Commit Graph

4692 Commits

Author SHA1 Message Date
Magnus Norddahl 6a005e3a2a Switch vulkan backend to use the zvulkan library 2022-12-05 07:49:43 +01:00
Christoph Oelckers 5b3f597438 - text update. 2022-12-04 15:34:47 +01:00
Mitchell Richters 6629944d39 - Make the new scaled angle changes at frame rate opt-in behind new flag `SPF_SCALEDNOLERP`.
* This will still test whether the game needs to lerp and will force `SPF_INTERPOLATE` if needed.
2022-12-04 15:11:17 +01:00
Mitchell Richters 9f9c1eb18a - Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
* As view angles are an offset, there's no reason why these cannot lerp separately.
2022-12-04 15:11:17 +01:00
Ricardo Luís Vaz Silva 8b6a714d41 Map<K,V> and MapIterator<K,V> for ZScript 2022-12-04 15:11:00 +01:00
Christoph Oelckers 1e5e65546d Revert "- add support for not localizing some text functions, and modify menu text fields to use this"
This reverts commit 91d3c4b606.

This completely breaks the menus, so it needs to go.
2022-12-04 08:13:04 +01:00
Ricardo Luís Vaz Silva cd46f97dcc Structified A_SpawnParticle/Ex 2022-12-03 23:54:52 +01:00
Gutawer 91d3c4b606 - add support for not localizing some text functions, and modify menu text fields to use this 2022-12-03 23:30:38 +01:00
Ricardo Luís Vaz Silva f666edc60c Allow Disabling of XY Billboard for Particles 2022-12-03 23:27:46 +01:00
Boondorl 964534f4b0 Added Method For Getting Portal Group Count 2022-12-03 23:27:01 +01:00
Boondorl ad80593cb7 Allow Getting Portal Group Offsets 2022-12-03 23:27:01 +01:00
Ricardo Luís Vaz Silva 58a64e4f5d Remove leftover variable in CustomMessageBox 2022-11-25 00:39:35 +01:00
Boondorl f322792783 Added animation support for OptionMenus
Adds Animated and AnimatedTransition MENUDEF instructions for OptionMenus. Added DontDim and DontBlur MENUDEF instructions for all menus.
2022-11-25 00:39:05 +01:00
Christoph Oelckers 419e593a4c - allow SNDINFO to declare sound mappings by using 'sounda = soundfle'.
This works similar to MAPINFO: The first definition in a file declares the format, all later ones must be the same.
This change in syntax increases robustness significantly because it avoids the problems with the original syntax not being able to detect badly formatted names.
2022-11-24 23:52:51 +01:00
Gutawer 9f0c518be9 - add remaining quaternion function implementations 2022-11-21 07:20:43 +01:00
RaveYard 540f778047 Quaternion structure and math ops 2022-11-21 07:20:43 +01:00
Boondorl d3bcc769f5 Clearscoped getters for map data 2022-11-19 09:16:24 +01:00
Ricardo Luís Vaz Silva 0f7e7744b0 CustomMessageBox Formatting 2022-11-18 07:42:45 +01:00
Ricardo Luís Vaz Silva 724b89bb1d CustomMessageBox 2022-11-18 07:42:45 +01:00
Boondorl ef456a4901 Added PitchTo Function 2022-11-18 07:41:04 +01:00
Christoph Oelckers 29b4418c3a - added 'foreach' loop to ZScript.
Syntax:

foreach(variable : array)
{
}

the variable's type is automatically deducted.
2022-11-15 21:34:45 +01:00
Emile Belanger f41f393e91 GLES: Added IQM bone support. 2022-11-13 21:19:54 +01:00
Boondorl 7517b64aee Updated to Interface Event
Changed SendConsoleEvent to SendInterfaceEvent to make functionality clearer. Added InterfaceProcess virtual to EventHandlers. Added CCMD for sending interface events.
2022-11-13 21:04:38 +01:00
Boondorl b4a8b1278f SendConsoleEvent function for EventHandlers 2022-11-13 21:04:38 +01:00
UnizoneDev a21d0c70e4 Mark the PushSound property as meta 2022-11-13 07:38:07 +01:00
UnizoneDev 9af664d117 Add PushSound property and Slide state
First Commit, hip hip hooray!
2022-11-13 07:38:07 +01:00
Major Cooke 2a9e28d949 Added PS_REPLACE flag for A_SpawnParticle(Ex).
- When used, new particles that spawn when the limit is reached will replace the oldest particle.
2022-11-12 09:13:37 +01:00
Rachael Alexanderson d388d19793 - fix uncaught exception that rarely occurred with the intermission screen that would vm-abort out from any attempt to enter a level 2022-11-12 00:46:43 -05:00
Boondorl fc7bb4a7e6 Exposed LevelLocals' LookupString functionality 2022-11-11 07:32:56 +01:00
Christoph Oelckers dab61709f8 - added a compile option to fully disable the software renderer.
This is mainly for new games which have been designed for hardware rendering.
Note that this does not remove the software renderer's code - all it does is to disable the vid_rendermode CVAR by turning it into a static constant with the value 4.
2022-11-08 11:24:35 +01:00
Christoph Oelckers fdeec5e0a5 - fixed bad index check in CanWipe.
This can be called with index == -1, which should check the first element of the intermission.
2022-11-06 23:23:31 +01:00
Christoph Oelckers 7e10138993 - added characters U-0404 and U-0490 for Ukrainian language support.
A translation was started so ensure it will work.
U-0403 was a mistake but the already finished characters were added anyway.
2022-11-06 14:55:30 +01:00
Christoph Oelckers 2207c4ebf8 - we have no coronas for the time being. 2022-11-05 13:23:28 +01:00
Christoph Oelckers a7c54579f6 - language update. 2022-11-05 13:22:41 +01:00
Christoph Oelckers 72aa6fe3b8 - did some cleanup on p_mobj.cpp
* deleting some unused code
* turned several class methods into static local functions in cases where they never were used outside this file.
* inlined the dangerous assignment operator in the only place where it was used.
2022-11-05 12:00:43 +01:00
Christoph Oelckers d4df121053 - added target check to A_MaulerTorpedoWave. 2022-11-05 10:22:19 +01:00
Christoph Oelckers 435e7dddcd - fixed: P_SpawnMapThing may not call playsim code.
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
2022-11-05 09:43:06 +01:00
Ricardo Luís Vaz Silva 7d81417829 Particle Rolling 2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva b6202ffc4c Add Textured Particles 2022-11-01 21:25:31 +01:00
Ed the Bat 9bbf65df36 Add GFF_NOEXTCHANGE to Phasing Zorcher flash
The Plasma Rifle does not light the player's sprite, so we must assume the Phasing Zorcher also should not.
2022-11-01 16:46:19 +01:00
Shiny Metagross f7c3615d3b IQM Refactor Milestone
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross 28444d4cfd Bone manipulation start
- Bone manipulation is largely finished, but I need to figure out how to multiply quaternions
2022-10-31 11:34:55 +01:00
Christoph Oelckers 7f99c61f24 - removed softpoly setting from the menu 2022-10-27 18:09:19 +02:00
Christoph Oelckers 6eab875ec2 - added option to show hub and episode names on the alt HUD.
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 70df444660 - Backend update from Raze
* fix for serializing vector arrays.
* a few adjustments for asan on Windows.
* NOMUSICCUTOFF flag for movie player.
* a bit of cleanup.
2022-10-20 20:12:06 +02:00
Christoph Oelckers 55402ff734 - added 'rebuildnodes' for tnt2fix2.wad map01 2022-10-20 17:12:43 +02:00
nashmuhandes 80a31b074d Disable coronas for now 2022-10-19 22:52:27 +02:00
inkoalawetrust ea8e3da672 Updated constants.zs. 2022-10-19 22:50:50 +02:00
inkoalawetrust 05a5a4be51 Added the QF_GROUNDONLY flag.
The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
2022-10-19 22:50:50 +02:00
Shiny Metagross 7972afc350 Revert "Before moving boneSelector from unsigned complete"
This reverts commit 8f2b8fa878.
2022-10-19 22:48:57 +02:00
Shiny Metagross ee7c467a17 Before moving boneSelector from unsigned complete
- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
2022-10-19 22:48:57 +02:00
Shiny Metagross cd4345373d Fixed improper casting
- Made a mistake on the casting in the shader that only worked for Intel
2022-10-19 22:48:57 +02:00
Shiny Metagross a8bab6a21d Intel fix
- GZDoom can launch for Intel users - IQMs work for Intel too
2022-10-19 22:48:57 +02:00
Shiny Metagross 5670e6f54c Some of the to-dos
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
2022-10-19 22:48:57 +02:00
Shiny Metagross 08f520f1c6 IQM Support Implemented
More info to come
2022-10-19 22:48:57 +02:00
Christoph Oelckers dbd6a9dea1 - fixed DrawLine commands by giving them a consistent floating point interface. 2022-10-19 20:39:41 +02:00
Rachael Alexanderson c2373fed99 - heretic: e2m7 - missing texture 2022-10-17 15:48:50 -04:00
Magnus Norddahl 37039721bd Fix washed out colors in Vulkan HDR mode 2022-10-11 00:10:02 +02:00
Christoph Oelckers 08f66585b7 - un-deprecated the integer MSTime variant.
Due to undefined downconversion rules from double to int, there is no way to safely downcast the return from MSTimef, meaning the function is completely useless for retrieving integral time stamps.
The old version is essential for these cases and must be kept around.
2022-10-09 13:42:51 +02:00
Christoph Oelckers 519005ff4d - snd_reset cannot be shared. 2022-10-02 20:22:23 +02:00
Player701 78360c1888 - Exported GetDisplayTopOffset for font characters to ZScript 2022-09-30 10:07:41 +02:00
Christoph Oelckers 1b762474f0 - added missing obituary for Strife's turret. 2022-09-28 07:56:19 +02:00
inkoalawetrust 69b9f107f0 Added support for BLOCKLANDMONSTERS in Line_SetBlocking.
This PR was written by MrRaveYard
2022-09-28 07:56:12 +02:00
ZZYZX a4a4e4e9f9 Fix planeval; add direct sector slope manipulation 2022-09-20 15:08:02 -04:00
ZZYZX f049421831 Modify to have one GetVertexZ rather than IsVertexZSet / GetVertexZ 2022-09-20 15:08:02 -04:00
ZZYZX a58acfc625 Add vertex height manipulation functions to LevelPostProcessor 2022-09-20 15:08:02 -04:00
nashmuhandes 7ce364bf0f Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch 2022-09-15 20:41:16 -04:00
Rachael Alexanderson ca6a2152b9 - add freezetics actor property 2022-09-03 17:58:16 -04:00
Rachael Alexanderson 8468f712e0 - fix arti teleport and arti teleother not respecting useplayerstartz mapflag 2022-08-26 04:11:29 -04:00
Christoph Oelckers 283c5d688c Merge branch 'master' of https://github.com/coelckers/gzdoom 2022-08-11 22:39:53 +02:00
nashmuhandes 50d16c75d9 Add corona actor 2022-08-11 20:38:24 +08:00
Rachael Alexanderson f2df781b76 - add menu entries 2022-08-10 13:10:13 -04:00
Christoph Oelckers 362b41be1a - use consistent index types for array function return values. 2022-08-05 21:16:20 +02:00
Marisa the Magician 931211b9db Export FindLumpFullName to ZScript. 2022-08-05 20:25:02 +02:00
Christoph Oelckers 3563c99ead - made adjustments for proper int type promotion to allow internal ZScript to compile with it on.
* Emit a warning when relational comparisons are made between signed and unsigned ints.
* Handle shift operators so that they do not fail for constant definitions.
* changed return type of Array::Size() to signed int as most code out there is using it this way and would otherwise drown in warnings.
* fixed a few deprecation warnings.
2022-08-03 10:26:29 +02:00
Alexander Kromm 46d9564507 localize "Unknown" option menu string 2022-07-30 17:54:19 +02:00
Magnus Norddahl e2778ba442 Move TexMan.GetCanvas and GetTextureCanvas to common 2022-07-25 18:50:16 +02:00
Magnus Norddahl bb503950df Add canvastexture definition to animdefs.
Split canvas texture rendering from camera texture rendering.
2022-07-25 18:50:16 +02:00
Magnus Norddahl 0049fea8d6 Add missing DrawText binding 2022-07-25 18:50:16 +02:00
Magnus Norddahl 4f0b02b396 Add a 2d drawer to canvas textures 2022-07-25 18:50:16 +02:00
Shiny Metagross 9ab6557822 A_ChangeModel now has generatorIndex
- To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
- Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.
2022-07-22 17:11:59 +02:00
Shiny Metagross 69ee1eb0a2 Surfaceskin modification
- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
2022-07-22 17:11:59 +02:00
Shiny Metagross ec3d81a34f More fixes
- Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
- Added CMDL_HIDEMODEL flag. This makes a model index invisible.
2022-07-22 17:11:59 +02:00
Shiny Metagross e827e9b086 TArrays to TObjPtr
- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross 5abadd3aab A_ChangeModeldef
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
Rachael Alexanderson f4f701a45c - add longsavemessages to simple menu. set longsavemessages default to false. 2022-07-21 13:22:52 -04:00
Gutawer 937c22ff14
- add a method for filling a shape2d instead of using a texture (#1661)
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-07-16 14:57:22 +02:00
Gutawer ee0d90a983
- add stencil buffer support for 2d drawing (#1660)
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-07-16 14:56:28 +02:00
Gutawer 1e27fac288 - add a system for setting all of 2D drawing's transform, not just shapes 2022-07-16 14:53:07 +02:00
nashmuhandes c6ae73d6d2 - Expose ConsoleState to scripts
- Make ConsoleState uint8_t sized
2022-07-16 14:38:47 +02:00
Christoph Oelckers d310487ad4 - text update 2022-07-15 08:48:18 +02:00
Christoph Oelckers ef8dd4d01e - fixed and consolidated artifact check in cheat code. 2022-07-15 07:56:22 +02:00
Christoph Oelckers a952d0f36a -let A_FireProjectile pass through the second return value of SpawnPlayerMissile. 2022-07-14 07:59:52 +02:00
Christoph Oelckers e1c458ab2f - fixed PoisonCloud's looping animation count. 2022-07-14 07:54:19 +02:00
Christoph Oelckers b719ab53f8 - weapons are not artifacts. 2022-07-14 00:12:20 +02:00
Christoph Oelckers a847dacaaa - fix scale members in actor.zs 2022-07-12 16:56:56 +02:00
Christoph Oelckers ac0a68c7ca - removed the duplicate EPrintLevel definition. 2022-07-11 19:40:58 +02:00
Ricardo Luís Vaz Silva 365131e1e3 rename PrintString to PrintfEx and make it a vararg function 2022-07-11 19:35:51 +02:00
Ricardo Luís Vaz Silva 03c8da8a44 Expose Print Flags to ZScript 2022-07-11 19:35:51 +02:00
Christoph Oelckers aae1d1439a - reverted AActor::scale to a DVector2.
This was causing comparison precision issues with existing script code.
2022-07-11 12:20:34 +02:00
Rachael Alexanderson fae4166fae - add a few njdoom maps to the rebuildnodes comptibility block 2022-07-07 08:59:13 -04:00
Christoph Oelckers a4aca9bd9c - force node rebuild for Plutonia MAP25. 2022-07-02 10:30:03 +02:00
Christoph Oelckers abaa0f2178 - ENDOOM is not Windows only anymore. 2022-06-29 10:12:55 +02:00
Christoph Oelckers 5cf6a5ab1a - text update 2022-06-29 08:36:01 +02:00
Rachael Alexanderson 00af521846 - add a few maps to the rebuildnodes compatibility block 2022-06-28 22:32:42 -04:00
Magnus Norddahl 0f08a0f511 Re-enable ray query in the shader 2022-06-22 07:55:19 +02:00
Magnus Norddahl 5cc21c5a4a Upgrade glslang to 11.10.0 2022-06-22 07:55:19 +02:00
Magnus Norddahl 821bd3b460 Adjust some init/deinit code and rename some things 2022-06-22 07:55:19 +02:00
Magnus Norddahl 0c1aab074c Hook up the acceleration structure to the shader and start shooting some rays! 2022-06-22 07:55:19 +02:00
Christoph Oelckers 2397b9c117 - missed a ZScript declaration. 2022-06-16 08:23:09 +02:00
RaveYard f9bf6f9311 Implement FVector ZScript for Actor Scale 2022-06-12 17:57:44 +02:00
Blue Shadow d862bf4347 - added FailSound property to PuzzleItem 2022-06-12 17:26:18 +02:00
Rachael Alexanderson f1dec835d7 - add `i_pauseinbackground` to the menu. note: please pull the language file for this 2022-06-09 04:13:55 -04:00
Christoph Oelckers eb56eb380e - reinstated con_scale. 2022-06-08 16:42:32 +02:00
Christoph Oelckers 71ce8aa79a - block wipes when streaming movies are playing.
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 c62e14d2c1 - Backend update from Raze
Mostly cleanup and better separation of game/backend concerns.
2022-06-06 12:09:29 +02:00
Christoph Oelckers a59436c4c2 - fixed auto-scaling for console. 2022-06-05 12:34:22 +02:00
Christoph Oelckers e619e40f92 - text update. 2022-06-03 23:56:08 +02:00
Player701 b91f87e4ed - Rebuild nodes for 1024.wad MAP02 to fix invisible obstacle near the exit area 2022-06-03 19:43:50 +02:00
Alexander Kromm ea007f56f2 fix scrolling when selecting item by key 2022-06-02 19:49:39 +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
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 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
Kevin Caccamo 6f4f38a34b Initial work on documenting ZScript intrinsics 2022-05-31 09:51:24 +02:00
Major Cooke 31fa78d7c9 Added the following GL Light flags:
- `DontLightOthers`: Acts as the inverse of `DontLightSelf`, where it won't light actors that aren't the owner.
- `DontLightMap`: The light doesn't affect the map.
2022-05-31 09:12:59 +02:00
Rachael Alexanderson 0c3840fe62 - remove m_filter from the menu as well 2022-05-29 17:58:06 +02:00
Christoph Oelckers 0a6cd28af9 - removed leftover debug message 2022-05-24 00:05:44 +02:00
Christoph Oelckers 7ba2585490 - exclude keys from ‚artifact‘ cheats 2022-05-24 00:01:51 +02:00
Rachael Alexanderson f87c7b538a - add `sv_ammofactor` to change the skill adjustment for ammo 2022-05-18 15:09:13 -04:00
Christoph Oelckers e639030276 - fixed music in intermissions.
The starting of the first screen's music must be delayed until the playback of this screen actually starts.
Since the controller objects are created up front it cannot be done in the Init() method anymore.
2022-05-11 09:06:57 +02:00
Christoph Oelckers 9963b5a57f - fixed mouse coordinate checks for Strife conversations
ypositions needs one entry per response, not one per line.
2022-05-09 00:11:53 +02:00
Christoph Oelckers 4b5431a81d - fixed radius of BossBrain actor 2022-05-09 00:00:28 +02:00
Rachael Alexanderson 7652fd7ee0 Revert "- model normals fix"
This worked in some instances but it also broke attenuated lights in other instances, and also caused the shaders to fail to compile on Mac.

This reverts commit 679518f8e5.
2022-05-08 07:07:54 -04:00
Major Cooke 9dea7cbaf9 Added QF_3D flag for quakes. When used, the quake thinker will perform a 3D distance check instead of 2D. 2022-05-08 07:52:07 +02:00
Christoph Oelckers c12c4444e4 - removed compat_soundcutoff from the menu
Handling for this was removed 14 years ago when ZDoom transitioned to FModEx 4.x
2022-05-06 10:11:48 +02:00
Christoph Oelckers 517e803b3e - activate Hungarian in the menu 2022-05-05 07:51:20 +02:00
Christoph Oelckers a8acbced42 - text update for enabling Hungarian translation. 2022-05-04 14:14:50 +02:00
Marisa Kirisame 6e544a1d41 Fix co-op softlock in Heretic E4M8 due to multiplayer teleporter. 2022-05-04 05:50:48 -04:00
Rachael Alexanderson 679518f8e5 - model normals fix 2022-05-03 23:39:40 -04:00
Christoph Oelckers 7832ada2fc - use the hex font for the Heretic/Endoom text screens. 2022-05-01 13:41:03 +02:00
Christoph Oelckers 8381ec6c71 - added missing BLOCKF_ flags for ZScript. 2022-04-29 01:14:55 +02:00
Christoph Oelckers bd885977e8 - added MSTimef script function
This also deprecates MSTime due to value range / overflow issues.
2022-04-29 00:47:06 +02:00
Christoph Oelckers c855ed90ea - made friendlyseeblocks writable.
There’s really no need for this to be read-only.
2022-04-29 00:33:42 +02:00
Christoph Oelckers c83344f5c2 - removed all remains of the corpsegibs flag and made vileghosts interactive
Ghosts are still off by default, but they will now be enabled when selecting the vanilla (strict) compatibility mode.
2022-04-29 00:28:34 +02:00
Christoph Oelckers ee109e0bd5 - we do not need ‚corpsegibs‘. in compatibility.txt anymore. 2022-04-29 00:25:41 +02:00
Christoph Oelckers 519ecbe8eb - added Get/SetAmmoCapacity ZScript functions 2022-04-29 00:12:51 +02:00
Christoph Oelckers 9b0b44d83b - proper handling for running an end-of-game intermission. 2022-04-27 10:53:07 +02:00
Christoph Oelckers ce59b47e93 - make StatusScreen inherit directly from ScreenJob 2022-04-26 20:50:37 +02:00
Christoph Oelckers 0de3ff81e1 - add wipe transition support to the screenjob runner. 2022-04-26 20:50:37 +02:00
Christoph Oelckers 7b59293995 - properly deal with 'gototitle'. 2022-04-26 20:50:36 +02:00
Christoph Oelckers 082daccd2d - summary screen is working again
minus the initial wipe…
2022-04-26 20:50:36 +02:00
Christoph Oelckers 336c45aaa4 - SCreenjob fixes
Still doesn’r show anything but we got it all set up now.
2022-04-26 20:50:35 +02:00
Christoph Oelckers 1bb750c061 Screenjob WIP stuff 2022-04-26 20:50:35 +02:00
Christoph Oelckers 0d23db5b4a - wrapper classes to run existing intermissions and status screens as screenjobs. 2022-04-26 20:50:35 +02:00
Christoph Oelckers e5baef837a - text screen helper stuff for cutscene system. 2022-04-26 20:50:34 +02:00
Christoph Oelckers 933fa62782 - added the script side core module for the cutscene system. 2022-04-26 20:50:34 +02:00
Christoph Oelckers 339419240c - added compat_nombf21 for cchest2.wad, map 19. 2022-04-25 20:52:24 +02:00
Christoph Oelckers a491085822 - added missing range check for scrolling down an option menu with the mouse wheel. 2022-04-18 00:09:38 +02:00
Christoph Oelckers 05260d8e8a - don't let "give weapons" hand out abstract weapons. 2022-04-16 22:19:38 +02:00
Christoph Oelckers d24f41a595 - Remain 3, MAP11 also needs compat_nombf21. 2022-04-15 23:20:37 +02:00
Christoph Oelckers 446a24d095 - added nombf21 compat setting for Heroes Tales MAP31 2022-04-15 23:01:58 +02:00
Emile Belanger 3724f8a67c GLES: Fix blend flags 2022-04-15 21:06:27 +02:00
Christoph Oelckers 8b1d671f6b - fixed y-offsets of bal7scr* decal images. 2022-04-13 08:10:20 +02:00
Rachael Alexanderson 36245ae598 - allow artifacts that do not automatically activate to be given by the 'give artifacts' cheat 2022-04-11 15:59:20 -04:00
Lippeth af957b438a reverted language change 2022-04-09 22:46:20 +02:00
Lippeth 9de7721e62 reverted language change 2022-04-09 22:46:20 +02:00
Lippeth 7830033722 - added vertical bullet spread relative to ssg 2022-04-09 22:46:20 +02:00
Emanuele Disco 71dedf6c87 Fixed GUS Emulation with DMXGUS(C) lump conf.
- changed default value for midi_config to empty string since gus is not working with sf2 file
- fixed SetupDMXGUS not loading lump correctly, wrong use of CheckNumForFullName
- midi_config default to empty string, since lzdoom.sf2 doesn't seem supported (distorted sound)
- added absolute paths to FZipPatReader so we can add custom patches to resource files by using gus_patchdir and/or ULTRADIR variable (some custom maps has custom patches that can be added this way without putting them inside the resource file or in the same folder of the configuration file)
- set timidity_reverb_level min value to 0 in menudef.txt, set to 9 by mistake?
2022-04-09 22:45:31 +02:00
Gibbon 4d3f767f47 typo 'Yea' instead of 'Yes' 2022-04-02 19:21:37 +02:00
RaveYard 196d2efc86 Add CHF_DONTIDLE for A_Chase 2022-03-23 21:51:35 +01:00
Christoph Oelckers a685754abf - added a time widget to the level stats display on the alt HUD, similar to how Raze does it. 2022-03-22 08:35:18 +01:00
Christoph Oelckers c98c93914d - text update 2022-03-18 18:17:02 +01:00
Rachael Alexanderson 6cc03aba16 - add gl_satformula == 2 - an optional 'more accurate' desaturation 2022-03-16 13:33:29 -04:00
Christoph Oelckers a20d519488 - text update. 2022-03-09 22:16:53 +01:00
Rachael Alexanderson a245e4faad - remove default lost soul translucency 2022-03-08 10:57:48 -05:00
Rachael Alexanderson 36629d2f80 - revert the previous two commits for now - needs further optimization and testing 2022-02-23 06:00:14 -05:00
Major Cooke 992141d8e3 Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds. 2022-02-23 05:20:09 -05:00
Major Cooke bb862098ea Added CanCrossLine virtual for actors.
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-02-23 05:20:09 -05:00
Major Cooke 421c40e929 Replaced GetTerrainDef with the global Terrains array. 2022-02-22 19:35:50 +01:00
Major Cooke 8a61badcad Removed some residuals. 2022-02-22 19:35:50 +01:00
Major Cooke 579c4152d2 Added GetTerrainDef and Sector variant of GetFloorTerrain.
- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
2022-02-22 19:35:50 +01:00
Rachael Alexanderson c926b7533f - play both land and grunt sound if not the same, even if grunted (emulates pre-virtual behavior) 2022-02-17 01:36:38 -05:00
Christoph Oelckers e6184ccb96 - silence some warnings. 2022-02-14 20:05:42 +01:00
Christoph Oelckers c48de5d8d3 - added a 'no MBF21' compatibility flag.
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +01:00
Rachael Alexanderson 64ee08d80b - fix: player landing sound was not properly playing, error in morph logic check 2022-02-14 10:17:52 -05:00
Rachael Alexanderson add4ff12ac - virtualize player landing on thing sound 2022-02-14 08:07:10 +01:00
Emile Belanger 5939f1947f Fix func_paletted.fp to use alpha channel for index. This was needed due to GLES renderer change from Raze 2022-02-10 23:46:23 +01:00
Emile Belanger 93b62d4f15 Fix Texture Mode 7 shader compilation bug 2022-02-10 23:46:23 +01:00
Rachael Alexanderson 410c35b942 Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom 2022-01-24 12:30:59 -05:00
emily 20d16381f8 Add TexMan.SetCameraTextureAspectRatio
Allows ZScript to change the aspect ratio of a camera texture.
2022-01-24 12:18:55 -05:00
Major Cooke 4e8d59951b Added `A_SetViewPos(Vector3 Offset, int Flags = -1)`
- Offset: The offset from the actor's view to move the camera about.
 - Flags: (Default is -1, which means don't change flags)
  - VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
  - VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!

Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.

**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Xaser Acheron bfb79e5b32 Merge branch 'master' into feature_weaponscale 2022-01-23 20:01:59 -06:00
Xaser Acheron e9c86017e4 apply WeaponScaleX/Y to all PSprites on a weapon 2022-01-23 19:59:06 -06:00
nashmuhandes db92e63e22 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-22 18:06:05 +08:00
Rachael Alexanderson 2ab4539d40 - fix logic error with shader compatibility layer 2022-01-21 16:40:04 -05:00
nashmuhandes f79bbed130 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-20 14:19:45 +08:00
Xaser Acheron 0d8d4a2ad7 fix mbf21 A_FindTracer fov cone being twice as big as intended 2022-01-18 08:06:29 +01:00
Xaser Acheron efbb31fa39 add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy 2022-01-18 08:06:29 +01:00
Xaser Acheron 40a5c4c1c5 fix mbf21 A_SeekTracer not working (arg type shenanigans) 2022-01-18 08:06:29 +01:00
Xaser Acheron a4b124bff8 fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set 2022-01-18 08:06:29 +01:00
Xaser Acheron cf04ebb774 fix MBF21 A_WeaponProjectile spawn position 2022-01-18 08:06:29 +01:00
Christoph Oelckers 84458ddb9f - redid postprocessing shader interface to be free of the player dependency.
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
nashmuhandes 57112742fe Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
# Conflicts:
#	src/common/rendering/gl/gl_shader.cpp
#	src/common/rendering/hwrenderer/data/buffers.h
#	src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers be103bd9dc - fixed: the powerup item for respawn invulnerability was never given to the player. 2022-01-07 00:39:22 +01:00
Christoph Oelckers 32de663210 - fixed MBF21's A_SeekTracer.
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Rachael Alexanderson e6403197eb - drop yet another option from the simple mouse menu 2022-01-05 12:17:28 -05:00
Rachael Alexanderson 68d4c3f19c - drop more options from the simple mouse menu 2022-01-05 12:13:48 -05:00
Rachael Alexanderson ea9d945ff3 - create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning 2022-01-05 11:10:28 -05:00
drfrag 2945e10a0e - More wrong tracer flags in ActorMover. 2021-12-24 16:37:58 +01:00
drfrag 395b5695ad - Fixed: ActorMover was not changing its tracer's flags. 2021-12-23 21:28:27 +01:00
Player701 2ce5b49cab - Exported the "paused" global variable to ZScript 2021-12-06 16:26:34 +01:00
Rachael Alexanderson 4db7a20f7a - apply clearscope to `ApplyDamageFactor` as well 2021-11-18 21:29:08 -05:00
Xaser Acheron 0b93aef776 add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites 2021-11-14 23:21:07 -06:00
nashmuhandes 879c514120 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-14 22:01:03 +08:00
Rachael Alexanderson 01b825b181 - apply clearscope for ApplyDamageFactor - https://forum.zdoom.org/viewtopic.php?f=15&t=73830 2021-11-13 11:07:42 -05:00
nashmuhandes 9b853dd275 - Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes 1b95f2515b Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-10 19:57:49 +08:00
nashmuhandes c2b3600981 Add a render style parameter to Screen.Dim 2021-10-29 21:08:32 +02:00
nashmuhandes 5c20a5918e Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2 2021-10-20 21:59:37 +08:00
Marisa Kirisame 58e66f4805 ReadThisMenu / MenuDelegate overriding. 2021-10-19 11:43:27 +02:00
Christoph Oelckers 8149c3e936 - text update. 2021-10-16 21:52:36 +02:00
nashmuhandes 12c509cc46 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-17 03:42:15 +08:00
Marisa Kirisame 95b8629fe0 Allow customization of pause screen. 2021-10-16 11:33:30 +02:00
Marisa Kirisame d5ad8b28ec PreTravelled virtual for player and inventory. 2021-10-15 17:37:19 +02:00
Marisa Kirisame bc75dc056e Compat patch for misplaced items in Hexen MAP08. 2021-10-14 21:35:32 +02:00
nashmuhandes 96383792fa Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-14 12:20:42 +08:00
Hugo Locurcio d0975467f5 Add cvars to control automap line alpha and thickness
This can be used to improve automap readability on high-resolution
displays.

Some automap options in the menu were reordered to follow a more
logical order.
2021-10-11 22:30:31 +02:00
Marisa Kirisame 7c591cd0e9 Allow map markers to scale relative to automap zoom. 2021-10-08 16:03:51 +02:00
nashmuhandes 82a3036429 Set the ZDRay-specific things to not spawn in the MAPINFO 2021-10-05 18:17:28 +08:00
nashmuhandes 52004f36b4 Add sunlight actor for ZDRay 2021-10-05 18:09:00 +08:00
nashmuhandes d35cd9549f Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-05 12:53:05 +08:00
Christoph Oelckers 3c961a2aa2 - avoid multiple Dehacked mappings to the same function.
Due to some MBF21 related changes these would cause interference.
Instead the two affected functions, A_NailBomb and A_RadiusDamage are now separate script functions that just call A_Explode with the correct parameters.
2021-10-03 18:16:37 +02:00
Christoph Oelckers 6e9e75c02c - disallow changing the line spacing for option menus.
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Marisa Kirisame 457f7c31c3 Allow WorldUnloaded events to know the next map name (if any). 2021-10-01 20:18:36 +02:00
Blue Shadow f517d33ecf - fixed A_Punch having a short attack range (take 2).
The previous attempt to fix this did so partially; the range was fixed for AimLineAttack, but not for LineAttack, too.
2021-10-01 20:13:51 +02:00
nashmuhandes 70b72a2157 - Recognize the new lightmap UDMF keywords
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes ae50fcdf8b Don't let LightProbes spawn in the world. We don't want unnecessary actors ticking in the map. 2021-09-29 17:00:10 +08:00
nashmuhandes ff3cdb7e56 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-09-27 07:32:30 +08:00
nashmuhandes e74b338b79 - Gave the light probes NOINTERACTION to decrease ticking costs and also to stop it from falling to the ground - useful to debug mid-air light probes
- Changed the light probe sprite to better match the actor size
2021-09-26 02:10:12 +08:00
nashmuhandes b3a2b9b2a5 Adjust the light probe assets to better aid debugging 2021-09-26 01:20:10 +08:00
nashmuhandes d2b8f1aaff Add light probe actor 2021-09-25 12:00:25 +08:00
Magnus Norddahl 604c4ff8e0 Fix vertex layout locations and add lightmap to vulkan shader 2021-09-24 16:21:23 +02:00
Blue Shadow 3b31dda6b8 - resolved a VM abort upon morphing while the tome of power is active 2021-09-24 13:34:35 +02:00
nashmuhandes 2f8cff90b6 - Add lightmaps to the main shader (currently only OpenGL)
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers 7ce5bb4861 - re-enable light attenuation. 2021-09-22 12:14:29 +02:00
Christoph Oelckers 0db7a6206b - fixed shader compilation. 2021-09-21 21:07:46 +02:00
Christoph Oelckers 6c12a8de12 - properly track whether some action in the current frame may have triggered a dynamic light activation. 2021-09-21 20:31:43 +02:00
Christoph Oelckers da806b354d - cleanup of the revised y-clamping feature.
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger 76875f0a3c Fix spot lights for GLES 2021-09-20 18:12:20 -04:00
Emile Belanger c20cb92961 Removed unused GLES shader files 2021-09-20 18:12:20 -04:00
Christoph Oelckers 2fd8113576 - text update. 2021-09-19 16:12:40 +02:00
Christoph Oelckers fc2818b195 - menu system update from Raze for better control of animated menus. 2021-09-18 12:19:35 +02:00
Christoph Oelckers a6819bfe62 - use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
A new command, "screensize", has been added to allow setting it explicitly, and this has been used for all the stock animations.
2021-09-18 09:19:34 +02:00
Christoph Oelckers 914b54ffd5 - fix compatibility handler for KDiZD's Z1M3.
The sector needs both tags - the original 83 for the deep water effect, plus 82 for the fade, to render and act correctly.
2021-09-17 23:35:03 +02:00
Christoph Oelckers 08baad6e21 - fixed melee attack disance being off after adding MBF21 support. 2021-09-17 22:59:30 +02:00
Christoph Oelckers 67958833b7 Merge branch 'gles2_merge' 2021-09-17 21:22:41 +02:00
Christoph Oelckers 918e9e9b0d - fixed texture clamping for elements that are partially behind a slope.
This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers fdf879167c - fixed bad parameter order in MinoraurSlam. 2021-09-16 07:45:09 +02:00
Christoph Oelckers b8d61a38a9 - partial text update. 2021-09-15 18:48:03 +02:00
Christoph Oelckers 17638426b9 - removed the redundant gl_render_precise CVAR.
The menu now uses gl_seamless directly without the redirection.
2021-09-14 19:49:42 +02:00
Christoph Oelckers c7db3875e1 - fixed: colors from brightmaps and glowmaps need to be desaturated. 2021-09-14 19:49:41 +02:00
Christoph Oelckers e1a5f61f8c - fixed: shaders with NO_LAYERS defined may not apply brightmap and glowmap.
These are undefined for such fragments.
2021-09-14 19:49:41 +02:00
Christoph Oelckers 9aeb78ae97 - marked several invisible controller things to not show on the automap with the scanner powerup.
am_cheat will still show them.
2021-09-12 13:18:40 +02:00
Christoph Oelckers 78566c0d52 - replaces "BS" and "ED" on the on-screen keyboards with the symbols normally found on the keyboard for these actions. 2021-09-09 14:00:00 +02:00
Alexander Kromm 3102640210 fix options search when menus are defined recursively 2021-09-03 19:40:55 +02:00
Rachael Alexanderson 2096fefcee Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-18 12:31:47 -04:00
nashmuhandes d64dd1f631 Add FOV slider to the display options menu 2021-08-14 09:04:02 +02:00
Rachael Alexanderson 92a3731f20 Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-13 08:11:58 -04:00
Christoph Oelckers 73f73cdf7c - added a null check to CheckWeaponChange. 2021-08-12 20:28:04 +02:00
Christoph Oelckers f9f48c4a95 - replaced the alt HUD's index font with a sheet based variant.
Mainly to correct an error in the '1' glyph.
2021-08-12 20:07:04 +02:00
Christoph Oelckers 99c66071fb - use original menu spacing for skill and episode menus if all elements are patches. 2021-08-10 21:08:26 +02:00
Christoph Oelckers 55520ed7d0 - fixed exploding barrel animation duration. 2021-08-10 18:57:31 +02:00
Christoph Oelckers 8747145c97 - dim depleted inventory items in all games, not just Strife. 2021-08-10 18:46:23 +02:00
Christoph Oelckers 39513cf7ae Revert "- eliminate an unexpected slow path in the fragment shader."
This reverts commit cd5aa65fda.

This does not work as expected, needs more investigation.
2021-08-09 20:31:21 +02:00
Christoph Oelckers cd5aa65fda - eliminate an unexpected slow path in the fragment shader.
Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time.
Changed to check the actual lightmode value, which re-enables the fast path again.
2021-08-09 19:50:45 +02:00
Christoph Oelckers 28f2d36732 - removed declaration for Screen.GetTextScreenSize.
This function does not exist in GZDoom.
2021-08-04 08:00:49 +02:00
Christoph Oelckers 441cd0796f - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
Christoph Oelckers c1a8776a15 - updated common code from screenjob branch.
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Major Cooke e91485c50c Added GetString/Int/Double/Object(UI) functions to Service.
- These functions serve to deprecate (UI)Get and allow for reducing string translations, as well as passing in objects for maximum flexibility.
2021-07-27 16:26:39 +03:00
Rachael Alexanderson a4c8fbcc50 - language update 2021-07-25 07:49:24 -04:00
alexey.lysiuk 411b4976c0
- fixed EBlastFlags enum definition 2021-07-21 15:44:07 +03:00
Kaelan 65d9d83ddd Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast
Adds 'BF_ONLYVISIBLETHINGS' flag to A_Blast, and enables A_Blast to only affect actors that have a line of sight to calling actor.
2021-07-21 06:48:50 -04:00
Rachael Alexanderson 250fac5b7e - add player setup to simple options menu 2021-07-09 07:50:26 -04:00
alexey.lysiuk ddd6970549
- fixed dehacked codepointer aliases
https://forum.zdoom.org/viewtopic.php?t=72747
2021-07-09 12:45:58 +03:00
Christoph Oelckers 15a0baadd6 - fixed ZScript compilation. 2021-07-08 10:04:47 +02:00