Commit graph

16803 commits

Author SHA1 Message Date
alexey.lysiuk
087353f00b - fixed dynamic lights flickering with GL3 render path
https://forum.zdoom.org/viewtopic.php?t=63755
2019-03-14 14:53:24 +02:00
Christoph Oelckers
613cf15b31 - fixed: player_t::GetGender needs to check if the CVAR exists.
This function can get called before the player's userinfo is available
2019-03-13 18:06:59 +01:00
Chronos Ouroboros
8dea4f9523 Fixed arrays of dynamic arrays causing a compilation error. 2019-03-13 12:42:45 +01:00
Christoph Oelckers
04bf975796 Merge branch 'master' of https://github.com/coelckers/gzdoom 2019-03-13 10:39:22 +01:00
Christoph Oelckers
561444f921 added printlocalized CCMD to check strings in-game. 2019-03-13 10:38:51 +01:00
Chronos Ouroboros
7165b40657 Fixed nested dynamic array indexing causing a compilation error. 2019-03-13 10:23:06 +01:00
Christoph Oelckers
43ca814da8 - fixed: The FFont* serializer was unable to handle null pointers. 2019-03-13 07:11:46 +01:00
Christoph Oelckers
7f8b048347 - added a fallback mapping for the typographic upper quotation mark to the generic form 2019-03-13 07:07:56 +01:00
Rachael Alexanderson
fd4295b38c - add some /0 guards in the load/save menu to prevent VM aborts 2019-03-11 20:19:40 -04:00
Christoph Oelckers
2d5210ccf2 - added lowercase->uppercase mapping for ß and moved all glyphs to the uppercase code point for consistency. 2019-03-12 00:00:54 +01:00
Christoph Oelckers
5c4871dc7b - recolorized Doom's SmallFont extended characters to green for use in Chex Quest.
These fonts are similar enough that this works.
2019-03-11 23:44:48 +01:00
Christoph Oelckers
c0d333ee56 - adjusted the script-side MidPrint calls to honor the con_midconsolefont CVAR. 2019-03-11 22:44:28 +01:00
Nemrtvi
f500414a61 Language-specific quotation marks
Supports German. (French, Russian, and Spanish quotation marks are already in the engine.)
2019-03-11 21:59:24 +01:00
Christoph Oelckers
8b4690bc44 - use international date format for all places that print a date.
The most important one is the autosave tagging. This was done because the old printout was missing the year and printed the month as a 3 character English string, sabotaging any attempt to sort the autosaves by anything meaningful.
2019-03-11 21:21:37 +01:00
Christoph Oelckers
22cf35c1c7 - reworked the load/save menu to use the new console font.
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
2019-03-11 20:59:43 +01:00
Christoph Oelckers
60c5350e8b - added an option to use the new console font for centered messages.
Like the notification messages, this is optional to not affect existing settings.
2019-03-11 19:54:03 +01:00
Christoph Oelckers
ed1615babb - allow using the console font for notification messages (e.g. item pickup)
This is optional because it impacts display of game content, but for readability the new font definitely has advantages.
2019-03-11 19:09:37 +01:00
Christoph Oelckers
e2d3c6feea - use the new console font for the chat input. 2019-03-11 18:42:28 +01:00
Christoph Oelckers
414a38c19d - use the new console font to display stat output. 2019-03-11 18:27:46 +01:00
Christoph Oelckers
109413b3a1 - fixed cursor positioning in console with double-wide characters present. 2019-03-11 18:24:42 +01:00
alexey.lysiuk
d5410a8828 - added missing #include
src/c_console.cpp:167:7: error: no type named 'u32string' in namespace 'std'
2019-03-11 10:39:06 +02:00
Christoph Oelckers
02836b3c3f - fixed: The command line parser of the console was incapable of handling non-ASCII characters. 2019-03-11 00:26:37 +01:00
Christoph Oelckers
4532c2c489 - fixed crash when inserting CJK text. 2019-03-11 00:06:44 +01:00
Christoph Oelckers
b605ae5213 - reactivated the formatting for the secret hints.
This had to be temporarily disabled for the font switch and wasn't undone afterward.
2019-03-10 23:29:33 +01:00
Christoph Oelckers
561d5a3d8b - fixed: IsPointInLevel must explicitly check for minisegs, which can be one-sided on maps with unclosed sectors.
Obviously, in such a case it is impossible to decide whether a point is really inside the map, so if this happens, behavior is undefined.
2019-03-10 19:07:48 +01:00
Christoph Oelckers
90c47e7497 - fixed character counting in TypeOn HUD message. 2019-03-10 18:54:57 +01:00
Christoph Oelckers
ec476877ac - handle double wide characters in the console buffer. 2019-03-10 17:54:03 +01:00
Christoph Oelckers
eb4eb1ac00 - use a wide string for the console input buffer.
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.
2019-03-10 17:54:03 +01:00
Christoph Oelckers
0884057ae1 - use a higher resolution console font with better Unicode support. 2019-03-10 17:54:03 +01:00
Nemrtvi
f1d931517d Font overhaul
Many existing letters are redone, and support for the following languages is added:

Doom:
• Italian
• Spanish

Raven:
• Italian
• Portugese

Strife:
• French
• German
• Italian

Credits to Jimmy for some of the lowercase glyphs for Doom.
2019-03-10 12:00:14 +01:00
Christoph Oelckers
5a891f3b0a - fixed color of status screen text. 2019-03-09 17:50:23 +01:00
alexey.lysiuk
784e0347c0 - removed excessive std::move() reported by Clang
src/utility/xlsxread/xlsxio_read.cpp:69:27: warning: moving a temporary object prevents copy elision [-Wpessimizing-move]
2019-03-09 16:36:12 +02:00
alexey.lysiuk
bc69941514 - fixed compilation of Cocoa backend
src/posix/cocoa/i_video.mm:297:2: error: use of undeclared identifier 'SetFlash'
2019-03-09 16:34:54 +02:00
Christoph Oelckers
b7d09c95dd - cleanup of savegame picture code.
* re-added screen blends for images from the hardware renderer.
* moved all postprocessing of the image out of the renderers.
* cleaned out a large piece of cruft for handling the palette in the frame buffer class. This was all a remnant of the old paletted backend that no longer exists. Nowadays the screen blend is just a postprocessing effect drawn over the 3D screen, there is no need to maintain any of it as global state anymore.
* since the engine doesn't produce paletted screenshots anymore there is no need to have handling for it in the generation code. This depended on otherwise obsolete information so it got removed along with that information.
2019-03-09 14:48:14 +01:00
Christoph Oelckers
392ba7ed2e - properly construct the reply texts for Strife's merchants. 2019-03-09 13:34:47 +01:00
Christoph Oelckers
29012a89c6 - for got to save this. 2019-03-09 13:34:22 +01:00
Christoph Oelckers
f9d4ea8424 - missed the part that the blend function was still drawing multiplicative blends.
This should be cleanly separated.
2019-03-09 13:12:24 +01:00
Christoph Oelckers
0e4a860c5e - fixed uninitialized screen flash color for savegame images in the software renderer. 2019-03-09 12:52:07 +01:00
Christoph Oelckers
2fa5a88701 - do not render player sprites to canvases in the hardware renderer. 2019-03-09 12:34:10 +01:00
Christoph Oelckers
0ca7723c0e - disable player sprite drawing on canvases for the softpoly renderer. 2019-03-09 12:17:57 +01:00
Christoph Oelckers
1a29d39355 - do not render player sprites to canvases in the software renderer.
This applies to both savegame images and camera textures.
2019-03-09 12:12:33 +01:00
Christoph Oelckers
d2475b68d0 - removed unnecessary variable clear. 2019-03-09 12:12:33 +01:00
Christoph Oelckers
99c8ba1288 - use uAddColor instead of uObjectColor2 for the ending color of a special colormap range.
Unlike uObjectColor2, this is more global state. uObjectColor2 is part of gradient calculation which may later be offloaded to a secondary buffer which already resulted in only conditionally setting it, resulting in broken special colormap application for the software renderer.
2019-03-09 12:12:33 +01:00
Sterling Parker
cabe0c583e Add LookScale property
As requested by @coelckers.
2019-03-07 21:22:33 +01:00
Sterling Parker
81059aee1d Fix faulty multiplication logic for LookScale
Turns out the entire thing was getting shortcutted because FOVScale is 0 unless set explicitly or via A_ZoomFactor.
2019-03-07 21:22:33 +01:00
Sterling Parker
ae1a1df02d Add LookScale variable on weapon
This variable allows a weapon to set a custom look sensitivity multiplier without fiddling with FOVScale / DesiredFOV hacks.
2019-03-07 21:22:33 +01:00
Christoph Oelckers
0fa4e03db6 - process escape sequences for episode and skill names
For these, colorization is a desirable feature.
2019-03-05 00:22:26 +01:00
Nemrtvi
077ba290a6 Hungarian character set (all games) 2019-03-04 21:33:00 +01:00
Christoph Oelckers
97ae74081a - special remapping for the Hungarian double accented letters.
Instead of entirely stripping away the accent when they are not found, let's go to the Umlaut-variants first.
2019-03-04 20:06:19 +01:00
Alexander
77cb9ae866 added MakeScreenShot and MakeAutoSave functions to FLevelLocals 2019-03-04 19:16:51 +01:00