Commit graph

3319 commits

Author SHA1 Message Date
Christoph Oelckers
a488791add - added A_Explode compatibility options.
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.

# Conflicts:
#	wadsrc/static/language.csv
2019-04-29 19:30:06 +02:00
Christoph Oelckers
bcb595002d - fixed the label for "Master Volume".
The text already existed, just with a different name.
2019-04-29 19:27:03 +02:00
Player701
5b0869f5b9 - Added Unholy Realms MAP27 to the node rebuild compatibility list 2019-04-29 19:26:45 +02:00
Christoph Oelckers
aeef28f544 - fix some holes the player can fall in for darken2 MAP12.
This map went a bit too far with lighting hacks depending on holes in the floor.
2019-04-29 19:26:43 +02:00
Christoph Oelckers
8a155b7452 - added a compatibility handler for a badly constructed crossbeam bridge in Unholy Realms MAP17. 2019-04-29 19:26:41 +02:00
Christoph Oelckers
b5fb443258 - fixed spacing of Strife's merchant's texts. 2019-04-29 19:06:21 +02:00
Christoph Oelckers
d96473c74a - give Hexen's PoisonCloud the OLDRADIUSDMG flag.
This actor has such oddball semantics that it's better not subjected to the revised radius damage code.
2019-04-29 19:04:07 +02:00
Christoph Oelckers
963d1b682c - fixed layout issues with Strife's dialogues.
They were using some settings from the option menu which they never should have used to begin with.
2019-04-29 19:03:23 +02:00
drfrag
2fb5c9a32b - Added missing strings.
# Conflicts:
#	wadsrc/static/language.enu
2019-04-29 19:02:50 +02:00
Christoph Oelckers
f57ebacae6 - localized some user-facing texts that were still string literals. 2019-04-29 18:53:22 +02:00
Christoph Oelckers
7a9b881299 - properly construct the reply texts for Strife's merchants. 2019-04-28 23:12:02 +02:00
Sterling Parker
c2bdeb7da1 Add LookScale property
As requested by @coelckers.
2019-04-28 23:02:01 +02:00
Sterling Parker
8ce7da0a5e Add LookScale variable on weapon
This variable allows a weapon to set a custom look sensitivity multiplier without fiddling with FOVScale / DesiredFOV hacks.
2019-04-28 23:01:57 +02:00
Major Cooke
fc510a7d89 Added CanTouchItem virtual.
- Allows an actor with +PICKUP flag to determine if it can pick up specific items or not.
2019-04-28 22:57:40 +02:00
Christoph Oelckers
a5b7250f3b - 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.
2019-04-28 22:52:35 +02:00
Christoph Oelckers
c5a1c8be4a - 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.
2019-04-28 22:52:33 +02:00
Christoph Oelckers
a97aacca1f - split up the automap colors menu.
The cheat and overlay settings are now in submenus. Like the gameplay menu, this was simply too long.
2019-04-28 22:52:31 +02:00
Christoph Oelckers
3c984f8c58 - split out the deathmatch and coop gameplay settings into their own submenus. 2019-04-28 22:52:28 +02:00
Christoph Oelckers
4e0934369c - 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.
2019-04-28 22:52:09 +02:00
Christoph Oelckers
44aeb8effc - moved the weapon bobbing options from the Display Options to the HUD Options menu. 2019-04-28 22:51:06 +02:00
Rachael Alexanderson
d1ec7c8cfd - removed spacing gaps in the customize controls menu 2019-04-28 22:50:19 +02:00
Christoph Oelckers
536c0b7647 - fixed: Unmorphing a monster did not clear its UNMORPHED flag. 2019-04-28 22:47:02 +02:00
Major Cooke
d34108f0e9 Renamed to musplaying.
# Conflicts:
#	wadsrc/static/zscript/base.zs
2019-04-28 22:38:25 +02:00
Major Cooke
43eaa03654 Exported MusPlayingInfo to ZScript.
- Allows grabbing the currently playing song, base order, and loop properties.

# Conflicts:
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	wadsrc/static/zscript/base.zs
2019-04-28 22:37:08 +02:00
Rachael Alexanderson
99b5dd0c66 - separate/group out the volume sliders, make them look slightly hierarchal in order to denote their importance 2019-04-28 22:27:03 +02:00
nashmuhandes
ddaae8e614 Added a master volume setting.
# Conflicts:
#	wadsrc/static/language.enu
2019-04-28 22:25:50 +02:00
Christoph Oelckers
60e1bb604e - removed unused gl_spritebrightfog CVAR.
# Conflicts:
#	src/gl/system/gl_cvars.h
#	src/gl/system/gl_menu.cpp
2019-04-28 22:25:12 +02:00
Christoph Oelckers
961a6fe211 - reorganized the ZScript content in gzdoom.pk3 and changed the files' extensions to something unique for easier syntax highlighting.
# Conflicts:
#	wadsrc/static/zscript.txt
2019-04-28 22:14:34 +02:00
Christoph Oelckers
ff0774c2f2 - changed all places which used a localized string as a format template for printf, String.Format et.al.
Passing something non-constant at compile time here is extremely dangerous, especially when users can replace those strings if they like.
It now uses FString::Substitute in all cases where something needs to be inserted into a template string.
2019-04-28 21:25:28 +02:00
Christoph Oelckers
9835ef5cfa - a bit of text cleanup. Removed some unused strings and moved a few not-to-be-translated ones to language.def.
# Conflicts:
#	wadsrc/static/language.rus
2019-04-28 21:22:21 +02:00
Christoph Oelckers
ed1be38e56 - moved the lump/resource names in the string table to their own file and removed them from other language files.
These are neither supposed to be translated nor overridden by other language tables.
Doing so may break later Dehacked refactorings.

# Conflicts:
#	wadsrc/static/language.rus
2019-04-28 21:21:41 +02:00
Alexander
f2de88073d moved controls to submenus in "Customize Controls" menu
What is done:
D1. Controls are separated by existing sections, each section is now a submenu;
D2. The original sections are preserved;
D3. The original controls order is preserved;
D4. "Controls" section is renamed to "Game", because "Controls" submenu of "Customize Controls" would be too confusing;
D5. Map (automap) controls are added as a section, map controls submenu is unchanged;
D6. Missing controls are added to "Other" section;
D7. Sections are given a title following the scheme "Customize <section> Controls", except N4 (see below).
D8. Inside the sections, spaces are added to group the related controls.

Things that I'm not sure about:
N1. "Game" controls section name is too generic - I'll gladly change it to something more suitable;
N2. "Other" controls section name is too generic - I'll gladly change it to something more suitable;
N3. Map controls submenu could use some spacing, and internal title ("Map Controls") is redundant;
N4. "Strife Popup Screens" section name is too long to fit in scheme described in D7, therefore the title is "Strife Popup Screens Controls";
N5. "Game" section could be divided further, but this will break the original menu structure.
2019-04-28 20:34:24 +02:00
drfrag
171517f430 - Exported missing ZScript functions and added workaround for different syntax without the level refactor. 2019-04-28 20:04:35 +02:00
Christoph Oelckers
074ee3238b - sanitized the 'frozen level' code.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.

# Conflicts:
#	src/actorinlines.h
#	src/decallib.cpp
#	src/g_levellocals.h
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/p_mobj.cpp
#	src/p_saveg.cpp
#	src/p_user.cpp
#	src/polyrenderer/scene/poly_particle.cpp
#	src/scripting/vmthunks.cpp
#	src/swrenderer/things/r_particle.cpp
#	wadsrc/static/zscript/actors/player/player.zs
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	src/g_levellocals.h
#	src/hwrenderer/scene/hw_sprites.cpp
#	wadsrc/static/zscript/base.txt
2019-04-28 19:10:52 +02:00
alexey.lysiuk
f5f1564f69 - added ability to customize font of automap marks
Set am_markfont CVAR to a desired font name
Use am_markcolor to select a text color, has no effect with the default font, AMMNUMx

# Conflicts:
#	src/am_map.cpp
2019-04-28 15:11:43 +02:00
Christoph Oelckers
5b78d7faaa - fixed run health clamping.
This didn't scale the move factors properly.
2019-04-28 15:09:25 +02:00
Christoph Oelckers
30512f8fe3 - made gameaction read only
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
2019-04-28 15:09:22 +02:00
alexey.lysiuk
ec4f306463 - added compatibility entries for maps affected by buggy CheckSwitchRange behavior 2019-04-28 12:03:55 +02:00
alexey.lysiuk
9f0eb35b28 - added compatibility flag for buggy CheckSwitchRange behavior
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-04-28 12:03:52 +02:00
Christoph Oelckers
83dbabfa22 - moved the displayed text in strfhelp.o to the string table. 2019-04-28 11:53:39 +02:00
Christoph Oelckers
b8ee8f3e94 - moved Strife's map names to the string table. 2019-04-28 11:53:36 +02:00
Christoph Oelckers
2cad60d9e9 - removed extraneous parameter in SpawnPlayerMissile call in A_FireProjectile.
The native variant has a MissileActor out parameter in this place, but in ZScript that's a secondary return value.
2019-04-28 11:46:51 +02:00
Christoph Oelckers
736bac7a93 - exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed.
# Conflicts:
#	src/scripting/vmthunks.cpp
#	src/scripting/vmthunks_actors.cpp
#	wadsrc/static/zscript/doom/fatso.txt
#	wadsrc/static/zscript/doom/painelemental.txt
2019-04-28 11:46:26 +02:00
Major Cooke
47dbc95e2b Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.
- The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
2019-04-27 23:45:49 +02:00
Christoph Oelckers
0a7027489e - added a compatibility fix for KDiZD Z1M3 and fixed some tagging issues in the compatibility handler.
One sector in an underwater area of KDIZD Z1M3 got tagged with an incorrect Transfer_Heights effect which caused render glitches in that area.
There were also a few AddSectorTag calls without first clearing the sector's tags leading to potentially undefined behavior.
2019-04-27 23:45:47 +02:00
Christoph Oelckers
1c410d4050 - rewrote the language table so that it doesn't have to reload everything on a language change.
It now reads everything into a two-dimensional TMap and creates a list of mappings that apply to the current setting.
The constant need for reloading was the main blocker in redesigning how Dehacked strings get inserted. Currently they override everything, but IWAD-based Dehacked text shouldn't block PWAD overrides from PWADs' LANGUAGE lumps and instead be treated as coming from an [en default] block.

This also renames the main block from [enu default] to [en default], because it should be treated as the English default for all English locales and not just make it fall through to the base default as it did before.

# Conflicts:
#	src/doomstat.cpp

# Conflicts:
#	src/stringtable.cpp
2019-04-27 16:13:21 +02:00
Christoph Oelckers
1382d79ab1 - exported all texts from Strife's dialogues to the string table.
Now all this content can be localized. However, since this is actual game content it was placed in a secondary file in zd_extra.pk3, so that it won't affect the GPL-compatible status of the main one.

# Conflicts:
#	src/p_conversation.cpp
2019-04-27 13:47:44 +02:00
Christoph Oelckers
23a4094080 - allow localization of Hexen's original ACS strings.
This way of looking up strings is intentionally limited to content from Hexen.wad and Hexdd.wad.

# Conflicts:
#	src/maploader/maploader.cpp
#	src/p_acs.cpp
#	src/p_acs.h
2019-04-27 13:47:40 +02:00
Christoph Oelckers
3b631ca766 - removed bad character from A_CustomPunch definition. 2019-04-27 13:47:37 +02:00
Christoph Oelckers
3291428c25 - fixed: The CheckEnvironmant call in PlayerThink can already invalidate the PlayerPawn so even the calls to CheckUndoMorph and CheckUse need to get the pawn through the PlayerInfo. 2019-04-27 13:45:12 +02:00