Randy Heit
a600a816c3
Consolidate some common code for texture mapping setup
...
- R_AddLine() and R_RenderDecal() had nearly identical code for setting up
texture mapping. These have now been spun off into methods of
FWallCoords and FWallTmapVals.
2014-07-31 21:02:22 -05:00
Randy Heit
b0b9c57e85
Pass x1 and x2 to Prep(L)Wall as params
2014-07-31 20:32:21 -05:00
Randy Heit
fc63e9db3c
Pass WallC as a parameter to (O)WallMost instead of referencing it globally
2014-07-31 20:23:04 -05:00
Randy Heit
bc450808b2
Consolidate wall texturing vars into two structs
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- All transformation and clipping values go into FWallCoords.
- All texture mapping values go into FWallTMapVals.
2014-07-31 20:17:23 -05:00
Randy Heit
bbc3b69a7c
Remove polymost stuff
...
- Maybe it will be back someday, but it's been essentially dead for nearly
10 years, so don't hold your breath.
2014-07-31 19:44:41 -05:00
Randy Heit
4cf468452c
Remove slopetype from line_t.
...
- Recomputing it in the only two places where it's used is trivial, so
it's basically a waste of space to precompute it.
2014-07-31 19:15:08 -05:00
Randy Heit
e55e7b9a38
Don't weed out wall and floor sprites when spawning Build sprites
2014-07-31 18:22:33 -05:00
Christoph Oelckers
09ae52e26b
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-31 00:44:59 +02:00
Randy Heit
a922ae04cc
Use Blood player starts
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- Blood's maps use thing types, much like Doom's, so getting its player
starts is easy. There's no need to synthesize a start from the editor
position like with other Build maps.
2014-07-29 21:39:05 -05:00
Randy Heit
449a17c2f4
Correctly assign the sample rate for all Blood SFX formats
...
- Blood can do 44100 Hz sounds!
2014-07-29 21:09:29 -05:00
Randy Heit
e0e00c4f8c
Fixed: None of the Blood ambient sounds were registered correctly
2014-07-29 20:56:20 -05:00
Randy Heit
4296e9caa2
Fix typo in comment
2014-07-29 20:51:23 -05:00
Randy Heit
d602b272b5
Never cache nodes for Build maps
2014-07-29 20:46:20 -05:00
Randy Heit
00854dd09e
Don't reopen the reader for encrypted maps
...
- Fixed: Memory leak when loading Blood maps.
2014-07-29 20:42:17 -05:00
Randy Heit
02e7c56c82
Move SpriteFrames.Clear() from R_InitSprites to FTextureManager::Init
...
- Fixed: Blood sprite rotations were overwritten by the Doom sprite
rotations.
2014-07-29 20:31:53 -05:00
Randy Heit
f3d8edb4d8
Fixed: No sprites were loaded for Build maps
2014-07-29 20:30:50 -05:00
Christoph Oelckers
a1dfdf0fc7
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-29 15:51:14 +02:00
Randy Heit
ea7ba9dba3
Add per-actor friction
...
- 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
Randy Heit
0f8a0020ed
Merge remote-tracking branch 'origin/master'
2014-07-28 21:08:21 -05:00
Randy Heit
cd28ad78a3
Used debug GME for debug ZDoom build with VC2005 solution
2014-07-28 21:04:30 -05:00
Randy Heit
7280d278d9
Fix VC2005 warning in F7ZFile::Open
2014-07-28 21:03:41 -05:00
Randy Heit
4c6edd5e58
Add script array support to ZDoom
2014-07-28 21:02:20 -05:00
Edward Richardson
6af441c4d7
Dup frames shouldn't adapt.
...
Adapting during a dup frame caused jittery network performance
(especially when using high dup values).
The demoplayback check also didn't need to be there anyway.
2014-07-29 11:09:46 +12:00
Christoph Oelckers
318aebc4ad
- fixed: the vertex collection code used incorrect indices for checking the checkmap array.
2014-07-28 22:23:17 +02:00
Christoph Oelckers
355dd1c2f5
- fixed some issues with setting the vertex dirty state. It was also called from several sector init functions and copy code for Boom deep water. The only case where SetPlaneTexZ should call it is from the interpolation code so this is a special case now.
2014-07-28 18:01:01 +02:00
Christoph Oelckers
993b6c3066
- fixed typo in FraggleScript item class list
2014-07-28 17:13:42 +02:00
Christoph Oelckers
ece10bb57f
- fixed several incorrect uses of abs instead of fabs.
2014-07-27 21:57:05 +02:00
Christoph Oelckers
925305aa05
- fixed: The code for updating vertex dirty state had been completely missing. I have no idea when it disappeared...
2014-07-27 17:58:51 +02:00
Christoph Oelckers
6d4eb7f62d
- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.
2014-07-27 10:07:37 +02:00
Christoph Oelckers
7ae25906fd
- fixed: fog must be disabled before drawing the HUD model, not after it.
2014-07-26 22:26:17 +02:00
Christoph Oelckers
8465a5f5d7
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-26 10:23:41 +02:00
Christoph Oelckers
79f3984346
Merge branch 'upstream' of https://github.com/Edward850/zdoom
2014-07-26 10:17:47 +02:00
Christoph Oelckers
5576892c01
Merge branch 'redundant_offsetof_macro' of https://github.com/edward-san/zdoom
2014-07-26 10:17:25 +02:00
Christoph Oelckers
e7f844b61a
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-26 10:15:23 +02:00
Christoph Oelckers
a21f01bc5f
- added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags.
2014-07-26 10:15:07 +02:00
Randy Heit
ff257a0300
Fix compiling with provided VS 2005 projects
2014-07-21 22:31:05 -05:00
Edward Richardson
0276760a2d
Animate switches when bumped
2014-07-19 21:00:12 +12:00
Edoardo Prezioso
ae2f7b8707
- Remove a duplicate of a custom offsetof macro.
...
It's already defined in cmdlib.h .
2014-07-19 00:53:18 +02:00
Edoardo Prezioso
484eb347ca
- Fixed: wrong FString empty string check.
...
Even when '+logfile' argument was omitted, the console would print 'Could not start log', because 'logfile != NULL' was used as a check for the presence of '+logfile' argument, but the internal buffer of FString is never NULL, so the right check is 'logfile.isNotEmpty()'.
While I'm at it, I fixed another bad check for 'pagename'.
2014-07-18 01:15:41 +02:00
Christoph Oelckers
b78b566b0a
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-17 09:30:50 +02:00
Edward Richardson
f99a84b498
Changes to maketic/menu/console updates
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- Console and Menu will now update cleanly during stalls.
- Moved net adaption so uncapped framerate will always use it.
2014-07-17 11:29:30 +12:00
Braden Obrzut
84cb49b074
- Fixed: Legacy render style array was in the wrong order.
2014-07-16 19:19:20 -04:00
Braden Obrzut
b6bbdf6195
- Call C_DeinitConsole in I_Quit so that we can be sure that Printf will work for as long as possible. Otherwise ZDoom will crash when ending a demo recording.
2014-07-16 18:59:49 -04:00
Braden Obrzut
bd5bf2a40a
- Expand environment variables for autoload paths.
...
- Forgot to save the French translation file for the last commit, so a few more corrections there.
2014-07-15 21:26:26 -04:00
Braden Obrzut
bfbea40415
- Fixed some typos with chex quest obituaries and French translation error.
2014-07-15 21:20:05 -04:00
Braden Obrzut
fa5dfe79ae
- Disable cubic and spline resamplers on 64-bit with fmod 4.26 since they crash.
2014-07-15 21:07:07 -04:00
Braden Obrzut
2020769967
- Fixed: Player turned into a zombie if exiting telefragged in buddha mode.
...
- Fixed: Players could drop their inventory after dying.
2014-07-15 20:16:28 -04:00
Christoph Oelckers
4297bd9a51
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-14 00:32:16 +02:00
Christoph Oelckers
004cf5748c
- fixed: FraggleScript's SpawnedThings array must always be checked for owned inventory items. The 'mapthingnumexist' function forgot to do that.
2014-07-13 09:43:28 +02:00
Christoph Oelckers
400a573e65
- fixed: ACS's LineAttack function with a valid tid still used the activator as the attack's source.
2014-07-13 09:12:46 +02:00