Christoph Oelckers
e97ec4f167
- Greek characters for Hexen's BigFont
2023-01-24 21:05:56 +01:00
Christoph Oelckers
ebd81ddbef
- fixed bad character indices.
2023-01-24 20:58:51 +01:00
Christoph Oelckers
d7e2a82ded
- Greek characters for Heretic's BigFont
2023-01-24 19:12:15 +01:00
Christoph Oelckers
fe514aa66c
- new characters for Heretic's BigFont.
2023-01-24 18:22:14 +01:00
Christoph Oelckers
8191282831
- more characters for Doom's BigUpper font.
2023-01-24 17:20:40 +01:00
Christoph Oelckers
d0b519926c
- Greek characters for Raven's small font.
2023-01-24 17:04:30 +01:00
Christoph Oelckers
1022fb571a
- renamed a few files.
2023-01-24 16:38:52 +01:00
CandiceJoy
66625a4c6e
Added GitHub CodeSpaces development environment.
2023-01-24 07:19:45 -05:00
Emanuele Disco
faaf938b18
refactor: add some logs to help understand what is happening during soundfont selection.
...
It helps understand what soundfont is currently used
refs: https://github.com/ZDoom/ZMusic/pull/44
2023-01-24 07:19:23 -05:00
Christoph Oelckers
54d9472766
- one more new font character.
2023-01-23 23:49:21 +01:00
Christoph Oelckers
68c2a01f83
- more new font characters.
2023-01-23 17:51:39 +01:00
Ricardo Luís Vaz Silva
b47aa37919
Add missing methods (GetIfExists/CheckValue) to Map pseudo-generics
2023-01-23 17:15:08 +01:00
Christoph Oelckers
33fd8270b1
- text update
2023-01-22 20:19:21 +01:00
Christoph Oelckers
e268a4195c
- cleanup of the Chex Quest small font.
...
This no longer bases its diacritcal characters on Doom's font, it also fills in all characters already present in Doom's small font.
2023-01-21 21:30:19 +01:00
Hugo Locurcio
2fa88aa5a7
Implement antialiasing for automap lines
...
This implements a bruteforce approach for 2D line antialiasing.
It's not perfect by any means, but it seems to do its job well enough.
Since it draws 9 lines instead of 1 line per segment, it's significantly
more expensive but should still be usable on modern hardware (except
on very complex maps).
Automap line antialiasing is disabled by default and can be enabled
with the `am_lineantialiasing 1` cvar.
2023-01-21 11:40:25 -05:00
Ricardo Luís Vaz Silva
a397a93c25
Add Missing Read Barriers to Map Get Functions
2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva
fed2d11be5
Fix iterator invalidation for Map::Get
2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva
698bd251ea
Mark non-modifying map functions as const
2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva
decba68225
Map::GetIfExists and Map::CheckValue
2023-01-21 16:40:47 +01:00
Christoph Oelckers
0b9fdf2d99
- convert characters to Doom patch format.
2023-01-20 23:25:25 +01:00
Ricardo Luís Vaz Silva
ed6384edc6
Add internal
variable support to files outside gzdoom.pk3
2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva
d4e9438273
rename CheckWritable to IsWritable, and invert its output since it's always negated
2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva
da06212134
Add mDefFileNo to Fields
2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva
5ba1e96d29
Add mDefFileNo to Classes/Structs
2023-01-20 22:34:26 +01:00
Boondorl
f6128f0e9e
Fixed global TerrainDef array not being exported correctly
2023-01-20 22:33:12 +01:00
Christoph Oelckers
04fc19c32d
- 4 non-letter characters for Chex.
2023-01-20 21:03:21 +01:00
Christoph Oelckers
bdd2281760
- new characters for Doom's SmallFont and BigFont.
...
This covers all somewhat relevant languages using the Latin alphabet for these two fonts.
2023-01-20 19:43:53 +01:00
Blue Shadow
4c0b5cbb32
- alt HUD: use NewSmallFont
for drawing player's coordinates if ui_generic
is enabled
2023-01-18 18:18:13 +01:00
Rachael Alexanderson
20eb821acb
- indicate in the startup window title when GZDoom is compiled for ARM64 Windows
2023-01-17 02:36:21 -05:00
Rachael Alexanderson
c382fd9f74
Update README.md
2023-01-17 00:55:32 -05:00
Sally Coolatta
45796505de
Fix two different portable names
...
M_GetConfigPath uses GAMENAMELOWERCASE_portable.ini, but IsPortable() checks for GAMENAME_portable.ini. Doesn't have much of an impact on base GZDoom since it's case-insensitive, but can matter for engine forks -- IMO it should just be consistent either way.
2023-01-16 23:22:36 -05:00
Hugo Locurcio
bf39002515
Increase slider precision for mouse sensitivity settings
...
On mice with high DPI settings, low values such as 0.1-0.3 typically
need to be used to get a comfortable effective mouse sensitivity.
2023-01-16 16:54:25 +01:00
Hugo Locurcio
1c45890c5a
Use a slider to allow specifying max FPS with more precision
...
The minimum value was increased from 30 to 35 to reflect the lowest
value you can actually use in `vid_maxfps`. Values lower than 35
are silently clamped to 35.
The maximum value is chosen to cater to the fastest commercially
available display as of writing (500 Hz).
Being able to specify maximum FPS with a more precise slider has
several benefits:
- This adds support for monitors with less common refresh rates
(138 Hz, 165 Hz, ...).
- This adds support for monitors with very high refresh rates
(240 Hz or more).
- This allows catering to variable refresh rate setups with a FPS cap
chosen to avoid V-Sync input lag, while also avoiding tearing.
For example, choosing a FPS cap of 117 on a 120 Hz display will prevent
the display from reaching its maximum refresh rate.
More information: https://blurbusters.com/howto-low-lag-vsync-on/
- The value no longer displays a "Unknown" if customized in the console
using the `vid_maxfps` cvar.
2023-01-16 16:53:59 +01:00
Marisa Heit
258f4b6786
Check all ACS functions for minimum number of arguments.
...
Also fixes SpawnForced not respecting the minimum declared in zspecial.acs. (https://forum.zdoom.org/viewtopic.php?t=77027 )
2023-01-16 16:53:10 +01:00
Boondorl
dd7cb8649f
Exported LinePortals
...
Added helper functions for lines related to portals
2023-01-15 22:01:37 +01:00
Christoph Oelckers
3ea49a66d1
- cleaned up the pitch management in the sound backend.
...
This now treats all pitch methods equally instead of the preferential treatment of Doom's original pitch hack. Most importantly, the sound channel now stores the pitch as a floating point value instead of 9.7 fixed point.
snd_pitched now also gets checked in the sound engine, not the low level interface.
2023-01-15 14:01:37 +01:00
Christoph Oelckers
5b7826f68b
- set lightblendmode to 0 when setting up a 2D viewpoint.
...
2D never uses dynamic lights so this should always be 0 - and eliminates another place in the backend referencing game data.
2023-01-15 09:21:01 +01:00
Christoph Oelckers
34e2e77f9e
- tab cleanup in shader code.
2023-01-15 08:54:54 +01:00
Christoph Oelckers
1561616498
- pass colormap to MakeGoodRemap as parameter.
...
Removes a Doom dependency and avoids double reading of the COLORMAP lump.
2023-01-15 08:34:32 +01:00
Christoph Oelckers
bafd6be342
- removed backend dependencies on game data.
2023-01-15 08:23:26 +01:00
Christoph Oelckers
c8b3d95d6f
- backend update from Raze.
2023-01-15 08:23:26 +01:00
Kevin Caccamo
26518f8660
Fix Y position of characters in monospace fonts
...
The issue was either a typo, or a false assumption that all monospace font characters would be in squares on the sheet. Fixes #1937
2023-01-15 07:41:54 +01:00
Ricardo Luís Vaz Silva
5e464d3e93
expose WallMask and ignore actor, allow disabling Actor Tracing for LineTracer::Trace
2023-01-14 11:33:22 -05:00
inkoalawetrust
458142eb8b
Added flags to SetPlayerProperty.
...
Added all of the missing player cheats to the SetPlayerProperty special.
2023-01-14 11:32:21 -05:00
inkoalawetrust
6f4a29b5e5
Added APROP_WaterDepth.
2023-01-14 11:31:22 -05:00
Major Cooke
aed72f58f3
Converted A_Quake(Ex) intensity parameters from ints to doubles.
2023-01-14 11:30:00 -05:00
Ricardo Luís Vaz Silva
9468ff85a2
Add missing error for mapinfo tonemap
2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva
1ebd4f0d41
Add Tonemap support for Unclamped lighting mode
2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva
8e7897233e
Add Alternate Light Blending Options
2023-01-14 11:29:12 -05:00
Rachael Alexanderson
aa061562cd
- manually reimplement pull request #1850
2023-01-14 11:23:10 -05:00