Commit graph

14631 commits

Author SHA1 Message Date
Christoph Oelckers
17add7f47f - don't let CHANF_AUTO hijack other channels.
With CHANF_OVERLAP this isn't needed anymore - any sound started on CHAN_AUTO can actually play on this channel with overlap implicitly allowed.
This has the added advantage that these sounds can be reliably accessed with other function by using CHAN_AUTO.

# Conflicts:
#	src/v_2ddrawer.cpp
2020-06-07 13:27:02 +02:00
Christoph Oelckers
af10281799 - fixed some double to float conversion warnings. 2020-06-04 10:50:36 +02:00
Christoph Oelckers
8ec5a4616b - fixed: vertically mirrored textures should not be subjected to empty space optimizations because the algorithm cannot deal with the inverted case.
# Conflicts:
#	src/gl/scene/gl_wall.h
2020-06-04 01:52:21 +02:00
Christoph Oelckers
30327ffa4f - fixed: the 3D floor processing code in the renderer did not restore the render style after finishing.
Normally this won't be noticable, the only exception is if the last processed 3D floor had additive translucency and colored fog - this case is special because for additive rendering the fog color needs to be disabled.

# Conflicts:
#	src/gl/scene/gl_walls.cpp
2020-06-04 01:46:14 +02:00
Edoardo Prezioso
09fbbfb1c6 - Fixed OpenAL regression with looping sounds with playing length 0.
If such case occurs, the starttime parameter passed to the sound functions is ignored and truncated to 0.
2020-06-03 17:08:47 +02:00
Christoph Oelckers
55390b2403 - fixed floorclipping checks for 3D floors.
Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
2020-06-03 11:23:30 +02:00
Christoph Oelckers
b43d87c4cd - reject all 0-special lines for activation.
This is to ensure consistency between all callers of this function.
2020-06-03 00:07:25 +02:00
Christoph Oelckers
d8db13a539 - use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
This was apparently overlooked when refactoring the damage system 4 years ago.
2020-06-03 00:07:23 +02:00
drfrag
524d8ee524 - Present the iwad selection box also with only one iwad. 2020-06-02 16:38:33 +02:00
Hugo Locurcio
03c9906b55 Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.

The default value of 0 preserves the old behavior.
2020-06-01 10:39:09 +02:00
drfrag
0ec9af91a9 - Fixed crash printing weapon name tags. 2020-05-31 16:41:01 +02:00
drfrag
a05df40a6e - Fixed crash on maps with out of range sidedef and sector numbers, adapted from PRBoom.
# Conflicts:
#	src/p_setup.cpp
2020-05-29 23:50:49 +02:00
drfrag
98de1423ea - Reload fake fonts, people keep doing it and that made some mods incompatible. 2020-05-27 23:41:38 +02:00
Christoph Oelckers
42b037d708 - fixed: TRF_ALLACTORS did not consider actors without any flag being set. 2020-05-26 00:30:11 +02:00
Christoph Oelckers
8c9cf5234a - fixed missing sound for Polyobj_MoveTo. 2020-05-26 00:30:05 +02:00
Marisa Kirisame
be13bbb9a2 Add mapinfo option to disable merging of identical pickup messages on same tic
# Conflicts:
#	src/g_inventory/a_pickups.cpp
2020-05-24 11:04:20 +02:00
alexey.lysiuk
c386a71c3c - added #include to fix compilation with MSVC 16.6.0
https://forum.zdoom.org/viewtopic.php?t=68641

# Conflicts:
#	src/files_decompress.cpp
#	src/sound/s_music.cpp
2020-05-22 21:35:55 +02:00
Alexander Kromm
a8282c3ec6 fix "'ictionary' is freed outside the GC process" warning 2020-05-22 21:35:51 +02:00
alexey.lysiuk
898860eebf - fixed erroneous removal of property flag members
https://forum.zdoom.org/viewtopic.php?t=63520
2020-05-17 02:10:10 +02:00
Rachael Alexanderson
f477a1aa47 - force player respawn to call up the player's default class settings before determining where to respawn the player
# Conflicts:
#	src/g_levellocals.h
#	src/p_mobj.cpp
2020-05-08 14:52:58 +02:00
Mekboss
b658d4c225 Fix MSVS compile bug and add offset parameter for SprayDecal
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:56 +02:00
Mekboss
6e30ac5f3c Replace function variables to DVector3
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:53 +02:00
Mekboss
bfe367fb20 Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
# Conflicts:
#	src/g_shared/a_sharedglobal.h
2020-05-08 14:52:51 +02:00
Cacodemon345
19b125ca3a Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 11:45:45 +02:00
arookas
dec6a03caf Add option to invert mouse x 2020-04-30 11:45:43 +02:00
Christoph Oelckers
ae882d983a - fixed ZScript compiler crash with dereferencing null pointers 2020-04-30 11:45:37 +02:00
PaulyB
df1e469163 Properly namespaced UDMF flag 2020-04-28 02:23:07 +02:00
PaulyB
acdf18bc75 Exposed MTF_NOCOUNT to UDMF 2020-04-28 02:23:05 +02:00
PaulyB
e59fe8e01f Added MTF_NOCOUNT to spawn flags 2020-04-28 02:22:44 +02:00
drfrag
0d8d51f0b4 - Bump LASTRUNVERSION for defcvars. Missed this. 2020-04-23 14:03:13 +02:00
alexey.lysiuk
1e9f0700f0 - added validation of game skill when changing a level 2020-04-20 12:47:24 +02:00
alexey.lysiuk
c6514e4438 - fixed potential crash on intermission cast screen 2020-04-20 12:47:23 +02:00
Christoph Oelckers
411b287cd9 - block off the Substitute function by making it private to the 3 classes that really need it. 2020-04-19 21:39:25 +02:00
Christoph Oelckers
11106a08b5 - relax pointer substitution restriction for morphed monsters.
# Conflicts:
#	src/p_mobj.cpp
2020-04-19 21:39:23 +02:00
Christoph Oelckers
896e4f6d6a - let TeleportSpecial universally map to Teleport when checking action special names. 2020-04-19 19:50:30 +02:00
Christoph Oelckers
27aa39fb59 - apply aspect ratio compensation for all fullscreen images with a height of 200 and 400, and not just to 320x200 and 640x400. 2020-04-19 16:13:53 +02:00
Christoph Oelckers
c7a41eb73d - fixed incorrect value range for particle's depth value, used for sorting.
# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
2020-04-19 16:12:33 +02:00
Christoph Oelckers
a953578484 - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
# Conflicts:
#	src/maploader/specials.cpp
2020-04-19 15:18:54 +02:00
Christoph Oelckers
9ca1e43292 - fixed text size calculations in the status bar.
To avoid errors, all spacing calculations have been added to FFont::StringWidth which already performs proper escape filtering.

# Conflicts:
#	src/common/fonts/font.cpp
2020-04-17 01:17:42 +02:00
Christoph Oelckers
086327666f - fixed: Setting 'noallies' on the level cleared the player's friendly flag.
The check was for mobj->player, which at this point wasn't set yet so the check failed.

# Conflicts:
#	src/p_mobj.cpp
2020-04-17 01:17:40 +02:00
Blue
86927074c9 Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp 2020-04-08 23:32:40 +02:00
Magnus Norddahl
7d4603f4c1 Revert "- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events"
This reverts commit b4424b2d4d.
2020-04-08 23:32:38 +02:00
drfrag
6d3fc6b38a - Clarify error message. 2020-04-06 11:21:54 +02:00
drfrag
7b66bdf35c - Add hint on error for some Intel cards. 2020-04-04 20:09:33 +02:00
drfrag
0669a3f589 Revert "- Change OS type for stats, but that code is disabled and outdated anyway."
This reverts commit 7bc2983ecc.

Revert "- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers."

This reverts commit 007576416c.
2020-04-04 19:20:38 +02:00
drfrag
6dffeea88c - Add fake vid_rendermode CVAR. 2020-04-04 18:34:57 +02:00
drfrag
7bc2983ecc - Change OS type for stats, but that code is disabled and outdated anyway. 2020-03-30 21:26:36 +02:00
drfrag
007576416c - Removed Win 10 compatibility from the manifest to address a bug in old intel drivers. 2020-03-30 18:56:12 +02:00
Major Cooke
7b2b7325ab - Fixed: SPECTRAL flag didn't check for DMG_FORCED before aborting DamageMobj. 2020-03-30 13:00:13 +02:00
Magnus Norddahl
69f50e2056 - Fix legacy input state getting out of sync when raw mouse input grabs or releases the events
- Remove the need to center the mouse by specifying RIDEV_INPUTSINK (RIDEV_CAPTUREMOUSE does not take effect unless it is also an input sink)
2020-03-29 13:04:03 +02:00