Christoph Oelckers
06900ff8be
- reviewd script code for spawn calls that did not check their results.
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Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 10:27:12 -05:00
Magnus Norddahl
3967156d62
Moved remaining parts of r_plane to r_visibleplane
2016-12-31 14:45:41 +01:00
Magnus Norddahl
07826ccd2f
Move variables closer to their correct location
2016-12-31 14:15:06 +01:00
Magnus Norddahl
5967016dbe
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
2016-12-31 14:00:22 +01:00
Magnus Norddahl
0884a09b38
Move floorclip, ceilingclip, floorplane and ceilingplane closer to their location
2016-12-31 14:00:12 +01:00
ZZYZX
3aee73eaa4
Enabled user shader for a cameratexture
2016-12-31 07:27:27 -05:00
Magnus Norddahl
165134f1a7
Make wallshade private to r_segs
2016-12-31 13:12:09 +01:00
Magnus Norddahl
ce864655e3
Remove wallshade global from R_RenderDecals
2016-12-31 12:59:43 +01:00
Magnus Norddahl
918904074a
Remove wallshade global from R_DrawFogBoundary
2016-12-31 12:57:48 +01:00
Magnus Norddahl
6fd3691da4
Remove unused declarations
2016-12-31 12:50:57 +01:00
Magnus Norddahl
ad15d56a81
Move files into additional folders
2016-12-31 12:45:07 +01:00
Magnus Norddahl
2f96dcc1a8
Move fog boundary drawing to r_fogboundary
2016-12-31 12:04:23 +01:00
Magnus Norddahl
f354cc8c67
Move flat and slope plane drawing to their own files, isolate and privatize their working variables
2016-12-31 11:42:49 +01:00
Magnus Norddahl
447b162534
Move sky rendering to its own file
2016-12-31 10:19:31 +01:00
Rachael Alexanderson
8954efd33c
Merge https://github.com/coelckers/gzdoom
2016-12-30 19:21:51 -05:00
Christoph Oelckers
267b1842b4
- scriptified a few more of the simpler powerups.
2016-12-31 01:08:09 +01:00
Christoph Oelckers
3b524cbed4
- scriptified PowerInfiniteAmmo to test the exported functions.
2016-12-31 00:20:02 +01:00
Christoph Oelckers
fe0f19e1e0
- exported Powerup.InitEffect and EndEffect to scripting.
2016-12-30 23:32:43 +01:00
Christoph Oelckers
5e34bad03b
- fixed: AActor::Tick must call CallDoEffect, not DoEffect for its inventory items or scripted overrides won't be called.
2016-12-30 21:32:06 +01:00
Christoph Oelckers
a105a08bd6
- restored the original implementation of DONTOVERLAP, because Heretic depends on it being somewhat broken.
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A side effect of the incorrect implementation is that Gargoyles hitting other Gargoyles won't call P_DamageMobj.
2016-12-30 20:00:24 +01:00
alexey.lysiuk
e3a909c296
Fixed compilation with GCC/Clang
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No more 'error: cannot jump from this goto statement to its label'
2016-12-30 16:05:57 +02:00
Rachael Alexanderson
3992fd32cb
Merge https://github.com/coelckers/gzdoom
2016-12-30 05:58:57 -05:00
Magnus Norddahl
99e263e1b3
Decal rendering to r_decal
2016-12-30 08:31:02 +01:00
Magnus Norddahl
50c525161b
Move wallsprite handling to r_wallsprite
2016-12-30 08:11:06 +01:00
Magnus Norddahl
98026c5711
Move player sprite handling to r_playersprite
2016-12-30 07:51:39 +01:00
Magnus Norddahl
bf237799bf
Move particle drawing to r_particle
2016-12-30 07:26:25 +01:00
Magnus Norddahl
f133b4caa4
Move vissprite to its own file
2016-12-30 07:15:10 +01:00
Magnus Norddahl
80e369541a
Move visplane_t to its own file
2016-12-30 06:42:20 +01:00
Magnus Norddahl
775deeb151
Move variables closer to their correct location
2016-12-30 06:15:10 +01:00
Magnus Norddahl
41d0e7c663
Move portal drawing to r_portal
2016-12-30 06:08:47 +01:00
Magnus Norddahl
60c0dcc3c7
Move openings to r_memory
2016-12-30 05:35:25 +01:00
Magnus Norddahl
74e1955afa
Move more to r_draw_segment
2016-12-30 05:01:42 +01:00
Magnus Norddahl
d3056d2679
Split poly_triangle into multiple files
2016-12-30 02:20:24 +01:00
Christoph Oelckers
a000b57204
- fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good.
2016-12-29 22:19:09 +01:00
Rachael Alexanderson
308e768903
Merge https://github.com/coelckers/gzdoom
2016-12-29 13:57:50 -05:00
Christoph Oelckers
f52744e8a4
- fixed: When looking through a plane mirror the portal plane exclusion logic needs to be flipped, because the mirror inverts the vertical view direction.
2016-12-29 19:54:38 +01:00
Christoph Oelckers
125a30307a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-29 14:34:13 +01:00
Christoph Oelckers
a3070e8846
- fixed: FGLTexture::CreateTexBuffer needs to be more careful with setting the texture's translucency information.
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First, if it has already been determined the value should be left alone and second, for translated textures the generated buffer is inconclusive so in that case it cannot be used at all.
2016-12-29 14:33:53 +01:00
Christoph Oelckers
4f21ff275c
- removed duplicate portal_ceil_alpha and portal_floor_alpha UDMF properties.
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These already existed as 'alphafloor' and 'alphaceiling' and got accidentally duplicated by Eternity.
2016-12-29 11:44:07 +01:00
Rachael Alexanderson
07f22a090c
Merge https://github.com/coelckers/gzdoom
2016-12-28 21:16:14 -05:00
Rachael Alexanderson
605a60d1d6
- Removed headers from c_functions.cpp, added forward struct declaration for FTranslatedLineTarget in c_functions.h.
2016-12-29 01:30:54 +01:00
Rachael Alexanderson
cab1b60ffc
- Some cleanups for c_cmds.cpp, exported some functions as well as functions used for "print/targetinv" to their own file.
2016-12-29 01:30:54 +01:00
Christoph Oelckers
d748b6ad70
- added explicit fog density as a sector property, accessible through UDMF and ACS.
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- allow changing sector glow information through ACS.
2016-12-29 01:12:17 +01:00
Magnus Norddahl
b615b1b497
Move some draw segment functions to r_draw_segment
2016-12-29 01:06:24 +01:00
Rachael Alexanderson
de896920b4
Merge https://github.com/coelckers/gzdoom
2016-12-28 17:38:00 -05:00
Christoph Oelckers
11bea8249a
. added SetMusicVolume script function.
2016-12-28 21:41:06 +01:00
Christoph Oelckers
02c3b3613f
- added UDMF properties to set glows per sector.
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- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
2016-12-28 21:35:42 +01:00
Rachael Alexanderson
972bdc2001
Merge https://github.com/coelckers/gzdoom
2016-12-28 12:41:18 -05:00
Christoph Oelckers
c82189a3d1
fixed: A_JabDagger called S_Sound instead of A_PlaySound.
2016-12-28 18:20:41 +01:00
alexey.lysiuk
5dff3d5af0
Do not apply viewport scaling in fullscreen mode
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See https://forum.drdteam.org/viewtopic.php?t=7339
2016-12-28 16:11:24 +02:00