Commit graph

15967 commits

Author SHA1 Message Date
Alexander
9f8241865b add empty line after standard options
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
  StaticText ""
  Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.

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

This simple edit allows mods to not add a space, still be separated from
standard options.
2019-09-01 00:09:18 +02:00
Jan Engelhardt
02ca2b7c4a Make the build work with fluidsynth 2.x. 2019-09-01 00:09:15 +02:00
PaulyB
955c71c773 Level compatibility additions for Scythe 2 and Hell Revealed
# Conflicts:
#	wadsrc/static/zscript/level_compatibility.zs
2019-09-01 00:09:11 +02:00
alexey.lysiuk
f212220dcd - do thinker profiling of internal dynlights only when they are present
There is no point to output zero calls and/or handle such case in profiling stats calculation

# Conflicts:
#	src/dthinker.cpp
2019-09-01 00:05:31 +02:00
drfrag
99c7be3f2e - Fixed compilation for non windows targets. 2019-08-31 19:23:06 +02:00
PaulyB
016d7e5293 Fix typo in Heretic status bar 2019-08-31 10:08:25 +02:00
alexey.lysiuk
338e599de8 - fixed: saving game to read-only file was erroneously reported as succeeded 2019-08-29 20:21:26 +02:00
hdr88
f27afdb0d2 Add current, max and average velocity as stat (#912)
* Add current, max and average velocity as stat

# Conflicts:
#	src/p_setup.cpp
#	src/p_tick.cpp

# Conflicts:
#	src/p_setup.cpp
#	src/statistics.cpp
2019-08-28 21:51:55 +02:00
alexey.lysiuk
a2d52f4958 - added ability to specify deprecation messages in ZScript
It's an optional extension of deprecated keyword:
    deprecated("2.4", "use ModernFunction instead") int OldFunction();
    deprecated("3.5", "use ModernVariable instead") int OldVariable;

Usage of such members will produce the following report:
    Script warning, ":zscript.txt" line 123:
    Accessing deprecated function OldFunction - deprecated since 2.4.0, use ModernFunction instead
    Script warning, ":zscript.txt" line 456:
    Accessing deprecated member variable OldVariable - deprecated since 3.5.0, use ModernVariable instead

# Conflicts:
#	src/scripting/zscript/zcc_compile.cpp
2019-08-28 21:49:20 +02:00
Vitaly Novichkov
ff78550895 GME update with bug-fixes
- True fix for infinite loops [please verify!]
- True fix for KSS silence
- Fix for HES distorted and unstable/random tempo
2019-08-26 00:51:45 +02:00
Rachael Alexanderson
df2eab612d - oops, this didn't get through 2019-08-26 00:51:44 +02:00
PaulyB
8e78f973d0 Let Hexen Cleric and Mage use unique health chains
- (changed slightly by Rachelle)

Hexen's characters incorrectly only used the Fighter's health chain previously.
2019-08-26 00:51:43 +02:00
Christoph Oelckers
4cae269d83 - changed license of portal.cpp to GPLv3
- list Eternity Engine as a source of some code in the main README.
2019-08-26 00:38:13 +02:00
Marisa Kirisame
7792a435d7 The wrong pointer was passed to ProcessMidPrint, which resulted in a crash. 2019-08-21 15:03:04 +02:00
drfrag
d299576eb0 - Fixed vanilla light mode being available for GL2 when it's not supported without shaders. 2019-08-21 14:17:59 +02:00
drfrag
45abf1a5c9 - Added support for up to 4 DirectInput joysticks at the same time for fake splitscreen. But with more than 32 buttons per device they will overlap as before and you'll get wrong labels. 2019-08-21 14:06:29 +02:00
Petr Kobalicek
275ecb2623 AsmJit update
# Conflicts:
#	.gitignore
2019-08-20 13:08:18 +02:00
Marisa Kirisame
b08ba350d3 Allow custom status bars to override notifications, centered prints and chat prompt.
# Conflicts:
#	src/c_console.cpp
#	src/ct_chat.cpp
2019-08-20 13:06:52 +02:00
drfrag
f63f833ed1 - Consolidated C_MidPrint and C_MidPrintBold. 2019-08-20 13:06:48 +02:00
drfrag
488627d3b2 Revert "- Changed default GL sprite billboard mode to X/Y axis."
This reverts commit 5b76d7563b.
2019-08-20 10:17:25 +02:00
Christoph Oelckers
e7d5b85234 - changed colors for crosshair health display to keep this in line with other health indicators on the HUD.
Use green for 100% health, not 200% and move toward blue for higher health.
2019-08-19 00:25:05 +02:00
Hugo Locurcio
1c8c8224be Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-19 00:25:03 +02:00
Christoph Oelckers
0b1b78c725 - fixed the PR.
# Conflicts:
#	src/g_game.cpp
2019-08-19 00:25:00 +02:00
cuttlefish
a516b2c872 - Converts keyboard turnspeeds into global CVars
# Conflicts:
#	src/g_cvars.cpp
2019-08-19 00:24:57 +02:00
Christoph Oelckers
20e574058e - removed the internal WildMidi player object cleanup code.
This was solely meant for the original WildMidi player but got seriously in the way of how this code gets used by GZDoom. In GZDoom the player object is owned by the MIDI devive which should be the only instance which is allowed to destroy it.
2019-08-19 00:24:54 +02:00
Christoph Oelckers
163d26ff2b - fixed bad default alpha for 3D floors.
This is a byte value, therefore the default must be 255, not 65536.
2019-08-19 00:24:51 +02:00
Christoph Oelckers
ac484634b3 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.

# Conflicts:
#	src/p_effect.cpp
#	src/p_effect.h
#	src/p_tick.cpp

# Conflicts:
#	src/p_mobj.cpp
2019-08-18 21:33:42 +02:00
drfrag
6b20de2b63 - Block scaling for the classic software renderer, it didn't work and caused some serious glitches. 2019-08-18 13:07:24 +02:00
alexey.lysiuk
7dd227bde0 - added missing space character to script parser's message 2019-08-17 13:29:42 +02:00
alexey.lysiuk
f2e034b969 - added check for multiple parsing of the same MAPINFO
Warning message is issued when such case is detected

# Conflicts:
#	src/g_mapinfo.cpp
2019-08-17 13:29:40 +02:00
alexey.lysiuk
3eb96eeeff - remove '... is already the default skill' error 2019-08-17 13:29:37 +02:00
alexey.lysiuk
00c1fece16 - use Xcode 10.3 for "up-to-date" Travis target 2019-08-17 13:29:35 +02:00
drfrag
9639956fa4 - Now the quicksave slot must be selected explicitly like in original Doom. 2019-08-16 17:28:34 +02:00
alexey.lysiuk
7b8754c740 - added ability to enter main menu from credits screen via controller
There was only one way to enter main menu (by pressing Escape button) from the last intermission screen after episode's end
Controller's buttons that are usually assigned to this action, Start and Back by default, now open main menu as well

https://forum.zdoom.org/viewtopic.php?t=65632
2019-08-16 12:25:40 +02:00
Rachael Alexanderson
35d0bcb1d5 - fix typo 2019-08-16 12:25:36 +02:00
alexey.lysiuk
12dee6ca91 - fixed doubling of deprecation warnings for ZScript code
https://forum.zdoom.org/viewtopic.php?t=65617
2019-08-15 21:12:10 +02:00
drfrag
54d0ed23e9 - Fixed compilation. 2019-08-15 12:48:11 +02:00
alexey.lysiuk
728390ce48 - exposed xBRZ scaler options as CVARs
Added 5 xbrz_... CVARs to control various settings of upscaling process

Added xbrz_colorformat CVAR for buffered (zero) and unbuffered (any other value) color format
The first one requires a restart because settings are applied once to a precalculated buffer
The second one has reduced performance with ability to apply settings on-the-fly
2019-08-15 12:43:49 +02:00
alexey.lysiuk
e93d8395bc - updated xBRZ scaler to version 1.7
https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.7.zip

https://forum.zdoom.org/viewtopic.php?t=65596
2019-08-15 12:43:45 +02:00
alexey.lysiuk
6b70620bb9 - removed type punning from xBRZ scaler integration
it was a hack that wouldn't work with xBRZ 1.7
2019-08-15 12:43:41 +02:00
drfrag
67fb719a7c Revert "- Now the quicksave slot must be selected explicitly like in original Doom."
This reverts commit 9f0d5ac113.

Else you'd need to select it twice.
2019-08-14 14:17:39 +02:00
drfrag
1fca65f9e4 - Missed some language strings again. 2019-08-14 10:40:33 +02:00
drfrag
b3c4e24b58 - Fall back to D3D for software on systems without GL2 support. 2019-08-13 22:04:05 +02:00
drfrag
9f0d5ac113 - Now the quicksave slot must be selected explicitly like in original Doom. 2019-08-13 21:15:09 +02:00
drfrag
1f7c241eb8 - Changed how the old quicksave works. Now you select the slot using quicksave like in original Doom. 2019-08-13 20:32:41 +02:00
Christoph Oelckers
13ee3e3484 - added checks for the special hacky quicksave marker. 2019-08-11 18:51:35 +02:00
Rachael Alexanderson
7adda0e47a - fix a couple issues with sigil.wad:
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
2019-08-11 14:32:37 +02:00
Christoph Oelckers
d13499d2b7 - fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 14:28:51 +02:00
alexey.lysiuk
e4ef998dc2 - exposed Append() method to ZScript dynamic array
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-11 00:09:51 +02:00
Christoph Oelckers
994bdc0b03 - fixed: Do not use BasicArmor's save percentage when no armor present.
This function is only for the Hexen status bar and printed incorrect values.
2019-08-10 12:47:57 +02:00