Commit graph

1569 commits

Author SHA1 Message Date
Christoph Oelckers
62138decfe - use Raze's layout for load and save game menus.
This has a lot less black void on screen.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
b8281f4758 - Backend update from Raze. 2020-10-16 22:57:28 +02:00
Christoph Oelckers
3ea0658449 - split the savegame manager into a game dependent and a reusable game indepenent part.
- added menu/advance sound alias.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
6336e0e168 - resorted base.zs and constants.zs so that all pure engine content but nothing else is in base.zs, 2020-10-16 22:57:27 +02:00
Christoph Oelckers
f99ac8b28b - allow struct extensions in zscript.
This is mainly for splitting the Doom specific content off the main definitions for easier reuse.
2020-10-16 22:57:27 +02:00
Christoph Oelckers
a08d87beb3 - added a customization hook class for the menu.
Currently the only thing it does is abstracting the menu caption, but more can be added here.
Not exposed to modding yet, though, that's for later.
2020-10-16 22:57:26 +02:00
Christoph Oelckers
35ff0a42a6 - restructured the option menu drawer for easier replacement of the caption handler. 2020-10-16 22:57:26 +02:00
Christoph Oelckers
cc9cadfac1 - moved compatibility cruft out of main implementation file. 2020-10-16 22:57:26 +02:00
Christoph Oelckers
0b317b432e - split the Doom specific menu extensions into their own file. 2020-10-16 22:57:24 +02:00
Christoph Oelckers
e0d8241a50 - use the backend's GameTicRate in the scripts where applicable.
This should replace TICRATE globally as it is the backend's actual ticking speed (still locked to 35, though.)
2020-10-16 22:57:24 +02:00
Nash Muhandes
cfbf115c4b
Change A_OverlayTranslation to accept a named translation instead. (#1215)
For more advanced use cases, the Translation member of PSprite can be written to directly.
2020-10-12 11:43:37 -04:00
Nash Muhandes
7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations (#1202)
- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
Player701
7da9f33cf9 - Fixed truncation warnings in playerdisplay.zs 2020-10-11 09:02:14 +02:00
Player701
4670819ec8 - Fixed a lift in Double Impact E1M7 that could not be used more than twice from the lower area. 2020-10-09 18:40:01 +02:00
Christoph Oelckers
756caede51 - fixed misnamed variable and removed restriction for draw pass in GetFullscreenRect. 2020-10-05 18:32:16 +02:00
Christoph Oelckers
497c474fee - transform mouse coordinates for menu with fullscreen scale 2020-10-05 00:03:00 +02:00
Christoph Oelckers
63a338fd73 - changed display in key binding menu to list all bound keys for an action, not just the first two. 2020-10-04 19:28:20 +02:00
Christoph Oelckers
f3d75469c9 - moved two native player menu functions out of the main menu class.
These manipulate entries of that menu and have no business being called from anywhere else than this menu and its subclasses.
2020-10-04 19:08:14 +02:00
Christoph Oelckers
43eb7d61e7 - helper function for setting up the summary screen. 2020-10-04 15:14:30 +02:00
Christoph Oelckers
f1b0f32786 - add an option to the ListMenu class to draw to a fixed virtual screen size.
This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors.
The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
2020-10-04 15:03:29 +02:00
Christoph Oelckers
acd71f7019 - groundwork for menus with a fixed virtual screen size. 2020-10-04 09:16:20 +02:00
Player701
ffb4c52c96 - Added NORANDOMPUFFZ flag to A_Saw 2020-10-04 08:07:13 +02:00
nashmuhandes
56a387ac82 - Fix weapon bobbing interpolation
There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.

(Thanks to @Doom2fan for the solution)
2020-10-04 08:06:34 +02:00
Christoph Oelckers
2016f56a7e - added a new scaling mode to the level summary screen to scale to a given size.
In this mode the clean scaling factors are ignored and content is always scaled to fit the screen as efficently as possible.
For the default summary screens an option was added to use this mode, which is a lot closer to the original look of this screen.
It is not 100% identical because it still factors in the author, if given and long level names that may be broken into multiple lines of text.
2020-10-03 13:32:18 +02:00
Christoph Oelckers
c1e04b29d1 - AActor size reduction
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 08:23:36 +02:00
Nikolay Ambartsumov
a72fdd7e3e Add MaxSlopeSteepness actor property 2020-10-03 07:53:55 +02:00
nashmuhandes
f467e4bc33 Add grayed-out support to sliders 2020-09-30 18:27:50 +02:00
makise-homura
5720a54da4 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers
dbf2d4d7d7 - backported all new scaling and rotation options for the 2D drawer from Raze.
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
2020-09-27 09:17:41 +02:00
Christoph Oelckers
399388d177 - transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed. 2020-09-26 22:26:26 +02:00
Christoph Oelckers
d304e86354 - fixed: Artiflash is not translatable. 2020-09-26 19:22:17 +02:00
Player701
734b15e412 Exported FLevelLocals::ChangeLevel to ZScript 2020-09-20 23:12:01 +02:00
Rachael Alexanderson
7073bd8f5f - add missing SPAC constants 2020-09-18 19:52:03 -04:00
Marisa Kirisame
58f5c030fe
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. (#1169) 2020-09-02 06:12:58 -04:00
Marisa Kirisame
e0aa8db616 Add Pre/PostTeleport virtuals, for special handling of actor teleportation. 2020-09-02 12:02:09 +02:00
Maarten Lensink
5ef02df827 Count up to level time only 2020-08-31 18:48:20 +02:00
Maarten Lensink
90f40bd8eb Display own and total in coop alt hud 2020-08-30 19:41:17 +02:00
Rachael Alexanderson
0868f65199 Merge commit 'refs/pull/1168/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	wadsrc/static/zscript/ui/statscreen/statscreen_coop.zs
2020-08-30 09:43:03 -04:00
Maarten Lensink
34dd9625fc
Display other kills in coop tally screen (#1167)
* Display other kills in coop tally screen

* Showing other when skipping counter
2020-08-30 09:34:53 -04:00
Maarten Lensink
c81370a9ec Showing time when skipping counter 2020-08-30 15:40:26 +03:00
Maarten Lensink
2e0289e501 Making use of String.Format 2020-08-30 15:12:23 +03:00
Maarten Lensink
005f13b853 Time in coop tally 2020-08-30 03:53:05 +03:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
3saster
5803b78147
Implemented Clock Class (#977)
* Simplified some stuff, made up-to-date

* Dealt with DST problems

* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
2020-08-27 12:43:50 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
alexey.lysiuk
c20a7f53c9 - do not report missing camera target if its TID is zero
This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS

https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-27 11:57:25 +03:00
Nash Muhandes
09a7a0d944
Allow conversation menu cursor graphic replacement. (#1134)
If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
2020-08-25 11:55:43 -04:00
Sterling Parker
d2a9de0012
Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
Kevin Caccamo
b6f0c4071d
Fix the health bar on Strife status bar (#1080)
* Fix the health bar on Strife status bar

Now, if the player's health is above 100, the green health bar won't be shortened any more.

* Fix the bar properly

Now, the blue and green bars don't overlap. Also, health above 100 goes from right to left, like in Strife: Veteran Edition.
2020-08-08 01:26:59 -04:00
Blue Shadow
7179eaacda - fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.
2020-07-28 12:25:35 +02:00