Commit graph

3667 commits

Author SHA1 Message Date
Christoph Oelckers
a20c0a0e02 - fixed infinite loop with list menus that have no selectable item. 2020-10-17 18:57:16 +02:00
Christoph Oelckers
b8496b6def fixed side_t::SetSpecialColor.
This never set the needed flags to make the color appear.
2020-10-17 18:44:10 +02:00
Christoph Oelckers
7a93eeace5 - added missing decal assignments to the medium macs spheres for Heretic. 2020-10-17 10:56:44 +02:00
drfrag
2ca095543f - Add some missing functions to menus. 2020-10-10 15:04:59 +02:00
alexey.lysiuk
698886e5db - converted level global variable into real pointer
# Conflicts:
#	src/g_levellocals.h
2020-10-10 15:04:56 +02:00
drfrag
7137e39e0a - Hacked a level member into thinkers. 2020-10-10 13:53:02 +02:00
Player701
d764412121 - Fixed a lift in Double Impact E1M7 that could not be used more than twice from the lower area. 2020-10-09 20:15:40 +02:00
Player701
d3f023013b - Force node rebuilding for Double Impact E1M3 (bad subsector) 2020-10-09 14:48:35 +02:00
Player701
eaa96c16c4 - Force node rebuilding for Akeldama MAP26 (bad subsectors) (#1206) 2020-10-09 14:48:33 +02:00
drfrag
d597a3919d - Missing strings. 2020-10-04 12:50:46 +02:00
Wohlstand
586c2a2093 Added new parameters in favor of libADLMIDI and libOPNMIDI update
# Conflicts:
#	wadsrc/static/language.csv
2020-10-04 12:50:40 +02:00
Wohlstand
7d2a670d6e Updated default xg.wopn bank 2020-10-04 12:50:30 +02:00
Player701
c9364fb3d0 - Added NORANDOMPUFFZ flag to A_Saw 2020-10-04 11:14:39 +02:00
nashmuhandes
e82c840622 - Fix weapon bobbing interpolation
There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.

(Thanks to @Doom2fan for the solution)
2020-10-04 11:14:36 +02:00
Christoph Oelckers
4c401f8185 - minor cleanup on "Configure Controls"
* Merged chat and scoreboard bindings into a "Multiplayer" submenu.
* Reordered items by importance. Chat at position #2 was nonsense.
* Moved weapon state actions from "Action" to "Weapon" menu, because the menu was already quite large and these are not standard actions.

# Conflicts:
#	wadsrc/static/language.csv
#	wadsrc/static/menudef.txt

# Conflicts:
#	wadsrc/static/menudef.txt
2020-10-03 17:47:47 +02:00
Christoph Oelckers
636d46c1ed - AActor size reduction
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 11:51:30 +02:00
Nikolay Ambartsumov
2b64b4f688 Add MaxSlopeSteepness actor property 2020-10-03 11:51:27 +02:00
alexey.lysiuk
13a324dc7f - forced node rebuild for two Memento Mori maps
https://forum.zdoom.org/viewtopic.php?t=70037
2020-10-01 14:28:05 +02:00
drfrag
9ce3ba1313 - Fake grayed-out support for sliders. 2020-10-01 14:27:31 +02:00
drfrag
8671c39358 - Missing string. 2020-09-27 23:23:51 +02:00
Christoph Oelckers
99fcfbdce0 - version bump for last commit.
# Conflicts:
#	wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:29 +02:00
Player701
6fa409825b - Implement return type covariance for ZScript virtual functions
# Conflicts:
#	src/dobjtype.h
#	wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:28 +02:00
makise-homura
9e28aeac14 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 20:53:23 +02:00
Sterling Parker
13f4636387 Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
# Conflicts:
#	src/events.cpp
#	src/events.h
#	src/p_mobj.cpp
2020-09-27 20:53:14 +02:00
Christoph Oelckers
de1302db7b - transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed.
# Conflicts:
#	src/g_game.cpp
2020-09-27 00:23:55 +02:00
Christoph Oelckers
7d3abb8d41 - fixed: Artiflash is not translatable. 2020-09-26 21:50:17 +02:00
Player701
ee3ef788a5 Exported FLevelLocals::ChangeLevel to ZScript
# Conflicts:
#	wadsrc/static/zscript/base.zs
2020-09-21 00:38:11 +02:00
Player701
0eed9bf413 Fixed inability to achieve 100% kills in BTSX E2 MAP06 2020-09-20 11:03:13 +02:00
Rachael Alexanderson
4bfeb54be0 - add missing SPAC constants 2020-09-19 13:42:40 +02:00
drfrag
258d9dde25 - add support for the (as of now) newest version of the Unity re-releases
# Conflicts:
#	src/gi.h
#	src/win32/i_steam.cpp
#	wadsrc_extra/static/iwadinfo.txt

(with Rachael's flag and hacked JPL's fix)

# Conflicts:
#	src/gi.h
2020-09-05 00:01:53 +02:00
Sterling Parker
e65d7b4aee change BloodSmear2 decal to use correct graphic
BloodSmear2 is an exact copypaste of BloodSmear1 despite the existence of the BSMEAR2 graphic.
2020-09-03 00:55:18 +02:00
Marisa Kirisame
0bc5bccb3b Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. (#1169) 2020-09-02 13:56:24 +02:00
Marisa Kirisame
0255ee7719 Add Pre/PostTeleport virtuals, for special handling of actor teleportation. 2020-09-02 13:56:22 +02:00
drfrag
74cffeb84f - Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. 2020-08-29 17:57:24 +02:00
3saster
26f2bfe3fd 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
# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/alt_hud.zs
2020-08-28 17:20:28 +02:00
MajorCooke
4f522c0ac3 View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-28 13:47:22 +02:00
alexey.lysiuk
cebca2d93d - do not report missing camera target if its TID is zero
This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS

https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-28 13:46:52 +02:00
Nash Muhandes
c2f220132d Allow conversation menu cursor graphic replacement. (#1134)
If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
# Conflicts:
#	wadsrc/static/zscript/ui/menu/conversationmenu.zs
2020-08-28 13:43:24 +02:00
Ed the Bat
83eeaac940 Optional override for SetSlot and ClearPlayerClasses
With this, a decade-long struggle can now be ended.

# Conflicts:
#	src/keysections.cpp
#	wadsrc/static/menudef.txt
2020-08-28 13:42:40 +02:00
drfrag
a020070bf0 - Add game load message. 2020-08-24 18:31:31 +02:00
drfrag
f9bd158211 - Ported the COMPATF2_OLD_RANDOM_GENERATOR compatibility flag from Zandronum and added it to the Doom (Strict) compatibility mode.
Added new compatflag "old random generator", controlled by the new CVAR compat_oldrandom. If this is enabled, the original Doom random table is used to generate random integers in [0,255], which should make for instance the SSG cause a little more damage.
2020-08-24 16:11:07 +02:00
Kevin Caccamo
4fac2e3ebc Fix the health bar on Strife status bar (#1080)
* Fix the health bar on Strife status bar

Now, if the player's health is above 100, the green health bar won't be shortened any more.

* Fix the bar properly

Now, the blue and green bars don't overlap. Also, health above 100 goes from right to left, like in Strife: Veteran Edition.
2020-08-08 16:15:25 +02:00
Blue Shadow
2cc9c0bbde - fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.

# Conflicts:
#	wadsrc/static/zscript/actors/raven/minotaur.zs
2020-07-28 13:26:55 +02:00
drfrag
f02d0d44d9 - Missing strings. 2020-07-22 02:33:46 +02:00
Rachael Alexanderson
bddbe608f6 - add menu options for 'sv_alwaystally'
# Conflicts:
#	wadsrc/static/menudef.txt

# Conflicts:
#	wadsrc/static/menudef.txt
2020-07-22 02:33:44 +02:00
Major Cooke
b9e2063a65 Begin TICRATE conversion.
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.

# Conflicts:
#	src/p_effect.h
#	wadsrc/static/zscript/base.zs
2020-07-15 19:03:44 +02:00
Christoph Oelckers
70de6ff165 - added more contrast to the Cream font color.
This brightened the darkest colors to the point that all font looked totally washed out and devoid of any texture.
2020-07-10 14:58:54 +02:00
Rachael Alexanderson
de2d564c98 - change recent /0 fix to conform to UDMF specs
# Conflicts:
#	src/playsim/p_spec.cpp
2020-06-25 16:07:20 +02:00
Farkas Péter
ee94d3b627 Rename MAP31 and MAP32 back in Doom 2: Unity Edition (#1127) 2020-06-25 16:07:18 +02:00
drfrag
5e65a9d6b9 - Deleted old unused stuff. 2020-06-19 11:54:07 +02:00