Sterling Parker
e65d7b4aee
change BloodSmear2 decal to use correct graphic
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BloodSmear2 is an exact copypaste of BloodSmear1 despite the existence of the BSMEAR2 graphic.
2020-09-03 00:55:18 +02:00
Marisa Kirisame
0bc5bccb3b
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. ( #1169 )
2020-09-02 13:56:24 +02:00
Marisa Kirisame
0255ee7719
Add Pre/PostTeleport virtuals, for special handling of actor teleportation.
2020-09-02 13:56:22 +02:00
drfrag
74cffeb84f
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop.
2020-08-29 17:57:24 +02:00
3saster
26f2bfe3fd
Implemented Clock Class ( #977 )
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* 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
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/alt_hud.zs
2020-08-28 17:20:28 +02:00
MajorCooke
4f522c0ac3
View Angles (Part 1 - Redux) ( #1002 )
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* 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.
2020-08-28 13:47:22 +02:00
alexey.lysiuk
cebca2d93d
- do not report missing camera target if its TID is zero
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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
2020-08-28 13:46:52 +02:00
Nash Muhandes
c2f220132d
Allow conversation menu cursor graphic replacement. ( #1134 )
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If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
# Conflicts:
# wadsrc/static/zscript/ui/menu/conversationmenu.zs
2020-08-28 13:43:24 +02:00
Ed the Bat
83eeaac940
Optional override for SetSlot and ClearPlayerClasses
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With this, a decade-long struggle can now be ended.
# Conflicts:
# src/keysections.cpp
# wadsrc/static/menudef.txt
2020-08-28 13:42:40 +02:00
drfrag
a020070bf0
- Add game load message.
2020-08-24 18:31:31 +02:00
drfrag
f9bd158211
- Ported the COMPATF2_OLD_RANDOM_GENERATOR compatibility flag from Zandronum and added it to the Doom (Strict) compatibility mode.
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Added new compatflag "old random generator", controlled by the new CVAR compat_oldrandom. If this is enabled, the original Doom random table is used to generate random integers in [0,255], which should make for instance the SSG cause a little more damage.
2020-08-24 16:11:07 +02:00
Kevin Caccamo
4fac2e3ebc
Fix the health bar on Strife status bar ( #1080 )
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* 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 16:15:25 +02:00
Blue Shadow
2cc9c0bbde
- fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
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A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.
# Conflicts:
# wadsrc/static/zscript/actors/raven/minotaur.zs
2020-07-28 13:26:55 +02:00
drfrag
f02d0d44d9
- Missing strings.
2020-07-22 02:33:46 +02:00
Rachael Alexanderson
bddbe608f6
- add menu options for 'sv_alwaystally'
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# Conflicts:
# wadsrc/static/menudef.txt
# Conflicts:
# wadsrc/static/menudef.txt
2020-07-22 02:33:44 +02:00
Major Cooke
b9e2063a65
Begin TICRATE conversion.
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- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
# Conflicts:
# src/p_effect.h
# wadsrc/static/zscript/base.zs
2020-07-15 19:03:44 +02:00
Christoph Oelckers
70de6ff165
- added more contrast to the Cream font color.
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This brightened the darkest colors to the point that all font looked totally washed out and devoid of any texture.
2020-07-10 14:58:54 +02:00
Rachael Alexanderson
de2d564c98
- change recent /0 fix to conform to UDMF specs
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# Conflicts:
# src/playsim/p_spec.cpp
2020-06-25 16:07:20 +02:00
Farkas Péter
ee94d3b627
Rename MAP31 and MAP32 back in Doom 2: Unity Edition ( #1127 )
2020-06-25 16:07:18 +02:00
drfrag
5e65a9d6b9
- Deleted old unused stuff.
2020-06-19 11:54:07 +02:00
Christoph Oelckers
cd74e70739
- fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
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Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-19 11:54:05 +02:00
Christoph Oelckers
5ad11d7587
- let blastradius work without an effect actor.
2020-06-13 01:49:25 +02:00
drfrag
fded4b3fdc
- Fixed number of DrawTextureTags didn't match in ZScript.
2020-06-12 19:25:19 +02:00
drfrag
38a0e31ef4
- Delete hidden skill levels.
2020-06-11 11:22:55 +02:00
Christoph Oelckers
68d95befd4
- mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
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The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 13:54:09 +02:00
drfrag
d4dba5ed3f
- Add fake missing DTA_Desaturate DrawTexture tag.
2020-06-09 19:41:28 +02:00
drfrag
796c25b056
- Add missing DrawTextureTags.
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DTA_FlipY, DTA_SrcX, DTA_SrcY, DTA_SrcWidth and DTA_SrcHeight.
2020-06-09 18:42:52 +02:00
Kevin Caccamo
8081f6fcbe
Fix Bag of Holding not increasing Firemace ammo capacity
2020-06-08 15:50:35 +02:00
alexey.lysiuk
a0758d6a92
- fixed incomplete disabling of number field menu option
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https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:09:07 +02:00
Alexander Kromm
d28ba37af2
make various getter and pure-math methods clearscope, and where applicable, const
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Original PR: https://github.com/coelckers/gzdoom/pull/532
Status of the original PR
1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen
2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen
3. C++ methods, to match ZScript:
- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
# Conflicts:
# src/actor.h
# src/actorinlines.h
2020-06-07 14:34:48 +02:00
Christoph Oelckers
90476761a4
- manually merged PR for kill count in Requiem MAP23.
2020-06-07 14:34:26 +02:00
Christoph Oelckers
0a5919aa02
- there is no mace ammo in the bag of holding.
2020-06-07 14:34:23 +02:00
Christoph Oelckers
3106b46481
- advanced coordinate control for overlays over DTA_Fullscreen images.
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Manually merged, there were severe conflicts.
# Conflicts:
# src/textures/textures.h
# src/v_draw.cpp
# src/v_video.h
2020-06-07 14:15:59 +02:00
Christoph Oelckers
ebc4e2215f
- fixed: the last frame of the intermission screen wasn't rendered.
2020-06-07 13:28:14 +02:00
Christoph Oelckers
96cd602de1
- added a compatibility option for a bad teleporter in the final Strife map.
2020-06-07 13:28:10 +02:00
drfrag
61e198f83d
- Missing string for Brazilian Portuguese (Daniel).
2020-06-03 14:50:53 +02:00
drfrag
a695d6ee34
- Change default key bindings: add arrow keys to the left-handed preset and set mouse3 to activate items for the modern presets.
2020-06-03 12:21:01 +02:00
drfrag
049090a314
- Missing string.
2020-06-01 10:39:13 +02:00
Hugo Locurcio
03c9906b55
Add a cvar to control weapon bobbing while firing
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This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.
The default value of 0 preserves the old behavior.
2020-06-01 10:39:09 +02:00
Christoph Oelckers
b731a0e2c4
- fixed use of Powerup.Strength in PowerInvisibility.
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An integer division made the feature useless.
2020-05-26 00:30:09 +02:00
drfrag
aa224a7448
- Fixed jump key in Hexen for the modern keyboard presets.
2020-05-21 20:13:57 +02:00
drfrag
3df769c9d5
- Replace the "IJKL" keyboard preset with "OKL;".
2020-05-19 14:20:57 +02:00
alexey.lysiuk
2f50d5521a
- fixed aiming camera that didn't follow target
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https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:23:43 +02:00
alexey.lysiuk
8dd30ab922
- restored warning about missing aiming camera target
2020-05-18 14:23:41 +02:00
drfrag
2f3be44470
- Restored original colors for player setup icon backdrop.
2020-05-17 14:04:43 +02:00
Major Cooke
36bf930575
Enforce the reflective flag as well.
2020-05-17 02:10:14 +02:00
Major Cooke
ac015c4bb9
Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring.
2020-05-17 02:10:12 +02:00
drfrag
88c7f60cbc
- Add updated Brazilian Portuguese translation by Daniel Lemos.
2020-05-08 18:10:15 +02:00
Mekboss
b658d4c225
Fix MSVS compile bug and add offset parameter for SprayDecal
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# Conflicts:
# src/g_shared/a_sharedglobal.h
2020-05-08 14:52:56 +02:00
Mekboss
6e30ac5f3c
Replace function variables to DVector3
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# Conflicts:
# src/g_shared/a_sharedglobal.h
2020-05-08 14:52:53 +02:00