Commit graph

4162 commits

Author SHA1 Message Date
Rachael Alexanderson
2096fefcee Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-18 12:31:47 -04:00
nashmuhandes
d64dd1f631 Add FOV slider to the display options menu 2021-08-14 09:04:02 +02:00
Rachael Alexanderson
92a3731f20 Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-13 08:11:58 -04:00
Christoph Oelckers
73f73cdf7c - added a null check to CheckWeaponChange. 2021-08-12 20:28:04 +02:00
Christoph Oelckers
f9f48c4a95 - replaced the alt HUD's index font with a sheet based variant.
Mainly to correct an error in the '1' glyph.
2021-08-12 20:07:04 +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
39513cf7ae Revert "- eliminate an unexpected slow path in the fragment shader."
This reverts commit cd5aa65fda.

This does not work as expected, needs more investigation.
2021-08-09 20:31:21 +02:00
Christoph Oelckers
cd5aa65fda - eliminate an unexpected slow path in the fragment shader.
Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time.
Changed to check the actual lightmode value, which re-enables the fast path again.
2021-08-09 19:50:45 +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
441cd0796f - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +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
Rachael Alexanderson
a4c8fbcc50 - language update 2021-07-25 07:49:24 -04:00
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
Rachael Alexanderson
250fac5b7e - add player setup to simple options menu 2021-07-09 07:50:26 -04:00
alexey.lysiuk
ddd6970549
- fixed dehacked codepointer aliases
https://forum.zdoom.org/viewtopic.php?t=72747
2021-07-09 12:45:58 +03:00
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
92a92b1303 - fixed: MBF21' scrollers need to divide the offsets by 8. 2021-07-04 11:33:34 +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
3bef08b1aa - MBF21: implemented the new line scroller types.
These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.
2021-06-28 22:06:07 +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
Rachael Alexanderson
e8f007c6ce - fix missing border flat on heretic shareware 2021-06-11 09:17:49 -04:00
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
Christoph Oelckers
c7b0f37787 - language update 2021-05-22 12:48:14 -04:00
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
988f83a73f remove duplicate entry for dictionary in zscript.txt 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