drfrag
6a3f2b59cd
- Fixed compatibility flags not working in scripting.
2020-05-03 18:40:48 +02:00
alexey.lysiuk
80b3f8dcbe
- fixed secondary ammo display in strife status bar
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https://forum.zdoom.org/viewtopic.php?t=68315
2020-05-03 18:40:45 +02:00
Cacodemon345
19b125ca3a
Fix bouncing missiles not dealing damage when hitting top/bottom ( #1068 )
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* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 11:45:45 +02:00
arookas
dec6a03caf
Add option to invert mouse x
2020-04-30 11:45:43 +02:00
nashmuhandes
81820961d4
Apply alpha to the background texture in DrawBar
2020-04-30 11:45:41 +02:00
nashmuhandes
5ef009bfd5
Add an alpha parameter to StatusBar.DrawBar
2020-04-30 11:45:39 +02:00
Christoph Oelckers
ae882d983a
- fixed ZScript compiler crash with dereferencing null pointers
2020-04-30 11:45:37 +02:00
PaulyB
df1e469163
Properly namespaced UDMF flag
2020-04-28 02:23:07 +02:00
PaulyB
acdf18bc75
Exposed MTF_NOCOUNT to UDMF
2020-04-28 02:23:05 +02:00
Skepticist
1799209052
Added a number of maps that can make use of the MTF_NOCOUNT flag
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All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-28 02:23:03 +02:00
PaulyB
e59fe8e01f
Added MTF_NOCOUNT to spawn flags
2020-04-28 02:22:44 +02:00
drfrag
0d8d51f0b4
- Bump LASTRUNVERSION for defcvars. Missed this.
2020-04-23 14:03:13 +02:00
alexey.lysiuk
1e9f0700f0
- added validation of game skill when changing a level
2020-04-20 12:47:24 +02:00
alexey.lysiuk
c6514e4438
- fixed potential crash on intermission cast screen
2020-04-20 12:47:23 +02:00
Christoph Oelckers
411b287cd9
- block off the Substitute function by making it private to the 3 classes that really need it.
2020-04-19 21:39:25 +02:00
Christoph Oelckers
11106a08b5
- relax pointer substitution restriction for morphed monsters.
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# Conflicts:
# src/p_mobj.cpp
2020-04-19 21:39:23 +02:00
Christoph Oelckers
896e4f6d6a
- let TeleportSpecial universally map to Teleport when checking action special names.
2020-04-19 19:50:30 +02:00
Christoph Oelckers
27aa39fb59
- apply aspect ratio compensation for all fullscreen images with a height of 200 and 400, and not just to 320x200 and 640x400.
2020-04-19 16:13:53 +02:00
Christoph Oelckers
c7a41eb73d
- fixed incorrect value range for particle's depth value, used for sorting.
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# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
2020-04-19 16:12:33 +02:00
Christoph Oelckers
a953578484
- made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
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# Conflicts:
# src/maploader/specials.cpp
2020-04-19 15:18:54 +02:00
Christoph Oelckers
9ca1e43292
- fixed text size calculations in the status bar.
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To avoid errors, all spacing calculations have been added to FFont::StringWidth which already performs proper escape filtering.
# Conflicts:
# src/common/fonts/font.cpp
2020-04-17 01:17:42 +02:00
Christoph Oelckers
086327666f
- fixed: Setting 'noallies' on the level cleared the player's friendly flag.
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The check was for mobj->player, which at this point wasn't set yet so the check failed.
# Conflicts:
# src/p_mobj.cpp
2020-04-17 01:17:40 +02:00
drfrag
518abb2363
- Missing string.
2020-04-08 23:32:41 +02:00
Blue
86927074c9
Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp
2020-04-08 23:32:40 +02:00
Magnus Norddahl
7d4603f4c1
Revert "- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events"
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This reverts commit b4424b2d4d
.
2020-04-08 23:32:38 +02:00
drfrag
6d3fc6b38a
- Clarify error message.
2020-04-06 11:21:54 +02:00
drfrag
7b66bdf35c
- Add hint on error for some Intel cards.
2020-04-04 20:09:33 +02:00
drfrag
0669a3f589
Revert "- Change OS type for stats, but that code is disabled and outdated anyway."
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This reverts commit 7bc2983ecc
.
Revert "- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers."
This reverts commit 007576416c
.
2020-04-04 19:20:38 +02:00
Erick Tenorio
5ce63a92da
- REQUIEM.WAD fixes ( #1050 )
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Fixes for various maps in the Requiem megawad.
Idgames: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem
2020-04-04 18:47:41 +02:00
drfrag
6dffeea88c
- Add fake vid_rendermode CVAR.
2020-04-04 18:34:57 +02:00
drfrag
c1f6e70fb3
- Missed a bit for stat screens (fixes Guncaster Vindicated).
2020-04-04 18:17:35 +02:00
drfrag
7bc2983ecc
- Change OS type for stats, but that code is disabled and outdated anyway.
2020-03-30 21:26:36 +02:00
drfrag
007576416c
- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers.
2020-03-30 18:56:12 +02:00
Major Cooke
7b2b7325ab
- Fixed: SPECTRAL flag didn't check for DMG_FORCED before aborting DamageMobj.
2020-03-30 13:00:13 +02:00
Magnus Norddahl
69f50e2056
- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events
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- Remove the need to center the mouse by specifying RIDEV_INPUTSINK (RIDEV_CAPTUREMOUSE does not take effect unless it is also an input sink)
2020-03-29 13:04:03 +02:00
Christoph Oelckers
9b5b6342ce
- There's really no need anymore to dynamically load RawInput, considering it has been in Windows since XP.
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# Conflicts:
# src/win32/i_keyboard.cpp
# src/win32/i_mouse.cpp
2020-03-29 13:03:49 +02:00
drfrag
efe87adcf2
- Fix compilation on Linux.
2020-03-25 15:54:48 +01:00
nashmuhandes
47b4ce1a3e
Don't draw weapon tags when player tries to switch weapons while they're dead
2020-03-25 15:41:39 +01:00
Rachael Alexanderson
758e27e9b2
- remove assumption in DFrameBuffer::FillBorder that ultrawide screens will stretch an image, since it is no longer the case.
2020-03-25 13:58:54 +01:00
Christoph Oelckers
90823fb824
- clear the screen before drawing content, not afterward.
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The intermission screens got it wrong and drew the black border over the image.
# Conflicts:
# src/wi_stuff.cpp
2020-03-25 13:58:52 +01:00
Christoph Oelckers
ca18bccb0b
- fixed another typo.
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# Conflicts:
# wadsrc/static/zscript/base.zs
2020-03-25 13:58:49 +01:00
Christoph Oelckers
2489809e67
- fixed typo.
2020-03-25 13:58:47 +01:00
Christoph Oelckers
3dabf62be8
- forgot to remove the test settings for the fullscreen feature.
2020-03-25 13:58:45 +01:00
Christoph Oelckers
accd7d8c8a
- implemented better aspect ratio control for fullscreen images.
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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.
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# 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