Commit Graph

4054 Commits

Author SHA1 Message Date
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
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 dbf2d4d7d7 - backported all new scaling and rotation options for the 2D drawer from Raze.
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
2020-09-27 09:17:41 +02:00
Christoph Oelckers 9bfdf2dcb6 - text update. 2020-09-26 22:47:29 +02:00
Christoph Oelckers 399388d177 - transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed. 2020-09-26 22:26:26 +02:00
Christoph Oelckers d304e86354 - fixed: Artiflash is not translatable. 2020-09-26 19:22:17 +02:00
Player701 734b15e412 Exported FLevelLocals::ChangeLevel to ZScript 2020-09-20 23:12:01 +02:00
Player701 89b28911dd Fixed inability to achieve 100% kills in BTSX E2 MAP06 2020-09-19 20:17:40 +02:00
Rachael Alexanderson 7073bd8f5f - add missing SPAC constants 2020-09-18 19:52:03 -04:00
Rachael Alexanderson 0204051381 - add support for the (as of now) newest version of the Unity re-releases 2020-09-03 23:40:00 -04:00
Sterling Parker e740e00e07 change BloodSmear2 decal to use correct graphic
BloodSmear2 is an exact copypaste of BloodSmear1 despite the existence of the BSMEAR2 graphic.
2020-09-02 18:36:14 +02:00
Marisa Kirisame 58f5c030fe
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. (#1169) 2020-09-02 06:12:58 -04:00
Marisa Kirisame e0aa8db616 Add Pre/PostTeleport virtuals, for special handling of actor teleportation. 2020-09-02 12:02:09 +02:00
Maarten Lensink 5ef02df827 Count up to level time only 2020-08-31 18:48:20 +02:00
Maarten Lensink 90f40bd8eb Display own and total in coop alt hud 2020-08-30 19:41:17 +02:00
Rachael Alexanderson 0868f65199 Merge commit 'refs/pull/1168/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	wadsrc/static/zscript/ui/statscreen/statscreen_coop.zs
2020-08-30 09:43:03 -04:00
Maarten Lensink 34dd9625fc
Display other kills in coop tally screen (#1167)
* Display other kills in coop tally screen

* Showing other when skipping counter
2020-08-30 09:34:53 -04:00
Maarten Lensink c81370a9ec Showing time when skipping counter 2020-08-30 15:40:26 +03:00
Maarten Lensink 2e0289e501 Making use of String.Format 2020-08-30 15:12:23 +03:00
Maarten Lensink 005f13b853 Time in coop tally 2020-08-30 03:53:05 +03:00
dondiego 560bbf0a9c
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. (#1165) 2020-08-29 15:08:08 -04:00
MajorCooke eaba63e13b
View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
3saster 5803b78147
Implemented Clock Class (#977)
* Simplified some stuff, made up-to-date

* Dealt with DST problems

* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
2020-08-27 12:43:50 -04:00
MajorCooke 85759e3bd0
Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
alexey.lysiuk c20a7f53c9 - do not report missing camera target if its TID is zero
This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS

https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-27 11:57:25 +03:00
Nash Muhandes 09a7a0d944
Allow conversation menu cursor graphic replacement. (#1134)
If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
2020-08-25 11:55:43 -04:00
Sterling Parker d2a9de0012
Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
Rachael Alexanderson b5af2fc2eb - fix previous commit 2020-08-25 11:34:22 -04:00
Rachael Alexanderson 5f9377ae2a Merge commit 'refs/pull/980/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	wadsrc/static/menudef.txt
2020-08-25 11:32:10 -04:00
Kevin Caccamo b6f0c4071d
Fix the health bar on Strife status bar (#1080)
* Fix the health bar on Strife status bar

Now, if the player's health is above 100, the green health bar won't be shortened any more.

* Fix the bar properly

Now, the blue and green bars don't overlap. Also, health above 100 goes from right to left, like in Strife: Veteran Edition.
2020-08-08 01:26:59 -04:00
Blue Shadow 7179eaacda - fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.
2020-07-28 12:25:35 +02:00
Rachael Alexanderson afa193e653 - add menu options for 'sv_alwaystally' 2020-07-21 19:31:29 -04:00
Christoph Oelckers 697279063f - added more contrast to the Cream font color.
This brightened the darkest colors to the point that all font looked totally washed out and devoid of any texture.
2020-07-02 23:43:45 +02:00
Rachael Alexanderson 383f3e5fd6 - change recent /0 fix to conform to UDMF specs 2020-06-25 09:30:52 -04:00
Farkas Péter 4de8851e06
Rename MAP31 and MAP32 back in Doom 2: Unity Edition (#1127) 2020-06-24 10:58:19 -04:00
Rachael Alexanderson 7e25e04257 - add menudef entries for the scaling text. (corresponding language strings are already added to the spreadsheet on Google) 2020-06-23 00:20:54 -04:00
Christoph Oelckers 486e07300c - fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-16 01:11:08 +02:00
Christoph Oelckers d1cbabff66 - backend update from Raze.
(No, the AnimTexture isn't used yet.)
2020-06-16 00:09:19 +02:00
Christoph Oelckers 90befff479 - moved out the Doom specific parts from menu.cpp and messagebox.cpp. 2020-06-13 22:43:35 +02:00
Christoph Oelckers d739587f6b - let blastradius work without an effect actor. 2020-06-12 23:14:58 +02:00
Christoph Oelckers b20de184a0 - made the new Build light mode operational 2020-06-11 08:48:33 +02:00
Christoph Oelckers 45210efb91 - text update 2020-06-11 08:48:33 +02:00
Christoph Oelckers 82af7f4f68 - mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
Christoph Oelckers 3a23cc69d6 - since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided.
This also necessitated localization support for CVAR descriptions because menu content is multi-language.
2020-06-08 23:37:22 +02:00
Christoph Oelckers 5896f24eba - added a new light mode that emulates Build's depth fading.
Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers 9e51a2f63c - added Build's NPOT emulation to the backend.
For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
Kevin Caccamo 79426c028b Fix Bag of Holding not increasing Firemace ammo capacity 2020-06-08 15:07:31 +03:00
alexey.lysiuk f58027311e - fixed incomplete disabling of number field menu option
https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:50:10 +03:00
Alexander Kromm 928c738e19 make various getter and pure-math methods clearscope, and where applicable, const
Original PR: https://github.com/coelckers/gzdoom/pull/532

Status of the original PR

1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen

2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen

3. C++ methods, to match ZScript:

- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers 6b4ec2630c - fixed broken text file. 2020-06-07 09:22:18 +02:00
Christoph Oelckers b06af634e2 - added a flash component to the colormap shader.
Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers 764605eaab - text update. 2020-06-06 21:36:20 +02:00
Christoph Oelckers 903ca15af2 - manually merged PR for kill count in Requiem MAP23. 2020-06-06 16:25:51 +02:00
Christoph Oelckers 1d1331289a - there is no mace ammo in the bag of holding. 2020-06-06 16:19:11 +02:00
Christoph Oelckers 9f6d244016 - advanced coordinate control for overlays over DTA_Fullscreen images. 2020-06-06 12:51:03 +02:00
Christoph Oelckers 09d163cb2f - fixed: the last frame of the intermission screen wasn't rendered. 2020-06-06 10:38:35 +02:00
Christoph Oelckers 794a53f0c9 - fixed font selection on intermission screen. 2020-06-06 09:39:14 +02:00
Christoph Oelckers 5151dff03c - added a compatibility option for a bad teleporter in the final Strife map. 2020-06-04 14:30:56 +02:00
Christoph Oelckers 328d9c75c4 - redid mouse control for the conversation menu.
Since the page operates on different coordinate systems, the only working way to check the mouse is to store the real coordinates when drawing and check the mouse position against those.
2020-06-04 14:11:36 +02:00
Christoph Oelckers ff99dfbbc6 Merge branch 'master' of https://github.com/coelckers/gzdoom 2020-05-31 23:38:17 +02:00
Hugo Locurcio 80c5b4d37b Add a cvar to control weapon bobbing while firing
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.

The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
Christoph Oelckers 12a55ff161 - removed entry for non-functional linear tonemap. 2020-05-26 11:51:15 +02:00
Christoph Oelckers 6444a7535c - fixed use of Powerup.Strength in PowerInvisibility.
An integer division made the feature useless.
2020-05-25 16:43:01 +02:00
Rachael Alexanderson 58b3cb0971 Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-18 23:13:37 -04:00
alexey.lysiuk 1fd2ea46d2 - fixed aiming camera that didn't follow target
https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:00:48 +03:00
alexey.lysiuk 0631670a66 - restored warning about missing aiming camera target 2020-05-18 13:58:22 +03:00
Major Cooke 079e7ee4e9 Enforce the reflective flag as well. 2020-05-10 10:48:32 +02:00
Major Cooke b70bc2b152 Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring. 2020-05-10 10:48:32 +02:00
Rachael Alexanderson 192882f63a Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework 2020-05-07 04:32:46 -04:00
Mekboss 4807f4240b Fix MSVS compile bug and add offset parameter for SprayDecal 2020-05-07 09:35:48 +02:00
Mekboss 0e9ca3c850 Replace function variables to DVector3 2020-05-07 09:35:48 +02:00
Mekboss ba43244764 Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart 2020-05-07 09:35:48 +02:00
alexey.lysiuk 331f3d85d6 - fixed secondary ammo display in strife status bar
https://forum.zdoom.org/viewtopic.php?t=68315
2020-04-30 16:26:12 +03:00
Cacodemon345 4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom (#1068)
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
arookas 6b70cad6e1 Add option to invert mouse x 2020-04-30 08:54:10 +02:00
nashmuhandes d563b0339c Apply alpha to the background texture in DrawBar 2020-04-29 21:01:13 -03:00
nashmuhandes f65a97322e Add an alpha parameter to StatusBar.DrawBar 2020-04-29 21:01:13 -03:00
Christoph Oelckers 9be63a5093 Merge branch 'master' into texture_rework 2020-04-29 08:04:15 +02:00
Christoph Oelckers ddef3f7b98 - made video base code game independent 2020-04-28 22:54:53 +02:00
Skepticist 3377486b8e Added a number of maps that can make use of the MTF_NOCOUNT flag
All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-27 20:30:37 +02:00
PaulyB 573b2958c6 Added MTF_NOCOUNT to spawn flags 2020-04-27 20:30:37 +02:00
Christoph Oelckers f8dcb09ff0 - moved postprocessing shaders to their own folder. 2020-04-26 21:22:57 +02:00
Christoph Oelckers 686aa9779d - moved VR code and IntRect to 'common' 2020-04-26 10:26:29 +02:00
alexey.lysiuk 62d4bbbe65 - restored Wads.GetNumLumps() scripted function
https://forum.zdoom.org/viewtopic.php?t=68300
2020-04-21 10:07:24 +03:00
Christoph Oelckers 5d49faf190 Merge branch 'master' into texture_rework 2020-04-19 21:15:28 +02:00
Christoph Oelckers 4fb6b7c7d4 - block off the Substitute function by making it private to the 3 classes that really need it. 2020-04-19 21:08:24 +02:00
Christoph Oelckers 0eb68177ca Merge branch 'master' into texture_rework 2020-04-19 18:07:16 +02:00
Christoph Oelckers e63871d6f5 - made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special. 2020-04-19 13:40:21 +02:00
Christoph Oelckers 7c46dace03 - this still doesn't work on Vulkan. :( 2020-04-19 10:57:44 +02:00
Christoph Oelckers 8381092cce - major shader rework
* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.

Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
2020-04-19 10:57:43 +02:00
Major Cooke a56177f178 Begin TICRATE conversion.
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
Christoph Oelckers 3454314bb1 - separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks. 2020-04-11 20:20:55 +02:00
Christoph Oelckers 32300f7d26 - use translation slot 0 for reserved content, like font translations. 2020-04-11 20:20:39 +02:00
Christoph Oelckers 80c6d5b276 - renamed more stuff and also moved the Strife teaser voice handling out of the file system. 2020-04-11 14:00:19 +02:00
Christoph Oelckers 30577e8a50 - Text update. 2020-04-11 14:00:07 +02:00
Blue 52f1c8a0d1 Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp 2020-04-08 18:51:38 +02:00
Lucy Phipps 2c1a42ae55
remove gl_texture_usehires since it's unused now
GLTEXMNU_ENABLEHIRES in language.csv is unused too
2020-04-05 13:22:32 +01:00
Erick Tenorio b2a17dfdc2
- REQUIEM.WAD fixes (#1050)
Fixes for various maps in the Requiem megawad.

Idgames: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem
2020-04-02 05:35:51 -04:00
nashmuhandes cb6514cc05 Added Actor.CopyBloodColor to copy another existing actor's blood color. 2020-03-23 21:04:59 +01:00
Christoph Oelckers 828cba13a1 - changed translation management so that the fonts also use translation IDs. 2020-03-16 17:23:30 +01:00
Christoph Oelckers a50a5101bc - fixed another typo. 2020-03-15 15:56:35 +01:00
Christoph Oelckers 0c04cddd28 - allow specifying full palettes in translation definitions. 2020-03-15 10:22:42 +01:00
nashmuhandes 7a141f3aa3 Add help messages for most of the deprecated stuff in ZScript. 2020-03-14 12:56:03 +02:00
alexey.lysiuk f46e80e2b4 - fixed FLineTraceData scripting definition
https://forum.zdoom.org/viewtopic.php?t=67795
2020-03-14 12:51:06 +02:00
Christoph Oelckers 4201c4fbb5 - fixed A_FireCGun. 2020-03-11 19:47:23 +01:00
Christoph Oelckers a638cfbd6e - fixed: player_t::GetPSprite cannot guarantee success
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 00:56:29 +01:00
Alexander Kromm 3607ffaf66 fix Dictionary and DictionaryIterator memory leaks 2020-03-08 18:46:37 +01:00
Major Cooke 70f9b649aa Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-08 15:29:09 +01:00
Major Cooke 33b343ef31 Added Pre(Un)Morph and Post(Un)Morph functions.
- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-08 15:29:09 +01:00
Rachael Alexanderson 178cf40428 - fix debug assertion, cleanup vestigial A_PlaySound addition 2020-03-03 22:50:01 -05:00
Rachael Alexanderson 3d3a29979b - remove addition from deprecated A_PlaySound 2020-03-02 22:15:37 +01:00
Rachael Alexanderson 1b80b7bf2f - ported over Nash's startTime for A_StartSound 2020-03-02 22:15:37 +01:00
Major Cooke 4cf7c6351d Added A_StopSounds(int chanmin, int chanmax).
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 19:42:21 +01:00
Major Cooke 55284d46bf Added A_StopAllSounds. 2020-02-29 19:19:51 +01:00
Christoph Oelckers 9f83195460 - added Romanian to the language selection menu. 2020-02-20 19:02:59 +01:00
Christoph Oelckers 653336de24 - fix character substitution for mixed case fonts and text update. 2020-02-16 13:51:31 +01:00
Christoph Oelckers 94bc68c514 - Greek characters for old console font. 2020-02-16 09:37:58 +01:00
Chronos Ouroboros bb42d58427 Revert "Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items."
This reverts commit e781cb4043.
2020-02-10 15:38:12 -03:00
Major Cooke e781cb4043 Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items. 2020-02-09 19:07:52 +01:00
Major Cooke 39a9a48ad6 Added source, inflictor and damage flags to AbsorbDamage. 2020-02-09 19:07:52 +01:00
Chronos Ouroboros b453c87b72 Merge pull request #683 from ZippeyKeys12/clearscopeindex
Clearscope Index()
2020-02-08 03:07:06 -03:00
alexey.lysiuk 081cf814b0 - fixed wrong arguments of a few A_StartSound() calls
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 11:57:01 +02:00
Christoph Oelckers 142e3c7df7 - text update. 2020-01-23 18:35:27 +01:00
Rachael Alexanderson e8c69d2757 - add support for xbox 360 versions of Doom/Doom2 2020-01-23 18:23:25 +01:00
3saster 729ff8fa8f Plutonia 2 Compatibility Fixes (#1026)
* Plutonia 2 MAP20 fix

* Plutonia 2 MAP27 fix

* Plutonia 2 MAP05 fix

* Plutonia 2 MAP23 fix

* Plutonia 2 MAP24 fix
2020-01-22 07:47:17 +01:00
alexey.lysiuk 3b8ddb6b9b - fixed resetting of music volume after closing dialogue
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-20 22:05:15 +01:00
alexey.lysiuk 0d758014dd - exposed Level.MusicVolume to ZScript 2020-01-20 22:05:15 +01:00
Rachael Alexanderson 09016b7c05 - fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded 2020-01-18 17:55:43 -05:00
Christoph Oelckers 9bbd09b78f - precache a few sounds being referenced in common game code.
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 09:28:39 +01:00
Rachael Alexanderson 039196bcb3 - rename vid_scalemode 0 to 'normal' 2020-01-17 09:25:27 -05:00
Alexander Kromm 1f011cda7f make enter key toggle Option Search mode too 2020-01-16 17:53:28 +01:00
Christoph Oelckers 0c368a6498 - text update. 2020-01-13 23:12:02 +01:00
Rachael Alexanderson c6ea10f03f - implement player setup background by Enjay 2020-01-12 19:21:31 +01:00
Christoph Oelckers 3e9a43d7f0 - added missing render style constants to ZScript. 2020-01-12 12:02:26 +01:00
Rachael Alexanderson 6df9e39152 - add support for new Bethesda.Net Unity Edition wads
- they can be extracted with this utility: https://github.com/kevansevans/Unity-Doom-Ripper
2020-01-10 16:36:01 -05:00
alexey.lysiuk 7e050010aa - removed obsolete softpoly render modes
https://forum.zdoom.org/viewtopic.php?t=66888
2020-01-06 14:31:34 +02:00
Christoph Oelckers 847cbcc0c3 - Text update. 2020-01-04 21:09:02 +01:00
Christoph Oelckers 58acbfb6b5 - added Esperanto menu option. 2020-01-04 21:00:39 +01:00
Christoph Oelckers 4646273569 - fixed: menu sounds no longer got the CHANF_UI flag. 2020-01-04 19:36:22 +01:00
Christoph Oelckers c0b9bb6e76 - bumped ZScript version to 4.3 and silenced the remaining deprecation warnings. 2020-01-04 14:25:56 +01:00
Christoph Oelckers 4a67bfcddb - deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound 2020-01-04 14:25:55 +01:00
Christoph Oelckers b7e1a35e6f - cleaned up the parameters of A_StartSound.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-04 14:25:55 +01:00
Alexander Kromm 60026ba4f2 export dictionary iterator 2020-01-01 08:39:25 +01:00
Christoph Oelckers 7156611643 - fixed two missing commas in DEHSUPP. 2019-12-31 23:27:00 +01:00
Christoph Oelckers f647f3c132 - added the Dehacked extensions from Crispy/Doom Retro.
All empty placeholders for mods to fill in, no new functionality.
2019-12-31 21:13:18 +01:00
Rachael Alexanderson 4bc923dddf - slight rearrange of vid_scalemode and menu update 2019-12-31 10:41:30 -05:00
Chronos Ouroboros b4ba7dfec2 Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that) 2019-12-30 12:37:33 -03:00
Alexander Kromm bd1892120d add Dictionary.Remove(String key) function 2019-12-30 14:57:37 +01:00
Cacodemon345 7fd27bc925 Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color) 2019-12-30 13:05:38 +01:00