Hugo Locurcio
80c5b4d37b
Add a cvar to control weapon bobbing while firing
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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
Christoph Oelckers
6444a7535c
- fixed use of Powerup.Strength in PowerInvisibility.
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An integer division made the feature useless.
2020-05-25 16:43:01 +02:00
Rachael Alexanderson
58b3cb0971
Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework
2020-05-18 23:13:37 -04:00
alexey.lysiuk
1fd2ea46d2
- fixed aiming camera that didn't follow target
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https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:00:48 +03:00
alexey.lysiuk
0631670a66
- restored warning about missing aiming camera target
2020-05-18 13:58:22 +03:00
Major Cooke
079e7ee4e9
Enforce the reflective flag as well.
2020-05-10 10:48:32 +02:00
Major Cooke
b70bc2b152
Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring.
2020-05-10 10:48:32 +02:00
Rachael Alexanderson
192882f63a
Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework
2020-05-07 04:32:46 -04:00
Mekboss
4807f4240b
Fix MSVS compile bug and add offset parameter for SprayDecal
2020-05-07 09:35:48 +02:00
Mekboss
0e9ca3c850
Replace function variables to DVector3
2020-05-07 09:35:48 +02:00
Mekboss
ba43244764
Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
2020-05-07 09:35:48 +02:00
alexey.lysiuk
331f3d85d6
- fixed secondary ammo display in strife status bar
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https://forum.zdoom.org/viewtopic.php?t=68315
2020-04-30 16:26:12 +03:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom ( #1068 )
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* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
arookas
6b70cad6e1
Add option to invert mouse x
2020-04-30 08:54:10 +02:00
nashmuhandes
d563b0339c
Apply alpha to the background texture in DrawBar
2020-04-29 21:01:13 -03:00
nashmuhandes
f65a97322e
Add an alpha parameter to StatusBar.DrawBar
2020-04-29 21:01:13 -03:00
Christoph Oelckers
9be63a5093
Merge branch 'master' into texture_rework
2020-04-29 08:04:15 +02:00
Christoph Oelckers
ddef3f7b98
- made video base code game independent
2020-04-28 22:54:53 +02:00
Skepticist
3377486b8e
Added a number of maps that can make use of the MTF_NOCOUNT flag
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All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-27 20:30:37 +02:00
PaulyB
573b2958c6
Added MTF_NOCOUNT to spawn flags
2020-04-27 20:30:37 +02:00
Christoph Oelckers
f8dcb09ff0
- moved postprocessing shaders to their own folder.
2020-04-26 21:22:57 +02:00
Christoph Oelckers
686aa9779d
- moved VR code and IntRect to 'common'
2020-04-26 10:26:29 +02:00
alexey.lysiuk
62d4bbbe65
- restored Wads.GetNumLumps() scripted function
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https://forum.zdoom.org/viewtopic.php?t=68300
2020-04-21 10:07:24 +03:00
Christoph Oelckers
5d49faf190
Merge branch 'master' into texture_rework
2020-04-19 21:15:28 +02:00
Christoph Oelckers
4fb6b7c7d4
- block off the Substitute function by making it private to the 3 classes that really need it.
2020-04-19 21:08:24 +02:00
Christoph Oelckers
0eb68177ca
Merge branch 'master' into texture_rework
2020-04-19 18:07:16 +02:00
Christoph Oelckers
e63871d6f5
- made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
2020-04-19 13:40:21 +02:00
Christoph Oelckers
7c46dace03
- this still doesn't work on Vulkan. :(
2020-04-19 10:57:44 +02:00
Christoph Oelckers
8381092cce
- major shader rework
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* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.
Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
2020-04-19 10:57:43 +02:00
Major Cooke
a56177f178
Begin TICRATE conversion.
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- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
Christoph Oelckers
3454314bb1
- separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks.
2020-04-11 20:20:55 +02:00
Christoph Oelckers
32300f7d26
- use translation slot 0 for reserved content, like font translations.
2020-04-11 20:20:39 +02:00
Christoph Oelckers
80c6d5b276
- renamed more stuff and also moved the Strife teaser voice handling out of the file system.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
30577e8a50
- Text update.
2020-04-11 14:00:07 +02:00
Blue
52f1c8a0d1
Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp
2020-04-08 18:51:38 +02:00
Lucy Phipps
2c1a42ae55
remove gl_texture_usehires since it's unused now
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GLTEXMNU_ENABLEHIRES in language.csv is unused too
2020-04-05 13:22:32 +01:00
Erick Tenorio
b2a17dfdc2
- REQUIEM.WAD fixes ( #1050 )
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Fixes for various maps in the Requiem megawad.
Idgames: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem
2020-04-02 05:35:51 -04:00
nashmuhandes
cb6514cc05
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-23 21:04:59 +01:00
Christoph Oelckers
828cba13a1
- changed translation management so that the fonts also use translation IDs.
2020-03-16 17:23:30 +01:00
Christoph Oelckers
a50a5101bc
- fixed another typo.
2020-03-15 15:56:35 +01:00
Christoph Oelckers
0c04cddd28
- allow specifying full palettes in translation definitions.
2020-03-15 10:22:42 +01:00
nashmuhandes
7a141f3aa3
Add help messages for most of the deprecated stuff in ZScript.
2020-03-14 12:56:03 +02:00
alexey.lysiuk
f46e80e2b4
- fixed FLineTraceData scripting definition
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https://forum.zdoom.org/viewtopic.php?t=67795
2020-03-14 12:51:06 +02:00
Christoph Oelckers
4201c4fbb5
- fixed A_FireCGun.
2020-03-11 19:47:23 +01:00
Christoph Oelckers
a638cfbd6e
- fixed: player_t::GetPSprite cannot guarantee success
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As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 00:56:29 +01:00
Alexander Kromm
3607ffaf66
fix Dictionary and DictionaryIterator memory leaks
2020-03-08 18:46:37 +01:00
Major Cooke
70f9b649aa
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
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- 'current' is true for the actor that is the new body, false for the old body.
2020-03-08 15:29:09 +01:00
Major Cooke
33b343ef31
Added Pre(Un)Morph and Post(Un)Morph functions.
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- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-08 15:29:09 +01:00
Rachael Alexanderson
178cf40428
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-03 22:50:01 -05:00
Rachael Alexanderson
3d3a29979b
- remove addition from deprecated A_PlaySound
2020-03-02 22:15:37 +01:00