Commit Graph

4243 Commits

Author SHA1 Message Date
Christoph Oelckers 30f57c0b8e - added new renderstyles AddStencil and AddShaded. 2014-05-13 21:16:06 +02:00
Christoph Oelckers ca4179caa3 - allow texture lookup by full path names. Due to technical limitations this may result in double textures if the same graphics lump is also referenced by its short texture name. 2014-05-13 20:51:16 +02:00
Christoph Oelckers ebd6c18bef - missed one texture name field in level_info_t. 2014-05-13 15:32:54 +02:00
Christoph Oelckers a22670626c - expanded names for view border elements. Also fixed the horribly bad implementation of custom borders which modified the DoomBorder elements without ever checking the game being used. 2014-05-13 13:40:02 +02:00
Christoph Oelckers a05e62f3f7 - changed storage of lump and texture names in gameinfo to allow long names (with the exception of view border elements.) 2014-05-13 12:44:17 +02:00
Christoph Oelckers e718a72b4d fixed: skies should be loaded into the FLevelLocals struct not into the global variables of the renderer. 2014-05-13 11:53:08 +02:00
Christoph Oelckers fedf9c6a5b fixed: if we allow long names for the fade table we must also check for them when the colormap gets loaded. 2014-05-13 11:39:25 +02:00
Christoph Oelckers 65e8563cf4 replaced all character arrays for lump/texture names in the level_info_t and FLevelLocals structures with FStrings as first preparation for allowing long texture names. 2014-05-13 11:33:59 +02:00
Christoph Oelckers 458e1b1be2 - changed sound lookup for ZSDF dialogues so that it first checks the svox/ namespace before using the global one. 2014-05-08 11:29:45 +02:00
Christoph Oelckers ea7fb936a8 - fixed: memory allocation for file names in 7z archives was broken. Changing it to use TArray instead of alloca makes it work. 2014-05-08 10:33:32 +02:00
Christoph Oelckers 2223c12938 - added new ChangeActorAngle/ChangeActorPitch ACS functions because the new required 'interpolate' parameter cannot be added to the existing SetActorAngle/SetActorPitch functions without breaking old scripts. 2014-05-08 09:43:58 +02:00
Christoph Oelckers 63a0e01c6a Merge branch 'interpview_optin' 2014-05-08 09:17:00 +02:00
Christoph Oelckers 67ebbe3ed4 made some changes to turn the CF_INTERPVIEW flag when changing angles into an op-in feature instead of making it automatic. 2014-05-08 09:15:56 +02:00
Christoph Oelckers 890e9ecddd - typo in resurrection code. 2014-05-07 17:18:44 +02:00
Christoph Oelckers fcbb72a4d4 - removed redundant variable. 2014-05-06 09:59:56 +02:00
Edward Richardson 90e9937b71 Stop NetUpdate from corrupting demo playback 2014-05-05 22:47:48 +12:00
Christoph Oelckers 93aa1ea2c4 fixed some issues with reviving monsters
- fixed: Thing_Raise didn't properly set the spawn health.
- fixed: Thing_Raise did not the CanRaise state flag.
- fixed: Reviving a monster must also reset the damage type.
- fixed: Thing_Raise reset the actor after calling the raise state, but it should be before, just as the Archvile code is doing.
- consolidated some common code of Thing_Raise and Archvile resurrection into AActor methods.
2014-05-05 11:24:20 +02:00
Christoph Oelckers a9f1b54d2d - fixed: since A_LightGoesOut alters a sector's floor plane it must also alter the TexZ for that sector's floor. 2014-05-03 10:12:25 +02:00
Christoph Oelckers 34360e7975 Merge branch 'upstream' of https://github.com/Edward850/zdoom 2014-05-02 17:31:02 +02:00
Edward Richardson 104a07d461 Make sure use_staticrng is false if not needed 2014-05-03 03:27:14 +12:00
Edward Richardson 6183f8125f Don't change RNG in demos incase they are static 2014-05-03 03:01:49 +12:00
Edward Richardson d6af8dc352 Added static RNGseed control 2014-05-03 03:01:40 +12:00
alexey.lysiuk 04c5a38ac6 Merge branch 'master' of https://github.com/rheit/zdoom into lzma2 2014-04-28 13:06:56 +03:00
alexey.lysiuk 76fdb4905f Fixed compilation with updated LZMA library using Visual Studio 2014-04-28 13:06:36 +03:00
alexey.lysiuk 64d4ddf559 Fixed file list in VS2005 project of LZMA library 2014-04-28 11:42:47 +03:00
Christoph Oelckers 94c4f38c58 - added constants for sound channels 5-7. 2014-04-28 01:26:30 +02:00
alexey.lysiuk 3af7d8a245 Added support for LZMA2 compression method in .7z archives
Updated LZMA SDK to version 9.20
http://www.7-zip.org/sdk.html
http://downloads.sourceforge.net/sevenzip/lzma920.tar.bz2
2014-04-27 13:05:40 +03:00
alexey.lysiuk 6b26b710b8 Added simple check for unsupported compression method in .7z files 2014-04-27 10:23:20 +03:00
alexey.lysiuk 3fa89b4e9f Fixed crash on attempt to load corrupted data file
Instance of FileReader is no longer destructed when header of data file is valid but complete loading of file fails
Loading of truncated .zip file is the simplest test case
2014-04-27 10:18:50 +03:00
Christoph Oelckers 3f8c7239af Merge branch 'master' of https://github.com/Gaerzi/zdoom 2014-04-24 09:41:54 +02:00
Gaerzi 7c3660087e Restore shadow renderstyle.
It was accidentally lost in r3085.
2014-04-22 13:32:33 +02:00
Gaerzi 265917c923 Add shadow and subtract styles to ACS.
There is a matching pull request for rheit/acs.
2014-04-22 13:31:55 +02:00
alexey.lysiuk 1c50b5dd6f Fixed initialization of Hexen-style things
Recently added pitch and roll members were not initialized with zeroes when loading Hexen-style maps
At least, hitscan attack can be fired in random direction because of this
2014-04-20 13:37:59 +03:00
Christoph Oelckers 7cb828d763 Merge branch 'slowstate' of https://github.com/Gaerzi/zdoom 2014-04-18 09:46:23 +02:00
Gaerzi 60fe07df74 Added slow states to relevant Strife monsters
Namely, acolyte, shadow acolyte, reaver, stalker, and turret. Info on
which states needed the slow flag was obtained with Quasar's permission
by looking at G_InitNew() in g_game.c and the info.c state tables from
Chocolate Strife.
Also added fast flag to acolyte states that needed it, based on the same
source.
2014-04-17 17:42:16 +02:00
Christoph Oelckers 584dd78ba9 Merge branch 'master' of https://github.com/Edward850/zdoom 2014-04-16 16:42:43 +02:00
Edward Richardson 897d87a6a3 Invisibility would could P_LookForPlayers early 2014-04-17 01:13:18 +12:00
Edward Richardson d855bd66b3 Fixed P_LookForPlayers scanning redundancies
- Players could be scanned multiple times, repeating expensive tests
- Players could be skipped completely and become invisible as a result
2014-04-17 00:46:33 +12:00
Christoph Oelckers 48b926e5b4 - check +logfile explicitly at the start of execution. Due to the custom CVAR rewrite it would get called so late that it'd miss half of the log.
- added version check for Windows 8. I also would have liked to add 8.1 but due to some incredibly stupid changes in the version API it's no longer possible to reliably retrieve the correct Windows version for later builds.
2014-04-16 09:53:07 +02:00
Gaerzi 94d47efbb5 Added slow monsters to Strife's easiest skill 2014-04-15 21:02:20 +02:00
Gaerzi 83182b703d Added slow monsters, the inverse of fast monsters
This is a skill setting only, no "always slow" or "never slow" actor
flags, and no DM flags.
2014-04-15 21:01:49 +02:00
Christoph Oelckers 361341e07e Merge branch 'master' of https://github.com/Gaerzi/zdoom 2014-04-15 17:52:48 +02:00
Gaerzi c54f5571ea Typo. 2014-04-15 17:24:01 +02:00
Gaerzi 6f2fd8edbf Hexen also needs to init 0 fields. 2014-04-15 17:22:56 +02:00
Gaerzi 8e3360453f Hexen too. 2014-04-15 17:18:55 +02:00
Gaerzi e5578934ad Init new non-0 fields for non-UDMF maps. 2014-04-15 17:16:33 +02:00
Christoph Oelckers 745b147d18 - fixed typo in xlat files (they don't use exactly C syntax.) 2014-04-15 16:40:53 +02:00
Christoph Oelckers 4e683d360d Merge branch 'master' of https://github.com/Edward850/zdoom 2014-04-15 09:22:50 +02:00
Edward Richardson 4270838613 CANRAISE state definition
CANRAISE state for allowing a monster to be resurrected without an
infinite frame
2014-04-12 22:02:19 +12:00
Gaerzi 101107b1e5 Updated documentation 2014-04-12 10:55:10 +02:00