Commit graph

20417 commits

Author SHA1 Message Date
Player701
b91f87e4ed - Rebuild nodes for 1024.wad MAP02 to fix invisible obstacle near the exit area 2022-06-03 19:43:50 +02:00
Christoph Oelckers
df74288f7b - use the same rules for cutscenes as for old intermissions when travelling in a hub 2022-06-03 00:30:34 +02:00
Christoph Oelckers
608b387e04 - use correct mapping for IBM437’s lower characters
For use on text screens these need to be mapped to the printable characters they represent on screen, not the control characters of ASCII.
2022-06-03 00:12:45 +02:00
Christoph Oelckers
99d98cf79d - added cutscene creation code 2022-06-03 00:03:57 +02:00
Alexander Kromm
ea007f56f2 fix scrolling when selecting item by key 2022-06-02 19:49:39 +02:00
Christoph Oelckers
15a5554f8d - fixed fast crushers going out of sync if something is being crushed by them. 2022-06-02 16:48:07 +02:00
Christoph Oelckers
05c846c4eb - fixed: the last column of a text-type start screen was not rendered. 2022-06-02 08:32:39 +02:00
Christoph Oelckers
092eb1eb6f - use StartupTexture, not HeaderTexture to clear the screen.
HeaderTexture does not exist for the Endoom screen.
2022-06-01 18:00:03 +02:00
Christoph Oelckers
b615019715 - fixed: sound must be initialized before the start screen. 2022-06-01 17:44:07 +02:00
Christoph Oelckers
c11729c2bb - fixed: Vulkan descriptor sets must check the real translation, not just the translation ID.
In particular the one for the menu's player sprite and ACS translations can alter a translation ID's actual translation at run time, these changes never triggered a descriptor set change.
2022-06-01 16:47:54 +02:00
Christoph Oelckers
298407aaf3 - workaround for clearing the start screen in Vulkan.
There seems to be a bug in the backend, but I have no idea what's wrong.
Clearing the start screen with a ClearRect call renders the 2D drawer in an unstable state. So for now, clear the screen by rendering a texture, but with light color black, which produces the same effect without later breaking stuff.
2022-06-01 16:02:24 +02:00
Rachael Alexanderson
c8156fa581 - add keybinds for F17-F24 2022-06-01 10:23:08 +02:00
Christoph Oelckers
3b87c19b5b - fixed startuo screen creation 2022-06-01 10:20:32 +02:00
Christoph Oelckers
2d901eca7f - added missing #include. 2022-06-01 09:34:07 +02:00
Christoph Oelckers
7787a410ea - Startscreen fixes.
* for Strife the game palette must be loaded before the start screen.
* increase update frequency of start screen to roughly 35 fps
* fixed Strife's laser sprite names.
* do not show the native progress bar if a graphical start screen is used.
2022-06-01 09:30:20 +02:00
Christoph Oelckers
344c6348fd - sprite lightlevel cleanup and fixes.
* consolidated the getter functions on the game data side
* better handling of per-sprite lighting with fog
* allow negative values for additive per-sprite lighting.
* also fixed return type of UpdateWaterDepth.
2022-06-01 08:37:13 +02:00
Christoph Oelckers
da30b6f6f0 - fixed some GCC warnings 2022-06-01 08:37:00 +02:00
Christoph Oelckers
077aa6b0ae - cleaned out some duplicates in Posix platform code 2022-06-01 08:37:00 +02:00
Christoph Oelckers
59cddf1601 - hooked up graphical start screens with the in-game renderer. 2022-06-01 08:37:00 +02:00
Christoph Oelckers
79f4a9c0f3 - removed the native graphical startup screens.
ENDOOM is already working with this commit, the start screens still require some work to connect them.
2022-06-01 08:37:00 +02:00
Christoph Oelckers
d6886ed44f - route the StartScreen#::Net... functions through a global interface.
These will require different treatment later, so best only have one place where each method is called.
2022-06-01 08:37:00 +02:00
Christoph Oelckers
21c60c931e - warning fixes and cleanup from old startscreen branch. 2022-06-01 08:36:59 +02:00
Christoph Oelckers
1aa3a5ea16 - platform independent classes for start screen rendering.
These use the internal 2D drawer. Not hooked up yet.
2022-06-01 08:36:59 +02:00
Christoph Oelckers
e42256c7a8 - added texture class for handling the start. screen 2022-06-01 08:36:59 +02:00
Christoph Oelckers
3b3a3a31e8 - Win32 i_main.cpp cleanup
Moved SetWndowTitle into the menu class
Removed the dead Windows session code
Removed the unused modules for Win32 core DLLs.
removed dynamic function calls for post-XP features
2022-06-01 08:36:59 +02:00
Magnus Norddahl
6670bc09b9 Create a MainWindow class that manages the main win32 window of the application 2022-06-01 08:36:59 +02:00
Major Cooke
3d14cec191 Added ADDLIGHTLEVEL to add the sector light level to an actor's own defined light level, if desired. 2022-05-31 21:00:31 +02:00
Major Cooke
9ef202db26 LightLevel now works with fog. 2022-05-31 21:00:31 +02:00
Major Cooke
d5e448671d Added LightLevel.
- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
nashmuhandes
f235dcc38e Squashed commit of the following:
commit 553c4c12abd15e5f8fa02496ccfde81bdfdb53b0
Merge: cb03de5d2 add4ff12a
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Mon Feb 14 18:55:52 2022 +0800

    Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink

commit cb03de5d2fdcba8a32b83be32579be935c8b6600
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Tue Jan 25 12:54:33 2022 +0800

    Re-add WaterDepth to the custom namedef file

commit 8d1ff3c16018dd7c73c8950aa4c51f2bc0207837
Merge: f201e6307 a9eaae074
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Tue Jan 25 12:52:57 2022 +0800

    Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink

    # Conflicts:
    #	src/common/engine/namedef.h

commit f201e630706fc0ea7628b8a32bd5d88afb712208
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Sun Jan 16 20:45:27 2022 +0800

    Fix compile error (MAX() -> max())

commit fe292ebd4312afe34b1e35e4c1eafba0dc168920
Merge: 3f9150c4e 12ed24d06
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Sun Jan 16 20:37:58 2022 +0800

    Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink

    # Conflicts:
    #	src/playsim/p_mobj.cpp

commit 3f9150c4eae1c5c5510e8f9b1c4bfaab46a96b8f
Author: nashmuhandes <nashbackslash@gmail.com>
Date:   Sat May 29 05:32:54 2021 +0800

    - Implement virtual Actor.FallAndSink for scriptable falling and water physics
    - Added Actor.WaterDepth to retrieve how submerged and actor is, in map units

    Original work credited to "gzdoomthrowaway"
2022-05-31 18:57:38 +02:00
Christoph Oelckers
cda6394a95 - added cutscene data parser
This covers:

game start
episode start
cluster start/end
level start/end
2022-05-31 15:02:52 +02:00
Sally Cochenour
bb42e541e9
MASTERNOSEE flag (#1601)
Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.

Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-05-31 12:34:15 +02:00
Christoph Oelckers
2c69afa118 - fixed SDL version check 2022-05-31 11:00:10 +02:00
Major Cooke
748156c846 Optimized CanCrossLine.
- Remove P_PointOnLineSide check
- Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag.
2022-05-31 10:46:06 +02:00
Major Cooke
5afd14fd4d Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds. 2022-05-31 10:46:06 +02:00
Major Cooke
b5b2dd0903 Added CanCrossLine virtual for actors.
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-05-31 10:46:06 +02:00
Sally Coolatta
a98c1efc26 Add WorldOffset field
Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.

# Conflicts:
#	src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00
Christoph Oelckers
6b7ef697be - compacted AActor a bit by eliminating alignment gaps 2022-05-31 10:10:53 +02:00
Christoph Oelckers
bc8046ac1a - fix bad MP start spot in 1024.wad, MAP05 2022-05-31 10:05:25 +02:00
Alexander Kromm
5cced2721a scroll if item selected by menu shortcut is out of screen 2022-05-31 10:00:56 +02:00
Alexander Kromm
38fcfa5ba9 get rid of unnecessary string conversions in option menu shortcuts 2022-05-31 10:00:56 +02:00
Alexander Kromm
7eb12fa9fb implement jumps in option menus
Enables shortcuts for option menus. Press a key to immediately jump to the next
option menu entry which starts with this key. Hold Alt to jump backwards.
Compatible with localized menus (checked on Russian).
2022-05-31 10:00:56 +02:00
Kevin Caccamo
eb15d97fe3 Fix a few mistakes, and improve consistency 2022-05-31 09:51:24 +02:00
Kevin Caccamo
c3e9f22ca1 Remove "static" from Object intrinsic methods 2022-05-31 09:51:24 +02:00
Kevin Caccamo
f4e84d99af Remove documentation for dynamic arrays 2022-05-31 09:51:24 +02:00
Kevin Caccamo
8817ed865c Add details on how to call static Object methods 2022-05-31 09:51:24 +02:00
Kevin Caccamo
f4328f8187 Update documentation for vector type intrinsics
As suggested by MajorCooke
2022-05-31 09:51:24 +02:00
Kevin Caccamo
ef776d14ce Make some corrections, and document more things
Change "class" on intrinsic types to "struct" because they are not objects, and they cannot be used in arrays.
Document IsAbstract() method.
Document Font casts.
2022-05-31 09:51:24 +02:00
Kevin Caccamo
70e26f5d30 Document intrinsic math and RNG functions
Also, document casts/"constructors" for Name and Sound
2022-05-31 09:51:24 +02:00
Kevin Caccamo
1801b2ee58 Add documentation about a few more things
- Color class
- String concatenation operator
- Object.GetClass
2022-05-31 09:51:24 +02:00