Commit Graph

8536 Commits

Author SHA1 Message Date
Christoph Oelckers 66006a5c14 - use an FString to handle the new message. 2016-07-28 08:54:51 +02:00
yqco 58a6d7df1f Added optional prompt argument to MENUDEF's SafeCommand 2016-07-28 08:41:55 +02:00
MajorCooke 3d9591229e Added A_CopySpriteFrame(from, to, flags)..
- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
2016-07-28 08:39:32 +02:00
Jordon Moss c0eb8f3b96 Added KILL Script type and associated flags and GameInfo keyword.
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
MajorCooke 1322ef2449 Renamed NODEATHJUMP to NODEATHDESELECT. 2016-07-28 08:29:47 +02:00
Leonard2 797f3aec0a Added a weapon flag to ignore a player's input when dead
The reason this is not set by default is because before that anyone could call A_WeaponReady within their Deselect state which would have allowed players to fire even when dead
2016-07-28 08:29:46 +02:00
Leonard2 bcb18cf7d8 Added a flag to prevent the weapon from jumping to its Deselect state when the player dies 2016-07-28 08:29:46 +02:00
alexey.lysiuk f38f7adf17 Automatic layout for ammo images in alternative HUD
When ammo icon is displayed before text its position depends on number of digits in current and maximum amounts
2016-07-28 08:19:31 +02:00
Magnus Norddahl 69f52cc898 Added bloom shaders 2016-07-27 21:50:30 +02:00
Christoph Oelckers da1762ac2c - fixed: DoSetMapSection could cause a stack overflow on large maps. Made it iterative instead of recursive to avoid that. 2016-07-27 16:27:40 +02:00
Christoph Oelckers c9f93d9c88 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-27 11:28:55 +02:00
Magnus Norddahl e82c38e4f9 Update copyright and typo fix 2016-07-27 11:15:20 +02:00
Magnus Norddahl aeb7df09de Added hardware gamma option and improved window handling on Windows 2016-07-27 11:15:19 +02:00
Christoph Oelckers f67243a40f - fixed: The NO_CHANGE constant shouldn't have been floatified because this is an input value for action specials which will remain integers. 2016-07-27 08:23:00 +02:00
Christoph Oelckers 071485b22e - fixed: If the resulting render style, after all adjustments, is None for the weapon sprite, do not attempt to draw it at all. 2016-07-25 11:55:47 +02:00
alexey.lysiuk 4345623e28 Fixed incorrect scaling of particles
http://forum.zdoom.org/viewtopic.php?t=52906
2016-07-24 14:25:31 +03:00
MajorCooke 41414830a5 - Fixed: A_Warp never properly positioned actors on floors, if they wound up in or on one 2016-07-24 01:02:21 +02:00
Blue-Shadow 121db8fd37 Fixed: The player failed to unmorph upon resurrection
This happened if the morphing was triggered by a PowerMorph power-up.
2016-07-24 00:59:35 +02:00
Blue-Shadow 69a00ddabb Added TRANSFERTRANSLATION morph flag 2016-07-24 00:56:57 +02:00
Magnus Norddahl 41e959e102 Adds the last texture filter mode (trilinear min filter with nearest magnification) 2016-07-23 18:57:37 +02:00
Magnus Norddahl 669238db66 Fix Apple GLSL compile errors 2016-07-23 17:27:19 +02:00
Magnus Norddahl c08fc8f5a8 Fix depth calculations for R_DoomLightingEquation and make it an exact match of what zdoom does 2016-07-23 17:27:19 +02:00
Christoph Oelckers 2cdc77de34 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-23 10:56:12 +02:00
Christoph Oelckers 54a120d612 - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present.
This solves the most severe occurences of sprites being drawn in front of a portal's contents. It is not a full fix, though, there's still some extreme cases where portals may glitch if some stuff gets between the camera and the actual portal area.
Normally this has to perform a full check of the subsector against the portal's camera-facing linedefs but that's too costly for those rare cases where it may be an issue.
2016-07-23 10:23:34 +02:00
alexey.lysiuk a1a0bdefff Added support for older versions of DeHackEd patches
Patches from DeHackEd 2.3 and 2.4 are now loaded without warnings/errors
2016-07-23 11:09:52 +03:00
Christoph Oelckers d405cf5b7c - fixed: Before rendering a sector stack portal the clipper needs to be completely filled, if the view point's subsector is not inside the portal. If this is not done, some setups where a recursive look into the originating area is possible may exhibit some issues. 2016-07-23 09:47:14 +02:00
yqco 4d6532d303 Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack 2016-07-22 02:46:41 -06:00
MajorCooke 35666f1e09 Fixed a nullptr crash with flatsprite actors. 2016-07-21 13:12:59 -05:00
Christoph Oelckers dd962798a5 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-21 12:01:53 +02:00
Christoph Oelckers fa22acca5d - fixed: Dehacked's 'Speed' value should be treated as signed when being assigned to a double variable. 2016-07-21 12:01:06 +02:00
Christoph Oelckers 881731d76b Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-21 08:28:56 +02:00
Blue-Shadow c428e376cd Added INFLICTORDMGTYPE flag to A_Damage* action functions
It forces the use of the inflictor's damagetype instead of whatever is
passed to the functions.
2016-07-19 08:34:55 +02:00
Blue-Shadow d09ec5a930 Added DamageType ACS actor property 2016-07-19 03:16:12 +03:00
Christoph Oelckers d4352dd1a7 - fixed slope calculation error. 2016-07-17 23:13:10 +02:00
alexey.lysiuk 8369833dc5 Fixed setting of custom color for static text in menu 2016-07-17 17:28:46 +02:00
Leonard2 446bc1018c Fixed: weapons didn't clear their flash layer when the player died 2016-07-17 17:28:45 +02:00
Leonard2 e482a54389 Fixed a crash with A_ClearOverlays 2016-07-17 14:27:56 +02:00
alexey.lysiuk 39042dc4bf macOS application controller is now using proper delegate protocol
Fixes compilation error with Xcode 8:
cannot initialize a parameter of type 'id<NSApplicationDelegate> _Nullable' with an lvalue of type 'ApplicationController *'
2016-07-17 08:02:55 +02:00
MajorCooke 35c30ab62f Fixed missing constants. 2016-07-16 20:28:43 -05:00
Christoph Oelckers bce9929c22 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-16 19:57:09 +02:00
Christoph Oelckers c150116f79 - fixed: When changing weapons due to starting or ending a Tome of Power effect, the PSprite's caller needs to be changed.
In this case the PSprite animation won't be changed, only the ReadyWeapon. But in order to work, the PSprite's caller needs to change as well so that the next weapon check does not fail.
2016-07-16 19:55:00 +02:00
MajorCooke 7544adfc91 Combined the target/master/tracer checking into AimBulletMissile. 2016-07-16 17:43:00 +02:00
MajorCooke 376c9b0306 - Optimized handling of puffs in the event they're null.
- Only spawn the puff as needed again if the projectile actually spawns.
2016-07-16 17:41:28 +02:00
MajorCooke 02064437c5 Fixed wrong angle/slopes being used and one too many &s for NOINTERACT. 2016-07-16 17:34:17 +02:00
MajorCooke 10fabc3ab7 Cleaned up code. Puffs no longer need ALWAYSPUFF.
- A_CustomBulletAttack and A_FireBullets will perform a second P_LineAttack to get a puff which only returns to the previous function after a tracer.
2016-07-16 17:34:17 +02:00
MajorCooke 4750dfd8b6 Added ability to set the puffs directly as the spawned projectile's target, master, and/or tracer. 2016-07-16 17:34:16 +02:00
MajorCooke cc8e7f8de6 Cleaning finished. 2016-07-16 17:34:16 +02:00
MajorCooke 791852a6bd Cleaned up. 2016-07-16 17:34:15 +02:00
MajorCooke 3c7e1e0528 - Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
The projectiles spawning conditions rely upon the puff successfully spawning.

# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
alexey.lysiuk ee72760f3a libc++ is now used by the linker too (when applicable) 2016-07-16 17:04:38 +02:00