Commit graph

2608 commits

Author SHA1 Message Date
Christoph Oelckers
0ebf4958b9 - fixed pitch calculation for camera actors. For compatibility with Hexen format they need to treat the pitch arg as a signed byte. 2017-04-15 00:48:22 +02:00
Christoph Oelckers
edebea4f8d - allow specifying a custom class for message box display. 2017-04-14 23:28:54 +02:00
Christoph Oelckers
d03c33f393 - added Translation.GetID. 2017-04-14 17:40:05 +02:00
Christoph Oelckers
cde450dd8a - some enhancements for PowerReflection. 2017-04-14 16:51:11 +02:00
Christoph Oelckers
329c168cc2 - added a distance parameter to A_SprayDecal. 2017-04-14 16:28:54 +02:00
Christoph Oelckers
92acbdc625 - made GetClassName an intrinsic and expanded it to also work on class types. 2017-04-14 16:14:27 +02:00
Christoph Oelckers
b1057cee36 - fixed: do not draw armor on the fullscreen HUD if the amount is 0. 2017-04-13 20:43:17 +02:00
Major Cooke
29394da7ed Static functions cannot have const. 2017-04-13 19:43:41 +02:00
Major Cooke
523b31a16a Made several string functions const. 2017-04-13 19:43:41 +02:00
Christoph Oelckers
1c8d698121 - added WeaponState enum for ZScript. 2017-04-13 02:42:31 +02:00
Christoph Oelckers
1712667ce2 Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-04-13 02:18:16 +02:00
Christoph Oelckers
fc9e304189 - separated class descriptors from VM types.
Combining these two groups of data has been the cause of many hard to detect errors because it allowed liberal casting between types that are used for completely different things.
2017-04-12 22:46:49 +02:00
alexey.lysiuk
d8d7dc973c Added check for selected item in save/load menu
https://mantis.zdoom.org/view.php?id=570
2017-04-12 17:15:12 +03:00
Christoph Oelckers
6a3ddaa8fa - moved Restricted/ForbiddenToPlayerClass fully to the script side.
This required some fixes for allowing to read from metadata arrays.
2017-04-11 15:11:13 +02:00
alexey.lysiuk
b0a0c62af1 Fixed state selection for weapon secondary fire
https://mantis.zdoom.org/view.php?id=552
2017-04-09 13:04:32 +03:00
Christoph Oelckers
5935dc706d - prevent infinite recursion in PlayerPawn.GetObituary when the inflictor is the same as the origin for the kill. 2017-04-09 00:06:23 +02:00
Magnus Norddahl
85a9984807 - Add OpenGL ES 3 support to GL renderer 2017-04-06 23:34:42 -04:00
Christoph Oelckers
74faacd218 - fixed: FxVMFunctionCall::GetDirectFunction did not perform any checks on the function's self pointer and failed to report a mismatch as an error.
- also fixed two places in the code where the above caused some incorrect definitions not to be detected.
2017-04-06 20:52:38 +02:00
alexey.lysiuk
ca4888eb3d Added CVar.GetCVar() function to do player-dependent console variables lookup 2017-04-06 10:51:36 +03:00
alexey.lysiuk
26e4b74261 Restored initial behavior of CVar.FindCVar()
https://mantis.zdoom.org/view.php?id=537
2017-04-06 10:50:40 +03:00
Christoph Oelckers
4b127c7fcc - draw Doom weapon numbers one pixel lower. 2017-04-03 09:37:52 +02:00
Christoph Oelckers
e074c75609 - added a generic TransformRect to the status bar so that the proper transformations can be applied to draw operations that require special parameters not supported by the stock functions. 2017-04-02 12:58:31 +02:00
alexey.lysiuk
1033976158 Fixed typo in status bar function name
https://mantis.zdoom.org/view.php?id=519
2017-04-02 11:47:10 +03:00
Christoph Oelckers
553906b186 - fixed: BaseStatusbar::GetAmount returned the default item's amount if the player held none of the given type. This should only be done for MaxAmount. 2017-04-01 13:33:42 +02:00
Christoph Oelckers
7dae43bf7f - fixed: The health chain in Hexen wasn't drawn on the main status bar. Did some reordering to ensure it won't get skipped. 2017-04-01 13:18:19 +02:00
Christoph Oelckers
699d4882d5 - fixed: The ammo display in Doom should not be drawn if the current weapon does not use ammo. 2017-04-01 13:08:45 +02:00
Christoph Oelckers
51d89740e3 - fixed mouse input for scale slider. 2017-03-30 20:12:39 +02:00
Christoph Oelckers
3a1228bf95 - exported the clipping rectangle to scripting and added a statusbar scaling wrapper for it.
- fixed: BaseStatusBar.Fill did not pass its flags parameter to the native function.
2017-03-30 12:13:28 +02:00
Christoph Oelckers
a3ef711d1d - added a special slider type for the scaling options that prints a descriptive text instead of the slider for the special settings.
- fixed the adaptive scale calculation in GetUIScale which had the coordinates mixed up.
2017-03-30 11:30:09 +02:00
Christoph Oelckers
f95c29ad28 cleaned up the scaling options.
- all 5 settings affected by uiscale have been changed to have the exact same semantics: -1, if supported means special scaling, this is available for HUD and status bar, 0 means to use uiscale, any larger value is a direct scaling factor.
- scaling is cut off when the factor is larger than screenwidth/320 or screenheight/200 because anything larger will definitely not fit.
- a lot of code has been cleaned up and consolidated. Especially the message code had an incredible amount of redundancy.
- all scaling options have been moved into a submenu. This menu is not complete, though - it still requires a special menu widget to convey the intended information without confusing the user.
2017-03-30 02:16:23 +02:00
Christoph Oelckers
1dcc017daf - reimplemented the position display, but changed its position a bit upward.
- activated the RenderOverlay event, now that it can be called from the correct spot, i.e. right after the top level HUD messages are drawn. The system's status output will still be drawn on top of them.
2017-03-29 23:51:53 +02:00
Christoph Oelckers
7011010ff2 - fixed the drain callback.
- changed the effect spawn prevention of the Hexen flame strike weapon and reverted the attempt to fix this in FastProjectile.

This cannot be fixed in the base class, which was doing everything right. It's the flame missile that was doing undefined things by stopping its movement without clearing its missile flag. This cannot work because missiles are given some minimal forced velocity to ensure collision detection and any attempt to address this without clearing the missile flag is doomed to fail.
2017-03-29 22:50:13 +02:00
Christoph Oelckers
b38934b532 - fixed declaration of ACS getters for status bar.
- fixed some uninitialized variables in font print code.
2017-03-29 21:54:11 +02:00
Christoph Oelckers
01b095c911 - added colorization for untranslated fonts. This uses the light color of the vertices. The software rendered 2D code will ignore this infomation.
- added a virtual OnRetrun method to menus.
2017-03-29 21:22:05 +02:00
Christoph Oelckers
d36f656caf - added a callback for when damage is drained from a target. 2017-03-29 20:25:54 +02:00
Christoph Oelckers
1d4ab0cc2a - implemented proper scaling for the status bar itself.
This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.

- changed how status bar sizes are being handled.

This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00
Christoph Oelckers
87479d3c2f -use the proper functions to calculate the position of the popup screen in Strife. 2017-03-29 14:28:46 +02:00
Christoph Oelckers
7ba6860102 - scriptified the automap HUD and made it obey hud_scale instead of always being fully scaled. 2017-03-29 14:20:22 +02:00
Christoph Oelckers
2f06c09681 - fixed map name display on the automap HUD
This would cut off overlong names and the handling for status bars with protruding elements was far too simplistic and worse, making assumptions based on game mode.
It now uses a virtual function to query the status bar itself for returning this information so it can be overridden and uses V_BreakLines to split the text if it is wider than the display.
2017-03-29 10:36:16 +02:00
Christoph Oelckers
fabf8451e7 - use Fill to draw Strife's health bars. 2017-03-29 02:24:04 +02:00
Christoph Oelckers
598523a1de - moved all coordinate adjustment for the status bar mode into one function and use this function in all places where status bar related coordinate adjustments need to be performed, also in SBARINFO.
- fixed unscaled status bar placement.
- fixed inventory count display for Doom status bar.
2017-03-29 01:59:03 +02:00
Christoph Oelckers
19e7d60275 - removed DSBarInfo::Scaled because it tended to disagree with StatusBar->Scaled. 2017-03-29 00:35:35 +02:00
Christoph Oelckers
fa893c082b - changed the default for hud_scale to 0 (i.e. use uiscale)
- allow calling Menu.SetMenu from play code so that in-game menus can be opened.
2017-03-28 22:51:37 +02:00
Christoph Oelckers
d5772ff895 - fixed: SafeCommand did not work anymore because it failed the abuse prevention check for DoCommand. 2017-03-28 22:34:12 +02:00
Christoph Oelckers
224219dd66 - made ListMenuItem.DrawSelector virtual. 2017-03-28 21:39:03 +02:00
Christoph Oelckers
6870efe134 - added a GetCVarString ZScript/DECORATE function.
- fixed: loading a savegame triggered PlayerEntered events.
2017-03-28 21:37:43 +02:00
Christoph Oelckers
bdf761e457 - moved th player resurrection code into a player_t method. 2017-03-28 21:29:14 +02:00
Christoph Oelckers
6816902a09 - forgot to save doom_sbar.txt 2017-03-28 13:27:59 +02:00
Christoph Oelckers
e2e17f575c - added safeguards to all 2D drawing functions to throw an exception if used outside a valid 2D draw context.
This is necessary because the hardware accelerated renderers will hide the problem, but with pure software rendering to a locked hardware surface, like DirectDraw can result in a crash.
Note that ANY mod that gets caught in this did something wrong!
2017-03-28 13:25:17 +02:00
Christoph Oelckers
b9485d4edf - ported the Hexen status bar to zscript.
Note that DrawBar with a background texture does not work yet because the clipping rectangle is not done yet.
2017-03-28 11:00:05 +02:00
Christoph Oelckers
bac464f2b7 - added the inventory bar on Heretic's status bar. 2017-03-27 21:30:05 +02:00
Christoph Oelckers
a6bf93c624 - implemented the Heretic status bar. 2017-03-27 21:01:40 +02:00
Christoph Oelckers
0fdd118906 - change statusbar drawers to use the top left of the virtual screen as origin, not the top left of the actual status bar, to bring this in line with SBARINFO.
The Strife status bar which was still native code had it differently and that was used as the initial guideline.
2017-03-27 09:52:30 +02:00
Christoph Oelckers
a112b29c43 - implemented the inventory bar. This object is a bit special because it requires a lot of parameters, most of which are easily set to defaults. To make handling easier, most are passed through a container object which does some processing up front.
- finished work on the Doom status bar. I also took the opportunity to fix the layout of the inventory bar which is a bit broken in SBARINFO.
- tuned the selection rules for deciding what creates the status bar, so that the most recent definition that can be found is chosen.
2017-03-27 01:02:10 +02:00
Christoph Oelckers
e791c957d9 - implemented the regular Doom status bar.
The DOOM status bar and HUD are complete, except the inventory bar.
2017-03-26 22:04:58 +02:00
Christoph Oelckers
08b3c38304 - simplified the parameters of the HUD draw functions by moving all booleans into one flags word and ordering them so that the less likely ones to be used can be made optional.
- got rid of the image list in the Doom status bar. The cost of the texture lookup is mostly irrelevant here so clearer and shorter code is preferrable.
- moved the box fitting code from DrawTexture into the native function to have all coordinate calculations in one place which is necessary to implement proper alignment default handling. Without higher level functions altering positioning the default can be set to automatic alignment determination, i.e. the value's sign decides where something is placed. Of course for special cases this can be overridden.
- use ANIMDEFS to animate the inventory arrow,
2017-03-26 18:41:24 +02:00
Christoph Oelckers
1c71d038dd - Doom keybar is working.
I did not implement an equivalent to SBARINFO's DrawKeyBar. This is too limiting because it needs to consider any possibility. It really is easier to let a mod implement this itself and custom adjust it to its needs.

- fixed some stuff, in particular use DrawInventoryIcon to get smarter icon lookup.
2017-03-25 23:43:19 +01:00
Christoph Oelckers
488fface50 - started port of Doom status bar to ZScript.
Fullscreen HUD done with the exception of key and inventory bar. I also used the opportunity to make it a bit more resistant against badly designed inventory icons.
2017-03-25 21:40:17 +01:00
Christoph Oelckers
3e67a8bafa - let hud_scale act like an override to uiscale, just like con_scale does.
- better handling of ForceScale for the fullscreen HUD that doesn't mess around with CVARs.
- moved the mug shot into the status bar, because this is global state that needs to be shared between different pieces of code which want to display a mug shot.
- SBARINFO should work off the current status bar settings instead of the ones stored in its script object
2017-03-25 18:32:47 +01:00
Christoph Oelckers
bdb9275f8c - made the mugshot accessible to ZScript.
Note that there is no direct access, all this exposes is a single function to get the current face's texture which then can be drawn using the existing functions.
2017-03-25 01:22:42 +01:00
Christoph Oelckers
2d17594f6f - converted the Strife status bar to use the new HUD specific draw functions so that it also can benefit from coming changes.
Note that the pop screens are special because they are not subject to scaling - they will always be drawn with the current resolutions clean scale. As a result they cannot use the HUD drawers but instead continue to use the low level draw functions directly.
2017-03-25 00:35:19 +01:00
Christoph Oelckers
b17b8d32ad completely redid the active powerup drawer for the HUD
- replaced Inventory.DrawPowerup with a GetPowerupIcon method so that the calling code can handle the drawing and apply its own rules. This was a major design flaw of allowing the inventory items to handle the drawing themselves, because they were unable to adjust to different HUD frontends. Note that any mod that overrides DrawPowerup will not draw any icon that expects to be handled that way!
- the alternative HUD now has its own, separate drawer that obeys the AltHUD's rules, and not the ones of the normal fullscreen HUD.
- the standard drawer has been scriptified as a virtual function.
- Both drawers now handle positioning of the icon inside its assigned box themselves instead of trusting the powerup item to do it correctly.
- DTA_HUDRules and Screen.DrawHUDTexture are to be considered deprecated because both do not integrate into the redesigned HUD code.
2017-03-24 22:58:16 +01:00
Christoph Oelckers
6760e01a0d - implemented the status bar's DrawString function and ported the fullscreen HUD part of the Strife status bar to use the new functionality. 2017-03-24 20:09:50 +01:00
Christoph Oelckers
b5720ee1e7 - initial work on DrawString method. 2017-03-24 02:38:44 +01:00
Christoph Oelckers
617934e1c2 - added a few exports for game strings which the SBARINFO string drawer can access and which should also be available by ZScript.
- merged BaseStatusBar and CustomStatusBar back together.

Since the low level draw functions are better done in native code for both performance and debuggability the split has become pointless.
2017-03-24 02:12:36 +01:00
Christoph Oelckers
a3ee3c287e - major progress on the status bar code: SBARINFO's DrawGraphic has been ported into a generic function of the base statusbar class and put to use for a few items on the Strife status bar.
- decided to ditch the widget system I had started to lay out. As it turns out that would make things far more complicated and slower than they need to be.
2017-03-24 00:47:08 +01:00
Christoph Oelckers
31ea33bfc4 - rewrote the condition nodes from SBARINFO in ZScript. This compiles but hasn't been tested yet. 2017-03-23 00:25:26 +01:00
Christoph Oelckers
3744c2eee7 - this was missing. 2017-03-22 20:33:40 +01:00
Christoph Oelckers
9bd75bcac5 - some conceptual work on statusbar stuff. This looks like a viable approach to build something that can replace SBARINFO. 2017-03-22 19:56:21 +01:00
Christoph Oelckers
f0e4f54c80 - one more bit of scriptification. 2017-03-22 18:38:09 +01:00
Christoph Oelckers
1423d5f42a - scriptified the SBARINFO wrapper.
This serves no purpose in itself but it removes a native side class from the status bar class hierarchy which allows for better editing options later.
2017-03-22 17:29:13 +01:00
Christoph Oelckers
4c51a4fc59 - reimplemented the health bar for Strife's status bar. 2017-03-22 14:59:12 +01:00
Christoph Oelckers
9bffe4ee50 - scriptified the main statusbar interface and the Strife status bar.
Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.

Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Christoph Oelckers
fb48a1b776 - resotred proper time calculations for status screen. 2017-03-20 19:04:17 +01:00
Christoph Oelckers
0cfdd699ad - exported the base thinker class for sector lighting effects to ZScript. 2017-03-19 13:15:38 +01:00
Christoph Oelckers
ac95cba848 - fixed generic class type properties to handle "" and "none" as 'no class'. 2017-03-19 12:02:17 +01:00
Christoph Oelckers
2c789a2d75 - looks like the last commit missed a few files. 2017-03-19 11:35:24 +01:00
Christoph Oelckers
845c43876c - moved all trivial actor properties into the scripts as 'property' declarations. 2017-03-19 11:30:28 +01:00
Rachael Alexanderson
8711add50b - fixed: Fatal error on startup due to incorrect ZScript version. 2017-03-18 21:08:36 -04:00
Christoph Oelckers
144885665f - this feature is past version 2.4. 2017-03-19 00:52:42 +01:00
Christoph Oelckers
622b4a6457 - switched over to the scripted intermission screens. 2017-03-18 21:19:32 +01:00
Christoph Oelckers
a2f2be17ef - status screen fully scriptified but not active yet. 2017-03-18 19:35:26 +01:00
Christoph Oelckers
745b96beec - made the status screen a class and scriptified a few more functions. 2017-03-18 15:45:36 +01:00
Christoph Oelckers
b416322032 - converted FInterBackground into a class so that the scripts can use it.
- fixed some issues with default value matching in savegames.
2017-03-18 13:25:22 +01:00
Christoph Oelckers
1e9ef2b1df - started scriptifying the level intermission screen. This compiles but is not active yet.
- allow treatment as one-character string constants as character constants. This became necessary because name constants already use single quotes and are much harder to repurpose due to a higher degree of ambiguity.
- fixed: protected methods in structs were not usable.
2017-03-18 12:18:15 +01:00
Christoph Oelckers
245a9ef80c - fixed MenuItemBase.OnMenuCreated was not declared virtual. 2017-03-16 21:34:03 +01:00
Christoph Oelckers
005e6871f9 - increased the snd_channels default and minimum.
The values were still 8 and 32 respectively which applied to hardware from last decade, but for modern mods these are simply too low. New values are 64 as minimum and 128 as default.

- added script access to a sector's colormap and specialcolors fields. (Writing only through dedicated functions because these fields are render state which may need to trigger some form of refresh if the renderer changes.)
2017-03-16 10:38:56 +01:00
Christoph Oelckers
d0c77d7264 - added a GetRenderStyle function to Actor, so that the internal render style can be retrieved in a format suitable for scripting. 2017-03-15 10:36:41 +01:00
Christoph Oelckers
64bdc8c495 - fixed some incomplete checks for static arrays.
- made AActor::OkaytoSwitchTarget scripted virtual.
2017-03-15 01:39:59 +01:00
Christoph Oelckers
44a087554f - moved the OpenGL fog properties to FLevelLocals to simplify their handling.
- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
f70d0a6ced - added a setinv cheat CCMD. 2017-03-14 11:44:21 +01:00
Christoph Oelckers
6db355a947 - added a callback to menu items for when a new menu gets created.
- added a StartSlideshow ACS and ZScript command and extended the functionality to specify the slideshow's name when starting it.

This is for triggering any kind of intermission definition in the middle of a level - keep in mind that this may not be set up to loop!
2017-03-14 10:41:13 +01:00
Christoph Oelckers
e7a677ef61 - fixed bad menu size calculation, this was particularly visible in Hexen's skill menu. 2017-03-13 23:02:59 +01:00
Christoph Oelckers
cd392e50e9 - added a dummy struct named '_' to define global variables. This can only be used internally.
This method was chosen because it avoids adding variable declarations to the global namespace which would have required a lot more work while polluting the grammar.
This way the global variables can be handled by a small bit of special coding in the struct generator.
2017-03-13 14:42:14 +01:00
Christoph Oelckers
5fd86cf98c - added some syntactic help to the ZScript parser to allow defining the arrays with native structs on the script side instead of having to define them internally. 2017-03-13 12:51:09 +01:00
Christoph Oelckers
2533ff3ffc - fixed: ListMenuItemStaticText used the wrong default color. 2017-03-13 09:30:33 +01:00
Christoph Oelckers
60fd79ce23 - some menu reorganization:
* dynamic lights also work in the true color software renderer and have been moved out of the OpenGL menu.
* created a separate software renderer menu and moved all relevant options there.
* delete non-applicable options when running in legacy mode.
* moved the OpenGL preferences menu one level up to eliminate a two-entry GL top level menu.
2017-03-13 01:17:46 +01:00
Christoph Oelckers
ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Christoph Oelckers
9eae422dab Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/CMakeLists.txt
#	wadsrc/static/language.enu
2017-03-11 19:55:43 +01:00
Magnus Norddahl
59ec97d2d5 Fix shadow map acne and the attenuate flag 2017-03-10 22:08:55 +01:00
Magnus Norddahl
b660493051 Add menu option for disabling shadow maps and detecting if storage buffers are available or not 2017-03-10 19:10:40 +01:00
Christoph Oelckers
cc1241a4b8 Merge branch 'make-qzdoom-gzdoom-again' of https://github.com/raa-eruanna/qzdoom into 3.0_work
# Conflicts:
#	src/win32/win32gliface.h
#	src/win32/win32iface.h

This compiles but no guarantees otherwise.
2017-03-09 19:09:13 +01:00
Rachael Alexanderson
536e8fad19 - Make QZDoom GZDoom again! 2017-03-09 11:51:42 -05:00
Christoph Oelckers
f8391ce97e - there was something missing... 2017-03-09 17:44:00 +01:00
Christoph Oelckers
3113faedcf - fixed bad syntax. 2017-03-09 17:42:25 +01:00
Christoph Oelckers
20c56f6dda - added SectorTagIterator and LineIDIterator script classes. 2017-03-09 17:05:51 +01:00
Christoph Oelckers
420f71fc4f - added a BlockLinesIterator script class. 2017-03-09 16:45:48 +01:00
ZZYZX
01561eb768 Added: UiTick in EventHandlers, a callback that executes at 35fps on every handler in ui scope;
Removed: RenderOverlay, RenderFrame (commented out), Create, CreateOnce, Register, Unregister (completely)
2017-03-09 15:38:49 +01:00
Rachael Alexanderson
527a172fcd Merge https://github.com/coelckers/gzdoom 2017-03-07 22:03:56 -05:00
Magnus Norddahl
cb40c369cd Added PCF shadows 2017-03-08 01:35:07 +01:00
Magnus Norddahl
818b72fbf5 Reduce margin a little 2017-03-08 00:33:42 +01:00
Christoph Oelckers
2f29b075b2 - made CountInv clearscope and const. 2017-03-07 22:55:15 +01:00
Christoph Oelckers
7ce8009576 - made several read-only actor functions accessible to UI code. 2017-03-07 18:59:48 +01:00
Magnus Norddahl
6df3b3fbca Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane 2017-03-07 15:58:22 +01:00
Rachael Alexanderson
bd50b5d05a Merge https://github.com/coelckers/gzdoom 2017-03-06 19:40:55 -05:00
Christoph Oelckers
9d6b5f7015 - switched the menu code over to the data types of the event system.
Note that this will require adjustment of all menu code which overrides the Responder method!
2017-03-06 22:27:51 +01:00
Rachael Alexanderson
134c2f3f38 Merge https://github.com/coelckers/gzdoom 2017-03-06 12:36:34 -05:00
ZZYZX
21ecd714ec Added a way to tell apart console-executed events from code-executed SendNetworkEvent 2017-03-06 11:23:36 +01:00
ZZYZX
f28bdf12a0 StaticEventHandler.InputProcess should not alter playsim directly 2017-03-06 09:34:53 +01:00
Rachael Alexanderson
7ef8ed5867 Merge https://github.com/coelckers/gzdoom 2017-03-05 18:40:44 -05:00
Christoph Oelckers
2b5fea4ea8 - added version checks for function calls and virtual overrides.
- restricted the UI functions in inventory.
2017-03-05 21:44:10 +01:00
Christoph Oelckers
7df698dad8 - implemented the parser basics of a ZScript versioning system.
Note that this completely disables the newly added keywords 'play' and 'ui' for unversioned code to allow using them as identifiers as I have found at least one mod that uses a variable named 'play' that would have been rendered broken otherwise.
This also disables many ZScript only keywords for other parsing jobs.
2017-03-05 14:13:00 +01:00
ZZYZX
9d4179ca06 Protected on methods of StaticEventHandler is completely useless 2017-03-05 09:49:31 +01:00
ZZYZX
a43bc279a3 Gave static methods in EventHandler/StaticEventHandler clearscope 2017-03-05 09:49:31 +01:00
Rachael Alexanderson
09530e9496 - added unloved2 to compatibility list for clipmidtex 2017-03-04 08:03:42 -05:00
Rachael Alexanderson
b8b5360de1 Merge https://github.com/coelckers/gzdoom 2017-03-04 07:28:02 -05:00
Christoph Oelckers
7dbc6939c4 - declared most native getters in Actor as const.
- made the self pointer of const functions readonly.

This seems to work fine. Both calling a non-const function and trying to assign a value to a member fail with an error message.
2017-03-04 12:43:07 +01:00
Christoph Oelckers
4c5794b6d5 - made GetObituary non-constant.
This gets only called from within the play code and making it const would block potential use cases that involve changing some internal variables like counters.
2017-03-04 12:11:56 +01:00
Christoph Oelckers
b3ba5bfe2c - allow 'const' on class functions. This is preferable to 'clearscope' so that the UI code can call getter functions without having to declare things as 'clearscope'.
Clearscope is a dangerous context and should be limited to the minimum extent possible and preferably be blocked in user code.
This may still need some work on const functions but better have it in now.
2017-03-04 12:07:45 +01:00
Christoph Oelckers
5551f3a8c5 - declared the sectorplanes in Sector as read only and marked all relevant functions in the planes themselves const.
This is to block modification of the planes directly. For future-proofness with renderer changes everything that alters these values should go through he function interface.
2017-03-04 11:48:36 +01:00
Magnus Norddahl
8515f9720a 1D shadow maps are now working 2017-03-04 09:14:01 +01:00
ZZYZX
3338fb7f33 Added SendNetworkEvent static method to EventHandler; Fixed qualified static method call from own class (previously was 'shadowed' by qualified virtual method call) 2017-03-04 00:57:41 +02:00
ZZYZX
c9a994a885 Fixed: clearscope should also clear the inherited scope (through struct member access chain); Fixed: struct member access chain should ONLY work for structs (forgot that FxClassMember inherits FxStructMember) 2017-03-04 00:04:19 +02:00
ZZYZX
723f9770a4 Merge remote-tracking branch 'gz/master' into gz_master2 2017-03-03 23:33:02 +02:00
ZZYZX
1433b78301 Assigned all map data to play 2017-03-03 23:26:06 +02:00
ZZYZX
a924564bf3 Implemented hard separation between playsim ConsoleEvent and networked ConsoleEvent (ConsoleProcess, NetworkProcess) 2017-03-03 23:21:12 +02:00
ZZYZX
43d3e3e5c3 Assigned barrier sides to Event structures, added clearscope to ConsoleProcess because it handles both sides 2017-03-03 23:17:21 +02:00
ZZYZX
f4a546aee6 Moved menus to ui side, moved AlterWeaponSprite to ui side, moved StaticEventHandler to play side (except ui virtuals) 2017-03-03 23:15:18 +02:00
Rachael Alexanderson
b3a69e1df8 Merge https://github.com/coelckers/gzdoom 2017-03-02 18:13:33 -05:00
Magnus Norddahl
0d1deddae5 Bind shadow map texture for main.fp and sample from the shadowmap texture 2017-03-02 19:10:57 +01:00
Magnus Norddahl
538d516c9a Upload shadow map index for each light to main.fp
Move storage buffer binding location
2017-03-02 18:07:47 +01:00
Magnus Norddahl
d450deee76 Generate shadow map for lights 2017-03-02 16:19:07 +01:00
Magnus Norddahl
62c285f7b3 Create a shadowmap texture and upload light list 2017-03-02 16:19:06 +01:00
Magnus Norddahl
7a4b01471d Add class updating and managing the shadow map texture 2017-03-02 16:19:06 +01:00
Magnus Norddahl
6363c6cf58 Add a shadowmap shader 2017-03-02 16:19:06 +01:00
Christoph Oelckers
e64f1e645d - exported constants for SetGlobalFogParameter to ZScript. 2017-03-02 13:14:55 +01:00
Christoph Oelckers
62dd810a4e - fixed: A_ProgrammerMelee damaged the caller, not the target. 2017-03-02 13:14:54 +01:00
Christoph Oelckers
cfda1a49d4 - forgot to save the last fix for the previous commit.
- let the script compiler also output the size of the allocated data for the script functions in addition to the actual code size.
2017-03-02 11:58:30 +01:00
Christoph Oelckers
b194ba205a - backported Zandronum's MaxHealth base class for the MaxHealthBonus item. 2017-03-02 11:39:52 +01:00
Christoph Oelckers
00dc59ebdc - separated the blood translation index from the BloodColor variable to allow more than 255 blood translations and as a prerequisite for allowing to change the blood color. 2017-03-02 10:26:23 +01:00