Commit graph

18901 commits

Author SHA1 Message Date
Marisa Kirisame
e81641dd01 Hotfix: LineTrace now reports the correct number of portal crossings. 2020-06-07 15:04:44 +02:00
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
alexey.lysiuk
0e8473906e - tighten rules for action functions called from Decorate
FxVMFunctionCall (previously used to call action functions from Decorate) skipped self pointer compatibility checks

https://forum.zdoom.org/viewtopic.php?t=68678
2020-06-07 15:00:32 +03:00
Christoph Oelckers
5220a01070 - fixed: The full dotted lump filter string was never used.
The code added all partial matches to the file system but not the full match.
2020-06-07 11:56:07 +02:00
alexey.lysiuk
8a1091c6fe - fixed (un)morphing of more than one actor from ACS
https://forum.zdoom.org/viewtopic.php?t=68847
2020-06-07 12:16:46 +03:00
alexey.lysiuk
11ba0be4c2 - fixed setup of JIT functions that require extra frame space
https://forum.zdoom.org/viewtopic.php?t=68816
2020-06-07 11:34:58 +03:00
alexey.lysiuk
718e2ea0f5 - fixed compilation warnings reported by Clang
src/g_level.cpp:1575:16: warning: delete called on non-final 'DoomLevelAABBTree' that has virtual functions but non-virtual destructor [-Wdelete-non-abstract-non-virtual-dtor]
src/p_setup.cpp:367:16: warning: delete called on non-final 'DoomLevelAABBTree' that has virtual functions but non-virtual destructor [-Wdelete-non-abstract-non-virtual-dtor]
2020-06-07 11:32:35 +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
db93f2969e - fixed offsets for hires replacements of already scaled textures. 2020-06-06 19:01:11 +02:00
Cacodemon345
9c7f5e941e Fix compilation on NetBSD 2020-06-06 19:38:47 +03:00
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
5ab648b055 - fixed texture sampler generation in the Vulkan backend. 2020-06-06 16:10:19 +02:00
Christoph Oelckers
d643a42c4f - added per pixel lighting for decals. 2020-06-06 15:18:07 +02:00
Christoph Oelckers
16e64a19ae - fixed incorrect offsets for textures in the hires/ folder. 2020-06-06 13:59:39 +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
e00f27ddf5 - added limited support for replacing the intermission backgrounds in Doom 1 with widescreen images.
Due to how the placement works here, it is only usable with fullscreenautoaspect mode 3.
2020-06-06 10:19:02 +02:00
Christoph Oelckers
794a53f0c9 - fixed font selection on intermission screen. 2020-06-06 09:39:14 +02:00
Christoph Oelckers
4746d0c626 - fixed crash with texture upscaling in the software renderer. 2020-06-06 09:24:12 +02:00
Cacodemon345
9bf0f9bbfc Add option to disable SDL joystick support.
This also adds some extra sanity checks to avoid crashes when the joystick isn't initialized.
2020-06-04 17:38:49 +03:00
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
b441b649c4 - fixed some double to float conversion warnings. 2020-06-04 08:05:38 +02:00
Christoph Oelckers
8b91bf9b61 - enabled CVAR descriptions. 2020-06-04 08:04:51 +02:00
Christoph Oelckers
a81becccb0 - Strife dynamic light tweaks by ReaperAA. 2020-06-04 00:19:23 +02:00
Christoph Oelckers
fd3845ce09 - fixed: vertically mirrored textures should not be subjected to empty space optimizations because the algorithm cannot deal with the inverted case. 2020-06-03 22:30:44 +02:00
Christoph Oelckers
87d81656e1 - fixed: the 3D floor processing code in the renderer did not restore the render style after finishing.
Normally this won't be noticable, the only exception is if the last processed 3D floor had additive translucency and colored fog - this case is special because for additive rendering the fog color needs to be disabled.
2020-06-03 21:35:09 +02:00
Christoph Oelckers
720853cff8 - made some changes so that material definitions can properly check automatic layers when determining their material type.
Most importantly this means that any texture with a custom material definition needs to load its automatic layers before applying the definition.
2020-06-03 21:16:36 +02:00
Edoardo Prezioso
8ab6575bd1 - Fixed OpenAL regression with looping sounds with playing length 0.
If such case occurs, the starttime parameter passed to the sound functions is ignored and truncated to 0.
2020-06-03 15:27:50 +02:00
Cacodemon345
e2e47b8d8c Include signal.h if either compiling for macOS or one of the BSD systems 2020-06-03 08:26:28 +02:00
Cacodemon345
392f78dfbc Allow dialogs to be displayed on other Unix-like OSs 2020-06-03 09:17:14 +03:00
Christoph Oelckers
fa54afbd08 - addressed a problem with materials depending on automatically added textures.
This isn't a fix, it just removes a sanity check that really shouldn't be, but thanks of an underspecification of the material definition it was never possible to do this case properly.
2020-06-03 00:16:25 +02:00
Christoph Oelckers
932b2d820d - fixed floorclipping checks for 3D floors.
Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
2020-06-02 23:04:05 +02:00
Christoph Oelckers
c537e5a0b7 - fixed bad ACS translation indexing. 2020-06-02 22:31:04 +02:00
Christoph Oelckers
1279ec081a - Strip out any color escape sequences before setting a window title. 2020-06-02 21:49:53 +02:00
Christoph Oelckers
1881cb45d2 - reject all 0-special lines for activation.
This is to ensure consistency between all callers of this function.
2020-06-02 21:38:55 +02:00
Christoph Oelckers
c48fa818ff - use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
This was apparently overlooked when refactoring the damage system 4 years ago.
2020-06-02 21:24:34 +02:00
Christoph Oelckers
96cf16c923 - fixed: Copying a texture's size must also copy the offset. 2020-06-02 21:23:38 +02:00
Christoph Oelckers
f91958e88d - fixed scale setup for multipatch textures. 2020-06-02 20:38:46 +02:00
Christoph Oelckers
f118cd78bf - fixed missing custom shader setup in cases where a shader got used more than once. 2020-06-02 20:20:18 +02:00
Christoph Oelckers
8f07ab87c8 - make sure that incomplete multipatch textures are technically complete.
They need a valid FTexture backing them and should have their name cleared so that nothing references them by accident.
2020-06-02 20:15:55 +02:00
Christoph Oelckers
8480a390a1 - synced texture sampler setup fixes from Raze. 2020-06-02 11:45:34 +02:00
Christoph Oelckers
83153efcad - refixed translations on Vulkan. 2020-06-02 11:41:49 +02:00
Christoph Oelckers
ff99dfbbc6 Merge branch 'master' of https://github.com/coelckers/gzdoom 2020-05-31 23:38:17 +02:00
Christoph Oelckers
4c11b01588 - backend sync with Raze. 2020-05-31 23:37:11 +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