Rachael Alexanderson
512082b222
- fixed: 'empty function OnGiveSecret' - this was my fault, giving bad advice to Marisa in her PR. I fixed it.
2018-06-05 10:20:02 -04:00
Marisa Kirisame
477cf23fd2
Adds "OnGiveSecret" virtual function on Actor for customizing behavior of secret finding.
2018-06-05 10:06:53 -04:00
Christoph Oelckers
a851a5d151
- fixed: For melee attacks with a short attack range P_AimLineAttack must check for hits from above and below.
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This is necessary to be in line with P_LineAttack which does check for those.
2018-06-03 17:49:00 +02:00
Christoph Oelckers
cce6c9a085
- fixed precision issue with dot product.
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Apparently the shader math is not precise enough to ensure that two supposedly orthogonal vectors are truly orthogonal, resulting in a non-zero dot product
2018-05-24 20:31:44 +02:00
Christoph Oelckers
1266339c0f
- fixed shader compilation.
2018-05-19 21:17:58 +02:00
Christoph Oelckers
3dc6ddbcc3
- check light direction in the shader.
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There are situations where lights on the wrong side of a linedef may be passed and those need to be skipped in the shader code.
2018-05-19 19:20:45 +02:00
Christoph Oelckers
b197bfc964
- avoid checking for vr_enable_quadbuffered directly.
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This option only exists on Windows, so on the other platforms it should not be in the menu and not affect the setup of the VR mode.
2018-05-18 00:12:45 +02:00
Jonathan Russell
e9050a38b3
- added LevelLocals vec2/3Offset(Z) functions for portal-aware offsetting without needing actors
2018-05-16 20:47:43 +02:00
Christoph Oelckers
72c7a05ba8
- added compatibility fix for bad sector reference in Plutonia MAP11.
2018-05-05 19:58:34 +02:00
alexey.lysiuk
6d308ca67e
Fixed walkthrough blocker in Sin City 2 via compatibility entry
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It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b
broke triggering of important linedef that pushes friendly marine to exit switch
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
2018-04-28 17:45:15 +02:00
Christoph Oelckers
59477362d9
Merge branch 'wallwork'
2018-04-27 20:37:54 +02:00
alexey.lysiuk
c8eefd84fa
Enabled playing of *gasp sound by default
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https://forum.zdoom.org/viewtopic.php?t=60361
2018-04-27 11:04:21 +03:00
Christoph Oelckers
286846a8ec
2D must consider brightmaps.
2018-04-27 08:59:59 +02:00
Christoph Oelckers
557c8b480b
- missed the menu part.
2018-04-25 20:34:28 +02:00
ZZYZX
da089b09b1
Added missing commented enum entry for ETraceFlags on ZScript side
2018-04-25 19:38:29 +02:00
Christoph Oelckers
85300993af
- replaced gl_PatchMenu with an MMX 'ifoption' check.
2018-04-25 19:36:48 +02:00
Christoph Oelckers
1648fc6a07
Fixed initialization issues with dynamic lights.
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Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
2018-04-25 09:14:01 +02:00
Kevin Caccamo
1c58093fc8
Add info about UseSpecial flag feature conflict above Actor.Used
2018-04-24 05:56:07 -04:00
alexey.lysiuk
ee9fa7c33e
Made 100% kills possible on Altar of Evil, easy skill
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https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/altar666
2018-04-22 17:49:13 +03:00
alexey.lysiuk
df634539a0
Made 100% kills possible and unstuck imp on Valhalla map
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https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
2018-04-16 14:34:07 +03:00
alexey.lysiuk
87d164ee59
Added ability to set thing position in compatibility layer
2018-04-16 14:30:21 +03:00
Christoph Oelckers
8a2e52d651
Removed gl_lights_checkside which essentially was just a pointless piece of cruft inherited from ZDoomGL.
2018-04-16 08:45:50 +02:00
alexey.lysiuk
bb037635a8
Fixed missing textures on Valhalla with hardware renderer
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It works fine with software renderer regardless of this compatibility entry because of texture bleeding
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
-iwad doom2 -file ma_val.pk3 -nomonsters +map map01 "+warp -450 -2300"
2018-04-15 16:41:24 +03:00
Christoph Oelckers
8b4c74fad8
- the global portal data table also needs to be protected.
2018-04-15 12:16:46 +02:00
Christoph Oelckers
cf8447d19c
-protected critical portal data from getting written to by user code.
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This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk
ba4cc1a6ca
Added activation type to WorldLine(Pre)Activated events
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https://forum.zdoom.org/viewtopic.php?t=60232
2018-04-14 11:52:09 +03:00
Christoph Oelckers
13567f2505
- added a compatibility handler for Kama Sutra MAP01's ending area.
2018-04-13 20:27:21 +02:00
Christoph Oelckers
ac98e5a4f8
- fixed last change of compatibility branch.
2018-04-13 19:28:35 +02:00
Christoph Oelckers
71a6cc4625
Merge branch '2D_Refactor'
2018-04-13 17:52:58 +02:00
Christoph Oelckers
387827555f
- added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild.
2018-04-11 23:08:59 +02:00
Christoph Oelckers
3988e27059
- scriptified the last remaining definition (BTSX MAP12 beta)
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- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00
alexey.lysiuk
6631f208b1
Scriptified remaining compatibility entries
2018-04-11 17:01:57 +03:00
alexey.lysiuk
6480946d40
Scriptified more compatibility entries
2018-04-11 15:57:27 +03:00
alexey.lysiuk
5f5adbe161
Scriptified compatibility of Strife level along with needed functions
2018-04-11 13:02:26 +03:00
alexey.lysiuk
950443683b
Scriptified compatibility of more Heretic levels
2018-04-11 12:35:45 +03:00
alexey.lysiuk
69222c3c36
Fixed missing texture with hardware renderer on Jenesis MAP16
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https://forum.drdteam.org/viewtopic.php?t=7337
2018-04-11 11:54:27 +03:00
alexey.lysiuk
05dcd30838
Made 100% secrets possible on The Realm of Parthoris E1M5
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https://forum.zdoom.org/viewtopic.php?t=60181#p1049393
2018-04-11 11:52:07 +03:00
Christoph Oelckers
0ecbf07769
-ported a large part of compatibility.txt
2018-04-10 23:19:22 +02:00
Christoph Oelckers
65a219eecc
- sorted compatibility.txt so that levels which only have flags set are at the top of the file.
2018-04-10 20:02:41 +02:00
Christoph Oelckers
9daad477c3
- some improvements to compatibility scripts:
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* use names, not strings, to allow use of switch/case.
* avoid creating the checksum a second time per level.
* do an early-out check for maps that do not have scripted compatibility.
2018-04-09 22:09:28 +02:00
alexey.lysiuk
640948703f
Level compatibility via ZScript -- PoC
2018-04-09 17:54:12 +03:00
drfrag666
80f57dfaf0
- Increased size of the savegame comment area.
2018-04-08 21:56:35 +02:00
Marisa Kirisame
08f3afab0b
Separated P_ActivateLine ZScript export into two functions, one with and one without a vector parameter.
2018-04-08 21:53:20 +02:00
Marisa Kirisame
5d0ff4c8ba
Exports P_ActivateLine to ZScript (along with constants for activation type)
2018-04-08 21:53:20 +02:00
Christoph Oelckers
94e8d59dde
- implemented shader support for rendering the SW renderer canvas with legacy OpenGL.
2018-04-08 13:05:20 +02:00
Christoph Oelckers
5eb898107f
- now that all 2D is guaranteed to be drawn in true color, the Heretic E2 end pic can be handled with less hacks.
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This removes the entire palette switch and all the special checks to ensure that no menu can be drawn over this image.
Instead it gives this texture its special palette in the texture manager so that the proper image is created right away.
I decided against exposing this as an editing feature because it is far too specific to this particular image and the raw page format it uses.
A quick check of /idgames shows no project ever replacing it - especially no ZDoom-based project - so no extended handling is needed to make this work with other texture formats.
2018-04-08 10:10:26 +02:00
Christoph Oelckers
df4f435952
- merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
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- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
adbeb3f251
Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
2018-04-07 18:50:24 +02:00
Christoph Oelckers
221beec979
- added palette shader and fixed a few things.
2018-04-07 12:17:23 +02:00
Christoph Oelckers
b34d7f9e08
- added a software scene drawer to the GL renderer.
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It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00