Danilo Spinella
bd216695cc
Add missing time.h include in cmdlib.h
2020-02-14 19:07:24 +01:00
alexey.lysiuk
2bde2d8268
- fixed 32-bit Linux build with SSE support enabled
2020-02-13 15:29:48 +02:00
Chronos Ouroboros
bb42d58427
Revert "Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items."
...
This reverts commit e781cb4043
.
2020-02-10 15:38:12 -03:00
Major Cooke
e781cb4043
Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items.
2020-02-09 19:07:52 +01:00
Major Cooke
39a9a48ad6
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-09 19:07:52 +01:00
Chronos Ouroboros
d22a4c835c
Mixins now perform a deep copy of the AST. (Fixes default blocks in mixins)
2020-02-08 16:48:15 -03:00
Chronos Ouroboros
b453c87b72
Merge pull request #683 from ZippeyKeys12/clearscopeindex
...
Clearscope Index()
2020-02-08 03:07:06 -03:00
Chronos Ouroboros
57e70789d7
Merge pull request #1033 from MajorCooke/SetColorizationFix
...
Side SetColorization Fix
2020-02-08 02:47:36 -03:00
Major Cooke
e13d43a576
Fixed colorization not being applicable to bottom wall textures.
2020-02-07 22:56:46 -06:00
svenhoefer
e249294e66
- autoload nerveunity.wad to doom2unity.wad
...
refers to 0b38c442e0
2020-02-04 09:30:53 +01:00
Christoph Oelckers
77ed5b1fe8
- let freelook default to true.
2020-02-03 21:41:52 +01:00
Braden Obrzut
62e9e0cbbb
- Change updaterevision to a CMake script
...
The benefit to this is fairly small, but it does mean a little less work needs
to be done in the build scripts for cross compiling. The C version wasn't
especially concise so it was not obviously better in any way.
2020-02-02 11:43:36 +01:00
alexey.lysiuk
d527866e6d
- moved showing of start window banner to proper location in Cocoa backend
2020-02-02 11:29:17 +02:00
alexey.lysiuk
260c3009a5
- fixed Travis CI validation messages
...
root: missing os, using the default linux
root: key matrix is an alias for jobs, using jobs
2020-02-02 11:28:55 +02:00
Christoph Oelckers
2817bc5508
- backported fix for loading VOC files.
...
In NAM there is one that needed a bit of extra treatment.
2020-02-01 17:34:06 +01:00
Chris Robinson
5b4c9eb7f6
Remove FSoundLoadBuffer since it wasn't doing anything
2020-02-01 17:11:26 +01:00
Chris Robinson
3c975f18bc
Remove LoadSoundBuffered since its no longer called
2020-02-01 17:11:26 +01:00
Chris Robinson
30bdd0c2d4
Get rid of the LoadSound3D method
...
It no longer does anything since there's no separate buffer for 3D sfx.
2020-02-01 17:11:26 +01:00
Chris Robinson
d823091446
Update a couple comments about monoized sounds
2020-02-01 17:11:26 +01:00
Chris Robinson
e88b1039a3
Stop sources immediately when the sound is forced to stop
...
The reason for the previous delay was to allow OpenAL Soft to fade the sound to
silence and avoid a sudden amplitude change, which can cause a "click" or "pop"
noise. However, with OpenAL Soft 1.20, this is a built-in feature of the mixer
so the extra complexity is unnecessary.
2020-02-01 17:11:26 +01:00
Chris Robinson
c095872b0a
Remove the 'monoize' option from sound loading
...
Unnecessary with the AL_SOFT_source_spatialize extension, which has been
available for over a year.
2020-02-01 17:11:26 +01:00
Chris Robinson
42fd84a09d
Remove the fallback for lack of AL_EXT_SOURCE_RADIUS
...
It's been available in OpenAL Soft for years and the fallback method wasn't very good.
2020-02-01 17:11:26 +01:00
alexey.lysiuk
c58e98cc7f
- fixed usage of floor sound with Plat_DownWaitUpStayLip special
...
https://forum.zdoom.org/viewtopic.php?t=67126
2020-01-31 13:21:14 +02:00
alexey.lysiuk
dd54c14380
- fixed code generation for very special if+switch combination
...
CheckReturn() must be called before emitting code, otherwise it will always return false for switch statements
Redundant jump instruction added because of that will point right after the end of function's code when if statement is the last one in the given function
This wasn't a problem for VM because bytecode in question was unreachable
JIT compiler tries to generate native code for a bogus jump destination, and this leads to out-of-bounds read from labels array
https://forum.zdoom.org/viewtopic.php?t=67149
2020-01-30 18:01:52 +02:00
Rachael Alexanderson
538af7bbfa
- add Doom2f.wad
2020-01-27 15:20:18 +01:00
alexey.lysiuk
f9906ae6cd
- fixed I_FindAttr() to handle symlinks on POSIX platforms
2020-01-26 11:04:06 +02:00
alexey.lysiuk
d425d8d9ca
- put common POSIX system code to a separate file
2020-01-26 11:01:13 +02:00
alexey.lysiuk
081cf814b0
- fixed wrong arguments of a few A_StartSound() calls
...
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 11:57:01 +02:00
Christoph Oelckers
142e3c7df7
- text update.
2020-01-23 18:35:27 +01:00
Rachael Alexanderson
e8c69d2757
- add support for xbox 360 versions of Doom/Doom2
2020-01-23 18:23:25 +01:00
alexey.lysiuk
bf18eab54b
- fixed sprite and particle colors when not affected by dynlights
...
When gl_light_sprites and/or gl_light_particles CVARs were unset, random values could be used their colors
https://forum.zdoom.org/viewtopic.php?t=67066
2020-01-23 17:20:20 +02:00
3saster
729ff8fa8f
Plutonia 2 Compatibility Fixes ( #1026 )
...
* Plutonia 2 MAP20 fix
* Plutonia 2 MAP27 fix
* Plutonia 2 MAP05 fix
* Plutonia 2 MAP23 fix
* Plutonia 2 MAP24 fix
2020-01-22 07:47:17 +01:00
alexey.lysiuk
3b8ddb6b9b
- fixed resetting of music volume after closing dialogue
...
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-20 22:05:15 +01:00
alexey.lysiuk
0d758014dd
- exposed Level.MusicVolume to ZScript
2020-01-20 22:05:15 +01:00
alexey.lysiuk
a05a5a8f00
- fixed calling a function on string CVar
...
https://forum.zdoom.org/viewtopic.php?t=66768
2020-01-19 16:49:51 +01:00
alexey.lysiuk
5a19010699
- added ability to filter VM disassembly dump
...
Use '-dumpdisasm something' to output functions with 'something' in their printable names
Open and close output file only once when processing code generated by Dehacked, and calculate its sizes as well
2020-01-19 16:48:35 +02:00
Rachael Alexanderson
09016b7c05
- fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded
2020-01-18 17:55:43 -05:00
Rachael Alexanderson
14dc46772c
- add check for unity version of Nerve.wad
...
- infrastructure in place in case Nerve.wad changes again, this can be extended
2020-01-18 22:19:42 +01:00
alexey.lysiuk
747c6dcbc9
- customized invulnerability colormap does not interfere with Powerup.ColorMap
...
https://forum.zdoom.org/viewtopic.php?t=66955
2020-01-18 17:27:45 +01:00
Magnus Norddahl
e43894213e
Remove softpoly specific matrix and vector classes
2020-01-18 13:56:37 +01:00
Magnus Norddahl
43562c94d0
Seems the clamp was required
2020-01-18 12:55:36 +01:00
Christoph Oelckers
9bbd09b78f
- precache a few sounds being referenced in common game code.
...
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 09:28:39 +01:00
Magnus Norddahl
e68b46cb6a
Implement special colormap support for softpoly
2020-01-17 21:58:33 +01:00
Alexander Kromm
bdb4bdeb09
save and restore config-only variables from proper sections
2020-01-17 19:24:17 +01:00
Rachael Alexanderson
039196bcb3
- rename vid_scalemode 0 to 'normal'
2020-01-17 09:25:27 -05:00
Magnus Norddahl
3b336a1476
Fix broken fixed camera light for walls
2020-01-17 01:15:44 +01:00
Alexander Kromm
1f011cda7f
make enter key toggle Option Search mode too
2020-01-16 17:53:28 +01:00
Alexander Kromm
7973ab9c6b
make nosave standalone CVar flag, alongside server and user
2020-01-16 17:52:58 +01:00
Alexander Kromm
f85e3fb9a0
make nosave cvars set their value bypassing network code
...
This may look as a workaround, it is not.
nosave cvars are meant to be used as a storage for statistical data that doesn't
affect gameplay. That's why this data isn't saved to the savefile in the first
place. Therefore, there is no point in sending this data over network. It would
have no meaning on machines other than local.
2020-01-14 15:50:20 +01:00
alexey.lysiuk
efd2f8a1a8
- implemented screenshots in softpoly backend
2020-01-14 12:14:03 +02:00