Commit graph

4763 commits

Author SHA1 Message Date
nashmuhandes
aae8c12cdf Add a particle flag to allow user shaders on the sprites 2025-01-29 17:00:12 -03:00
Boondorl
3db1ee9a1e Improvements for VisualThinkers
Added BeginPlay virtual that's called after construction. Added getter for render style in ZScript.
2025-01-24 22:53:19 -05:00
nashmuhandes
27b6cb2f72 Allow passing sound volume to PlayBounceSound in ZScript 2025-01-23 13:54:26 -03:00
nashmuhandes
9e3db4f147 Added HasConversation 2025-01-22 13:18:45 -03:00
nashmuhandes
92dbdd3f39 Exported conversation behaviors 2025-01-22 13:18:45 -03:00
Boondorl
a1460e88af Added S_StartSoundAt
Allows for positional sounds that aren't attached to any Actor.
2025-01-18 06:47:00 -05:00
nashmuhandes
f5bf1d0497 Exported thing activation function 2025-01-14 02:21:50 -05:00
Boondorl
c87dc5ccad Updated VisualThinker render linkage
Now uses its own self-managed linked list with its level tracking the head pointer. Allows for VisualThinkers to be moved to any desired stat instead of being stuck in STAT_VISUALTHINKER.
2025-01-13 19:26:05 -05:00
Adam Kaminski
aa190dffc9 Fixed the registered or shareware versions of Doom not using the correct chat sound. 2025-01-08 17:19:06 -05:00
Ricardo Luís Vaz Silva
e12d51c5a2 add default values, vec4 uniforms, and cvar uniforms to post-process uniforms 2025-01-06 19:21:21 -05:00
Rachael Alexanderson
786bfa6419
- add save order to menu 2025-01-01 17:26:16 -05:00
nashmuhandes
aebabd2307 Fix coop key share failing if the item was spawned in-game (for example, via the console) 2024-12-30 21:25:37 -05:00
Ricardo Luís Vaz Silva
b7c9675c9d add snd_footstepvolume to sound options menu
(SNDMNU_FOOTSTEPVOLUME is already in the spreadsheet, but only for en/pt so far)
2024-12-21 04:33:25 -05:00
Rachael Alexanderson
0a375f2a6d
- add menu option for new 1:1.2 minimal scaling mode 2024-12-19 05:55:11 -05:00
Rachael Alexanderson
1d7763864b
- language update 2024-12-17 14:18:30 -05:00
Cacodemon345
26cff374de Add WorldRailgunFired 2024-11-26 18:48:17 -05:00
Cacodemon345
db6294c48a Add WorldRailgunPreFired for railgun attacks
Add AttackLineFlags for WorldHitscanPreFired

Indentation fixes in event.zs
2024-11-26 18:48:17 -05:00
Boondorl
5240c52b07
Fixed bouncing on 3D floors (#2835) 2024-11-26 03:43:09 -05:00
jekyllgrim
99c058d168
Added WorldHitscanFired and WorldHitscanPreFired (#2432)
* Added WorldHitscan events

* DVector3 → const DVector3&
2024-11-20 10:26:00 -05:00
Boondorl
ab9b6320cb Allow easier piece weapon replacing
Checks for replacements on weapons instead of using the given weapon class as is (also verifies said replacement is a weapon).
2024-11-15 23:58:39 -03:00
Boondorl
268dad18f7 Discs no longer blast players with collision disabled 2024-11-15 23:58:28 -03:00
Boondorl
597b06ae52 Added CRandom functions
Unique RNG namespace for client-side effects and HUDs. Identifiers for these cannot clash with identifiers that affect the playsim making them completely safe to use in HUD elements. They also won't be saved.
2024-11-15 23:56:23 -03:00
Rachael Alexanderson
ccd38afbcb
- revert adding in the sprite/frame support for visual thinkers 2024-11-13 16:16:36 -05:00
Rachael Alexanderson
ad40299da4 - add sprite/frame support for VisualThinkers 2024-11-13 14:39:40 -05:00
Ricardo Luís Vaz Silva
d94a596bc2 move crucial functions out of Tick, so that light custom tick overrides can be done without calling super.Tick for non-moving visualthinkers 2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
3622e2bb2a Compress visualthinker bools into a flags field 2024-11-13 15:47:22 -03:00
nashmuhandes
ea7ea182ed Add missing CHANF_ constants and fix the styling of the comments for better readability 2024-11-11 23:27:22 -03:00
Blue Shadow
a145eac056 added constants for the most recently added level flags 2024-11-11 06:59:43 -05:00
Rachael Alexanderson
2bc561d135
- add automap default markers for all games (can be overridden) 2024-11-11 06:51:30 -05:00
Boondorl
04cdbd1898 Fixed CreateCopy being broken on HexenArmor 2024-11-09 12:32:51 -03:00
Major Cooke
3d4dccd650 And the variable. 2024-11-04 16:23:34 -03:00
Major Cooke
ceb2de36d3 Change function from private to protected by request. 2024-11-04 16:23:34 -03:00
Major Cooke
1620d405c6 Added OrthographicCamera actor. Arguments are:
- 0: Offset. This pushes the camera further away, going behind the camera. Default is 1.0 (converted to negative - the value cannot go lower than that).
2024-11-04 16:23:34 -03:00
Kaelan
275635adc5 add set/get plane reflectivity 2024-10-26 00:21:16 -03:00
Ricardo Luís Vaz Silva
d0e6bce4e6 add CVar to control footstep volume 2024-10-21 14:53:53 -03:00
Ricardo Luís Vaz Silva
d07d08ce9f Add velocity/distance based footsteps 2024-10-21 14:53:53 -03:00
Ricardo Luís Vaz Silva
3a88281c10 time footsteps with duration of movement, not with actor age 2024-10-21 14:53:53 -03:00
inkoalawetrust
34dc204517
Re-added sector damage for non-players. (#2773)
* Re-add non-player sector damage.

Reimplements SECMF_HURTMONSTERS and SECMF_HARMINAIR.

* Fixed 3D floor handling for sector damage.

Fixes sector damage to either monsters or players not working on (non-)solid 3D floors.
2024-10-20 07:51:36 -04:00
nashmuhandes
12c6d1361a Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later. 2024-10-19 18:35:54 -04:00
Rachael Alexanderson
4ba53e34e4
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
This reverts commit 391f496512.
2024-10-19 10:25:03 -04:00
Rachael Alexanderson
c2fd99a24d
Revert "- Actor.GetSpecies() is a non-destructive function"
This reverts commit ee5442c06b.
2024-10-17 21:28:52 -04:00
Kaelan
9d725276ac Add manual config saving to CVar struct
Allows for calling to save custom cvars manually to ensure they're reliably stored. As is, the only way to ensure that cvars are saved is to safely/manually close out GZDoom, meaning if a crash occurs, that data is lost.

THis is very detrimental to mods/standalone projects that rely on CVars for storing custom data, and or data that transcends save games.
2024-10-16 00:39:32 -03:00
Rachael Alexanderson
ee5442c06b
- Actor.GetSpecies() is a non-destructive function 2024-10-14 17:31:18 -04:00
Major Cooke
fa467073eb Added (SPF_)STRETCHPIXELS.
This counteracts the squaring implied by rolling sprites.
2024-10-14 16:14:25 -04:00
inkoalawetrust
9df656a9cf
Added LookForEnemiesEx() for returning all enemies in an area. (#2753)
* Compartmentalized the LookForEnemiesInBlock checks

* Added LookForEnemiesEx().

This function allows for ZScript code to get an array with all enemies of the caller found in range. Using similar sight logic as functions like LookForEnemies().

* Added noPlayers parameter to LookForEnemiesEx().

This parameter allows the function to also find players around it.

* Added VM abort to LookForEnemiesEx().

Prevent crashes by passing a null array by reference.
2024-10-14 03:47:53 -04:00
inkoalawetrust
12d1afcc4e
Fixed WalkStepTics & RunStepTics in terrain parser
Fixed the discrepancy where WalkStepTics and RunStepTics were called, well, that. In the terrain struct in both C++ and ZScript. While the terrain parser looked for WALKINGSTEPTIME and RUNNINGSTEPTIME instead.
Also made the parse not multiply these time values by the ticrate to treat them as seconds instead of tics.

Added flags for P_HitWater().

Added optional overridable footsteps for players.

Added an overridable MakeFootsteps() virtual in PlayerPawn. Which allows for adding totally custom footstep logic for players. By default, it comes with a basic footstep system that uses the footstep properties of whatever terrain the pawn is standing on. bMakeFootsteps must be enabled on the pawn for the virtual to run.

Added generic StepSound TERRAIN property.

Added a generic step sound TERRAIN property, for defining foot-agnostic step sounds. Used by the built-in footstep system over the individual foot ones.

Simplified MakeFootsteps().

Also removed a leftover debug message.
2024-10-14 03:47:02 -04:00
Rachael Alexanderson
de64ffbf11
- define dither shader in a way that is compatible with Apple's GLSL-to-metal compiler 2024-10-12 04:22:45 -04:00
Rachael Alexanderson
4cb60265be
- language update 2024-10-12 01:04:18 -04:00
inkoalawetrust
23d131f6c2 Made GetMidTexturePosition() const. 2024-10-05 23:10:45 -03:00
Christoph Oelckers
2e795bebb4 added a menu option for switching module players. 2024-10-05 12:53:21 +02:00