Commit Graph

2180 Commits

Author SHA1 Message Date
Christoph Oelckers 156f9c488e - added script variable access for native code so that many more classes can be fully exported. Tested with the puzzle items. 2017-01-15 18:16:36 +01:00
Christoph Oelckers 179b6e1a39 - added property definitions to the ZScript parser. This will allow defining custom properties for the default block in custom base classes. See 'Health' for an example.
- support transient object member variables for information that does not need to be put in a savegame.
- fixed: special initialization of objects needs to pass the proper defaults along, otherwise the parent classes will use their own, inappropriate one.
2017-01-15 16:55:30 +01:00
Christoph Oelckers 267600826f - sxriptified key and puzzleitem base classes. 2017-01-15 10:37:54 +01:00
Christoph Oelckers d3626948e4 - removed duplicate health definitions. 2017-01-15 09:42:49 +01:00
Christoph Oelckers 9f9cea4b4a - scriptified the health items. 2017-01-15 01:02:38 +01:00
Christoph Oelckers 4759f9a399 - scriptified the backpack.
- added GetParentClass builtin to compiler.
2017-01-14 23:34:47 +01:00
Christoph Oelckers a597979738 - scriptified ammo.
- moved inventory stuff into its own directory.
2017-01-14 21:27:31 +01:00
Christoph Oelckers e16713492f - scriptified A_FreezeDeath(Chunks). 2017-01-14 18:26:59 +01:00
Christoph Oelckers 6dc1bb8475 - skriptified the skybox actors.
- fixed code generation for internal pointed arrays, they were missing a pointer dereference.
2017-01-14 18:04:49 +01:00
Christoph Oelckers a9ef73528d - removed all skybox class types from code in preparation for exporting these classes.
- moved SectorPortal struct to FLevelLocals and exported it.
2017-01-14 16:05:40 +01:00
Christoph Oelckers 96777273c4 - scriptified ASoundSequence.
- exported virtual Actor.MarkPrecacheSounds function.
2017-01-14 14:37:29 +01:00
Christoph Oelckers f83444f3cc - exported the sound sequence interface to scripting.
- split out the map data definitions from base.txt into their own file.
2017-01-14 13:02:08 +01:00
Christoph Oelckers 386c00f17e - scriptified ASoundEnvironment.
This also exposes the functionality as a member function of Sector for easier script access.
2017-01-14 11:43:08 +01:00
Rachael Alexanderson d707f1c22e Merge https://github.com/coelckers/gzdoom 2017-01-14 00:38:26 -05:00
Christoph Oelckers 40e7fa5be2 - scriptified the RandomSpawner.
- fixed: String constants were not processed by the compiler backend.
- added an explicit name cast for class types.
2017-01-14 02:05:52 +01:00
Magnus Norddahl 1c4e0c6385 Merge remote-tracking branch 'gzdoom/master' into qzdoom 2017-01-14 01:56:18 +01:00
Christoph Oelckers f759b6757a - scriptified the teleport fog. 2017-01-13 23:17:04 +01:00
Christoph Oelckers 4be0767d7b - scriptified the moving camera. 2017-01-13 22:13:03 +01:00
Christoph Oelckers 51cc7feb4c - scriptified the particle fountains. 2017-01-13 19:29:54 +01:00
Rachael Alexanderson 2583c94444 Merge https://github.com/coelckers/gzdoom 2017-01-13 09:15:22 -05:00
Christoph Oelckers d338ca3ec1 - scriptified the sector actions. 2017-01-13 13:51:47 +01:00
Magnus Norddahl 1d941c9839 Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/r_plane.cpp
#	src/win32/zdoom.rc
2017-01-13 13:21:10 +01:00
Christoph Oelckers d73db8c1e8 - added a 'local' parameter to the A_Log family.
- complete "give quakes their own damage type." (was only partially saved.)
2017-01-13 11:48:05 +01:00
Christoph Oelckers 1400f401e7 - fixed use of multiple sector actions in the same sector.
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
2017-01-13 01:34:43 +01:00
Christoph Oelckers cf39af0642 - consolidated the sector action classes.
This can be done with a lot less overhead by using one of the object's properties to store the activation flag, so that all the nearly redundant trigger methods can be folded into one.
2017-01-13 01:06:37 +01:00
Christoph Oelckers 85a84b5e94 - scriptified FastProjectile. 2017-01-13 00:35:56 +01:00
Christoph Oelckers cc58f13e4e - scriptified the sector silencer. 2017-01-12 23:35:24 +01:00
Christoph Oelckers 3d73919092 - scriptified CustomBridge.OnDestroy. 2017-01-12 22:56:06 +01:00
Christoph Oelckers 7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers 0b94d4e0a3 - scriptified the bridge things, except the Destroy method which still requires work to allow virtually calling this. 2017-01-12 19:55:25 +01:00
Rachael Alexanderson a3ad22a460 Merge https://github.com/coelckers/gzdoom 2017-01-11 18:54:43 -05:00
Christoph Oelckers ea163f3898 - exported FCheckPosition to the VM and completed the parameter lists for Actor.CheckPosition and Actor.TryMove. 2017-01-12 00:26:16 +01:00
Christoph Oelckers 5ef9429ae4 - added the ability to attach a constructor or destructor to an internally defined struct.
There are a few which require explicit native construction or destruction that need to be exported to the VM, e.g. FCheckPosition.
The VM cannot handle this directly, it needs two special functions to be attached to handle such elements.
2017-01-11 23:46:03 +01:00
Rachael Alexanderson 799d0d1091 Merge remote-tracking branch 'remotes/gzdoom/master' 2017-01-10 19:39:12 -05:00
Rachael Alexanderson 0362deefc4 Merge commit '6552e5a7a18cb334dfa1000e0c52836df2edec95' 2017-01-10 19:38:15 -05:00
Christoph Oelckers de4153ceaf some groundwork for the implementation of dynamic arrays
- created script exports for all relevant functions with all integral types.
- created script side definitions for the underlying data types.
- added a void pointer type so that the prototype for the pointer array can use a generic type every pointer can be assigned to.
2017-01-11 00:57:31 +01:00
Christoph Oelckers 11d93cb030 - removed r_columnmethod 1 because the code was broken and already gone from QZDoom. 2017-01-10 22:28:15 +01:00
Christoph Oelckers 3e4f799bbc - made Actor.DamageMobj virtual. 2017-01-10 21:31:52 +01:00
Christoph Oelckers 3f94a15cfe - added a virtual PostSpawn method to RandomSpawner, this will get called when the actor has been spawned so that the spawner can do some special setup with it. 2017-01-10 20:14:48 +01:00
Christoph Oelckers 06c97d898b - added a new parameter to A_CustomRailgun to customize the inaccuracy induced by a moving target. 2017-01-10 20:08:23 +01:00
Christoph Oelckers 3696d34806 - added IF_NOSCREENBLINK flag, see http://mantis.zdoom.org/view.php?id=9 2017-01-10 19:57:51 +01:00
Rachael Alexanderson 05662e5c4d Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/r_bsp.cpp
#	src/r_plane.cpp
#	src/r_things.cpp
2017-01-09 09:51:06 -05:00
Christoph Oelckers f78927500e - exported all meaningful parts of side_t to the VM. 2017-01-08 21:42:26 +01:00
Christoph Oelckers 7a5171a2e9 - fixed: The check for virtual function overrides was never done if the overriding function had no qualifier at all.
- fixed several occurences where an 'override' qualifier was missing.
2017-01-08 19:07:26 +01:00
Christoph Oelckers abdfb8788b - fixed bad variable assignment in Heresiarch. 2017-01-08 18:53:02 +01:00
Christoph Oelckers 1c74faea73 - exported line_t's functions to the VM. 2017-01-08 15:45:37 +01:00
Christoph Oelckers cb89a1a81a - fixed inconsistent use of line_t::portaltransferred.
Some parts used 0 as 'nothing' others used UINT_MAX. 0 should refer to the map's default sky, not to nothing.
2017-01-08 14:59:31 +01:00
Magnus Norddahl d825ec334c Merge remote-tracking branch 'gzdoom/master' into qzdoom 2017-01-08 04:48:49 +01:00
Christoph Oelckers d2a51a57e1 - added new Stairs_BuildUpDoomCrush special from Eternity and used it to fix the bad implementation to make Doom's turbo stairs crush. This also removes the crushing from Generic_Stairs entirely, just like it was in Boom. 2017-01-08 01:15:45 +01:00
Christoph Oelckers 3beed216dd - exported all relevant functions from sector_t.
Please note that currently most of these have little use, they are for future feature support.
2017-01-08 00:50:40 +01:00
Rachael Alexanderson 6e06adb795 Merge https://github.com/coelckers/gzdoom 2017-01-07 16:04:46 -05:00
Christoph Oelckers 82adc5bf1e - exported secplane_t to scripting. 2017-01-07 21:29:43 +01:00
Rachael Alexanderson de5f5a1221 Merge https://github.com/coelckers/gzdoom 2017-01-06 22:06:25 -05:00
Christoph Oelckers b11c8fef57 - renamed a few variables for clarity. 2017-01-06 11:56:17 +01:00
Rachael Alexanderson c2d01522f0 Merge https://github.com/coelckers/gzdoom 2017-01-04 21:55:01 -05:00
Christoph Oelckers 3b7eb849a7 - fixed: The default minimum and maximum distances for A_Teleport were swapped. 2017-01-04 23:56:41 +01:00
Rachael Alexanderson b934f69303 Merge https://github.com/coelckers/gzdoom 2017-01-04 17:49:09 -05:00
Rachael Alexanderson 0a581754bf - Made WadSmoosh detection a lot stricter. 2017-01-04 20:48:52 +01:00
Rachael Alexanderson 8651cbc75a - Wildweasel pointed out that WadSmoosh generates a "SMOOSHED" lump. http://forum.zdoom.org/viewtopic.php?p=967226#p967226 2017-01-04 20:48:52 +01:00
Rachael Alexanderson 4fe3f7611c - Made WadSmoosh detection more flexible (since it doesn't necessarily require MAP01 to be present). 2017-01-04 20:48:52 +01:00
Rachael Alexanderson eb7f1b87e5 - Added Wadsmoosh detection. 2017-01-04 20:48:52 +01:00
Rachael Alexanderson 13972eed2b Merge https://github.com/coelckers/gzdoom 2017-01-03 21:31:55 -05:00
Christoph Oelckers b132782c49 - scriptified PowerBuddha and PowerFrightener. 2017-01-03 21:03:05 +01:00
Christoph Oelckers 15f30886cd - scriptified the TimeFreezer powerup. 2017-01-03 20:06:20 +01:00
Rachael Alexanderson fd9d92d708 Merge https://github.com/coelckers/gzdoom 2017-01-02 22:04:53 -05:00
Rachael Alexanderson 3e59ebb48d - Removed multithreaded from the menu completely.
# Conflicts:
#	wadsrc/static/menudef.txt
2017-01-02 18:26:45 -05:00
Rachael Alexanderson 338d338e27 - Moved multithreaded option from Truecolor menu to the Display menu since both the palette and truecolor drawer sets now use it. 2017-01-02 17:55:24 -05:00
Christoph Oelckers bf09a89b5d - fixed typo in A_BrainSpit. 2017-01-02 23:26:19 +01:00
Rachael Alexanderson 2591eb2e54 Merge https://github.com/coelckers/gzdoom 2017-01-02 16:52:02 -05:00
Christoph Oelckers 1a16f664e4 - added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Rachael Alexanderson 2d1a5e6b36 Merge https://github.com/coelckers/gzdoom 2017-01-01 21:44:56 -05:00
Christoph Oelckers 9948189193 - scriptified PowerProtection and PowerDamage.
- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise.
- small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
2017-01-01 23:11:48 +01:00
Christoph Oelckers 66cc68606f - scriptified the methods of APowerMorph.
- made some changes to PowerMorph to better deal with recursive calls from UndoPlayerMorph. The flag hackery was only needed because the 'alternative' pointers were cleared far too late.
2017-01-01 19:23:43 +01:00
Rachael Alexanderson c7dce79831 Merge https://github.com/coelckers/gzdoom 2017-01-01 10:54:19 -05:00
Christoph Oelckers 80effbb547 - fixed: A_M_Refire's 'ignoremissile' parameter lost its default value. 2017-01-01 15:41:40 +01:00
Christoph Oelckers 06900ff8be - reviewd script code for spawn calls that did not check their results.
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
Christoph Oelckers 3d61d2c1f4 - reviewd script code for spawn calls that did not check their results.
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 15:40:51 +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
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
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
Rachael Alexanderson 92e4eef553 Merge https://github.com/coelckers/gzdoom 2016-12-27 19:37:53 -05:00
Christoph Oelckers 8708c69f83 - added GetClassName script function. 2016-12-27 19:25:55 +01:00
Magnus Norddahl e91c5ac54d Merge branch 'master' into OverlayExtension10 2016-12-27 04:32:13 +01:00
Rachael Alexanderson d8df255438 Merge https://github.com/coelckers/gzdoom 2016-12-26 15:46:44 -05:00
Rachael Alexanderson 7ea4c9508f Merge https://github.com/rheit/zdoom 2016-12-26 15:46:17 -05:00
Major Cooke ff3487d389 Merge branch 'OverlayAlpha' into OverlayExtension9
# Conflicts:
#	src/p_pspr.cpp
#	src/r_draw.cpp
#	wadsrc/static/actors/actor.txt
#	wadsrc/static/actors/constants.txt
2016-12-26 14:37:22 -06:00
Christoph Oelckers f5883d3f86 - fixed: DynamicLight needs a render radius of -1 so that it gets excluded from the touching_renderlist. 2016-12-26 12:04:03 +01:00
Christoph Oelckers 19856d6ccb Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-25 22:56:35 +01:00
Christoph Oelckers 89b7cf4262 - fixed: RenderRadius needs to be serialized.
- fixed: CustomBridge can be visible so it shouldn't be completely excluded from the render lists.
2016-12-25 14:35:35 +01:00
ZZYZX 38cb7aeaaa Invisible and Custom bridges now have RenderRadius -1 to prevent excessive linking 2016-12-25 13:43:32 +02:00
ZZYZX 44c19b5ad9 Changed zero RenderRadius logic - negative values now used for 'no rendering', restored old logic with max(radius, renderradius) 2016-12-25 13:40:21 +02:00
ZZYZX fcd8a0ce92 Reverted STYLE_None change to P_LinkRenderSectors, implemented zero RenderRadius that effectively disables rendering of an actor entirely 2016-12-25 13:35:03 +02:00
ZZYZX 87b23d160b Ported RenderRadius and related code from gzdoom branch 2016-12-25 13:09:32 +02:00
Magnus Norddahl b0febec986 Removed r_columnmethod as its performance gains are too insignificant to justify its complexity on the codebase 2016-12-25 05:05:53 +01:00
Rachael Alexanderson 564bfe482c Merge branch 'zdoom-rgb666-take3' of https://github.com/raa-eruanna/qzdoom into qzdoom-rgb666
# Conflicts:
#	src/r_draw.cpp
#	src/r_plane.cpp
#	src/r_things.h
#	src/v_draw.cpp
#	src/v_video.cpp
2016-12-24 19:00:28 -05:00
Rachael Alexanderson 6a550c89a9 Merge https://github.com/rheit/zdoom 2016-12-24 18:22:14 -05:00
Rachael Alexanderson 2fa13396f2 - Added r_blendmethod to the menu. 2016-12-24 12:50:17 -05:00
Christoph Oelckers 287974968a - renamed A_FireCustomMissile and added a deprecated compatibility wrapper to deal with the inverted pitch this function used. 2016-12-24 16:34:45 +01:00
Christoph Oelckers d4c0ee9e43 - address bad use of pitch in A_CustomMissile.
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
2016-12-24 14:46:34 +01:00
Rachael Alexanderson 4755d56bbe Merge https://github.com/rheit/zdoom 2016-12-24 02:31:38 -05:00
Magnus Norddahl 2bb2395569 Add menu option to enable dynamic lights (independent of the OpenGL setting so that you can have it on in OpenGL and off in Software) 2016-12-23 23:44:52 +01:00
Christoph Oelckers 4fcf9933f0 - copy target to a local variable in A_VileAttack so that it remains accessible if A_Explode destroys the actor. 2016-12-23 16:34:02 +01:00
Christoph Oelckers a825d1d92f Merge branch 'ssao' of https://github.com/dpjudas/dpDoom 2016-12-22 12:40:57 +01:00
Rachael Alexanderson fa66ca214e Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/win32/zdoom.rc
2016-12-22 06:24:47 -05:00
Christoph Oelckers 3b823fa3eb Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/compatibility.txt
2016-12-22 11:29:44 +01:00
Christoph Oelckers 36f87b7135 - removed gl_light_ambient.
This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
2016-12-22 11:14:13 +01:00
Rachael Alexanderson 978152f483 Merge https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/compatibility.txt
2016-12-19 08:16:41 -05:00
alexey.lysiuk f6b0f2648c Cleared staircase to secret area in Ultimate Doom E4M3
Only the final room with goodies is marked as secret
2016-12-19 12:18:43 +01:00
alexey.lysiuk 28a23d4ff3 Removed unreachable secrets from Doom IWADs
See https://forum.zdoom.org/viewtopic.php?t=54632
2016-12-19 12:18:43 +01:00
Rachael Alexanderson bedf4bccea Merge commit '1fa37aaeb79d3ab1e5d4aa2b4376130e9f4826fb' 2016-12-18 20:55:45 -05:00
Major Cooke 1bcebb091a Added option to check the location for resizing, changing the return into a bool. 2016-12-18 11:59:24 +01:00
Major Cooke 3023af8223 - Added A_SetSize(double newradius, double newheight = -1).
- Changes the calling actor's radius and height.
2016-12-18 11:59:24 +01:00
Christoph Oelckers 98e549246d Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-17 17:39:57 +01:00
Rachael Alexanderson b50ff986a6 Merge https://github.com/rheit/zdoom 2016-12-12 08:26:19 -05:00
Christoph Oelckers f3762934e3 - fixed: A_AlertMonsters lost one 'self.' during conversion. 2016-12-12 12:50:17 +01:00
Rachael Alexanderson 1a111f48bc Merge https://github.com/rheit/zdoom 2016-12-11 16:46:08 -05:00
Christoph Oelckers 71fd949f26 Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-11 14:45:42 +01:00
Christoph Oelckers 0f9758bb75 - fixed some conversion errors in A_StalkerLookInit. 2016-12-11 13:17:50 +01:00
Christoph Oelckers 40355f6298 - allow A_M_Refire to be called without state label because this seems to have been used in existing DECORATE mods. This way of calling it will revert to the old behavior of jumping one state forward instead of to a state label. 2016-12-11 13:07:25 +01:00
Christoph Oelckers 898e2900b3 - more fixes in blastradius.txt. 2016-12-11 12:42:55 +01:00
Christoph Oelckers 2b24fee53d - fixed: A_BlastRadius accessed the player's ReadyWeapon before ensuring it got called from a player. 2016-12-11 12:37:12 +01:00
Christoph Oelckers aa758159c9 - renamed Actor.NoiseAlert to Actor.SoundAlert to deconflict with the same-named action special. 2016-12-11 12:10:05 +01:00
Rachael Alexanderson 4eef1d99ee Merge https://github.com/rheit/zdoom 2016-12-10 15:46:35 -05:00
Christoph Oelckers 952e47cfe4 - renamed internal MELEERANGE constant to deconflict with Actor's MeleeRange member. 2016-12-10 16:36:19 +01:00
Rachael Alexanderson c109ebf7cb Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-09 03:00:02 -05:00
Christoph Oelckers 14400c41b6 Merge branch 'zmaster' 2016-12-08 17:53:41 +01:00
Christoph Oelckers a4d2468d34 - disable weapon interpolation for offset changes.
This has been causing far too many problems so now it will only be done if a A_Weaponoffset is either used with WOF_ADD or WOF_INTERPOLATE.
2016-12-08 17:52:59 +01:00
Rachael Alexanderson dc07c2075f Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-12-08 07:47:33 -05:00
alexey.lysiuk 3aac058022 Fixed loading of Hexen and Strife
Names in sprite offsets files for these IWADs contain '[' and '\' characters and such names need to be quoted
2016-12-08 12:07:12 +02:00
Rachael Alexanderson 40b68bfea0 Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/CMakeLists.txt
2016-12-07 23:12:42 -05:00
Christoph Oelckers 1e950d75bd - made dynamic light attenuation completely opt-in. This can be done either by setting a MAPINFO option for lights that do not automatically specify it and with a light property. The light property will always take precedence, if set. 2016-12-07 23:17:18 +01:00
Rachael Alexanderson a78b713f4b Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/v_video.cpp
2016-12-06 18:19:08 -05:00
Christoph Oelckers e41e404143 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript 2016-12-06 12:33:52 +01:00
Christoph Oelckers b2d1b0d7a6 - fixed: FTranslatedLineTarget::angleFromSource returned the attack angle, not the angle between actors when returned from P_LineAttack.
For most attack functions this is wrong, it's only the Hexen fighter attack needing this particular value, so it has been split up into two return values now.
2016-12-06 11:04:54 +01:00
Christoph Oelckers 092461ed34 - make dynamic object casts a dedicated VM instruction instead of a builtin function.
This can see some heavy use in iterators where saving several hundreds of function calls can be achieved. In these cases, using a function to do the job will become a significant time waster.
2016-12-05 14:52:34 +01:00
Christoph Oelckers ebdc672985 - fixed: A_Saw was using the wrong angle for adjusting the facing direction at the end. 2016-12-04 10:45:20 +01:00
Christoph Oelckers 94287518e0 - added a virtual CanCollideWith script method that can be overridden to do class specific collision checks.
This will get called for both actors taking part in a collision, if one of the two calls returns false it will immediately abort PIT_CheckThing with no collision taking place at all.
2016-12-04 10:13:36 +01:00
Christoph Oelckers 834802def3 - sanitized the old sprite offset adjustment feature and used it to redefine offsets for some sprites that have really bad ones. 2016-12-03 19:49:32 +01:00
Rachael Alexanderson 244eaa99b3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-03 13:23:28 -05:00
Christoph Oelckers fbc8d0e83c Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
# Conflicts:
#	wadsrc/static/zscript.txt
2016-12-03 18:51:10 +01:00
Christoph Oelckers 6a4f867c91 Merge branch 'master' into zscript 2016-12-03 15:54:18 +01:00
Christoph Oelckers 5117b32431 - fixed: The math for emulating the old slop overflow was not correct and made the affected sectors in void.wad display incorrectly.
- set compat_polyobj for void.wad because its polyobjects glitch quite a bit with the normal setting.
2016-12-03 14:42:06 +01:00
Christoph Oelckers 0da233a664 changed ZScript include mechanism.
* It will now use #include, just like most other definition formats and can be mixed with regular definitions. However, due to how the Lemon-generated parser works this will not recursively pull in all files, but store them in a list and process them sequentially. Functionally this shouldn't make a difference, because ZScript is mostly order-independent - the only thing where order is important is native classes, but these are completely internal to zdoom.pk3 where proper order is observed.
2016-12-03 13:16:09 +01:00
Rachael Alexanderson c95372052c Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-02 16:39:50 -05:00
Christoph Oelckers 211d9d92a1 Merge branch 'master' into zscript 2016-12-02 21:14:56 +01:00