Alexander
c223a671a6
add monster tags (Friendly Names) for Hexen
2018-11-25 12:25:46 +01:00
Lucy Phipps
3c834c269a
tnt1a0 is not a png
2018-11-25 12:25:45 +01:00
alexey.lysiuk
4020159f91
- made ZRock4 solid like in vanilla Hexen
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9164cc6e0f/INFO.C (L5731)
c0c1771e37/src/hexen/info.c (L5748)
https://forum.zdoom.org/viewtopic.php?t=62660
2018-11-24 12:47:18 +01:00
Marisa Kirisame
9022c98732
expose defaultbloodcolor to ZScript.
2018-11-24 00:18:24 +01:00
Christoph Oelckers
a9cc7e6fb9
- changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
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* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:47:21 +01:00
Christoph Oelckers
af3635dfd9
- corrected A_DropFire for real, using the SVE source as reference.
2018-11-16 21:33:16 +01:00
Christoph Oelckers
91b4024bf2
- fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH.
2018-11-16 21:33:14 +01:00
Major Cooke
57efd617fa
Changed A_RaiseActor to just RaiseActor.
2018-11-16 21:17:53 +01:00
Major Cooke
a083eb6421
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-16 21:17:51 +01:00
Major Cooke
24fdaf751c
Added CanResurrect(Actor other, bool passive)
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- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-16 21:17:49 +01:00
Christoph Oelckers
4183615495
- added ZScript export for side_t::SetSpecialColor.
2018-11-16 21:17:45 +01:00
Christoph Oelckers
8368331481
- more options for Doom 64 style gradients on walls:
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* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.
The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
# Conflicts:
# src/hwrenderer/scene/hw_renderstate.h
# src/hwrenderer/scene/hw_walls.cpp
# Conflicts:
# src/gl/scene/gl_walls_draw.cpp
2018-11-16 21:16:15 +01:00
Major Cooke
be2d5ba9ec
Added DMG_NO_ENHANCE for DamageMobj.
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- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-12 22:04:17 +01:00
drfrag666
c2a3895bfe
Revert "- add dithering to present shader"
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This reverts commit 60ae0915b9
.
This was extremely slow on intel, the dither matrix was recreated on every frame even when not used.
2018-11-12 11:11:28 +01:00
Major Cooke
b34bc0947e
Added IsPointInMap(Vector3 p).
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- Checks if a point is inside the map geometry or not.
2018-11-08 16:18:29 +01:00
Christoph Oelckers
eb47c8d4c2
- fixed typo with RNG name.
2018-11-08 00:18:08 +01:00
ZZYZX
7905a0e041
Exported destructible geometry to ZScript
2018-11-07 11:00:08 +01:00
ZZYZX
b581648d6f
Destructible geometry - minor fixes and 3D floor support
2018-11-07 11:00:05 +01:00
Player701
4751181eb6
- Added a function to get the actor's age in ticks.
2018-11-05 01:38:37 +01:00
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.
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- 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.
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# 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.
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- 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
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# 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.
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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
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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
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# 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
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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
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# 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
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# 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