Christoph Oelckers
8f7be01dd4
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/r_data/r_interpolate.cpp
2016-01-21 12:09:12 +01:00
Christoph Oelckers
c78344c19d
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/p_user.cpp
src/thingdef/thingdef_expression.cpp
2016-01-20 15:16:06 +01:00
Christoph Oelckers
13e25faea7
- p_sight.cpp, p_spec.cpp and p_switch.cpp refactored.
2016-01-20 14:20:14 +01:00
Christoph Oelckers
3f34083e88
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/actor.h
2016-01-17 22:16:27 +01:00
Christoph Oelckers
bf747075e8
Merge branch 'master' into scripting
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Conflicts:
src/actor.h
src/g_hexen/a_clericstaff.cpp
src/p_enemy.cpp
src/p_interaction.cpp
src/p_local.h
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
cfcd2668cc
Merge commit '772a5724313f2ad0bd6828fcc28545a9ee5e6068' into scripting
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Conflicts:
src/p_pspr.cpp
src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:00:45 +01:00
Christoph Oelckers
87689d3ba6
- global search&replace of ZatPoint calls with commonly named actor variables.
2016-01-17 14:08:20 +01:00
Christoph Oelckers
7c925e39fe
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-12 21:36:48 +01:00
Christoph Oelckers
37f18055af
- turned sector_t::FloorSkyBox and CeilingSkyBox into an array.
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- removed unused SpreadCeilingPortal function.
2016-01-12 21:34:41 +01:00
Christoph Oelckers
9e33599536
- at least get the terms being used right. Of course it's not EDF (which would way beyond the scope of what's intended here) but only Extradata, that's being supported.
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(For EDF an external converter would make more sense.)
2016-01-12 09:13:55 +01:00
Christoph Oelckers
7c8d48bbfc
Merge branch 'edf-gl'
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Conflicts:
src/actor.h
src/p_spec.cpp
2016-01-12 00:02:17 +01:00
Christoph Oelckers
65022b780a
- implemented 'copy portal to wall' linedef type.
2016-01-11 22:44:53 +01:00
Christoph Oelckers
196c9bc34d
- cleaned up the skybox type detection logic.
2016-01-11 20:29:24 +01:00
Christoph Oelckers
0e017f1e2d
- cleaned up the merge and consolidated redundant code.
2016-01-11 15:40:25 +01:00
Christoph Oelckers
f83b21ff26
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/p_spec.cpp
2016-01-11 15:35:01 +01:00
Christoph Oelckers
7115590c1d
- moved setup code for Eternity-style skyboxes to p_spec.cpp and consolidated most of it with nearly identical parts of the stacked sector portal setup code.
2016-01-11 15:29:44 +01:00
Christoph Oelckers
d5cf31f821
Merge branch 'zmaster' into edf-gl
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Conflicts:
src/actor.h
2016-01-11 15:10:10 +01:00
Christoph Oelckers
ef7bcb3a66
- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.
2016-01-11 15:07:58 +01:00
Christoph Oelckers
2c0f64cf9f
- refactoring of R_PointToAngle2 when used to calculate direction between two actors.
2016-01-10 20:46:26 +01:00
Christoph Oelckers
1e2ce9a622
- some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
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The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
2016-01-10 17:52:41 +01:00
Christoph Oelckers
d0978d0760
- added EDF sector handling.
2016-01-10 10:05:06 +01:00
Christoph Oelckers
bdfac02f69
- EDF parser for linedefs and sectors. Also extended the Eternity xlat table to handle the parameterized types to the point EDF needs.
2016-01-10 10:05:05 +01:00
Christoph Oelckers
eafa394af4
- re-added and fixed terrain splashes for damaging sectors.
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Turned out that P_HitWater wasn't even able to spawn the splashes, even after the call was re-added.
2016-01-06 16:42:21 +01:00
Christoph Oelckers
154e106315
- make better use of the damageinterval value for Strife's delayed damage.
2016-01-06 14:16:42 +01:00
Christoph Oelckers
6afd76e5db
- enable damage types for Strife's delayed damage. It will always use the type of damage that was last encountered.
2016-01-06 13:36:22 +01:00
Christoph Oelckers
bd8513c063
- made sector_t::damageamount an int so that it can hold TELEFRAG_DAMAGE.
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- marked all places where sector_t::special needs to be addressed for the damage overhaul.
NOTE: This commit will not compile!
2016-01-06 12:56:35 +01:00
Christoph Oelckers
1ee441412a
- add savegame compatibility handling for damage related changes: When loading an old savegame the sector specials must be reinitialized to set the damage properties.
2016-01-06 12:31:27 +01:00
Christoph Oelckers
5474e01de8
- removed FraggleScript's 'sectortype' function. This was GZDoom exclusive and never documented so it got no public exposure. Since this is incompatible with the damage related changes, it has no more use.
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- major overhaul of the static sector damage system:
* consolidated special based damage, Sector_SetDamage and UDMF properties into one set of damage properties. The parallel handling that could lead to double damage infliction was removed. This also means that damage through sector specials can be retroactively changed through Sector_SetDamage.
* all special cases were turned into flags. The new system can switch between Strife's delayed damage and regular damage, and it can also set whether terrain splashes are used or not. It also has access to the special properties of the end-level type (i.e. switching off god mode and ending the level.)
* the damage related flags are accessible through Sector_ChangeFlags, not the damage functions themselves.
2016-01-06 12:12:47 +01:00
Christoph Oelckers
d34077a3ba
- ... and finally the push flag.
2016-01-06 02:05:39 +01:00
Christoph Oelckers
3ffcec3eb3
- moved friction flag from special to Flags as well.
2016-01-06 02:01:59 +01:00
Christoph Oelckers
6a63effa1f
- fixed: A_CheckTerrain did not use the proper damage type for processing an instant death sector.
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- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.
This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
2016-01-06 01:50:45 +01:00
Christoph Oelckers
3e13e772ef
- after realizing that changing the sector's MOD variable to an FNameNoInit doesn't do anything bad, I just went ahead and got rid of the last place in the engine that still used this data type for internal storage.
2016-01-05 16:10:04 +01:00
Christoph Oelckers
d432df55e9
- changed Sector_SetDamage so that it can explicitly set the damage interval and the leakiness probability, instead of hardcoding it to fixed damage ranges.
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- fixed: FCajunMaster::IsDangerous did not check for Heretic's sludge type.
2016-01-05 15:39:21 +01:00
Christoph Oelckers
111479063f
- fixed a potential overflow issue with calculating a portal's origin point.
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- fixed: Sector_SetPortal's Eternity translation was not correct.
The ZDoom variant allows specifying the plane as part of the portal, Eternity does not. Added a new 'plane' type 3 which just means 'any'.
2016-01-04 21:05:09 +01:00
Christoph Oelckers
792d3906fd
- fixed: line activation checks for monster activation could be skipped if the lines also were flagged for player activation.
2015-12-19 20:32:41 +01:00
Christoph Oelckers
7ba577e1b0
Merge branch 'master' into scripting
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Conflicts:
src/g_heretic/a_hereticweaps.cpp
src/thingdef/thingdef_codeptr.cpp
2015-06-07 09:43:54 +02:00
Eevee (Alex Munroe)
221c2d2d82
Transfer flat-based damage (P_PlayerOnSpecialFlat) to 3D floors.
2015-06-06 16:07:48 -07:00
Eevee (Alex Munroe)
8a428e69b6
Don't play a terrain splash if the player didn't take damage.
2015-06-06 16:07:48 -07:00
Christoph Oelckers
9f208409f2
- fixed: The tag check in Sector_CopyScroller was inverted (it should reject sectors with the given tag, but it rejected everything else.)
2015-05-25 19:57:36 +02:00
Christoph Oelckers
2e0f999fea
Merge branch 'master' into scripting
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Conflicts:
src/p_effect.cpp
src/p_effect.h
src/p_local.h
src/p_map.cpp
src/thingdef/thingdef_codeptr.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/shared/inventory.txt
zdoom.vcproj
2015-04-28 14:45:13 +02:00
Christoph Oelckers
8447990889
Merge commit '2719ce86dc07c9f7b1ad6d61a9a49c974896abf2' into scripting
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Conflicts:
src/info.h
src/thingdef/thingdef_codeptr.cpp
(until right before the main work for multiple tags.)
2015-04-28 13:32:50 +02:00
Christoph Oelckers
db61c1cb57
- allow multiple line IDs as well using the same method as for sector tags.
2015-04-19 17:51:34 +02:00
Christoph Oelckers
b921157f57
- uncouple sector tag storage from the sector data to allow multiple tags per sector.
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Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector.
Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
2015-04-19 12:33:27 +02:00
Christoph Oelckers
6326cd74b4
- moved tag iterators to their own file.
2015-04-19 09:07:05 +02:00
Christoph Oelckers
902593198b
- wrapped all line ID accesss just like sector tags
2015-04-15 09:37:06 +02:00
Christoph Oelckers
47543bb766
- while we're at it, let's also wrap line ID searches in an iterator class so that we can do multiple IDs per line later as well.
2015-04-15 00:47:06 +02:00
Christoph Oelckers
425e5b9ffc
- replaced P_FindSectorFromTag with an FSectorTagIterator class.
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This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
2015-04-14 22:39:57 +02:00
Randy Heit
b5e4153c78
Merge branch 'master' into gonesolong
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Conflicts:
src/CMakeLists.txt
src/b_think.cpp
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_fighterplayer.cpp
src/namedef.h
src/p_enemy.cpp
src/p_local.h
src/p_mobj.cpp
src/p_teleport.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_function.cpp
src/thingdef/thingdef_parse.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
were added to thingdef_function.cpp over the past year, as this file no
longer exists in this branch.
2014-12-21 21:15:11 -06:00
Randy Heit
2d87eb0ba2
Merge branch 'master' into gonesolong
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Conflicts:
src/CMakeLists.txt
src/actor.h
src/g_heretic/a_hereticmisc.cpp
src/g_heretic/a_hereticweaps.cpp
src/g_heretic/a_ironlich.cpp
src/info.h
src/namedef.h
src/p_buildmap.cpp
src/p_enemy.cpp
src/p_map.cpp
src/p_mobj.cpp
src/thingdef/thingdef_codeptr.cpp
zdoom.vcproj
2014-12-20 19:13:14 -06:00
Edward Richardson
c85105f552
Added cl_showsecretmessage
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Controls if secret notifications are displayed (def. true)
2014-10-31 22:50:23 +13:00
Edward Richardson
9e68983b44
Added standard teleports to line prediction
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- Added standard teleports to line prediction
- Menudef for line special prediction
2014-09-26 15:48:45 +12:00
Edward Richardson
53b6e7d4d5
Added silent line teleport prediction
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- Allow activation of line teleport specials during prediction
- Moved prediction functions to improve uncapped framerates
2014-09-26 15:48:45 +12:00
Randy Heit
ea7ba9dba3
Add per-actor friction
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- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
2014-07-28 23:15:50 -05:00
Edward Richardson
0276760a2d
Animate switches when bumped
2014-07-19 21:00:12 +12:00
Christoph Oelckers
8f5683e23d
- moved secret found message to string table and removed the CVAR crutch that dates from a time when modifying string table content wasn't as easy as it is now.
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- added 'showsecretsector' CVAR to show the sector number with the secret found message.
2014-05-29 17:50:14 +02:00
Randy Heit
9c86f1c220
Merge branch 'master' into scripting for plugged userinfo memory leak
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Conflicts:
src/d_player.h
src/p_interaction.cpp
src/thingdef/thingdef_codeptr.cpp
2013-07-23 21:01:13 -05:00
Christoph Oelckers
0c86650db0
- fixed: The savegame code for player restoration did some undefined things with the userinfo that only worked due to previous memory leaks. It must ensure that the userinfos get properly transferred and not implicitly rely on the copy assignment being used to copy the actual player data.
2013-07-14 14:22:49 +02:00
Christoph Oelckers
a59a886f94
- fixed: The SectorDamage 3D-floor code didn't account for Vavoom-style 3D floors where floor and ceiling plane of the control sector are inverted.
2013-07-14 13:24:00 +02:00
Randy Heit
459ad5abff
- Updated scripting branch to latest version in trunk.
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SVN r4337 (scripting)
2013-06-07 03:31:30 +00:00
Randy Heit
2668988870
- Switched to a genericly extensible representation for userinfo.
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- Fixed: The playerinfo CCMD did not range check the player number.
SVN r4253 (trunk)
2013-05-12 18:27:03 +00:00
Randy Heit
10e185a6e3
- Retain the Scroll_Texture_(Left|Right|Up|Down) specials on lines for the sake of
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compat_useblocking. This is not going to be extended to all specials that spawn a thinker at
load time, because some of them can be placed on a line later using SetLineSpecial and used
directly.
SVN r4037 (trunk)
2013-01-23 04:11:19 +00:00
Randy Heit
562cf04db2
- Update scripting branch to trunk.
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SVN r3758 (scripting)
2012-07-14 03:04:41 +00:00
Randy Heit
2c3b57145a
- When scrolling rotated floors and ceilings, scroll as if the texture was unrotated. (That is,
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keep the scroll direction constant, no matter what the rotation.)
SVN r3669 (trunk)
2012-05-31 03:40:28 +00:00
Christoph Oelckers
de43788c3a
- fixed: Heretic: dScroll_EastLavaDamage was missing its strobe effect
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SVN r3606 (trunk)
2012-04-28 20:12:54 +00:00
Randy Heit
158f32bcda
- Fixed P_CheckSwitchRange() should not force range checking of lines flagged with ML_3DMIDTEX
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if they do not have a midtexture.
SVN r3601 (trunk)
2012-04-27 03:17:56 +00:00
Randy Heit
3523e4f24a
- Fixed: SectorDamage did not work with 3D floors.
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SVN r3594 (trunk)
2012-04-26 02:35:02 +00:00
Randy Heit
58f7e72d1b
- Restored savegame compatibility that was removed in r3427.
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SVN r3435 (trunk)
2012-03-13 02:43:24 +00:00
Christoph Oelckers
e4880d162f
- added Xaser's submission for accessing accuracy and stamina from DECORATE and ACS.
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- added DECORATE properties for accuracy and stamina.
- Since these changes move properties from player_t to AActor all savegame compatibility code was removed and the min. savegame version bumped.
SVN r3427 (trunk)
2012-03-11 09:08:35 +00:00
Randy Heit
77a4b9a29b
- Give actors modified via Dehacked than CANUSEWALLS flag, whether they look like monsters
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at first glance or not.
SVN r3386 (trunk)
2012-02-23 03:24:13 +00:00
Randy Heit
00d3e1975f
- Play "misc/secret" as a UI sound.
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SVN r3340 (trunk)
2012-01-22 00:18:13 +00:00
Randy Heit
1bdbfb360e
- Remove an int->bool conversion warning.
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SVN r3338 (trunk)
2012-01-21 23:51:24 +00:00
Randy Heit
83fc6cf53a
- Fixed: Hexen's ACS implementation truncates all line specials to bytes, so we need to do the
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same for maps defined with Hexen-style MAPINFOs.
SVN r3336 (trunk)
2012-01-21 23:47:13 +00:00
Christoph Oelckers
b1905c16ef
- added UDMF LOcknumber property, submitted by Nightfall.
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SVN r3331 (trunk)
2011-12-12 16:07:32 +00:00
Braden Obrzut
9c8bb236ec
- Backport r1253 through r1256 and r1259 of GZDoom.
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* By pressing request, allow Linux users to build ZDoom with an FMOD version that doesn't give them 3D sound positioning. :p
* Fixed severe copy-pasta portal copy bug.
* 3D floors hidden by being moved above the ceiling or below the floor will no longer show in the automap.
* Reject TEXTURES scale of 0. They'd do nothing but provoke a division by zero error.
* Maybe fixed Linux compilation?
SVN r3297 (trunk)
2011-09-27 01:14:31 +00:00
Christoph Oelckers
f08188b0e5
- removed unneeded includes of r_local.h.
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SVN r3261 (trunk)
2011-07-06 18:12:16 +00:00
Christoph Oelckers
163301dcd5
- took all includes of farchive.h out of headers. This file will have to be included explicitly in each source file that needs it.
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SVN r3259 (trunk)
2011-07-06 14:20:54 +00:00
Christoph Oelckers
fbff5ca932
- moved r_interpolate.cpp and r_translate.cpp to r_data.
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- merged r_jpeg.h into jpegtexture.cpp because that's the only place where it's ever used.
SVN r3255 (trunk)
2011-07-06 08:50:15 +00:00
Randy Heit
ee8ca0de87
Fixed: Light levels outside the range [0,255] really do matter.
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SVN r3223 (trunk)
2011-06-11 23:58:33 +00:00
Christoph Oelckers
1ea5cc8bd8
- added a function to execute action specials and changed all calls to use this function. This was done to make it easier to check such calls.
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SVN r3152 (trunk)
2011-02-13 10:18:28 +00:00
Christoph Oelckers
e46183d836
- removed all portal fudging that was necessary to make thing based portals work the same as line based portals. Using an actor flag on the skybox thing the visplane code now checks what kind of portal is used and uses the proper logic accordingly. As a result the "Portals" compatibility flag no longer exists.
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SVN r3072 (trunk)
2010-12-24 13:43:36 +00:00
Christoph Oelckers
c9a33edee0
- fixed: Portal setup did some incorrect validity checks.
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SVN r3025 (trunk)
2010-12-09 07:55:46 +00:00
Christoph Oelckers
74822572da
- restore old portal checks for Action Doom 2 (as a hidden compatibility option.)
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SVN r3018 (trunk)
2010-12-02 15:08:44 +00:00
Christoph Oelckers
ce8be35000
- fixed: Normal skyboxes should not block spawning of a portal.
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SVN r3014 (trunk)
2010-11-30 09:36:36 +00:00
Christoph Oelckers
14f4a9e835
- added some fudging to make sectors that are neighboring a portal plane but share the same texture properties actual parts of the portal. This is only done when portals are defined with portal things. This was necessary to preserve an effect that depended on incomplete checks in the renderer that could not be preserved with the implementation of linedef based portals.
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SVN r3012 (trunk)
2010-11-29 12:43:52 +00:00
Christoph Oelckers
ad18c7396e
- fixed: Sector_SetPortal did not set the portal's alpha value.
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SVN r2996 (trunk)
2010-11-07 23:37:03 +00:00
Christoph Oelckers
9278375064
- added 'flooralpha' and 'ceilingalpha' sector properties. They only have meaning if a sector stack portal is defined in this sector. If set to anything less than 1.0 these will override the alpha set by a portal. This is mostly for Sector_SetPortal to avoid defining multiple portals that only differ by their plane translucency.
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SVN r2995 (trunk)
2010-11-07 22:12:38 +00:00
Christoph Oelckers
ef133dc682
- changed skybox code to use the alpha from the sector plane.
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- removed alpha from skybox viewpoints.
SVN r2993 (trunk)
2010-11-07 17:05:21 +00:00
Christoph Oelckers
16fa8cc249
- Am I the only one who thinks that static_casts can create really clunky code? (Thanks, GCC, for your overly paranoid warning settings that necessitate such ugliness. :( )
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SVN r2844 (trunk)
2010-09-22 06:52:48 +00:00
Braden Obrzut
15d74dab56
- Fixed: GCC warnings.
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SVN r2843 (trunk)
2010-09-21 20:35:40 +00:00
Christoph Oelckers
df138fe4f9
- added a ClearCounters function to AActor that handles everything necessary to un-count an item that is not supposed to be counted but has some of the COUNT* flags set.
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- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.
SVN r2826 (trunk)
2010-09-19 00:06:45 +00:00
Christoph Oelckers
c304b39ecc
- added new sector special 195 to set the 'hidden' sector flag in non-UDMF maps.
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SVN r2637 (trunk)
2010-08-29 12:20:35 +00:00
Christoph Oelckers
5fc654dac2
- fixed: Heretic's sludge damage sector does 4 points damage, not 5 like Doom's.
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SVN r2303 (trunk)
2010-04-25 20:12:50 +00:00
Christoph Oelckers
bdc5d941c2
- added a new 'playeruseback' linedef trigger type that allows using lines from the bxck side.
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SVN r2302 (trunk)
2010-04-25 07:21:35 +00:00
Christoph Oelckers
e4d0d6bcdb
- added a Sector_CopyScroller special to allow setting scrollers to sectors with special tags.
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- extended compatibility text to allow changing line flags and setting line specials on specific linedefs.
- removed Strain MAP07 hack and replaced it by a clean 'clearlineflags' option.
- Added Doomo format translations for Sector_CopyScroller because this looks like something that might be useful for making
some Boom maps work without having to resort to compatibility.txt.
- added a compatibility setting for UAC Ultra MAP07 which exploited some undefined scrolling behavior in Boom.
(What lengths are we going to make sloppily created maps work? This entire commit was just to address this particular problem...)
SVN r2280 (trunk)
2010-04-11 11:18:33 +00:00
Christoph Oelckers
a357a70f82
- fixed: Explosions directly under a water surface would not hurt any actor directly above this surface.
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- cleaned up P_CheckSight flag handling.
SVN r2249 (trunk)
2010-03-27 07:42:31 +00:00
Christoph Oelckers
4310b239f4
- Added Gez's submission for Eternity-style skybox definitions.
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SVN r2151 (trunk)
2010-02-06 15:31:26 +00:00
Christoph Oelckers
a5e1fe6906
- fixed: Sector_SetWind and Sector_SetCurrent were not usable in scripts called from a line.
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- added Gez's A_Mushroom extension.
SVN r2144 (trunk)
2010-01-30 14:35:52 +00:00
Christoph Oelckers
fa452ffd41
- My ActorMover fix from earlier today was causing problems with moving sectors
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because it exposed a design flaw in the thinker system:
Having every single actor default to the highest available statnum means that
nothing can be placed in a slot where it is guaranteed to be run after all actors
have ticked. But this is required for any thinker that moves an actor
(i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed
because they were added at the end of the list so almost nothing they moved was
behind them in a thinker list. However, when an actor was spawned on a moving
floor it did not move smoothly. The default statnum is now 100 so that there's
sufficient slots above where such thinkers can be placed.
SVN r2060 (trunk)
2009-12-30 18:53:14 +00:00
Christoph Oelckers
3d40dbb659
- merged all portals with the same displacement together. While this provides
...
a mild performance increase it's not what I hoped it would do...
- Moved portal initialization for the portal things to P_SpawnSpecials
instead of having the things self-initialize in PostBeginPlay. This was
done to ensure that the portals are fully set up when the game begins.
Otherwise there is no decent way to let the renderer post-process this
information during setup.
- Changed: For 800x600 the default scaling handling of the options menu
makes it become too small so for any resolution with a width between
800 and 959 it has been reverted to the regular clean scaling factor.
SVN r2055 (trunk)
2009-12-28 17:13:30 +00:00
Christoph Oelckers
4a8518e4f1
- added a 'copy portal' option so that linedef-based portals can be transferred to sectors that already have a tag.
...
SVN r2053 (trunk)
2009-12-28 00:01:07 +00:00