Christoph Oelckers
c6fb35ed52
- added per-item colors for static text items in the menu.
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For option menus this replaces the 'highlighted' parameter with an actual color, for list menus it adds a new parameter.
2016-06-30 10:27:14 +02:00
Christoph Oelckers
57667c2e0b
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# wadsrc/static/language.eng
2016-06-29 14:58:32 +02:00
Edoardo Prezioso
4defb6e967
- Fix myoffsetof using misaligned pointer access.
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That could be a problem for particularly pedantic platforms.
2016-06-29 13:04:31 +02:00
Christoph Oelckers
593e2f7641
- fixed spelling.
2016-06-29 13:03:39 +02:00
jayman2000
43e62c4236
Added sliders in the display options menu to control movebob and stillbob.
2016-06-29 13:02:55 +02:00
MajorCooke
41d20fa6cf
Fixed freeze with A_ClearOverlays.
2016-06-29 12:46:50 +02:00
Christoph Oelckers
6cf96372ba
- fixed: incorrect flag masking for polyobjects disabled all line portals.
2016-06-29 12:46:20 +02:00
Christoph Oelckers
f8ae166281
- fixed return value inversion of FS's ceilingheight and floorheight functions.
2016-06-29 12:46:20 +02:00
Christoph Oelckers
a3450ab824
- removed unused cruft in FS code.
2016-06-29 12:46:19 +02:00
Christoph Oelckers
c6d8125b45
- fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset.
2016-06-29 12:46:19 +02:00
alexey.lysiuk
924b8105c5
Fixed splitting of complex walls in compatibility renderer
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Example: +warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-06-29 12:34:35 +02:00
alexey.lysiuk
e6a7db99e4
Fixed missing polyobjects in compatibility renderer
2016-06-29 12:23:16 +02:00
alexey.lysiuk
fc8eaab57b
Fixed crash in dynamic lights compatibility renderer
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Reproduces using -iwad plutonia -file brutalv20b.pk3 +map map07
2016-06-29 12:21:39 +02:00
Christoph Oelckers
17c212d5bc
- disable transparent door render hacks if any of the involved sectors contains floor slopes.
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These lead to false positives but rarely represent actual hacks.
2016-06-29 12:19:00 +02:00
Christoph Oelckers
a99ff71d18
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-06-27 12:01:48 +02:00
Christoph Oelckers
8e3263a433
- fixed return value inversion of FS's ceilingheight and floorheight functions.
2016-06-27 12:01:11 +02:00
Christoph Oelckers
96272fc8b8
- removed unused cruft in FS code.
2016-06-22 13:37:35 +02:00
Christoph Oelckers
4e1c53af91
- fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset.
2016-06-22 13:35:03 +02:00
Christoph Oelckers
af20f31b94
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-21 10:46:12 +02:00
Christoph Oelckers
4899c405c3
- fixed: all non-ZDoom compatibility profiles need compat_maskedmidtex set.
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This was neither fixed in Boom nor MBF.
2016-06-21 10:45:17 +02:00
Christoph Oelckers
ce0c2863b0
- set 'maskedmidtex' compatibility option for Caverns of Darkness MAP07.
2016-06-21 10:31:25 +02:00
MajorCooke
613fa4c9e4
Fixed: GetDistance was missing the original Z check disabling introduced in commit bd16ccb
.
2016-06-21 10:14:25 +02:00
MajorCooke
9df65f73fc
Localized the input checker into P_Thing_CheckInputNum now called by both ACS and DECORATE..
2016-06-20 09:41:46 -05:00
MajorCooke
26408a5043
Switched the pointer to AAPTR_DEFAULT.
2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88
Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
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- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
Edoardo Prezioso
6384e81d0f
- Add support for Skulltag ACS IsNetworkGame.
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Once known as PlayerOnTeam, then it became IsMultiplayer, but Skulltag code ignored emulated multiplayer, hence the new and clearer name.
2016-06-20 09:34:41 +02:00
MajorCooke
630dc8c8cd
Fixed execution prevention.
2016-06-19 22:18:43 -05:00
MajorCooke
e02ed3a6f7
Take in the targeter layers if someone disables the safety and uses 0 for start and stop.
2016-06-20 01:15:51 +02:00
MajorCooke
ecfa7415b3
This small change was left out by mistake.
2016-06-20 01:15:51 +02:00
MajorCooke
30880aab79
And a bit more optimization...
2016-06-20 01:15:50 +02:00
MajorCooke
2b91db7b3a
Refactored A_ClearOverlays.
2016-06-20 01:15:50 +02:00
MajorCooke
dd410876cf
Added A_ClearOverlays(int start, int stop, bool safety).
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- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.
Added no override boolean to A_Overlay and a boolean return type.
- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Edoardo Prezioso
2f6c98ead3
- Added support for old Skulltag ACS PlayerTeam.
2016-06-19 22:57:42 +02:00
Edoardo Prezioso
de55d693f9
- Fixed ACS Singleplayer for non-net multiplayer.
2016-06-19 12:59:46 +02:00
Christoph Oelckers
8cf150e68a
- set up portal rotations in the finalizing step, not during initialization.
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Anything earlier may miss some information required to do this correctly.
2016-06-19 12:40:38 +02:00
Christoph Oelckers
da05dfa72e
fixed: Polyobject-based line portals may not cache their angle as it may change at any time.
2016-06-19 12:32:45 +02:00
Edoardo Prezioso
4e148f00e6
- Fixed wrong Skulltag ConsoleCommand pcode name.
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Also report this pcode as not supported by the program.
2016-06-19 12:01:29 +02:00
Christoph Oelckers
b364926e93
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-19 11:53:17 +02:00
Christoph Oelckers
cebd877191
- fixed the center point calculation for triangular sectors.
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The old method does not work as expected with the higher precision of doubles, so instead just average the 3 vertex positions to get the triangle's center.
2016-06-19 11:48:20 +02:00
alexey.lysiuk
2813a22740
Fixed inconsistent state of lights in compatibility renderer
2016-06-19 11:19:31 +03:00
Christoph Oelckers
7b99c883e1
- use the exact same semantics and methods to handle player visibility as in the software renderer.
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This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Christoph Oelckers
849ee50689
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-18 10:01:44 +02:00
Christoph Oelckers
87d27b8db3
- fixed some crash issues with recent changes.
2016-06-18 10:01:24 +02:00
Edoardo Prezioso
56508a2d82
- Avoid issues with misused Strife actions.
2016-06-17 23:09:34 +02:00
Leonard2
24c73071f4
Fixed a crash with A_JumpIfNoAmmo
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Non-weapon layers can pass the caller check even when there is no ReadyWeapon
2016-06-17 18:36:57 +02:00
Leonard2
68c483c041
Renamed the weapon action function caller check to ACTION_CALL_FROM_PSPRITE to avoid confusion
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This was always checking for every psprites rather than just weapon layers
2016-06-17 18:36:57 +02:00
Leonard2
abc7113e09
Removed the INSTATECALL flag because it is now unused and was replaced by stateinfo
2016-06-17 18:36:57 +02:00
Christoph Oelckers
92e2ce2aef
- adjustments for weapon rendering in GL.
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This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
Christoph Oelckers
b7d13c0711
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-17 16:18:24 +02:00
Christoph Oelckers
8ca07443f1
- fixed: Sprite splitting at 3D floors must set the fog parameters for the new light level.
2016-06-17 16:16:31 +02:00