Commit graph

16017 commits

Author SHA1 Message Date
alexey.lysiuk
edcc0dc4ab - fixed usage of uninitialized object in BlockLinesIterator
DBlockLinesIterator::check was used by FMultiBlockLinesIterator before it was constructed

https://forum.zdoom.org/viewtopic.php?t=66224

# Conflicts:
#	src/scripting/vmiterators.cpp
2019-10-26 12:15:00 +02:00
alexey.lysiuk
941a5f37a5 - fixed missing frames for axe attack without mana
The target state to jump is S_FAXEATK_5 in the original Hexen, but we were jumping to S_FAXEATK_7
5329fb5d75/src/hexen/info.c (L1298-L1299)

https://forum.zdoom.org/viewtopic.php?t=66216
2019-10-26 12:14:58 +02:00
drfrag
919f9b403b - Remove the IgnoreTitlePatches flag. 2019-10-25 16:37:45 +02:00
drfrag
0907972c2f Revert "- allow the language table to supersede the title patches, if appropriate"
This reverts commit 2b51e8d5dd.

# Conflicts:
#	src/g_hub.cpp
#	src/g_level.cpp
#	src/p_setup.cpp
#	src/wi_stuff.cpp
#	src/wi_stuff.h
#	wadsrc/static/zscript/ui/statscreen/types.zs

Revert "- fixed: The wbstartstruct that gets passed to the level summary screen needs to be static"

This reverts commit 4a563f449d.

# Conflicts:
#	src/g_level.cpp

Revert "- Fixed compilation."

This reverts commit 149a294a49.

# Conflicts:
#	src/g_level.cpp

Revert "- Fixed game finales not being shown after the intermission."

This reverts commit 55af0b11c6.

All this didn't make sense without localization and caused problems with intermissions and endings, it was incompatible with the old code without the level refactor.
2019-10-25 16:23:42 +02:00
alexey.lysiuk
d2fe30cd93 - added Visual Studio debugger visualization for several types 2019-10-24 13:25:22 +02:00
alexey.lysiuk
cde65bbfe9 - removed hardcoded width limit for screenshots
https://forum.zdoom.org/viewtopic.php?t=66204
2019-10-24 13:25:19 +02:00
Chronos Ouroboros
632708bccb Fixed dynamic arrays as function arguments. 2019-10-24 13:25:16 +02:00
drfrag
68569d14c3 - Change how the 'randi' cheat works. 2019-10-23 11:52:49 +02:00
alexey.lysiuk
62d3f61bac - do not accept read-only variable as out argument
https://forum.zdoom.org/viewtopic.php?t=66179
2019-10-22 10:59:34 +02:00
alexey.lysiuk
c9641ce335 - fixed variable's stack offset for implicit dynarray clearing
https://forum.zdoom.org/viewtopic.php?t=66187
https://forum.zdoom.org/viewtopic.php?t=66189
https://forum.zdoom.org/viewtopic.php?t=66198
2019-10-22 10:59:31 +02:00
Chronos Ouroboros
93d111ef29 Fixed Vector2/3 out parameters in the ZScript compiler. 2019-10-22 10:59:28 +02:00
alexey.lysiuk
ef06ef5977 - added explicit clearing of global VM stask
When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown

https://forum.zdoom.org/viewtopic.php?t=66172

# Conflicts:
#	src/dthinker.cpp
2019-10-22 10:59:25 +02:00
Rachael Alexanderson
4584dd6719 - fixed typo with D'Sparil's serpent attack in lights.pk3. https://forum.zdoom.org/viewtopic.php?f=2&t=66177 2019-10-22 10:59:21 +02:00
PaulyB
c9075cc481 Scythe MAP22 Compatibility fix 2019-10-22 10:59:19 +02:00
Christoph Oelckers
5ded0aadf0 - fixed GetLineX/GetLineY ACS implementation
# Conflicts:
#	src/p_acs.cpp
2019-10-22 10:59:16 +02:00
Christoph Oelckers
f15a52b1e7 - when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor. 2019-10-22 10:59:13 +02:00
Christoph Oelckers
1170e07124 - fixed: MF8_RECREATELIGHTS must be processed in pause mode as well.
When issuing a netevent from the console the game is in pause mode, and if this removes a light it would have crashed the game.
2019-10-22 10:59:09 +02:00
alexey.lysiuk
9aff83cfdc - implicitly clear local dynamic arrays
https://forum.zdoom.org/viewtopic.php?t=62710
2019-10-20 12:30:00 +02:00
drfrag
b52ac9b556 Revert "AsmJit update"
This reverts commit 275ecb2623.

This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
2019-10-20 11:34:23 +02:00
alexey.lysiuk
af3fce739d - fixed broken walkthrough of Skulldash MAP04 2019-10-20 11:31:57 +02:00
alexey.lysiuk
f41c0eca12 - fixed broken walkthrough of Restoring Deimos MAP03
# Conflicts:
#	wadsrc/static/zscript/level_compatibility.zs
2019-10-20 11:31:53 +02:00
alexey.lysiuk
a6eb3f3016 - added access check for state functions
Private functions cannot be called from derived classes anymore

https://forum.zdoom.org/viewtopic.php?t=66158
2019-10-19 16:47:59 +02:00
alexey.lysiuk
7132b1a67c - fixed SPC music looping after update to GME 0.6.2
Why was the default player setup changed at all?

https://forum.zdoom.org/viewtopic.php?t=65863
2019-10-18 11:19:27 +02:00
alexey.lysiuk
6b1467dd8d - added declarations missing from update to GME 0.6.2 2019-10-18 11:19:24 +02:00
Christoph Oelckers
e2387d0741 - fixed: The dynamic lights must be initialized before the first frame is ticked.
Otherwise they only show up after the first frame.

# Conflicts:
#	src/p_setup.cpp
2019-10-17 11:10:19 +02:00
alexey.lysiuk
0b16eb2cbb - fixed: pickup flash didn't fade out if player was killed by pickup
https://forum.zdoom.org/viewtopic.php?t=66135
2019-10-16 20:56:41 +02:00
Major Cooke
62b3ed7d75 Fixed CheckBossDeath not checking for actor replacements.
- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
2019-10-15 22:57:55 +02:00
drfrag
80442db4fe - Yet even more missing null pointer checks, PB still crashed. 2019-10-15 14:45:52 +02:00
alexey.lysiuk
8c110541b1 - fixed crash with DMSS_INFLICTORDMGTYPE flag and no inflictor
https://forum.zdoom.org/viewtopic.php?t=66110
2019-10-14 12:18:11 +02:00
alexey.lysiuk
d5451fd281 - added dynamic loading of FluidSynth 2.x
# Conflicts:
#	src/sound/mididevices/music_fluidsynth_mididevice.cpp
2019-10-14 12:01:03 +02:00
drfrag
af566f2d52 - More missing null pointer checks. 2019-10-14 11:49:06 +02:00
drfrag
0a9b20062a - Fixed compilation on non Windows platforms. 2019-10-13 12:54:16 +02:00
alexey.lysiuk
5691d1d3b9 - made GL nodes loader more resilient to broken data
https://forum.zdoom.org/viewtopic.php?t=66086

# Conflicts:
#	src/p_glnodes.cpp
2019-10-13 11:44:43 +02:00
Major Cooke
60b6b31542 Added compatibility for Hellbound MAP29
- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
2019-10-12 14:35:31 +02:00
drfrag
7ae0df931e - Added the 'quickunsetslot' command to unset the quicksave slot. 2019-10-09 16:01:58 +02:00
drfrag
cc22109e95 - Fixed capped tall skies not working (Heretic and Hexen). 2019-10-09 13:10:52 +02:00
drfrag
302b9a768a - Fixed sky stretching for the new freelook limit. 2019-10-09 13:10:35 +02:00
drfrag
d48a886f8b - Added missing null pointer checks to fix the PB crash. 2019-10-07 20:36:08 +02:00
drfrag
d200c171ca Revert "- Fixed bad NULL return value in AActor::StaticSpawn."
This reverts commit d5352fa550.

In master AActor::StaticSpawn now can't return NULL but there are still some null pointer checks.
2019-10-07 20:04:00 +02:00
drfrag
d5352fa550 - Fixed bad NULL return value in AActor::StaticSpawn.
Fixes crash with PB.
2019-10-07 11:50:42 +02:00
drfrag
4a8d216f94 - This is version 3.83. 2019-10-06 21:11:48 +02:00
drfrag
8227e795c5 - Fixed crash with quicksave rotation enabled (read out of array bounds). 2019-10-04 17:07:39 +02:00
drfrag
d25557597b - Added missing string and removed blank line in menu. 2019-09-30 21:49:33 +02:00
Alexander
a44f80c19d add m_quickexit option for quick exit in game menu
Default: off (false)

When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.

# Conflicts:
#	wadsrc/static/menudef.txt
2019-09-30 21:38:51 +02:00
Alexander
b4d10d2f5b fix bug when down arrow gave no result after mouse move in main menu
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.

Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.

Repeated Down arrow pressing doesn't give any result, either.

If on step 4 Up arrow is pressed, the last element in the menu is selected.
2019-09-30 21:38:48 +02:00
alexey.lysiuk
df05187229 - fixed inventory scroll arrows in alternative HUD
https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 18:16:10 +02:00
Rachael Alexanderson
6537eca669 - implement the following functions under LevelCompatibility:
GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle

# Conflicts:
#	src/maploader/compatibility.cpp
2019-09-28 15:01:23 +02:00
Rachael Alexanderson
1a85206983 - add 'flipline' function to levelcompatibility
# Conflicts:
#	src/maploader/compatibility.cpp
2019-09-28 14:56:12 +02:00
Christoph Oelckers
fd072db274 - adapted the PSX XA decoder from EDuke32 as a music format in GZDoom.
Libsndfile cannot decode this format but tries to play these files as regular WAVs and turns them into noise (Both are in a RIFF container.)

# Conflicts:
#	src/sound/musicformats/music_xa.cpp
2019-09-28 14:20:29 +02:00
Christoph Oelckers
09d26a9e64 - moved a few CCMDs from i_sound.cpp to s_sound.cpp. 2019-09-28 14:20:26 +02:00