Christoph Oelckers
3cef56249d
- moved most functions of portals.cpp into FLevelLocals.
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Much of this is used during level init and needs to be independent of the current level.
2019-01-25 00:30:55 +01:00
Christoph Oelckers
2623fbb54b
- deleted unused mus2midi.cpp file.
2019-01-24 20:40:31 +01:00
Christoph Oelckers
7418ebef56
- use default constructors for the thinkers to avoid empty non-inlined functions.
2019-01-24 20:33:25 +01:00
Christoph Oelckers
4d55c28b60
- moved a large batch of code from p_spec.cpp and a few other files into the maploader folder.
2019-01-24 20:27:34 +01:00
Christoph Oelckers
0a6b6173de
- Moved Strife conversation data into FLevelLocals.
2019-01-24 19:53:11 +01:00
Christoph Oelckers
0e5986769e
- moved the tid hash into FLevelLocals and adjusted the interface to the iterators.
2019-01-24 19:28:40 +01:00
Christoph Oelckers
4c250a58ca
- reroute all uses of FActorIterator and NActorIterator through FLevelLocals.
2019-01-24 18:50:22 +01:00
Christoph Oelckers
1f2162fea8
- moved the scripted creation functions for tag iterators to LevelLocals
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The old static methods are now deprecated, this was done to clarify the relationships at play here.
2019-01-24 02:17:10 +01:00
Christoph Oelckers
97495e1857
- moved the tag manager into FLevelLocals
2019-01-24 01:53:05 +01:00
Christoph Oelckers
7e9340f3b7
- removed most global references to the tag manager by routing most access to FLevelocals.
2019-01-24 01:40:09 +01:00
Christoph Oelckers
9f8dd66189
- changed Polyobject thinkers to operate on the actual polyobjects instead of indices
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This also changes the action special interface to pass a Level parameter to the separate functions and makes a few other minor adjustments to the polyobject code.
2019-01-24 01:05:07 +01:00
Christoph Oelckers
65750bd7bf
Wrap all iterator calls in the map loader into FLevelLocals methods.
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This should later be done for everything else as well, but the map loader should really be free of global dependencies ASAP.
Also replace TThinkerIterator<AActor> with FThinkerIterator globally because this only adds pointless type checks - with all actor subclasses being scripted this class has become redundant.
2019-01-24 00:43:43 +01:00
Christoph Oelckers
85b5f8d0a0
- moved several setup methods into the map loader
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Code hasn't been moved yet, this only changes the declarations.
2019-01-24 00:22:18 +01:00
Christoph Oelckers
ac7a9183aa
- re-applied the changes for p_spec.cpp
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This is mostly map loader code which really should not operate on the global level.
2019-01-24 00:02:51 +01:00
Christoph Oelckers
83d464d1be
- fixed code emission for constant ZScript function arguments
2019-01-23 22:37:16 +01:00
Christoph Oelckers
77cbd0c238
- copied the changes to DFlashFader in master.
2019-01-23 22:35:48 +01:00
Christoph Oelckers
a78daa8937
- fixed flicker light selection of light radius.
2019-01-23 22:31:22 +01:00
Christoph Oelckers
d60707c71e
- added the fix for BuiltinNew which I missed when cherry-picking.
2019-01-23 22:02:13 +01:00
Christoph Oelckers
ceb38751f0
- fixed some merging issues.
2019-01-23 22:01:37 +01:00
Christoph Oelckers
5c8ae72453
- fixed: ScriptUtil.PlayerAmmo must be declared static.
2019-01-23 21:50:11 +01:00
Christoph Oelckers
3f835cd124
- removed now unused BuildGammaTable function
2019-01-23 21:50:11 +01:00
Rachael Alexanderson
dc27011370
- remove vid_hwgamma, force always use shader gamma
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*** note to drfrag: Please don't cherry-pick this commit. Systems that do not use renderbuffers will still need this feature!
2019-01-23 21:50:11 +01:00
Christoph Oelckers
477560e1ef
- swapped order of checks for picking up an item.
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Failure must take precedence over the morph check because this does not return a proper toucher.
2019-01-23 21:50:10 +01:00
Christoph Oelckers
12c10b5156
- fixed Identifier resolving for static functions
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This entered the code path which warned about ambiguous use of variables in action functions and as a result ran afoul of subsequent error checks.
Since ZScript has no global scope resolution operator, this needs to ignore all non-static class symbols and try to look up any of these as global identifiers.
2019-01-23 21:50:10 +01:00
Rachael Alexanderson
6a9322e677
- force internal GME with any build environment created after this commit. if anyone is using a build environment from before - you will have to make sure to enable the relevant variable - or simply nuke and recreate. this applies only if you have the GME library installed on your system - if you were using the internal before, anyhow, you don't have to make any changes
2019-01-23 21:50:10 +01:00
alexey.lysiuk
2c77051369
- updated LZMA to version 18.06
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https://www.7-zip.org/a/lzma1806.7z
2019-01-23 21:50:10 +01:00
alexey.lysiuk
bcd03cc533
- moved LZMA docs to the same location as in SDK distribution
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Updated them to the actual version 18.05 as well
2019-01-23 21:50:10 +01:00
Christoph Oelckers
f6ce5f59ae
- fixed armor bonus giving in A_CustomPunch
2019-01-23 21:49:18 +01:00
Christoph Oelckers
5a054da4d9
- removed incorrect assert.
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This assert disallowed pointers to non GC'd objects, which on some occasions can happen and must be allowed.
2019-01-23 21:48:59 +01:00
nashmuhandes
d911fa99a1
Move the "time" string in saved game comment into the LANGUAGE lump.
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# Conflicts:
# src/g_game.cpp
2019-01-23 21:48:30 +01:00
alexey.lysiuk
0dbd591812
- fixed 'overriding core lump' error
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Wrong container was reported for overriding lump
2019-01-23 21:47:19 +01:00
alexey.lysiuk
12db808307
- fixed 'missing interpolation point' warning
2019-01-23 21:46:46 +01:00
Rachael Alexanderson
b378b29421
- modify the wording in the preset scaling menu to imply that all it does is pixel scaling, not change the actual screen resolution
2019-01-23 21:45:26 +01:00
Rachael Alexanderson
45d94ee993
- set resolution selector to auto detected resolution at startup, remove the entries from the config file
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- committing a change for fullscreen sets scaling to 1.0 to guarantee the selected number of pixels are actually used
2019-01-23 21:45:09 +01:00
Christoph Oelckers
057b746e58
- fixed: The rail attack only considered the puff's decal if it had ALWAYSPUFF set.
2019-01-23 21:44:39 +01:00
Rachael Alexanderson
8f7038aa53
- add 4k UHD resolution to presets
2019-01-23 21:44:27 +01:00
Rachael Alexanderson
c280457635
- fix spacing on one of the resolution preset entries
2019-01-23 21:44:14 +01:00
alexey.lysiuk
09d1a42c60
- reverted GME Kss_Cpu.cpp to previous version
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Update to GME 0.6.2 broke playback of MSX .kss files
https://forum.zdoom.org/viewtopic.php?t=63206
2019-01-23 21:43:36 +01:00
alexey.lysiuk
4c3192fb28
- applied proper use type to font textures
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Font upscaling no longer depends on texture resizing setting
https://forum.zdoom.org/viewtopic.php?t=63184
2019-01-23 21:43:06 +01:00
Christoph Oelckers
33f8b697ce
- fixed: application of fake contrast should never result in a light level of 0 unless the sector's own light level is 0.
2019-01-23 21:42:26 +01:00
Christoph Oelckers
f61150a75e
- fixed: TVector3::Pitch() got the sign inverted.
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This caused bad calculations with CMF_OFFSETPITCH. Note that to compensate for the fix, the SphericalCoords function had to have its own inversion of the value removed so that it calculates the same result as before.
2019-01-23 21:42:09 +01:00
Christoph Oelckers
7d3c577c2c
- normalize the pitch in ACS's SetActorPitch.
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Apparently some people have to pass positive numbers in here to get a negative pitch, e.g. 350.0 instead of -10.0...
This prevents clamping of such out-of-range values that would otherwise constitute valid pitches with the wraparound in place.
2019-01-23 21:41:52 +01:00
alexey.lysiuk
e8f45fad40
- workaround MSVC 2015 code generation issue, x64 only
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With optimization turned on illegal instructions were generated for turbo CVAR handler function
https://forum.zdoom.org/viewtopic.php?t=63157
2019-01-23 21:41:20 +01:00
alexey.lysiuk
7d4765b5cd
- workaround code generation issue in PlayerPawn.FindMostRecentWeapon()
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Multiple values in returned from a subfunction cannot be used directly as a function result
https://forum.zdoom.org/viewtopic.php?t=63284
2019-01-23 21:41:03 +01:00
alexey.lysiuk
8aa47e664e
- fixed disappearing inventory after morphing pickup
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When player is picked up item that does morph, the corresponding toucher actor is changed in process
Previously, morhing item was removed from original actor leaving player's inventory in inconsistent state
https://forum.zdoom.org/viewtopic.php?t=63124
2019-01-23 21:40:44 +01:00
Christoph Oelckers
5e4ef04a4d
- allow assignment of line IDs through LevelCompatbility.
2019-01-23 21:40:19 +01:00
Christoph Oelckers
dd2ea206f9
- fixed default alpha for sector colors
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It has to be 0, not 255.
# Conflicts:
# src/p_lnspec.cpp
2019-01-23 21:39:55 +01:00
Christoph Oelckers
f22121a9df
- recalculate the line deltas if a nodebuild is needed
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One potential cause is moving around vertices in which case these do not match anymore
2019-01-23 21:38:48 +01:00
Christoph Oelckers
8872125f96
- fixed some merging issues.
2019-01-23 21:37:51 +01:00
Christoph Oelckers
7966282c1c
- Fixed error reporting for the BSP loader
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Using global variables for this is bad, and it didn't even catch all cases. Now a node build is only considered successful if everything is set up successfully.
# Conflicts:
# src/maploader/maploader.cpp
2019-01-23 21:34:57 +01:00