Adds support for client-side Thinkers, Actors, and ACS scripts (ACS uses the existing CLIENTSIDE keyword). These will tick regardless of the network state allowing for localized client handling and are put in their own separate lists so they can't be accidentally accessed by server code. They currently aren't serialized since this would have no meaning for other clients in the game that would get saved. Other logic like the menu, console, HUD, and particles have also been moved to client-side ticking to prevent them from becoming locked up by poor network conditions. Additionally, screenshotting and the automap are now handled immediately instead of having to wait for any game tick to run first, making them free of net lag.
Rewrote netcode to be more stable and functional. Packet-server mode has been restrategized and will now be the default netmode when playing with 3+ non-LAN players. TryRunTics has been cleaned up with older tick control behavior removed to account for the rewritten renderer. The main thread is now more consistent when playing online to prevent potential slow downs and lock ups. Load barriers are better accounted for to prevent spikes on level transition. Improvements to chat and lobby systems including a force start game button. Added a suite of new host options such as kicking and controlling who can pause the game. Max players increased from 8 to 16 since the new code can now handle it.
Note: Demo functionality is untested. This will be rewritten at a later time alongside improvements to GZDoom's playback features (e.g. freecam mode).
Use TObjPtr to improve null checking. Add option to clear only specific kinds of Behaviors. Fixed removal checks while ticking. Don't stop at now-null behaviors when iterating.
Imported Behaviors to the engine to allow them to properly clean up their level list. Restrict Behaviors from being new'd in ZScript as they need an owner to function.
Allows for arbitrary behaviors to be attached to Actors in a way that doesn't require the use of Inventory tokens. This list can't be freely modified nor can it have duplicates meaning it has far better deterministic behavior than using Inventory items for this purpose.
- 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).
* 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.
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.