Commit graph

14747 commits

Author SHA1 Message Date
alexey.lysiuk
dc2d5d7d36 - removed duplicated line of code 2020-10-28 10:39:06 +01:00
Christoph Oelckers
bef153d3b6 - enable OpenAL's sound volume normalizer. 2020-10-28 01:02:09 +01:00
Marisa Kirisame
31bb394abf Linetrace properly reports 3D line hits as "middle" part (#1228)
* Linetrace properly reports 3D line hits as "middle" part, as was intended.

* Typo fix
2020-10-26 12:18:20 +01:00
Christoph Oelckers
3dc03f923c - fixed: Crushing generic floors must use crush mode 2.
This is how Doom always worked. Mode 1 is not useful for one-time crushing effects.

# Conflicts:
#	src/p_lnspec.cpp
2020-10-26 12:18:18 +01:00
Nikolay Ambartsumov
84041bb67d Fix crossing multiple lineportals on same tic 2020-10-19 10:41:24 +02:00
drfrag
b752e0ad9b - Version 3.87a. 2020-10-18 21:28:12 +02:00
drfrag
9a121d1271 - Cosmetic change. 2020-10-18 10:20:53 +02:00
drfrag
e88706542c - Fixed compilation: error C4984: 'if constexpr' is a C++17 language extension
(Thanks Gutawer)
2020-10-17 18:57:15 +02:00
Christoph Oelckers
b8496b6def fixed side_t::SetSpecialColor.
This never set the needed flags to make the color appear.
2020-10-17 18:44:10 +02:00
Christoph Oelckers
5ed6e07b84 - clear intermediate entries when inserting an object beyond the end of an array. 2020-10-17 18:44:07 +02:00
Christoph Oelckers
dabfd221e3 - fixed: Array.Insert must zero all elements before the new one if something gets inserted outside the existing range. 2020-10-17 18:44:05 +02:00
Christoph Oelckers
bbbbc6885f - ensure that sfxinfo_t is always fully initialized, regardless how the setup is performed.
The recent pitch additions did not do this on all possible paths.

# Conflicts:
#	src/sound/s_advsound.cpp
2020-10-17 18:44:03 +02:00
Christoph Oelckers
7a5c34730b - moved game specific data out of the sound backend.
In Raze I already had a user data array for that so this gets used here, too, now.
Also copied a few other fixes.

# Conflicts:
#	src/sound/s_soundinternal.h
2020-10-17 18:44:00 +02:00
Christoph Oelckers
79140f3c7c - minor sound code cleanup
# Conflicts:
#	src/sound/backend/oalsound.cpp

# Conflicts:
#	src/sound/s_environment.cpp
#	src/sound/s_sound.cpp
2020-10-17 18:43:58 +02:00
Christoph Oelckers
75b90cdbf2 - disabled negative gravity check.
According to reports on the forum this does not cause bad behavior.
2020-10-17 10:56:42 +02:00
drfrag
d97ec56b8e - This is 3.87. 2020-10-12 14:53:05 +02:00
alexey.lysiuk
698886e5db - converted level global variable into real pointer
# Conflicts:
#	src/g_levellocals.h
2020-10-10 15:04:56 +02:00
alexey.lysiuk
039bc65615 - fixed: next secret map was ignored in ending sequence
https://forum.zdoom.org/viewtopic.php?t=70132

# Conflicts:
#	src/g_level.cpp
2020-10-10 13:53:04 +02:00
drfrag
7137e39e0a - Hacked a level member into thinkers. 2020-10-10 13:53:02 +02:00
Player701
a1f566f7b8 - Do not error out if some states are missing in an abstract weapon class 2020-10-06 20:29:31 +02:00
drfrag
d6775e9322 - Different fix for the previous bug, better safe than sorry. 2020-10-06 01:53:57 +02:00
drfrag
e3ed066b82 - Fixed: NetServerInfo was not being saved after the exit cleanup. 2020-10-05 17:57:11 +02:00
drfrag
bc6c4467e3 - Bump LASTRUNVERSION. 2020-10-04 12:50:43 +02:00
Christoph Oelckers
ceaea1548d - added config migration handling for the changes to adl_volume_model.
# Conflicts:
#	src/gameconfigfile.cpp
2020-10-04 12:50:42 +02:00
Wohlstand
b07330c428 libADLMIDI: Fixed a mistake with Volume Model setup
Don't set a bank number instead of a volume model!
2020-10-04 12:50:38 +02:00
drfrag
20f5b6e92d - Fixed warning. 2020-10-03 12:32:37 +02:00
Christoph Oelckers
636d46c1ed - 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 11:51:30 +02:00
Nikolay Ambartsumov
2b64b4f688 Add MaxSlopeSteepness actor property 2020-10-03 11:51:27 +02:00
Nikolay Ambartsumov
3a8ccda80f Add optional filtering to listmaps CCMD output 2020-10-03 11:51:24 +02:00
Nikolay Ambartsumov
493cc9af0d Show CVar's default value in addition to current
# Conflicts:
#	src/c_dispatch.cpp
2020-10-03 11:51:23 +02:00
Jaime Moreira
6a10a4b84c SDL joystick events now work while in menus
- DirectInput axes are now X first, Y second.
- Menu axes controls swapped/fixed.
- Added SDL DualShock3 buttons in menu actions.
- Fixed SDL mouse system cursor; it could appear in-game.

# Conflicts:
#	src/common/console/keydef.h

# Conflicts:
#	src/win32/i_dijoy.cpp
2020-09-28 19:41:45 +02:00
Christoph Oelckers
85a3cef7fd - fixed sounds not stopping in sound sequences.
The sound sequence code used S_GetSoundPlayingInfo incorrectly, so let it check for a valid sound ID first to restore the old behavior.
2020-09-28 19:36:43 +02:00
drfrag
d94cd20f2a - fixed sounds not being serialized for hub travel.
Sound stopping was done in the wrong place - this killed the sound before they could be serialized for hub travel.
2020-09-28 00:40:41 +02:00
drfrag
b0b9aa71dc - ZScript version bump. 2020-09-27 20:53:31 +02:00
Player701
6fa409825b - Implement return type covariance for ZScript virtual functions
# Conflicts:
#	src/dobjtype.h
#	wadsrc_extra/static/filter/harmony/zscript.txt
2020-09-27 20:53:28 +02:00
Major Cooke
efe5f349e5 Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered. 2020-09-27 20:53:24 +02:00
makise-homura
9e28aeac14 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 20:53:23 +02:00
Christoph Oelckers
0ae0bffa58 - added a proper 'sound finished' callback to the sound engine.
Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 20:53:20 +02:00
Christoph Oelckers
f766e9a326 - New reverb container. 2020-09-27 20:53:18 +02:00
Christoph Oelckers
5828cad68d - avoid killing timer precision when there's no time scale active.
# Conflicts:
#	src/i_time.cpp
2020-09-27 20:53:16 +02:00
Sterling Parker
13f4636387 Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
# Conflicts:
#	src/events.cpp
#	src/events.h
#	src/p_mobj.cpp
2020-09-27 20:53:14 +02:00
Christoph Oelckers
de1302db7b - transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed.
# Conflicts:
#	src/g_game.cpp
2020-09-27 00:23:55 +02:00
Christoph Oelckers
7c7f3f04ae - immediately abort loading a savegame if object deserialization fails.
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 21:50:20 +02:00
Christoph Oelckers
792f6afbeb - let non-solid teleporting actors not actually telefrag.
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 21:50:15 +02:00
Player701
cf8dffce03 Fixed decals not appearing when firing at walls point-blank (#1186) 2020-09-22 20:02:26 +02:00
Player701
ee3ef788a5 Exported FLevelLocals::ChangeLevel to ZScript
# Conflicts:
#	wadsrc/static/zscript/base.zs
2020-09-21 00:38:11 +02:00
alexey.lysiuk
86452ed684 - fixed constant propagation for operator && in ZScript
https://forum.zdoom.org/viewtopic.php?t=69912
2020-09-20 11:03:16 +02:00
vidaritos
a12073feaf pass ScriptPosition down to color parser functions 2020-09-19 00:53:09 +02:00
Cacodemon345
aef7d59b87 Add FALLDAMAGE flag and add property to properly apply falling damage… (#1153)
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters

* Change name of propermonsterdamage property to propermonsterfallingdamage
# Conflicts:
#	src/gamedata/g_mapinfo.h
#	src/p_mobj.cpp
2020-09-16 13:28:21 +02:00
alexey.lysiuk
1334db68a4 - fixed setting of skill level via action special
https://forum.zdoom.org/viewtopic.php?t=69858
2020-09-14 15:28:57 +02:00