Christoph Oelckers
accd7d8c8a
- implemented better aspect ratio control for fullscreen images.
...
Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):
0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.
A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
# Conflicts:
# src/rendering/v_video.cpp
# src/v_draw.cpp
# Conflicts:
# src/v_video.h
2020-03-25 13:58:27 +01:00
drfrag
b131230fe3
- Prevent crash on exit trying to load the unsupported sheet fonts.
2020-03-25 12:05:24 +01:00
drfrag
2f8c959ece
- Remove 1K Deaths skill from the menu and restore original Heretic Nightmare.
2020-03-24 02:39:09 +01:00
nashmuhandes
72ecc11e8d
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-24 01:36:58 +01:00
nashmuhandes
105d14358e
Move the opaqueBlood member definition so that object size remains unchanged
2020-03-24 01:36:56 +01:00
nashmuhandes
1f0f9e1d9b
Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF
2020-03-24 01:36:55 +01:00
nashmuhandes
152ae71a4f
Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF.
...
# Conflicts:
# src/g_shared/a_decals.cpp
# src/g_shared/a_sharedglobal.h
# src/p_map.cpp
2020-03-24 01:36:53 +01:00
Magnus Norddahl
1770cead0c
Fix compile error when using std::sort with Visual Studio 16.5.0
2020-03-24 01:36:39 +01:00
Christoph Oelckers
f4995a2005
- block StaticPointerSubstitution for non-player objects.
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The only safe use of this function is to swap out PlayerPawns for morphing or respawning.
2020-03-24 01:36:37 +01:00
Nash Muhandes
2f2cb9c1c5
Print weapon name tag when switching with "slot" command ( #1048 )
2020-03-16 11:07:35 +01:00
nashmuhandes
315efb2b97
Add help messages for most of the deprecated stuff in ZScript.
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# Conflicts:
# wadsrc/static/zscript/actors/actor.zs
# wadsrc/static/zscript/base.zs
# wadsrc/static/zscript/destructible.zs
# wadsrc/static/zscript/mapdata.zs
# Conflicts:
# wadsrc/static/zscript/base.zs
2020-03-16 11:07:29 +01:00
alexey.lysiuk
eaa7e392d7
- fixed FLineTraceData scripting definition
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https://forum.zdoom.org/viewtopic.php?t=67795
# Conflicts:
# src/scripting/thingdef_data.cpp
2020-03-14 19:15:27 +01:00
alexey.lysiuk
e276f70dfa
- replaced assert() in ZScript fields compilation code
...
Field pointer can be null if error occurred while compiling its definition
2020-03-14 19:11:45 +01:00
alexey.lysiuk
6622801ad5
- added line break to 'No GENMIDI lump' message
...
'ST_Init: Init startup screen.' is no longer concatenated with the given line
2020-03-14 19:11:43 +01:00
Christoph Oelckers
9fe9552023
- fixed A_FireCGun.
2020-03-11 20:18:45 +01:00
Christoph Oelckers
4e40c4dfa9
- fixed: player_t::GetPSprite cannot guarantee success
...
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 20:18:43 +01:00
Christoph Oelckers
89ed287918
- added autonames for the shareware games
...
They still need to access some internal filters, despite blocking loading addons.
# Conflicts:
# wadsrc_extra/static/iwadinfo.txt
2020-03-11 20:18:41 +01:00
Christoph Oelckers
8b976e4222
- default terrain's DamageTimeMask to a reasonable value.
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Use 31, which is the default for damaging floor specials instead of 0.
2020-03-11 20:18:39 +01:00
Alexander Kromm
e3baacd9f6
bring minimal save version back, as most of the savegames load fine
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# Conflicts:
# src/version.h
2020-03-09 00:36:55 +01:00
Alexander Kromm
dee1e6d675
aggregate TMap into Dictionary instead of deriving from it
2020-03-09 00:33:51 +01:00
Alexander Kromm
c91c542c23
fix Dictionary and DictionaryIterator memory leaks
...
# Conflicts:
# src/version.h
2020-03-09 00:33:48 +01:00
Major Cooke
c467539014
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
...
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-09 00:28:05 +01:00
Major Cooke
8712d7c237
Added Pre(Un)Morph and Post(Un)Morph functions.
...
- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-09 00:28:03 +01:00
drfrag
dde31dcac4
- Forgot the defines.
2020-03-06 15:36:37 +01:00
drfrag
d8d72f5d75
- Blind attempt at fixing wrong mouse position in OpenGLFrameBuffer and OpenGLSWFrameBuffer
2020-03-06 13:57:52 +01:00
alexey.lysiuk
5946744039
- fixed infinite loop reporting '... before first state' errors
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https://forum.zdoom.org/viewtopic.php?t=67729
2020-03-06 13:38:21 +01:00
Rachael Alexanderson
673e52f02f
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-04 09:46:09 +01:00
Rachael Alexanderson
c72b64790b
- fixed: removed startTime from the wrong function internally.
2020-03-03 10:58:51 +01:00
Rachael Alexanderson
c9476e6188
- remove addition from deprecated A_PlaySound
2020-03-03 10:58:50 +01:00
Rachael Alexanderson
19233e6a82
- add checking in S_StartSound for startTime length
2020-03-03 10:58:48 +01:00
Rachael Alexanderson
4625925a69
- ported over Nash's startTime for A_StartSound
2020-03-03 10:58:46 +01:00
Major Cooke
45c80916bc
Added A_StopSounds(int chanmin, int chanmax).
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- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd
Added A_StopAllSounds.
2020-02-29 20:02:17 +01:00
drfrag
6fd642ed48
Revert "Revert "Stop sources immediately when the sound is forced to stop""
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This reverts commit 82c4750710
.
2020-02-29 19:35:22 +01:00
drfrag
767a9b6e1b
- This is 3.85.
2020-02-29 13:35:05 +01:00
drfrag
797037fcde
Oops, fixed default bindings not being loaded from pwads.
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# Conflicts:
# src/console/c_bind.cpp
2020-02-28 19:14:52 +01:00
drfrag
bf8a5621eb
- Missed bindings for other games.
2020-02-28 16:31:06 +01:00
drfrag
fa5902b538
- Add support for several control layouts.
2020-02-28 12:44:13 +01:00
alexey.lysiuk
bbf72c2891
- fixed switching of subsong for already playing GME song
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https://forum.zdoom.org/viewtopic.php?t=67564
2020-02-26 12:49:23 +01:00
Christoph Oelckers
c57e16edf8
- use C++11 features to delete unwanted methods.
2020-02-26 12:49:21 +01:00
Christoph Oelckers
08f5a941c5
- fixed: StreamSong did not flag itself as stopped when non-looping playback ended.
2020-02-26 12:49:20 +01:00
Christoph Oelckers
6a2b4c5bef
- fixed uninitialized variables in decoders.
2020-02-26 12:49:18 +01:00
Christoph Oelckers
d27d2b0e1c
- fixed: Windows must call the wide version of _mkdir for Unicode support.
2020-02-26 12:49:15 +01:00
alexey.lysiuk
b99da999a5
- stop all sounds after exiting level regardless of intermission screen
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https://forum.zdoom.org/viewtopic.php?t=67521
# Conflicts:
# src/g_level.cpp
# src/wi_stuff.cpp
2020-02-23 18:46:36 +01:00
alexey.lysiuk
ffc3c4a530
- fixed comparison with uninitialized data in MAPINFO parser
...
This issue was reported by Valgrind
2020-02-23 18:46:34 +01:00
Rachael Alexanderson
dfcd5d1dd5
- use GAMENAMELOWERCASE macro for music config defaults
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# Conflicts:
# src/sound/music/music_config.cpp
2020-02-23 11:59:04 +01:00
alexey.lysiuk
d1786bc0c0
- fixed arguments order for ZMusic_Start() function
2020-02-23 11:59:02 +01:00
drfrag
82c4750710
Revert "Stop sources immediately when the sound is forced to stop"
...
This reverts commit 6b8cebe979
.
2020-02-18 15:35:03 +01:00
drfrag
f5f766b948
- Rename the soundfont.
2020-02-17 19:46:48 +01:00
Christoph Oelckers
87875a52ba
- backported a few sound code fixes from Raze.
2020-02-15 17:55:42 +01:00