need to redefine them. 2014-05-29 17:30:01 +02:00
Edoardo Prezioso
72bbb19cc7 - Shut up GCC aggressive optimizer warnings.
From what I can see, GCC would miscompile the involved loops, because the index variable is 'signed int' and the multiplication with an unsigned would cause signed overflow (undefined behavior). Change the index variable type to 'unsigned int' to expect unsigned overflow (conformant to standard).
2014-05-25 10:11:09 +02:00
Edoardo Prezioso
b285cbebe4 - Fixed compiler errors in latest TEXTURES code. 2014-05-25 01:12:16 +02:00
Christoph Oelckers
9d846395bc - replaced console buffer with a significantly more efficient new version that also can hold a lot more data. 2014-05-24 21:05:00 +02:00
Shawn Walker
01e909070a Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-23 19:08:56 -07:00
Christoph Oelckers
261bc77846 - fixed: when bringing up a new weapon the current flash state needs to be removed.
Especially when dropping the current weapon it can still be active, this is most easily observed with Strife's crossbow which loops the flash state, but it also can happen with other weapons, right after shooting.
2014-05-20 10:29:27 +02:00
Christoph Oelckers
8ec95dc58e - fixed a few places in the savegame code where map names were still truncated to 8 characters. 2014-05-20 10:14:44 +02:00
Shawn Walker
582b1990b7 - restore original line endings 2014-05-18 16:00:31 -07:00
Shawn Walker
d2b0596cd4 Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-18 15:39:41 -07:00
Shawn Walker
59885b856d - remove texture name length limits for udmf maps 2014-05-18 15:38:46 -07:00
Christoph Oelckers
4acc04ce68 - don't truncate map names stored in demos. 2014-05-18 10:05:35 +02:00
Christoph Oelckers
cfef894867 This can be done better... 2014-05-18 09:41:13 +02:00
Edward Richardson
26b1abe3da Fix netgame arbitration with long map lump names 2014-05-18 18:38:54 +12:00
Christoph Oelckers
ff7913ace8 - fixed: When a level gets loaded the renderer's sky variables need to be set. 2014-05-17 09:46:58 +02:00
Shawn Walker
ae8995e65b Merge branch 'master' of https://github.com/rheit/zdoom
# By Christoph Oelckers (2) and Edward Richardson (1)
# Via Christoph Oelckers
* 'master' of https://github.com/rheit/zdoom:
  - fixed: The map setup code was still truncating texture names in several places.
  Fix nettic run-out at end of demo playback
  - fixed: ACS's check...Texture functions must use the same search flags as the texture initialization code in p_setup.cpp and p_udmf.cpp. It also should not create textures that don't exist yet. We are only doing a comparison so it's not relevant if the texture exists or not.
2014-05-16 20:27:57 -07:00
Christoph Oelckers
e92032e8ff - fixed: The map setup code was still truncating texture names in several places. 2014-05-16 22:48:37 +02:00
Christoph Oelckers
76b4ff143f Merge branch 'upstream' of https://github.com/Edward850/zdoom 2014-05-16 15:56:32 +02:00
Edward Richardson
d3dcc04666 Fix nettic run-out at end of demo playback 2014-05-17 00:36:43 +12:00
Christoph Oelckers
25f4af734f - fixed: ACS's check...Texture functions must use the same search flags as the texture initialization code in p_setup.cpp and p_udmf.cpp. It also should not create textures that don't exist yet. We are only doing a comparison so it's not relevant if the texture exists or not. 2014-05-16 10:56:23 +02:00
Shawn Walker
49e0eb03cc Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-15 22:55:35 -07:00
Christoph Oelckers
bf6a193e5b - fixed: The episode parser was still truncating its map names to 8 characters. 2014-05-15 20:29:36 +02:00
Shawn Walker
bfb5944517 Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-15 00:11:52 -07:00
Christoph Oelckers
e3cd144af9 - one last GCC compile problem. 2014-05-14 17:27:22 +02:00
Christoph Oelckers
adcdc11360 - GCC compile fix. 2014-05-14 15:44:05 +02:00
Christoph Oelckers
2944e4f6ae - fixed some Linux issues with recent changes. 2014-05-14 14:08:14 +02:00
Christoph Oelckers
85fb8c4326 - fixed: _M_X64 macro was misnamed _M_IX64. 2014-05-14 13:04:47 +02:00
Christoph Oelckers
388f09f786 - fixed: In Heretic corpses do not get crunched to gibs, they just get their size reduced to 0. Handled by a new gameinfo flag. This also gets set for Chex quest which has the gib sprite replaced by something different. Using a Crush state will override this global flag. 2014-05-14 12:54:03 +02:00
Christoph Oelckers
47a9dab56d - allow setting sector planes' plane equations directly from UDMF. 2014-05-14 12:16:33 +02:00
Christoph Oelckers
8c052818b7 - fixed: long texture name lookup did not work with TEXMAN_TryAny. 2014-05-14 10:27:40 +02:00
Shawn Walker
fdfcb728a9 - make it easier to spot patch definition errors in console log 2014-05-13 22:50:39 -07:00
Christoph Oelckers
a375454474 - removed 8 character limit for map names. 2014-05-14 00:52:16 +02:00
Christoph Oelckers
24886b6734 - removed the last static character arrays from FLevelLocals. 2014-05-13 23:16:13 +02:00
Christoph Oelckers
e49e926bd9 - added option to ASectorAction to remove itself upon triggering by setting the STANDSTILL flag on the map thing. 2014-05-13 21:26:51 +02:00
Christoph Oelckers
30f57c0b8e - added new renderstyles AddStencil and AddShaded. 2014-05-13 21:16:06 +02:00
Christoph Oelckers
ca4179caa3 - allow texture lookup by full path names. Due to technical limitations this may result in double textures if the same graphics lump is also referenced by its short texture name. 2014-05-13 20:51:16 +02:00