Player701
764e9b552e
- Force node rebuild for Plutonia 2 MAP25 to fix BSP glitches
2019-04-17 19:57:24 +02:00
Christoph Oelckers
f40e5c7edc
- re-added PlayerInfo.BringUpWeapon.
2019-04-17 19:44:12 +02:00
Player701
8277de8626
- Added Plutonia 2 MAP10 and MAP11 to the "rebuildnodes" compatibility list.
2019-04-17 18:44:10 +02:00
Rachael Alexanderson
dacad6c4eb
- add plutonia map32 to node regen compatibility - https://forum.zdoom.org/viewtopic.php?f=2&t=62777
2019-04-17 18:39:54 +02:00
Christoph Oelckers
cf4f573a25
- more direct native entry points.
...
- disallow bool as a return value for direct native calls because it only sets the lowest 8 bits of the return register.
- changed return type for several functions from bool to int where the return type was the only thing blocking use as direct native call.
2019-04-17 17:27:39 +02:00
Christoph Oelckers
082cb5b656
- scriptified P_CheckMeleeRange2.
2019-04-17 16:24:10 +02:00
Christoph Oelckers
15ab1fb09b
- deprecated a few functions that depend on AAPTR_* to be useful.
...
- fixed wrong name for the LineAttack action function.
2019-04-17 16:24:05 +02:00
Christoph Oelckers
792aaa5b88
Added direct native entry points to a larger number of functions.
...
# Conflicts:
# src/scripting/vmthunks_actors.cpp
2019-04-17 15:11:22 +02:00
Christoph Oelckers
77e60865a0
- fixed: SlotPriority must be a float.
...
It was a fixed before but I missed that when refactoring it into an automatic property.
2019-04-17 15:11:12 +02:00
Christoph Oelckers
a5e16e3261
- moved a large part of the VM thunks out of p_mobj.cpp.
2019-04-17 14:55:58 +02:00
Christoph Oelckers
f22aaca74d
- scriptified ASpecialSpot.
...
This only had two simple native methods so the class is not fully scripted.
2019-04-17 14:32:10 +02:00
Christoph Oelckers
c87724ef0a
Removed all native components from AInventory.
2019-04-16 23:57:22 +02:00
Christoph Oelckers
d40de21bae
- scriptified A_SpawnSingleItem, which was the last piece of native code still referencing AInventory
2019-04-16 23:57:19 +02:00
Christoph Oelckers
d2225040ea
- scriptified A_SelectWeapon
2019-04-16 23:57:15 +02:00
Christoph Oelckers
b8e1218645
Removed all remaining references to AInventory
...
What remains is the class definition and one single reference that will be scriptified.
2019-04-16 23:57:12 +02:00
Christoph Oelckers
36af613dfa
- The 'A' prefix has no meaning in class names on the script side - even in comments.
2019-04-16 22:01:06 +02:00
Christoph Oelckers
318a9d7893
- fixed max. ammo display on AltHud.
2019-04-16 22:00:59 +02:00
Christoph Oelckers
e176410ab6
- fixed crash with weapons which remove themselves from the inventory but continue calling action functions.
...
This is still an error, so now this throws a meaningful exception.
2019-04-16 21:53:00 +02:00
Christoph Oelckers
c0686309fc
- removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code.
2019-04-16 21:52:53 +02:00
Marisa Kirisame
739999b5ed
Fix RemoveInventory not calling DetachFromOwner when an item is the first in the owner's inventory.
...
Fix CheckAddToSlots not working because it uses GetReplacement incorrectly.
2019-04-16 21:52:50 +02:00
Christoph Oelckers
7e75aa1d36
- fixed accidentally misnamed parameter in A_Explode.
2019-04-16 21:34:47 +02:00
Christoph Oelckers
9f2b62c99c
- scriptified AInventory::Tick.
...
This was the last bit of code standing in the way of making AInventory a fully scripted class.
All that's left to sort out is some variable accesses - the vast majority of them in SBARINFO.
2019-04-16 21:28:37 +02:00
Christoph Oelckers
bdd6d31a63
- scriptified the AutoUseHealth feature.
...
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
2019-04-16 21:28:34 +02:00
Christoph Oelckers
80e3ce735b
- scriptified the decision making of the invuseall CCMD.
...
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
2019-04-16 21:28:32 +02:00
Christoph Oelckers
9ff5257ce9
- scriptified P_DropItem.
2019-04-16 21:28:30 +02:00
Christoph Oelckers
17862639a1
- scriptified the no-spawn flag check for armor and health items.
2019-04-16 21:28:29 +02:00
Christoph Oelckers
e8a6f82682
- scriptified G_PlayerFinishLevel.
...
Outside of SBARINFO this was the biggest remaining piece of code that referenced AInventory internals.
2019-04-16 21:28:24 +02:00
Christoph Oelckers
8dfcdc1219
- fixed incomplete null checks in A_RadiusThrust.
2019-04-16 21:28:23 +02:00
Christoph Oelckers
9315a217b3
- scriptified AActor::ClearInventory
2019-04-16 21:28:21 +02:00
Christoph Oelckers
0d8975ed31
- scriptified the last components of the alternative HUD.
...
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
# Conflicts:
# src/d_main.cpp
# Conflicts:
# src/info.cpp
2019-04-16 19:03:43 +02:00
Christoph Oelckers
376266b6a0
- scriptified the main drawer for the in-game HUD and removed all intermediate VM calls from the native source.
2019-04-16 19:02:01 +02:00
Christoph Oelckers
9d8dd5c529
- scriptified the AltHUD'S powerup drawer.
2019-04-16 19:01:55 +02:00
Christoph Oelckers
f509fdfdaa
- scriptified and cleaned up the AltHUD's DrawCoordinates, DrawTime and DrawLatency functions.
...
Some backing functionality was moved elsewhere because scripting should not have access to low level system information.
2019-04-16 19:01:53 +02:00
Christoph Oelckers
eb07b8e543
- scriptified the AltHUD's inventory drawer and fixed the InvPrev CCMD.
2019-04-16 19:01:51 +02:00
Christoph Oelckers
e0915877b4
- scriptified the AltHUD's weapon drawer.
2019-04-16 19:01:50 +02:00
Christoph Oelckers
045d6d4355
- added the missing TNT1A0 check for icon-less keys.
...
Since it tries to get the icon from the spawn state it also has to check if that actually has a valid sprite.
2019-04-16 19:01:48 +02:00
Christoph Oelckers
437c72a089
- AltHUD ammo drawer scriptified.
2019-04-16 19:01:46 +02:00
Christoph Oelckers
1033dc3b10
- Alt HUD scriptification, part 1.
2019-04-16 19:01:43 +02:00
Major Cooke
7ff76366ef
Fixed A_JumpIfNoAmmo not working.
2019-04-16 18:46:06 +02:00
Christoph Oelckers
1b55e708bc
- fixed the AngleToVector calls in stateprovider.txt.
...
This looks like a search & replace gone wrong.
2019-04-16 18:46:04 +02:00
Major Cooke
4ae14c402b
- Restored A_SpawnItemEx's "chance" to "failchance" to prevent mod breakage from named parameters.
2019-04-16 18:46:00 +02:00
Christoph Oelckers
d18ed18d2e
- scriptified invnext and invprev CCMDs.
2019-04-16 18:45:54 +02:00
Christoph Oelckers
081d0bbcca
- moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory.
2019-04-16 18:45:52 +02:00
Christoph Oelckers
d021d63d33
- moved AInventory::DoRespawn fully to the script side.
2019-04-16 18:45:49 +02:00
Christoph Oelckers
9981674a27
- re-fixed the massacre fix for Dehacked-modified inventory items.
...
Instead of overriding the Massacre method it is preferable to clear the flags causing the bad behavior, most notably ISMONSTER.
# Conflicts:
# src/g_inventory/a_pickups.cpp
# src/g_inventory/a_pickups.h
2019-04-16 18:45:43 +02:00
Christoph Oelckers
be8d1c950d
- scriptified GiveAmmo and the one remaining piece of native code still using it.
2019-04-16 18:45:41 +02:00
Christoph Oelckers
f1bf1cc44e
- scriptified DropInventory.
2019-04-16 18:45:38 +02:00
Christoph Oelckers
a614f2a81e
- scriptified UseInventory and several functions using the already scriptified ones,
...
# Conflicts:
# src/g_statusbar/sbar.h
2019-04-16 18:45:36 +02:00
Christoph Oelckers
e7c798f58f
- scriptified TakeInventory, including the ACS/FS interfaces.
2019-04-16 18:45:03 +02:00
Christoph Oelckers
d2741813ab
- scriptified RemoveInventory and Inventory.OnDestroy.
2019-04-16 18:44:59 +02:00
Christoph Oelckers
8609e2ba68
- scriptified GiveInventory and made the interface a bit more configurable by mods.
...
Now a child type can decide for itself how to treat 'amount'.
The scripting interfaces to this function in ACS and FraggleScript have been consolidated and also scriptified.
2019-04-16 18:44:56 +02:00
Christoph Oelckers
2a192cde92
- scriptified AddInventory.
2019-04-16 18:44:53 +02:00
drfrag
e3ce680ec9
- Removed duplicate definition of DTA_Internal3.
2019-04-16 18:40:25 +02:00
Christoph Oelckers
4049b56d50
- a bit of code reordering for adding direct native entry points.
...
- offloaded key list generation for alternative HUD to non-UI parts.
This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
# Conflicts:
# src/g_shared/shared_hud.cpp
2019-04-16 18:17:05 +02:00
Christoph Oelckers
4080bfd3cf
- seems there are two versions of Hacx's MAP05.
...
# Conflicts:
# wadsrc/static/zscript/base.txt
# wadsrc/static/zscript/level_compatibility.txt
2019-04-16 17:47:42 +02:00
Christoph Oelckers
1a8b18d539
- fixed declaration of ChangeStatNum.
2019-04-16 17:10:37 +02:00
Christoph Oelckers
886df37d1a
ChangeStatNum must not be virtual
...
Overriding this would make the engine vulnerable to badly behaving mods. Intercepting this and altering the behavior can render the entire game inoperable, especially if more internal code gets scriptified later. So even at the risk of breaking some carelsss mods this must be blocked.
2019-04-16 15:26:16 +02:00
Christoph Oelckers
09f4c7e4a9
Made all virtual base functions for the event handler scripted
...
This was by far the largest block of native virtuals, and they were only native to be able to allow checking if the event was implemented for the current handler. This can easily be done by looking at the byte code, just like VMCall also does but in turn it removes more than half of the existing native virtuals from the interface.
2019-04-16 15:26:14 +02:00
Christoph Oelckers
4ac866aedc
- added a few more direct native entry points.
2019-04-16 15:12:41 +02:00
Christoph Oelckers
00fed23e5f
- explicitly declare the constructor and destructor methods of FCheckPosition so that they get a working prototype.
2019-04-16 15:12:33 +02:00
Christoph Oelckers
29eee14549
- declare builtins as static.
2019-04-16 14:58:18 +02:00
Christoph Oelckers
c01981d08a
- define the built-in functions defined in codegen.cpp through the regular interface instead uf just hacking them into the symbol table with incompletely set up data.
...
- added direct native variants to these builtins and fixed problems with builtin processing.
2019-04-15 22:30:01 +02:00
Christoph Oelckers
20ec6ddce4
- removed AStateProvider from native code.
...
The only place still referencing it was CallStateChain, so this has been made a static function now instead of a class method.
2019-04-15 22:29:58 +02:00
Christoph Oelckers
376c47bef6
- fixed handling of dummy flags.
2019-04-15 22:29:55 +02:00
Christoph Oelckers
96e9dbd967
- removed all remaining native components of the weapon class.
2019-04-15 22:29:52 +02:00
Christoph Oelckers
d871072f28
- allow defining flags in the script declaration of a class and do that for Weapon.
2019-04-15 22:29:47 +02:00
Christoph Oelckers
309cc57504
- removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
...
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
2019-04-15 22:29:43 +02:00
Christoph Oelckers
ce5792242c
- moved the 'Finalize' methods back into a single function in the parser code.
...
It has been like this initially but was changed when ZDoom gained an overly complicated polymorphic class descriptor object that required a lot of support code. All these complications have long been removed but these methods remained. Since they prevent a class from being moved to the script side entirely they had to be removed.
This was the last major blocker to make Weapon a purely scripted class, the only remaining native method is Serialize which is of no concern for the coming work.
2019-04-15 22:29:39 +02:00
Christoph Oelckers
7caa6a922d
- moved MarkPrecacheSounds completely to the script side and added native support to make this a usable feature.
...
# Conflicts:
# src/g_inventory/a_pickups.cpp
2019-04-15 22:29:35 +02:00
Christoph Oelckers
ac754b5e96
- some cleanup on the weapon slot interface.
...
This really shouldn't make any decisions from directly reading weapon class defaults.
2019-04-15 22:29:32 +02:00
Christoph Oelckers
f9dfdace16
- scriptified cht_Takeweaps.
2019-04-15 22:29:30 +02:00
Christoph Oelckers
94b0338c31
- scriptified ApplyKickback.
2019-04-15 22:29:26 +02:00
Christoph Oelckers
59bffe2f55
- scriptified A_WeaponReady and its subfunctions.
2019-04-15 22:29:22 +02:00
Christoph Oelckers
951ed466b3
- scriptified P_BobWeapon as a virtual function on PlayerPawn.
2019-04-15 22:29:19 +02:00
Christoph Oelckers
0515af2bd3
- removed the bot related properties from AWeapon.
...
This stuff is now kept locally in the bot code so that it doesn't infest the rest of the engine.
And please don't read the new botsupp.txt file as some new means to configure bots! This was merely done to get this data out of the way.
The bots are still broken beyond repair and virtually unusable, even if proper data is provided for all weapons.
2019-04-15 22:29:15 +02:00
Christoph Oelckers
681009e1ea
- exported the blood spawning part of P_LineAttack as a virtual ZScript function.
2019-04-15 21:59:08 +02:00
Christoph Oelckers
82ffdd5e6b
- moved the weapon selection logic to PlayerPawn as overridable virtual functions.
2019-04-15 21:59:07 +02:00
Christoph Oelckers
27c67716df
- change teleport freeze handling to a player property plus virtual override on PlayerPawn for increased configurability.
...
# Conflicts:
# src/g_inventory/a_pickups.cpp
2019-04-15 21:59:03 +02:00
Christoph Oelckers
7c1416cb6f
- scriptified BecomeItem and BecomePickup
...
# Conflicts:
# src/g_inventory/a_pickups.cpp
2019-04-15 21:59:01 +02:00
Christoph Oelckers
08059f718b
- scriptified FilterCoopRespawnInventory.
2019-04-15 21:59:00 +02:00
Christoph Oelckers
1ecada388c
- scriptified some simple sound functions.
2019-04-15 21:58:58 +02:00
Christoph Oelckers
d123230fb1
- scriptified APlayerPawn::Die and fixed a few things I encountered while doing it.
2019-04-15 21:58:56 +02:00
Christoph Oelckers
0eec8b293a
- scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children.
2019-04-15 21:58:54 +02:00
Christoph Oelckers
f1c7815b16
- scriptified A_Explode and relatives.
2019-04-15 21:58:52 +02:00
Christoph Oelckers
e234d450aa
- scriptified GetDefaultInventory.
2019-04-15 21:58:50 +02:00
Christoph Oelckers
864796a6a2
- removed MeleeWeapon flag from the tomed PhoenixRod and the fighterhammer.
...
In both cases, having this flag on will render the monster-backing-off-check for melee attacks ineffective because it would misinterpret these weapons as close range only - which they aren't. Even for the PhoenixRod the range is longer than what gets checked here.
As a consequence, the bot's check for missile shooting melee weapons has also become pointless because no such weapon is defined anymore.
2019-04-15 21:58:48 +02:00
Christoph Oelckers
beae232f83
- exported one FraggleScript function for testing.
2019-04-15 21:58:46 +02:00
Christoph Oelckers
c326c4c521
- exported a few more weapon handling functions so that the native GetDownState stub could be removed.
2019-04-15 21:58:45 +02:00
Christoph Oelckers
c1442fae0d
- scriptified P_BringUpWeapon because this was the only native function still referencing AWeapon::GetReadyState.
2019-04-15 21:58:41 +02:00
Christoph Oelckers
8c2c888d82
- scriptified A_SpawnItem(Ex) and A_ThrowGrenade.
...
These were the last native functions referencing AWeapon::DepleteAmmo, so that function is now exclusively on the scripting side.
2019-04-15 21:58:39 +02:00
Christoph Oelckers
1b225588d1
- scriptified 3 more functions in stateprovider.
2019-04-15 21:58:37 +02:00
Christoph Oelckers
05e8a6c62d
- scriptified A_RailAttack.
2019-04-15 21:58:35 +02:00
Christoph Oelckers
394d8e414f
- scriptified A_CustomPunch
2019-04-15 21:58:33 +02:00
Christoph Oelckers
54ba5b4829
- scriptified A_FireProjectile
2019-04-15 21:58:31 +02:00
Christoph Oelckers
d99b46c861
- scriptified A_FireBullets and A_CustomBulletAttack.
2019-04-15 21:58:30 +02:00
Christoph Oelckers
4c7096ffac
- started with a ScriptUtil class which will allow moving function implementations for ACS and FraggleScript to zscript.txt
...
So far 3 functions for testing implemented.
# Conflicts:
# src/p_acs.cpp
2019-04-15 21:58:26 +02:00
Christoph Oelckers
1b6af10f38
- scriptified Weapon.CheckAmmo and Weapon.DepleteAmmo
2019-04-15 21:56:30 +02:00
Christoph Oelckers
9e6279ed5b
- scriptified the rest of the morph code.
2019-04-15 21:56:28 +02:00
Christoph Oelckers
b886219f53
- scriptified P_MorphMonster.
2019-04-15 21:56:23 +02:00
Christoph Oelckers
d4ff49e110
- fixed message output.
2019-04-15 21:56:22 +02:00
Christoph Oelckers
02f785f794
- testing and cleanup of scripted morph code.
2019-04-15 21:56:20 +02:00
Christoph Oelckers
9b1e96262c
- P_UndoPlayerMorph scriptified.
...
Not tested yet and still missing a new native interface.
2019-04-15 21:56:18 +02:00
Christoph Oelckers
395413fc9a
- scriptified P_MorphPlayer and dependencies.
...
It still needs its counterpart scriptified as well before it can work.
# Conflicts:
# src/gi.cpp
# wadsrc/static/zscript/base.txt
2019-04-15 21:56:16 +02:00
Christoph Oelckers
f00892e06d
- exported ADecal to ZScript as a non-native class.
...
Its one function is still native but this was by far the easiest of the remaining actor classes to export.
2019-04-15 16:09:05 +02:00
Christoph Oelckers
cb9c1f021c
- generate register type info for the parameter lists of all functions.
...
Currently used for loading parameters into registers.
For checking parameters of native functions some more work is needed to get the info to the function. Currently it doesn't receive the function descriptor.
2019-04-15 15:52:22 +02:00
Christoph Oelckers
45f83636e9
- restored the old A_Jump prototype because DECORATE needs this to parse the arguments.
2019-04-15 15:48:34 +02:00
Christoph Oelckers
9456c877d4
- deconstruct A_Jump with multiple labels into A_Jump(chance, RandomPick(label1, label2, label3,...)) to remove this ugly special case from the VM calling convention.
...
This also adds the number of available choices to OP_IJMP.
2019-04-15 15:48:27 +02:00
Christoph Oelckers
7fe33d336c
Avoid using argument count for any kind of decision making in native VM functions.
...
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
# Conflicts:
# src/r_data/r_sections.h
2019-04-15 14:37:28 +02:00
Player701
d72d820bba
- Exported AActor::Grind to ZScript.
2018-11-30 10:18:43 +01:00
Christoph Oelckers
2540c9ee8f
- cleaned up the sound options menu.
...
There were still some leftover definitions from FMod and far too many things were at the top level. Anything non-essential has been moved to the "Advanced Sound Options" submenu and the pointless sound backend switch has been removed entirely.
2018-11-30 10:17:27 +01:00
Player701
bc280f67ac
- Fixed textures on the two switches that rise from the floor in the eastern area of TNT MAP31
2018-11-28 15:37:46 +01:00
Alexander
aa6820737a
fixed spelling (mostly comments)
2018-11-28 15:37:45 +01:00
Alexander
c223a671a6
add monster tags (Friendly Names) for Hexen
2018-11-25 12:25:46 +01:00
Lucy Phipps
3c834c269a
tnt1a0 is not a png
2018-11-25 12:25:45 +01:00
alexey.lysiuk
4020159f91
- made ZRock4 solid like in vanilla Hexen
...
9164cc6e0f/INFO.C (L5731)
c0c1771e37/src/hexen/info.c (L5748)
https://forum.zdoom.org/viewtopic.php?t=62660
2018-11-24 12:47:18 +01:00
Marisa Kirisame
9022c98732
expose defaultbloodcolor to ZScript.
2018-11-24 00:18:24 +01:00
Christoph Oelckers
a9cc7e6fb9
- changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
...
* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:47:21 +01:00
Christoph Oelckers
af3635dfd9
- corrected A_DropFire for real, using the SVE source as reference.
2018-11-16 21:33:16 +01:00
Christoph Oelckers
91b4024bf2
- fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH.
2018-11-16 21:33:14 +01:00
Major Cooke
57efd617fa
Changed A_RaiseActor to just RaiseActor.
2018-11-16 21:17:53 +01:00
Major Cooke
a083eb6421
Added A_RaiseActor(Actor other, int flags = 0)
2018-11-16 21:17:51 +01:00
Major Cooke
24fdaf751c
Added CanResurrect(Actor other, bool passive)
...
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-16 21:17:49 +01:00
Christoph Oelckers
4183615495
- added ZScript export for side_t::SetSpecialColor.
2018-11-16 21:17:45 +01:00
Christoph Oelckers
8368331481
- more options for Doom 64 style gradients on walls:
...
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.
The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
# Conflicts:
# src/hwrenderer/scene/hw_renderstate.h
# src/hwrenderer/scene/hw_walls.cpp
# Conflicts:
# src/gl/scene/gl_walls_draw.cpp
2018-11-16 21:16:15 +01:00
Major Cooke
be2d5ba9ec
Added DMG_NO_ENHANCE for DamageMobj.
...
- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-12 22:04:17 +01:00
drfrag666
c2a3895bfe
Revert "- add dithering to present shader"
...
This reverts commit 60ae0915b9
.
This was extremely slow on intel, the dither matrix was recreated on every frame even when not used.
2018-11-12 11:11:28 +01:00
Major Cooke
b34bc0947e
Added IsPointInMap(Vector3 p).
...
- Checks if a point is inside the map geometry or not.
2018-11-08 16:18:29 +01:00
Christoph Oelckers
eb47c8d4c2
- fixed typo with RNG name.
2018-11-08 00:18:08 +01:00
ZZYZX
7905a0e041
Exported destructible geometry to ZScript
2018-11-07 11:00:08 +01:00
ZZYZX
b581648d6f
Destructible geometry - minor fixes and 3D floor support
2018-11-07 11:00:05 +01:00
Player701
4751181eb6
- Added a function to get the actor's age in ticks.
2018-11-05 01:38:37 +01:00
Player701
905146d87c
- Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
...
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-05 01:38:35 +01:00
Cacodemon345
57e51debec
Extend SKYEXPLODE flag for LineAttack
2018-11-03 21:52:25 +01:00
Christoph Oelckers
6daece72c9
- versioned the return mismatch check to demote it to a warning for older versions than 3.7.
...
# Conflicts:
# wadsrc/static/zscript.txt
2018-11-02 13:31:10 +01:00
ZippeyKeys12
96fafa9c59
Export AllClasses
2018-11-02 13:07:12 +01:00
drfrag666
557380a769
- Added alpha parameter to DrawLine for the GL renderer, it's a fake parameter for the software renderer so mods don't crash.
2018-11-02 13:04:37 +01:00
Major Cooke
7eef13c859
Added VelIntercept.
...
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
- targ: The actor the caller will aim at.
- speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
- aimpitch: If true, aims the pitch in the travelling direction. Default is true.
- oldvel: If true, does not replace the velocity with the specified speed. Default is false.
- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 21:25:56 +01:00
ZZYZX
a40d717006
Fixed sector floor/ceiling actions not triggering in P_XYMovement
2018-11-01 21:08:53 +01:00
ZZYZX
d2f6834da6
Implemented loading/saving of line/sector health and health groups in savegames
2018-11-01 21:08:51 +01:00
ZZYZX
82a2bf3ac5
Single commit - destructible geometry feature
...
# Conflicts:
# src/p_setup.cpp
2018-11-01 21:02:25 +01:00
Christoph Oelckers
7d53d0d8ed
- removed bad 'return' in C_MidPrint definition.
2018-11-01 20:03:26 +01:00
Marrub
0f6f23350d
Add "neutral" gender option and better obit formatting
2018-10-31 11:24:01 +01:00
Rachael Alexanderson
f2f357bed0
- change 'other' gender to 'robotic' for English
2018-10-30 13:05:54 +01:00
Christoph Oelckers
eca23badb8
- added a compatibility fix for Hacx's MAP05.
...
This is by no means perfect and looks different than what was originally intended, but at least this doesn't totally fail to render properly with the OpenGL renderer.
# Conflicts:
# wadsrc/static/zscript/level_compatibility.txt
2018-10-21 20:57:40 +02:00
Rachael Alexanderson
35bf70456a
- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
2018-10-20 21:22:24 +02:00
Magnus Norddahl
ae532d88ee
- fix distance attenuation for PBR materials
2018-10-17 09:36:01 +02:00
Erick Tenorio
c2784e4b6b
- Visually align Doom 2 MAP04 crusher floors
...
Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 20:50:53 +02:00
Erick Tenorio
3b432a99e8
-Fixed many IWAD mapping errors
...
# Conflicts:
# wadsrc/static/zscript/level_compatibility.txt
2018-10-14 12:10:56 +02:00
player701
3e0ed1c907
- Fixed indentation
2018-10-14 10:31:47 +02:00
player701
dcc2006c76
- Exported PickNewWeapon function from PlayerPawn to ZScript.
2018-10-14 10:31:46 +02:00
Erick Tenorio
3bb5608435
Fix missing enemies in HTP-RAW.WAD MAP22
...
Make 100% kills possible on MAP22 of Hell to Pay
2018-10-09 22:00:02 +02:00
Magnus Norddahl
770c676ac9
- add gl_dither for toggling dithered output on and off
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_stereo3d.cpp
# src/hwrenderer/postprocessing/hw_presentshader.h
2018-10-09 21:57:14 +02:00
Rachael Alexanderson
5d7411dd56
- change 'halfstep' in the dither shader to a #define
2018-10-09 13:23:22 +02:00
Rachael Alexanderson
c784411b13
- expand the dither matrix from 4x4 to 8x8
2018-10-09 13:23:21 +02:00
Rachael Alexanderson
d5f71ad3ce
- further math tweaks
2018-10-09 13:23:07 +02:00
Rachael Alexanderson
213b33de16
- fix up a bit of math on the dither shader
2018-10-09 13:22:54 +02:00
Magnus Norddahl
60ae0915b9
- add dithering to present shader
2018-10-09 13:22:31 +02:00
Rachael Alexanderson
787638ff5f
- always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks
...
# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-10-09 11:56:41 +02:00
Erick Tenorio
1b97ba198b
Fixes for Wraith Corporation WADs
2018-10-09 11:53:59 +02:00
Christoph Oelckers
1e48f240e0
- fixed potential null pointer access in Hexen's spike code.
2018-10-07 21:21:07 +02:00
Magnus Norddahl
811bd578cd
- fix artifact in PCF filter when the texture coordinate wraps
2018-10-05 22:25:11 +02:00
Magnus Norddahl
33180fd4e8
- remove shadow acne from PCF shadowmap filter and add three quality levels
2018-10-05 10:20:02 +02:00
Vitaly Novichkov
72affb2c2e
Upgrade libADLMIDI and libOPNMIDI
...
Added full-panning stereo, improvement of channel management, and many other things.
Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.
ADLMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Fixed correctness of CMF files playing
* Fixed unnecessary overuse of chip channels by blank notes
* Added API to disable specific MIDI tracks or play one of MIDI tracks solo
* Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
* Added working implementation of TMB's velocity offset
* Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54 ) for a work!)
* Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip
OPNMIDI 1.4.0 2018-10-01
* Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added support for GS way of custom drum channels (through SysEx events)
* Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
* Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
* Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
* Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
* Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
* Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
* Added support for full-panning stereo option
ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.
# Conflicts:
# src/sound/mididevices/music_adlmidi_mididevice.cpp
# src/sound/mididevices/music_opnmidi_mididevice.cpp
# wadsrc/static/menudef.txt
2018-10-04 20:25:02 +02:00
Marisa Kirisame
5877c0248d
Exports various resurrection-related functions to ZScript.
2018-10-04 19:30:39 +02:00
Magnus Norddahl
8997d5effb
- fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu
2018-10-04 19:27:20 +02:00
Magnus Norddahl
7124ba8216
- add some comments to shadowmap.fp
2018-10-04 19:24:22 +02:00
Magnus Norddahl
9ad56a9f66
- fix diagonal linear shadow map artifact
2018-10-04 19:24:12 +02:00
Christoph Oelckers
24d09fe56a
- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
...
# Conflicts:
# src/gl/system/gl_cvars.h
# src/gl/system/gl_menu.cpp
2018-10-04 19:19:56 +02:00
Christoph Oelckers
62c11cd1a5
- add new option to menu
2018-10-04 19:09:48 +02:00
drfrag666
58b7967eea
- enabled the linear shadowmap filter.
...
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
(refactored patch by Graf)
2018-10-04 19:08:49 +02:00
Rachael Alexanderson
f06501da22
- implement normalNx scaling
...
# Conflicts:
# wadsrc/static/menudef.txt
2018-09-29 21:26:54 +02:00
Magnus Norddahl
f9f81cdb32
- clamp the software light to never get brighter than the initial light level
2018-09-23 21:00:51 +02:00
Marisa Kirisame
9028bbd473
Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
2018-09-17 01:18:51 +02:00
Major Cooke
78d4a87cd1
Added DMG_EXPLOSION flag.
...
- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 20:41:17 +02:00
ZippeyKeys12
c0cb8659b7
Make StatusScreen::End virtual
...
https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 20:33:14 +02:00
ZippeyKeys12
b26aad2741
Add NewGame to EventHandler
...
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 20:33:13 +02:00
Christoph Oelckers
f557fa4296
- fixed incorrect trigger types in compatibility setter.
...
These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-04 01:30:14 +02:00
drfrag666
a2674eb4cf
- Added fake DrawThickLine action function so mods using it don't crash. DrawLine will be called instead.
2018-09-02 00:29:11 +02:00
Rachael Alexanderson
a1b6d6a280
- update french language translation from Tapwave
2018-09-01 11:13:53 +02:00
Rachael Alexanderson
94696c1c70
- add menu sliders for vr_ipd
and vr_screendist
2018-08-30 11:02:09 +02:00
Christoph Oelckers
80da2e74c5
- removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now.
2018-08-26 13:51:30 +02:00
Christoph Oelckers
23f2d9aaa0
- renamed RIndexOf to RightIndexOf
2018-08-26 13:51:28 +02:00
Kevin Caccamo
b57d2f11f3
Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
...
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.
Deprecate the LastIndexOf method of StringStruct
2018-08-26 13:51:27 +02:00
argv-minus-one
66933d6b91
Add ZScript method LevelLocals.SphericalCoords
.
...
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-22 12:14:19 +02:00
Magnus Norddahl
9c74c9629a
- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
...
# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/hwrenderer/textures/hw_material.cpp
# src/r_data/gldefs.cpp
# wadsrc/static/shaders/glsl/main.fp
2018-08-20 01:22:34 +02:00
Marisa Kirisame
ab56666219
Add "IsFinal" parameter for CheckReplacement.
...
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-18 00:52:34 +02:00
Marisa Kirisame
5095ee28f1
Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
...
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-18 00:52:32 +02:00
argv-minus-one
98db61dc74
Make various getter and pure-math Actor methods clearscope.
...
These methods do not examine or change playsim state. They only perform math or look at class metadata.
Methods changed are:
• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
2018-08-14 23:48:42 +02:00
drfrag666
285791622d
Revert "- update xBRZ upscaler to version 1.6"
...
This reverts commit 6dd17b4ef0
.
This broke compilation with TDM-GCC 5.1. While it has problems i still use it for convenience, also no more win98.
2018-08-12 11:36:58 +02:00
drfrag666
edb34184ff
- Removed 5x and 6x xBRZ modes from the menu since they require a lot of video memory. They crash on my 1 GB amd card at least with MinGW-w64.
2018-08-12 11:21:25 +02:00
alexey.lysiuk
16126a569b
- added a warning for texture upscaling modes
2018-08-10 21:16:10 +02:00
alexey.lysiuk
aa4cb300da
- added 5x and 6x upscaling with xBRZ
2018-08-10 21:16:09 +02:00
alexey.lysiuk
41865d44e1
- localized names for xBRZ scaling modes
2018-08-10 21:16:08 +02:00
Christoph Oelckers
01109897b0
- replaced gl_PatchMenu with an MMX 'ifoption' check.
...
# Conflicts:
# src/gl/system/gl_framebuffer.cpp
2018-08-10 20:47:06 +02:00
Christoph Oelckers
403a99915f
Revert "Add RenderStyle API"
...
This reverts commit 8c7d3b6ab8
.
With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:46:33 +02:00
Marisa Kirisame
1689203e35
Additional blocking-related flags for Actor.LineTrace()
2018-08-05 19:48:58 +02:00
Zombie
de0a4f8664
Add RenderStyle API
2018-08-05 19:41:55 +02:00
drfrag666
ad4cf1a41b
- Update ZScript version.
2018-07-30 02:03:53 +02:00
Christoph Oelckers
f48b2d8b71
- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
...
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
2018-07-29 19:30:28 +02:00
Christoph Oelckers
e09ed1026c
- fixed: The BossCube must account for its target being gone.
2018-07-27 10:03:13 +02:00
Rachael Alexanderson
9b26fba11b
- implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
...
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-22 12:46:57 +02:00
Christoph Oelckers
8420459aa0
- added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
...
- fixed the optional parameter in Shape2D.Clear.
(cherry picked from commit 7a692b1557
)
# Conflicts:
# src/v_2ddrawer.cpp
# src/v_video.h
# wadsrc/static/zscript/base.txt
2018-07-16 01:44:04 +02:00
drfrag666
1f5da940ca
- Added dummy 2D shape drawer so scripts using it won't make the engine crash.
2018-07-15 11:22:26 +02:00
Erick Tenorio
0b4d8d7a8e
TNT.WAD fixes
...
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.
(cherry picked from commit dfe635dd4a
)
2018-07-13 01:12:24 +02:00
argv-minus-one
0d9685f25c
Move RandomSpawner's random selection logic into a virtual method.
...
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).
(cherry picked from commit ce1aa7e962
)
2018-07-09 20:51:06 +02:00
argv-minus-one
ab64eb0473
Move RandomSpawner's recursion check into PostBeginPlay.
...
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.
(cherry picked from commit 6239796b92
)
2018-07-09 20:51:04 +02:00
drfrag666
5a5d2593a5
- Replaced medikit with mugshot in HUD.
2018-07-08 00:51:59 +02:00
Erick Tenorio
9c062d7f0f
Removed useless SetLineActivation
...
SPAC_Use removed as the line in fth666.wad MAP12 is not facing front.
(cherry picked from commit 245801ca17
)
2018-06-28 10:45:11 +02:00
Erick Tenorio
49c2b0810f
Various map fixes
...
Map fixes for the following maps:
MAP33: Betray (Doom II: BFG Edition)
Icarus: https://www.doomworld.com/idgames/themes/TeamTNT/icarus/icarus
Flashback to Hell: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fth666
Hell to Pay (HTP-RAW.WAD)
(cherry picked from commit 43919ead40
)
2018-06-28 10:45:10 +02:00
Alexander
b64057b738
add tags for Doom and Heretic monsters
...
Why? So mods that reveal enemy names don't show internal monster class names.
Tags are based on language.enu lump:
- Tags for Doom/Doom 2 monsters are referring directly to CC_* strings.
- Tags for Heretic monsters are based on obituaries.
- All tags match corresponding obituaries.
(cherry picked from commit 97aba0c416
)
2018-06-28 10:45:09 +02:00
Vitaly Novichkov
4807ac9e6b
Upgrade libADLMIDI and libOPNMIDI
...
Added ability to switch emulator and it's accuracy level ("enabling of 'run at PCM rate' reduces accuracy, and also reduces CPU usage")
Added draft code for future external banks support (WOPL format for ADLMIDI and WOPN format for OPNMIDI)
ADLMIDI 1.3.3 2018-06-19
* Fixed an inability to load another custom bank without of library re-initialization
* Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Fixed incorrect 4-op counter which is still catch 4-op instruments on 2-op banks
* Fixed an incorrect processing of auto-flags
* Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
* Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
* Updated DosBox OPL3 emulator up to r4111 of official DosBox trunk (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* The automatical choosing of 4 operator channels count has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
ADLMIDI 1.3.2 2018-04-24
* Added ability to disable MUS and XMI converters
* Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
* Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
* Added support for real-time switching the emulator
* Added support for CC-120 - "All sound off" on the MIDI channel
* Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
* Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
OPNMIDI 1.3.0 2018-06-19
* Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
* Fixed an incorrect processing of auto-flags
* MAME YM2612 now results a more accurate sound as internal using of native sample rate makes more correct sound generation
* Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
* Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
OPNMIDI 1.2.0 2018-04-24
* Added ability to disable MUS and XMI converters
* Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
* Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
* Added support for real-time switching the emulator
* Added support for MAME YM2612 Emulator
* Added support for CC-120 - "All sound off" on the MIDI channel
* Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
* Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
* Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima ) for a work!)
(cherry picked from commit ceec12056a
)
2018-06-22 19:50:32 +02:00
drfrag666
b927ac6783
- Modern controls again.
2018-06-22 19:20:34 +02:00
drfrag666
82fda3a589
- Added new skill level for Doom and Heretic. Yes this is heresy!
2018-06-22 19:10:15 +02:00
drfrag666
11ebbc689d
- Changed game name to LZDoom.
2018-06-20 14:26:09 +02:00
Magnus Norddahl
fe940d09a6
- enable model rendering in the software renderer
...
(cherry picked from commit 85f5f897d7
)
# Conflicts:
# src/polyrenderer/scene/poly_playersprite.cpp
# wadsrc/static/menudef.txt
2018-06-16 19:20:17 +02:00
Rachael Alexanderson
196748236a
- fixed: 'empty function OnGiveSecret' - this was my fault, giving bad advice to Marisa in her PR. I fixed it.
...
(cherry picked from commit 512082b222
)
2018-06-05 20:10:13 +02:00
Marisa Kirisame
70c5886987
Adds "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding.
...
(cherry picked from commit 477cf23fd2
)
2018-06-05 20:10:12 +02:00
Christoph Oelckers
f6f25354d7
- fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
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This is necessary to be in line with P_LineAttack which does check for those.
(cherry picked from commit a851a5d151
)
2018-06-03 20:00:20 +02:00
drfrag666
60ac0bdf78
- Removed vr_enable_quadbuffered option from the menu on non Windows platforms.
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This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-25 20:54:13 +02:00
drfrag666
1b7312c0d0
Revert "- check light direction in the shader."
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This reverts commit e9f7383279
.
It was not needed in the old version.
2018-05-25 20:38:26 +02:00
Christoph Oelckers
b3da533033
- fixed precision issue with dot product.
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Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product
(cherry picked from commit cce6c9a085
)
2018-05-24 20:45:17 +02:00
Christoph Oelckers
3703132794
- fixed shader compilation.
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(cherry picked from commit 1266339c0f
)
2018-05-23 10:22:12 +02:00
Christoph Oelckers
e9f7383279
- check light direction in the shader.
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There are situations where lights on the wrong side of a linedef may be passed and those need to be skipped in the shader code.
(cherry picked from commit 3dc6ddbcc3
)
2018-05-23 10:22:11 +02:00
Jonathan Russell
c8a47653bf
- added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
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(cherry picked from commit e9050a38b3
)
2018-05-17 11:57:03 +02:00
drfrag666
a79b9705cf
- Added menu options for sprite and line distance cull.
2018-05-12 13:43:27 +02:00
Christoph Oelckers
9c349da532
- added compatibility fix for bad sector reference in Plutonia MAP11.
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(cherry picked from commit 72c7a05ba8
)
2018-05-10 21:18:22 +02:00
alexey.lysiuk
56b0e9627c
Fixed walkthrough blocker in Sin City 2 via compatibility entry
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It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b
broke triggering of important linedef that pushes friendly marine to exit switch
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
(cherry picked from commit 6d308ca67e
)
2018-05-10 13:56:45 +02:00
alexey.lysiuk
c9e9504394
Enabled playing of *gasp sound by default
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https://forum.zdoom.org/viewtopic.php?t=60361
(cherry picked from commit c8eefd84fa
)
2018-05-10 13:52:52 +02:00
ZZYZX
2c9193453a
Added missing commented enum entry for ETraceFlags on ZScript side
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(cherry picked from commit da089b09b1
)
2018-05-10 13:47:29 +02:00
alexey.lysiuk
6ac1619f57
Made 100% kills possible on Altar of Evil, easy skill
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https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/altar666
(cherry picked from commit ee9fa7c33e
)
2018-05-10 11:07:12 +02:00
drfrag666
912376f81f
- Fixed stuck shotgun guy in Doom2's MAP02 and Quartz Flask outside of map in Heretic's E3M6.
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- Changed missing textures for Doom2's MAP18 lines 451 and 459 to DOORSTOP.
2018-05-09 13:00:54 +02:00
alexey.lysiuk
dac92c11cd
Made 100% kills possible and unstuck imp on Valhalla map
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https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
(cherry picked from commit df634539a0
)
2018-05-09 12:31:38 +02:00
alexey.lysiuk
63514823e1
Added ability to set thing position in compatibility layer
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(cherry picked from commit 87d164ee59
)
2018-05-09 12:31:37 +02:00
alexey.lysiuk
f250bffbb4
Fixed missing textures on Valhalla with hardware renderer
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It works fine with software renderer regardless of this compatibility entry because of texture bleeding
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
-iwad doom2 -file ma_val.pk3 -nomonsters +map map01 "+warp -450 -2300"
(cherry picked from commit bb037635a8
)
2018-05-09 12:00:44 +02:00
Christoph Oelckers
bfe87b75ad
- the global portal data table also needs to be protected.
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(cherry picked from commit 8b4c74fad8
)
2018-05-09 11:45:21 +02:00
Christoph Oelckers
148353ab25
-protected critical portal data from getting written to by user code.
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This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
(cherry picked from commit cf8447d19c
)
2018-05-09 11:45:20 +02:00
alexey.lysiuk
047ec41df9
Added activation type to WorldLine(Pre)Activated events
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https://forum.zdoom.org/viewtopic.php?t=60232
(cherry picked from commit ba4cc1a6ca
)
2018-05-09 10:34:12 +02:00
Christoph Oelckers
0b6140b45c
- added a compatibility handler for Kama Sutra MAP01's ending area.
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(cherry picked from commit 13567f2505
)
2018-05-09 10:24:26 +02:00
Christoph Oelckers
6c67470e4e
- fixed last change of compatibility branch.
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(cherry picked from commit ac98e5a4f8
)
2018-05-09 10:24:25 +02:00
Christoph Oelckers
387827555f
- added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild.
2018-04-11 23:08:59 +02:00
Christoph Oelckers
3988e27059
- scriptified the last remaining definition (BTSX MAP12 beta)
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- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00
alexey.lysiuk
6631f208b1
Scriptified remaining compatibility entries
2018-04-11 17:01:57 +03:00
alexey.lysiuk
6480946d40
Scriptified more compatibility entries
2018-04-11 15:57:27 +03:00
alexey.lysiuk
5f5adbe161
Scriptified compatibility of Strife level along with needed functions
2018-04-11 13:02:26 +03:00
alexey.lysiuk
950443683b
Scriptified compatibility of more Heretic levels
2018-04-11 12:35:45 +03:00
alexey.lysiuk
69222c3c36
Fixed missing texture with hardware renderer on Jenesis MAP16
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https://forum.drdteam.org/viewtopic.php?t=7337
2018-04-11 11:54:27 +03:00
alexey.lysiuk
05dcd30838
Made 100% secrets possible on The Realm of Parthoris E1M5
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https://forum.zdoom.org/viewtopic.php?t=60181#p1049393
2018-04-11 11:52:07 +03:00
Christoph Oelckers
0ecbf07769
-ported a large part of compatibility.txt
2018-04-10 23:19:22 +02:00
Christoph Oelckers
65a219eecc
- sorted compatibility.txt so that levels which only have flags set are at the top of the file.
2018-04-10 20:02:41 +02:00
Christoph Oelckers
9daad477c3
- some improvements to compatibility scripts:
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* use names, not strings, to allow use of switch/case.
* avoid creating the checksum a second time per level.
* do an early-out check for maps that do not have scripted compatibility.
2018-04-09 22:09:28 +02:00
alexey.lysiuk
640948703f
Level compatibility via ZScript -- PoC
2018-04-09 17:54:12 +03:00
drfrag666
80f57dfaf0
- Increased size of the savegame comment area.
2018-04-08 21:56:35 +02:00
Marisa Kirisame
08f3afab0b
Separated P_ActivateLine ZScript export into two functions, one with and one without a vector parameter.
2018-04-08 21:53:20 +02:00
Marisa Kirisame
5d0ff4c8ba
Exports P_ActivateLine to ZScript (along with constants for activation type)
2018-04-08 21:53:20 +02:00
alexey.lysiuk
d3cacbf246
Fixed potential crash on usage of Mystic Ambit Incant
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https://forum.zdoom.org/viewtopic.php?t=60080
2018-04-03 12:41:51 +03:00
Christoph Oelckers
23146c9b18
- made all elements of DehInfo and State read-only.
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This data must be immutable, if any mod plays loose here, very bad things can happen, so this hole got plugged, even at the expense risking to break some badly behaving mods.
2018-04-01 08:41:06 +02:00
Simon
4afc538f88
Localize the word “for” in Strife’s trading dialogs
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This deals with what seems to be the only hardcoded piece of text in Strife. Also added a translation to the French file and removed a few superfluous line breaks in the English one.
2018-03-31 18:57:00 +02:00
ZippeyKeys12
0441994106
Default newradius in A_SetSize
2018-03-30 18:06:46 -05:00
alexey.lysiuk
84e9017a5f
Fixed infinite loop with zero height fast projectile
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https://forum.zdoom.org/viewtopic.php?t=60019
2018-03-30 12:49:35 +03:00
alexey.lysiuk
a6738fd139
Fixed infinite loop with None class in random spawner
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actor NoneSpawner : RandomSpawner
{
DropItem "None"
}
https://forum.zdoom.org/viewtopic.php?t=60027
2018-03-30 10:44:42 +03:00
Magnus Norddahl
4ffa344f7d
- Fix black pixels when subtractive lights are in range for PBR materials
2018-03-26 00:01:52 +02:00
Christoph Oelckers
98c7118a3a
- fixed: A sidedef's sector and linedef references were writable.
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This cannot be allowed under any circumstances because this is what links the map geometry together.
Yes, it will break any mod that tries to play with these variables, but any such mod has to be considered broken by design and must be stopped.
2018-03-25 22:39:10 +02:00
Vitaly Novichkov
27b9b67d68
ADL&OPN: More setup: Chips count and Volume model!
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Notes:
* ADL: The DMX volume model was set as default to unify volumes on all bank. Otherwise, if you will use 'Generic' or 'Win9x', the sound will became too loud than wanted. Each bank has own default volume model which is used when 'Auto' is set.
* ADL: 6 chips is optimal to work with default banks
* OPN: 8 chips are set to provide 48 polyphony channels. (each OPN2 chip has 6 channels only)
* Text files: junk spaces from end of lines are was auto-removed.
2018-03-25 08:14:35 +02:00
Christoph Oelckers
4e012e3765
- fill in the ADL bank menu from the internal table. Some of the names had to be shortened to prevent it from getting too confusing.
2018-03-24 21:19:10 +01:00
Christoph Oelckers
4e8588815b
- split up the advanced sound menu because it became a bit too confusing with all the different MIDI players' options lumped together.
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There is now a separate MIDI player options menu which is a list of submenus, one for each player (except for OPNMIDI which does not have any options yet.
2018-03-24 20:29:48 +01:00
Christoph Oelckers
49ab99a383
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-03-24 19:40:52 +01:00
Christoph Oelckers
4978d979e8
- fixed Windows version of snd_mididevice.
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- removed mus2mis and xmi2mid converters from OPNMidi, because they are not needed.
- moved the data file for OPNMidi into gzdoom.pk3.
2018-03-24 18:29:12 +01:00
Marisa Kirisame
0656916bf2
Add WorldLinePreActivated to override line activation, as a counterpart to WorldLineActivated.
2018-03-24 16:30:49 +01:00
Marisa Kirisame
3072c9bf7c
Add PostUiTick(). Happens after all other tickers. Useful for handling changes in the play side within the same tic.
2018-03-24 10:24:13 +01:00
Marisa Kirisame
69c6e95b08
Add worldlineactivated event, triggered after successful line activation.
2018-03-24 10:23:31 +01:00
Marisa Kirisame
634a10db52
Adds "DI_MIRROR" flag to statusbar image drawing. Useful for rearview mirror camera textures, for example.
2018-03-24 00:29:50 +01:00
Christoph Oelckers
d586d774cf
- adjusted GL renderer to the new rules for alpha textures. This means that the translation fallback is only needed for the legacy renderer now. Modern GL can use the regular texture and will apply a grayscale mapping instead of merely using the red channel.
2018-03-22 20:42:17 +01:00
alexey.lysiuk
75782e6b34
Exported Inventory.AltHUDIcon field to ZScript
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https://forum.zdoom.org/viewtopic.php?t=59842
2018-03-18 11:02:21 +02:00
alexey.lysiuk
b4d3715345
Fixed status bar chain wiggling when paused
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Made ZScript implementation of chain wiggling in Heretic status bar as close as possible to C++ SBARINFO one
https://forum.zdoom.org/viewtopic.php?t=59840
2018-03-17 12:29:55 +02:00
Magnus Norddahl
9b7bef59d2
- fixed Intel rendering glitch with uDynLightColor
2018-03-12 21:44:55 +01:00
Rachael Alexanderson
9600cfde3c
- put unexplored secret color picker in the menu
2018-03-10 10:55:24 -05:00
alexey.lysiuk
e51a1867df
Added default values for BaseStatusBar.AttachMessage() arguments
2018-03-07 16:00:08 +02:00
alexey.lysiuk
4f1f989049
Exposed HUDMSGLayer_... constants to ZScript
2018-03-07 15:58:43 +02:00
Marisa Kirisame
c9613b2fd1
Make sidedef vertex and secplane height functions callable from ui
2018-03-03 17:10:32 +01:00
Marisa Kirisame
069c5aa90a
Fix accidentally removed SectorPlane assignment. Added missing HitVector support.
2018-03-03 09:30:06 +01:00
Christoph Oelckers
5d223bb8c3
- removed clearscope from DSectorEffect.GetSector.
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Just because this is a getter does not mean that the data may even exist on the client side!
2018-03-03 09:28:25 +01:00
Marisa Kirisame
4cc8ba3399
Export GetSector() again, removed lightingdata assignment.
2018-03-03 09:26:11 +01:00
Marisa Kirisame
053d9f4a44
Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
2018-03-03 09:26:11 +01:00
Christoph Oelckers
b327aa737a
Merge remote-tracking branch 'remotes/origin/materials'
2018-03-03 08:54:04 +01:00
Christoph Oelckers
4c0f68bcd4
Merge branch 'master' into timidity++
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# Conflicts:
# src/sound/musicformats/music_midistream.cpp
2018-03-02 00:08:12 +01:00
Christoph Oelckers
bb16e34bf4
- exposed the HUD message interface to ZScript.
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Note that this is just the bare abstract interface. It is up to content makers to define usable HUD message classes and optionally contribute them to the engine.
2018-03-01 11:45:19 +01:00
Magnus Norddahl
6652df40c1
Merge remote-tracking branch 'gzdoom/master' into materials
2018-02-28 22:12:12 +01:00
Christoph Oelckers
6e8dbb590d
- fixed: PowerMorph.EndEffect should not tinker around with morph duration.
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There was a clear attempt here to let the item keep control of the remaining morph time, but since the item would have gotten destroyed right afterward it just shot itself in the foot badly by doing so.
Just leaving the remaining work to the main unmorphing check in the PlayerThink code by doing nothing will avoid the bad situation where a player gets stuck in its morphed form.
2018-02-28 20:15:44 +01:00
Christoph Oelckers
3a3cd87ce0
- perform the stepping adjustment for FastProjectiles in 3D.
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Not checking the z-Axis means that they might pass through 3D floors without noticing at steep angles and very high speeds.
2018-02-28 18:26:25 +01:00
Major Cooke
7ac8b496f1
Added Distance(2/3)DSquared functions.
2018-02-28 09:28:11 +01:00
Christoph Oelckers
883a6ffe3a
- added an inventory check to A_KeenDie so that it still works if a patch repurposes a pickup item that may end up in the player's inventory.
2018-02-27 10:40:43 +01:00
Christoph Oelckers
9a8e724761
- added a compatibility setting for Perdition's Gate MAP31 which was having render issues with an unsupported vanilla effect.
2018-02-27 09:53:15 +01:00
Christoph Oelckers
36e8358763
- use submenus for soundfont selection both for better overview and avoiding a music restart for each selection change.
2018-02-26 08:52:40 +01:00
alexey.lysiuk
fb1f8a6045
Restored ACS_NamedExecuteWithResult for DECORATE
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https://forum.zdoom.org/viewtopic.php?t=59250
2018-02-24 22:03:23 +02:00
alexey.lysiuk
1679065a5d
Exposed Actor.ACS_ScriptCall() function
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This method can be used with arbitrary actor object like thing.ACS_ScriptCall("script")
CallACS() and ACS_NamedExecuteWithResult() intrinsics work only within self actor context
2018-02-24 16:23:55 +02:00
Christoph Oelckers
39f26028aa
- reworked the advanced sound menu to take advantage of the new soundfont handling.
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The text input field for the configs have been removed. Instead it will now present a list of soundfonts that are found in specific locations.
For that it will look in the 'soundfont' directories of the FileSearch.Directories entry of the config.
Acceptable file formats here are SF2 and zipped GUS patch sets. These zipped patch sets need to have a timidity.cfg at the root and refer to all containing data by relative path. References to outside files are not allowed here.
It is still possible to refer to sound fonts elsewhere on the hard drive by manually entering a path at the console - but these won't show in the menu and will get lost if one cycles through the list of available options.
Of the available softsynths, FluidSynth will only list SF", Wildmidi will only list GUS patch sets and Timidity++ and GUS will list both.
Please note that although the GUS synth can read SF2, the output appears to be broken die to some old bug.
2018-02-23 19:23:39 +01:00
Christoph Oelckers
88f9f0982c
- fixed Timidity++ playback.
2018-02-23 18:33:54 +01:00
alexey.lysiuk
12eb760ff4
Do not abort if Korax target destroyed before attack begins
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https://forum.zdoom.org/viewtopic.php?t=59551
2018-02-22 16:52:45 +02:00
alexey.lysiuk
1bcbdf9fd1
Added CHAN_LOOP to ZScript ESoundFlags enum
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https://forum.zdoom.org/viewtopic.php?t=59417
2018-02-20 10:51:12 +02:00
Magnus Norddahl
07fa310f23
- move material light modes to their own subshader lumps
2018-02-20 00:13:05 +01:00
Magnus Norddahl
eb39e88682
- clean up the main.fp light handling code so that a single ApplyDynLights function applies all dynamic light
2018-02-19 02:01:33 +01:00
Magnus Norddahl
94fbcacf22
Merge branch 'gzdoom' into materials
2018-02-10 00:08:17 +01:00
Magnus Norddahl
3207d8aef7
- generate uniform declarations from c++
2018-02-09 23:29:31 +01:00
alexey.lysiuk
18ad975c7a
Added compatibility entry for Ultimate Simplicity MAP11
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This eliminates potential blocker in level progression
2018-02-04 17:42:39 +02:00
Rachael Alexanderson
32287511e2
- change type 9854 to SpotLightFlickerRandomAttitive since its old definition was just a duplicate of another one.
2018-02-04 04:11:02 -05:00
Magnus Norddahl
769867475c
- Replaced max(dot(a,b), 0.0) with clamp as some rounding errors caused pow to receive negative values when then value was subtracted from 1.0 (undefined glsl behavior)
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- Fixed that surface angle attenuation was getting applied twice
2018-02-03 23:56:55 +01:00
alexey.lysiuk
af7648a151
Made PlayerRespawn skill definition consistent
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Now it works the same as AllowRespawn map definition in MAPINFO
2018-02-03 16:26:49 +02:00
Magnus Norddahl
7b9a334f77
- Change PBR materials to use quadratic light falloff
2018-02-03 13:17:09 +01:00
alexey.lysiuk
0f62cd67a5
Added compatibility entry for Ultimate Simplicity MAP04
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Now it's possible to get 100% kills on lower skill levels
2018-02-03 13:24:54 +02:00
Christoph Oelckers
8e90386567
- made Weapon.CheckAmmo and Weapon.DepleteAmmo virtual on the script side.
2018-01-30 22:04:31 +01:00
alexey.lysiuk
d9323b9740
Marked internal menu commands as safe
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This fixes soundfont/patchset/config selection menus in advanced sound options
2018-01-30 16:02:30 +02:00
Magnus Norddahl
747ef8324e
- Improve sector light slightly for PBR
2018-01-29 19:09:24 +01:00
alexey.lysiuk
11ec3b1de0
Added compatibility option for Demonfear MAP22
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Bridge beyond red skull door was raising too high
2018-01-28 14:34:31 +02:00
Christoph Oelckers
410749cf67
- compatibility node rebuild for Doom2's MAP25
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https://forum.zdoom.org/viewtopic.php?f=15&t=59256
2018-01-28 08:44:40 +01:00
Christoph Oelckers
f346709937
- new rocket smoke sprites by Talon1024.
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The old ones which are from Heretic have been removed as a consequence.
2018-01-28 08:37:56 +01:00
Christoph Oelckers
7ceb70bcc1
- renamed 'Tracer' class to 'LineTracer', because 'Tracer' is a too common name that had been used by some mods.
2018-01-27 09:32:26 +01:00
Magnus Norddahl
6deb51f23c
- disable the tonemapping to let it bloom instead
2018-01-27 00:42:17 +01:00
Magnus Norddahl
a6da1d356a
- add PBR materials to main.fp
2018-01-27 00:22:15 +01:00
Marisa Kirisame
92547028f3
Exports sky textures to ZScript (readonly, needs setter function due to the setup required) and speeds, along with a ChangeSky function for setting the textures.
2018-01-26 21:00:44 +01:00
alexey.lysiuk
577c6b033e
Changed quad stereo mode restart notification
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Restart requirement for quad stereo mode should be output to console because CVAR can be toggled directly from it
Long option names break menu layout on some aspect ratios like 16:10
2018-01-26 10:10:51 +02:00
alexey.lysiuk
7206bfcfbc
Made software fuzz shader compatible with supported OpenGL versions
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Use array constructors because initializer list is a core feature since OpenGL 4.2
2018-01-26 09:53:31 +02:00
Magnus Norddahl
7a59bcde4c
- move glossiness and specular level to GLDEFS
2018-01-25 19:53:55 +01:00
Magnus Norddahl
0855418475
Merge branch 'gzdoom' into materials
...
# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/gl/shaders/gl_shader.h
2018-01-25 19:21:19 +01:00
Magnus Norddahl
4c0dce875f
Merge branch 'fuzz_software' into gzdoom
2018-01-25 19:00:14 +01:00
Magnus Norddahl
1875902414
- Do not flip the normal based on face direction
2018-01-23 23:59:58 +01:00
Magnus Norddahl
81c6808d2a
- Add specular and normal map handling to main.fp
2018-01-23 23:10:28 +01:00
Magnus Norddahl
e045fb57c9
- Declare new textures for specular and pbr modes
2018-01-23 20:51:48 +01:00
Christoph Oelckers
884db96cbb
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-01-21 10:54:34 +01:00
ZZYZX
ee1a8f71bb
Disable TRACE_PCross and TRACE_Impact on ZScript side
2018-01-21 10:54:23 +01:00
ZZYZX
74b937620e
Added texture detection for walls and 3D floors; renamed some fields to more intuitive names
2018-01-21 10:54:23 +01:00
ZZYZX
a7ff62316d
Exported Trace() interface to ZScript
2018-01-21 10:54:23 +01:00
Marisa Kirisame
69e8c9ec6e
A more "general purpose" line trace function. Far from a complete ZScript interface with Trace(), though.
2018-01-21 10:54:02 +01:00
Christoph Oelckers
9b40097e48
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-01-20 22:41:41 +01:00
Jonathan Russell
708d24aba7
- added Screen.getViewWindow function
2018-01-20 21:56:34 +01:00
Christoph Oelckers
dbf0a68b02
Merge commit '67e3106254e987f5acb9534e725d4f5c3eaa82b2'
...
# Conflicts:
# src/doomdata.h
# src/namedef.h
# src/p_udmf.cpp
2018-01-20 19:07:54 +01:00
Rachael Alexanderson
6df936e0a0
- remove A_IsPlayingSound
2018-01-20 19:01:47 +01:00
Marisa Kirisame
a01ca4c3a1
Exported S_IsActorPlayingSomething and S_GetMSLength to ZScript.
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Added missing vm.h include, moved A_IsPlayingSound to p_actionfunctions.cpp.
- make A_IsPlayingSound ui only
2018-01-20 19:01:47 +01:00
Major Cooke
d5d393aaf2
- Added GetRadiusDamage. Returns the raw calculated explosion damage falloff by distance only.
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- Split off both explosion damage calculations into P_Get(Old)RadiusDamage functions for ease of maintenance.
2018-01-20 18:45:01 +02:00
Christoph Oelckers
2d8e394529
Merge branch 'master' into reverbedit
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# Conflicts:
# wadsrc/static/zscript/menu/optionmenuitems.txt
2018-01-20 11:44:42 +01:00
Christoph Oelckers
94720f8a96
- replaced DBIGFONT and SBIGFONT in gzdoom.pk3 with the one from Ultimate Simplicity, which comes with permission to reuse.
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The original copyrighted fonts have been moved to the 'extra' PK3.
2018-01-20 11:33:06 +01:00
Christoph Oelckers
19cf887ad1
- fixed: Dynamic arrays for object pointers need different treatment than arrays for regular pointers, because they require GC::WriteBarrier to be called.
2018-01-19 19:49:42 +01:00
alexey.lysiuk
f629678320
Fixed const correctness for secplane structure
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https://forum.zdoom.org/viewtopic.php?t=59151
2018-01-18 15:34:56 +02:00
alexey.lysiuk
23c50540f6
Added missing fields to StrifeDialogueNode ZScript definition
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https://forum.zdoom.org/viewtopic.php?t=59091
2018-01-13 13:13:38 +02:00
alexey.lysiuk
d9ddd50c98
Disabled interpolation point "thinking"
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https://forum.zdoom.org/viewtopic.php?t=59087
2018-01-12 18:27:19 +02:00
Christoph Oelckers
be82f3ef56
- TapwaveZodiac's submission for:
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* Improved French translation, also covers previously missing strings.
* Adds a string for Borderless Windowed.
* Adds option to enable or disable borderless windowed for Windows only.
These commits had to be manually recreated because somehow the files appaarently ended up with CRLF in the repo which can cause problems with Windows Git and line ending normalization on.
2018-01-09 20:30:33 +01:00
Rachael Alexanderson
36b6253c3d
Merge branch 'FriendlySeeBlocks' into zmd5
2018-01-09 13:55:09 -05:00
Rachael Alexanderson
7416f42b47
- add 'FriendlySeeBlocks' actor property that allows a modder to expand the maximum radius that a friendly monster can see enemies.
2018-01-09 12:34:12 -05:00
Blue Shadow
f68d90accb
Fixed a case of infinite loop in A_BrainDie
2018-01-08 11:50:01 -05:00
Jameson Ernst
e8a7f00b9b
Adjust FNF enum to fix FILLZEROS
2018-01-07 23:44:03 +01:00
Magnus Norddahl
a23e5f49f6
- Add "fuzz software" to GL that renders fuzz like the scaled fuzz mode in the software renderer
2018-01-07 02:29:55 +01:00
Rachael Alexanderson
9fd78e90ad
- export 'GetChecksum' as part of FLevelLocals in ZScript
2018-01-06 19:59:49 -05:00
alexey.lysiuk
16333320d0
Fixed transfer of count secret flag from random spawner
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https://forum.zdoom.org/viewtopic.php?t=59013
2018-01-06 17:48:49 +02:00
Jonathan Russell
acf83c2a74
- fixing the last commit...
2018-01-04 23:13:14 +00:00
Jonathan Russell
254501d3e8
- fixing last commit, which didn't seem to work correctly
2018-01-04 23:09:48 +00:00
Jonathan Russell
7f7c720883
- added UDMF properties for spotlights (args have all been used up for dynlights)
2018-01-04 22:41:57 +00:00
Magnus Norddahl
5f36b86013
- Add dynamic spot lights
2018-01-04 17:58:11 +01:00
alexey.lysiuk
549a9d3cf0
Extended Actor.CheckMove() with optional position information
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https://forum.zdoom.org/viewtopic.php?t=58964
2018-01-03 10:48:10 +02:00
Major Cooke
c3c1e76e8a
Added vector diff functions to ZScript LevelLocals class
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Vec2Diff() and Vec3Diff() work like Actor’s Vec2To() and Vec3To() but use arbitrary points
2018-01-02 14:18:59 +02:00
alexey.lysiuk
c4648a2b1c
Added CheckMove() function to ZScript Actor class
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https://forum.zdoom.org/viewtopic.php?t=58964
2018-01-02 13:04:28 +02:00
SashaTheRed
19d25b00a3
Localized 'Press Space...' in player setup menu
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https://forum.zdoom.org/viewtopic.php?t=58881
2017-12-29 15:01:39 +02:00
alexey.lysiuk
996bddd602
Exposed pixel stretch to ZScript as member variable instead of function
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https://forum.zdoom.org/viewtopic.php?t=58539
2017-12-29 09:42:03 +02:00
alexey.lysiuk
fbb931b759
Improved Advanced Sound Options menu
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Added option for FluidSynth chorus
Removed fractional part from FluidSynth voices option
Removed duplicate localized string
2017-12-28 10:21:51 +02:00
Rachael Alexanderson
45531090a7
- add 'playerrespawn' skill flag to allow gameplay mods to retroactively enable player respawns in single player on all maps
2017-12-28 00:53:30 -05:00
Major Cooke
fa0082aef6
Added ability to perform reverse fades with A_SetBlend
2017-12-27 20:51:13 -05:00
Christopher Bruns
a3399c1af2
Fix: Bind the default framebuffer before testing whether hardware stereo 3D is supported. This allows Nvidia 3D vision glasses to function correctly when gl_light_shadowmap is ON.
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Doc: Add "requires restart" to "enable quad stereo" option menu label, to help folks trying to setup 3D.
2017-12-27 17:50:53 -05:00
Major Cooke
1e7df5505e
Added GetPixelStretch to LevelLocals struct.
2017-12-27 17:50:39 -05:00
Rachael Alexanderson
8fce9d9d2d
- added menu option for 'i_soundinbackground'
2017-12-25 05:50:08 -05:00
alexey.lysiuk
35dbe965e1
Fixed tics to seconds conversion, now in ZScript
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Stat screens display correct time values
2017-12-25 12:36:37 +02:00
Rachael Alexanderson
d10304ea4e
Merge commit 'refs/pull/355/head' of https://github.com/coelckers/gzdoom
2017-12-24 07:48:11 -05:00
alexey.lysiuk
aacdc3546c
Fixed take ammo cheat
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https://forum.zdoom.org/viewtopic.php?t=58854
2017-12-24 11:00:02 +02:00
alexey.lysiuk
563a80ff83
Added compatibility settings for Hanging Gardens
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Six trees spawned below arches blocking player's path to red keycard
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hgarden
2017-12-24 10:37:22 +02:00
Major Cooke
ceffe1ba5f
Consistent style.
2017-12-16 12:17:55 -05:00
Major Cooke
0d841ab4df
- Added DMG_NO_PAIN for DamageMobj.
2017-12-16 12:17:55 -05:00
alexey.lysiuk
de12902d77
Increased limit for automap empty space margin to 90%
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https://forum.zdoom.org/viewtopic.php?t=58653
2017-12-14 16:18:27 +02:00
Christoph Oelckers
f3ac82e112
- do not allow outside access to the variable storing the CCMD for OptionMenuItemCommand.
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This can be abused to execute atbitrary commands from inside script code.
2017-12-13 22:14:30 +01:00
alexey.lysiuk
acc943329b
Added null check for probe in SectorAction.OnDestroy()
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Absence of check led to unhandled VM abort exception in case of saved game failed to load
2017-12-10 14:35:30 +02:00
alexey.lysiuk
ebb926e7b0
Added free space margin aka safe frame for automap
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am_freespacemargin CVAR and corresponding menu options can set empty space margin for automap in percentage of zoomed out size
https://forum.zdoom.org/viewtopic.php?t=58653
2017-12-09 17:38:34 +02:00
alexey.lysiuk
e3ba9567c9
Fixed English localization issues
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https://forum.zdoom.org/viewtopic.php?t=58684
2017-12-09 13:00:03 +02:00
alexey.lysiuk
81769518c9
Fixed inconsistent angle of spawned leaves
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https://forum.zdoom.org/viewtopic.php?t=58664
2017-12-09 11:57:05 +02:00
Christoph Oelckers
d5445d7953
- reverb editor complete except for localization and saving to a proper place.
2017-12-03 19:56:03 +01:00
Christoph Oelckers
5e1100096e
- work on reverb save menu.
2017-12-03 17:04:10 +01:00
Christoph Oelckers
bb2a6a4f7c
- fixed mouse handling of the reverb sliders.
2017-12-03 13:06:23 +01:00
Christoph Oelckers
a069949482
- connected reverb menu with its backing data
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- added an entry to the main options menu to open the reverb editor.
2017-11-26 20:11:14 +01:00
Christoph Oelckers
57058ef727
- removed all remains of the old EAX editor.
2017-11-26 15:23:07 +01:00
Christoph Oelckers
1ed1b42c21
Safety commit.
2017-11-26 14:13:56 +01:00
Christoph Oelckers
78184ad6b5
- more work on reverb menu.
2017-11-26 10:16:21 +01:00
Christoph Oelckers
3ae5f8c09f
- initial work on a reverb editor based on the menu system.
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This is to get rid of some ugly Windows code and make this platform independent.
2017-11-25 22:03:18 +01:00
Henk Roos
700aeaf192
Added 'static' to CreateCeiling (base.txt)
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Keyword 'static'was missing in CreateCeiling.
2017-11-25 15:06:26 +01:00
Rachael Alexanderson
0dcb1fe74c
- fix zscript-side definition for Warp
2017-11-14 18:44:35 -05:00
Christoph Oelckers
5935e14c09
- exported P_Thing_Warp to ZScript.
2017-11-13 21:00:17 +01:00
alexey.lysiuk
5d83ee5e89
Exposed String.Remove() function to ZScript
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https://forum.zdoom.org/viewtopic.php?t=58402
2017-11-12 14:44:21 +02:00
Rachael Alexanderson
1088c60add
- add doom e1m6 to rebuildnodes list. https://forum.zdoom.org/viewtopic.php?f=15&t=58430
2017-11-11 15:54:42 -05:00
Major Cooke
d422392b94
Extended LineAttack() with offsets and new flags
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Added forward and side offsets for LineAttack() function
Added absolute offset and absolute position flags for LineAttack() function
2017-11-07 11:02:54 +02:00
alexey.lysiuk
62e91b23bd
Extended String.LastIndexOf() with endIndex parameter
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https://forum.zdoom.org/viewtopic.php?t=57326
2017-11-01 15:24:05 +02:00
alexey.lysiuk
415ed57713
Added Wads.CheckNumForFullName() to ZScript
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https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 15:11:49 +02:00
alexey.lysiuk
2f45218f70
Added Wads.ReadLump() to ZScript
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https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 11:36:22 +02:00
alexey.lysiuk
91fda180de
Added Wads.FindLump() to ZScript
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https://forum.zdoom.org/viewtopic.php?t=57814
2017-10-29 11:36:22 +02:00
alexey.lysiuk
c4865d2bb6
Exposed string split functionality to ZScript
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https://forum.zdoom.org/viewtopic.php?t=58114
2017-10-28 11:44:12 +03:00
alexey.lysiuk
da94008f39
Fixed indentation in dynarrays.txt
2017-10-27 18:24:29 +03:00
alexey.lysiuk
79bdfe4ab2
Fixed wrong owner for *evillaugh sound
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https://forum.zdoom.org/viewtopic.php?t=58274
2017-10-26 17:23:55 +03:00
alexey.lysiuk
b8406228e6
Made dynamic array's Find() and Max() functions contant
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https://forum.zdoom.org/viewtopic.php?t=58088
2017-10-25 11:24:01 +03:00
alexey.lysiuk
6617294c2d
Added ZScript functions GetBool() and SetBool() to CVar class
2017-10-25 10:33:18 +03:00
alexey.lysiuk
f40a31409d
Added ability to get texture name from script
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Use TexMan.GetName(TextureID tex) member function
2017-10-24 11:11:33 +03:00
Rachael Alexanderson
66773b6a1a
- added 'classicflight' user cvar which allows players to move forward and backward without pitch when flying
2017-10-23 12:16:02 -04:00
Kevin Caccamo
3cefe10818
Add credits for grenade sprite
2017-10-23 03:55:18 -04:00
Kevin Caccamo
d98ed1ca69
New grenade sprites
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I took these sprites from Eriguns1:
https://github.com/XaserAcheron/eriguns
2017-10-23 03:55:18 -04:00
Rachael Alexanderson
832c8f6754
- added new Ice Shards, and removed the zd_extra version
2017-10-23 03:39:44 -04:00
alexey.lysiuk
88deddbc3b
Fixed arch-vile bleeding when damaging target
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https://forum.zdoom.org/viewtopic.php?t=58220
2017-10-21 11:37:43 +03:00
Rachael Alexanderson
30c6cf82ca
- added ability to change slider color using mapinfo's gameinfo
2017-10-14 13:05:15 -04:00
Rachael Alexanderson
fc0ae896b2
- remove vid_tft and vid_nowidescreen and associated menu option. Their functionality was supersceded and extended by vid_aspect==3 (which has the same effect as setting both to true anyhow), and it was mostly just redundant.
2017-10-10 06:38:07 -04:00
Rachael Alexanderson
69abf095c9
- added vid_cropaspect. This cvar turns vid_aspect into a letterboxing function that will crop the unused sides of the screen away, instead of stretching it. Requires one of the non-legacy OpenGL framebuffers to work.
2017-10-07 20:18:37 -04:00
Rachael Alexanderson
44373b414f
- bump for 3.3pre
2017-10-07 19:36:42 -04:00
alexey.lysiuk
4f35940c73
Fixed applying of height argument in A_Fire() function
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https://forum.zdoom.org/viewtopic.php?t=58090
2017-10-07 10:12:34 +03:00
nashmuhandes
10429d4421
Removed all copyright-infringing dog sprites and provided a free replacement.
2017-09-30 20:09:53 +02:00
Christoph Oelckers
991dd941af
- recompressed the dog sounds and removed the long stretches of silence at their ends.
2017-09-30 08:30:01 +02:00
Christoph Oelckers
e5660e759a
- moved amrka0.png to main gzdoom.pk3 as it poses no copyright issues.
2017-09-30 08:21:20 +02:00
Christoph Oelckers
b4a84900df
- removed most placeholder sprites. It's better to leave them empty than having some random blobs of ugliness showing up.
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- restored unkna0.png as this file poses no copyright issues.
- credits for maparrows.
2017-09-30 08:15:32 +02:00
Christoph Oelckers
c22c93dd51
- the pistol icon was a contribution from the forum and also does not need replacement.
2017-09-30 08:09:27 +02:00
Christoph Oelckers
22b1997846
- Restored the original dssecret sound for the main gzdoom.pk3 as there are no copyright issues with it and the replacement was just ridiculous.
2017-09-30 08:07:45 +02:00
Christoph Oelckers
5af8f6ccaa
- removed metadata from INVGEMx.
2017-09-30 07:58:52 +02:00
alexey.lysiuk
2daa64428d
Removed redundant dot from name of compatibility option
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https://forum.zdoom.org/viewtopic.php?t=58012
2017-09-28 12:16:47 +03:00
alexey.lysiuk
dfe05f10b7
Fixed BlockLinesIterator class definition in ZScript
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https://forum.zdoom.org/viewtopic.php?t=57982
2017-09-26 10:54:55 +03:00
JimmyZD
abc8e4deac
Added four text colors: ice, fire, sapphire, teal
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https://forum.zdoom.org/viewtopic.php?t=57942
2017-09-23 11:56:16 +02:00
JimmyZD
02fc585ae6
Updated "cream" and "olive" definitions in TEXTCOLO
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- Both cream and olive have been tweaked to now feature a broader range of shades, and so much starker, legible character outlines for the default fonts.
- Cream now uses 2 shading ranges to ensure it retains the look of the brown palette while having this extra outline contrast.
- This has so far been tested with the standard Doom smallfont, bigfont, and the ZDoom confont.
2017-09-22 15:47:41 +03:00
Rachael Alexanderson
93c05fc97e
- Added credit for Freedoom sprite for deadguy.bmp
2017-09-16 04:22:21 -04:00
Rachael Alexanderson
e4c9784e8b
- move credit files into their own folder, and not the sounds/ folder
2017-09-12 19:42:21 -04:00
Rachael Alexanderson
f1676c3d75
Merge branch 'archive_split'
2017-09-12 19:27:22 -04:00
nashmuhandes
3ff1597640
Change minimum shadowmap quality to 128.
2017-09-10 12:46:55 -04:00
nashmuhandes
ea5cffdc81
Added shadowmap quality setting to the dynamic light options menu.
2017-09-10 12:46:55 -04:00
Rachael Alexanderson
4b82bb50df
- removed scale resolutions and added vid_scalefactor to replace them.
2017-09-10 12:29:07 -04:00
Rachael Alexanderson
86a66cd554
- refactored r_videoscale.cpp to use a table.
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- reordered vid_scalemode modes to be a little neater, having static modes and scalar modes separate, with a buffer in between so new modes can be added in the future without disrupting the current order.
2017-09-10 09:41:03 -04:00
Chris Robinson
1b1f8d605f
Add menu entries for selecting the timidity config
2017-09-10 07:25:29 -04:00
Rachael Alexanderson
67936a2630
- added: m_showinputgrid == '-1' allows for on-screen keyboard to never show, even when using a mouse
2017-09-10 07:04:00 -04:00
Rachael Alexanderson
69b85753f2
Merge remote-tracking branch 'origin/master' into archive_split
2017-09-10 05:57:56 -04:00
alexey.lysiuk
830b68acbc
Intermission script's noautostartmap keyword is no longer ignored
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https://forum.zdoom.org/viewtopic.php?t=57799
2017-09-10 11:02:34 +03:00
Rachael Alexanderson
21bc4b823c
- added dog sounds found by Kinsie - https://forum.zdoom.org/viewtopic.php?p=1017555#p1017555
2017-09-09 12:40:20 -04:00
Rachael Alexanderson
6640bc11bb
- shrunk the size of the sounds folder for the GPL version of gzdoom.pk3
2017-09-09 05:54:06 -04:00
Rachael Alexanderson
bae5c4e064
- added Kinsie's sound offerings from this post: https://forum.zdoom.org/viewtopic.php?p=1017140#p1017140
2017-09-07 07:20:12 -04:00
nashmuhandes
e76ec737a9
Replaced copyrighted assets contained inside the engine PK3.
2017-09-07 04:10:14 -04:00
alexey.lysiuk
4101e9bf1d
Removed erroneous code from ZBell.Activate()
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https://forum.zdoom.org/viewtopic.php?t=57775
2017-09-06 10:13:26 +03:00
Christoph Oelckers
2a291165ee
- fixed: For original Hexen, executing a death special should not clear it. This addresses the bell in HexDD's Badlands being rung before it is ready to use. This also removes the redundant special handling in the ZBell actor.
2017-09-02 09:16:26 +02:00
nashmuhandes
f96f71044f
Change camera texture FOV to doubles.
2017-09-02 07:44:38 +02:00
alexey.lysiuk
ca55d8993f
Added Actor.A_SoundVolume(int slot, double volume) function to ZScript
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https://forum.zdoom.org/viewtopic.php?t=57594
2017-08-31 09:45:09 +03:00
nashmuhandes
42db31b816
Added per-actor camera FOV.
2017-08-28 21:14:11 -04:00
Christoph Oelckers
485c4c71b5
- fixed: When stepping through a sector portal and touching a two sided line on the opposite side, its opening must be used, regardless of the FFCF_NOFLOOR flag.
2017-08-27 10:36:34 +02:00
alexey.lysiuk
7b98fdb910
Added ToInt() and ToDouble() functions to ZScript string
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https://forum.zdoom.org/viewtopic.php?t=57678
2017-08-25 15:09:18 +03:00
Christoph Oelckers
cdff5bdc08
- rewrite of the IWAD loading mechanism.
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The old code went through a list of predefined file names and looked each of them up in a list of predefined directories until it found a match. This made it nearly impossible to add custom IWAD support because the list of valid file names could not be extended.
This has now been switched around to run a scan for matching files on each given directory. With this approach it can look for *.iwad and *.ipk3 as IWAD extensions as well and read an IWADINFO out of these files that can be added to the internal list of IWADs, making it finally possible to define custom IWADs without having to add them to the internal list.
(This isn't fully tested yet so some errors may still occur.)
2017-08-19 19:30:48 +02:00
alexey.lysiuk
69e7bb57d4
Fixed VM abort with null activator for SecretTrigger object
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https://forum.zdoom.org/viewtopic.php?t=57612
2017-08-19 11:19:29 +03:00
Magnus Norddahl
c3562fead2
Merge branch 'dynlightmodels'
2017-08-15 00:27:26 +02:00
Magnus Norddahl
a6d4bfc748
- Added linear and nearest shadowmap filters (enabled with defines)
2017-08-13 13:49:02 +02:00
Christoph Oelckers
4483d665d4
- fixed: FastProjectile's movement code was missong a portal check.
2017-08-12 13:58:16 +02:00
Christoph Oelckers
ba9cf02385
- added a user reserved range of statnums from 70-90
2017-08-12 13:08:11 +02:00
Christoph Oelckers
7cbf45d76d
- let PlayerPawn.ForwardThrust use its angle parameter.
2017-08-12 12:35:01 +02:00
Rachael Alexanderson
cdf79f0041
- added Hellser's teleporter fix for doom2.wad map29 - https://forum.zdoom.org/viewtopic.php?t=57525
2017-08-09 00:11:43 -04:00
Magnus Norddahl
5c7b1ee8e1
- Significantly improve shadowmap light performance for faces with a large number of lights but where only a few applies to each individual fragment
2017-08-08 23:28:42 +02:00
alexey.lysiuk
33beca6e6f
Exposed ToLower() and ToUpper() string functions to ZScript
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https://forum.zdoom.org/viewtopic.php?t=57515
2017-08-07 15:24:18 +03:00
Jonathan Russell
03640a16ea
- removed ZScript DrawLine palcolor arg
2017-08-03 02:09:48 +01:00
Jonathan Russell
941d89042a
- externalise DCanvas::DrawLine to ZScript
2017-08-03 01:20:55 +01:00
alexey.lysiuk
e1dddf8c3e
Removed obsolete mapinfo entry from common Doom GAMEINFO definition
2017-07-30 12:24:04 +03:00
Rachael Alexanderson
91ff447a90
- fixed compile from last commit
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- refactored the zscript hookup a bit, made it actually work
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
9a9fe7c133
- implemented GetCaps() for OpenGL
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- renamed RFF_FRAGMENTSHADER to RFF_MATSHADER
- D_Display now calls Renderer->GetCaps() and stores it in a global variable for later use.
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
64deba45a3
- added another render filter
2017-07-29 17:03:43 -04:00
Rachael Alexanderson
80bb1d908a
- basic groundwork for render feature visibility flags. I haven't gotten very far with it yet, but since I am taking a break I am going to commit what I have and continue it later.
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todo:
* call a render class function in D_Main that enumerates the capabilities of the current renderer into a global variable to be accessed later
* add a debug-specific cvar to always show all actors, regardless of these filters
* put in checks in the renderer themselves that check both flagsets and reject rendering of any sprite/model that does not fit the definition's criteria
2017-07-29 17:03:43 -04:00
Magnus Norddahl
65d5f4ae18
- Fix normal normalize
2017-07-27 22:31:57 +02:00
Rachael Alexanderson
3540440bf6
- add 1280x800 scale mode
2017-07-27 12:19:41 -04:00
Magnus Norddahl
2000784307
- normalize the normal vector in the vertex shader because our vertex attribute uses a low precision format (10 bits)
2017-07-25 20:20:13 +02:00
Magnus Norddahl
e06f87cf10
- Added 0.75x scale mode
2017-07-24 08:35:27 +02:00
Rachael Alexanderson
6c328ec7df
- added SSAA menu entry
2017-07-23 11:29:06 -04:00
Magnus Norddahl
c3702ae9e7
Add vid_scalemode support to GL framebuffer
2017-07-23 00:33:56 +02:00
alexey.lysiuk
c56cd245ac
Added IndexOf() and LastIndexOf() functions to ZScript string type
...
https://forum.zdoom.org/viewtopic.php?t=57313
2017-07-22 10:54:32 +03:00
Rachael Alexanderson
8d3d271484
- tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode
2017-07-21 18:45:08 -04:00
alexey.lysiuk
b1d1ac13b6
Fixed serpent staff's alternate attack against shielding centaur
...
https://forum.zdoom.org/viewtopic.php?t=57305
2017-07-21 11:17:50 +03:00
Rachael Alexanderson
f4e0690c41
- missed one qzdoom reference
2017-07-20 06:45:08 -04:00
Rachael Alexanderson
d2c8a5c33d
Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom "
...
This reverts commit 65bb8a5185
, reversing
changes made to 619281de64
.
2017-07-10 11:29:58 -04:00
Rachael Alexanderson
e1b4bb11ba
Merge https://github.com/coelckers/gzdoom
2017-07-09 20:09:12 -04:00
Magnus Norddahl
ddd1b629c3
- Calculate globvis/r_visibility in r_utility and use it in GL and poly renderers
2017-07-09 19:01:34 +02:00
Magnus Norddahl
00893763ed
Merge branch 'custom_postprocess' into qzdoom
2017-07-08 14:44:30 +02:00
Magnus Norddahl
a38de996e7
- Move uniform declarations to the GLDEFS lump to make it Vulkan safe (a vulkan implementation can then declare them in an uniform block)
...
- Change SetUniform functions to be clearscope as they can be safely called from both play and ui
- Add PlayerInfo argument to SetUniform functions to force the modder to take network play into account
- Add enabled flag on custom postprocess shaders
- Removed custom texture support until a more clean implementation is written
2017-07-08 14:44:07 +02:00
Rachael Alexanderson
a63a7b9b29
Merge remote-tracking branch 'gzdoom/master'
2017-07-03 17:17:47 -04:00
Rachael Alexanderson
2bfd7859e4
Merge remote-tracking branch 'origin/custom_postprocess'
2017-07-03 17:17:17 -04:00
Magnus Norddahl
e161bba146
- Specify shader uniforms from ZScript
2017-07-03 22:30:49 +02:00
Christoph Oelckers
60cb457c4c
- fixed incorrect MinMissileChance of SpiderMastermind.
2017-07-03 09:58:40 +02:00
Rachael Alexanderson
72517244be
- set bluramount to 0 by default
2017-07-02 17:08:01 -04:00
Rachael Alexanderson
b4915d624d
- removed 'cooling' component of the shader since it technically wasn't really functional (guess we have to use a separate shader to do that)
...
- changed the math to use the 'mix' formula
2017-07-02 16:59:15 -04:00
Rachael Alexanderson
0d8b7c55ef
- added a grayscale formula selector
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
a2c9cb8156
- increased menu readability
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
bd02893ce7
- expanded hard limits for saturation to -15.0/15.0
...
- added menu option for saturation
- tried to get the new saturation shader to consume less GPU power by turning it off when it is 1.0
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
63da6e70c0
- added a vid_saturation control - works in postprocessing, only.
2017-07-02 16:45:06 -04:00
Rachael Alexanderson
cf400ba2db
Merge https://github.com/coelckers/gzdoom
2017-06-25 23:44:33 -04:00
Rachael Alexanderson
1562d64580
- fixed: in the availability of gl_fogmode == 0, default to having square fog instead of radial fog in gl_lightmode == 8
2017-06-25 09:37:14 -04:00
Magnus Norddahl
b6e035e796
- Implemented radial fog support in software light mode
2017-06-25 15:02:34 +02:00
Rachael Alexanderson
7592e6d5de
Merge https://github.com/coelckers/gzdoom
2017-06-25 00:18:19 -04:00
Magnus Norddahl
f34ededdef
- Improved fuzz rendering in software renderer by scaling it relative to 320x200
2017-06-25 00:35:15 +02:00
Rachael Alexanderson
9001009fcf
Merge https://github.com/coelckers/gzdoom
2017-06-22 01:42:33 -04:00
Rachael Alexanderson
4229389680
- fixed: banded sw light was broken in a recent commit. Added back the 32 light levels and also made it prefer darker shades.
2017-06-21 19:10:39 -04:00
Magnus Norddahl
28acf2ad06
- Fix OpenGL software diminishing light to be identical to truecolor swrenderer and softpoly
...
All there is left is to make globVis an uniform and move the LightVisibility::SetVisibility calculations out of the software renderer.
That will make it 100% correct for all r_visiblity values and aspect ratios.
2017-06-22 00:01:57 +02:00
Christoph Oelckers
a6b7ce00c2
- made DropItem fully read-only by changing the two places which messed around with DropItem.Amount to use a local variable instead.
...
The pointers themselves should have been declared read-only from the start but for that it is too late, so now all its members are.
2017-06-21 11:39:59 +02:00
Rachael Alexanderson
ff257fcfd7
Merge https://github.com/coelckers/gzdoom
2017-06-20 09:39:12 -04:00
Rachael Alexanderson
f65c651ffd
- applied Maulotaur obituary text from https://forum.zdoom.org/viewtopic.php?f=2&t=56959
2017-06-19 04:16:09 -04:00
Rachael Alexanderson
d454fafc9e
Merge https://github.com/coelckers/gzdoom
2017-06-19 03:22:23 -04:00