Christoph Oelckers
1669e10f6e
- fixed memory leaks in network code.
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ReadString allocates a buffer, so saving it in a local variable and then forgetting it will not free the buffer afterward.
(This should probably be refactored to use some safer methods to read the string than this old-school method...)
2019-04-25 13:10:39 +02:00
player701
77633415f9
- Fixed settings_controller not updating properly when a player becomes the new arbitrator in a netgame.
2019-04-25 13:03:47 +02:00
Christoph Oelckers
6371d3f88b
- added missing return in P_RemoveThing.
2019-04-25 13:03:45 +02:00
Christoph Oelckers
d54ef75311
- added missing null pointer check to SBarInfo's inventory bar drawer.
2019-04-25 13:03:42 +02:00
Christoph Oelckers
08dd81ed36
- use a TArray to store the sprite model hash to get rid of one atterm call.
2019-04-25 12:55:22 +02:00
Christoph Oelckers
7259cd44ee
- reworked the lock code to remove the 255 locks limit and to allow it to automatically deinitialize.
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# Conflicts:
# src/fragglescript/t_func.cpp
2019-04-25 12:55:19 +02:00
Christoph Oelckers
e4bf84b015
- treat non-existent arrays in the savegame as zero length.
2019-04-25 12:55:13 +02:00
Christoph Oelckers
8c38a7c05f
- fixed precaching of switches.
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The backwards animation accessed the wrong array which in case of sequences with different length could crash
2019-04-25 12:52:02 +02:00
Major Cooke
5e183d8718
Fixed: IsFakePain received the modified damage instead of the raw, preventing ALLOWPAIN from working as intended.
2019-04-25 12:51:46 +02:00
Christoph Oelckers
f00ec3bfb9
- use TArrays for all local allocations in the map loader.
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# Conflicts:
# src/p_setup.cpp
2019-04-25 12:44:28 +02:00
drfrag
df251be921
- Fixed compilation of previous commit.
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# Conflicts:
# src/textures/textures.h
2019-04-18 20:16:30 +02:00
Christoph Oelckers
f29408e199
- fixed precaching to consider animations and switches
2019-04-18 20:13:35 +02:00
Ijon
50d8993e6e
NOFRICTION now applies to Z friction when flying or swimming
2019-04-18 19:57:44 +02:00
alexey.lysiuk
33067deb86
- fixed crash in Actor.Warp() with null destination
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https://forum.zdoom.org/viewtopic.php?t=63031
2019-04-18 19:57:30 +02:00
Christoph Oelckers
e4f5160f66
- remove some obsolete bit of cruft from the class type system.
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This was a remnant of putting the meta data directly into the class descriptor which turned out to be an unworkable approach
2019-04-18 19:57:28 +02:00
Christoph Oelckers
a82d60bb71
- fixed 3D floor initialization for actor spawning.
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Since actors are being spawned before the renderer gets set up this needs to fully initialize the list before spawning the actors, then take it down again for creating the vertex buffer and then recreate it.
2019-04-18 19:57:09 +02:00
Major Cooke
0635dc1416
Reduced redundancy by putting all function aftermath handling in a subfunction.
2019-04-18 19:56:40 +02:00
Major Cooke
662b2ed759
Split off pain chance triggering from ReactToDamage into its own function and gave ZScript access to it.
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- TriggerPainChance(Name mod, bool forcedPain)
- One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.
2019-04-18 19:56:38 +02:00
Major Cooke
f98c194431
DamageMobj Refactor
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- Split off all reactive functionality (pain, infighting, etc) into its own function, ReactToDamage.
- Refactored all DamageMobj's damage <= 0 values.
- Any unconditional cancellations now return -1. ReactToDamage will not be called if values < 0.
- All pain/wound/target changing allowances return 0.
2019-04-18 19:56:36 +02:00
Ijon
49dd94f65a
Add NOFRICTION and NOFRICTIONBOUNCE flags
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NOFRICTION disables all friction effects on the thing it's set on
(including the speed cap from water/crouching), and NOFRICTIONBOUNCE
disables the "bounce off walls on an icy floor" effect on the thing
it's set on.
2019-04-18 19:56:33 +02:00
Rachael Alexanderson
286eacb088
- set vid_scalefactor to 1 when using vid_setscale
2019-04-18 19:20:28 +02:00
drfrag
708952e615
- initialize the index field for particles.
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This won't contribute to sort order so it should be the same for all particles, which it wasn't because it was never set.
(patch by Graf)
2019-04-18 19:02:29 +02:00
Christoph Oelckers
cd8791d68c
- fixed sprite sorting in the hardware renderer.
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This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added.
With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence.
Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.
The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_sprites.cpp
2019-04-18 18:53:10 +02:00
Magnus Norddahl
14f7efece7
- improve softpoly 3d floor drawing somewhat
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# Conflicts:
# src/polyrenderer/scene/poly_plane.cpp
2019-04-18 17:49:41 +02:00
Christoph Oelckers
e6af596af0
- removed the redundant GetOffsetPosition export and added direct native support to its existing variants
2019-04-18 17:01:17 +02:00
Christoph Oelckers
15f78039c3
- fixed the decal translation handler truncated the translation ID
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This was yet another of those old misguided 16 bit space 'optimizations'.
2019-04-18 17:01:11 +02:00
Christoph Oelckers
89a17d4257
- fixed: The random sound handler was using 16 bit storage throughout
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Changed to use 32 bit and also fixed the random number call which was using the byte value variant of the access operator, effectively limiting the number of choices to 256.
2019-04-18 17:01:09 +02:00
Christoph Oelckers
fcacb80db5
- a few more explicit local buffer allocations removed.
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# Conflicts:
# src/gl/data/gl_setup.cpp
2019-04-18 17:00:20 +02:00
alexey.lysiuk
82d05dce13
- fixed lost settings controller state upon new game
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https://forum.zdoom.org/viewtopic.php?t=62959
2019-04-18 16:31:20 +02:00
alexey.lysiuk
25a6ba0e51
- cleaned up player reinitialization upon new game
2019-04-18 16:31:18 +02:00
Magnus Norddahl
a399ce48a9
- fix decals looking blackened due to low lookup table precision when alpha is zero
2019-04-18 16:26:18 +02:00
Cacodemon345
fdd6e3cec9
Export P_GetOffsetPosition and ADynamicLight::SetOffset to ZScript
2019-04-18 16:23:01 +02:00
drfrag
dcdb381f73
- Deleted unused variable.
2019-04-18 15:26:54 +02:00
Christoph Oelckers
91c8177406
- added missing null pointer checks to cheat code.
2019-04-18 15:01:12 +02:00
Christoph Oelckers
f91b24f505
removed the unused DefaultExtension variant taking a char *.
2019-04-18 14:59:34 +02:00
Magnus Norddahl
4d160c8cd1
- fix missing line number for the function throwing the exception and remove the duplicate call stack line
2019-04-18 14:59:32 +02:00
Christoph Oelckers
d80d4bb228
- moved P_OpenMapData and related content out of p_setup.cpp.
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# Conflicts:
# src/g_levellocals.h
# Conflicts:
# src/g_levellocals.h
2019-04-18 14:52:24 +02:00
Christoph Oelckers
b1452c928a
- moved all shutdown handling for sound related resources to I_ShutdownSound instead of registering separate atterm handlers.
2019-04-18 14:34:25 +02:00
Christoph Oelckers
dae3d68cce
- added an option to GAMEINFO to either force or disable loading of the default lights and brightmaps.
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The mod which prompted me to add this is "The Chosen" which is a Dehacked-based TC and repurposes many original actors for something entirely different.
The stock lights are not usable for this and would make it impossible to add a GAMEINFO lump to it because then there is no way to disable loading of lights in the startup screen.
2019-04-18 14:34:23 +02:00
Magnus Norddahl
f216b42790
- avoid creating labels when they are not used
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- remove variable from class as it is only used locally
- set default values in the class
- remove unused field
2019-04-18 14:22:21 +02:00
Magnus Norddahl
640464ad65
- removed marked code for how to create GDB/LLDB debug info as it will probably never be implemented
2019-04-18 14:22:19 +02:00
Magnus Norddahl
837b3d8bd2
- add missing parameter on unix
2019-04-18 14:22:17 +02:00
Chronos Ouroboros
e0d3a5acae
Add line numbers to JIT stack traces. ( #667 )
2019-04-18 14:22:15 +02:00
Magnus Norddahl
bfccfb5e1b
- don't include the native frames per default
2019-04-18 14:22:13 +02:00
Magnus Norddahl
175b67c088
- fix linking and some linux things
2019-04-18 14:22:11 +02:00
Christoph Oelckers
d2a86a7051
- fixed misnamed macros.
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# Conflicts:
# src/p_mobj.cpp
2019-04-18 14:22:09 +02:00
Chronos Ouroboros
218b7e95ca
Added a function for triggering use/push specials for usage in custom monster AI.
2019-04-18 14:22:07 +02:00
Chronos Ouroboros
803cb16d99
Exported P_CheckFor3DFloorHit and P_CheckFor3DCeilingHit to ZScript.
2019-04-18 14:22:05 +02:00
drfrag
38e682a267
- Fixed compilation of previous commit.
2019-04-18 14:22:03 +02:00
Christoph Oelckers
4d7e945dc1
- fixed: A powered up weapon which shares its ready state with the parent but is currently in a firing sequence may not force-switch the weapon, because that will cause the sequence to run in the wrong weapon's context.
2019-04-18 14:22:02 +02:00