Christoph Oelckers
30e71c7c16
- fixed: Crushing generic floors must use crush mode 2.
...
This is how Doom always worked. Mode 1 is not useful for one-time crushing effects.
2020-10-24 13:14:00 +02:00
Christoph Oelckers
148e7cd361
- fixed edge case where both Mancubus and Arachnotron have the same replacement and trigger a boss action.
2020-10-24 12:57:41 +02:00
Christoph Oelckers
54ddb400a5
- fixed fullscreen scaling for narrow aspect ratios.
2020-10-24 12:07:05 +02:00
Christoph Oelckers
74925783aa
- default to fullscreen mode 3.
...
The option still remains for cases where it does not work but the cases where mode 3 causes real problems are rare.
All I could find were a handful of poor intermission pics in some old mods which aren't worth keeping this artificial limitation.
2020-10-24 11:36:50 +02:00
Player701
63035d5031
- Prevent calling abstract functions via Super or parent class name qualifiers at compile time
2020-10-19 11:20:50 +02:00
Player701
761dea8640
- Implemented ZScript abstract functions
2020-10-19 08:24:43 +02:00
Nikolay Ambartsumov
628d23a688
Fix crossing multiple lineportals on same tic
2020-10-19 08:21:08 +02:00
alexey.lysiuk
34a8a9302f
- removed obsolete probing of C++ standard for GCC and Clang
...
CMake try_compile() function still requires explicit command line option
2020-10-18 11:34:39 +03:00
Nikolay Ambartsumov
5ece08d12e
Make bMaskRotation angles portal-aware
2020-10-18 07:35:10 +02:00
Christoph Oelckers
565a5acd85
- changed order of identifier types to be checked to what it was in 4.3
2020-10-17 15:13:14 +02:00
Christoph Oelckers
28a12d2597
- fixed update check for shadow map tree.
...
This should only flag the tree as new if it is different from the last one.
This not only caused issues with dynamic updates but also made the renderer recreate the tree's data structures repeatedly.
2020-10-17 15:01:05 +02:00
Christoph Oelckers
14e94aa6c1
- added localization fallback handling for the BigFont in menu items and captions.
2020-10-17 14:00:29 +02:00
Christoph Oelckers
473072d556
- doubled the default for horizontal mouse sensitivity.
...
This seems to fit more systems.
2020-10-17 13:10:09 +02:00
Christoph Oelckers
fb8bc9876c
- clear the button state when entering chat mode.
...
Since the game cannot be controlled while typing a chat the state must be reset to prevent residual state from triggering actions afterward.
2020-10-17 13:07:30 +02:00
alexey.lysiuk
d4bb2fa418
- fixed detection of Apple's Clang
2020-10-17 13:33:22 +03:00
Christoph Oelckers
0478838a9d
fixed side_t::SetSpecialColor.
...
This never set the needed flags to make the color appear.
2020-10-17 12:28:22 +02:00
Christoph Oelckers
38df70f4bc
- clear intermediate entries when inserting an object beyond the end of an array.
2020-10-17 12:08:55 +02:00
Christoph Oelckers
0526e0e04e
- fixed: Array.Insert must zero all elements before the new one if something gets inserted outside the existing range.
2020-10-17 11:40:51 +02:00
Christoph Oelckers
d6e962c91e
- upgraded code base to C++17.
...
Mainly to allow using 'if constexpr'.
Older CI compiler setups like GCC 5 for Linux were removed as a consequence.
Windows 32 bit was also removed because there are no plans to do any more 32 bit releases of GZDoom.
2020-10-17 11:39:59 +02:00
Christoph Oelckers
a89afe61f2
- use a few static asserts instead of runtime asserts in the VM's type code.
2020-10-17 10:18:37 +02:00
Christoph Oelckers
4ac7588488
- did a bit of AActor reshuffling so that the new thruBits can be placed into a previously existing alignment gap.
2020-10-17 09:54:31 +02:00
Major Cooke
60f0d35477
Added ThruBits.
2020-10-17 09:51:24 +02:00
Player701
69da5c23a3
- Fixed: Server CVars did not immediately revert to their saved values upon loading a save file.
...
https://forum.zdoom.org/viewtopic.php?f=2&t=70190
2020-10-17 09:23:39 +02:00
Christoph Oelckers
8e1b091cf3
- disabled negative gravity check.
...
According to reports on the forum this does not cause bad behavior.
2020-10-17 09:11:44 +02:00
Christoph Oelckers
e636c8044d
- fixed menu sound.
2020-10-16 23:25:28 +02:00
Christoph Oelckers
65c52b9825
- Backend update.
2020-10-16 23:25:18 +02:00
Christoph Oelckers
ef7a7cc39d
- moved console command line buffer tab completion into their own files.
...
- layout fixes in load/save menu and confirmation screen.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
a6842b6482
- ensure that sfxinfo_t is always fully initialized, regardless how the setup is performed.
...
The recent pitch additions did not do this on all possible paths.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
4deb7593b5
- final update of menu code from Raze.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
fa4ab53e7c
- script side support for menu transitions.
2020-10-16 22:57:29 +02:00
Christoph Oelckers
cf7518fe43
- added two more system callbacks for menu customization.
2020-10-16 22:57:29 +02:00
Christoph Oelckers
881a77b3a1
- backport of menu transition code from Raze.
2020-10-16 22:57:29 +02:00
Christoph Oelckers
62138decfe
- use Raze's layout for load and save game menus.
...
This has a lot less black void on screen.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
b8281f4758
- Backend update from Raze.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
3ea0658449
- split the savegame manager into a game dependent and a reusable game indepenent part.
...
- added menu/advance sound alias.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
504f85e6d4
- moved date code to its own file.
2020-10-16 22:57:27 +02:00
Christoph Oelckers
f99ac8b28b
- allow struct extensions in zscript.
...
This is mainly for splitting the Doom specific content off the main definitions for easier reuse.
2020-10-16 22:57:27 +02:00
Christoph Oelckers
3a81c07ecf
- moved language switching code to 'common'.
2020-10-16 22:57:27 +02:00
Christoph Oelckers
a08d87beb3
- added a customization hook class for the menu.
...
Currently the only thing it does is abstracting the menu caption, but more can be added here.
Not exposed to modding yet, though, that's for later.
2020-10-16 22:57:26 +02:00
Christoph Oelckers
4b77064fc4
- moved most of the menu code into the backend.
2020-10-16 22:57:25 +02:00
Christoph Oelckers
f6240ef428
- merged string table callbacks with system callbacks.
2020-10-16 22:57:25 +02:00
Christoph Oelckers
f30285b0ce
- route menu's CheckGame call through SysCallbacks.
...
Needed to be able to move the menu into the backend.
2020-10-16 22:57:25 +02:00
Christoph Oelckers
46043f6278
- moved AutomapBindings export into common code.
2020-10-16 22:57:24 +02:00
Christoph Oelckers
e0d8241a50
- use the backend's GameTicRate in the scripts where applicable.
...
This should replace TICRATE globally as it is the backend's actual ticking speed (still locked to 35, though.)
2020-10-16 22:57:24 +02:00
Alexander Kromm
aa16fefd88
add a message for the failure case for resetcvar command
2020-10-14 20:19:07 +02:00
Alexander Kromm
92d68d05db
rename reset command to resetcvar and do not create a new CVAR
2020-10-14 20:19:07 +02:00
Alexander Kromm
18a8fafd7d
add console command to reset a CVAR to default value
...
Rationale:
1. Now to reset a CVAR to default, the user doesn't need to remember the default value.
2. If a modder wants to reset a CVAR via menu command, they don't need to keep menudef and cvarinfo in sync.
2020-10-14 20:19:07 +02:00
Nash Muhandes
cfbf115c4b
Change A_OverlayTranslation to accept a named translation instead. ( #1215 )
...
For more advanced use cases, the Translation member of PSprite can be written to directly.
2020-10-12 11:43:37 -04:00
Nash Muhandes
7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations ( #1202 )
...
- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
alexey.lysiuk
787b0d2480
- setup console handlers earlier to make them available during exit cleanup
...
https://forum.zdoom.org/viewtopic.php?t=70093
2020-10-10 17:28:09 +03:00
alexey.lysiuk
43a3188bdf
- fixed compilation warnings reported by GCC and Clang
...
src/common/filesystem/file_ssi.cpp:78:20: warning: comparison of integers of different signs: 'int' and 'uint32_t' (aka 'unsigned int') [-Wsign-compare]
src/common/filesystem/file_ssi.cpp:130:38: warning: comparison of integers of different signs: 'size_t' (aka 'unsigned long') and 'int' [-Wsign-compare]
2020-10-10 17:26:51 +03:00
alexey.lysiuk
1959502a0b
- clear current levels' snapshots explicitly if saved game loading fails
...
Levels that are not defined via MAPINFO could keep stalled snapshots data preventing their loading from scratch
https://forum.zdoom.org/viewtopic.php?t=70115
2020-10-10 13:04:08 +03:00
alexey.lysiuk
5ee272a8b9
- fixed: next secret map was ignored in ending sequence
...
https://forum.zdoom.org/viewtopic.php?t=70132
2020-10-10 12:19:43 +03:00
Rachael Alexanderson
a2f0c27651
- add option to texture hqresize resize model skins.
2020-10-08 00:30:12 -04:00
Player701
4aec72be5d
- Do not error out if some states are missing in an abstract weapon class
2020-10-06 20:07:04 +02:00
Christoph Oelckers
756caede51
- fixed misnamed variable and removed restriction for draw pass in GetFullscreenRect.
2020-10-05 18:32:16 +02:00
Christoph Oelckers
9a994482b1
- store extended sector info directly in FLevelLocals.
...
This is safer than using the first sector's reference.
2020-10-05 00:39:21 +02:00
Christoph Oelckers
63a338fd73
- changed display in key binding menu to list all bound keys for an action, not just the first two.
2020-10-04 19:28:20 +02:00
Christoph Oelckers
f3d75469c9
- moved two native player menu functions out of the main menu class.
...
These manipulate entries of that menu and have no business being called from anywhere else than this menu and its subclasses.
2020-10-04 19:08:14 +02:00
Christoph Oelckers
b902440535
- default summary screen's clean scale to false.
2020-10-04 15:14:11 +02:00
Christoph Oelckers
ce25b5bc41
- fixed: The scripted DrawFrame export should not be subjected to ui_screenborder_classic_scaling.
...
This affected the generic player display where the frame was far too wide.
At most it needs to be an option if properly corrected.
2020-10-04 15:05:00 +02:00
Christoph Oelckers
f1b0f32786
- add an option to the ListMenu class to draw to a fixed virtual screen size.
...
This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors.
The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
2020-10-04 15:03:29 +02:00
Christoph Oelckers
acd71f7019
- groundwork for menus with a fixed virtual screen size.
2020-10-04 09:16:20 +02:00
Christoph Oelckers
89cc69710c
- added config migration handling for the changes to adl_volume_model.
2020-10-04 08:20:42 +02:00
Wohlstand
4bfcbb4b18
libADLMIDI: Fixed a mistake with Volume Model setup
...
Don't set a bank number instead of a volume model!
2020-10-04 08:14:23 +02:00
Christoph Oelckers
f9ee465741
- backport of some enhancements for Cyrillic font support for Raze.
...
Now the identical looking characters can be mapped to their Latin counterpart if they do not have their own glyphs.
2020-10-04 08:11:56 +02:00
Christoph Oelckers
ff62d7a8a3
- made sysCallbacks a value variable instead of a pointer to simplify the checks for it.
2020-10-03 16:47:47 +02:00
Christoph Oelckers
2016f56a7e
- added a new scaling mode to the level summary screen to scale to a given size.
...
In this mode the clean scaling factors are ignored and content is always scaled to fit the screen as efficently as possible.
For the default summary screens an option was added to use this mode, which is a lot closer to the original look of this screen.
It is not 100% identical because it still factors in the author, if given and long level names that may be broken into multiple lines of text.
2020-10-03 13:32:18 +02:00
Christoph Oelckers
fbf57e0c1d
- fixed some scaling inconsistencies in the summary screen.
...
The background size wasn't taken into account for the splats and the widescreen check never verified the height of the background image.
It will now unconditionally use the new widescreen expansion mode for everything to reduce problems, use the background's display size for positioning overlays and only in the case of 200 pixel tall images perform widescreen positioning adjustment.
2020-10-03 09:07:29 +02:00
Christoph Oelckers
bd68ef917e
- this too.
2020-10-03 08:54:41 +02:00
Christoph Oelckers
91406aa48b
- fixed compilation.
...
Forgot to save these before the last commit. :(
2020-10-03 08:54:21 +02:00
Christoph Oelckers
c1e04b29d1
- AActor size reduction
...
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 08:23:36 +02:00
Nikolay Ambartsumov
a72fdd7e3e
Add MaxSlopeSteepness actor property
2020-10-03 07:53:55 +02:00
Nikolay Ambartsumov
5aeda2b139
Add optional filtering to listmaps
CCMD output
2020-10-03 07:38:03 +02:00
Nikolay Ambartsumov
da97b51c35
Show CVar's default value in addition to current
2020-10-03 07:37:08 +02:00
Rachael Alexanderson
9fbfee3b2d
- mark m_noprescale
as removed in defcvars also
2020-10-02 20:09:41 -04:00
Rachael Alexanderson
e2e176e0be
- remove old 'mouse_sensitivity' cvar completely, it's no longer needed
...
- update defcvars parser so it no longer looks for it
2020-09-30 01:05:37 -04:00
C.W. Betts
b07c9550cf
Update iwadpicker_cocoa.mm
...
Use proper integer types for ObjC protocols.
2020-09-29 21:47:10 +02:00
Christoph Oelckers
da4e791a3f
- delete the FraggleScript thinker in G_NewInit.
...
If this isn't done it can later cause problems when being taken down by GC
2020-09-28 23:08:48 +02:00
Christoph Oelckers
92d630eb45
- keep mouse coordinates as floats for as long as possible.
2020-09-28 22:12:44 +02:00
Christoph Oelckers
3cfd19b2ef
- removed const that erorred out.
2020-09-28 21:38:48 +02:00
Christoph Oelckers
51518d63a4
- cleanup of mouse input code and removal of all magic factors.
...
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
2020-09-28 21:13:34 +02:00
Christoph Oelckers
cd6ef67209
- fixed sounds not stopping in sound sequences.
...
The sound sequence code used S_GetSoundPlayingInfo incorrectly, so let it check for a valid sound ID first to restore the old behavior.
2020-09-28 18:38:05 +02:00
Christoph Oelckers
cd20ecaae0
- fixed sounds not being serialized for hub travel.
...
Sound stopping was done in the wrong place - this killed the sound before they could be serialized for hub travel.
The sound may only be stopped *after* calling G_DoCompleted.
2020-09-27 22:29:07 +02:00
Christoph Oelckers
043de8c780
Revert "- avoid double linking to and unlinking from the world for actors."
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This reverts commit 8fc9f1e5ef
.
As I already feared, this does not work right. The entire linking/unlinking code is simply too fragile. So no protection here against inept tinkering.
2020-09-27 19:56:50 +02:00
Christoph Oelckers
3ef806c2e9
- do not set CTF_Indexed for the software canvas and do not check for the shader to make decisions.
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Always check the flag.
2020-09-27 19:55:04 +02:00
alexey.lysiuk
99a0ab2372
- restored old mouse scaling for Cocoa backend
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This reverts commit cc07c56c36
.
2020-09-27 17:25:28 +03:00
Rachael Alexanderson
c6639427dc
- fix compilation in vs2017
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(for some reason it was unable to figure out the overrides for 'lumpname' in the function g_level.cpp/CalcMapName, even though this is a very old function)
2020-09-27 10:22:40 -04:00
Christoph Oelckers
5595eb6280
Revert "- make SDL mouse scaling match that of Windows for consistency."
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This reverts commit 8578c11789
.
This caused more problems than it cured.
2020-09-27 16:20:17 +02:00
Christoph Oelckers
1d863d6cab
- made player indexing consistent in i_net.cpp.
2020-09-27 16:19:34 +02:00
Christoph Oelckers
baf93b51af
- handle SoftLightLevel properly in the 2D drawer.
2020-09-27 16:09:35 +02:00
Jaime Moreira
fd4d600694
SDL joystick events now work while in menus
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- DirectInput axes are now X first, Y second.
- Menu axes controls swapped/fixed.
- Added SDL DualShock3 buttons in menu actions.
- Fixed SDL mouse system cursor; it could appear in-game.
2020-09-27 15:05:15 +02:00
Player701
3a526c9e5a
- Implement return type covariance for ZScript virtual functions
2020-09-27 14:18:15 +02:00
drfrag
77609f1950
- Add keybindings presets.
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# Conflicts:
# src/menu/menu.cpp
2020-09-27 14:09:28 +02:00
Major Cooke
200104777b
Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered.
2020-09-27 14:03:02 +02:00
makise-homura
5720a54da4
Add species parameter to A_RadiusThrust
...
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.
If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers
df3dc91514
- fixed crash on texture init.
2020-09-27 13:32:30 +02:00
Christoph Oelckers
348f9ae68c
- moved i_net into 'common' to bring it in line with Raze.
2020-09-27 12:30:54 +02:00
Christoph Oelckers
228dfb5b8d
- removed dead uBlendColor uniform.
2020-09-27 11:57:17 +02:00
Christoph Oelckers
c65fd80fd2
- added support code for indexed rendering from Raze.
2020-09-27 11:53:39 +02:00
Christoph Oelckers
2be5dc9238
- fixed binding issues in OpenGL when resetting the samplers due to a texture filter change.
2020-09-27 11:53:15 +02:00
Christoph Oelckers
6dd6df96e1
- font side support for 'OffsetsNotForFont' flag.
2020-09-27 11:40:03 +02:00
Christoph Oelckers
b3a179b691
- backported symbol table support for FScanner from Raze.
2020-09-27 11:36:13 +02:00
Christoph Oelckers
8a0634ed0d
- file system update from Raze
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* support for SSI container format - this is an obscure format used by a few Duke Nukem mods - added to have this subsystem identical between both engines.
* removed some dead wrapper code
* made the Open methods local to their implementations, this was never called virtually.
2020-09-27 10:56:42 +02:00
Christoph Oelckers
79ac41c5b3
- more 'override's.
2020-09-27 10:48:38 +02:00
Christoph Oelckers
31628a70c8
- added some 'overrides' and block 'forcelookup' for script access to textures.
2020-09-27 10:45:45 +02:00
Christoph Oelckers
528e4e46b3
- texture manager update from Raze
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* new texture format: ANM - this reads the first frame of a Build-ANM movie as a texture.
* some preparations for indexed (paletted) rendering.
* optimization of the patch texture checker - do not read in the entire file if checking the initial header is sufficient for rejecting it.
2020-09-27 10:38:12 +02:00
Christoph Oelckers
96ceb11af0
- various engine updates from Raze.
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* removed refreshFreq variable and related code. This only got into the backend because of stupid interpolation code in some of the Build games which has long been removed.
* save FixedBitArrays as base64 in savegames.
* allow indirections in the string table - by prefixing the language string with '$$' the remaining text is interpreted as another string label to resolve.
* constexpr in palette code, also replacing #defines with enums.
2020-09-27 10:17:58 +02:00
Christoph Oelckers
c65f707a20
- added a proper 'sound finished' callback to the sound engine.
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Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 09:46:12 +02:00
Christoph Oelckers
2b64f8fb19
- added custom sound stream feature from Raze.
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Currently not active yet but may be useful to implement streaming sounds in ZScript
2020-09-27 09:38:14 +02:00
Christoph Oelckers
700304bf46
- update of console code.
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Backports con_pulsetext and toggle messages for CVARs from Raze.
2020-09-27 09:35:06 +02:00
Christoph Oelckers
c415518066
- allow drawing fonts with explicit palette translations.
...
Backported from Raze.
2020-09-27 09:19:12 +02:00
Christoph Oelckers
dbf2d4d7d7
- backported all new scaling and rotation options for the 2D drawer from Raze.
...
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
2020-09-27 09:17:41 +02:00
Christoph Oelckers
db895b43b2
- copied constexpr declarations plus a few fixed in utility code and fixed a few places where this triggered a compile error now.
2020-09-27 08:36:30 +02:00
Christoph Oelckers
b66349d4cf
- avoid killing timer precision when there's no time scale active.
2020-09-27 08:30:01 +02:00
Christoph Oelckers
8a545431de
- fixed the integer readers' internal variables.
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Backported from Raze.
2020-09-27 08:13:52 +02:00
Christoph Oelckers
d1e613e514
- use a sector's special sprite color to colorize decals.
2020-09-26 23:39:42 +02:00
Christoph Oelckers
399388d177
- transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed.
2020-09-26 22:26:26 +02:00
Christoph Oelckers
f4c5a25a52
- fixed: CreateTexBuffer did not check the Inactive flag for the requested translation.
2020-09-26 22:03:15 +02:00
Christoph Oelckers
2f403efba2
- delete textures before starting the ENDOOM screen.
2020-09-26 21:34:36 +02:00
Christoph Oelckers
03d25b75da
- fixed height fudging for Heretic's sky textures.
2020-09-26 21:13:00 +02:00
Christoph Oelckers
668ebd9be1
- immediately abort loading a savegame if object deserialization fails.
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If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 20:36:10 +02:00
Christoph Oelckers
48b3a60e6d
- fixed: The font init code must check textures, not the file system for existence of required data.
2020-09-26 19:57:53 +02:00
Christoph Oelckers
5c392a220d
- fixed: Actors moved to STAT_TRAVELLING need to preserve their JUSTSPAWNED flag.
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Otherwise freshly spawned inventory items won't call PostBeginPlay.
2020-09-26 19:37:30 +02:00
Christoph Oelckers
8fc9f1e5ef
- avoid double linking to and unlinking from the world for actors.
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Some people apparently have to toy around with the engine's innards without fully understanding them. :(
When properly used the saveguards should never be triggered.
2020-09-26 19:09:00 +02:00
Christoph Oelckers
084c2cc7f5
- fixed broken 'y' detection in Doom-style small fonts.
2020-09-26 18:53:42 +02:00
Christoph Oelckers
2ffb447f9e
- let non-solid teleporting actors not actually telefrag.
...
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 18:46:39 +02:00
Rachael Alexanderson
c3dc84297e
- flat tile backgrounds in intermission now respects 'inter_classic_scaling' cvar
2020-09-24 23:45:51 -04:00
Player701
ec3cd68c1f
Fixed extra player translations not working in Heretic with predefined color sets
2020-09-22 18:34:06 +02:00
Player701
58f56bbea6
Fixed: extra player translation tables were not fully initialized.
2020-09-22 13:59:33 +02:00
Player701
c60e026334
Fixed decals not appearing when firing at walls point-blank ( #1186 )
2020-09-22 07:03:37 -04:00
Player701
734b15e412
Exported FLevelLocals::ChangeLevel to ZScript
2020-09-20 23:12:01 +02:00
Cacodemon345
4374b8017e
Fix FreeBSD compilation ( #1184 )
2020-09-20 14:47:05 -04:00
alexey.lysiuk
8a4b686881
- fixed constant propagation for operator && in ZScript
...
https://forum.zdoom.org/viewtopic.php?t=69912
2020-09-20 10:51:04 +03:00
vidaritos
0adbb8d631
pass ScriptPosition down to color parser functions
2020-09-18 20:07:41 +02:00
Cacodemon345
e74b9f1955
Add FALLDAMAGE flag and add property to properly apply falling damage… ( #1153 )
...
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters
* Change name of propermonsterdamage property to propermonsterfallingdamage
2020-09-15 15:38:51 +02:00
alexey.lysiuk
776e3b10da
- fixed setting of skill level via action special
...
https://forum.zdoom.org/viewtopic.php?t=69858
2020-09-14 10:47:29 +03:00
Kyle Johnson
e281f992af
Disallow sound to be played on destroyed actors
...
It's possible for an actor to call Destroy() in a ZScript method (such
as Tick()) and then subsequently call A_StartSound() to play a sound.
Generally speaking this doesn't happen within a given class, but with a
class hierarchy, Destroy() may be called unbeknownst to a mod developer.
Even though checking bDestroyed is likely good practice, this ensures
that sounds won't be started on actors flagged for cleanup.
2020-09-12 21:38:56 +02:00
AFADoomer
e9af7e7096
Add string table lookup to SECRETS lump handling
...
- If the hint text portion of a STRINGS lump entry begins with a '$', the value is treated as a string table lookup
Allows SECRETS strings to be translated via LANGUAGE lump. Reference: https://forum.zdoom.org/viewtopic.php?f=15&t=69827
2020-09-11 08:36:24 +02:00
Rachael Alexanderson
b11298afd5
- rename 'AlwaysCenterStatusBar' to 'FixUnityStatusBar', original name became a misnomer especially with updates that made it more specific in its use
2020-09-07 23:30:40 -04:00
alexey.lysiuk
c46dcd03a3
- fixed a few dangling pointers on traveling between levels
...
https://forum.zdoom.org/viewtopic.php?t=69747
2020-09-06 17:14:15 +03:00
alexey.lysiuk
0ab2ddca4c
- fixed: additional command line was not stored on macOS
...
Replaced explicit save of configuration file, which doesn't work after recent backend refactoring, with passing of CVARs we need to store to a new GZDoom process
https://forum.zdoom.org/viewtopic.php?t=69790
2020-09-06 15:50:06 +03:00
alexey.lysiuk
0f880bdb50
- removed obsolete code path in Cocoa IWAD picker
...
Always use arch executable to restart GZDoom with additional command line parameters
2020-09-06 15:42:52 +03:00
Rachael Alexanderson
91a4e6aed4
- do unity data status bar correction only if stbar is in an iwad
2020-09-05 06:18:41 -04:00
Rachael Alexanderson
d1a6831f06
- disallow unity iwad status bar adjustment if offset is already set
2020-09-04 21:30:31 -04:00
Rachael Alexanderson
6c514a4cc4
- For status bars for the Unity iwad - only force offsets if the width is greater than 320.
2020-09-04 08:39:01 -04:00
Rachael Alexanderson
0204051381
- add support for the (as of now) newest version of the Unity re-releases
2020-09-03 23:40:00 -04:00
alexey.lysiuk
adfd5de166
- do not abort saving and loading on pointer serialization errors
...
Attempt to serialize invalid pointer is reported, and its value is treated as null
2020-09-02 15:21:00 +03:00
Marisa Kirisame
58f5c030fe
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. ( #1169 )
2020-09-02 06:12:58 -04:00
Marisa Kirisame
e0aa8db616
Add Pre/PostTeleport virtuals, for special handling of actor teleportation.
2020-09-02 12:02:09 +02:00
alexey.lysiuk
53199e4553
- reset player's blocking line on traveling between levels
...
It's not obvious where we can reset blocking line in a more generic way, and whether it's possible at all, because this member is exposed to scripting
https://forum.zdoom.org/viewtopic.php?t=69747
2020-09-01 15:02:02 +03:00
Maarten Lensink
34dd9625fc
Display other kills in coop tally screen ( #1167 )
...
* Display other kills in coop tally screen
* Showing other when skipping counter
2020-08-30 09:34:53 -04:00
3saster
11cecf7f22
Removed some time specifiers that aren't standard and can crash GZDoom ( #1166 )
...
A number of the specifiers were GNU extensions that aren't actually standard
2020-08-29 15:55:51 -04:00
dondiego
560bbf0a9c
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. ( #1165 )
2020-08-29 15:08:08 -04:00
alexey.lysiuk
254489e34c
- fixed compilation warnings reported by MSVC
...
src\common\audio\sound\s_sound.cpp(556,27): warning C4244: '=': conversion from 'double' to 'float', possible loss of data
src\scripting\vmthunks.cpp(2678,13): warning C4244: 'return': conversion from 'time_t' to 'int', possible loss of data
2020-08-29 14:42:19 +03:00
alexey.lysiuk
60886f389c
- fill array of objects with nulls on reserve
...
When item of object array is reserved but not written, it contains random garbage that is treated as valid pointer by VM and GC
https://forum.zdoom.org/viewtopic.php?t=69703
2020-08-29 13:06:46 +03:00
alexey.lysiuk
f46e3bacb2
- fixed getting state name with incomplete list of actor classes
...
https://forum.zdoom.org/viewtopic.php?t=69713
2020-08-29 11:08:31 +03:00
alexey.lysiuk
fb20730960
- fixed compilation warnings introduced recently
...
src/console/c_cmds.cpp:690:11: warning: format string is not a string literal (potentially insecure) [-Wformat-security]
src/scripting/vmthunks.cpp:2698:21: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
2020-08-29 10:36:29 +03:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) ( #1002 )
...
* Added ViewAngle/Pitch/Roll properties to actors.
- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.
* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
MajorCooke
c57e669044
Added an optional extra float parameter to $pitchshift. ( #1150 )
...
- This allows for setting a randomized range for the pitch each time the sound is initialized.
2020-08-27 12:49:59 -04:00
3saster
5803b78147
Implemented Clock Class ( #977 )
...
* Simplified some stuff, made up-to-date
* Dealt with DST problems
* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
2020-08-27 12:43:50 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. ( #895 )
...
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
William Breathitt Gray
3e69e44763
Install soundfonts and WOPL/WOPN banks ( #874 )
...
The INSTALL_SOUNDFONT_PATH cache entry is used to configure the
installation directory.
2020-08-27 12:39:56 -04:00
MajorCooke
4cbcb84dc9
Optimized P_CheckPosition. ( #1161 )
...
- If the actor passed into the function has THRUACTORS, PIT_CheckThing won't be called anymore.
- Moved THRUACTORS check to just under the self clipping check in PIT_CheckThing.
2020-08-27 12:37:39 -04:00
alexey.lysiuk
fc1f14b2eb
- extended error messages in pointers serialization
2020-08-27 10:13:18 +03:00
alexey.lysiuk
dad0a6f977
- fixed typo in serialization error message
2020-08-27 09:57:36 +03:00
Chronos Ouroboros
2e2ee33a98
Fixed an incorrect abort message on out of bounds array access.
2020-08-26 18:16:04 -03:00
Rachael Alexanderson
54a630c3cf
- amend last commit: rename the variable to something slightly more meaningful
2020-08-25 19:48:25 -04:00
Rachael Alexanderson
28f7728980
- fix a bug in the png renderer of the software renderer with decals: if the palette remap is missing, don't attempt to use it. (fix null pointer)
2020-08-25 19:10:22 -04:00
alexey.lysiuk
dfd5726eb0
- added bounds checks for serialization of pointers
...
Bogus pointers and offsets were serialized silently
This will to find other cases of dangling pointers, and protect from loading of broken saved games
https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-25 21:54:36 +03:00
alexey.lysiuk
f9708e225c
- added initialization for line and sector portals
...
Resizing of portal arrays during serialization could lead to processing of junk data
https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-25 21:54:36 +03:00
alexey.lysiuk
05f9df7057
- update floor/ceiling for inventory items after traveling
...
Inventory items had dangling floor and ceiling sector pointers after transition to a new level
This could cause random issues with serialization
https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-25 21:54:36 +03:00
Alexander Kromm (m8f)
83ffcbf692
autosave and make screenshot only if there is no other game actions ( #1126 )
...
In-game fix for this bug: https://forum.zdoom.org/viewtopic.php?f=43&t=59889&start=60#p1121698
because it may be also caused by other scripts or even manually.
2020-08-25 11:54:57 -04:00
Sterling Parker
d2a9de0012
Add PlayerSpawned() event ( #1118 )
...
* Add PlayerSpawned() event
* add playerspawned to DStaticEventHandler
* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
Rachael Alexanderson
5f9377ae2a
Merge commit 'refs/pull/980/head' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# wadsrc/static/menudef.txt
2020-08-25 11:32:10 -04:00
Magnus Norddahl
8306af298f
Switch to use a single triangle when drawing screen quads for a slight cache locality improvement
2020-08-18 11:42:50 +02:00
Chronos Ouroboros
0f86f3a62a
Fixed nested structs breaking the ZScript compiler under certain circumstances.
2020-08-15 16:25:59 +02:00
RockstarRaccoonAlt
b8bf812433
Fix obscure error in Animated Doors where the Actor can be NULL
...
This is a quick fix for an error in which Animated Doors crash the game by trying to check "actor->player" when "actor" itself is NULL. Deleting the check entirely also worked, but I worried it might be there for some higher-level scripting reason. This just puts in a check to make sure actor isn't NULL before checking actor->player, and keeps the behavior in that case the same.
I think this was happening because I had doors being opened by projectiles (like in Metroid) which were being despawned into NULL pointers when they hit the doors, as this was an issue when initially programming said doors..
2020-08-15 09:06:58 +02:00
MajorCooke
7e4a996cd4
P_BounceActor now calls SpecialMissileHit before any other bouncing effects are processed. Return values are as such: ( #1156 )
...
- 1: The missile will continue moving through the actor, and it's down to the modder to handle bouncing.
- 0: The missile will explode.
- Any other value will process a bouncing actor as normally done in the engine.
2020-08-14 02:01:32 -04:00
alexey.lysiuk
24200c0c3f
- fixed ARM64 compilation issues reported by Xcode 12 beta 4
...
src/common/engine/stats.h:139:31: error: invalid output constraint '=A' in asm
src/common/platform/posix/osx/iwadpicker_cocoa.mm:379:1: warning: non-void function does not return a value [-Wreturn-type]
2020-08-09 15:40:38 +03:00
Cacodemon345
b0e2c993f7
- added macOS Big Sur and ARM64 detection ( #1151 )
2020-08-09 15:06:11 +03:00
Perry Fraser
86cf5c9e53
- added native fullscreen mode option to Cocoa backend ( #1154 )
2020-08-09 14:41:29 +03:00
alexey.lysiuk
5f8b313446
- fixed: UMAPINFO partime was multiplied by ticrate
...
https://www.doomworld.com/forum/post/2167749
2020-08-03 12:45:20 +03:00
Rachael Alexanderson
bda49d0bf7
- demote pwad defcvars error to a warning
2020-08-01 06:01:29 -04:00
Rachael Alexanderson
86bac6bfcf
- sv_leveltally has been removed from the config file and is now session-only
2020-07-25 10:28:08 -04:00
Major Cooke
a85ee5826e
Added $PitchSet <logical name> <float> for SNDINFO.
...
- Sets the direct pitch of the sound to the specific float. Default is 0.0, meaning do not set a specific pitch. Regular pitch is 1.0.
- Only works for direct sound definitions.
- Overrides $PitchShift unless value is <= 0.0
- Overridden by A_StartSound's pitch parameter if the value > 0.0.
2020-07-24 08:05:44 +02:00
Magnus Norddahl
01eeb8f7c5
Add vk_memstats ccmd
2020-07-23 16:02:14 +02:00
alexey.lysiuk
04f327677d
- fixed incomplete special menu handling
...
Redirections to textual main menu and new player menu were not functional
https://forum.zdoom.org/viewtopic.php?t=69369
2020-07-22 16:26:27 +03:00
Rachael Alexanderson
810e240f89
- add 'sv_alwaystally' defaults to 0 with the following states:
...
* 0: previous behavior (completely MAPINFO controlled)
* 1: always show level tally at the end of an episode
* 2: always show level tally even when changing levels within a hub
2020-07-21 13:53:27 -04:00
alexey.lysiuk
fcb6e1b18c
- merge whitespaces before comparing Dehacked texts
...
With introduction of localization support, several strings are no longer identical to the original messages
Double spaces were removed, and letter case was changed
The latter is already handled, extra whitespaces are now deleted to deal with the former
https://forum.zdoom.org/viewtopic.php?t=69236
2020-07-12 11:07:49 +03:00
Marisa Kirisame
6e79209931
Optimize UE1 vertex normal computation.
2020-07-11 08:07:38 -03:00
dondiego
c8fe5bcb2e
Bumped version number to 4.5pre. ( #1132 )
...
* - Bumped version number to 4.5pre.
* - Delete superfluous include.
2020-07-08 23:24:36 -04:00
drfrag
d1373c7ffd
- Fix am_zoom and adjust am_zoomout speed for the automap.
2020-07-07 20:30:33 +02:00
alexey.lysiuk
cc07c56c36
- made mouse scaling in Cocoa backend match other platforms
2020-07-05 11:32:45 +03:00
Cacodemon345
61641bd45e
Disable JIT VM by default when compiling for DragonFly BSD
2020-07-05 08:53:46 +02:00
Mitchell Richters
8578c11789
- make SDL mouse scaling match that of Windows for consistency.
2020-07-04 18:25:44 +02:00
Rachael Alexanderson
383f3e5fd6
- change recent /0 fix to conform to UDMF specs
2020-06-25 09:30:52 -04:00
Rachael Alexanderson
f47055bca6
- amend previous commit: do the same for healing sectors, as well
2020-06-23 13:37:56 -04:00
Rachael Alexanderson
90895d154b
- when a damaging sector's damage interval is 0, instantly kill the player instead of dividing by 0
2020-06-23 13:12:25 -04:00
alexey.lysiuk
ece526a99c
- fixed freeze with StartSlideshow called for undefined intermission
...
https://forum.zdoom.org/viewtopic.php?t=69079
2020-06-23 10:15:15 +03:00
lucy phipps
53ad870581
escape the escape character
2020-06-21 15:55:42 +03:00
Hugo Locurcio
f7bec90e74
Interpolate positions and angles in the automap for smoother appearance
2020-06-20 19:49:48 +02:00
alexey.lysiuk
9629a737b9
- added mixin support to AST output
2020-06-20 16:53:30 +03:00
alexey.lysiuk
18f2cf0fdc
- exposed menu blur amount to engine interface
...
https://forum.zdoom.org/viewtopic.php?t=69056
2020-06-20 12:06:49 +03:00
alexey.lysiuk
04992f2bc8
- fixed leaking full VM frames
...
https://forum.zdoom.org/viewtopic.php?t=69055
2020-06-20 11:34:04 +03:00
Cacodemon345
da04616b7d
Update am_map.cpp
2020-06-20 09:10:05 +02:00
alexey.lysiuk
0d3134d825
- assigned endoom lump name after mapinfo is parsed
...
https://forum.zdoom.org/viewtopic.php?t=69032
2020-06-19 10:53:28 +03:00
alexey.lysiuk
f2ddbeeb81
- fixed crash when loading empty resource directory
...
https://forum.zdoom.org/viewtopic.php?t=69004
2020-06-18 11:32:16 +03:00
Cacodemon345
a713a895a7
Get rid of color lookup, reverse red and green bits
2020-06-17 08:08:58 +02:00
Cacodemon345
8952e598a4
Add color output for SDL backend using ANSI escapes
2020-06-17 08:08:58 +02:00
Rachael Alexanderson
6a5315bf76
- Rename 'Play GZDoom' button to something more generic to more easily allow for use in forks or other projects
2020-06-16 08:04:19 -04:00
Christoph Oelckers
cfd8d07bf8
- added missing target check to A_RadiusDamageSelf.
2020-06-16 00:16:22 +02:00
Christoph Oelckers
9c7bc99201
- use a full ClearScreen when drawing fullscreen images.
...
This removes the FillBorder function which was only used to clear the border around those images - but due to imprecisions can leave garbage behind.
2020-06-16 00:11:06 +02:00
Christoph Oelckers
d1cbabff66
- backend update from Raze.
...
(No, the AnimTexture isn't used yet.)
2020-06-16 00:09:19 +02:00
Rachael Alexanderson
2c57d5e768
- fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized
2020-06-14 15:33:26 -04:00
Rachael Alexanderson
b441d8c399
- add "restart" button to error pane in Windows
...
- add keyboard accelerator shortcuts to many Windows-specific dialogs
2020-06-14 14:28:29 -04:00
Christoph Oelckers
97d515005b
- moved the menu code back to the game side.
...
This isn't really shareable. Although major parts may be identical, the specifics are not.
2020-06-14 18:37:06 +02:00
Christoph Oelckers
cf6bcf4d2b
- re-added a 'break' that got lost somehow.
2020-06-14 18:36:12 +02:00
Christoph Oelckers
75cd00a340
- fixed some issues with setup parts for ZScript in the wrong place.
...
This never showed on GZDoom as an error but on Raze which has no actor classes it caused incompletely set up class descriptors.
2020-06-14 18:35:58 +02:00
Christoph Oelckers
248aa8b5a7
- moved s_reverbedit.cpp to 'common'.
2020-06-14 12:39:59 +02:00
Christoph Oelckers
46dc77cc64
- fixed some issues in the menu code.
2020-06-14 12:20:07 +02:00
Christoph Oelckers
82e4104900
- moved several VM exports for game independent objects to 'common'.
2020-06-14 12:16:22 +02:00
Christoph Oelckers
3b7e236971
- moved menudef.cpp to "common", as the last piece of the menu code.
2020-06-14 00:42:01 +02:00
Christoph Oelckers
712d80006a
- split game dependent parts out of menudef.cpp.
2020-06-14 00:27:32 +02:00
Christoph Oelckers
475f740058
- moved base menu code to "common".
2020-06-13 23:04:10 +02:00
Christoph Oelckers
90befff479
- moved out the Doom specific parts from menu.cpp and messagebox.cpp.
2020-06-13 22:43:35 +02:00
Christoph Oelckers
86e5f5a4cb
- fixed missing include.
2020-06-13 20:57:13 +02:00
Christoph Oelckers
5dfe9918d0
- moved some event related code to 'common'.
2020-06-13 20:31:57 +02:00
Christoph Oelckers
e47f016b23
- fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
2020-06-12 23:11:45 +02:00
Christoph Oelckers
a3c100a2ed
- deleted the duplicate start screen class.
2020-06-12 23:10:19 +02:00
Christoph Oelckers
2f692e1f7b
Revert "- disabled the non-functional sidedef range check."
...
This reverts commit 8e46f235a6
.
2020-06-12 17:05:08 +02:00
Christoph Oelckers
91a21e9cf1
- fixed: FGameTexture's GlowHeight was not initialized.
2020-06-12 16:43:27 +02:00
Christoph Oelckers
efbd80c325
- fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
2020-06-12 15:16:50 +02:00
Christoph Oelckers
80b5a66635
- fixed bad range check in shadowmap code.
...
Since the last refactoring this only counts lights, not occupied entries in the array, but the check wasn't adjusted for that.
2020-06-12 15:07:13 +02:00
Christoph Oelckers
8e46f235a6
- disabled the non-functional sidedef range check.
...
Due to how sidedefs are decompressed this must not be checked in the linedef loader.
2020-06-12 14:26:34 +02:00
drfrag
476ab9caea
- Fixed: check for bad sidedefs was not taking into account sidedef compression.
2020-06-12 14:14:46 +02:00
Christoph Oelckers
fe19aec059
- backend update from Raze.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
646457eb03
- fixed: The scale vector for detail maps was not passed to the shader.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
b0964101a5
- fixed: The flags for texture colorization were not passed to the backend.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
95c232d31a
- fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
...
Negative coordinates are treated as "disable scissor", so if some transformation results in something off-screen it needs to be handled before passing it to the backend.
2020-06-11 14:12:05 +02:00
Cacodemon345
b22ed9f237
Fix startup crash on DragonFly BSD
2020-06-11 21:41:00 +03:00
Mitchell Richters
8af21a13e7
- fix missing terminator in vk_shader.cpp on #ifdef guarded line.
2020-06-11 13:33:19 +03:00
Christoph Oelckers
b20de184a0
- made the new Build light mode operational
2020-06-11 08:48:33 +02:00
Christoph Oelckers
62138c66b8
- added a CCMD that lists all CVARS which don't have a description.
...
This way it should be easier to fill in the missing texts.
2020-06-10 13:05:00 +02:00
Christoph Oelckers
82af7f4f68
- mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
...
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
Cacodemon345
20381a5929
Fix compilation on DragonFly BSD
2020-06-10 10:59:33 +03:00
Christoph Oelckers
60a20af8ff
- fixed code that deternines when to upscale a texture.
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This was very much non-functional.
2020-06-10 00:21:19 +02:00
Christoph Oelckers
2d13dcfc81
- fixed fallback lookup for multipatch textures referencing themselves as patch.
...
The code hadn't been properly updated to the new 3-layer texture system.
2020-06-09 23:18:55 +02:00
Christoph Oelckers
af7c2fb4e9
- fixed the burn shader.
2020-06-09 22:06:19 +02:00
Christoph Oelckers
b41ae2dfdd
- do not allow playing sounds during PlayerFinishLevel.
...
This gets called right before the level ends, any sound in here would play during the intermission or at the start of the next level.
2020-06-09 21:01:14 +02:00