mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
This commit is contained in:
commit
d35cd9549f
21 changed files with 80 additions and 86 deletions
17
.github/ISSUE_TEMPLATE/bug_report.yml
vendored
17
.github/ISSUE_TEMPLATE/bug_report.yml
vendored
|
@ -11,26 +11,17 @@ body:
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|||
## Please fill out forms as cleanly as possible.
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#### Make sure that you have
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||||
* properly edited & filled in the title of this bug report
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- type: dropdown
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||||
- type: input
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id: version
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attributes:
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label: GZDoom version
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description: |
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What version are you using?
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Run `gzdoom --version`
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Run `gzdoom --version` or check in the console in game.
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Make sure to update to latest [release](https://github.com/coelckers/gzdoom/releases) version and test again before continuing.
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multiple: false
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options:
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- 4.6.1
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- 4.6.0
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- 4.5.0
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- 4.4.2
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- 4.4.1
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- 4.4.0
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- Git
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- Other
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placeholder: "ex: GZDoom 4.0.0, Git version, Branch, other"
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validations:
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required: true
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required: false
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- type: dropdown
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id: gameid
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attributes:
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|
|
17
.github/ISSUE_TEMPLATE/feature_request.yml
vendored
17
.github/ISSUE_TEMPLATE/feature_request.yml
vendored
|
@ -11,26 +11,17 @@ body:
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|||
## Please fill out forms as cleanly as possible.
|
||||
#### Make sure that you have
|
||||
* properly edited & filled in the title of this bug report
|
||||
- type: dropdown
|
||||
- type: input
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id: version
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attributes:
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label: GZDoom version
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description: |
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What version are you using?
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Run `gzdoom --version`
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Run `gzdoom --version` or check in the console in game.
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Make sure to update to latest [release](https://github.com/coelckers/gzdoom/releases) version and test again before continuing.
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multiple: false
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options:
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- 4.6.1
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- 4.6.0
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- 4.5.0
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- 4.4.2
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- 4.4.1
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- 4.4.0
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- Git
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- Other
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||||
placeholder: "ex: GZDoom 4.0.0, Git version, Branch, other"
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||||
validations:
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required: true
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required: false
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- type: dropdown
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id: gameid
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attributes:
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|
|
|
@ -243,7 +243,7 @@ public:
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bool mIsFirstPass = true;
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};
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struct DShape2DBufferInfo : NoVirtualRefCountedBase
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struct DShape2DBufferInfo : RefCountedBase
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{
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TArray<F2DVertexBuffer> buffers;
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bool needsVertexUpload = true;
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|
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|
@ -94,6 +94,7 @@ FFont *V_GetFont(const char *name, const char *fontlumpname)
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{
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if (!stricmp(name, "DBIGFONT")) name = "BigFont";
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else if (!stricmp(name, "CONFONT")) name = "ConsoleFont"; // several mods have used the name CONFONT directly and effectively duplicated the font.
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else if (!stricmp(name, "INDEXFON")) name = "IndexFont"; // Same here - for whatever reason some people had to use its 8 character name...
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FFont *font = FFont::FindFont (name);
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if (font == nullptr)
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{
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@ -873,6 +874,7 @@ void V_InitFonts()
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NewSmallFont = CreateHexLumpFont2("NewSmallFont", lump);
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CurrentConsoleFont = NewConsoleFont;
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ConFont = V_GetFont("ConsoleFont", "CONFONT");
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V_GetFont("IndexFont", "INDEXFON"); // detect potential replacements for this one.
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}
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void V_LoadTranslations()
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@ -910,7 +910,7 @@ static void ParseOptionSettings(FScanner &sc)
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else if (sc.Compare("Linespacing"))
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{
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sc.MustGetNumber();
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OptionSettings.mLinespacing = sc.Number;
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// ignored
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}
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else if (sc.Compare("LabelOffset"))
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{
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@ -1402,6 +1402,7 @@ void M_ParseMenuDefs()
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DefaultOptionMenuSettings = Create<DOptionMenuDescriptor>();
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DefaultListMenuSettings->Reset();
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DefaultOptionMenuSettings->Reset();
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OptionSettings.mLinespacing = 17;
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int IWADMenu = fileSystem.CheckNumForName("MENUDEF", ns_global, fileSystem.GetIwadNum());
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@ -229,6 +229,7 @@ DObject::DObject ()
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ObjNext = GC::Root;
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GCNext = nullptr;
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GC::Root = this;
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GC::AllocCount++;
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}
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DObject::DObject (PClass *inClass)
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@ -238,6 +239,7 @@ DObject::DObject (PClass *inClass)
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ObjNext = GC::Root;
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GCNext = nullptr;
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GC::Root = this;
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GC::AllocCount++;
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}
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//==========================================================================
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@ -275,6 +277,7 @@ DObject::~DObject ()
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void DObject::Release()
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{
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if (GC::AllocCount > 0) GC::AllocCount--;
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DObject **probe;
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// Unlink this object from the GC list.
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|
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@ -108,6 +108,7 @@ namespace GC
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size_t AllocBytes;
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size_t Threshold;
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size_t Estimate;
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size_t AllocCount;
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DObject *Gray;
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DObject *Root;
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DObject *SoftRoots;
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|
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@ -43,6 +43,9 @@ namespace GC
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// Number of bytes currently allocated through M_Malloc/M_Realloc.
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extern size_t AllocBytes;
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// Number of allocated objects since last CheckGC call.
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extern size_t AllocCount;
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// Amount of memory to allocate before triggering a collection.
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extern size_t Threshold;
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@ -105,10 +108,15 @@ namespace GC
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}
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// Check if it's time to collect, and do a collection step if it is.
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static inline void CheckGC()
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static inline bool CheckGC()
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{
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AllocCount = 0;
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if (AllocBytes >= Threshold)
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{
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Step();
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return true;
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}
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return false;
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}
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// Forces a collection to start now.
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|
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@ -294,11 +294,11 @@ void EventManager::WorldLoaded()
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}
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}
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void EventManager::WorldUnloaded()
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void EventManager::WorldUnloaded(const FString& nextmap)
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{
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for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
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{
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handler->WorldUnloaded();
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handler->WorldUnloaded(nextmap);
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}
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}
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@ -629,6 +629,7 @@ DEFINE_FIELD_X(RenderEvent, FRenderEvent, Camera);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsSaveGame);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsReopen);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, NextMap);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, Thing);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, Inflictor);
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DEFINE_FIELD_X(WorldEvent, FWorldEvent, Damage);
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@ -769,13 +770,14 @@ void DStaticEventHandler::WorldLoaded()
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}
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}
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void DStaticEventHandler::WorldUnloaded()
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void DStaticEventHandler::WorldUnloaded(const FString& nextmap)
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{
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IFVIRTUAL(DStaticEventHandler, WorldUnloaded)
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{
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// don't create excessive DObjects if not going to be processed anyway
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if (isEmpty(func)) return;
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FWorldEvent e = owner->SetupWorldEvent();
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e.NextMap = nextmap;
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VMValue params[2] = { (DStaticEventHandler*)this, &e };
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VMCall(func, params, 2, nullptr, 0);
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}
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|
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@ -78,7 +78,7 @@ public:
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//
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void WorldLoaded();
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void WorldUnloaded();
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void WorldUnloaded(const FString& nextmap);
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void WorldThingSpawned(AActor* actor);
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void WorldThingDied(AActor* actor, AActor* inflictor);
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void WorldThingGround(AActor* actor, FState* st);
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@ -144,6 +144,7 @@ struct FWorldEvent
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// for loaded/unloaded
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bool IsSaveGame = false;
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bool IsReopen = false;
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FString NextMap;
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// for thingspawned, thingdied, thingdestroyed
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AActor* Thing = nullptr; // for thingdied
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AActor* Inflictor = nullptr; // can be null - for damagemobj
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@ -232,7 +233,7 @@ struct EventManager
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// called right after the map has loaded (approximately same time as OPEN ACS scripts)
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void WorldLoaded();
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// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
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void WorldUnloaded();
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void WorldUnloaded(const FString& nextmap);
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// called around PostBeginPlay of each actor.
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void WorldThingSpawned(AActor* actor);
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// called after AActor::Die of each actor.
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|
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@ -1316,6 +1316,15 @@ void G_Ticker ()
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default:
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break;
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}
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// Do some more aggressive GC maintenance when the game ticker is inactive.
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if ((gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL) || paused || P_CheckTickerPaused())
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{
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size_t ac = std::max<size_t>(10, GC::AllocCount);
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for (size_t i = 0; i < ac; i++)
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{
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if (!GC::CheckGC()) break;
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}
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}
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// [MK] Additional ticker for UI events right after all others
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primaryLevel->localEventManager->PostUiTick();
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|
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@ -468,7 +468,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
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// did we have any level before?
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if (primaryLevel->info != nullptr)
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staticEventManager.WorldUnloaded();
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staticEventManager.WorldUnloaded(FString()); // [MK] don't pass the new map, as it's not a level transition
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if (!savegamerestore)
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{
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|
@ -701,10 +701,10 @@ void FLevelLocals::ChangeLevel(const char *levelname, int position, int inflags,
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for (auto Level : AllLevels())
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{
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// Todo: This must be exolicitly sandboxed!
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Level->localEventManager->WorldUnloaded();
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Level->localEventManager->WorldUnloaded(nextlevel);
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}
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// [ZZ] unsafe world unload (changemap != map)
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staticEventManager.WorldUnloaded();
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staticEventManager.WorldUnloaded(nextlevel);
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unloading = false;
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STAT_ChangeLevel(nextlevel, this);
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|
|
|
@ -764,22 +764,6 @@ static void CreateLineEffectFunc(FunctionCallEmitter &emitters, int value1, int
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emitters.AddParameterIntConst(value2); // tag
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}
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// No misc, but it's basically A_Explode with an added effect
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static void CreateNailBombFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
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{ // A_Explode
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// This one does not actually have MBF-style parameters. But since
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// we're aliasing it to an extension of A_Explode...
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emitters.AddParameterIntConst(-1); // damage
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emitters.AddParameterIntConst(-1); // distance
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emitters.AddParameterIntConst(1); // flags (1=XF_HURTSOURCE)
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emitters.AddParameterIntConst(0); // alert
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emitters.AddParameterIntConst(0); // fulldamagedistance
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emitters.AddParameterIntConst(30); // nails
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emitters.AddParameterIntConst(10); // naildamage
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emitters.AddParameterPointerConst(PClass::FindClass(NAME_BulletPuff)); // itemtype
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emitters.AddParameterIntConst(NAME_None); // damage type
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}
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static void CreateSpawnObjectFunc(FunctionCallEmitter& emitters, int value1, int value2, MBFParamState* state)
|
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{
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state->ValidateArgCount(8, "A_SpawnObject");
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|
@ -936,7 +920,6 @@ static void (*MBFCodePointerFactories[])(FunctionCallEmitter&, int, int, MBFPara
|
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{
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// Die and Detonate are not in this list because these codepointers have
|
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// no dehacked arguments and therefore do not need special handling.
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// NailBomb has no argument but is implemented as new parameters for A_Explode.
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CreateMushroomFunc,
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CreateSpawnFunc,
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CreateTurnFunc,
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|
@ -945,7 +928,6 @@ static void (*MBFCodePointerFactories[])(FunctionCallEmitter&, int, int, MBFPara
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CreatePlaySoundFunc,
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CreateRandomJumpFunc,
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CreateLineEffectFunc,
|
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CreateNailBombFunc,
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CreateSpawnObjectFunc,
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CreateMonsterProjectileFunc,
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CreateMonsterBulletAttackFunc,
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|
|
|
@ -109,21 +109,22 @@ static inline bool P_IsThingSpecial(int specnum)
|
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return (specnum >= Thing_Projectile && specnum <= Thing_SpawnNoFog) ||
|
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specnum == Thing_SpawnFacing || specnum == Thing_ProjectileIntercept || specnum == Thing_ProjectileAimed;
|
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}
|
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|
||||
enum
|
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namespace
|
||||
{
|
||||
Dm=1,
|
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Ht=2,
|
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Hx=4,
|
||||
St=8,
|
||||
Zd=16,
|
||||
Zdt=32,
|
||||
Va=64,
|
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|
||||
// will be extended later. Unknown namespaces will always be treated like the base
|
||||
// namespace for each game
|
||||
};
|
||||
enum
|
||||
{
|
||||
Dm=1, // Doom
|
||||
Ht=2, // Heretic
|
||||
Hx=4, // Hexen
|
||||
St=8, // Strife
|
||||
Zd=16, // ZDoom
|
||||
Zdt=32, // ZDoom Translated
|
||||
Va=64, // Vavoom
|
||||
|
||||
// will be extended later. Unknown namespaces will always be treated like the base
|
||||
// namespace for each game
|
||||
};
|
||||
}
|
||||
#define CHECK_N(f) if (!(namespace_bits&(f))) break;
|
||||
|
||||
//===========================================================================
|
||||
|
|
|
@ -584,7 +584,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
|
|||
newstate = newstate->GetNextState();
|
||||
} while (tics == 0);
|
||||
|
||||
if (GetInfo()->LightAssociations.Size() || (newstate && newstate->Light > 0))
|
||||
if (GetInfo()->LightAssociations.Size() || (state && state->Light > 0))
|
||||
{
|
||||
flags8 |= MF8_RECREATELIGHTS;
|
||||
Level->flags3 |= LEVEL3_LIGHTCREATED;
|
||||
|
|
|
@ -1193,12 +1193,11 @@ Aliases
|
|||
A_PlaySound, A_PlaySound,
|
||||
A_RandomJump, A_Jump,
|
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A_LineEffect, A_LineEffect,
|
||||
A_NailBomb, A_Explode,
|
||||
A_SpawnObject, MBF21_SpawnObject,
|
||||
A_MonsterProjectile, MBF21_MonsterProjectile,
|
||||
A_MonsterBulletAttack, MBF21_MonsterBulletAttack,
|
||||
A_MonsterMeleeAttack, MBF21_MonsterMeleeAttack,
|
||||
A_RadiusDamage, A_Explode,
|
||||
A_RadiusDamage, A_RadiusDamage,
|
||||
A_HealChase, MBF21_HealChase,
|
||||
A_SeekTracer, A_SeekerMissile,
|
||||
A_FindTracer, A_FindTracer,
|
||||
|
|
|
@ -344,18 +344,6 @@ OptionValue AutoOffOn
|
|||
1, "$OPTVAL_ON"
|
||||
}
|
||||
|
||||
OptionMenuSettings
|
||||
{
|
||||
// These can be overridden if a different menu fonts requires it.
|
||||
Linespacing 17
|
||||
/*
|
||||
IfGame(Heretic, Hexen)
|
||||
{
|
||||
Linespacing 9
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
DefaultOptionMenu
|
||||
{
|
||||
Position -15
|
||||
|
|
|
@ -616,6 +616,18 @@ extend class Actor
|
|||
return count;
|
||||
}
|
||||
|
||||
deprecated("2.3", "For Dehacked use only")
|
||||
void A_NailBomb()
|
||||
{
|
||||
A_Explode(nails:30);
|
||||
}
|
||||
|
||||
deprecated("2.3", "For Dehacked use only")
|
||||
void A_RadiusDamage(int dam, int dist)
|
||||
{
|
||||
A_Explode(dam, dist);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_RadiusThrust
|
||||
|
|
|
@ -66,9 +66,10 @@ extend class Actor
|
|||
damage *= 10;
|
||||
|
||||
double ang = angle + Random2[Punch]() * (5.625 / 256);
|
||||
double pitch = AimLineAttack (ang, MeleeRange + MELEEDELTA, null, 0., ALF_CHECK3D);
|
||||
double range = MeleeRange + MELEEDELTA;
|
||||
double pitch = AimLineAttack (ang, range, null, 0., ALF_CHECK3D);
|
||||
|
||||
LineAttack (ang, MeleeRange, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
|
||||
LineAttack (ang, range, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
|
||||
|
||||
// turn to face target
|
||||
if (t.linetarget)
|
||||
|
|
|
@ -2084,7 +2084,7 @@ class PlayerPawn : Actor
|
|||
me.GiveDefaultInventory();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// FWeaponSlot :: PickWeapon
|
||||
|
|
|
@ -15,6 +15,8 @@ struct WorldEvent native play version("2.4")
|
|||
native readonly bool IsSaveGame;
|
||||
// this will be true if we are re-entering the hub level.
|
||||
native readonly bool IsReopen;
|
||||
// for unloaded, name of next map (if any)
|
||||
native readonly String NextMap;
|
||||
// for thingspawned/thingdied/thingdestroyed/thingground
|
||||
native readonly Actor Thing;
|
||||
// for thingdied. can be null
|
||||
|
|
Loading…
Reference in a new issue