Marisa Kirisame
457f7c31c3
Allow WorldUnloaded events to know the next map name (if any).
2021-10-01 20:18:36 +02:00
Blue Shadow
f517d33ecf
- fixed A_Punch having a short attack range (take 2).
...
The previous attempt to fix this did so partially; the range was fixed for AimLineAttack, but not for LineAttack, too.
2021-10-01 20:13:51 +02:00
Blue Shadow
3b31dda6b8
- resolved a VM abort upon morphing while the tome of power is active
2021-09-24 13:34:35 +02:00
Christoph Oelckers
6c12a8de12
- properly track whether some action in the current frame may have triggered a dynamic light activation.
2021-09-21 20:31:43 +02:00
Christoph Oelckers
fc2818b195
- menu system update from Raze for better control of animated menus.
2021-09-18 12:19:35 +02:00
Christoph Oelckers
914b54ffd5
- fix compatibility handler for KDiZD's Z1M3.
...
The sector needs both tags - the original 83 for the deep water effect, plus 82 for the fade, to render and act correctly.
2021-09-17 23:35:03 +02:00
Christoph Oelckers
08baad6e21
- fixed melee attack disance being off after adding MBF21 support.
2021-09-17 22:59:30 +02:00
Christoph Oelckers
fdf879167c
- fixed bad parameter order in MinoraurSlam.
2021-09-16 07:45:09 +02:00
Christoph Oelckers
9aeb78ae97
- marked several invisible controller things to not show on the automap with the scanner powerup.
...
am_cheat will still show them.
2021-09-12 13:18:40 +02:00
Christoph Oelckers
78566c0d52
- replaces "BS" and "ED" on the on-screen keyboards with the symbols normally found on the keyboard for these actions.
2021-09-09 14:00:00 +02:00
Alexander Kromm
3102640210
fix options search when menus are defined recursively
2021-09-03 19:40:55 +02:00
Christoph Oelckers
73f73cdf7c
- added a null check to CheckWeaponChange.
2021-08-12 20:28:04 +02:00
Christoph Oelckers
99c66071fb
- use original menu spacing for skill and episode menus if all elements are patches.
2021-08-10 21:08:26 +02:00
Christoph Oelckers
55520ed7d0
- fixed exploding barrel animation duration.
2021-08-10 18:57:31 +02:00
Christoph Oelckers
8747145c97
- dim depleted inventory items in all games, not just Strife.
2021-08-10 18:46:23 +02:00
Christoph Oelckers
28f2d36732
- removed declaration for Screen.GetTextScreenSize.
...
This function does not exist in GZDoom.
2021-08-04 08:00:49 +02:00
Christoph Oelckers
c1a8776a15
- updated common code from screenjob branch.
...
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Major Cooke
e91485c50c
Added GetString/Int/Double/Object(UI) functions to Service.
...
- These functions serve to deprecate (UI)Get and allow for reducing string translations, as well as passing in objects for maximum flexibility.
2021-07-27 16:26:39 +03:00
alexey.lysiuk
411b4976c0
- fixed EBlastFlags enum definition
2021-07-21 15:44:07 +03:00
Kaelan
65d9d83ddd
Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast
...
Adds 'BF_ONLYVISIBLETHINGS' flag to A_Blast, and enables A_Blast to only affect actors that have a line of sight to calling actor.
2021-07-21 06:48:50 -04:00
Christoph Oelckers
15a0baadd6
- fixed ZScript compilation.
2021-07-08 10:04:47 +02:00
Christoph Oelckers
fbf5b9f2d7
- MBF21: fix for missile flag checks.
2021-07-06 10:35:44 +02:00
Christoph Oelckers
2d63974d3a
- fixed: splashes need the MOVEWITHSECTOR flag.
2021-07-02 08:16:29 +02:00
Christoph Oelckers
ff129b26d1
- MBF21: added the code generator for the new functions.
2021-07-01 17:42:24 +02:00
Christoph Oelckers
483c1f6dcf
- MBF21: added the weapon functions.
2021-07-01 17:42:24 +02:00
Christoph Oelckers
c700682a36
- MBF21: ported the code pointers to ZScript.
...
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers
1a0398ae59
- MBF21: new weapon flags.
...
Except for NOAUTOSWITCHTO all remappings to existing features.
2021-06-30 17:19:38 +02:00
Christoph Oelckers
b043a5a5de
- add melee range support to A_Saw and A_Punch.
...
This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!
2021-06-30 14:48:13 +02:00
Christoph Oelckers
9b3782ea0f
- MBF21: remaining actor properties.
2021-06-29 22:32:38 +02:00
Christoph Oelckers
e2e8ec8b3e
- MBF21: implemented thing flags.
2021-06-29 21:08:58 +02:00
Christoph Oelckers
bca8d01ab3
- MBF21: infighting groups.
2021-06-29 01:34:14 +02:00
Christoph Oelckers
c4ed0cefde
- MBF21: implemented new line flags.
...
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
Christoph Oelckers
057cc0678b
- MBF21: handling of new flags in sector special.
2021-06-28 16:20:35 +02:00
Player701
adad028b33
- Fixed impassable exit line in 007ltsd.wad E4M7
2021-06-08 14:56:44 +03:00
Christoph Oelckers
dc7ba3778d
- fixed explosive damage radius for clericflame.
...
This was fixed before but must have gotten lost somehow...
2021-06-07 07:46:13 +02:00
nashmuhandes
75e18cca3c
Fixed wrong parameter type passed into TryMove here
2021-05-28 09:10:43 +02:00
Chronos Ouroboros
f19f825ccb
- fix DaggerAlert using FindState incorrectly.
2021-05-28 00:34:04 -03:00
Rachael Alexanderson
2ca2076a3f
- add missing break statement
2021-05-25 23:02:16 -04:00
Christoph Oelckers
dfe6a09b8c
- fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2."
2021-05-25 10:12:51 +02:00
Dasperal
8c75c23822
- Fixed bug with BishopPuff moving in wrong direction
2021-05-23 19:42:38 +02:00
nashmuhandes
aeaa7f21c7
Add some new optional parameters to A_SprayDecal:
...
- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.
Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
2021-05-22 10:20:52 -04:00
Alexander Kromm
7b31ba7cc8
move Service to engine directory
2021-05-22 16:11:35 +02:00
Alexander Kromm
120c8b77d1
allow partial match for finding services by name
2021-05-22 16:11:35 +02:00
Alexander Kromm
7d01d0450f
add proper scoping to server interface functions
2021-05-22 16:11:35 +02:00
Alexander Kromm
c7658b691c
add service interface
2021-05-22 16:11:35 +02:00
Rachael Alexanderson
f01b901a04
- fix hexen status bar as suggested in this topic: https://forum.zdoom.org/viewtopic.php?f=2&t=72332
2021-05-21 10:27:44 -04:00
Cacodemon345
9a860ae445
Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
...
This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
alexey.lysiuk
98a9729da2
- fixed return type of Actor.GetCVarString()
...
https://forum.zdoom.org/viewtopic.php?t=72334
2021-05-20 12:01:52 +03:00
Christoph Oelckers
a3da915812
- gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior.
2021-05-19 19:46:04 +02:00
Christoph Oelckers
28dab3889b
- moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch.
...
This got changed because switching weapons in EndPowerup is not safe - this can be called from weapon states where the player can end up with a different weapon being active than the one running the state.
The actual weapon switch has to be delayed until the state processing has ended.
2021-05-19 17:59:44 +02:00
Christoph Oelckers
8a4fa8b65f
- backend update from Raze.
2021-05-17 20:44:19 +02:00
Christoph Oelckers
97b8c0ccfb
Revert "- fixed some uses of postincre,ment/decrements on narrow types."
...
This reverts commit 668f8f2cf6
.
Revert "- added a proper error message when '--' or '++' gets used on 8 or 16 bit values."
This reverts commit a94f5dd1b3
.
None of this was necessary - the triggered assert was bogus and had to be removed.
2021-05-17 18:13:30 +02:00
Christoph Oelckers
6ebe30ce44
- fixed time positioning on stat screen.
...
This was still a hard coded offset, but with a two-line time display it needs to be dynamic in case the font is too tall.
2021-05-17 12:21:38 +02:00
Christoph Oelckers
668f8f2cf6
- fixed some uses of postincre,ment/decrements on narrow types.
...
THe VM has no opcode for this, all these places produced code with undefined behavior.
2021-05-17 12:42:22 +02:00
Christoph Oelckers
a94f5dd1b3
- added a proper error message when '--' or '++' gets used on 8 or 16 bit values.
2021-05-17 12:27:27 +02:00
Christoph Oelckers
f4143f7624
- added a few missing statusbar constants-
2021-05-17 12:07:10 +02:00
Christoph Oelckers
161f3a3c07
- don't display keys on the HUD in deathmatch.
2021-05-17 12:06:44 +02:00
Christoph Oelckers
ebbc94280e
- fixed: The PrisonPass's TryPickup method did not properly report successful pickup.
2021-05-17 11:51:06 +02:00
Christoph Oelckers
cf3c573222
- give the first 16 DEHEXTRA states proper content.
...
No idea where this BLD2 stuff came from...
2021-05-07 23:03:46 +02:00
Christoph Oelckers
52554dc32c
- Backend update fron Raze, mainly new script exports and extensions.
2021-05-03 14:13:03 +02:00
nashmuhandes
afd7b2e954
Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString
2021-04-26 23:04:39 +02:00
nashmuhandes
c12a671b3e
Made OptionMenuSliderBase::IsGrayed virtual
2021-04-26 23:02:35 +02:00
Marisa Kirisame
a172513535
Expose level_info_t to scripting + helper functions.
2021-04-24 22:37:50 -04:00
Blue Shadow
55ce0510c2
- added a A_SetFriendly function
2021-04-04 08:57:56 +02:00
sgrunt
0c776e3acd
Move the modified behaviour to a new "resetvel" parameter
2021-03-19 20:12:20 +01:00
Blue Shadow
acd553aa6f
- account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level
2021-03-19 20:10:25 +01:00
nashmuhandes
229b065289
Add missing tag for Strife's KneelingGuy.
2021-03-18 19:11:37 +01:00
nashmuhandes
43937e4338
Add missing tag for the sub-Entity bosses. This was missed in the previous commit.
2021-03-15 22:05:25 +01:00
nashmuhandes
b28e5cb917
Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag().
2021-03-15 21:31:16 +01:00
nashmuhandes
45c1cc8c08
Add tag properties to Strife's enemies.
2021-03-15 20:10:49 +01:00
nashmuhandes
c7edb9d22f
Add a null check in PlayerPawn::CheckFOV
2021-02-28 20:01:59 +01:00
Xaser Acheron
41ab1e4994
adjust defaults for DEHEXTRA states to match other ports:
...
- sprite is TNT1
- duration is -1
- next frame is itself
2021-02-24 22:46:50 +01:00
nashmuhandes
d98b401daf
Add missing ZScript constants for the Strife targeter PSprite layers
2021-02-19 09:56:44 +01:00
Alexander Kromm (m8f)
99ab1e3317
add Pi and some other constants to ZScript ( #1304 )
2021-02-13 21:34:19 +01:00
Alexander Kromm
a2f8b7d0df
add "hidepartimes" MAPINFO/GameInfo property
2021-02-02 03:36:06 -05:00
Rachael Alexanderson
0cbcb87768
- oops, add startTime = 0.0 for S_Sound
2021-01-18 04:05:08 -05:00
Rachael Alexanderson
d3804911cf
- Fix the previous commit
...
Revert "Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures."
This reverts commit 619f44decd
.
2021-01-18 04:02:12 -05:00
Marisa Kirisame
44b4359ba5
Add alternate "Full" mode for PowerIronFeet that prevents leaky damage.
2021-01-16 17:09:57 +01:00
drfrag
4ff72e937f
- Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare.
2021-01-13 06:30:13 -05:00
Rachael Alexanderson
c28e53511c
- fix bonuscount as uint
2021-01-05 19:48:32 -05:00
Rachael Alexanderson
e6c71c2f0c
- reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow
2021-01-05 11:09:19 -05:00
Christoph Oelckers
04329981ec
- added missing argument to the status bar's DrawString function.
2020-12-11 11:10:15 +01:00
Player701
a6a02a2a6c
- Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed.
2020-12-02 15:30:23 +01:00
Christoph Oelckers
e19b1b2ee7
- fixed: IceGuyFX2 set its owner too late.
2020-11-25 07:37:17 +01:00
Rachael Alexanderson
a2b8ad79ed
- implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616
2020-11-17 11:29:39 -05:00
Chronos Ouroboros
75c791ecff
Fixed the previous commit not accounting for mods that already fixed this internally.
2020-11-14 14:53:43 -03:00
Chronos Ouroboros
0aefc61f86
Fixed weapon bob jittering.
2020-11-14 14:34:09 -03:00
Rachael Alexanderson
6e3a4c590d
- fix missing SKILLP property in zscript code
2020-11-04 01:29:40 -05:00
Christoph Oelckers
e6c96bcb75
- move VM exports to the proper class.
2020-10-31 12:24:14 +01:00
Christoph Oelckers
783d532bbe
- moved the script exports to the base class as wello.
2020-10-31 12:24:14 +01:00
Christoph Oelckers
be5d25a7b1
- moved all shareable script sources to their own folder in gzdoom.pk3.
2020-10-31 12:24:13 +01:00
Christoph Oelckers
3f61ab7fbf
- moved FormatNumber to the generic base class.
2020-10-31 12:24:13 +01:00
Christoph Oelckers
fd6b7f9274
- split out the generic parts of the crosshair drawer.
2020-10-31 12:24:12 +01:00
alexey.lysiuk
46b980c213
- fixed warnings in image scroller core script
...
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 113:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 122:
Truncation of floating point value
2020-10-30 14:58:50 +02:00
Christoph Oelckers
f25896021e
- added the missing image scroller class.
...
MENUDEF handling was already present for it but the implementation was not.
2020-10-28 07:23:42 +01:00
nashmuhandes
6e692e5571
Allow retrieval of the custom Crush state in WorldThingGround
2020-10-25 20:10:52 +01:00
nashmuhandes
7285c5aca8
Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed.
2020-10-25 20:10:52 +01:00
Christoph Oelckers
f67d5edbbf
- fixed option menu positioning.
...
Calculations are done in screen space, so the clean multiplier here was wrong.
2020-10-25 16:42:03 +01:00
Major Cooke
7477dfa922
Converted scale and pivot to vectors, and rotation to an angle.
2020-10-25 15:42:12 +01:00
Major Cooke
a6bbddf167
Finished implementing PSprite interpolation for vertices.
...
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke
7c4c0163a3
Added A_OverlayPivotAlign and A_OverlayVertexOffset.
...
A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.
A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.
Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.
Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke
f9f6e896f3
- Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
...
- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke
4a3a5c3877
Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
...
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke
8f74cebd44
Added code for rotating the PSprite, courtesy of IvanDobrovski.
...
- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke
e5ca3caa6c
Setting everything up.
2020-10-25 15:42:08 +01:00
Christoph Oelckers
194824f810
- some fixes for the console.
...
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00
azamorapl
7676ed641c
Expose changing sidedef wallpart flags to zscript
2020-10-25 06:27:20 +01:00
Christoph Oelckers
bc2b0a0252
- added flag option menu item by Accensus.
2020-10-24 17:49:56 +02:00
drfrag
36189027b0
- Fixed wrong number of lines displayed in the menu.
2020-10-24 12:34:49 +02:00
Christoph Oelckers
8901929305
- fixed placement of "PAR" text on statistics screen.
2020-10-24 12:23:54 +02:00
alexey.lysiuk
0b2588190a
- fixed floating point value truncation warning
...
Script warning, "gzdoom.pk3:zscript/ui/menu/messagebox.zs" line 128:
Truncation of floating point value
https://forum.zdoom.org/viewtopic.php?t=70258
2020-10-17 17:47:06 +03:00
Christoph Oelckers
4fdbe81a13
- fixed infinite loop with list menus that have no selectable item.
2020-10-17 15:21:20 +02:00
Christoph Oelckers
14e94aa6c1
- added localization fallback handling for the BigFont in menu items and captions.
2020-10-17 14:00:29 +02:00
Christoph Oelckers
0478838a9d
fixed side_t::SetSpecialColor.
...
This never set the needed flags to make the color appear.
2020-10-17 12:28:22 +02:00
Christoph Oelckers
3b45f1ceb8
- reinstated accidentally deleted AddTranslation declaration.
2020-10-17 11:43:49 +02:00
Major Cooke
60f0d35477
Added ThruBits.
2020-10-17 09:51:24 +02:00
Christoph Oelckers
adf306d5b2
- added a new 'Translate' struct which wraps the native methods of 'Translation'.
...
This is for use in actors where the name 'Translation' is shadowed by a local member variable.
2020-10-17 09:22:27 +02:00
Christoph Oelckers
34c3a851b7
- fixed some floating point truncation warnings.
2020-10-17 09:09:59 +02:00
Christoph Oelckers
824d4bd9e3
- fixed: MenuDelegateBase.DrawCaption did not check the 'drawit' flag.
2020-10-17 08:48:24 +02:00
Christoph Oelckers
e636c8044d
- fixed menu sound.
2020-10-16 23:25:28 +02:00
Christoph Oelckers
ef7a7cc39d
- moved console command line buffer tab completion into their own files.
...
- layout fixes in load/save menu and confirmation screen.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
4deb7593b5
- final update of menu code from Raze.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
fa4ab53e7c
- script side support for menu transitions.
2020-10-16 22:57:29 +02:00
Christoph Oelckers
62138decfe
- use Raze's layout for load and save game menus.
...
This has a lot less black void on screen.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
b8281f4758
- Backend update from Raze.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
3ea0658449
- split the savegame manager into a game dependent and a reusable game indepenent part.
...
- added menu/advance sound alias.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
6336e0e168
- resorted base.zs and constants.zs so that all pure engine content but nothing else is in base.zs,
2020-10-16 22:57:27 +02:00
Christoph Oelckers
f99ac8b28b
- allow struct extensions in zscript.
...
This is mainly for splitting the Doom specific content off the main definitions for easier reuse.
2020-10-16 22:57:27 +02:00
Christoph Oelckers
a08d87beb3
- added a customization hook class for the menu.
...
Currently the only thing it does is abstracting the menu caption, but more can be added here.
Not exposed to modding yet, though, that's for later.
2020-10-16 22:57:26 +02:00
Christoph Oelckers
35ff0a42a6
- restructured the option menu drawer for easier replacement of the caption handler.
2020-10-16 22:57:26 +02:00
Christoph Oelckers
cc9cadfac1
- moved compatibility cruft out of main implementation file.
2020-10-16 22:57:26 +02:00
Christoph Oelckers
0b317b432e
- split the Doom specific menu extensions into their own file.
2020-10-16 22:57:24 +02:00
Christoph Oelckers
e0d8241a50
- use the backend's GameTicRate in the scripts where applicable.
...
This should replace TICRATE globally as it is the backend's actual ticking speed (still locked to 35, though.)
2020-10-16 22:57:24 +02:00
Nash Muhandes
cfbf115c4b
Change A_OverlayTranslation to accept a named translation instead. ( #1215 )
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For more advanced use cases, the Translation member of PSprite can be written to directly.
2020-10-12 11:43:37 -04:00
Nash Muhandes
7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations ( #1202 )
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- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
Player701
7da9f33cf9
- Fixed truncation warnings in playerdisplay.zs
2020-10-11 09:02:14 +02:00
Player701
4670819ec8
- Fixed a lift in Double Impact E1M7 that could not be used more than twice from the lower area.
2020-10-09 18:40:01 +02:00
Christoph Oelckers
756caede51
- fixed misnamed variable and removed restriction for draw pass in GetFullscreenRect.
2020-10-05 18:32:16 +02:00
Christoph Oelckers
497c474fee
- transform mouse coordinates for menu with fullscreen scale
2020-10-05 00:03:00 +02:00
Christoph Oelckers
63a338fd73
- changed display in key binding menu to list all bound keys for an action, not just the first two.
2020-10-04 19:28:20 +02:00
Christoph Oelckers
f3d75469c9
- moved two native player menu functions out of the main menu class.
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These manipulate entries of that menu and have no business being called from anywhere else than this menu and its subclasses.
2020-10-04 19:08:14 +02:00
Christoph Oelckers
43eb7d61e7
- helper function for setting up the summary screen.
2020-10-04 15:14:30 +02:00
Christoph Oelckers
f1b0f32786
- add an option to the ListMenu class to draw to a fixed virtual screen size.
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This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors.
The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
2020-10-04 15:03:29 +02:00
Christoph Oelckers
acd71f7019
- groundwork for menus with a fixed virtual screen size.
2020-10-04 09:16:20 +02:00
Player701
ffb4c52c96
- Added NORANDOMPUFFZ flag to A_Saw
2020-10-04 08:07:13 +02:00
nashmuhandes
56a387ac82
- Fix weapon bobbing interpolation
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There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.
(Thanks to @Doom2fan for the solution)
2020-10-04 08:06:34 +02:00
Christoph Oelckers
2016f56a7e
- added a new scaling mode to the level summary screen to scale to a given size.
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In this mode the clean scaling factors are ignored and content is always scaled to fit the screen as efficently as possible.
For the default summary screens an option was added to use this mode, which is a lot closer to the original look of this screen.
It is not 100% identical because it still factors in the author, if given and long level names that may be broken into multiple lines of text.
2020-10-03 13:32:18 +02:00
Christoph Oelckers
c1e04b29d1
- AActor size reduction
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* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 08:23:36 +02:00
Nikolay Ambartsumov
a72fdd7e3e
Add MaxSlopeSteepness actor property
2020-10-03 07:53:55 +02:00
nashmuhandes
f467e4bc33
Add grayed-out support to sliders
2020-09-30 18:27:50 +02:00