Commit graph

21838 commits

Author SHA1 Message Date
Rachael Alexanderson
3524d06813 - export FFont::GetChar() to ZScript 2024-09-20 20:00:01 +02:00
Gene
de87493c41
Fix incorrect boolean logic for drawBillboardFacingCamera 2024-09-20 08:38:45 -04:00
Gene
5347cdf569
Fix billboard facing camera only taking effect when used with XY billboarding 2024-09-19 10:56:24 -04:00
Ricardo Luís Vaz Silva
712dd1133d Fix typo 2024-09-17 14:14:23 -03:00
nashmuhandes
0c3ebf451f Fix missing serialization for skyspeed1 and skyspeed2 2024-09-16 19:02:09 -03:00
Chris Cowan
c8fbe43dc0 Fix load/save menus not starting scrolled to the selected entry
Fixes https://github.com/ZDoom/gzdoom/issues/2645
2024-09-16 17:25:19 -04:00
Chris Cowan
faead1c733 Fix bug where down arrow does nothing after clicking the main menu
This issue was previously fixed in 0c2ed71cdd, but that change added a bug that would trigger an infinite loop on scrolling in a list without any selectable items. Then 4fdbe81a13 restored the old behavior, reintroducing the issue.

This new fix does handle lists without any selectable items correctly.
2024-09-16 16:40:43 -04:00
Dileep V. Reddy
b79deabab1 Prevent console from laying open when intro cutscene plays on some systems. 2024-09-16 13:43:34 -04:00
Ricardo Luís Vaz Silva
79dacdf1b7 Properly fix double interpolation for IQM models 2024-09-13 17:05:22 -03:00
Ricardo Luís Vaz Silva
1429e22441 rework interpolation to allow for precalculated frames 2024-09-13 17:05:22 -03:00
Ricardo Luís Vaz Silva
b1318e4b22 quick fix for interpolation, TODO better fix 2024-09-13 12:17:09 -03:00
Ricardo Luís Vaz Silva
17d7006d72 replace naive interpolation logic with more exact logic 2024-09-13 12:17:09 -03:00
Christoph Oelckers
ed39413532 Render the bottom sky layer always with full opacity in the SW true color renderer.
No need to add explicit checks for color (0,0,0,0) here.
2024-09-12 08:47:00 +02:00
Cacodemon345
38290b6615 Truecolor sky: Draw opaque black background on transparent texels
Fixes HOM effect
2024-09-12 08:38:19 +02:00
Cacodemon345
ce24849adf Add support for fire textures in ANIMDEFS 2024-09-12 08:38:19 +02:00
Ricardo Luís Vaz Silva
a663d97961 load id24res if present 2024-09-12 01:28:53 -04:00
Rachael Alexanderson
77519332e8
- deactivate appimage for now, don't have enough interest looking into what's causing it to fail 2024-09-11 07:18:07 -04:00
Dileep V. Reddy
aacc4d7278 PointToPseudoPitch() was being called even when viewpoint was not allowed out of bounds. And its sqrt was slow even when it was necessary (thanks dpjudas for the speedup code). 2024-09-10 10:58:36 -04:00
Ricardo Luís Vaz Silva
afcd38907c add SpawnMultiCoopOnly mapinfo flag to spawn **only** coop spawns in single-player 2024-09-08 17:10:33 -03:00
Rachael Alexanderson
5895f9b1b1
- implement +SQUAREPIXELS flag 2024-09-07 23:09:36 -04:00
Xaser Acheron
76c8b6da57 fix A_PlaySound not working for DSDHACKED-defined sounds 2024-08-25 11:18:52 -04:00
Dileep V. Reddy
b2976444c9 Smaller aspect ratio screens were getting clipped a bit too much. This is a brute-force if-else solution. Larger aspect ratios (wider screens) were always good. 2024-08-25 11:18:05 -04:00
Magnus Norddahl
f0ff273620
Stop grabbing mouse when game window doesn't have the focus 2024-08-23 01:14:28 -04:00
Ricardo Luís Vaz Silva
70cf707251
Skip bex strings for freedoom if language lump is present (#2682) 2024-08-21 00:08:57 -03:00
jekyllgrim
4d18380956 Made itemcls optional
And removed the invalid character on line 710
2024-08-17 15:17:19 -03:00
jekyllgrim
108ad7736a Added itemcls to HasReceived
CallTryPickup will cache the item's class and pass it to HasReceived, so the latter will know what item was received even if the item has been destroyed by the time it's called.
2024-08-17 15:17:19 -03:00
Boondorl
1b20c92ca5 Fixed counters not clearing when using shared/local pickups 2024-08-17 10:12:34 -04:00
Boondorl
0d43272c8f Allow for Basic and Hexen armor replacing 2024-08-17 01:14:07 -04:00
Christoph Oelckers
5fa220219e Reverted use of tchar.h which should be considered deprecated.
GZDoom is Unicode only - as should be the norm for any Windows application - and will not work when compiled as ANSI so there's no good reason to use this wrapper.
2024-08-16 12:41:29 +02:00
Farkas Péter
f5c86819ab Added GOG path for Doom + Doom II 2024-08-15 18:54:13 -04:00
Rachael Alexanderson
855b7fc026
- add xbox filenames too 2024-08-15 08:18:51 -04:00
Rachael Alexanderson
2ecf796e2e
- add doomkex doom2kex tntkex and plutoniakex as valid iwad filenames 2024-08-15 07:58:14 -04:00
Dileep V. Reddy
958721e2b8
Forgot on check. 2024-08-15 02:43:48 -04:00
Ritchie Swann
0d5e35985d
Fix incorrect return type 2024-08-15 02:43:48 -04:00
Ritchie Swann
d17bde151f
Fix to use the correct definition of DwmDefWindowProc 2024-08-15 02:43:48 -04:00
Ritchie Swann
42c64e438f
fix faux pas 2024-08-15 02:43:48 -04:00
Ritchie Swann
699bef1316
Better solution for DwmDefWindowProc on mingw64
On mingw, create our own thunk for DwmDefWindowProc. It should exist in libdwmapi.a (and exists in MSVC), but doesn't.
2024-08-15 02:43:48 -04:00
Ritchie Swann
709d5dd742
Keep legacy_studio_definitions for non mingw64 toolchain 2024-08-15 02:43:47 -04:00
Ritchie Swann
120c0fb5ca
Use TCHAR on Windows 2024-08-15 02:43:47 -04:00
Ritchie Swann
801dc4aaac
sys/stat.h is required on all platforms 2024-08-15 02:43:47 -04:00
Ritchie Swann
e1e5ae16e2
Fix namespace issue
windows.h must be included in the main namespace on mingw64, otherwise there are loads of compile errors
2024-08-15 02:43:47 -04:00
Ritchie Swann
8f7b0ef4eb
Fix libraries on mingw64
dxguid and dwmapi are required on mingw64 and give linker errors if missing
legacy_studio_definitions is not in the latest mingw64
2024-08-15 02:43:47 -04:00
Ritchie Swann
67d573cd41
Use TCHAR for Windows 2024-08-15 02:43:46 -04:00
Ritchie Swann
e3795c762a
Fix preprocessor symbol for Windows 2024-08-15 02:43:46 -04:00
Ritchie Swann
95f31cdd7e
mingw64 requires including cstdint 2024-08-15 02:43:46 -04:00
nashmuhandes
8043370ef1 Export PlayDiveOrSurfaceSounds to ZScript and made it virtual for mods to customize the diving and surfacing sounds 2024-08-11 14:34:53 -04:00
dileepvr
95b264bdb6
Isometric Mode and Robin (#2618)
* Feature-complete isometric mode fork.

* Dithered transparency condition tweaks.

* Dithered transparency for non-corpse monsters only (and missiles).

* SpectatorCamera vertical shift.

* Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).

* Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).

* Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.

* retrigger checks

* Have correct sprite angle-frame face the camera with orthographic projection enabled.

* Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code.

* Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps.

* Non-linux checks don't like uint. Changed to unsigned int.

* Small change of a float to camera.zs. Ignore for testing. Should make no difference.

* Update actor.h to remain mergeable

RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
2024-08-11 10:04:40 -04:00
Ricardo Luís Vaz Silva
b044baf850 don't change priority to idle if i_pauseinbackground is false 2024-08-09 18:04:51 -03:00
Ricardo Luís Vaz Silva
1655f7e3b7 Allow XInput joysticks to work while the game is unfocused 2024-08-09 18:04:51 -03:00
Xaser Acheron
01e7859e1f fix MBF21 A_RadiusDamage crash/broken 'distance' arg 2024-08-09 14:32:35 -03:00