Commit graph

16674 commits

Author SHA1 Message Date
Christoph Oelckers
8b976e4222 - default terrain's DamageTimeMask to a reasonable value.
Use 31, which is the default for damaging floor specials instead of 0.
2020-03-11 20:18:39 +01:00
Alexander Kromm
e3baacd9f6 bring minimal save version back, as most of the savegames load fine
# Conflicts:
#	src/version.h
2020-03-09 00:36:55 +01:00
Alexander Kromm
dee1e6d675 aggregate TMap into Dictionary instead of deriving from it 2020-03-09 00:33:51 +01:00
Alexander Kromm
c91c542c23 fix Dictionary and DictionaryIterator memory leaks
# Conflicts:
#	src/version.h
2020-03-09 00:33:48 +01:00
Major Cooke
c467539014 Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-09 00:28:05 +01:00
Major Cooke
8712d7c237 Added Pre(Un)Morph and Post(Un)Morph functions.
- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-09 00:28:03 +01:00
drfrag
dde31dcac4 - Forgot the defines. 2020-03-06 15:36:37 +01:00
drfrag
d8d72f5d75 - Blind attempt at fixing wrong mouse position in OpenGLFrameBuffer and OpenGLSWFrameBuffer 2020-03-06 13:57:52 +01:00
alexey.lysiuk
5946744039 - fixed infinite loop reporting '... before first state' errors
https://forum.zdoom.org/viewtopic.php?t=67729
2020-03-06 13:38:21 +01:00
Rachael Alexanderson
673e52f02f - fix debug assertion, cleanup vestigial A_PlaySound addition 2020-03-04 09:46:09 +01:00
Rachael Alexanderson
c72b64790b - fixed: removed startTime from the wrong function internally. 2020-03-03 10:58:51 +01:00
Rachael Alexanderson
c9476e6188 - remove addition from deprecated A_PlaySound 2020-03-03 10:58:50 +01:00
Rachael Alexanderson
19233e6a82 - add checking in S_StartSound for startTime length 2020-03-03 10:58:48 +01:00
Rachael Alexanderson
4625925a69 - ported over Nash's startTime for A_StartSound 2020-03-03 10:58:46 +01:00
Major Cooke
45c80916bc Added A_StopSounds(int chanmin, int chanmax).
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd Added A_StopAllSounds. 2020-02-29 20:02:17 +01:00
drfrag
6fd642ed48 Revert "Revert "Stop sources immediately when the sound is forced to stop""
This reverts commit 82c4750710.
2020-02-29 19:35:22 +01:00
drfrag
767a9b6e1b - This is 3.85. 2020-02-29 13:35:05 +01:00
drfrag
797037fcde Oops, fixed default bindings not being loaded from pwads.
# Conflicts:
#	src/console/c_bind.cpp
2020-02-28 19:14:52 +01:00
drfrag
bf8a5621eb - Missed bindings for other games. 2020-02-28 16:31:06 +01:00
drfrag
fa5902b538 - Add support for several control layouts. 2020-02-28 12:44:13 +01:00
alexey.lysiuk
bbf72c2891 - fixed switching of subsong for already playing GME song
https://forum.zdoom.org/viewtopic.php?t=67564
2020-02-26 12:49:23 +01:00
Christoph Oelckers
c57e16edf8 - use C++11 features to delete unwanted methods. 2020-02-26 12:49:21 +01:00
Christoph Oelckers
08f5a941c5 - fixed: StreamSong did not flag itself as stopped when non-looping playback ended. 2020-02-26 12:49:20 +01:00
Christoph Oelckers
6a2b4c5bef - fixed uninitialized variables in decoders. 2020-02-26 12:49:18 +01:00
Christoph Oelckers
d27d2b0e1c - fixed: Windows must call the wide version of _mkdir for Unicode support. 2020-02-26 12:49:15 +01:00
alexey.lysiuk
b99da999a5 - stop all sounds after exiting level regardless of intermission screen
https://forum.zdoom.org/viewtopic.php?t=67521

# Conflicts:
#	src/g_level.cpp
#	src/wi_stuff.cpp
2020-02-23 18:46:36 +01:00
alexey.lysiuk
ffc3c4a530 - fixed comparison with uninitialized data in MAPINFO parser
This issue was reported by Valgrind
2020-02-23 18:46:34 +01:00
Rachael Alexanderson
dfcd5d1dd5 - use GAMENAMELOWERCASE macro for music config defaults
# Conflicts:
#	src/sound/music/music_config.cpp
2020-02-23 11:59:04 +01:00
alexey.lysiuk
d1786bc0c0 - fixed arguments order for ZMusic_Start() function 2020-02-23 11:59:02 +01:00
drfrag
82c4750710 Revert "Stop sources immediately when the sound is forced to stop"
This reverts commit 6b8cebe979.
2020-02-18 15:35:03 +01:00
drfrag
f5f766b948 - Rename the soundfont. 2020-02-17 19:46:48 +01:00
Christoph Oelckers
87875a52ba - backported a few sound code fixes from Raze. 2020-02-15 17:55:42 +01:00
Christoph Oelckers
462368b61d - use floats for sprite depth sorting in the hardware renderer.
Fixed point is clearly insufficient here.

# Conflicts:
#	src/hwrenderer/scene/hw_drawlist.cpp
#	src/hwrenderer/scene/hw_drawstructs.h

# Conflicts:
#	src/hwrenderer/scene/hw_drawlist.cpp
#	src/hwrenderer/scene/hw_sprites.cpp
2020-02-15 17:55:41 +01:00
Chronos Ouroboros
2d1e19dc4b Fixed a crash when trying to include a missing mixin. 2020-02-15 17:55:40 +01:00
Major Cooke
116a935b71 Added source, inflictor and damage flags to AbsorbDamage. 2020-02-11 00:55:21 +01:00
Chronos Ouroboros
0716594437 Mixins now perform a deep copy of the AST. (Fixes default blocks in mixins) 2020-02-11 00:55:19 +01:00
Zain Aamer
44ea61a280 Clearscope Index()
For Vertex, Side, Line and Sector
2020-02-11 00:55:17 +01:00
drfrag
71440ac4e8 - Print game version in console at startup, this is for those posting only the startup log. 2020-02-06 20:08:34 +01:00
svenhoefer
0eb049b34e - autoload nerveunity.wad to doom2unity.wad
refers to 0b38c442e0

# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt

# Conflicts:
#	wadsrc_extra/static/iwadinfo.txt
2020-02-06 19:38:15 +01:00
Braden Obrzut
8e2a21fbfb - Change updaterevision to a CMake script
The benefit to this is fairly small, but it does mean a little less work needs
to be done in the build scripts for cross compiling. The C version wasn't
especially concise so it was not obviously better in any way.
2020-02-02 13:58:10 +01:00
alexey.lysiuk
95f4f38695 - moved showing of start window banner to proper location in Cocoa backend 2020-02-02 13:58:07 +01:00
Christoph Oelckers
16d9da97eb - backported fix for loading VOC files.
In NAM there is one that needed a bit of extra treatment.
2020-02-01 20:34:42 +01:00
Chris Robinson
350d57e8db Remove FSoundLoadBuffer since it wasn't doing anything 2020-02-01 20:34:40 +01:00
Chris Robinson
c37caf4498 Remove LoadSoundBuffered since its no longer called 2020-02-01 20:34:37 +01:00
Chris Robinson
435a3885ca Get rid of the LoadSound3D method
It no longer does anything since there's no separate buffer for 3D sfx.
2020-02-01 20:34:35 +01:00
Chris Robinson
1065d18bc4 Update a couple comments about monoized sounds 2020-02-01 20:34:33 +01:00
Chris Robinson
6b8cebe979 Stop sources immediately when the sound is forced to stop
The reason for the previous delay was to allow OpenAL Soft to fade the sound to
silence and avoid a sudden amplitude change, which can cause a "click" or "pop"
noise. However, with OpenAL Soft 1.20, this is a built-in feature of the mixer
so the extra complexity is unnecessary.
2020-02-01 20:34:30 +01:00
Chris Robinson
e7c035ff81 Remove the 'monoize' option from sound loading
Unnecessary with the AL_SOFT_source_spatialize extension, which has been
available for over a year.
2020-02-01 20:34:28 +01:00
Chris Robinson
427b6a0d14 Remove the fallback for lack of AL_EXT_SOURCE_RADIUS
It's been available in OpenAL Soft for years and the fallback method wasn't very good.
2020-02-01 20:34:25 +01:00