Commit graph

3432 commits

Author SHA1 Message Date
Player701
905146d87c - Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-05 01:38:35 +01:00
Cacodemon345
57e51debec Extend SKYEXPLODE flag for LineAttack 2018-11-03 21:52:25 +01:00
Christoph Oelckers
6daece72c9 - versioned the return mismatch check to demote it to a warning for older versions than 3.7.
# Conflicts:
#	wadsrc/static/zscript.txt
2018-11-02 13:31:10 +01:00
ZippeyKeys12
96fafa9c59 Export AllClasses 2018-11-02 13:07:12 +01:00
drfrag666
557380a769 - Added alpha parameter to DrawLine for the GL renderer, it's a fake parameter for the software renderer so mods don't crash. 2018-11-02 13:04:37 +01:00
Major Cooke
7eef13c859 Added VelIntercept.
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
  - targ: The actor the caller will aim at.
  - speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
  - aimpitch: If true, aims the pitch in the travelling direction. Default is true.
  - oldvel: If true, does not replace the velocity with the specified speed. Default is false.

- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 21:25:56 +01:00
ZZYZX
a40d717006 Fixed sector floor/ceiling actions not triggering in P_XYMovement 2018-11-01 21:08:53 +01:00
ZZYZX
d2f6834da6 Implemented loading/saving of line/sector health and health groups in savegames 2018-11-01 21:08:51 +01:00
ZZYZX
82a2bf3ac5 Single commit - destructible geometry feature
# Conflicts:
#	src/p_setup.cpp
2018-11-01 21:02:25 +01:00
Christoph Oelckers
7d53d0d8ed - removed bad 'return' in C_MidPrint definition. 2018-11-01 20:03:26 +01:00
Marrub
0f6f23350d Add "neutral" gender option and better obit formatting 2018-10-31 11:24:01 +01:00
Rachael Alexanderson
f2f357bed0 - change 'other' gender to 'robotic' for English 2018-10-30 13:05:54 +01:00
Christoph Oelckers
eca23badb8 - added a compatibility fix for Hacx's MAP05.
This is by no means perfect and looks different than what was originally intended, but at least this doesn't totally fail to render properly with the OpenGL renderer.

# Conflicts:
#	wadsrc/static/zscript/level_compatibility.txt
2018-10-21 20:57:40 +02:00
Rachael Alexanderson
35bf70456a - fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar. 2018-10-20 21:22:24 +02:00
Magnus Norddahl
ae532d88ee - fix distance attenuation for PBR materials 2018-10-17 09:36:01 +02:00
Erick Tenorio
c2784e4b6b - Visually align Doom 2 MAP04 crusher floors
Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 20:50:53 +02:00
Erick Tenorio
3b432a99e8 -Fixed many IWAD mapping errors
# Conflicts:
#	wadsrc/static/zscript/level_compatibility.txt
2018-10-14 12:10:56 +02:00
player701
3e0ed1c907 - Fixed indentation 2018-10-14 10:31:47 +02:00
player701
dcc2006c76 - Exported PickNewWeapon function from PlayerPawn to ZScript. 2018-10-14 10:31:46 +02:00
Erick Tenorio
3bb5608435 Fix missing enemies in HTP-RAW.WAD MAP22
Make 100% kills possible on MAP22 of Hell to Pay
2018-10-09 22:00:02 +02:00
Magnus Norddahl
770c676ac9 - add gl_dither for toggling dithered output on and off
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_stereo3d.cpp
#	src/hwrenderer/postprocessing/hw_presentshader.h
2018-10-09 21:57:14 +02:00
Rachael Alexanderson
5d7411dd56 - change 'halfstep' in the dither shader to a #define 2018-10-09 13:23:22 +02:00
Rachael Alexanderson
c784411b13 - expand the dither matrix from 4x4 to 8x8 2018-10-09 13:23:21 +02:00
Rachael Alexanderson
d5f71ad3ce - further math tweaks 2018-10-09 13:23:07 +02:00
Rachael Alexanderson
213b33de16 - fix up a bit of math on the dither shader 2018-10-09 13:22:54 +02:00
Magnus Norddahl
60ae0915b9 - add dithering to present shader 2018-10-09 13:22:31 +02:00
Rachael Alexanderson
787638ff5f - always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks
# Conflicts:
#	wadsrc/static/shaders/glsl/main.fp
2018-10-09 11:56:41 +02:00
Erick Tenorio
1b97ba198b Fixes for Wraith Corporation WADs 2018-10-09 11:53:59 +02:00
Christoph Oelckers
1e48f240e0 - fixed potential null pointer access in Hexen's spike code. 2018-10-07 21:21:07 +02:00
Magnus Norddahl
811bd578cd - fix artifact in PCF filter when the texture coordinate wraps 2018-10-05 22:25:11 +02:00
Magnus Norddahl
33180fd4e8 - remove shadow acne from PCF shadowmap filter and add three quality levels 2018-10-05 10:20:02 +02:00
Vitaly Novichkov
72affb2c2e Upgrade libADLMIDI and libOPNMIDI
Added full-panning stereo, improvement of channel management, and many other things.

Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.

ADLMIDI 1.4.0   2018-10-01
 * Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for GS way of custom drum channels (through SysEx events)
 * Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
 * Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
 * Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
 * Fixed correctness of CMF files playing
 * Fixed unnecessary overuse of chip channels by blank notes
 * Added API to disable specific MIDI tracks or play one of MIDI tracks solo
 * Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
 * Added working implementation of TMB's velocity offset
 * Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54) for a work!)
 * Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip

OPNMIDI 1.4.0   2018-10-01
 * Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for GS way of custom drum channels (through SysEx events)
 * Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
 * Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
 * Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
 * Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
 * Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
 * Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
 * Added support for full-panning stereo option

ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.

# Conflicts:
#	src/sound/mididevices/music_adlmidi_mididevice.cpp
#	src/sound/mididevices/music_opnmidi_mididevice.cpp
#	wadsrc/static/menudef.txt
2018-10-04 20:25:02 +02:00
Marisa Kirisame
5877c0248d Exports various resurrection-related functions to ZScript. 2018-10-04 19:30:39 +02:00
Magnus Norddahl
8997d5effb - fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu 2018-10-04 19:27:20 +02:00
Magnus Norddahl
7124ba8216 - add some comments to shadowmap.fp 2018-10-04 19:24:22 +02:00
Magnus Norddahl
9ad56a9f66 - fix diagonal linear shadow map artifact 2018-10-04 19:24:12 +02:00
Christoph Oelckers
24d09fe56a - some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
# Conflicts:
#	src/gl/system/gl_cvars.h
#	src/gl/system/gl_menu.cpp
2018-10-04 19:19:56 +02:00
Christoph Oelckers
62c11cd1a5 - add new option to menu 2018-10-04 19:09:48 +02:00
drfrag666
58b7967eea - enabled the linear shadowmap filter.
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
(refactored patch by Graf)
2018-10-04 19:08:49 +02:00
Rachael Alexanderson
f06501da22 - implement normalNx scaling
# Conflicts:
#	wadsrc/static/menudef.txt
2018-09-29 21:26:54 +02:00
Magnus Norddahl
f9f81cdb32 - clamp the software light to never get brighter than the initial light level 2018-09-23 21:00:51 +02:00
Marisa Kirisame
9028bbd473 Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory. 2018-09-17 01:18:51 +02:00
Major Cooke
78d4a87cd1 Added DMG_EXPLOSION flag.
- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 20:41:17 +02:00
ZippeyKeys12
c0cb8659b7 Make StatusScreen::End virtual
https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 20:33:14 +02:00
ZippeyKeys12
b26aad2741 Add NewGame to EventHandler
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 20:33:13 +02:00
Christoph Oelckers
f557fa4296 - fixed incorrect trigger types in compatibility setter.
These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-04 01:30:14 +02:00
drfrag666
a2674eb4cf - Added fake DrawThickLine action function so mods using it don't crash. DrawLine will be called instead. 2018-09-02 00:29:11 +02:00
Rachael Alexanderson
a1b6d6a280 - update french language translation from Tapwave 2018-09-01 11:13:53 +02:00
Rachael Alexanderson
94696c1c70 - add menu sliders for vr_ipd and vr_screendist 2018-08-30 11:02:09 +02:00
Christoph Oelckers
80da2e74c5 - removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now. 2018-08-26 13:51:30 +02:00
Christoph Oelckers
23f2d9aaa0 - renamed RIndexOf to RightIndexOf 2018-08-26 13:51:28 +02:00
Kevin Caccamo
b57d2f11f3 Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.

Deprecate the LastIndexOf method of StringStruct
2018-08-26 13:51:27 +02:00
argv-minus-one
66933d6b91 Add ZScript method LevelLocals.SphericalCoords.
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-22 12:14:19 +02:00
Magnus Norddahl
9c74c9629a - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/textures/hw_material.cpp
#	src/r_data/gldefs.cpp
#	wadsrc/static/shaders/glsl/main.fp
2018-08-20 01:22:34 +02:00
Marisa Kirisame
ab56666219 Add "IsFinal" parameter for CheckReplacement.
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-18 00:52:34 +02:00
Marisa Kirisame
5095ee28f1 Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-18 00:52:32 +02:00
argv-minus-one
98db61dc74 Make various getter and pure-math Actor methods clearscope.
These methods do not examine or change playsim state. They only perform math or look at class metadata.

Methods changed are:

• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
2018-08-14 23:48:42 +02:00
drfrag666
285791622d Revert "- update xBRZ upscaler to version 1.6"
This reverts commit 6dd17b4ef0.

This broke compilation with TDM-GCC 5.1. While it has problems i still use it for convenience, also no more win98.
2018-08-12 11:36:58 +02:00
drfrag666
edb34184ff - Removed 5x and 6x xBRZ modes from the menu since they require a lot of video memory. They crash on my 1 GB amd card at least with MinGW-w64. 2018-08-12 11:21:25 +02:00
alexey.lysiuk
16126a569b - added a warning for texture upscaling modes 2018-08-10 21:16:10 +02:00
alexey.lysiuk
aa4cb300da - added 5x and 6x upscaling with xBRZ 2018-08-10 21:16:09 +02:00
alexey.lysiuk
41865d44e1 - localized names for xBRZ scaling modes 2018-08-10 21:16:08 +02:00
Christoph Oelckers
01109897b0 - replaced gl_PatchMenu with an MMX 'ifoption' check.
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
2018-08-10 20:47:06 +02:00
Christoph Oelckers
403a99915f Revert "Add RenderStyle API"
This reverts commit 8c7d3b6ab8.

With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:46:33 +02:00
Marisa Kirisame
1689203e35 Additional blocking-related flags for Actor.LineTrace() 2018-08-05 19:48:58 +02:00
Zombie
de0a4f8664 Add RenderStyle API 2018-08-05 19:41:55 +02:00
drfrag666
ad4cf1a41b - Update ZScript version. 2018-07-30 02:03:53 +02:00
Christoph Oelckers
f48b2d8b71 - fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.

# Conflicts:
#	src/p_interaction.cpp
2018-07-29 19:30:28 +02:00
Christoph Oelckers
e09ed1026c - fixed: The BossCube must account for its target being gone. 2018-07-27 10:03:13 +02:00
Rachael Alexanderson
9b26fba11b - implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-22 12:46:57 +02:00
Christoph Oelckers
8420459aa0 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.

(cherry picked from commit 7a692b1557)

# Conflicts:
#	src/v_2ddrawer.cpp
#	src/v_video.h
#	wadsrc/static/zscript/base.txt
2018-07-16 01:44:04 +02:00
drfrag666
1f5da940ca - Added dummy 2D shape drawer so scripts using it won't make the engine crash. 2018-07-15 11:22:26 +02:00
Erick Tenorio
0b4d8d7a8e TNT.WAD fixes
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.

(cherry picked from commit dfe635dd4a)
2018-07-13 01:12:24 +02:00
argv-minus-one
0d9685f25c Move RandomSpawner's random selection logic into a virtual method.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).

(cherry picked from commit ce1aa7e962)
2018-07-09 20:51:06 +02:00
argv-minus-one
ab64eb0473 Move RandomSpawner's recursion check into PostBeginPlay.
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.

(cherry picked from commit 6239796b92)
2018-07-09 20:51:04 +02:00
drfrag666
5a5d2593a5 - Replaced medikit with mugshot in HUD. 2018-07-08 00:51:59 +02:00
Erick Tenorio
9c062d7f0f Removed useless SetLineActivation
SPAC_Use removed as the line in fth666.wad MAP12 is not facing front.

(cherry picked from commit 245801ca17)
2018-06-28 10:45:11 +02:00
Erick Tenorio
49c2b0810f Various map fixes
Map fixes for the following maps:

MAP33: Betray (Doom II: BFG Edition)
Icarus: https://www.doomworld.com/idgames/themes/TeamTNT/icarus/icarus
Flashback to Hell: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fth666
Hell to Pay (HTP-RAW.WAD)

(cherry picked from commit 43919ead40)
2018-06-28 10:45:10 +02:00
Alexander
b64057b738 add tags for Doom and Heretic monsters
Why? So mods that reveal enemy names don't show internal monster class names.

Tags are based on language.enu lump:
- Tags for Doom/Doom 2 monsters are referring directly to CC_* strings.
- Tags for Heretic monsters are based on obituaries.
- All tags match corresponding obituaries.

(cherry picked from commit 97aba0c416)
2018-06-28 10:45:09 +02:00
Vitaly Novichkov
4807ac9e6b Upgrade libADLMIDI and libOPNMIDI
Added ability to switch emulator and it's accuracy level ("enabling of 'run at PCM rate' reduces accuracy, and also reduces CPU usage")
Added draft code for future external banks support (WOPL format for ADLMIDI and WOPN format for OPNMIDI)

ADLMIDI 1.3.3   2018-06-19
 * Fixed an inability to load another custom bank without of library re-initialization
 * Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fixed incorrect 4-op counter which is still catch 4-op instruments on 2-op banks
 * Fixed an incorrect processing of auto-flags
 * Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
 * Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
 * Updated DosBox OPL3 emulator up to r4111 of official DosBox trunk (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * The automatical choosing of 4 operator channels count has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

ADLMIDI 1.3.2   2018-04-24
 * Added ability to disable MUS and XMI converters
 * Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
 * Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
 * Added support for real-time switching the emulator
 * Added support for CC-120 - "All sound off" on the MIDI channel
 * Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
 * Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

OPNMIDI 1.3.0   2018-06-19
 * Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
 * Fixed an incorrect processing of auto-flags
 * MAME YM2612 now results a more accurate sound as internal using of native sample rate makes more correct sound generation
 * Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
 * Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

OPNMIDI 1.2.0   2018-04-24
 * Added ability to disable MUS and XMI converters
 * Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
 * Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
 * Added support for real-time switching the emulator
 * Added support for MAME YM2612 Emulator
 * Added support for CC-120 - "All sound off" on the MIDI channel
 * Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
 * Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

(cherry picked from commit ceec12056a)
2018-06-22 19:50:32 +02:00
drfrag666
b927ac6783 - Modern controls again. 2018-06-22 19:20:34 +02:00
drfrag666
82fda3a589 - Added new skill level for Doom and Heretic. Yes this is heresy! 2018-06-22 19:10:15 +02:00
Magnus Norddahl
fe940d09a6 - enable model rendering in the software renderer
(cherry picked from commit 85f5f897d7)

# Conflicts:
#	src/polyrenderer/scene/poly_playersprite.cpp
#	wadsrc/static/menudef.txt
2018-06-16 19:20:17 +02:00
Rachael Alexanderson
196748236a - fixed: 'empty function OnGiveSecret' - this was my fault, giving bad advice to Marisa in her PR. I fixed it.
(cherry picked from commit 512082b222)
2018-06-05 20:10:13 +02:00
Marisa Kirisame
70c5886987 Adds "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding.
(cherry picked from commit 477cf23fd2)
2018-06-05 20:10:12 +02:00
Christoph Oelckers
f6f25354d7 - fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
This is necessary to be in line with P_LineAttack which does check for those.

(cherry picked from commit a851a5d151)
2018-06-03 20:00:20 +02:00
drfrag666
60ac0bdf78 - Removed vr_enable_quadbuffered option from the menu on non Windows platforms.
This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-25 20:54:13 +02:00
drfrag666
1b7312c0d0 Revert "- check light direction in the shader."
This reverts commit e9f7383279.

It was not needed in the old version.
2018-05-25 20:38:26 +02:00
Christoph Oelckers
b3da533033 - fixed precision issue with dot product.
Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product

(cherry picked from commit cce6c9a085)
2018-05-24 20:45:17 +02:00
Christoph Oelckers
3703132794 - fixed shader compilation.
(cherry picked from commit 1266339c0f)
2018-05-23 10:22:12 +02:00
Christoph Oelckers
e9f7383279 - check light direction in the shader.
There are situations where lights on the wrong side of a linedef may be passed and those need to be skipped in the shader code.

(cherry picked from commit 3dc6ddbcc3)
2018-05-23 10:22:11 +02:00
Jonathan Russell
c8a47653bf - added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
(cherry picked from commit e9050a38b3)
2018-05-17 11:57:03 +02:00
drfrag666
a79b9705cf - Added menu options for sprite and line distance cull. 2018-05-12 13:43:27 +02:00
Christoph Oelckers
9c349da532 - added compatibility fix for bad sector reference in Plutonia MAP11.
(cherry picked from commit 72c7a05ba8)
2018-05-10 21:18:22 +02:00
alexey.lysiuk
56b0e9627c Fixed walkthrough blocker in Sin City 2 via compatibility entry
It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b broke triggering of important linedef that pushes friendly marine to exit switch

https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
(cherry picked from commit 6d308ca67e)
2018-05-10 13:56:45 +02:00
alexey.lysiuk
c9e9504394 Enabled playing of *gasp sound by default
https://forum.zdoom.org/viewtopic.php?t=60361
(cherry picked from commit c8eefd84fa)
2018-05-10 13:52:52 +02:00
ZZYZX
2c9193453a Added missing commented enum entry for ETraceFlags on ZScript side
(cherry picked from commit da089b09b1)
2018-05-10 13:47:29 +02:00
alexey.lysiuk
6ac1619f57 Made 100% kills possible on Altar of Evil, easy skill
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/altar666
(cherry picked from commit ee9fa7c33e)
2018-05-10 11:07:12 +02:00
drfrag666
912376f81f - Fixed stuck shotgun guy in Doom2's MAP02 and Quartz Flask outside of map in Heretic's E3M6.
- Changed missing textures for Doom2's MAP18 lines 451 and 459 to DOORSTOP.
2018-05-09 13:00:54 +02:00
alexey.lysiuk
dac92c11cd Made 100% kills possible and unstuck imp on Valhalla map
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
(cherry picked from commit df634539a0)
2018-05-09 12:31:38 +02:00
alexey.lysiuk
63514823e1 Added ability to set thing position in compatibility layer
(cherry picked from commit 87d164ee59)
2018-05-09 12:31:37 +02:00
alexey.lysiuk
f250bffbb4 Fixed missing textures on Valhalla with hardware renderer
It works fine with software renderer regardless of this compatibility entry because of texture bleeding
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
-iwad doom2 -file ma_val.pk3 -nomonsters +map map01 "+warp -450 -2300"

(cherry picked from commit bb037635a8)
2018-05-09 12:00:44 +02:00
Christoph Oelckers
bfe87b75ad - the global portal data table also needs to be protected.
(cherry picked from commit 8b4c74fad8)
2018-05-09 11:45:21 +02:00
Christoph Oelckers
148353ab25 -protected critical portal data from getting written to by user code.
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.

(cherry picked from commit cf8447d19c)
2018-05-09 11:45:20 +02:00
alexey.lysiuk
047ec41df9 Added activation type to WorldLine(Pre)Activated events
https://forum.zdoom.org/viewtopic.php?t=60232
(cherry picked from commit ba4cc1a6ca)
2018-05-09 10:34:12 +02:00
Christoph Oelckers
0b6140b45c - added a compatibility handler for Kama Sutra MAP01's ending area.
(cherry picked from commit 13567f2505)
2018-05-09 10:24:26 +02:00
Christoph Oelckers
6c67470e4e - fixed last change of compatibility branch.
(cherry picked from commit ac98e5a4f8)
2018-05-09 10:24:25 +02:00
Christoph Oelckers
387827555f - added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild. 2018-04-11 23:08:59 +02:00
Christoph Oelckers
3988e27059 - scriptified the last remaining definition (BTSX MAP12 beta)
- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00
alexey.lysiuk
6631f208b1 Scriptified remaining compatibility entries 2018-04-11 17:01:57 +03:00
alexey.lysiuk
6480946d40 Scriptified more compatibility entries 2018-04-11 15:57:27 +03:00
alexey.lysiuk
5f5adbe161 Scriptified compatibility of Strife level along with needed functions 2018-04-11 13:02:26 +03:00
alexey.lysiuk
950443683b Scriptified compatibility of more Heretic levels 2018-04-11 12:35:45 +03:00
alexey.lysiuk
69222c3c36 Fixed missing texture with hardware renderer on Jenesis MAP16
https://forum.drdteam.org/viewtopic.php?t=7337
2018-04-11 11:54:27 +03:00
alexey.lysiuk
05dcd30838 Made 100% secrets possible on The Realm of Parthoris E1M5
https://forum.zdoom.org/viewtopic.php?t=60181#p1049393
2018-04-11 11:52:07 +03:00
Christoph Oelckers
0ecbf07769 -ported a large part of compatibility.txt 2018-04-10 23:19:22 +02:00
Christoph Oelckers
65a219eecc - sorted compatibility.txt so that levels which only have flags set are at the top of the file. 2018-04-10 20:02:41 +02:00
Christoph Oelckers
9daad477c3 - some improvements to compatibility scripts:
* use names, not strings, to allow use of switch/case.
* avoid creating the checksum a second time per level.
* do an early-out check for maps that do not have scripted compatibility.
2018-04-09 22:09:28 +02:00
alexey.lysiuk
640948703f Level compatibility via ZScript -- PoC 2018-04-09 17:54:12 +03:00
drfrag666
80f57dfaf0 - Increased size of the savegame comment area. 2018-04-08 21:56:35 +02:00
Marisa Kirisame
08f3afab0b Separated P_ActivateLine ZScript export into two functions, one with and one without a vector parameter. 2018-04-08 21:53:20 +02:00
Marisa Kirisame
5d0ff4c8ba Exports P_ActivateLine to ZScript (along with constants for activation type) 2018-04-08 21:53:20 +02:00
alexey.lysiuk
d3cacbf246 Fixed potential crash on usage of Mystic Ambit Incant
https://forum.zdoom.org/viewtopic.php?t=60080
2018-04-03 12:41:51 +03:00
Christoph Oelckers
23146c9b18 - made all elements of DehInfo and State read-only.
This data must be immutable, if any mod plays loose here, very bad things can happen, so this hole got plugged, even at the expense risking to break some badly behaving mods.
2018-04-01 08:41:06 +02:00
Simon
4afc538f88 Localize the word “for” in Strife’s trading dialogs
This deals with what seems to be the only hardcoded piece of text in Strife. Also added a translation to the French file and removed a few superfluous line breaks in the English one.
2018-03-31 18:57:00 +02:00
ZippeyKeys12
0441994106 Default newradius in A_SetSize 2018-03-30 18:06:46 -05:00
alexey.lysiuk
84e9017a5f Fixed infinite loop with zero height fast projectile
https://forum.zdoom.org/viewtopic.php?t=60019
2018-03-30 12:49:35 +03:00
alexey.lysiuk
a6738fd139 Fixed infinite loop with None class in random spawner
actor NoneSpawner : RandomSpawner
{
    DropItem "None"
}

https://forum.zdoom.org/viewtopic.php?t=60027
2018-03-30 10:44:42 +03:00
Magnus Norddahl
4ffa344f7d - Fix black pixels when subtractive lights are in range for PBR materials 2018-03-26 00:01:52 +02:00
Christoph Oelckers
98c7118a3a - fixed: A sidedef's sector and linedef references were writable.
This cannot be allowed under any circumstances because this is what links the map geometry together.
Yes, it will break any mod that tries to play with these variables, but any such mod has to be considered broken by design and must be stopped.
2018-03-25 22:39:10 +02:00
Vitaly Novichkov
27b9b67d68 ADL&OPN: More setup: Chips count and Volume model!
Notes:
* ADL: The DMX volume model was set as default to unify volumes on all bank. Otherwise, if you will use 'Generic' or 'Win9x', the sound will became too loud than wanted. Each bank has own default volume model which is used when 'Auto' is set.
* ADL: 6 chips is optimal to work with default banks
* OPN: 8 chips are set to provide 48 polyphony channels. (each OPN2 chip has 6 channels only)
* Text files: junk spaces from end of lines are was auto-removed.
2018-03-25 08:14:35 +02:00
Christoph Oelckers
4e012e3765 - fill in the ADL bank menu from the internal table. Some of the names had to be shortened to prevent it from getting too confusing. 2018-03-24 21:19:10 +01:00
Christoph Oelckers
4e8588815b - split up the advanced sound menu because it became a bit too confusing with all the different MIDI players' options lumped together.
There is now a separate MIDI player options menu which is a list of submenus, one for each player (except for OPNMIDI which does not have any options yet.
2018-03-24 20:29:48 +01:00
Christoph Oelckers
49ab99a383 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-03-24 19:40:52 +01:00
Christoph Oelckers
4978d979e8 - fixed Windows version of snd_mididevice.
- removed mus2mis and xmi2mid converters from OPNMidi, because they are not needed.
- moved the data file for OPNMidi into gzdoom.pk3.
2018-03-24 18:29:12 +01:00
Marisa Kirisame
0656916bf2 Add WorldLinePreActivated to override line activation, as a counterpart to WorldLineActivated. 2018-03-24 16:30:49 +01:00
Marisa Kirisame
3072c9bf7c Add PostUiTick(). Happens after all other tickers. Useful for handling changes in the play side within the same tic. 2018-03-24 10:24:13 +01:00
Marisa Kirisame
69c6e95b08 Add worldlineactivated event, triggered after successful line activation. 2018-03-24 10:23:31 +01:00
Marisa Kirisame
634a10db52 Adds "DI_MIRROR" flag to statusbar image drawing. Useful for rearview mirror camera textures, for example. 2018-03-24 00:29:50 +01:00
Christoph Oelckers
d586d774cf - adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel. 2018-03-22 20:42:17 +01:00
alexey.lysiuk
75782e6b34 Exported Inventory.AltHUDIcon field to ZScript
https://forum.zdoom.org/viewtopic.php?t=59842
2018-03-18 11:02:21 +02:00
alexey.lysiuk
b4d3715345 Fixed status bar chain wiggling when paused
Made ZScript implementation of chain wiggling in Heretic status bar as close as possible to C++ SBARINFO one
https://forum.zdoom.org/viewtopic.php?t=59840
2018-03-17 12:29:55 +02:00
Magnus Norddahl
9b7bef59d2 - fixed Intel rendering glitch with uDynLightColor 2018-03-12 21:44:55 +01:00
Rachael Alexanderson
9600cfde3c - put unexplored secret color picker in the menu 2018-03-10 10:55:24 -05:00
alexey.lysiuk
e51a1867df Added default values for BaseStatusBar.AttachMessage() arguments 2018-03-07 16:00:08 +02:00
alexey.lysiuk
4f1f989049 Exposed HUDMSGLayer_... constants to ZScript 2018-03-07 15:58:43 +02:00
Marisa Kirisame
c9613b2fd1 Make sidedef vertex and secplane height functions callable from ui 2018-03-03 17:10:32 +01:00
Marisa Kirisame
069c5aa90a Fix accidentally removed SectorPlane assignment. Added missing HitVector support. 2018-03-03 09:30:06 +01:00
Christoph Oelckers
5d223bb8c3 - removed clearscope from DSectorEffect.GetSector.
Just because this is a getter does not mean that the data may even exist on the client side!
2018-03-03 09:28:25 +01:00
Marisa Kirisame
4cc8ba3399 Export GetSector() again, removed lightingdata assignment. 2018-03-03 09:26:11 +01:00
Marisa Kirisame
053d9f4a44 Export sector effect pointers, fix missing pointer assignment on Lighting effect creation. 2018-03-03 09:26:11 +01:00
Christoph Oelckers
b327aa737a Merge remote-tracking branch 'remotes/origin/materials' 2018-03-03 08:54:04 +01:00
Christoph Oelckers
4c0f68bcd4 Merge branch 'master' into timidity++
# Conflicts:
#	src/sound/musicformats/music_midistream.cpp
2018-03-02 00:08:12 +01:00
Christoph Oelckers
bb16e34bf4 - exposed the HUD message interface to ZScript.
Note that this is just the bare abstract interface. It is up to content makers to define usable HUD message classes and optionally contribute them to the engine.
2018-03-01 11:45:19 +01:00
Magnus Norddahl
6652df40c1 Merge remote-tracking branch 'gzdoom/master' into materials 2018-02-28 22:12:12 +01:00
Christoph Oelckers
6e8dbb590d - fixed: PowerMorph.EndEffect should not tinker around with morph duration.
There was a clear attempt here to let the item keep control of the remaining morph time, but since the item would have gotten destroyed right afterward it just shot itself in the foot badly by doing so.
Just leaving the remaining work to the main unmorphing check in the PlayerThink code by doing nothing will avoid the bad situation where a player gets stuck in its morphed form.
2018-02-28 20:15:44 +01:00
Christoph Oelckers
3a3cd87ce0 - perform the stepping adjustment for FastProjectiles in 3D.
Not checking the z-Axis means that they might pass through 3D floors without noticing at steep angles and very high speeds.
2018-02-28 18:26:25 +01:00
Major Cooke
7ac8b496f1 Added Distance(2/3)DSquared functions. 2018-02-28 09:28:11 +01:00
Christoph Oelckers
883a6ffe3a - added an inventory check to A_KeenDie so that it still works if a patch repurposes a pickup item that may end up in the player's inventory. 2018-02-27 10:40:43 +01:00
Christoph Oelckers
9a8e724761 - added a compatibility setting for Perdition's Gate MAP31 which was having render issues with an unsupported vanilla effect. 2018-02-27 09:53:15 +01:00
Christoph Oelckers
36e8358763 - use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change. 2018-02-26 08:52:40 +01:00
alexey.lysiuk
fb1f8a6045 Restored ACS_NamedExecuteWithResult for DECORATE
https://forum.zdoom.org/viewtopic.php?t=59250
2018-02-24 22:03:23 +02:00
alexey.lysiuk
1679065a5d Exposed Actor.ACS_ScriptCall() function
This method can be used with arbitrary actor object like thing.ACS_ScriptCall("script")
CallACS() and ACS_NamedExecuteWithResult() intrinsics work only within self actor context
2018-02-24 16:23:55 +02:00
Christoph Oelckers
39f26028aa - reworked the advanced sound menu to take advantage of the new soundfont handling.
The text input field for the configs have been removed. Instead it will now present a list of soundfonts that are found in specific locations.
For that it will look in the 'soundfont' directories of the FileSearch.Directories entry of the config.
Acceptable file formats here are SF2 and zipped GUS patch sets. These zipped patch sets need to have a timidity.cfg at the root and refer to all containing data by relative path. References to outside files are not allowed here.
It is still possible to refer to sound fonts elsewhere on the hard drive by manually entering a path at the console - but these won't show in the menu and will get lost if one cycles through the list of available options.
Of the available softsynths, FluidSynth will only list SF", Wildmidi will only list GUS patch sets and Timidity++ and GUS will list both.

Please note that although the GUS synth can read SF2, the output appears to be broken die to some old bug.
2018-02-23 19:23:39 +01:00
Christoph Oelckers
88f9f0982c - fixed Timidity++ playback. 2018-02-23 18:33:54 +01:00
alexey.lysiuk
12eb760ff4 Do not abort if Korax target destroyed before attack begins
https://forum.zdoom.org/viewtopic.php?t=59551
2018-02-22 16:52:45 +02:00
alexey.lysiuk
1bcbdf9fd1 Added CHAN_LOOP to ZScript ESoundFlags enum
https://forum.zdoom.org/viewtopic.php?t=59417
2018-02-20 10:51:12 +02:00
Magnus Norddahl
07fa310f23 - move material light modes to their own subshader lumps 2018-02-20 00:13:05 +01:00
Magnus Norddahl
eb39e88682 - clean up the main.fp light handling code so that a single ApplyDynLights function applies all dynamic light 2018-02-19 02:01:33 +01:00
Magnus Norddahl
94fbcacf22 Merge branch 'gzdoom' into materials 2018-02-10 00:08:17 +01:00
Magnus Norddahl
3207d8aef7 - generate uniform declarations from c++ 2018-02-09 23:29:31 +01:00
alexey.lysiuk
18ad975c7a Added compatibility entry for Ultimate Simplicity MAP11
This eliminates potential blocker in level progression
2018-02-04 17:42:39 +02:00
Rachael Alexanderson
32287511e2 - change type 9854 to SpotLightFlickerRandomAttitive since its old definition was just a duplicate of another one. 2018-02-04 04:11:02 -05:00
Magnus Norddahl
769867475c - Replaced max(dot(a,b), 0.0) with clamp as some rounding errors caused pow to receive negative values when then value was subtracted from 1.0 (undefined glsl behavior)
- Fixed that surface angle attenuation was getting applied twice
2018-02-03 23:56:55 +01:00
alexey.lysiuk
af7648a151 Made PlayerRespawn skill definition consistent
Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
Magnus Norddahl
7b9a334f77 - Change PBR materials to use quadratic light falloff 2018-02-03 13:17:09 +01:00
alexey.lysiuk
0f62cd67a5 Added compatibility entry for Ultimate Simplicity MAP04
Now it's possible to get 100% kills on lower skill levels
2018-02-03 13:24:54 +02:00
Christoph Oelckers
8e90386567 - made Weapon.CheckAmmo and Weapon.DepleteAmmo virtual on the script side. 2018-01-30 22:04:31 +01:00
alexey.lysiuk
d9323b9740 Marked internal menu commands as safe
This fixes soundfont/patchset/config selection menus in advanced sound options
2018-01-30 16:02:30 +02:00
Magnus Norddahl
747ef8324e - Improve sector light slightly for PBR 2018-01-29 19:09:24 +01:00
alexey.lysiuk
11ec3b1de0 Added compatibility option for Demonfear MAP22
Bridge beyond red skull door was raising too high
2018-01-28 14:34:31 +02:00
Christoph Oelckers
410749cf67 - compatibility node rebuild for Doom2's MAP25
https://forum.zdoom.org/viewtopic.php?f=15&t=59256
2018-01-28 08:44:40 +01:00
Christoph Oelckers
f346709937 - new rocket smoke sprites by Talon1024.
The old ones which are from Heretic have been removed as a consequence.
2018-01-28 08:37:56 +01:00
Christoph Oelckers
7ceb70bcc1 - renamed 'Tracer' class to 'LineTracer', because 'Tracer' is a too common name that had been used by some mods. 2018-01-27 09:32:26 +01:00
Magnus Norddahl
6deb51f23c - disable the tonemapping to let it bloom instead 2018-01-27 00:42:17 +01:00
Magnus Norddahl
a6da1d356a - add PBR materials to main.fp 2018-01-27 00:22:15 +01:00
Marisa Kirisame
92547028f3 Exports sky textures to ZScript (readonly, needs setter function due to the setup required) and speeds, along with a ChangeSky function for setting the textures. 2018-01-26 21:00:44 +01:00
alexey.lysiuk
577c6b033e Changed quad stereo mode restart notification
Restart requirement for quad stereo mode should be output to console because CVAR can be toggled directly from it
Long option names break menu layout on some aspect ratios like 16:10
2018-01-26 10:10:51 +02:00
alexey.lysiuk
7206bfcfbc Made software fuzz shader compatible with supported OpenGL versions
Use array constructors because initializer list is a core feature since OpenGL 4.2
2018-01-26 09:53:31 +02:00
Magnus Norddahl
7a59bcde4c - move glossiness and specular level to GLDEFS 2018-01-25 19:53:55 +01:00
Magnus Norddahl
0855418475 Merge branch 'gzdoom' into materials
# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/gl/shaders/gl_shader.h
2018-01-25 19:21:19 +01:00
Magnus Norddahl
4c0dce875f Merge branch 'fuzz_software' into gzdoom 2018-01-25 19:00:14 +01:00
Magnus Norddahl
1875902414 - Do not flip the normal based on face direction 2018-01-23 23:59:58 +01:00
Magnus Norddahl
81c6808d2a - Add specular and normal map handling to main.fp 2018-01-23 23:10:28 +01:00
Magnus Norddahl
e045fb57c9 - Declare new textures for specular and pbr modes 2018-01-23 20:51:48 +01:00
Christoph Oelckers
884db96cbb Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-01-21 10:54:34 +01:00
ZZYZX
ee1a8f71bb Disable TRACE_PCross and TRACE_Impact on ZScript side 2018-01-21 10:54:23 +01:00
ZZYZX
74b937620e Added texture detection for walls and 3D floors; renamed some fields to more intuitive names 2018-01-21 10:54:23 +01:00
ZZYZX
a7ff62316d Exported Trace() interface to ZScript 2018-01-21 10:54:23 +01:00
Marisa Kirisame
69e8c9ec6e A more "general purpose" line trace function. Far from a complete ZScript interface with Trace(), though. 2018-01-21 10:54:02 +01:00
Christoph Oelckers
9b40097e48 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-01-20 22:41:41 +01:00
Jonathan Russell
708d24aba7 - added Screen.getViewWindow function 2018-01-20 21:56:34 +01:00
Christoph Oelckers
dbf0a68b02 Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
# Conflicts:
#	src/doomdata.h
#	src/namedef.h
#	src/p_udmf.cpp
2018-01-20 19:07:54 +01:00
Rachael Alexanderson
6df936e0a0 - remove A_IsPlayingSound 2018-01-20 19:01:47 +01:00
Marisa Kirisame
a01ca4c3a1 Exported S_IsActorPlayingSomething and S_GetMSLength to ZScript.
Added missing vm.h include, moved A_IsPlayingSound to p_actionfunctions.cpp.

- make A_IsPlayingSound ui only
2018-01-20 19:01:47 +01:00
Major Cooke
d5d393aaf2 - Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
- Split off both explosion damage calculations into P_Get(Old)RadiusDamage functions for ease of maintenance.
2018-01-20 18:45:01 +02:00
Christoph Oelckers
2d8e394529 Merge branch 'master' into reverbedit
# Conflicts:
#	wadsrc/static/zscript/menu/optionmenuitems.txt
2018-01-20 11:44:42 +01:00
Christoph Oelckers
94720f8a96 - replaced DBIGFONT and SBIGFONT in gzdoom.pk3 with the one from Ultimate Simplicity, which comes with permission to reuse.
The original copyrighted fonts have been moved to the 'extra' PK3.
2018-01-20 11:33:06 +01:00
Christoph Oelckers
19cf887ad1 - fixed: Dynamic arrays for object pointers need different treatment than arrays for regular pointers, because they require GC::WriteBarrier to be called. 2018-01-19 19:49:42 +01:00
alexey.lysiuk
f629678320 Fixed const correctness for secplane structure
https://forum.zdoom.org/viewtopic.php?t=59151
2018-01-18 15:34:56 +02:00
alexey.lysiuk
23c50540f6 Added missing fields to StrifeDialogueNode ZScript definition
https://forum.zdoom.org/viewtopic.php?t=59091
2018-01-13 13:13:38 +02:00
alexey.lysiuk
d9ddd50c98 Disabled interpolation point "thinking"
https://forum.zdoom.org/viewtopic.php?t=59087
2018-01-12 18:27:19 +02:00
Christoph Oelckers
be82f3ef56 - TapwaveZodiac's submission for:
* Improved French translation, also covers previously missing strings.
* Adds a string for Borderless Windowed.
* Adds option to enable or disable borderless windowed for Windows only.

These commits had to be manually recreated because somehow the files appaarently ended up with CRLF in the repo which can cause problems with Windows Git and line ending normalization on.
2018-01-09 20:30:33 +01:00
Rachael Alexanderson
36b6253c3d Merge branch 'FriendlySeeBlocks' into zmd5 2018-01-09 13:55:09 -05:00
Rachael Alexanderson
7416f42b47 - add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies. 2018-01-09 12:34:12 -05:00
Blue Shadow
f68d90accb Fixed a case of infinite loop in A_BrainDie 2018-01-08 11:50:01 -05:00
Jameson Ernst
e8a7f00b9b Adjust FNF enum to fix FILLZEROS 2018-01-07 23:44:03 +01:00
Magnus Norddahl
a23e5f49f6 - Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer 2018-01-07 02:29:55 +01:00
Rachael Alexanderson
9fd78e90ad - export 'GetChecksum' as part of FLevelLocals in ZScript 2018-01-06 19:59:49 -05:00
alexey.lysiuk
16333320d0 Fixed transfer of count secret flag from random spawner
https://forum.zdoom.org/viewtopic.php?t=59013
2018-01-06 17:48:49 +02:00
Jonathan Russell
acf83c2a74 - fixing the last commit... 2018-01-04 23:13:14 +00:00
Jonathan Russell
254501d3e8 - fixing last commit, which didn't seem to work correctly 2018-01-04 23:09:48 +00:00
Jonathan Russell
7f7c720883 - added UDMF properties for spotlights (args have all been used up for dynlights) 2018-01-04 22:41:57 +00:00
Magnus Norddahl
5f36b86013 - Add dynamic spot lights 2018-01-04 17:58:11 +01:00
alexey.lysiuk
549a9d3cf0 Extended Actor.CheckMove() with optional position information
https://forum.zdoom.org/viewtopic.php?t=58964
2018-01-03 10:48:10 +02:00
Major Cooke
c3c1e76e8a Added vector diff functions to ZScript LevelLocals class
Vec2Diff() and Vec3Diff() work like Actor’s Vec2To() and Vec3To() but use arbitrary points
2018-01-02 14:18:59 +02:00
alexey.lysiuk
c4648a2b1c Added CheckMove() function to ZScript Actor class
https://forum.zdoom.org/viewtopic.php?t=58964
2018-01-02 13:04:28 +02:00
SashaTheRed
19d25b00a3 Localized 'Press Space...' in player setup menu
https://forum.zdoom.org/viewtopic.php?t=58881
2017-12-29 15:01:39 +02:00
alexey.lysiuk
996bddd602 Exposed pixel stretch to ZScript as member variable instead of function
https://forum.zdoom.org/viewtopic.php?t=58539
2017-12-29 09:42:03 +02:00
alexey.lysiuk
fbb931b759 Improved Advanced Sound Options menu
Added option for FluidSynth chorus
Removed fractional part from FluidSynth voices option
Removed duplicate localized string
2017-12-28 10:21:51 +02:00
Rachael Alexanderson
45531090a7 - add 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps 2017-12-28 00:53:30 -05:00
Major Cooke
fa0082aef6 Added ability to perform reverse fades with A_SetBlend 2017-12-27 20:51:13 -05:00
Christopher Bruns
a3399c1af2 Fix: Bind the default framebuffer before testing whether hardware stereo 3D is supported. This allows Nvidia 3D vision glasses to function correctly when gl_light_shadowmap is ON.
Doc: Add "requires restart" to "enable quad stereo" option menu label, to help folks trying to setup 3D.
2017-12-27 17:50:53 -05:00
Major Cooke
1e7df5505e Added GetPixelStretch to LevelLocals struct. 2017-12-27 17:50:39 -05:00
Rachael Alexanderson
8fce9d9d2d - added menu option for 'i_soundinbackground' 2017-12-25 05:50:08 -05:00
alexey.lysiuk
35dbe965e1 Fixed tics to seconds conversion, now in ZScript
Stat screens display correct time values
2017-12-25 12:36:37 +02:00
Rachael Alexanderson
d10304ea4e Merge commit 'refs/pull/355/head' of https://github.com/coelckers/gzdoom 2017-12-24 07:48:11 -05:00
alexey.lysiuk
aacdc3546c Fixed take ammo cheat
https://forum.zdoom.org/viewtopic.php?t=58854
2017-12-24 11:00:02 +02:00
alexey.lysiuk
563a80ff83 Added compatibility settings for Hanging Gardens
Six trees spawned below arches blocking player's path to red keycard
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hgarden
2017-12-24 10:37:22 +02:00
Major Cooke
ceffe1ba5f Consistent style. 2017-12-16 12:17:55 -05:00
Major Cooke
0d841ab4df - Added DMG_NO_PAIN for DamageMobj. 2017-12-16 12:17:55 -05:00
alexey.lysiuk
de12902d77 Increased limit for automap empty space margin to 90%
https://forum.zdoom.org/viewtopic.php?t=58653
2017-12-14 16:18:27 +02:00
Christoph Oelckers
f3ac82e112 - do not allow outside access to the variable storing the CCMD for OptionMenuItemCommand.
This can be abused to execute atbitrary commands from inside script code.
2017-12-13 22:14:30 +01:00
alexey.lysiuk
acc943329b Added null check for probe in SectorAction.OnDestroy()
Absence of check led to unhandled VM abort exception in case of saved game failed to load
2017-12-10 14:35:30 +02:00
alexey.lysiuk
ebb926e7b0 Added free space margin aka safe frame for automap
am_freespacemargin CVAR and corresponding menu options can set empty space margin for automap in percentage of zoomed out size
https://forum.zdoom.org/viewtopic.php?t=58653
2017-12-09 17:38:34 +02:00
alexey.lysiuk
e3ba9567c9 Fixed English localization issues
https://forum.zdoom.org/viewtopic.php?t=58684
2017-12-09 13:00:03 +02:00
alexey.lysiuk
81769518c9 Fixed inconsistent angle of spawned leaves
https://forum.zdoom.org/viewtopic.php?t=58664
2017-12-09 11:57:05 +02:00
Christoph Oelckers
d5445d7953 - reverb editor complete except for localization and saving to a proper place. 2017-12-03 19:56:03 +01:00
Christoph Oelckers
5e1100096e - work on reverb save menu. 2017-12-03 17:04:10 +01:00
Christoph Oelckers
bb2a6a4f7c - fixed mouse handling of the reverb sliders. 2017-12-03 13:06:23 +01:00
Christoph Oelckers
a069949482 - connected reverb menu with its backing data
- added an entry to the main options menu to open the reverb editor.
2017-11-26 20:11:14 +01:00
Christoph Oelckers
57058ef727 - removed all remains of the old EAX editor. 2017-11-26 15:23:07 +01:00
Christoph Oelckers
1ed1b42c21 Safety commit. 2017-11-26 14:13:56 +01:00
Christoph Oelckers
78184ad6b5 - more work on reverb menu. 2017-11-26 10:16:21 +01:00
Christoph Oelckers
3ae5f8c09f - initial work on a reverb editor based on the menu system.
This is to get rid of some ugly Windows code and make this platform independent.
2017-11-25 22:03:18 +01:00
Henk Roos
700aeaf192 Added 'static' to CreateCeiling (base.txt)
Keyword 'static'was missing in CreateCeiling.
2017-11-25 15:06:26 +01:00
Rachael Alexanderson
0dcb1fe74c - fix zscript-side definition for Warp 2017-11-14 18:44:35 -05:00
Christoph Oelckers
5935e14c09 - exported P_Thing_Warp to ZScript. 2017-11-13 21:00:17 +01:00
alexey.lysiuk
5d83ee5e89 Exposed String.Remove() function to ZScript
https://forum.zdoom.org/viewtopic.php?t=58402
2017-11-12 14:44:21 +02:00
Rachael Alexanderson
1088c60add - add doom e1m6 to rebuildnodes list. https://forum.zdoom.org/viewtopic.php?f=15&t=58430 2017-11-11 15:54:42 -05:00
Major Cooke
d422392b94 Extended LineAttack() with offsets and new flags
Added forward and side offsets for LineAttack() function
Added absolute offset and absolute position flags for LineAttack() function
2017-11-07 11:02:54 +02:00
alexey.lysiuk
62e91b23bd Extended String.LastIndexOf() with endIndex parameter
https://forum.zdoom.org/viewtopic.php?t=57326
2017-11-01 15:24:05 +02:00
alexey.lysiuk
415ed57713 Added Wads.CheckNumForFullName() to ZScript
https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 15:11:49 +02:00
alexey.lysiuk
2f45218f70 Added Wads.ReadLump() to ZScript
https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 11:36:22 +02:00
alexey.lysiuk
91fda180de Added Wads.FindLump() to ZScript
https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 11:36:22 +02:00
alexey.lysiuk
c4865d2bb6 Exposed string split functionality to ZScript
https://forum.zdoom.org/viewtopic.php?t=58114
2017-10-28 11:44:12 +03:00
alexey.lysiuk
da94008f39 Fixed indentation in dynarrays.txt 2017-10-27 18:24:29 +03:00
alexey.lysiuk
79bdfe4ab2 Fixed wrong owner for *evillaugh sound
https://forum.zdoom.org/viewtopic.php?t=58274
2017-10-26 17:23:55 +03:00
alexey.lysiuk
b8406228e6 Made dynamic array's Find() and Max() functions contant
https://forum.zdoom.org/viewtopic.php?t=58088
2017-10-25 11:24:01 +03:00
alexey.lysiuk
6617294c2d Added ZScript functions GetBool() and SetBool() to CVar class 2017-10-25 10:33:18 +03:00
alexey.lysiuk
f40a31409d Added ability to get texture name from script
Use TexMan.GetName(TextureID tex) member function
2017-10-24 11:11:33 +03:00
Rachael Alexanderson
66773b6a1a - added 'classicflight' user cvar which allows players to move forward and backward without pitch when flying 2017-10-23 12:16:02 -04:00
Kevin Caccamo
3cefe10818 Add credits for grenade sprite 2017-10-23 03:55:18 -04:00
Kevin Caccamo
d98ed1ca69 New grenade sprites
I took these sprites from Eriguns1:
https://github.com/XaserAcheron/eriguns
2017-10-23 03:55:18 -04:00
Rachael Alexanderson
832c8f6754 - added new Ice Shards, and removed the zd_extra version 2017-10-23 03:39:44 -04:00
alexey.lysiuk
88deddbc3b Fixed arch-vile bleeding when damaging target
https://forum.zdoom.org/viewtopic.php?t=58220
2017-10-21 11:37:43 +03:00
Rachael Alexanderson
30c6cf82ca - added ability to change slider color using mapinfo's gameinfo 2017-10-14 13:05:15 -04:00
Rachael Alexanderson
fc0ae896b2 - remove vid_tft and vid_nowidescreen and associated menu option. Their functionality was supersceded and extended by vid_aspect==3 (which has the same effect as setting both to true anyhow), and it was mostly just redundant. 2017-10-10 06:38:07 -04:00
Rachael Alexanderson
69abf095c9 - added vid_cropaspect. This cvar turns vid_aspect into a letterboxing function that will crop the unused sides of the screen away, instead of stretching it. Requires one of the non-legacy OpenGL framebuffers to work. 2017-10-07 20:18:37 -04:00
Rachael Alexanderson
44373b414f - bump for 3.3pre 2017-10-07 19:36:42 -04:00
alexey.lysiuk
4f35940c73 Fixed applying of height argument in A_Fire() function
https://forum.zdoom.org/viewtopic.php?t=58090
2017-10-07 10:12:34 +03:00
nashmuhandes
10429d4421 Removed all copyright-infringing dog sprites and provided a free replacement. 2017-09-30 20:09:53 +02:00
Christoph Oelckers
991dd941af - recompressed the dog sounds and removed the long stretches of silence at their ends. 2017-09-30 08:30:01 +02:00
Christoph Oelckers
e5660e759a - moved amrka0.png to main gzdoom.pk3 as it poses no copyright issues. 2017-09-30 08:21:20 +02:00
Christoph Oelckers
b4a84900df - removed most placeholder sprites. It's better to leave them empty than having some random blobs of ugliness showing up.
- restored unkna0.png as this file poses no copyright issues.
- credits for maparrows.
2017-09-30 08:15:32 +02:00
Christoph Oelckers
c22c93dd51 - the pistol icon was a contribution from the forum and also does not need replacement. 2017-09-30 08:09:27 +02:00
Christoph Oelckers
22b1997846 - Restored the original dssecret sound for the main gzdoom.pk3 as there are no copyright issues with it and the replacement was just ridiculous. 2017-09-30 08:07:45 +02:00
Christoph Oelckers
5af8f6ccaa - removed metadata from INVGEMx. 2017-09-30 07:58:52 +02:00
alexey.lysiuk
2daa64428d Removed redundant dot from name of compatibility option
https://forum.zdoom.org/viewtopic.php?t=58012
2017-09-28 12:16:47 +03:00
alexey.lysiuk
dfe05f10b7 Fixed BlockLinesIterator class definition in ZScript
https://forum.zdoom.org/viewtopic.php?t=57982
2017-09-26 10:54:55 +03:00
JimmyZD
abc8e4deac Added four text colors: ice, fire, sapphire, teal
https://forum.zdoom.org/viewtopic.php?t=57942
2017-09-23 11:56:16 +02:00
JimmyZD
02fc585ae6 Updated "cream" and "olive" definitions in TEXTCOLO
- Both cream and olive have been tweaked to now feature a broader range of shades, and so much starker, legible character outlines for the default fonts.
- Cream now uses 2 shading ranges to ensure it retains the look of the brown palette while having this extra outline contrast.
- This has so far been tested with the standard Doom smallfont, bigfont, and the ZDoom confont.
2017-09-22 15:47:41 +03:00
Rachael Alexanderson
93c05fc97e - Added credit for Freedoom sprite for deadguy.bmp 2017-09-16 04:22:21 -04:00
Rachael Alexanderson
e4c9784e8b - move credit files into their own folder, and not the sounds/ folder 2017-09-12 19:42:21 -04:00
Rachael Alexanderson
f1676c3d75 Merge branch 'archive_split' 2017-09-12 19:27:22 -04:00
nashmuhandes
3ff1597640 Change minimum shadowmap quality to 128. 2017-09-10 12:46:55 -04:00
nashmuhandes
ea5cffdc81 Added shadowmap quality setting to the dynamic light options menu. 2017-09-10 12:46:55 -04:00
Rachael Alexanderson
4b82bb50df - removed scale resolutions and added vid_scalefactor to replace them. 2017-09-10 12:29:07 -04:00
Rachael Alexanderson
86a66cd554 - refactored r_videoscale.cpp to use a table.
- reordered vid_scalemode modes to be a little neater, having static modes and scalar modes separate, with a buffer in between so new modes can be added in the future without disrupting the current order.
2017-09-10 09:41:03 -04:00
Chris Robinson
1b1f8d605f Add menu entries for selecting the timidity config 2017-09-10 07:25:29 -04:00
Rachael Alexanderson
67936a2630 - added: m_showinputgrid == '-1' allows for on-screen keyboard to never show, even when using a mouse 2017-09-10 07:04:00 -04:00
Rachael Alexanderson
69b85753f2 Merge remote-tracking branch 'origin/master' into archive_split 2017-09-10 05:57:56 -04:00
alexey.lysiuk
830b68acbc Intermission script's noautostartmap keyword is no longer ignored
https://forum.zdoom.org/viewtopic.php?t=57799
2017-09-10 11:02:34 +03:00
Rachael Alexanderson
21bc4b823c - added dog sounds found by Kinsie - https://forum.zdoom.org/viewtopic.php?p=1017555#p1017555 2017-09-09 12:40:20 -04:00
Rachael Alexanderson
6640bc11bb - shrunk the size of the sounds folder for the GPL version of gzdoom.pk3 2017-09-09 05:54:06 -04:00
Rachael Alexanderson
bae5c4e064 - added Kinsie's sound offerings from this post: https://forum.zdoom.org/viewtopic.php?p=1017140#p1017140 2017-09-07 07:20:12 -04:00
nashmuhandes
e76ec737a9 Replaced copyrighted assets contained inside the engine PK3. 2017-09-07 04:10:14 -04:00
alexey.lysiuk
4101e9bf1d Removed erroneous code from ZBell.Activate()
https://forum.zdoom.org/viewtopic.php?t=57775
2017-09-06 10:13:26 +03:00
Christoph Oelckers
2a291165ee - fixed: For original Hexen, executing a death special should not clear it. This addresses the bell in HexDD's Badlands being rung before it is ready to use. This also removes the redundant special handling in the ZBell actor. 2017-09-02 09:16:26 +02:00
nashmuhandes
f96f71044f Change camera texture FOV to doubles. 2017-09-02 07:44:38 +02:00
alexey.lysiuk
ca55d8993f Added Actor.A_SoundVolume(int slot, double volume) function to ZScript
https://forum.zdoom.org/viewtopic.php?t=57594
2017-08-31 09:45:09 +03:00
nashmuhandes
42db31b816 Added per-actor camera FOV. 2017-08-28 21:14:11 -04:00
Christoph Oelckers
485c4c71b5 - fixed: When stepping through a sector portal and touching a two sided line on the opposite side, its opening must be used, regardless of the FFCF_NOFLOOR flag. 2017-08-27 10:36:34 +02:00
alexey.lysiuk
7b98fdb910 Added ToInt() and ToDouble() functions to ZScript string
https://forum.zdoom.org/viewtopic.php?t=57678
2017-08-25 15:09:18 +03:00
Christoph Oelckers
cdff5bdc08 - rewrite of the IWAD loading mechanism.
The old code went through a list of predefined file names and looked each of them up in a list of predefined directories until it found a match. This made it nearly impossible to add custom IWAD support because the list of valid file names could not be extended.
This has now been switched around to run a scan for matching files on each given directory. With this approach it can look for *.iwad and *.ipk3 as IWAD extensions as well and read an IWADINFO out of these files that can be added to the internal list of IWADs, making it finally possible to define custom IWADs without having to add them to the internal list.

(This isn't fully tested yet so some errors may still occur.)
2017-08-19 19:30:48 +02:00
alexey.lysiuk
69e7bb57d4 Fixed VM abort with null activator for SecretTrigger object
https://forum.zdoom.org/viewtopic.php?t=57612
2017-08-19 11:19:29 +03:00
Magnus Norddahl
c3562fead2 Merge branch 'dynlightmodels' 2017-08-15 00:27:26 +02:00
Magnus Norddahl
a6d4bfc748 - Added linear and nearest shadowmap filters (enabled with defines) 2017-08-13 13:49:02 +02:00
Christoph Oelckers
4483d665d4 - fixed: FastProjectile's movement code was missong a portal check. 2017-08-12 13:58:16 +02:00
Christoph Oelckers
ba9cf02385 - added a user reserved range of statnums from 70-90 2017-08-12 13:08:11 +02:00
Christoph Oelckers
7cbf45d76d - let PlayerPawn.ForwardThrust use its angle parameter. 2017-08-12 12:35:01 +02:00
Rachael Alexanderson
cdf79f0041 - added Hellser's teleporter fix for doom2.wad map29 - https://forum.zdoom.org/viewtopic.php?t=57525 2017-08-09 00:11:43 -04:00
Magnus Norddahl
5c7b1ee8e1 - Significantly improve shadowmap light performance for faces with a large number of lights but where only a few applies to each individual fragment 2017-08-08 23:28:42 +02:00
alexey.lysiuk
33beca6e6f Exposed ToLower() and ToUpper() string functions to ZScript
https://forum.zdoom.org/viewtopic.php?t=57515
2017-08-07 15:24:18 +03:00
Jonathan Russell
03640a16ea - removed ZScript DrawLine palcolor arg 2017-08-03 02:09:48 +01:00
Jonathan Russell
941d89042a - externalise DCanvas::DrawLine to ZScript 2017-08-03 01:20:55 +01:00
alexey.lysiuk
e1dddf8c3e Removed obsolete mapinfo entry from common Doom GAMEINFO definition 2017-07-30 12:24:04 +03:00
Rachael Alexanderson
91ff447a90 - fixed compile from last commit
- refactored the zscript hookup a bit, made it actually work
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
9a9fe7c133 - implemented GetCaps() for OpenGL
- renamed RFF_FRAGMENTSHADER to RFF_MATSHADER
- D_Display now calls Renderer->GetCaps() and stores it in a global variable for later use.
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
64deba45a3 - added another render filter 2017-07-29 17:03:43 -04:00
Rachael Alexanderson
80bb1d908a - basic groundwork for render feature visibility flags. I haven't gotten very far with it yet, but since I am taking a break I am going to commit what I have and continue it later.
todo:
* call a render class function in D_Main that enumerates the capabilities of the current renderer into a global variable to be accessed later
* add a debug-specific cvar to always show all actors, regardless of these filters
* put in checks in the renderer themselves that check both flagsets and reject rendering of any sprite/model that does not fit the definition's criteria
2017-07-29 17:03:43 -04:00
Magnus Norddahl
65d5f4ae18 - Fix normal normalize 2017-07-27 22:31:57 +02:00
Rachael Alexanderson
3540440bf6 - add 1280x800 scale mode 2017-07-27 12:19:41 -04:00
Magnus Norddahl
2000784307 - normalize the normal vector in the vertex shader because our vertex attribute uses a low precision format (10 bits) 2017-07-25 20:20:13 +02:00
Magnus Norddahl
e06f87cf10 - Added 0.75x scale mode 2017-07-24 08:35:27 +02:00
Rachael Alexanderson
6c328ec7df - added SSAA menu entry 2017-07-23 11:29:06 -04:00
Magnus Norddahl
c3702ae9e7 Add vid_scalemode support to GL framebuffer 2017-07-23 00:33:56 +02:00
alexey.lysiuk
c56cd245ac Added IndexOf() and LastIndexOf() functions to ZScript string type
https://forum.zdoom.org/viewtopic.php?t=57313
2017-07-22 10:54:32 +03:00
Rachael Alexanderson
8d3d271484 - tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode 2017-07-21 18:45:08 -04:00
alexey.lysiuk
b1d1ac13b6 Fixed serpent staff's alternate attack against shielding centaur
https://forum.zdoom.org/viewtopic.php?t=57305
2017-07-21 11:17:50 +03:00
Rachael Alexanderson
d2c8a5c33d Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom"
This reverts commit 65bb8a5185, reversing
changes made to 619281de64.
2017-07-10 11:29:58 -04:00
Rachael Alexanderson
e1b4bb11ba Merge https://github.com/coelckers/gzdoom 2017-07-09 20:09:12 -04:00
Magnus Norddahl
ddd1b629c3 - Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers 2017-07-09 19:01:34 +02:00
Magnus Norddahl
00893763ed Merge branch 'custom_postprocess' into qzdoom 2017-07-08 14:44:30 +02:00
Magnus Norddahl
a38de996e7 - Move uniform declarations to the GLDEFS lump to make it Vulkan safe (a vulkan implementation can then declare them in an uniform block)
- Change SetUniform functions to be clearscope as they can be safely called from both play and ui
- Add PlayerInfo argument to SetUniform functions to force the modder to take network play into account
- Add enabled flag on custom postprocess shaders
- Removed custom texture support until a more clean implementation is written
2017-07-08 14:44:07 +02:00
Rachael Alexanderson
a63a7b9b29 Merge remote-tracking branch 'gzdoom/master' 2017-07-03 17:17:47 -04:00
Rachael Alexanderson
2bfd7859e4 Merge remote-tracking branch 'origin/custom_postprocess' 2017-07-03 17:17:17 -04:00
Magnus Norddahl
e161bba146 - Specify shader uniforms from ZScript 2017-07-03 22:30:49 +02:00
Christoph Oelckers
60cb457c4c - fixed incorrect MinMissileChance of SpiderMastermind. 2017-07-03 09:58:40 +02:00
Rachael Alexanderson
72517244be - set bluramount to 0 by default 2017-07-02 17:08:01 -04:00
Rachael Alexanderson
b4915d624d - removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)
- changed the math to use the 'mix' formula
2017-07-02 16:59:15 -04:00
Rachael Alexanderson
0d8b7c55ef - added a grayscale formula selector 2017-07-02 16:45:06 -04:00
Rachael Alexanderson
a2c9cb8156 - increased menu readability 2017-07-02 16:45:06 -04:00
Rachael Alexanderson
bd02893ce7 - expanded hard limits for saturation to -15.0/15.0
- added menu option for saturation
- tried to get the new saturation shader to consume less GPU power by turning it off when it is 1.0
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
63da6e70c0 - added a vid_saturation control - works in postprocessing, only. 2017-07-02 16:45:06 -04:00
Rachael Alexanderson
cf400ba2db Merge https://github.com/coelckers/gzdoom 2017-06-25 23:44:33 -04:00
Rachael Alexanderson
1562d64580 - fixed: in the availability of gl_fogmode == 0, default to having square fog instead of radial fog in gl_lightmode == 8 2017-06-25 09:37:14 -04:00
Magnus Norddahl
b6e035e796 - Implemented radial fog support in software light mode 2017-06-25 15:02:34 +02:00
Rachael Alexanderson
7592e6d5de Merge https://github.com/coelckers/gzdoom 2017-06-25 00:18:19 -04:00
Magnus Norddahl
f34ededdef - Improved fuzz rendering in software renderer by scaling it relative to 320x200 2017-06-25 00:35:15 +02:00
Rachael Alexanderson
9001009fcf Merge https://github.com/coelckers/gzdoom 2017-06-22 01:42:33 -04:00
Rachael Alexanderson
4229389680 - fixed: banded sw light was broken in a recent commit. Added back the 32 light levels and also made it prefer darker shades. 2017-06-21 19:10:39 -04:00
Magnus Norddahl
28acf2ad06 - Fix OpenGL software diminishing light to be identical to truecolor swrenderer and softpoly
All there is left is to make globVis an uniform and move the LightVisibility::SetVisibility calculations out of the software renderer.
That will make it 100% correct for all r_visiblity values and aspect ratios.
2017-06-22 00:01:57 +02:00
Christoph Oelckers
a6b7ce00c2 - made DropItem fully read-only by changing the two places which messed around with DropItem.Amount to use a local variable instead.
The pointers themselves should have been declared read-only from the start but for that it is too late, so now all its members are.
2017-06-21 11:39:59 +02:00
Rachael Alexanderson
ff257fcfd7 Merge https://github.com/coelckers/gzdoom 2017-06-20 09:39:12 -04:00
Rachael Alexanderson
f65c651ffd - applied Maulotaur obituary text from https://forum.zdoom.org/viewtopic.php?f=2&t=56959 2017-06-19 04:16:09 -04:00
Rachael Alexanderson
d454fafc9e Merge https://github.com/coelckers/gzdoom 2017-06-19 03:22:23 -04:00
alexey.lysiuk
9b446e41fc Fixed applying of flags on fullscreen inventory bar
DI_ALWAYSSHOWCOUNTERS and DI_DRAWCURSORFIRST flags are no longer ignored in BaseStatusBar.DrawInventoryBar() function
https://forum.zdoom.org/viewtopic.php?t=56798
2017-06-18 16:57:05 +03:00
Christoph Oelckers
3b024c347b - use a dedicated flag word for the dynamic light flags instead of piggybacking on some flags4 bits. 2017-06-18 10:15:31 +02:00
alexey.lysiuk
9ac7aaf7d5 Fixed possibility to stuck in MAP14 of Hellbound
https://forum.zdoom.org/viewtopic.php?t=56925
2017-06-18 09:24:19 +03:00
Rachael Alexanderson
4149cdb343 Merge https://github.com/coelckers/gzdoom 2017-06-17 20:18:22 -04:00
jplebreton
4ec6326daa - Final Doom fixes: two progression blockers and a few bugs in maps that prevented getting 100% kills and/or items. 2017-06-17 09:09:55 +02:00
Rachael Alexanderson
c70dac2d7f Merge https://github.com/coelckers/gzdoom 2017-06-16 13:27:03 -04:00
alexey.lysiuk
478d72b37b Fixed resetting of activation failed flag on pickup
https://forum.zdoom.org/viewtopic.php?t=56896
2017-06-14 22:13:40 +03:00
alexey.lysiuk
c22017f981 Made two Hexen maps compatibility options data driven 2017-06-14 16:10:01 +03:00
Rachael Alexanderson
c239ca3262 Merge https://github.com/coelckers/gzdoom 2017-06-13 00:50:50 -04:00
jplebreton
29ca258cb9 Fixes for two Master Levels: progression blocker in catwalk.wad, unattainable secret in nessus.wad. 2017-06-12 12:16:06 +02:00
Rachael Alexanderson
a148212215 Merge commit 'f1ad42c' 2017-06-12 00:22:59 -04:00
Christoph Oelckers
ee3d73478a - added blanket protection to all submenus of OptionsMenu, except the player menu.
Sadly, some mods are truly careless enough to modify the engine internal menus to add their own things, which should have no business whatsoever in there.
As an example, in a D4D version released in May, the Display Options menu is showing quite a bit of outdated content and missing important settings.
2017-06-11 09:57:10 +02:00
Rachael Alexanderson
5405625219 - added Blade of Agony (Chapter 2) as an IWAD 2017-06-10 10:57:45 -04:00
Rachael Alexanderson
c6b68df51d - moved Rise of the Wall ball down in the detection list as far as it would safely go - since that was a directive when WadSmoosh was added. 2017-06-10 10:35:48 -04:00
alexey.lysiuk
e0ece283aa Added support for Rise Of The Wool Ball as IWAD 2017-06-10 16:05:57 +03:00
alexey.lysiuk
8a300b99e9 Fixed interpolation points chaining
Ambush flag cannot be used for marking visited points because HandleSpawnFlags() is no longer virtual
See E1M4 from Rise Of The Wool Ball v1.1 as example of broken chain
2017-06-10 15:50:44 +03:00
jplebreton
c1e39ca06a fix erroneous 8th secret sector in nerve.wad aka No Rest For The Living map04 (called level04 in the wad) 2017-06-10 08:39:37 +02:00
Rachael Alexanderson
a48203ef1d Merge https://github.com/coelckers/gzdoom 2017-06-10 01:00:38 -04:00
alexey.lysiuk
99d89f0730 Fixed position of Targeter's markers during wearing out
https://forum.zdoom.org/viewtopic.php?t=56811
2017-06-09 15:08:01 +03:00
Rachael Alexanderson
f8ba5c7b1f - fixed: Updating your sigil (Strife) should not override the number of 'deselect' pieces you have when swapping to another weapon. 2017-06-09 06:22:31 -04:00
Rachael Alexanderson
63d9148604 Merge https://github.com/coelckers/gzdoom 2017-06-09 05:57:10 -04:00
Christoph Oelckers
6b3093d7ad Another sound with wrong attenuation 2017-06-08 17:13:36 +02:00
Christoph Oelckers
68e17eb0c6 Create alienspectres.txt
fixed attenuation for Strife's 'killed a spectre' message.
2017-06-08 16:23:35 +02:00
Rachael Alexanderson
077cd09d8d Merge https://github.com/coelckers/gzdoom 2017-06-06 16:40:21 -04:00
Rachael Alexanderson
33a58a3ada - fixed: corrected language entries for Classic Transparency - the 'auto' options were reversed. 2017-06-06 10:19:14 -04:00
Christoph Oelckers
a210aaea3e - fixed: All melee functions calling TraceBleed after DamageMobj must first copy the target member to a local variable.
DamageMobj can destroy the damaged actor if the death state sequence has zero duration. But Actor.target is a garbage collected member variable, i.e. it will be null, once the actor it points to gets destroyed.
This was originally done correctly in the C++ code but during the scriptification all those 'AActor *target = self->target' lines were removed because they looked redundant, but were not.
2017-06-06 09:12:58 +02:00
Rachael Alexanderson
5d40b2c36c Merge https://github.com/coelckers/gzdoom 2017-06-04 21:04:33 -04:00
alexey.lysiuk
a797db74da Silenced scripting warning from main .pk3
Script warning, "gzdoom.pk3:zscript/menu/playercontrols.txt" line 526:
Truncation of floating point value
2017-06-04 16:21:10 +03:00
Rachael Alexanderson
5eaf085d58 - fixed minor menudef mistake 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
68b6f922f7 - Added auto-detection scheme for r_vanillatrans
It now works the following way:
(0) - Force off (ZDoom defaults)
(1) - Force on (Doom defaults)
(2) - Auto off (Prefer ZDoom defaults - if DEHACKED is detected with no ZSCRIPT it will turn on) (default)
(3) - Auto on (Prefer Doom defaults - if DECORATE is detected with no ZSCRIPT it will turn off)
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
11741846c6 - fixed: missed the teleport fog 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
e1bb44a9ed - added menu option for r_vanillatrans 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
10a9d087f1 - fixed: missed the golden wand puff for the +ZDOOMTRANS flag 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
2997f31f9f - removed ZDOOMADD and updated actors in question with ZDOOMTRANS 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
a937f709aa - Added +ZDOOMADD to all Heretic, Hexen, and Strife actors that needed it (that I know of...)
- this developer's insanity level increased another 21%
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
89b372cb01 - Changed MF7_SPRITEFLIP, MF8_ZDOOMTRANS to RenderFlags
- Added RF_ZDOOMADD
- renamed r_canontrans to r_vanillatrans
- this developer's insanity level has increased by 231%.
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
c252b5d753 - fixed: forgot to assign +ZDOOMTRANS to rockets 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
01f88cfb16 - Added 'canonical transparency' cvar r_canontrans - this simply turns off transparency for Doom objects that were marked as transparent sometime in ZDoom's development cycle 2017-06-04 12:30:35 +02:00
Rachael Alexanderson
e5eb173165 - fixed minor menudef mistake 2017-06-04 05:33:37 -04:00
Rachael Alexanderson
64b22f6cb3 Merge https://github.com/coelckers/gzdoom 2017-06-03 22:34:13 -04:00
Rachael Alexanderson
deb62ee156 Merge commit 'refs/pull/340/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/gl/scene/gl_sprite.cpp
#	src/polyrenderer/scene/poly_sprite.cpp
#	src/swrenderer/things/r_sprite.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2017-06-03 20:06:28 -04:00
Rachael Alexanderson
9af370f51e - Added auto-detection scheme for r_vanillatrans
It now works the following way:
(0) - Force off (ZDoom defaults)
(1) - Force on (Doom defaults)
(2) - Auto off (Prefer ZDoom defaults - if DEHACKED is detected with no ZSCRIPT it will turn on) (default)
(3) - Auto on (Prefer Doom defaults - if DECORATE is detected with no ZSCRIPT it will turn off)
2017-06-03 20:00:53 -04:00
Magnus Norddahl
7acb492852 - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00
Magnus Norddahl
265df4b797 - Change shadowmap resolution from 1024 to 128 2017-06-03 21:19:34 +02:00
jplebreton
2c7a0c87c8 add FloatBobStrength Actor property, a multiplier on Z offset created by FloatBob behavior. default of 1.0 is current behavior, set higher/lower for more/less extreme bobbing. 2017-06-03 18:02:27 +02:00
Rachael Alexanderson
cdc0bf1cd5 - condense all of unloved/2.pk3's compatibility entries together since they are all the same 2017-06-02 16:58:22 -04:00
Rachael Alexanderson
28821e5eca - condense all of unloved/2.pk3's compatibility entries together since they are all the same 2017-06-02 16:57:37 -04:00
Rachael Alexanderson
9b3d11ae19 - fixed: missed the teleport fog 2017-06-02 12:41:25 -04:00
Rachael Alexanderson
9871117f56 - fixed: missed the teleport fog 2017-06-02 12:41:03 -04:00
Rachael Alexanderson
9abf866241 - added menu option for r_vanillatrans 2017-06-02 12:37:54 -04:00
Rachael Alexanderson
579febb6f8 - added menu option for r_vanillatrans 2017-06-02 12:36:29 -04:00
Rachael Alexanderson
ede15da98c - fixed: missed the golden wand puff for the +ZDOOMTRANS flag 2017-06-02 12:24:03 -04:00
Rachael Alexanderson
b240ad0814 - removed ZDOOMADD and updated actors in question with ZDOOMTRANS 2017-06-02 12:24:03 -04:00
Rachael Alexanderson
91e3b19264 - Added +ZDOOMADD to all Heretic, Hexen, and Strife actors that needed it (that I know of...)
- this developer's insanity level increased another 21%
2017-06-02 12:24:03 -04:00
Rachael Alexanderson
00bfee8b1e - Changed MF7_SPRITEFLIP, MF8_ZDOOMTRANS to RenderFlags
- Added RF_ZDOOMADD
- renamed r_canontrans to r_vanillatrans
- this developer's insanity level has increased by 231%.
2017-06-02 12:24:03 -04:00
Rachael Alexanderson
eeaf6214f7 - fixed: forgot to assign +ZDOOMTRANS to rockets 2017-06-02 12:24:03 -04:00
Rachael Alexanderson
daad76547d - Added 'canonical transparency' cvar r_canontrans - this simply turns off transparency for Doom objects that were marked as transparent sometime in ZDoom's development cycle 2017-06-02 12:24:03 -04:00
Rachael Alexanderson
7d7b1b3b97 - fixed: missed the golden wand puff for the +ZDOOMTRANS flag 2017-06-02 01:10:46 -04:00
Rachael Alexanderson
bf12d38afd - removed ZDOOMADD and updated actors in question with ZDOOMTRANS 2017-06-02 01:10:46 -04:00
Rachael Alexanderson
b4dea12a4f - Added +ZDOOMADD to all Heretic, Hexen, and Strife actors that needed it (that I know of...)
- this developer's insanity level increased another 21%
2017-06-02 01:10:46 -04:00
Rachael Alexanderson
aa93990d3b - Changed MF7_SPRITEFLIP, MF8_ZDOOMTRANS to RenderFlags
- Added RF_ZDOOMADD
- renamed r_canontrans to r_vanillatrans
- this developer's insanity level has increased by 231%.
2017-06-02 01:10:46 -04:00
Rachael Alexanderson
45d7401885 - fixed: forgot to assign +ZDOOMTRANS to rockets 2017-06-02 01:10:46 -04:00
Rachael Alexanderson
813b321c45 - Added 'canonical transparency' cvar r_canontrans - this simply turns off transparency for Doom objects that were marked as transparent sometime in ZDoom's development cycle 2017-06-02 01:10:45 -04:00
Rachael Alexanderson
b78cb6c693 Merge https://github.com/coelckers/gzdoom 2017-06-01 01:02:17 -04:00
Rachael Alexanderson
9e2d44e9c8 - Added a number of missing textures for all 4 episodes of Ultimate Doom 2017-05-31 21:29:25 +02:00
Rachael Alexanderson
68b32d1fe8 Merge https://github.com/coelckers/gzdoom 2017-05-31 12:01:47 -04:00
Rachael Alexanderson
f753a8bfbc - Two more compat fixes for Doom2 - this at least covers all the HOM errors mentioned in the Doom Wiki. 2017-05-31 11:28:27 -04:00
Rachael Alexanderson
e72ae3f266 Merge ../gzdoom
# Conflicts:
#	src/version.h
#	wadsrc/static/compatibility.txt
2017-05-31 09:08:13 -04:00
Rachael Alexanderson
907d1e0056 - Several compatibility fixes for Doom2's first map cluster. Fixes missing textures as well as incorrect sector tagging causing glitches when opening doors or triggering an ambush. 2017-05-31 08:46:29 -04:00
Rachael Alexanderson
2f7d512acf Merge commit 'refs/pull/335/head' of https://github.com/coelckers/gzdoom 2017-05-29 04:53:39 -04:00
Rachael Alexanderson
7c33554a2d - fixed a spelling error 2017-05-28 20:16:07 -04:00
Rachael Alexanderson
a9fdaf3827 - Added numerous compatibility fixes for Doom2: Maps 02 to 11. These fixes mark previously unmarked secrets, and texture fixes in several locations that had HOMs. 2017-05-28 20:16:07 -04:00
Rachael Alexanderson
61660bf147 Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-05-28 10:50:06 -04:00
alexey.lysiuk
f759e1155a Damage factor on armor is no longer ignored
https://forum.zdoom.org/viewtopic.php?t=56632
2017-05-28 17:41:44 +03:00
Rachael Alexanderson
65bb8a5185 Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom 2017-05-28 07:13:27 -04:00
Rachael Alexanderson
619281de64 Revert "Merge commit 'refs/pull/336/head' of https://github.com/coelckers/gzdoom"
This reverts commit a05c38fefd, reversing
changes made to 0fb1a0604c.
2017-05-28 07:12:41 -04:00
Christopher Bruns
a49afd5bfc Initial OpenVR mode.
Second attempt: clean up commit, and avoid messing with HDR framebuffer format.
2017-05-28 06:20:32 -04:00
Rachael Alexanderson
a05c38fefd Merge commit 'refs/pull/336/head' of https://github.com/coelckers/gzdoom 2017-05-28 01:33:59 -04:00
Rachael Alexanderson
0fb1a0604c Merge https://github.com/coelckers/gzdoom 2017-05-27 21:52:43 -04:00
Christopher Bruns
c1bacdbf92 Create initial rotation-tracking-only implementation of OpenVR mode for VR headsets. 2017-05-27 19:42:49 -04:00
Rachael Alexanderson
9435a09f1e - Added vid_glswfb to menu on Mac. 2017-05-27 08:01:56 -04:00
Rachael Alexanderson
d0c1dc9b02 - Added compatibility fix for Doom2's map18 for missing textures on one of the door frames - lines 451 and 459 2017-05-27 06:53:36 -04:00
Rachael Alexanderson
a7cc6fb1ba - fixed: 'IfOption(Linux)' is actually 'IfOption(unix)' in menudef 2017-05-27 05:12:59 -04:00
Rachael Alexanderson
9ebf1ec9a2 - Update menu to match new vid_glswfb config
- Added vid_glswfb to menu on Linux
2017-05-27 04:58:48 -04:00
Major Cooke
a111c59286 Added PSPF_MIRROR.
- Flips the sprite's drawing and position over entirely. Automatically implies PSPF_FLIP.
2017-05-25 19:46:36 -05:00
Rachael Alexanderson
7600fdb200 Merge https://github.com/coelckers/gzdoom 2017-05-22 13:10:19 -04:00
Christoph Oelckers
42e62d9005 - fixed: Harmony requires special scaling treatment for the fullscreen HUD's icons. 2017-05-21 21:30:46 +02:00
Rachael Alexanderson
3955b7a4f8 Merge https://github.com/coelckers/gzdoom 2017-05-21 05:52:27 -04:00
Christoph Oelckers
4388d97db6 - PlayerPawn.PlayerThink needs to consider the possibility of the player getting unmorphed and must call any function after a potential unmorph through 'player.mo' instead of 'self'. 2017-05-20 20:56:43 +02:00
Rachael Alexanderson
2f743c3128 Merge https://github.com/coelckers/gzdoom 2017-05-19 04:10:25 -04:00
svdijk
8ece6dff6a Menu: Never treat keys with no "Char" as hotkeys. 2017-05-18 21:29:08 +02:00
svdijk
4b8f4212ef Menu: Hotkeys should only select selectable items. 2017-05-18 21:29:08 +02:00
Rachael Alexanderson
1472627f6a Merge https://github.com/coelckers/gzdoom 2017-05-17 22:15:48 -04:00
Major Cooke
bb1e927c46 Give the parameter a better name to associate by. 2017-05-17 23:03:22 +02:00
Major Cooke
65f13b0927 - Added a Z offsetting parameter to the ZScript LineAttack function.
- Added LAF_OVERRIDEZ flag to LineAttack. Disregards all internal offsetting aside the actor's Z position before adding the offset parameter.
2017-05-17 23:03:22 +02:00
Rachael Alexanderson
0f54d7f854 Merge https://github.com/coelckers/gzdoom 2017-05-17 08:53:34 -04:00
svdijk
ebf3a37394 Menu: Fix mouse handling for the autoaim slider. 2017-05-16 23:06:57 +02:00
Rachael Alexanderson
625fc73f28 - Missed a few CF_POWERBUDDHA references. 2017-05-16 04:13:25 -04:00
Rachael Alexanderson
7ded20ca05 Merge https://github.com/coelckers/gzdoom 2017-05-15 03:27:58 -04:00
Major Cooke
795f8f0578 - Added a separate cheat flag to handle buddha powerups. Currently, Buddha powerups could interfere and disable the actual player cheat unintentionally, when the player may not want their actual cheat to be turned off.
- Set some overlooked 1000000 damage points to TELEFRAG_DAMAGE inside the falling damage code.
2017-05-14 17:22:46 +02:00
Major Cooke
49e4c8968f - Fixed: Powerups failed to expire when the EffectTics was set directly to 0 since the variable is always subtracted first before the check. 2017-05-14 17:21:48 +02:00
Rachael Alexanderson
d1c6d8543b Merge https://github.com/coelckers/gzdoom 2017-05-13 04:17:54 -04:00
Christoph Oelckers
fcafed4e27 - reordered the IWADs so that the BFG editions are listed after the regular Doom IWADs and Freedoom before Heretic. 2017-05-13 09:44:33 +02:00
Rachael Alexanderson
d907f18e4c Merge https://github.com/coelckers/gzdoom 2017-05-12 07:45:46 -04:00
Gaerzi
5736345e54 Load voices.wad in SVE
Also put SVE along with the other Strife IWADs so they'll be listed together.
2017-05-11 19:08:34 +02:00
Rachael Alexanderson
029788976d - fully fix Strife1.wad's MAP10 shooting range.
- added the following compatibility.txt properties: setsectortexture, setsectorlight
2017-05-11 18:56:02 +02:00
Rachael Alexanderson
9c97ab0b1e - fix tabs in compatibility.txt in the entry for doom2 map21 2017-05-11 18:56:02 +02:00
Christoph Oelckers
71b6d0113e - added a compatibility fix for some broken sectors in Doom2's MAP21. 2017-05-11 11:20:28 +02:00
Christoph Oelckers
b02ebd98ab - add a missing texture to Doom2's MAP27. 2017-05-11 10:03:07 +02:00
Rachael Alexanderson
ac244b3229 Merge https://github.com/coelckers/gzdoom 2017-05-10 05:15:49 -04:00
alexey.lysiuk
60fe34349e Fixed applying of speed factor to player
Part of https://forum.zdoom.org/viewtopic.php?t=56333
2017-05-08 16:54:22 +03:00
Rachael Alexanderson
0941cda7cc Merge https://github.com/coelckers/gzdoom 2017-05-07 05:07:22 -04:00
Christoph Oelckers
2edae42822 - fixed display of WIPAR lump on Doom intermission screen. 2017-05-07 10:29:58 +02:00
alexey.lysiuk
78b724e280 Par time on stat screen doesn't need tics-to-seconds adjustment
Fixes https://forum.zdoom.org/viewtopic.php?t=56307
There was no such adjustment before scriptification of stat screen
2017-05-07 10:10:26 +03:00
Rachael Alexanderson
1cb8d80b25 - Added Gez's heretic wall texture compatibility fixes for E4M7. https://forum.zdoom.org/viewtopic.php?p=995663#p995663 2017-05-06 17:25:43 -04:00
alexey.lysiuk
454f553ea4 Fixed minor issues in Heretic maps (cosmetic mostly) via compatibility
# Conflicts:
#	wadsrc/static/compatibility.txt
2017-05-06 19:43:35 +02:00
alexey.lysiuk
85bb5192b3 Replaced sectorflooroffset with more generic compatibility parameter
New parameter setsectoroffset can set offset of floor or ceiling

# Conflicts:
#	src/compatibility.cpp
2017-05-06 19:43:35 +02:00
Chris Robinson
996ce4497d Add a resampler option for the OpenAL backend 2017-05-06 18:07:31 +02:00
Christoph Oelckers
ce0547aacb - fixed: The player speed factor was only retrieved from the topmost item in the inventory. 2017-05-06 10:58:16 +02:00
Rachael Alexanderson
678949ccd4 Merge https://github.com/coelckers/gzdoom 2017-05-06 00:52:02 -04:00
Christoph Oelckers
bb12dabe2b - added a 'protrusion' property to SBARINFO so that the map name display can properly be handled here as well. Until now it was only working for scripted status bars. 2017-05-05 19:32:37 +02:00
Rachael Alexanderson
fa3846ccc6 Merge https://github.com/coelckers/gzdoom 2017-05-05 00:36:22 -04:00
Christoph Oelckers
7308979c44 - fixed bad state label in A_SerpentHeadCheck. 2017-05-04 22:53:14 +02:00
Christoph Oelckers
5bbf173b4e - fixed: SBARINFO based status bars got the wrong color for automap HUD highlights when playing Doom. 2017-05-04 11:37:36 +02:00
Rachael Alexanderson
118976129d Merge https://github.com/coelckers/gzdoom 2017-05-04 02:38:13 -04:00
Christoph Oelckers
0877539315 - fixed: The Talisman powerup for SVE was given to the wrong actor. 2017-05-03 22:07:33 +02:00
Rachael Alexanderson
a59336908c Merge https://github.com/coelckers/gzdoom 2017-05-02 03:13:40 -04:00
Christoph Oelckers
79ef7989fc - moved the software renderer's dynamic light option into the dynamic light menu to avoid confusion.
Todo: Review the other options and make sure they apply to both renderers.
2017-05-01 22:04:54 +02:00
Christoph Oelckers
050acc9271 - added rudimentary support for SVE.wad from the Strife Veteran edition so that the extended single player campaign is usable:
* all new things got either an sctor definition or are explicitly deleted through the 'doomednums' section in MAPINFO. CTC related actors are non-functional!
* added a 'noskillflags' option to 'doomednums' so that the lightmap definition things in the maps can be repurposed as dynamic lights.
* added the new dagger powerup.
* added MAPINFO entries for the added maps.
2017-05-01 21:25:54 +02:00
Rachael Alexanderson
ebf33ed24e Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/posix/cocoa/i_video.mm
2017-04-30 22:16:01 -04:00
Christoph Oelckers
b84f7bcada - scriptified the weapon firing logic. 2017-05-01 01:55:35 +02:00
Christoph Oelckers
abee2805cb - the last scriptified bits of P_PlayerThink. 2017-05-01 00:27:58 +02:00
Chris Robinson
6044c876ab Update LASTRUNVERSION to handle the snd_hrtf change
Also snd_hrtf now uses -1 for "auto" and 0 for "off", which makes more sense.
2017-05-01 00:26:28 +02:00
Christoph Oelckers
6e25c34fda - more player code exported 2017-04-30 22:17:51 +02:00
Christoph Oelckers
10deb5ce56 - exported P_PlayerThink to ZScript. 2017-04-30 22:17:50 +02:00
Rachael Alexanderson
588d028499 Merge https://github.com/coelckers/gzdoom 2017-04-30 16:00:52 -04:00
Chris Robinson
49449e623e Make an advanced sound option for snd_hrtf 2017-04-30 18:41:39 +02:00
alexey.lysiuk
79654fa15b Cleanup after mod_dumb CVAR removal
This fixes the following warnings on startup without configuration file:
Script error, "gzdoom.pk3:menudef.txt" line 1727:
Unknown CVar mod_dumb
Script error, "gzdoom.pk3:menudef.txt" line 1728:
Unknown CVar mod_dumb
Script error, "gzdoom.pk3:menudef.txt" line 1729:
Unknown CVar mod_dumb
Script error, "gzdoom.pk3:menudef.txt" line 1731:
Unknown CVar mod_dumb
2017-04-29 10:27:59 +03:00
Rachael Alexanderson
9fc2f805de Merge https://github.com/coelckers/gzdoom 2017-04-27 14:29:28 -04:00
Christoph Oelckers
c3f9b4a5ee - silenced a few float truncation warnings that get printed in developer mode. 2017-04-27 10:23:31 +02:00
Rachael Alexanderson
6fa7c9ee0c Merge https://github.com/coelckers/gzdoom 2017-04-25 20:54:45 -04:00
alexey.lysiuk
cc786bada6 Fixed crash when mouse is moved right after saving of game has been triggered
https://forum.zdoom.org/viewtopic.php?t=56060
https://forum.zdoom.org/viewtopic.php?t=49369&start=105#p992821
https://forum.drdteam.org/viewtopic.php?t=7607
2017-04-25 10:57:55 +03:00
Rachael Alexanderson
88f8c4afcc Merge https://github.com/coelckers/gzdoom 2017-04-24 08:09:34 -04:00
Christoph Oelckers
9308e45575 - include strifehelp.acs when building gzdoom.pk3.
Seriously, we shouldn't set a bad precedent for mappers here.
2017-04-23 14:12:02 +02:00
Rachael Alexanderson
c71d23f519 Merge https://github.com/coelckers/gzdoom 2017-04-22 22:02:20 -04:00
Christoph Oelckers
dc3df4e897 - remove mod_dumb CVAR. This now effectively disabled module playback because the OpenAL backend cannot substitute for it, unlike FMod. 2017-04-22 10:59:52 +02:00
Rachael Alexanderson
b2ba7a4e18 Merge https://github.com/coelckers/gzdoom 2017-04-21 18:15:48 -04:00
Christoph Oelckers
3ccd4aa0d1 - fixed: The powerup icons did not blink when expiring. 2017-04-21 18:08:30 +02:00
Christoph Oelckers
1852079142 - removed alpha parameter from BaseStatusBar.DrawBar because this cannot be used with this function. 2017-04-21 10:56:34 +02:00
Christoph Oelckers
b5f87aa86f - typo in last commit. 2017-04-21 10:45:27 +02:00
Christoph Oelckers
5cb5d26bf8 - fixed the item stats positioning on the automap. 2017-04-21 10:44:02 +02:00
Rachael Alexanderson
11ec35b061 Merge https://github.com/coelckers/gzdoom 2017-04-20 21:04:33 -04:00
ZZYZX
29402ff685 ZScript version of SetCameraToTexture 2017-04-19 11:20:17 +02:00
Major Cooke
316af5a400 - fixed: DrawBar never checked maxval for dividing by 0. 2017-04-19 11:18:58 +02:00
Rachael Alexanderson
5d11c9962b Merge commit '8db239d' 2017-04-18 11:33:52 -04:00
Christoph Oelckers
8180d34765 - added user configurable menus where soundfonts, patch sets or Timidity EXEs can be selected from lists being stored in the config file to reduce the hassle of testing MIDIs with different settings. 2017-04-18 16:43:07 +02:00
Christoph Oelckers
96d328de9b - removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
c219811a54 - removed FMod as the last remaining piece of code that is not GPL compatible.
Please consider GZDoom as licensed under the GPL starting with this commit, even though the license headers have not been changed yet.
2017-04-17 01:06:54 +02:00
Christoph Oelckers
1ee9256842 - did a complete workover of the weapon sprite translucency code that got inherited from QZDoom.
This was very poorly done without ever addressing the issues a composite render style can bring, it merely dealt with the known legacy render styles.
The same, identical code was also present in two different places.
The oversight that AlterWeaponSprite overrode even forced styles was also fixed.

OpenGL is not implemented yet but with the problems eliminated should be doable now.
2017-04-15 16:41:00 +02:00
Rachael Alexanderson
997a62de36 Merge https://github.com/coelckers/gzdoom 2017-04-14 23:09:21 -04:00
Christoph Oelckers
0ebf4958b9 - fixed pitch calculation for camera actors. For compatibility with Hexen format they need to treat the pitch arg as a signed byte. 2017-04-15 00:48:22 +02:00
Christoph Oelckers
edebea4f8d - allow specifying a custom class for message box display. 2017-04-14 23:28:54 +02:00
Christoph Oelckers
d03c33f393 - added Translation.GetID. 2017-04-14 17:40:05 +02:00
Christoph Oelckers
cde450dd8a - some enhancements for PowerReflection. 2017-04-14 16:51:11 +02:00
Christoph Oelckers
329c168cc2 - added a distance parameter to A_SprayDecal. 2017-04-14 16:28:54 +02:00
Christoph Oelckers
92acbdc625 - made GetClassName an intrinsic and expanded it to also work on class types. 2017-04-14 16:14:27 +02:00
Rachael Alexanderson
93564078fe Merge https://github.com/coelckers/gzdoom 2017-04-14 01:05:26 -04:00
Christoph Oelckers
b1057cee36 - fixed: do not draw armor on the fullscreen HUD if the amount is 0. 2017-04-13 20:43:17 +02:00
Major Cooke
29394da7ed Static functions cannot have const. 2017-04-13 19:43:41 +02:00
Major Cooke
523b31a16a Made several string functions const. 2017-04-13 19:43:41 +02:00
Rachael Alexanderson
2c4552da42 Merge https://github.com/coelckers/gzdoom 2017-04-13 10:09:47 -04:00
Christoph Oelckers
1c8d698121 - added WeaponState enum for ZScript. 2017-04-13 02:42:31 +02:00
Rachael Alexanderson
a15031706d Merge https://github.com/coelckers/gzdoom 2017-04-12 20:33:38 -04:00
Christoph Oelckers
1712667ce2 Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-04-13 02:18:16 +02:00
Christoph Oelckers
fc9e304189 - separated class descriptors from VM types.
Combining these two groups of data has been the cause of many hard to detect errors because it allowed liberal casting between types that are used for completely different things.
2017-04-12 22:46:49 +02:00
alexey.lysiuk
d8d7dc973c Added check for selected item in save/load menu
https://mantis.zdoom.org/view.php?id=570
2017-04-12 17:15:12 +03:00
Rachael Alexanderson
7040bc2156 Merge https://github.com/coelckers/gzdoom 2017-04-11 14:06:13 -04:00
Christoph Oelckers
6a3ddaa8fa - moved Restricted/ForbiddenToPlayerClass fully to the script side.
This required some fixes for allowing to read from metadata arrays.
2017-04-11 15:11:13 +02:00
Rachael Alexanderson
00531cda49 Merge https://github.com/coelckers/gzdoom 2017-04-09 11:53:40 -04:00
alexey.lysiuk
b0a0c62af1 Fixed state selection for weapon secondary fire
https://mantis.zdoom.org/view.php?id=552
2017-04-09 13:04:32 +03:00
Christoph Oelckers
5935dc706d - prevent infinite recursion in PlayerPawn.GetObituary when the inflictor is the same as the origin for the kill. 2017-04-09 00:06:23 +02:00
Rachael Alexanderson
51f30a8b1e Merge https://github.com/coelckers/gzdoom 2017-04-06 23:55:20 -04:00
Magnus Norddahl
85a9984807 - Add OpenGL ES 3 support to GL renderer 2017-04-06 23:34:42 -04:00
Magnus Norddahl
994740b3ae - Add OpenGL ES 3 support to GL renderer 2017-04-07 04:09:04 +02:00
Christoph Oelckers
74faacd218 - fixed: FxVMFunctionCall::GetDirectFunction did not perform any checks on the function's self pointer and failed to report a mismatch as an error.
- also fixed two places in the code where the above caused some incorrect definitions not to be detected.
2017-04-06 20:52:38 +02:00
Rachael Alexanderson
a1473c48c3 Merge https://github.com/coelckers/gzdoom 2017-04-06 04:30:38 -04:00
alexey.lysiuk
ca4888eb3d Added CVar.GetCVar() function to do player-dependent console variables lookup 2017-04-06 10:51:36 +03:00
alexey.lysiuk
26e4b74261 Restored initial behavior of CVar.FindCVar()
https://mantis.zdoom.org/view.php?id=537
2017-04-06 10:50:40 +03:00
Rachael Alexanderson
5851408803 Merge https://github.com/coelckers/gzdoom 2017-04-04 01:29:14 -04:00
Christoph Oelckers
4b127c7fcc - draw Doom weapon numbers one pixel lower. 2017-04-03 09:37:52 +02:00
Rachael Alexanderson
12d39c74ef Merge https://github.com/coelckers/gzdoom 2017-04-02 21:38:20 -04:00
Christoph Oelckers
e074c75609 - added a generic TransformRect to the status bar so that the proper transformations can be applied to draw operations that require special parameters not supported by the stock functions. 2017-04-02 12:58:31 +02:00
alexey.lysiuk
1033976158 Fixed typo in status bar function name
https://mantis.zdoom.org/view.php?id=519
2017-04-02 11:47:10 +03:00
Rachael Alexanderson
2b2297b73e Merge https://github.com/coelckers/gzdoom 2017-04-01 10:11:52 -04:00
Christoph Oelckers
553906b186 - fixed: BaseStatusbar::GetAmount returned the default item's amount if the player held none of the given type. This should only be done for MaxAmount. 2017-04-01 13:33:42 +02:00
Christoph Oelckers
7dae43bf7f - fixed: The health chain in Hexen wasn't drawn on the main status bar. Did some reordering to ensure it won't get skipped. 2017-04-01 13:18:19 +02:00
Christoph Oelckers
699d4882d5 - fixed: The ammo display in Doom should not be drawn if the current weapon does not use ammo. 2017-04-01 13:08:45 +02:00
Rachael Alexanderson
bf9edec91a Merge https://github.com/coelckers/gzdoom 2017-03-30 18:04:37 -04:00
Christoph Oelckers
51d89740e3 - fixed mouse input for scale slider. 2017-03-30 20:12:39 +02:00
Christoph Oelckers
3a1228bf95 - exported the clipping rectangle to scripting and added a statusbar scaling wrapper for it.
- fixed: BaseStatusBar.Fill did not pass its flags parameter to the native function.
2017-03-30 12:13:28 +02:00
Christoph Oelckers
a3ef711d1d - added a special slider type for the scaling options that prints a descriptive text instead of the slider for the special settings.
- fixed the adaptive scale calculation in GetUIScale which had the coordinates mixed up.
2017-03-30 11:30:09 +02:00
Rachael Alexanderson
39826753f9 Merge https://github.com/coelckers/gzdoom 2017-03-30 02:11:03 -04:00
Christoph Oelckers
f95c29ad28 cleaned up the scaling options.
- all 5 settings affected by uiscale have been changed to have the exact same semantics: -1, if supported means special scaling, this is available for HUD and status bar, 0 means to use uiscale, any larger value is a direct scaling factor.
- scaling is cut off when the factor is larger than screenwidth/320 or screenheight/200 because anything larger will definitely not fit.
- a lot of code has been cleaned up and consolidated. Especially the message code had an incredible amount of redundancy.
- all scaling options have been moved into a submenu. This menu is not complete, though - it still requires a special menu widget to convey the intended information without confusing the user.
2017-03-30 02:16:23 +02:00
Christoph Oelckers
1dcc017daf - reimplemented the position display, but changed its position a bit upward.
- activated the RenderOverlay event, now that it can be called from the correct spot, i.e. right after the top level HUD messages are drawn. The system's status output will still be drawn on top of them.
2017-03-29 23:51:53 +02:00
Christoph Oelckers
7011010ff2 - fixed the drain callback.
- changed the effect spawn prevention of the Hexen flame strike weapon and reverted the attempt to fix this in FastProjectile.

This cannot be fixed in the base class, which was doing everything right. It's the flame missile that was doing undefined things by stopping its movement without clearing its missile flag. This cannot work because missiles are given some minimal forced velocity to ensure collision detection and any attempt to address this without clearing the missile flag is doomed to fail.
2017-03-29 22:50:13 +02:00
Christoph Oelckers
b38934b532 - fixed declaration of ACS getters for status bar.
- fixed some uninitialized variables in font print code.
2017-03-29 21:54:11 +02:00
Christoph Oelckers
01b095c911 - added colorization for untranslated fonts. This uses the light color of the vertices. The software rendered 2D code will ignore this infomation.
- added a virtual OnRetrun method to menus.
2017-03-29 21:22:05 +02:00
Christoph Oelckers
d36f656caf - added a callback for when damage is drained from a target. 2017-03-29 20:25:54 +02:00
Christoph Oelckers
1d4ab0cc2a - implemented proper scaling for the status bar itself.
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.

- changed how status bar sizes are being handled.

This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00
Christoph Oelckers
87479d3c2f -use the proper functions to calculate the position of the popup screen in Strife. 2017-03-29 14:28:46 +02:00
Christoph Oelckers
7ba6860102 - scriptified the automap HUD and made it obey hud_scale instead of always being fully scaled. 2017-03-29 14:20:22 +02:00
Christoph Oelckers
2f06c09681 - fixed map name display on the automap HUD
This would cut off overlong names and the handling for status bars with protruding elements was far too simplistic and worse, making assumptions based on game mode.
It now uses a virtual function to query the status bar itself for returning this information so it can be overridden and uses V_BreakLines to split the text if it is wider than the display.
2017-03-29 10:36:16 +02:00
Rachael Alexanderson
9f38b2b107 Merge https://github.com/coelckers/gzdoom 2017-03-28 22:40:40 -04:00
Christoph Oelckers
fabf8451e7 - use Fill to draw Strife's health bars. 2017-03-29 02:24:04 +02:00
Christoph Oelckers
598523a1de - moved all coordinate adjustment for the status bar mode into one function and use this function in all places where status bar related coordinate adjustments need to be performed, also in SBARINFO.
- fixed unscaled status bar placement.
- fixed inventory count display for Doom status bar.
2017-03-29 01:59:03 +02:00
Christoph Oelckers
19e7d60275 - removed DSBarInfo::Scaled because it tended to disagree with StatusBar->Scaled. 2017-03-29 00:35:35 +02:00
Christoph Oelckers
fa893c082b - changed the default for hud_scale to 0 (i.e. use uiscale)
- allow calling Menu.SetMenu from play code so that in-game menus can be opened.
2017-03-28 22:51:37 +02:00
Christoph Oelckers
d5772ff895 - fixed: SafeCommand did not work anymore because it failed the abuse prevention check for DoCommand. 2017-03-28 22:34:12 +02:00
Rachael Alexanderson
9da596cd9c Merge https://github.com/coelckers/gzdoom 2017-03-28 16:29:07 -04:00
Christoph Oelckers
224219dd66 - made ListMenuItem.DrawSelector virtual. 2017-03-28 21:39:03 +02:00
Christoph Oelckers
6870efe134 - added a GetCVarString ZScript/DECORATE function.
- fixed: loading a savegame triggered PlayerEntered events.
2017-03-28 21:37:43 +02:00
Christoph Oelckers
bdf761e457 - moved th player resurrection code into a player_t method. 2017-03-28 21:29:14 +02:00
Christoph Oelckers
6816902a09 - forgot to save doom_sbar.txt 2017-03-28 13:27:59 +02:00
Christoph Oelckers
e2e17f575c - added safeguards to all 2D drawing functions to throw an exception if used outside a valid 2D draw context.
This is necessary because the hardware accelerated renderers will hide the problem, but with pure software rendering to a locked hardware surface, like DirectDraw can result in a crash.
Note that ANY mod that gets caught in this did something wrong!
2017-03-28 13:25:17 +02:00
Christoph Oelckers
b9485d4edf - ported the Hexen status bar to zscript.
Note that DrawBar with a background texture does not work yet because the clipping rectangle is not done yet.
2017-03-28 11:00:05 +02:00
Christoph Oelckers
bac464f2b7 - added the inventory bar on Heretic's status bar. 2017-03-27 21:30:05 +02:00
Christoph Oelckers
a6bf93c624 - implemented the Heretic status bar. 2017-03-27 21:01:40 +02:00
Christoph Oelckers
0fdd118906 - change statusbar drawers to use the top left of the virtual screen as origin, not the top left of the actual status bar, to bring this in line with SBARINFO.
The Strife status bar which was still native code had it differently and that was used as the initial guideline.
2017-03-27 09:52:30 +02:00
Rachael Alexanderson
2338fe7e66 Merge commit 'c8eabe5' 2017-03-26 21:57:23 -04:00
Christoph Oelckers
a112b29c43 - implemented the inventory bar. This object is a bit special because it requires a lot of parameters, most of which are easily set to defaults. To make handling easier, most are passed through a container object which does some processing up front.
- finished work on the Doom status bar. I also took the opportunity to fix the layout of the inventory bar which is a bit broken in SBARINFO.
- tuned the selection rules for deciding what creates the status bar, so that the most recent definition that can be found is chosen.
2017-03-27 01:02:10 +02:00
Christoph Oelckers
e791c957d9 - implemented the regular Doom status bar.
The DOOM status bar and HUD are complete, except the inventory bar.
2017-03-26 22:04:58 +02:00
Christoph Oelckers
08b3c38304 - simplified the parameters of the HUD draw functions by moving all booleans into one flags word and ordering them so that the less likely ones to be used can be made optional.
- got rid of the image list in the Doom status bar. The cost of the texture lookup is mostly irrelevant here so clearer and shorter code is preferrable.
- moved the box fitting code from DrawTexture into the native function to have all coordinate calculations in one place which is necessary to implement proper alignment default handling. Without higher level functions altering positioning the default can be set to automatic alignment determination, i.e. the value's sign decides where something is placed. Of course for special cases this can be overridden.
- use ANIMDEFS to animate the inventory arrow,
2017-03-26 18:41:24 +02:00
Christoph Oelckers
1c71d038dd - Doom keybar is working.
I did not implement an equivalent to SBARINFO's DrawKeyBar. This is too limiting because it needs to consider any possibility. It really is easier to let a mod implement this itself and custom adjust it to its needs.

- fixed some stuff, in particular use DrawInventoryIcon to get smarter icon lookup.
2017-03-25 23:43:19 +01:00
Christoph Oelckers
488fface50 - started port of Doom status bar to ZScript.
Fullscreen HUD done with the exception of key and inventory bar. I also used the opportunity to make it a bit more resistant against badly designed inventory icons.
2017-03-25 21:40:17 +01:00
Christoph Oelckers
3e67a8bafa - let hud_scale act like an override to uiscale, just like con_scale does.
- better handling of ForceScale for the fullscreen HUD that doesn't mess around with CVARs.
- moved the mug shot into the status bar, because this is global state that needs to be shared between different pieces of code which want to display a mug shot.
- SBARINFO should work off the current status bar settings instead of the ones stored in its script object
2017-03-25 18:32:47 +01:00
Rachael Alexanderson
733cf1acc5 Merge https://github.com/coelckers/gzdoom 2017-03-25 00:26:06 -04:00
Christoph Oelckers
bdb9275f8c - made the mugshot accessible to ZScript.
Note that there is no direct access, all this exposes is a single function to get the current face's texture which then can be drawn using the existing functions.
2017-03-25 01:22:42 +01:00
Christoph Oelckers
2d17594f6f - converted the Strife status bar to use the new HUD specific draw functions so that it also can benefit from coming changes.
Note that the pop screens are special because they are not subject to scaling - they will always be drawn with the current resolutions clean scale. As a result they cannot use the HUD drawers but instead continue to use the low level draw functions directly.
2017-03-25 00:35:19 +01:00
Christoph Oelckers
b17b8d32ad completely redid the active powerup drawer for the HUD
- replaced Inventory.DrawPowerup with a GetPowerupIcon method so that the calling code can handle the drawing and apply its own rules. This was a major design flaw of allowing the inventory items to handle the drawing themselves, because they were unable to adjust to different HUD frontends. Note that any mod that overrides DrawPowerup will not draw any icon that expects to be handled that way!
- the alternative HUD now has its own, separate drawer that obeys the AltHUD's rules, and not the ones of the normal fullscreen HUD.
- the standard drawer has been scriptified as a virtual function.
- Both drawers now handle positioning of the icon inside its assigned box themselves instead of trusting the powerup item to do it correctly.
- DTA_HUDRules and Screen.DrawHUDTexture are to be considered deprecated because both do not integrate into the redesigned HUD code.
2017-03-24 22:58:16 +01:00
Christoph Oelckers
6760e01a0d - implemented the status bar's DrawString function and ported the fullscreen HUD part of the Strife status bar to use the new functionality. 2017-03-24 20:09:50 +01:00
Rachael Alexanderson
b747b0c3c6 - made gl_menu_blur into a menu option
- made bluramount also into a gameinfo option
- negative gl_menu_blur cvar now uses gameinfo option, 0 disables it
- removed gl_menu_blur_enabled since gl_menu_blur==0 does that anyway
- made gl_menu_blur default to -1 to use gameinfo option
- add default gameinfo bluramount options
2017-03-24 14:59:25 -04:00
Christoph Oelckers
b5720ee1e7 - initial work on DrawString method. 2017-03-24 02:38:44 +01:00
Christoph Oelckers
617934e1c2 - added a few exports for game strings which the SBARINFO string drawer can access and which should also be available by ZScript.
- merged BaseStatusBar and CustomStatusBar back together.

Since the low level draw functions are better done in native code for both performance and debuggability the split has become pointless.
2017-03-24 02:12:36 +01:00
Christoph Oelckers
a3ee3c287e - major progress on the status bar code: SBARINFO's DrawGraphic has been ported into a generic function of the base statusbar class and put to use for a few items on the Strife status bar.
- decided to ditch the widget system I had started to lay out. As it turns out that would make things far more complicated and slower than they need to be.
2017-03-24 00:47:08 +01:00
Christoph Oelckers
31ea33bfc4 - rewrote the condition nodes from SBARINFO in ZScript. This compiles but hasn't been tested yet. 2017-03-23 00:25:26 +01:00
Christoph Oelckers
3744c2eee7 - this was missing. 2017-03-22 20:33:40 +01:00
Christoph Oelckers
9bd75bcac5 - some conceptual work on statusbar stuff. This looks like a viable approach to build something that can replace SBARINFO. 2017-03-22 19:56:21 +01:00
Christoph Oelckers
f0e4f54c80 - one more bit of scriptification. 2017-03-22 18:38:09 +01:00
Christoph Oelckers
1423d5f42a - scriptified the SBARINFO wrapper.
This serves no purpose in itself but it removes a native side class from the status bar class hierarchy which allows for better editing options later.
2017-03-22 17:29:13 +01:00
Christoph Oelckers
4c51a4fc59 - reimplemented the health bar for Strife's status bar. 2017-03-22 14:59:12 +01:00
Christoph Oelckers
9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Christoph Oelckers
fb48a1b776 - resotred proper time calculations for status screen. 2017-03-20 19:04:17 +01:00
Christoph Oelckers
0cfdd699ad - exported the base thinker class for sector lighting effects to ZScript. 2017-03-19 13:15:38 +01:00
Christoph Oelckers
ac95cba848 - fixed generic class type properties to handle "" and "none" as 'no class'. 2017-03-19 12:02:17 +01:00
Christoph Oelckers
2c789a2d75 - looks like the last commit missed a few files. 2017-03-19 11:35:24 +01:00
Christoph Oelckers
845c43876c - moved all trivial actor properties into the scripts as 'property' declarations. 2017-03-19 11:30:28 +01:00
Rachael Alexanderson
8711add50b - fixed: Fatal error on startup due to incorrect ZScript version. 2017-03-18 21:08:36 -04:00
Christoph Oelckers
144885665f - this feature is past version 2.4. 2017-03-19 00:52:42 +01:00
Christoph Oelckers
622b4a6457 - switched over to the scripted intermission screens. 2017-03-18 21:19:32 +01:00
Christoph Oelckers
a2f2be17ef - status screen fully scriptified but not active yet. 2017-03-18 19:35:26 +01:00
Christoph Oelckers
745b96beec - made the status screen a class and scriptified a few more functions. 2017-03-18 15:45:36 +01:00
Christoph Oelckers
b416322032 - converted FInterBackground into a class so that the scripts can use it.
- fixed some issues with default value matching in savegames.
2017-03-18 13:25:22 +01:00
Christoph Oelckers
1e9ef2b1df - started scriptifying the level intermission screen. This compiles but is not active yet.
- allow treatment as one-character string constants as character constants. This became necessary because name constants already use single quotes and are much harder to repurpose due to a higher degree of ambiguity.
- fixed: protected methods in structs were not usable.
2017-03-18 12:18:15 +01:00
Christoph Oelckers
245a9ef80c - fixed MenuItemBase.OnMenuCreated was not declared virtual. 2017-03-16 21:34:03 +01:00
Christoph Oelckers
005e6871f9 - increased the snd_channels default and minimum.
The values were still 8 and 32 respectively which applied to hardware from last decade, but for modern mods these are simply too low. New values are 64 as minimum and 128 as default.

- added script access to a sector's colormap and specialcolors fields. (Writing only through dedicated functions because these fields are render state which may need to trigger some form of refresh if the renderer changes.)
2017-03-16 10:38:56 +01:00
Christoph Oelckers
d0c77d7264 - added a GetRenderStyle function to Actor, so that the internal render style can be retrieved in a format suitable for scripting. 2017-03-15 10:36:41 +01:00
Christoph Oelckers
64bdc8c495 - fixed some incomplete checks for static arrays.
- made AActor::OkaytoSwitchTarget scripted virtual.
2017-03-15 01:39:59 +01:00
Christoph Oelckers
44a087554f - moved the OpenGL fog properties to FLevelLocals to simplify their handling.
- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
f70d0a6ced - added a setinv cheat CCMD. 2017-03-14 11:44:21 +01:00
Christoph Oelckers
6db355a947 - added a callback to menu items for when a new menu gets created.
- added a StartSlideshow ACS and ZScript command and extended the functionality to specify the slideshow's name when starting it.

This is for triggering any kind of intermission definition in the middle of a level - keep in mind that this may not be set up to loop!
2017-03-14 10:41:13 +01:00
Christoph Oelckers
e7a677ef61 - fixed bad menu size calculation, this was particularly visible in Hexen's skill menu. 2017-03-13 23:02:59 +01:00
Christoph Oelckers
cd392e50e9 - added a dummy struct named '_' to define global variables. This can only be used internally.
This method was chosen because it avoids adding variable declarations to the global namespace which would have required a lot more work while polluting the grammar.
This way the global variables can be handled by a small bit of special coding in the struct generator.
2017-03-13 14:42:14 +01:00
Christoph Oelckers
5fd86cf98c - added some syntactic help to the ZScript parser to allow defining the arrays with native structs on the script side instead of having to define them internally. 2017-03-13 12:51:09 +01:00
Christoph Oelckers
2533ff3ffc - fixed: ListMenuItemStaticText used the wrong default color. 2017-03-13 09:30:33 +01:00
Christoph Oelckers
60fd79ce23 - some menu reorganization:
* dynamic lights also work in the true color software renderer and have been moved out of the OpenGL menu.
* created a separate software renderer menu and moved all relevant options there.
* delete non-applicable options when running in legacy mode.
* moved the OpenGL preferences menu one level up to eliminate a two-entry GL top level menu.
2017-03-13 01:17:46 +01:00
Christoph Oelckers
ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Christoph Oelckers
9eae422dab Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/CMakeLists.txt
#	wadsrc/static/language.enu
2017-03-11 19:55:43 +01:00
Magnus Norddahl
59ec97d2d5 Fix shadow map acne and the attenuate flag 2017-03-10 22:08:55 +01:00
Magnus Norddahl
b660493051 Add menu option for disabling shadow maps and detecting if storage buffers are available or not 2017-03-10 19:10:40 +01:00
Christoph Oelckers
cc1241a4b8 Merge branch 'make-qzdoom-gzdoom-again' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/win32/win32gliface.h
#	src/win32/win32iface.h

This compiles but no guarantees otherwise.
2017-03-09 19:09:13 +01:00
Christoph Oelckers
f8391ce97e - there was something missing... 2017-03-09 17:44:00 +01:00
Christoph Oelckers
3113faedcf - fixed bad syntax. 2017-03-09 17:42:25 +01:00
Christoph Oelckers
20c56f6dda - added SectorTagIterator and LineIDIterator script classes. 2017-03-09 17:05:51 +01:00