Commit graph

4543 commits

Author SHA1 Message Date
Boondorl
b1cb044a15 Fixed IsActorPlayingSound's default argument
Now properly passes the invalid sound id.
2022-12-06 12:16:29 +01:00
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