Commit graph

7707 commits

Author SHA1 Message Date
alexey.lysiuk
924b8105c5 Fixed splitting of complex walls in compatibility renderer
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
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.
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.
This was neither fixed in Boom nor MBF.
2016-06-21 10:45:17 +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).
- 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.
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
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).
- 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.
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.
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.
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.
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
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
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.
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
Christoph Oelckers
05fabbe294 - fixed: G_InitNew may only clear the hub statistics when it is not called during loading of a savegame. 2016-06-17 16:14:58 +02:00
Christoph Oelckers
2c928a2cda - fixed: Strife's firehands' coordinates need WEAPONTOP being added because it cannot be taken from the main weapon layer which no longer exists when the hands appear. 2016-06-17 15:26:00 +02:00
Christoph Oelckers
018615ca0d - fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter. 2016-06-17 14:14:35 +02:00
Edoardo Prezioso
574f2936d4 - Fixed GCC/Clang compiler errors and warnings. 2016-06-17 10:19:03 +02:00
Christoph Oelckers
cfaa3e3fa9 - changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers
7ccdbf9b62 Merge branch 'PSprites' 2016-06-16 16:16:16 +02:00
MajorCooke
c9f4620702 Reimplemented P_SetPsprite. 2016-06-16 07:24:00 -05:00
Xaser Acheron
de0301a704 split bfg self-damage code into its own function, A_RadiusDamageSelf 2016-06-16 00:43:07 +02:00
Xaser Acheron
481ef7a5b5 added SMMU-BFG11k-style 'damrad' property to A_BFGSpray 2016-06-16 00:43:07 +02:00
Xaser Acheron
8e8248284a added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray 2016-06-16 00:43:06 +02:00
MajorCooke
2d4eb8dde4 - Added limit parameter to A_RailAttack and A_CustomRailgun. 2016-06-14 18:20:43 -05:00
Christoph Oelckers
f1597a5d26 - fixed: Trace should set CrossedWater only if a water surface actually is crossed, i.e. the start of the trace and the end of the trace are on different sides of the surface.
This was incorrectly spawning splashes when shooting inside a deep water sector, but in most cases the splash just was not visible. It could become visible if its position got clipped by a nearby one-sided wall.
2016-06-13 21:30:58 +02:00
MajorCooke
82bc5e7bd1 Fixed wrong token for Light keyword. 2016-06-13 09:50:12 -05:00
Christoph Oelckers
d74584e5b2 - fixed: DAnimatedDoor must not start an interpolation on the door sector's ceiling. 2016-06-13 13:58:39 +02:00
Braden Obrzut
624c935385 - Fixed: Floating point conversion error in SBarInfo DrawBar which broke interpolation. 2016-06-12 06:28:50 -04:00
Christoph Oelckers
b8e392eaa5 - do not try to load empty BEHAVIOR lumps.
These would otherwise print an error message but there's a lot of maps out there which only have an empty entry to mark the map as Hexen format.
2016-06-12 11:45:25 +02:00
Christoph Oelckers
373c59f924 - fixed inverse sign for rocket trail particle movement. 2016-06-12 00:05:23 +02:00
Christoph Oelckers
db2cef96d6 - removed unnecessary FLOAT2FIXED call in particle code. 2016-06-11 23:43:07 +02:00
MajorCooke
4c8028d64b - Fixed a discrepancy with A_FaceMovementDirection involving pitch adjustments going the wrong way both in motion, and standing still. 2016-06-11 14:07:27 -05:00
Christoph Oelckers
9eb18a9e45 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-11 17:15:55 +02:00
MajorCooke
fb286d1737 - Changed endsize to sizestep. Endsize affected more things than I thought it would. 2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677 Added GetCVar(string name)
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
d8bf958a06 Fixed: Frozen particles would still be deleted when frozen instead of doing nothing with. 2016-06-11 10:00:50 +02:00
MajorCooke
f787056198 - Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Christoph Oelckers
c4d8950a7f - fixed: APROP_Friction was missing a 'break'. 2016-06-10 13:23:23 +02:00
Christoph Oelckers
ef86b3975a - added 'strictdecorate' CVAR. If this is set to 'true', any DECORATE error that had to be demoted to a warning for backwards compatibility will be treated as an actual error. 2016-06-08 10:56:11 +02:00
Christoph Oelckers
cf21bb1524 - reinstated abort-on-error for any problem that gets reported during DECORATE code generation.
- fixed: DECORATE allowed a silent conversion from names to integers.

In old versions the name was converted to 0, since the scripting branch to the name index. Reverted to the old behavior but added a warning message.
2016-06-08 10:46:35 +02:00
Christoph Oelckers
1703842a94 - fixed some issues with teleport fog:
* many calls didn't use TELEFOGHEIGHT, mostly those coming from external code submissions that never were tested on anything but Doom. Addressed by adding this value inside P_SpawnTeleportFog and making the distinction between projectiles and non-projectiles from P_Teleport also part of this function.
* there were still a few places which spawned the teleport fog directly, skipping all the added features of P_SpawnTeleportFog.
2016-06-06 10:48:40 +02:00
MajorCooke
b2d2389343 Fixed: Slanted flat + roll sprites didn't take DONTFLIP into account. 2016-06-05 15:51:23 -05:00
MajorCooke
53837de17d Added DONTFLIP flag.
- By default, when viewing a flat sprite from behind, the image is flipped around on the X axis. This may not always be desired, so this flag disables it.
2016-06-05 15:21:19 -05:00
MajorCooke
e58c6de7d6 DONTFLIP flag prevents the backside from flipping over. 2016-06-05 15:14:40 -05:00
alexey.lysiuk
56ce6abbc2 Fixed splitting of walls in compatibility renderer
Any wall adjacent to 3D floor sector were not rendered at all
2016-06-05 12:38:23 +03:00
Christoph Oelckers
8a08fb2f6a - fixed nullptr/bool mixup. 2016-06-04 20:52:56 +02:00
Leonard2
0b88bae458 The strife firehands now make proper use of the psprite layers 2016-06-03 19:46:31 +02:00
Leonard2
afa708c138 Allow psprite layers to be manipulated directly from the player's own body 2016-06-03 19:18:58 +02:00
Leonard2
eeff17c550 Account for this on the renderer's side instead
This fixes the weapon's layer behaving differently when called from
A_Overlay (the flag would be set in this case breaking the offsets)
2016-06-03 00:50:12 +02:00
Leonard2
543414d31f Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
Leonard2
bc334ccc9f Avoid creating the targeter layers if the inventory item isn't attached to
its owner yet
2016-06-03 00:50:11 +02:00
Leonard2
e1f139ddcd The targeter layers now use a proper Caller
This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
2016-06-03 00:50:10 +02:00
Leonard2
8244d2c844 Make sure never to call GetPSprite when the ReadyWeapon is null 2016-06-03 00:37:55 +02:00
Leonard2
9ee5e57340 Call GetPSprite here to update the ReadyWeapon but avoid doing so if it
is null

TickPSprites will take care of destroying the weapon/flash layers if the
ReadyWeapon is null
2016-06-03 00:37:54 +02:00
Leonard2
f14a840777 The ReadyWeapon is now assumed to not be null 2016-06-03 00:37:54 +02:00
Leonard2
8668719bbc Revert "- re-added P_SetPSrite."
This reverts commit e6d89b9f71.
2016-06-02 20:02:03 +02:00
Leonard2
d933f77bf5 Fixed: the game could crash if some inventory items were destroyed in a
certain way
2016-06-02 20:00:22 +02:00
Christoph Oelckers
2afadb0108 - fixed: ADehackedPickup was missing NULL pointer checks in nearly all methods that used RealPickup.
Some DECORATE hacks make it possible that this does not contain a valid pointer when these methods are called.
2016-06-01 23:41:34 +02:00
Christoph Oelckers
18ebe92cfc Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/g_level.cpp
2016-06-01 11:45:57 +02:00
Christoph Oelckers
26a15d0ccc - delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers
978e522fb4 - fixed: portal-related sound calculations offset the sound in the wrong direction. 2016-06-01 11:14:25 +02:00
Christoph Oelckers
14e4a64c82 - fixed: Destroying a SkyViewpoint disabled all sector portals. 2016-06-01 10:10:18 +02:00
alexey.lysiuk
5348a15b75 Added option to control dynamic loading of OpenAL
Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library

# Conflicts:
#	src/sound/oalsound.cpp
#	src/sound/oalsound.h
2016-05-29 14:25:04 +02:00
Edoardo Prezioso
243030046a - Fixed issues with invalid GetMaxInventory calls. 2016-05-29 12:50:37 +02:00
Christoph Oelckers
44f09edf4c - fixed: monsters cannot crouch, so their crouch factor has to be 1, as 0 would yield incorrect results if the value is used in subsequent calculations (e.g. adjusting a trajectory to a target which can be or may not be a player.) 2016-05-29 12:48:27 +02:00
MajorCooke
bb91723174 - Added GetCrouchFactor(ptr).
Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade - Added source and inflictor parameters to all A_Damage/Kill functions.
- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
MajorCooke
33ddbe8ab3 Added SKYEXPLODE support for P_LineAttack on horizons. 2016-05-29 12:38:37 +02:00
Benjamin Moir
6633e41cca added CheckProximity to ACS 2016-05-29 12:38:37 +02:00
alexey.lysiuk
89016020a8 Used ISO Latin 1 encoding for title text in startup window on OS X
Windows version uses ANSI_CHARSET to handle the corresponding text
This solves the problem like in https://github.com/alexey-lysiuk/gzdoom/issues/63:
*** Assertion failure in -[NSTextFieldCell _objectValue:forString:errorDescription:], /Library/Caches/com.apple.xbs/Sources/AppKit/AppKit-1404.47/AppKit.subproj/NSCell.m:1684
Invalid parameter not satisfying: aString != nil
2016-05-29 10:58:12 +03:00
Christoph Oelckers
4940f0249d Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-28 20:33:29 +02:00
Christoph Oelckers
fc25a74a03 - fixed: In case of a crash the buffered console output was not dumped to the rich edit control so it never got into the crash log. 2016-05-28 20:11:19 +02:00
Leonard2
360ad7a844 Replaced every remaining instances of the old layer names 2016-05-28 01:19:42 +02:00
Leonard2
2f5ae3b51e Changed the default layer indices and renamed them
Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c Added A_OverlayFlags
Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
c0fe86028d Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-27 23:47:19 +02:00
Leonard2
8f360f3bea Small refactor 2016-05-27 23:37:35 +02:00
Leonard2
b220db4ebe Fixed: a layer's movements weren't interpolated in some cases
The old position members would be incorrectly updated if a layer sets another layer's offsets and this layer ticks before the other
2016-05-27 23:37:34 +02:00
Leonard2
bca9829950 Fixed: a few members weren't properly initialized
This could go wrong if a layer had only one state of -1 tics
2016-05-27 22:58:27 +02:00
Leonard2
599fa7cfd1 Fixed: it was no longer possible to set the flash state in the very first
weapon's state

This was due to an oversight in my first commit
2016-05-27 22:31:18 +02:00
Christoph Oelckers
d43ea33031 - fixed: A_CustomBulletAttack may not rely on the parameter default setter to get a valid puff. This must be checked explicitly in the functions body to ensure it is never NULL. 2016-05-27 11:39:44 +02:00
Christoph Oelckers
b926cf35d5 - fixed: The portal init code should only delete REJECT if there's actually some portals to consider. 2016-05-27 09:45:17 +02:00
Christoph Oelckers
19003a7973 - fixed: The node builder's FindMapBounds function included all vertices generated by the node builder.
This could cause problems on maps with bogus nodes so it's better to only check vertices that are referenced by a linedef.
2016-05-27 09:38:33 +02:00
Christoph Oelckers
34c67b9eae - fixed: The NoiseList array was not cleared before use. 2016-05-27 00:00:27 +02:00
Christoph Oelckers
ded479b1a5 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-25 12:02:37 +02:00
Christoph Oelckers
cc685e982b - fixed: interactive line portals were always deactivated, regardless of alignment type. 2016-05-25 11:36:23 +02:00
Christoph Oelckers
f241d9773a - made P_NoiseAlert non-recursive to avoid stack overflow problems in large open-area maps with a high sector count. 2016-05-25 11:30:11 +02:00
Christoph Oelckers
72a3257400 - fixed: DIntermissionScreen::Init did not handle non-existent strings in the string table and crashed on a NULL pointer. 2016-05-25 01:45:55 +02:00
Christoph Oelckers
a0dc4ae738 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-24 13:53:52 +02:00
Christoph Oelckers
49234b1fc3 - fixed: UpdateRenderSectorList did some bad calculations for checking portal plane order. 2016-05-24 13:53:29 +02:00
Christoph Oelckers
e6d89b9f71 - re-added P_SetPSprite.
For debugging purposes it's better to have this as a function.
2016-05-24 13:05:43 +02:00
Christoph Oelckers
d058820c65 - fixed scroll speed calculation for Heretic. 2016-05-24 10:01:57 +02:00
Christoph Oelckers
d70601471a - fixed the spawn position of Strife's sentinel's attack's trail. 2016-05-24 09:37:01 +02:00
Christoph Oelckers
3bde8824a3 - fixed A_Burst's velocity calculation. 2016-05-24 09:32:30 +02:00
MajorCooke
1b1195df6a - Added limit parameter to A_RadiusGive.
- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
alexey.lysiuk
aa6753383d Fixed fullscreen mode on non-default monitor in OS X backend
Fullscreen window was incorrectly placed on the main screen instead of the current one
Honestly I have no idea what was the reason behind that [NSWindow setFrameOrigin:] call
Apparently it's redundant and moreover it's incorrect for multi-monitor configuration
2016-05-22 13:22:07 +03:00
Christoph Oelckers
ae31e0ba72 - changed the default key name string because '#' is used as a comment in the config files. 2016-05-22 12:20:46 +02:00
Christoph Oelckers
db944df467 - fixed 3D floor rendering with nearby slopes. 2016-05-22 12:15:14 +02:00
Christoph Oelckers
eed32ee285 - fixed: The friction calculations for terrain based friction had some fixed/float mixups. 2016-05-22 12:11:39 +02:00
Christoph Oelckers
e43c9826dd Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-22 09:31:48 +02:00
Christoph Oelckers
36dfa97802 - fixed: Polyobjects did not save their specialdata pointer.
- fixed: DMovePoly did not save its m_Speedv member.

# Conflicts:
#	src/version.h
2016-05-22 01:27:05 +02:00
Christoph Oelckers
f184438032 - fixed: Polyobjects did not save their specialdata pointer.
- fixed: DMovePoly did not save its m_Speedv member.
2016-05-22 01:26:13 +02:00
Christoph Oelckers
d767d10322 - made PSprites submission GC aware. 2016-05-21 13:11:43 +02:00
Christoph Oelckers
4781b73d5b Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-21 01:09:21 +02:00
Leonard2
8c205ebac3 Added A_OverlayOffset
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b Added A_Overlay 2016-05-20 17:04:45 +02:00
Leonard2
1966b61b8f Generalized the psprites implementation 2016-05-20 17:04:44 +02:00
Christoph Oelckers
bd396ccb7c - made P_Move's multiple-step movement portal and teleporter-aware. 2016-05-20 13:30:10 +02:00
Christoph Oelckers
428bd52295 - fixed: It was not possible to step through a ceiling portal into the upper sector. 2016-05-20 13:10:42 +02:00
Gaerzi
68c5191798 Add GOG path for SVE
Since GOG.com is finally offering this game.
2016-05-20 02:18:48 +02:00
Christoph Oelckers
5017a192eb - fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights. 2016-05-19 12:22:39 +02:00
Christoph Oelckers
13da14e915 - disable dynamic lights on additively blended surfaces because it doesn't look good at all. 2016-05-18 22:20:18 +02:00
Christoph Oelckers
ea62d4c2d1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-18 21:47:42 +02:00
Christoph Oelckers
78055733c8 - fixed: automap markers were scaled too small 2016-05-18 21:25:58 +02:00
Christoph Oelckers
f22adcc398 - be more thorough with Eternal Doom MAP03. The compatibility option does not seem to fully solve the problem, so let's just clear the tags in the bogus stair sectors. 2016-05-18 21:06:07 +02:00
Christoph Oelckers
9e0301c1a1 - prevent message spam with no MIDI devices. 2016-05-18 13:11:01 +02:00
Christoph Oelckers
7642c2cdaa - fixed: Opening a non-existent menu left the engine in an invalid state. 2016-05-18 12:02:54 +02:00
Christoph Oelckers
3dcb05e5d2 - fixed: Lock #255 was inaccessible for LOCKDEFS. 2016-05-18 11:56:39 +02:00
Christoph Oelckers
a7fd04a235 Merge branch 'master' of https://github.com/kcat/zdoom 2016-05-18 11:48:27 +02:00
MajorCooke
115dbd0b58 - Added A_WeaponOffset(x = 0, y = 32, flags).
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
Christoph Oelckers
661c2e5919 - added missing NULL pointer check to ACS's CheckInventory. 2016-05-18 09:39:19 +02:00
Christoph Oelckers
362e21a6b3 - fixed: The pitch negation required for INHERITACTORPITCH was also applied to the one from PITCHFROMMOMENTUM. 2016-05-17 09:12:26 +02:00
Chris Robinson
fe966916d7 Set head-relative for sources near the listener
This matches the behavior of the FMOD backend
2016-05-16 17:02:39 -07:00
Christoph Oelckers
5e4be101f1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-15 23:25:02 +02:00
Christoph Oelckers
9e847c252b - fixed: When linking an actor into the blockmap multiple portal groups, AActor::LinkToWorld would delete the links to the previous nodes for each new group. This was causing random crashes when the affected actor was deleted by the garbage collector. 2016-05-15 23:24:30 +02:00
Christoph Oelckers
aff8b00575 - added NULL pointer checks to SpecialDropAction methods that call CheckLocalView. 2016-05-15 09:16:37 +02:00
Christoph Oelckers
6949afc334 - fixed: For allowing an unblocking move, PIT_CheckThing used the wrong actor's position. This was causing monster pile-ups with moving ceilings.
- don't let P_PushUp move any actors with the same z as the pushing actor. This should solve most monster pile-ups, but the entire logic here needs some serious rethinking. The only reason this doesn't cause more problems is some fudging in several other places.
2016-05-14 15:05:06 +02:00
Christoph Oelckers
52e19c59b3 Revert "- let gl_draw_sync default to false."
This reverts commit 616f84209b.

Now I remember why this is not active: This is causing some problems with interpolated plane heights. Since there is no synchronization with the vertex buffer, the next frame will reset all plane coordinates before the GPU can use them. This will require some rethinking about when to update the buffer - it cannot be done in the render data setup loop.
2016-05-13 20:44:04 +02:00
Christoph Oelckers
03b31796cc Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-13 10:09:24 +02:00
Christoph Oelckers
ebca170e73 - fixed a few warnings in OpenAL code. 2016-05-13 10:07:18 +02:00
Christoph Oelckers
cd8213f067 - fixed: The skybox pointer in FSectorPortal must at least be initialized to nullptr when the struct is deserialized, to avoid an access violation if the partially initialized data is used. This can happen when P_SerializeThinkers destroys the original thinkers that were created on map load.
- removed the sector loop for deleting skybox references in ASkyViewpoint::Destroy. Since this only refers to the sectorPortals array it is completely redundant as the following code will clear them just as well.
2016-05-13 10:07:01 +02:00
Christoph Oelckers
99bfc64af6 - another failed attempt to use GL_CLIP_PLANE. Leave it in because it's closer to what is needed than the old code. 2016-05-12 23:41:06 +02:00
MajorCooke
4998d4a84d Use the direct pointer of P_PointInSector instead. 2016-05-12 22:15:06 +02:00
MajorCooke
2ba26693d1 - Added 3D Floor + Portal awareness, along with flags to turn off detection of both features. 2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d Added GetZAt DECORATE function.
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z  at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
Christoph Oelckers
616f84209b - let gl_draw_sync default to false.
No need to waste valuable processing time if we can let the GPU run in parallel with the code that generates the next frame.
2016-05-12 20:23:18 +02:00
MajorCooke
39f64383cb Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap. 2016-05-11 19:41:33 +02:00
MajorCooke
952219a018 Added RTF_THRUSTZ for A_RadiusThrust.
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
Christoph Oelckers
852ed6cd04 - un-revert P_CheckMove fix. 2016-05-11 19:39:08 +02:00
Edoardo Prezioso
769521b2e1 - Fixed second player lock after error in netgame. 2016-05-11 14:05:29 +02:00
Christoph Oelckers
078e27e61f - fixed: The mugshot's angle was inverted. 2016-05-11 14:04:21 +02:00
Christoph Oelckers
d4b258f15b - don't place the chasecam right at the hit position of the trace. This will be the intersection with a wall or sector plane and may cause clipping issues. Instead place it very slightly in front of the actual hit position. 2016-05-11 13:57:49 +02:00
MajorCooke
9ab620814d - Fixed: Armor absorption did not take ALLOW/CAUSEPAIN flags into account. 2016-05-11 13:33:39 +02:00
Christoph Oelckers
0726a88ab9 - only return DWORD aligned addresses in openings because the 3D floor code stores floating point values in there which cannot be accessed on platforms with strict alignment rules. 2016-05-11 12:04:41 +02:00
Christoph Oelckers
220255e6a4 - fixed P_CheckMove's dropoff check and removed some unneeded code. 2016-05-11 11:56:03 +02:00
Christoph Oelckers
12b84d9f71 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-11 11:47:00 +02:00
Christoph Oelckers
43d93a19a0 - fixed: P_AlignFlat had the 'dist' value negated. Also simplified the code a bit. 2016-05-11 11:36:53 +02:00
Christoph Oelckers
f8c12f4533 - fixed warning in s_sound.cpp 2016-05-11 10:32:57 +02:00
Christoph Oelckers
cc88130362 - fixed: P_CheckMove's dropoff check had the heights swapped. This also shouldn't in any way depend on COMPATF_DROPOFF and must be skipped entirely for actors with either MF_FLOAT or MF_DROPOFF set. 2016-05-11 10:09:13 +02:00
Christoph Oelckers
77e30bb7d7 - fixed: The line portal links were not deleted when an actor was destroyed. 2016-05-11 09:58:03 +02:00
Christoph Oelckers
15933f9c72 - fixed: Texture precaching for sprites had some inverted logic and deleted everything that was still required. 2016-05-10 20:51:23 +02:00
Christoph Oelckers
0cc57c6141 - fixed: BoundTextureDraw2D must reset the texture mode. 2016-05-10 20:50:01 +02:00
Christoph Oelckers
2709391ce9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-09 23:50:06 +02:00
Christoph Oelckers
966e6797e4 - fixed: The view path for checking whether the player sprite should be drawn during a portal transition was never set properly in the portal transitioning case. 2016-05-09 23:16:06 +02:00
Christoph Oelckers
2e4b8dd416 - fixed incorrect sign in P_TranslatePortalVXVY 2016-05-09 21:59:13 +02:00
Christoph Oelckers
15c711f2a1 - added a missing break in the wall draw dispatcher. 2016-05-09 00:58:55 +02:00
Christoph Oelckers
d5eb1008a4 - implemented texture overlay pass for textured dynamic lights. 2016-05-08 22:07:18 +02:00
Christoph Oelckers
b90173ed21 - fixed: ADynamicLight::visibletoplayer was not initialized for placed lights when restoring a savegame. 2016-05-08 09:34:22 +02:00
Christoph Oelckers
ad713b1c25 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-08 09:28:01 +02:00
Christoph Oelckers
841a5795ae - savegame version bump for a GZDoom exclusive change (to avoid synchronization problems in the future.) 2016-05-08 09:27:42 +02:00
Christoph Oelckers
6753cddce1 - fixed: The HUD weapon drawer partially took the render state from the previous things that got rendered. Especially the blend mode could be randomly set to different values. 2016-05-08 09:22:38 +02:00
Chris Robinson
8334189d66 Merge remote-tracking branch 'zdoom/master' 2016-05-05 12:55:16 -07:00
Christoph Oelckers
f4e4221da7 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-05 21:51:54 +02:00
Chris Robinson
ba1574e65a Don't define OpenAL redirect macros with the IDE's parser
At least with KDevelop4, macros like this interefere with contextual info by
causing it to show information about the macro itself (where it's defined and
what it defines to), rather than the function (parameters, comments, etc). It
also gets in the way of auto-completion.
2016-05-05 21:00:30 +02:00
Chris Robinson
fa46965a71 Check for OpenAL device errors after pausing/resuming the device 2016-05-05 21:00:30 +02:00
Chris Robinson
0b7b78c5d2 Better handle channel configs when monoizing in LoadSound 2016-05-05 21:00:29 +02:00
Chris Robinson
e298f8389b Avoid divide-by-0 when the area sound radius is less than the max distance 2016-05-05 21:00:29 +02:00
Chris Robinson
66c61a7c8b Set the appropriate start offset for non-3D sounds too 2016-05-05 21:00:28 +02:00
Chris Robinson
26a8a8a1ba Pause OpenAL processing using ALC_SOFT_pause_device when inactive 2016-05-05 21:00:28 +02:00
Chris Robinson
e1c8890c5e Set the appropriate start offset for restarted sounds 2016-05-05 21:00:27 +02:00
Chris Robinson
c3cef91a4f Properly sum the channels being downmixed to mono 2016-05-05 21:00:27 +02:00
Chris Robinson
12c9281a7e Avoid redundantly setting DistanceScale 2016-05-05 21:00:26 +02:00
Chris Robinson
bf5ac9b476 Use AL_EXT_SOURCE_RADIUS for area sounds 2016-05-05 21:00:26 +02:00
Chris Robinson
55294c5806 Use the correct OpenAL lib name on Linux 2016-05-05 21:00:25 +02:00
Edoardo Prezioso
52995f8fc2 - Fixed missing sector light clamp in DFlicker.
For some reason, this code didn't care about the sector light limits. Found by code inspection.
2016-05-05 21:00:08 +02:00