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
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
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.
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- 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.
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- 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
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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
Major Cooke
31fa78d7c9
Added the following GL Light flags:
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- `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
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
4b5431a81d
- fixed radius of BossBrain actor
2022-05-09 00:00:28 +02:00
Christoph Oelckers
c855ed90ea
- made friendlyseeblocks writable.
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There’s really no need for this to be read-only.
2022-04-29 00:33:42 +02:00
Christoph Oelckers
519ecbe8eb
- added Get/SetAmmoCapacity ZScript functions
2022-04-29 00:12:51 +02:00
Christoph Oelckers
05260d8e8a
- don't let "give weapons" hand out abstract weapons.
2022-04-16 22:19:38 +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
7830033722
- added vertical bullet spread relative to ssg
2022-04-09 22:46:20 +02:00
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
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
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
Rachael Alexanderson
410c35b942
Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom
2022-01-24 12:30:59 -05:00
Major Cooke
4e8d59951b
Added A_SetViewPos(Vector3 Offset, int Flags = -1)
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- 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
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
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.
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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
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
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
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
Marisa Kirisame
d5ad8b28ec
PreTravelled virtual for player and inventory.
2021-10-15 17:37:19 +02:00
Marisa Kirisame
7c591cd0e9
Allow map markers to scale relative to automap zoom.
2021-10-08 16:03:51 +02:00
Christoph Oelckers
3c961a2aa2
- avoid multiple Dehacked mappings to the same function.
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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
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
Blue Shadow
3b31dda6b8
- resolved a VM abort upon morphing while the tome of power is active
2021-09-24 13:34:35 +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
fdf879167c
- fixed bad parameter order in MinoraurSlam.
2021-09-16 07:45:09 +02:00