Commit graph

1241 commits

Author SHA1 Message Date
Christoph Oelckers
d14a48f8f4 - use BigUpper font for option menu captions.
# Conflicts:
#	src/gamedata/fonts/v_font.cpp

There's actually no BigUpper font here. (drfrag)
2019-07-11 13:24:40 +02:00
drfrag
08cd080597 - Added DrawOptionText function for the options menu. 2019-07-10 23:04:40 +02:00
drfrag
a6429a1ae1 - Added some dummy functions for the option menu. 2019-07-10 22:59:53 +02:00
Major Cooke
7bf370dd63 'Fixed' spacing. 2019-07-03 21:48:06 +02:00
Major Cooke
dfe8f19dd5 Added RenderUnderlay.
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.

# Conflicts:
#	src/events.cpp
#	src/events.h
2019-07-03 21:48:01 +02:00
Erick Tenorio
ce0b4b1ead - DOOM2.WAD fixes 2019-07-02 14:50:15 +02:00
Kevin Caccamo
3923a92f11 Expand UDMF and ZScript API for side's own additive colors
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF 
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is 
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2019-06-23 14:11:08 +02:00
Kevin Caccamo
2c08a77f2c Minor fixes for additive colour ZScript API
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
2019-06-23 14:11:06 +02:00
Kevin Caccamo
6ae47bad88 Rework implementation as per the new specification
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)

Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_walls.cpp
#	src/hwrenderer/scene/hw_weapon.cpp

# Conflicts:
#	src/gl/scene/gl_walls_draw.cpp
#	src/gl/scene/gl_weapon.cpp
#	src/hwrenderer/scene/hw_flats.cpp
#	src/r_defs.h
2019-06-23 14:10:41 +02:00
Kevin Caccamo
575b660b20 Rename ColorAdd to AddColor, and use it ingame
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/scene/hw_flats.cpp
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/utility/hw_draw2d.cpp

# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/scene/hw_flats.cpp
2019-06-23 11:45:03 +02:00
alexey.lysiuk
b0ac9e66a7 - switched to unconditional level exit in scriptified actors
Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-17 22:03:32 +02:00
alexey.lysiuk
8735dd18ad - exported unconditional level exit to ZScript
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-17 22:03:28 +02:00
Alexander
b19284cea9 localize custom menu titles in option search results 2019-06-13 15:54:19 +02:00
drfrag
4e3f294453 - Extended fake Shape2D. 2019-06-10 20:07:47 +02:00
Blue Shadow
6b3a7ace0b - fixed PlaySpawnSound call in A_ThrowGrenade 2019-06-05 12:47:03 +02:00
Christoph Oelckers
38fd06656d - made the colorset names and the texts in the color picker localizable.
# Conflicts:
#	wadsrc/static/language.csv
2019-05-19 20:40:22 +02:00
drfrag
59633d8c72 - Changed deprecations. 2019-05-14 20:10:58 +02:00
alexey.lysiuk
1577da4186 - fixed deprecation warnings in core scripts
Actually no warnings here (drfrag)

# Conflicts:
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-05-14 20:07:55 +02:00
Player701
f55ad14663 Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString (#810)
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString

* - added underlying type declaration for EMonospacing

* - replaced "#include v_video.h" with a declaration of EMonospacing
2019-05-14 19:50:43 +02:00
Christoph Oelckers
a6491c71b5 - added monospacing support to Screen.DrawText and its native counterparts.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
#	src/v_draw.cpp
#	src/v_video.h

Without the HUD modifications. (drfrag)

# Conflicts:
#	src/v_draw.cpp
#	wadsrc/static/zscript/base.zs
2019-05-14 19:50:25 +02:00
Player701
405ece578a - Added "const" qualifiers to the new UTF-8-aware string methods 2019-05-14 19:39:09 +02:00
Christoph Oelckers
0c36ab0651 - added CharUpper and CharLower functions to ZScript.
These, like MakeUpper and MakeLower, use the internal Unicode case conversion tables.

# Conflicts:
#	src/scripting/vmthunks.cpp
2019-05-14 19:37:49 +02:00
Christoph Oelckers
1e0228c13a - added Unicode aware MakeUpper/MakeLower functions to FString and ZScript's String and deprecated ToUpper/ToLower because their semantics did not allow fixing them. 2019-05-14 19:37:47 +02:00
Christoph Oelckers
6caf1f60c6 - added some UTF-8 utilities to FString.
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
2019-05-14 19:35:21 +02:00
Alexander
73a0275cf6 option search improvements
1. Top-level menu names are now properly handled.
2. Changing "Any or All terms" option now immediately updates the results.
3. Reformatted menu.zs to have tabs instead of spaces.
2019-05-14 19:01:25 +02:00
Alexander
dc666203b7 added option search menu
# Conflicts:
#	src/g_cvars.cpp
#	wadsrc/static/menudef.txt

# Conflicts:
#	src/menu/menu.cpp
2019-05-14 18:59:10 +02:00
Christoph Oelckers
cf818fbe10 - changed zstrformat to allow %c to emit non-ASCII characters as UTF-8. 2019-05-14 17:38:45 +02:00
Christoph Oelckers
0153a42240 - fixed issues with text entering
* entering a savegame description did not work anymore
* the length check was too restrictive and always underestimated the available space
* use the console font for entering a savegame description. This has more characters and better contrast for this content.
* the interface to the text enterer used bad measurements.

# Conflicts:
#	wadsrc/static/zscript/ui/menu/optionmenuitems.zs
2019-05-14 17:38:21 +02:00
Christoph Oelckers
1e9a65e673 - fixed the player name display.
This was broken by several small unicode-incompatible code fragments.
This commit also removes the input limit for the player name and the savegame description. With multibyte encoding, limiting them to a fixed length did not work right.
Currently these will just overflow the fields if the text becomes too long, this needs some additional work.
2019-05-14 17:19:34 +02:00
Christoph Oelckers
f790d48041 - made the menu's text input handler Unicode capable.
Also make sure that the savegame description remains readable. Unlike in-game text this can be done without double-encoding existing UTF-8.
2019-05-14 17:19:19 +02:00
player701
cb57c712cb - Fixed random generation of friendly obituaries 2019-05-05 23:44:01 +02:00
Christoph Oelckers
aafb781d76 - removed the leftovers of the removed savedamount variable. 2019-05-02 19:56:24 +02:00
Christoph Oelckers
d599e2738d - removed the MaxAmount fudging from MaxHealth. 2019-05-02 19:55:35 +02:00
Christoph Oelckers
c258e60340 - use Obituary for both Demon and Spectre. 2019-05-02 19:54:19 +02:00
Alexander
c147990452 added MakeScreenShot and MakeAutoSave functions to FLevelLocals
# Conflicts:
#	src/g_game.h
#	wadsrc/static/zscript/base.zs
2019-05-02 19:53:42 +02:00
Player701
d30c749d02 - Fixed conditions tested for when checking whether "Force respawn" or "Respawn protection" dmflags are enabled 2019-05-02 17:10:16 +02:00
Christoph Oelckers
6ec2ddb702 - use a more reliable menu check for the player menu items.
This needs to ensure that it only allows modification from within a menu's event handlers and nowhere else.
2019-05-01 00:42:31 +02:00
Christoph Oelckers
85efd1fa0f - use the proper virtual methods for setting and retrieving the string in OptionMenuItemTextField.
Without this the class cannot be properly subclassed.

# Conflicts:
#	wadsrc/static/zscript/ui/menu/optionmenuitems.zs

# Conflicts:
#	wadsrc/static/zscript/ui/menu/optionmenuitems.zs
2019-05-01 00:29:19 +02:00
Christoph Oelckers
9ea041897c - fixed: OptionMenuItemSafeCommand did not allow unsafe commands. 2019-04-29 20:05:08 +02:00
player701
95f4d626c7 - Fixed misplaced vertex on Community Chest MAP16 2019-04-29 19:51:53 +02:00
alexey.lysiuk
4711ced89b - fixed level progression of titan-426 map on easy skill
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/titan426
2019-04-29 19:51:51 +02:00
Rachael Alexanderson
08e5ca62b7 - fix a missing texture in strife map21 2019-04-29 19:51:48 +02:00
Christoph Oelckers
82fac693d8 - made the gross railing hack for Strife a compatibility option and restricted it to MAP04
The side effects here broke other maps and this is really too glitchy to be turned on unless really necesasary.

# Conflicts:
#	src/gamedata/g_mapinfo.h
#	src/gamedata/stringtable.cpp
#	src/maploader/maploader.cpp
#	src/p_map.cpp
#	src/p_udmf.cpp
2019-04-29 19:51:43 +02:00
Rachael Alexanderson
55e43293c5 - fix missing texture in Strife MAP15 2019-04-29 19:51:39 +02:00
Christoph Oelckers
a488791add - added A_Explode compatibility options.
There are two options here - one only disables the vertical thrust and the other goes back fully to the original non-z-aware code.
Both options are settable through MAPINFO.
For the compatibility presets, the normal ones only disable the vertical thrust, the strict ones force use of the old code entirely.

# Conflicts:
#	wadsrc/static/language.csv
2019-04-29 19:30:06 +02:00
Christoph Oelckers
aeef28f544 - fix some holes the player can fall in for darken2 MAP12.
This map went a bit too far with lighting hacks depending on holes in the floor.
2019-04-29 19:26:43 +02:00
Christoph Oelckers
8a155b7452 - added a compatibility handler for a badly constructed crossbeam bridge in Unholy Realms MAP17. 2019-04-29 19:26:41 +02:00
Christoph Oelckers
b5fb443258 - fixed spacing of Strife's merchant's texts. 2019-04-29 19:06:21 +02:00
Christoph Oelckers
d96473c74a - give Hexen's PoisonCloud the OLDRADIUSDMG flag.
This actor has such oddball semantics that it's better not subjected to the revised radius damage code.
2019-04-29 19:04:07 +02:00
Christoph Oelckers
963d1b682c - fixed layout issues with Strife's dialogues.
They were using some settings from the option menu which they never should have used to begin with.
2019-04-29 19:03:23 +02:00