MajorCooke
d730b06da7
Added A_CheckSpecies(state jump, name species, ptr = AAPTR_DEFAULT)
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- Performs a state jump if the defined species name for the pointed actor matches the criteria.
2015-11-26 01:33:02 -06:00
MajorCooke
7725e9d641
New line.
2015-11-25 23:17:13 -06:00
MajorCooke
a1e3112850
Removed FVF_RESETPITCH.
2015-11-25 23:15:59 -06:00
MajorCooke
ab5b1f479a
Updated A_FaceVelocity.
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- Now includes anglelimit and pitchlimit.
- Anglelimit and pitchlimit only allows the actor to turn this much, similar to A_FaceTarget's limit. FVF_RESETPITCH also respects the pitch limit.
- (offset, anglelimit, pitchlimit, flags, ptr)
2015-11-25 21:49:25 -06:00
Christoph Oelckers
6efc2a0ec7
- fixed positioning of map name on Hexen automap.
2015-11-25 13:47:04 +01:00
Christoph Oelckers
78deb70a00
- fixed: ConfigSections were not properly deallocated
2015-11-25 13:40:18 +01:00
Christoph Oelckers
355f70986a
- fixed: 'give' inventory functions ignored an items MaxAmount setting.
2015-11-25 13:36:42 +01:00
Christoph Oelckers
f4ab6074fa
- today's 'GCC sucks' fix.
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(Yet again some overtly anal type issues with the '? :' operator...)
2015-11-25 13:30:12 +01:00
Christoph Oelckers
1e0366f98f
- fixed: $musicalias must be resolved before comparing for equality with the currently playing music.
2015-11-25 13:27:35 +01:00
Christoph Oelckers
01917d9f15
- fixed incorrect state settings in Macil.
2015-11-25 13:06:39 +01:00
Christoph Oelckers
43dff3021b
- fixed: The OpenAL backend ignored PlaySound's 'volume' parameter.
2015-11-25 13:00:56 +01:00
Christoph Oelckers
cd110f67df
Merge branch 'master' of https://github.com/rheit/zdoom
2015-11-25 12:28:05 +01:00
coelckers
da39c86967
Merge pull request #401 from MajorCooke/RadiusGiveMinRange
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A_RadiusGive Mindist Parameter + RGF_OBJECTS Fix
2015-11-25 12:27:54 +01:00
Christoph Oelckers
4a18a28448
- fixed: am_showtriggerlines will now ignore any non-activatable linedef types.
2015-11-25 12:20:35 +01:00
Christoph Oelckers
b00b49c111
- fixed skybox picking in GL renderer.
2015-11-25 11:57:53 +01:00
Christoph Oelckers
4ed78d78cc
Merge branch 'master' of https://github.com/rheit/zdoom
2015-11-25 11:51:11 +01:00
Christoph Oelckers
99fbb55296
Merge branch 'master' of https://github.com/rheit/zdoom
2015-11-25 11:50:03 +01:00
Christoph Oelckers
7b017f472a
- fixed: Due to the default skybox being moved to the global level data, there was insufficient information to distinguish between using the default skybox or the regular sky. Fixed by adding two new sector flags which get set by a 0-tid SkyPicker.
2015-11-25 11:49:34 +01:00
MajorCooke
75855dc64a
A_FaceVelocity(offset, flags, ptr)
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- Changes the caller's angle and pitch according to the direction of velocity they're travelling.
- FVF_NOPITCH and FVF_NOANGLE disable changing of pitch/angle respectively and should be counted as mutually exclusive, or the function does nothing.
- FVF_INTERPOLATE - Interpolate's the angle and pitch changes.
- FVF_RESETPITCH will, if there's no z velocity, reset the pitch to 0. Otherwise, the pitch remains unchanged.
2015-11-25 01:44:19 -06:00
coelckers
ab85319fbf
Merge pull request #425 from j-palomo/pickactor2
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Backport RETURNTID and FORCETID flags for PickActor from GLOOME.
2015-11-22 16:04:08 +01:00
coelckers
466d56a77a
Merge pull request #426 from alexey-lysiuk/fix_finishgame
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Fixed crash on finishgame CCMD in non-game modes
2015-11-21 16:46:48 +01:00
alexey.lysiuk
20bf4d6c8e
Fixed crash on finishgame CCMD in non-game modes
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http://forum.zdoom.org/viewtopic.php?t=49943
2015-11-21 17:43:49 +02:00
John Palomo Jr
2612fad326
Backport RETURNTID and FORCETID flags for PickActor from GLOOME. Renamed prefix to avoid confusion with Pain Attack flags. Fixed broken enum.
2015-11-21 06:05:16 -05:00
ZZYZX
75d21d6dd8
ZDoom wasn't setting drawseg_t::curline when making "fake" drawseg for skyboxes, which interfered with portal sprite clipping routine randomly.
2015-11-12 01:17:03 +02:00
Christopher Bruns
bcac352265
Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
2015-11-09 19:40:53 -05:00
Christoph Oelckers
ad6ce5a726
- added a NULL check to gl_enhanced_nightvision's handler so that it won't crash without an uninitialized GL renderer.
2015-11-09 13:49:17 +01:00
Christopher Bruns
151b47c3ae
Merge branch 'master' of https://github.com/coelckers/gzdoom into merge_down
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Conflicts:
src/win32/i_system.cpp
2015-11-03 20:21:27 -05:00
Christoph Oelckers
a5b43dfb66
Merge branch 'master' of https://github.com/rheit/zdoom
2015-11-03 23:55:41 +01:00
Christoph Oelckers
16cb4407a4
- disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites.
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Calling this function in the inner loop of a time critical rendering function apparently wreaks havoc with the CPU instruction cache - even though the function doesn't do anything substantial.
This needs some more in-depth investigation why just having that call can increase sprite rendering time by a factor of 10 and more if there's many lights in view.
2015-11-03 23:55:16 +01:00
Christopher Bruns
382d2cf74f
Simplify ShiftedEyePose::GetProjection() maths.
2015-10-31 08:02:41 -04:00
Christopher Bruns
789dca2ab3
Refactor stereo 3d projection matrix calculations to use VSMatrix.
2015-10-31 07:46:36 -04:00
Christopher Bruns
d603999ee3
Revert stereo3d-unrelated changes to .gitignore and .gitattributes
2015-10-30 21:57:23 -04:00
Christopher Bruns
89328e685c
Use eye->TearDown method to restore glColorMask.
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Restore assert in i_system.cpp that was interfering with my debugging.
Restore scoped colorMask-ing in gl_portal.cpp and gl_drawinfo.cpp.
2015-10-30 21:48:42 -04:00
Christopher Bruns
b82d611936
Call EndDrawScene for each eye.
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Actually use stereoscopic projection matrix.
2015-10-30 21:29:36 -04:00
Christopher Bruns
0874455faf
Initial implementation of five 3D modes -- some bugs remain.
2015-10-30 20:51:35 -04:00
Christopher Bruns
694dff67e4
Copy stereo3d source files from my GLOOME fork.
2015-10-26 09:08:18 -04:00
Braden Obrzut
a8ac748123
Merge commit 'e2d874e343da34df6edfad0bb47370cbe10f4bae'
2015-10-25 15:00:43 -04:00
alexey.lysiuk
3e517ad4d0
Fixed selection of empty items in Video Mode menu
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See http://forum.zdoom.org/viewtopic.php?t=49794
2015-10-24 11:58:57 +03:00
coelckers
117783a785
Merge pull request #419 from alexey-lysiuk/spawnspot_nomonsters
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'no monsters' option is no longer ignored in ACS Spawn functions
2015-10-18 21:03:48 +02:00
coelckers
8a8997ed6f
Merge pull request #420 from alexey-lysiuk/corrupt_map
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Fixed crash on loading map with corrupt linedefs and/or sectors
2015-10-18 18:00:41 +02:00
alexey.lysiuk
27135d5c5d
Fixed crash on loading map with corrupt linedefs and/or sectors
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See http://forum.zdoom.org/viewtopic.php?t=49276
2015-10-18 16:28:42 +03:00
alexey.lysiuk
869e168495
'no monsters' option is no longer ignored in ACS Spawn functions
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See http://forum.zdoom.org/viewtopic.php?t=46459
2015-10-18 15:54:07 +03:00
coelckers
f46a00fcd2
Merge pull request #417 from alexey-lysiuk/customize_toggle_run
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Added Toggle Run action to Customize Controls menu
2015-10-15 10:24:11 +02:00
alexey.lysiuk
c93bc2561e
Added Toggle Run action to Customize Controls menu
2015-10-15 10:33:28 +03:00
MajorCooke
c5f433d80a
No more BASETHRESHOLD.
2015-10-14 07:36:30 -05:00
coelckers
58d280d463
Merge pull request #416 from alexey-lysiuk/cocoa_videores_list
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Updated list of video resolutions for Cocoa backend
2015-10-14 12:46:25 +02:00
alexey.lysiuk
916b5f796d
Updated list of video resolutions for Cocoa backend
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Added resolutions for iMac Retina 4K 21.5"
Added comments about a few resolutions specific to Macs
2015-10-14 13:17:21 +03:00
Edoardo Prezioso
4cd793ca2f
- Fixed broken projectile firing projectiles code.
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This went unnoticed since ZDoom 2.0.90, which introduced the bug. Discovered with the recent TFlags improvements.
2015-10-13 09:13:37 +02:00
Edoardo Prezioso
6678c3550e
- Improve the TFlags code and fix the new errors.
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The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
2015-10-13 00:30:06 +02:00
MajorCooke
75100d76fb
- Added Threshold Manipulation.
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- Added 'threshold' and 'defthreshold' to DECORATE expression exposure.
- ChaseThreshold sets the default threshold for how long a monster must chase one target before it can switch targets. Default is 100, must not be negative.
- A_SetChaseThreshold can be used to alter the current or default threshold of an actor <pointer>.
- Changing current threshold has no effect on what the default will be once it hits 0 and something makes it infight with another.
2015-10-12 11:06:55 -05:00