Christoph Oelckers
c2a2e08f05
- exported STAYONLIFT flag.
2021-08-24 15:50:30 +02:00
Christoph Oelckers
196a4c0b36
- added a modified version of MBF's stay-on-lift feature.
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The reason this was never added was the hard dependency on the line trigger types. This implements some modified logic that does not try to find all potential lifts in the map.
Also moving the MBF flags to compatflags so that they are easier to control by the user as these must be part of compatibility presets.
2021-08-24 11:48:07 +02:00
alexey.lysiuk
4bd617187b
- fixed crash on getting location description without a level
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Run `bench` CCMD in fullscreen console, i.e. with no level loaded, wait five seconds, open menu
https://forum.zdoom.org/viewtopic.php?t=73109&start=15#p1198234
2021-08-24 11:34:28 +03:00
Christoph Oelckers
03c8fd9956
- block user overrides for the logic module of core fragment shaders.
2021-08-24 10:24:23 +02:00
Christoph Oelckers
dfd51ec6d5
- added missing MBF21 Dehacked keys "blood color" and "dropped item".
2021-08-22 16:36:10 +02:00
Christoph Oelckers
854e11a9de
- made CheckMeleeRange a normal function again.
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This way it can be directly used as a native ZScript export.
Like SuggestMissileAttack the change to a method was for virtual overrides that have been turned into flags since then.
2021-08-21 12:44:36 +02:00
Christoph Oelckers
ac48518abc
- merged SuggestMissileAttack back into P_CheckMissileRange.
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This was once a virtual function to handle the various monster specific modifiers but this had been changed into properties a long time ago.
2021-08-21 12:37:23 +02:00
Christoph Oelckers
d15f450fef
- implemented MBF's monsters_avoid_hazards feature.
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Both as a map flag for MBF21 support and as an actor flag for better control.
2021-08-21 12:29:24 +02:00
Christoph Oelckers
5382e7c17b
- fixed compilation
2021-08-21 12:22:53 +02:00
Christoph Oelckers
8bdd4befbf
- replaced deprecated throw() with noexcept in TObjPtr
2021-08-21 12:22:15 +02:00
Christoph Oelckers
b1de11dce8
- added a map flag to disable MF6_JUMPDOWN.
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Not really useful but since MBF has this we may need it if we support the OPTIONS lump for MBF21 later.
This is intentionally not exposed to MAPINFO.
2021-08-21 11:37:57 +02:00
Christoph Oelckers
ff497996a3
- added a per-level AVOIDMELEE flag.
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This already existed as a per-actor flag, but for proper MBF support it needs to be settable on a per-map basis as well.
2021-08-21 10:55:22 +02:00
Christoph Oelckers
4614ce41cd
- allow passing a remap table to BestColor.
2021-08-21 10:55:21 +02:00
Marisa Kirisame
13bdd324e1
hud models: add nullptr check for psprites without caller.
2021-08-15 08:47:04 +02:00
Christoph Oelckers
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
nashmuhandes
d64dd1f631
Add FOV slider to the display options menu
2021-08-14 09:04:02 +02:00
Christoph Oelckers
73f73cdf7c
- added a null check to CheckWeaponChange.
2021-08-12 20:28:04 +02:00
Christoph Oelckers
f9f48c4a95
- replaced the alt HUD's index font with a sheet based variant.
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Mainly to correct an error in the '1' glyph.
2021-08-12 20:07:04 +02:00
Christoph Oelckers
c3772fe203
- changed FString API to use ptrdiff_t instead of long for signed size arguments.
2021-08-12 00:45:59 +02:00
Marisa Kirisame
1d96b68e1a
Fixed IsHUDModelForPlayerAvailable limitation.
2021-08-11 20:09:25 +02:00
Marisa Kirisame
888eab3063
HUD model tweaks:
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- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
2021-08-11 20:09:25 +02:00
Christoph Oelckers
f34258281f
- fixed: crushing stairs must use HexenCrush mode.
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This was the default for floors even in Doom, so it must also apply to the stairs.
2021-08-11 19:58:57 +02:00
alexey.lysiuk
ed606b8ed3
- extended 2D buffer lifetime to the end of the frame
2021-08-11 19:50:49 +02:00
alexey.lysiuk
387aef27ad
- use RefCountedPtr to manage 2D shape buffer infos
2021-08-11 19:50:49 +02:00
alexey.lysiuk
76ecf44549
- added RefCountedBase without virtual destructor
2021-08-11 19:50:49 +02:00
alexey.lysiuk
bbcd522052
- made RefCountedPtr follow rule of five
2021-08-11 19:50:49 +02:00
Gutawer
67e7d1a6f5
- make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing
2021-08-11 19:50:49 +02:00
Christoph Oelckers
ccf46281df
- fixed line color handling in V_BreakLines.
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This cannot use the last color found while reading ahead - it must pick the last color of the string part that just got broken out into its own line when starting the next one.
2021-08-11 16:01:40 +02:00
Christoph Oelckers
139f501ec5
- run the dynamic light recreation loop before calling the light ticker.
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This was done afterward which performed some needed cleanup too late.
2021-08-11 15:41:42 +02:00
Christoph Oelckers
1097bd6c73
- fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
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Especially in the thinker code this is needed for software rendering.
Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
2021-08-11 14:09:00 +02:00
Christoph Oelckers
26d00e14c7
- file system update from Raze.
2021-08-11 12:39:32 +02:00
Christoph Oelckers
3adadfe4d3
- do not run the dynamic light ticker when lights are switched off.
2021-08-11 12:39:17 +02:00
Christoph Oelckers
f662c629e3
- ensure that shadowmap indices only get set when shadowmaps are enabled.
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Having valid indices set when shadowmaps are off would cause the shader to run the full checks for all lights.
2021-08-11 10:06:22 +02:00
Christoph Oelckers
436ec28e94
- fixed file system's zip loader to not strip away a 'filter/' prefix.
2021-08-11 10:01:11 +02:00
Christoph Oelckers
c24f644a61
- do not perform shadowmap updates when dynamic lights are disabled.
2021-08-11 08:08:29 +02:00
Christoph Oelckers
6a63d9e70e
- moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs.
2021-08-10 22:17:00 +02:00
Christoph Oelckers
4505bfa4b8
- delay the restart action from the error pane until after everything has been shut down.
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This cannot be done from a place where the old instance still can write to the config file, which happens only in the shutdown process.
2021-08-10 22:09:32 +02:00
Christoph Oelckers
b6156ac490
- re-fixed the font spacing.
2021-08-10 22:04:32 +02:00
Christoph Oelckers
9cd1e8cf7a
- use proper XMove for sheet fonts.
2021-08-10 21:18:27 +02:00
Christoph Oelckers
99c66071fb
- use original menu spacing for skill and episode menus if all elements are patches.
2021-08-10 21:08:26 +02:00
Christoph Oelckers
f29eff5b4c
- fixed: the software scene drawer must be deleted before calling ST_Endoom.
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This contains render data that won't get deleted in time before taking down the render backend if not manually performed.
2021-08-10 19:22:19 +02:00
Christoph Oelckers
03b7324f71
- reorder evaluation for 'if' statements to handle the condition first.
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Otherwise this won't emit errors if a bad condition is used with an empty conditional part.
2021-08-10 19:03:40 +02:00
Christoph Oelckers
55520ed7d0
- fixed exploding barrel animation duration.
2021-08-10 18:57:31 +02:00
Christoph Oelckers
a16088f4b4
- fixed two vr_* CVARs not getting archived.
2021-08-10 18:51:44 +02:00
Christoph Oelckers
8747145c97
- dim depleted inventory items in all games, not just Strife.
2021-08-10 18:46:23 +02:00
Christoph Oelckers
61efe76ffd
- fixed: palette index 0 (transparent) was left uninitialized for BMF fonts.
2021-08-10 18:18:44 +02:00
Christoph Oelckers
4cee567b23
- fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions.
2021-08-10 18:04:10 +02:00
Christoph Oelckers
61739b4086
- fixed BlockThingsIterator to not reset its list of processed actors when traversing portals.
2021-08-10 18:00:14 +02:00
Christoph Oelckers
39513cf7ae
Revert "- eliminate an unexpected slow path in the fragment shader."
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This reverts commit cd5aa65fda
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This does not work as expected, needs more investigation.
2021-08-09 20:31:21 +02:00
Christoph Oelckers
cd5aa65fda
- eliminate an unexpected slow path in the fragment shader.
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Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time.
Changed to check the actual lightmode value, which re-enables the fast path again.
2021-08-09 19:50:45 +02:00