Commit graph

19086 commits

Author SHA1 Message Date
nashmuhandes
56a387ac82 - Fix weapon bobbing interpolation
There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.

(Thanks to @Doom2fan for the solution)
2020-10-04 08:06:34 +02:00
Christoph Oelckers
ff62d7a8a3 - made sysCallbacks a value variable instead of a pointer to simplify the checks for it. 2020-10-03 16:47:47 +02:00
Christoph Oelckers
1b3ef19100 - minor cleanup on "Configure Controls"
* Merged chat and scoreboard bindings into a "Multiplayer" submenu.
* Reordered items by importance. Chat at position #2 was nonsense.
* Moved weapon state actions from "Action" to "Weapon" menu, because the menu was already quite large and these are not standard actions.
2020-10-03 13:52:34 +02:00
Christoph Oelckers
2016f56a7e - added a new scaling mode to the level summary screen to scale to a given size.
In this mode the clean scaling factors are ignored and content is always scaled to fit the screen as efficently as possible.
For the default summary screens an option was added to use this mode, which is a lot closer to the original look of this screen.
It is not 100% identical because it still factors in the author, if given and long level names that may be broken into multiple lines of text.
2020-10-03 13:32:18 +02:00
Christoph Oelckers
fbf57e0c1d - fixed some scaling inconsistencies in the summary screen.
The background size wasn't taken into account for the splats and the widescreen check never verified the height of the background image.
It will now unconditionally use the new widescreen expansion mode for everything to reduce problems, use the background's display size for positioning overlays and only in the case of 200 pixel tall images perform widescreen positioning adjustment.
2020-10-03 09:07:29 +02:00
Christoph Oelckers
bd68ef917e - this too. 2020-10-03 08:54:41 +02:00
Christoph Oelckers
91406aa48b - fixed compilation.
Forgot to save these before the last commit. :(
2020-10-03 08:54:21 +02:00
Christoph Oelckers
c1e04b29d1 - AActor size reduction
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 08:23:36 +02:00
Nikolay Ambartsumov
a72fdd7e3e Add MaxSlopeSteepness actor property 2020-10-03 07:53:55 +02:00
Nikolay Ambartsumov
5aeda2b139 Add optional filtering to listmaps CCMD output 2020-10-03 07:38:03 +02:00
Nikolay Ambartsumov
da97b51c35 Show CVar's default value in addition to current 2020-10-03 07:37:08 +02:00
Rachael Alexanderson
9fbfee3b2d - mark m_noprescale as removed in defcvars also 2020-10-02 20:09:41 -04:00
alexey.lysiuk
2cb1438f93 - forced node rebuild for two Memento Mori maps
https://forum.zdoom.org/viewtopic.php?t=70037
2020-10-01 11:02:59 +03:00
nashmuhandes
f467e4bc33 Add grayed-out support to sliders 2020-09-30 18:27:50 +02:00
Rachael Alexanderson
e2e176e0be - remove old 'mouse_sensitivity' cvar completely, it's no longer needed
- update defcvars parser so it no longer looks for it
2020-09-30 01:05:37 -04:00
C.W. Betts
b07c9550cf Update iwadpicker_cocoa.mm
Use proper integer types for ObjC protocols.
2020-09-29 21:47:10 +02:00
Christoph Oelckers
da4e791a3f - delete the FraggleScript thinker in G_NewInit.
If this isn't done it can later cause problems when being taken down by GC
2020-09-28 23:08:48 +02:00
Christoph Oelckers
92d630eb45 - keep mouse coordinates as floats for as long as possible. 2020-09-28 22:12:44 +02:00
Christoph Oelckers
3cfd19b2ef - removed const that erorred out. 2020-09-28 21:38:48 +02:00
Christoph Oelckers
51518d63a4 - cleanup of mouse input code and removal of all magic factors.
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
2020-09-28 21:13:34 +02:00
Christoph Oelckers
cd6ef67209 - fixed sounds not stopping in sound sequences.
The sound sequence code used S_GetSoundPlayingInfo incorrectly, so let it check for a valid sound ID first to restore the old behavior.
2020-09-28 18:38:05 +02:00
Christoph Oelckers
cd20ecaae0 - fixed sounds not being serialized for hub travel.
Sound stopping was done in the wrong place - this killed the sound before they could be serialized for hub travel.
The sound may only be stopped *after* calling G_DoCompleted.
2020-09-27 22:29:07 +02:00
Christoph Oelckers
043de8c780 Revert "- avoid double linking to and unlinking from the world for actors."
This reverts commit 8fc9f1e5ef.

As I already feared, this does not work right. The entire linking/unlinking code is simply too fragile. So no protection here against inept tinkering.
2020-09-27 19:56:50 +02:00
Christoph Oelckers
3ef806c2e9 - do not set CTF_Indexed for the software canvas and do not check for the shader to make decisions.
Always check the flag.
2020-09-27 19:55:04 +02:00
alexey.lysiuk
99a0ab2372 - restored old mouse scaling for Cocoa backend
This reverts commit cc07c56c36.
2020-09-27 17:25:28 +03:00
Rachael Alexanderson
c6639427dc - fix compilation in vs2017
(for some reason it was unable to figure out the overrides for 'lumpname' in the function g_level.cpp/CalcMapName, even though this is a very old function)
2020-09-27 10:22:40 -04:00
Christoph Oelckers
5595eb6280 Revert "- make SDL mouse scaling match that of Windows for consistency."
This reverts commit 8578c11789.

This caused more problems than it cured.
2020-09-27 16:20:17 +02:00
Christoph Oelckers
1d863d6cab - made player indexing consistent in i_net.cpp. 2020-09-27 16:19:34 +02:00
Christoph Oelckers
baf93b51af - handle SoftLightLevel properly in the 2D drawer. 2020-09-27 16:09:35 +02:00
Jaime Moreira
fd4d600694 SDL joystick events now work while in menus
- DirectInput axes are now X first, Y second.
- Menu axes controls swapped/fixed.
- Added SDL DualShock3 buttons in menu actions.
- Fixed SDL mouse system cursor; it could appear in-game.
2020-09-27 15:05:15 +02:00
Christoph Oelckers
731c68e69e - version bump for last commit. 2020-09-27 14:20:47 +02:00
Player701
3a526c9e5a - Implement return type covariance for ZScript virtual functions 2020-09-27 14:18:15 +02:00
Christoph Oelckers
a8d966c6a2 - text update for last commit. 2020-09-27 14:14:16 +02:00
drfrag
77609f1950 - Add keybindings presets.
# Conflicts:
#	src/menu/menu.cpp
2020-09-27 14:09:28 +02:00
Major Cooke
200104777b Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered. 2020-09-27 14:03:02 +02:00
makise-homura
5720a54da4 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers
df3dc91514 - fixed crash on texture init. 2020-09-27 13:32:30 +02:00
Christoph Oelckers
348f9ae68c - moved i_net into 'common' to bring it in line with Raze. 2020-09-27 12:30:54 +02:00
Christoph Oelckers
228dfb5b8d - removed dead uBlendColor uniform. 2020-09-27 11:57:17 +02:00
Christoph Oelckers
c65fd80fd2 - added support code for indexed rendering from Raze. 2020-09-27 11:53:39 +02:00
Christoph Oelckers
2be5dc9238 - fixed binding issues in OpenGL when resetting the samplers due to a texture filter change. 2020-09-27 11:53:15 +02:00
Christoph Oelckers
6dd6df96e1 - font side support for 'OffsetsNotForFont' flag. 2020-09-27 11:40:03 +02:00
Christoph Oelckers
b3a179b691 - backported symbol table support for FScanner from Raze. 2020-09-27 11:36:13 +02:00
Christoph Oelckers
8a0634ed0d - file system update from Raze
* support for SSI container format - this is an obscure format used by a few Duke Nukem mods - added to have this subsystem identical between both engines.
* removed some dead wrapper code
* made the Open methods local to their implementations, this was never called virtually.
2020-09-27 10:56:42 +02:00
Christoph Oelckers
79ac41c5b3 - more 'override's. 2020-09-27 10:48:38 +02:00
Christoph Oelckers
31628a70c8 - added some 'overrides' and block 'forcelookup' for script access to textures. 2020-09-27 10:45:45 +02:00
Christoph Oelckers
528e4e46b3 - texture manager update from Raze
* new texture format: ANM - this reads the first frame of a Build-ANM movie as a texture.
* some preparations for indexed (paletted) rendering.
* optimization of the patch texture checker - do not read in the entire file if checking the initial header is sufficient for rejecting it.
2020-09-27 10:38:12 +02:00
Christoph Oelckers
96ceb11af0 - various engine updates from Raze.
* removed refreshFreq variable and related code. This only got into the backend because of stupid interpolation code in some of the Build games which has long been removed.
* save FixedBitArrays as base64 in savegames.
* allow indirections in the string table - by prefixing the language string with '$$' the remaining text is interpreted as another string label to resolve.
* constexpr in palette code, also replacing #defines with enums.
2020-09-27 10:17:58 +02:00
Christoph Oelckers
c65f707a20 - added a proper 'sound finished' callback to the sound engine.
Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 09:46:12 +02:00
Christoph Oelckers
2b64f8fb19 - added custom sound stream feature from Raze.
Currently not active yet but may be useful to implement streaming sounds in ZScript
2020-09-27 09:38:14 +02:00