Marisa the Magician
2bb0dcca13
Fix print color of level load message.
2022-11-05 13:08:51 +01:00
Marisa the Magician
a75a96d993
Level name printout on load shouldn't be sent to the HUD.
2022-11-05 13:08:51 +01:00
Christoph Oelckers
6eab875ec2
- added option to show hub and episode names on the alt HUD.
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Still very much work in progress because few mods have set this up.
CVARs default to off and are not exposed to the menu.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
453688ccc6
- reworked CVARs to not use a linked list and to be initialized manually.
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This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
8aaab153fa
- add a system interface for CheckCheatmode and moved some sound code to the backend.
2022-10-02 16:48:56 +02:00
Christoph Oelckers
71ce8aa79a
- block wipes when streaming movies are playing.
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For synchronization purposes they cannot be interrupted by the wipe loop.
This also groups the cutscene state in a struct for readability purposes.
2022-06-06 12:30:47 +02:00
Christoph Oelckers
4cb7c70e27
- restored accidentally deleted line of code.
2022-06-05 16:43:12 +02:00
Christoph Oelckers
3c96f7e21c
- added handling for start-of-episode cutscenes.
2022-06-04 21:58:46 +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
99d98cf79d
- added cutscene creation code
2022-06-03 00:03:57 +02:00
nashmuhandes
f235dcc38e
Squashed commit of the following:
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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
9b0b44d83b
- proper handling for running an end-of-game intermission.
2022-04-27 10:53:07 +02:00
Christoph Oelckers
7b59293995
- properly deal with 'gototitle'.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
1aa71cc5a3
- prepared DrawFullscreenSubtitle for script export.
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This needed to get the font passed as argument and take care of stringtable lookup inside the function.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
336c45aaa4
- SCreenjob fixes
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Still doesn’r show anything but we got it all set up now.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
54329bd87b
- make stuff compile again
2022-04-26 20:50:35 +02:00
Christoph Oelckers
1bb750c061
Screenjob WIP stuff
2022-04-26 20:50:35 +02:00
Christoph Oelckers
390bf58698
- first stage of migrating intermissions to screenjobs.
2022-04-26 20:50:35 +02:00
nashmuhandes
1b95f2515b
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-10 19:57:49 +08:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Magnus Norddahl
764a08752f
Use a faster way to find the closest light probe
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Fix light probe not being applied to psprite
2021-10-14 05:43:35 +02:00
nashmuhandes
d35cd9549f
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-05 12:53:05 +08:00
Marisa Kirisame
457f7c31c3
Allow WorldUnloaded events to know the next map name (if any).
2021-10-01 20:18:36 +02:00
Magnus Norddahl
e0ea5e3b55
Add light probe support for sprites
2021-09-25 18:53:18 +02:00
alexey.lysiuk
a21c388dd6
- destroyed stale thinkers after change level failure
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https://forum.zdoom.org/viewtopic.php?t=72890
2021-08-06 15:10:21 +03:00
alexey.lysiuk
5ee272a8b9
- fixed: next secret map was ignored in ending sequence
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https://forum.zdoom.org/viewtopic.php?t=70132
2020-10-10 12:19:43 +03:00
Christoph Oelckers
da4e791a3f
- delete the FraggleScript thinker in G_NewInit.
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If this isn't done it can later cause problems when being taken down by GC
2020-09-28 23:08:48 +02:00
Christoph Oelckers
92d630eb45
- keep mouse coordinates as floats for as long as possible.
2020-09-28 22:12:44 +02:00
Christoph Oelckers
cd20ecaae0
- fixed sounds not being serialized for hub travel.
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Sound stopping was done in the wrong place - this killed the sound before they could be serialized for hub travel.
The sound may only be stopped *after* calling G_DoCompleted.
2020-09-27 22:29:07 +02:00
Rachael Alexanderson
c6639427dc
- fix compilation in vs2017
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(for some reason it was unable to figure out the overrides for 'lumpname' in the function g_level.cpp/CalcMapName, even though this is a very old function)
2020-09-27 10:22:40 -04:00
Player701
734b15e412
Exported FLevelLocals::ChangeLevel to ZScript
2020-09-20 23:12:01 +02:00
alexey.lysiuk
776e3b10da
- fixed setting of skill level via action special
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https://forum.zdoom.org/viewtopic.php?t=69858
2020-09-14 10:47:29 +03:00
alexey.lysiuk
c46dcd03a3
- fixed a few dangling pointers on traveling between levels
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https://forum.zdoom.org/viewtopic.php?t=69747
2020-09-06 17:14:15 +03:00
Marisa Kirisame
58f5c030fe
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. ( #1169 )
2020-09-02 06:12:58 -04:00
alexey.lysiuk
53199e4553
- reset player's blocking line on traveling between levels
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It's not obvious where we can reset blocking line in a more generic way, and whether it's possible at all, because this member is exposed to scripting
https://forum.zdoom.org/viewtopic.php?t=69747
2020-09-01 15:02:02 +03:00
Maarten Lensink
34dd9625fc
Display other kills in coop tally screen ( #1167 )
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* Display other kills in coop tally screen
* Showing other when skipping counter
2020-08-30 09:34:53 -04:00
alexey.lysiuk
05f9df7057
- update floor/ceiling for inventory items after traveling
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Inventory items had dangling floor and ceiling sector pointers after transition to a new level
This could cause random issues with serialization
https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-25 21:54:36 +03:00
Rachael Alexanderson
86bac6bfcf
- sv_leveltally has been removed from the config file and is now session-only
2020-07-25 10:28:08 -04:00
Rachael Alexanderson
810e240f89
- add 'sv_alwaystally' defaults to 0 with the following states:
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* 0: previous behavior (completely MAPINFO controlled)
* 1: always show level tally at the end of an episode
* 2: always show level tally even when changing levels within a hub
2020-07-21 13:53:27 -04:00
Christoph Oelckers
712d80006a
- split game dependent parts out of menudef.cpp.
2020-06-14 00:27:32 +02:00
Christoph Oelckers
b41ae2dfdd
- do not allow playing sounds during PlayerFinishLevel.
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This gets called right before the level ends, any sound in here would play during the intermission or at the start of the next level.
2020-06-09 21:01:14 +02:00
Christoph Oelckers
5896f24eba
- added a new light mode that emulates Build's depth fading.
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Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
9be63a5093
Merge branch 'master' into texture_rework
2020-04-29 08:04:15 +02:00
Christoph Oelckers
ba0b42465d
- changed shadowmap setup so that the AABB tree is owned and controlled by the map, not the renderer.
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Needed to properly separate game logic from backend implementation, the shadowmap had both in the same object thanks to the old setup.
2020-04-26 18:54:43 +02:00
Christoph Oelckers
12e69adec3
- system backend cleanup.
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This is mainly for running CI on Linux and macOS. Windws is already working.
2020-04-22 19:57:14 +02:00
alexey.lysiuk
c37dcc6eb4
- added validation of game skill when changing a level
2020-04-20 13:32:02 +03:00
Christoph Oelckers
c7db5b932e
- switched the entire status bar code to use FGameTexture.
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- scale the automap parchment to clean 320x200 dimensions.
2020-04-19 10:57:45 +02:00
Christoph Oelckers
7b292cca57
- split the serializer in two to keep the Doom specific parts out of the main file.
2020-04-11 20:20:53 +02:00
Christoph Oelckers
cf51508ce6
- moved around some pieces of code to make sharing with Raze easier.
2020-04-11 20:20:52 +02:00
Christoph Oelckers
f8e9cb8fbc
- major dependency reduction of the texture system.
2020-04-11 20:20:37 +02:00