Commit graph

444 commits

Author SHA1 Message Date
Christoph Oelckers
f1b0f32786 - add an option to the ListMenu class to draw to a fixed virtual screen size.
This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors.
The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
2020-10-04 15:03:29 +02:00
Wohlstand
8f8a30a62b Added new parameters in favor of libADLMIDI and libOPNMIDI update
# Conflicts:
#	wadsrc/static/language.csv
2020-10-04 08:15:33 +02:00
Christoph Oelckers
1b3ef19100 - 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.
2020-10-03 13:52:34 +02:00
Christoph Oelckers
51518d63a4 - cleanup of mouse input code and removal of all magic factors.
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
2020-09-28 21:13:34 +02:00
drfrag
77609f1950 - Add keybindings presets.
# Conflicts:
#	src/menu/menu.cpp
2020-09-27 14:09:28 +02:00
dondiego
560bbf0a9c
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. (#1165) 2020-08-29 15:08:08 -04:00
Rachael Alexanderson
b5af2fc2eb - fix previous commit 2020-08-25 11:34:22 -04:00
Rachael Alexanderson
5f9377ae2a Merge commit 'refs/pull/980/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	wadsrc/static/menudef.txt
2020-08-25 11:32:10 -04:00
Rachael Alexanderson
afa193e653 - add menu options for 'sv_alwaystally' 2020-07-21 19:31:29 -04:00
Rachael Alexanderson
7e25e04257 - add menudef entries for the scaling text. (corresponding language strings are already added to the spreadsheet on Google) 2020-06-23 00:20:54 -04:00
Christoph Oelckers
d1cbabff66 - backend update from Raze.
(No, the AnimTexture isn't used yet.)
2020-06-16 00:09:19 +02:00
Christoph Oelckers
b20de184a0 - made the new Build light mode operational 2020-06-11 08:48:33 +02:00
Christoph Oelckers
82af7f4f68 - mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
Christoph Oelckers
ff99dfbbc6 Merge branch 'master' of https://github.com/coelckers/gzdoom 2020-05-31 23:38:17 +02:00
Hugo Locurcio
80c5b4d37b 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.
2020-05-31 23:12:11 +02:00
Christoph Oelckers
12a55ff161 - removed entry for non-functional linear tonemap. 2020-05-26 11:51:15 +02:00
Rachael Alexanderson
192882f63a Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-07 04:32:46 -04:00
arookas
6b70cad6e1 Add option to invert mouse x 2020-04-30 08:54:10 +02:00
Christoph Oelckers
ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
Christoph Oelckers
686aa9779d - moved VR code and IntRect to 'common' 2020-04-26 10:26:29 +02:00
Blue
52f1c8a0d1 Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp 2020-04-08 18:51:38 +02:00
Lucy Phipps
2c1a42ae55
remove gl_texture_usehires since it's unused now
GLTEXMNU_ENABLEHIRES in language.csv is unused too
2020-04-05 13:22:32 +01:00
Christoph Oelckers
9f83195460 - added Romanian to the language selection menu. 2020-02-20 19:02:59 +01:00
Rachael Alexanderson
039196bcb3 - rename vid_scalemode 0 to 'normal' 2020-01-17 09:25:27 -05:00
alexey.lysiuk
7e050010aa - removed obsolete softpoly render modes
https://forum.zdoom.org/viewtopic.php?t=66888
2020-01-06 14:31:34 +02:00
Christoph Oelckers
58acbfb6b5 - added Esperanto menu option. 2020-01-04 21:00:39 +01:00
Rachael Alexanderson
4bc923dddf - slight rearrange of vid_scalemode and menu update 2019-12-31 10:41:30 -05:00
Rachael Alexanderson
4ff8922006 - reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations 2019-12-23 23:14:08 -05:00
Rachael Alexanderson
cd617ca0c6 - add vid_scalemode 6 to the menu 2019-12-22 09:01:43 -05:00
Rachael Alexanderson
a477dbb542 - move backend selector from display menu to video mode menu 2019-12-06 12:36:16 -05:00
Magnus Norddahl
dd87619cc4 Merge remote-tracking branch 'origin/master' into polybackend 2019-12-05 21:19:20 +01:00
Christoph Oelckers
bbdd146243 - removed dead menu options 2019-12-05 00:00:54 +01:00
Rachael Alexanderson
3269b61ffc - change menu option for 'vid_preferbackend' 2019-12-02 09:43:06 -05:00
Ed the Bat
001df17daa Optional override for SetSlot and ClearPlayerClasses
With this, a decade-long struggle can now be ended.

# Conflicts:
#	wadsrc/static/language.csv
2019-11-26 09:58:53 -05:00
Rachael Alexanderson
a3741abbf3
- add cvar 'cl_disableinvertedcolormap' - changes the invulnerability… (#972)
* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow

* - add menu option for cl_disableinvertedcolormap

* - added customization for invulnerability colormap

* - fixed custom colormap being calculated incorrectly

* - disable custom invulnerability map before the main game loop
2019-11-26 07:46:18 -05:00
3saster
a4b6a8f093 Added 'nocheats' CVAR (#969)
This CVAR disables all classic cheats (i.e. keyboard cheats). This prevents keypresses from being eaten due to attempting to read cheats
2019-11-12 07:29:16 -05:00
Dominus Iniquitatis
f13843c8ca Fixed a typo 2019-10-04 17:34:54 +02:00
Alexander
ff9715c080 add m_quickexit option for quick exit in game menu
Default: off (false)

When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.
2019-09-30 20:07:45 +02:00
Christoph Oelckers
cb93e00aaf - fixed spelling of "Korean" in Korean. 2019-09-13 09:23:33 -04:00
Christoph Oelckers
e6d39254b7 - text update plus inclusion of Dutch in the menu. 2019-09-07 09:02:56 +02:00
Christoph Oelckers
fd6f6b1356 - use correct label for "No" text. 2019-09-07 08:51:39 +02:00
Christoph Oelckers
5968bb6114 - added dlg_vgafont and log_vgafont to the menu. 2019-09-07 08:39:39 +02:00
Alexander
d6396e79fb add empty line after standard options
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
  StaticText ""
  Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.

But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.

This simple edit allows mods to not add a space, still be separated from
standard options.
2019-08-31 21:34:09 +02:00
Hugo Locurcio
61badfd694 Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-18 19:09:52 +02:00
Christoph Oelckers
a05314968f Made reverb editor localizable 2019-08-05 19:15:05 +02:00
Christoph Oelckers
c577f1d743
Merge pull request #899 from khutchins/master
Adds option to use a quicksave rotation
2019-07-28 08:44:21 +02:00
Kevin Hutchins
5cb59018e0 Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created. 2019-07-27 12:09:55 -07:00
Christoph Oelckers
9d66a5105a - text update.
This also activates Serbian and Japanese in the menu.
Note that Serbian is still missing a few characters in Hacx and Harmony!
2019-07-23 21:30:12 +02:00
Christoph Oelckers
8efe18b3ba - text update and inclusion of Czech and Polish in the menu. 2019-07-10 19:57:40 +02:00
alexey.lysiuk
270f8fb381 - added missing quotation mark in menu definition
Script error, "gzdoom.pk3:menudef.txt" line 1472:
Insufficient parameters for OptionMenuItemOption
2019-05-19 13:01:09 +03:00