Commit graph

4390 commits

Author SHA1 Message Date
jekyllgrim
4273af8004 Minor formatting fix 2023-12-28 17:13:07 +01:00
jekyllgrim
be96d8d906 Added DI_ITEM_LEFT_CENTER and DI_ITEM_RIGHT_CENTER
This is just a small consistency fix: DI_SCREEN_LEFT_CENTER and DI_SCREEN_RIGHT_CENTER exist, so, logically, similar combo flags should exist for DI_ITEM as well.
2023-12-28 17:13:07 +01:00
Major Cooke
8060b147d0 Fixed CF_SCALEDNOLERP having the wrong value. 2023-12-28 17:12:43 +01:00
Cacodemon345
a368588db6 Export FScanner parser to ZScript as ScriptScanner 2023-12-25 10:52:56 +01:00
Christoph Oelckers
f20bbd4189 added compatibility settings for Memento Mori 2 MAP20 2023-12-24 12:44:43 +01:00
Player701
3a117cbe89 - Fixed comment in level_compatibility.zs regarding pc_cp2.wad MAP38 fix 2023-12-22 22:32:02 +01:00
Player701
8151c4cab2 - Allow completion of 2018 Unleashed (pc_cp2.wad) MAP38 2023-12-22 17:26:52 +01:00
Player701
3ec908c032 - Allow 100% kills on 2048 Unleashed (pc_cp2.wad) MAP27 2023-12-22 16:10:55 +01:00
Christoph Oelckers
3f05f38a60 fix max health for Doom's health bonus with Dehacked modifications present. 2023-12-20 00:11:09 +01:00
jekyllgrim
df5dc5ebd8 Moved the enum to doombase.zs 2023-12-17 13:20:08 +01:00
jekyllgrim
fc809cfab6 Virtualized returns for SpecialMissileHit/SpecialBounceHit 2023-12-17 13:20:08 +01:00
Rachael Alexanderson
4850ee3776 - fix nullptr check for target in HolySpirit.Slam (fixes #2296) 2023-12-13 09:59:14 -05:00
Ricardo Luís Vaz Silva
52c878c0d7 Fix vanilla weapon functions passing ammo count to DepleteAmmo 2023-12-10 07:19:21 +01:00
Rachael Alexanderson
102c467de5 - add option to override renderflags +BILLBOARD[NO]FACECAMERA 2023-12-09 18:18:28 -05:00
Major Cooke
a3e0ef4c51 Renamed zsprite.zs to visualthinker.zs for consistency 2023-11-22 17:01:24 -05:00
Rachael Alexanderson
4b54aac288 - rename ZSprites to VisualThinkers 2023-11-22 12:11:57 -05:00
nashmuhandes
d58fa05a5f Expose coop share keys to the options menu 2023-11-21 18:54:43 -05:00
Ricardo Luís Vaz Silva
5d5e7ca042 Decoupled IQM Model Animations 2023-11-20 22:08:33 -05:00
Major Cooke
0498236f68 - Exposed PrevRoll, enabling roll interpolation disabling without affecting position interpolation.
- Added translation parameter to the `Spawn` function again.
2023-11-20 22:07:47 -05:00
Major Cooke
a6ff63951f Fixed missing translation spots.
- Removed translation parameter from ZSprite's `Spawn` mechanic since it's no longer compatible.
2023-11-18 10:58:36 -05:00
Major Cooke
0b6bae59ee Added scolor property, allowing for colorizing ZSprites.
- fixed ZSprites not updating important variables while frozen.
2023-11-17 08:06:11 -05:00
Major Cooke
b6b1b25035 Added ZSprites.
- Effectively similar to Actors, but without the excess.
- Can be created with either the `level` function or the static `Spawn` function in ZSprite.
- STAT_SPRITE belongs to ZSprites only; ZSprites cannot be moved out of, nor can anything else be moved in to, this statnum.

Misc:

- Fixed (Sprite)Offset taking roll into account.

Crediting phantombeta, RicardoLuis0 and RaveYard for assistance.
2023-11-17 08:06:11 -05:00
nashmuhandes
a04f909d06 Add sv_coopsharekeys - in coop, picking up a key will distribute it to all online players 2023-11-11 20:50:31 -05:00
Player701
22203cbc1a - Added missing LANGUAGE definition for Mystic Urn's tag 2023-11-10 16:16:26 +01:00
Christoph Oelckers
f0c9b1765e gave translations a dedicated scripted type.
This is needed for implementing reliable serialization of custom translations. As long as they are merely ints they cannot be restored on loading a savegame because the serialization code does not know that these variables are special.
2023-11-09 23:04:10 +01:00
Professor Hastig
4d88e82e32 added Wads.GetLumpLength. 2023-10-26 09:41:27 -04:00
inkoalawetrust
f3d44f8131 Exposed P_GetMidTexturePosition() to ZScript. 2023-10-25 16:23:29 +02:00
Ricardo Luís Vaz Silva
d699ba248e warn when fewer returns than expected are given for a function 2023-10-15 18:51:05 +02:00
Ricardo Luís Vaz Silva
0ce4b3e7fb update/cleanup function pointers 2023-10-11 19:12:48 +02:00
Ricardo Luís Vaz Silva
e3704605d8 Implement Static Function Pointers 2023-10-11 19:12:48 +02:00
Christoph Oelckers
0044da1ca2 added missing VMFunction struct definition 2023-10-09 19:20:44 +02:00
Rachael Alexanderson
29368f0f4e - make zs Actor.GetReplacement and Actor.GetReplacee clearscope 2023-10-05 12:29:20 -04:00
Professor Hastig
40ec46e6ea added missing hit obituaries to Hexen's Chaos Serpents. 2023-09-26 06:21:02 -04:00
Christoph Oelckers
30c49fb769 - language update 2023-09-24 23:02:57 +02:00
inkoalawetrust
69e67037f8 Changed the variable type of Crossed3DWater.
Seems like there was some kind of oversight. Crossed3DWater is an F3DFloor pointer, not sector_t.
2023-09-20 18:47:49 +02:00
nashmuhandes
0b3e9b1025 Add ZScript constants used by FallAndSink 2023-09-19 17:36:54 +02:00
Rachael Alexanderson
ce893d2cd4 - remove some double semicolons 2023-09-19 07:29:36 -04:00
Christoph Oelckers
2666f22ed7 - new text duplicate for pending menu redesign 2023-09-17 09:04:44 +02:00
Christoph Oelckers
17e689ecdf fix for Genesis of Descent E1M2
Genesis of Descent E1M2 is impossible to complete on ITYTD/HNTR. I had to decompile the ACS script to figure out what was going on, basically at one point you get locked into a room and have to kill exactly 3 enemies with TID 215 for the door to unlock. One of these is a Baron tagged for only Medium and Hard, in his place is an Imp #1184 that has all the right script setups but is not set to appear on any difficulty. The fix is to simply have this imp appear on Easy.

Thanks to brick' for the fix.
2023-09-17 08:18:36 +02:00
nashmuhandes
c27beb0be8 Delete the light probe DoomEdNum 2023-09-16 20:10:49 +02:00
Christoph Oelckers
81e42142af - added compatibility handler for Phocas Island 2 MAP01. 2023-09-16 09:25:21 +02:00
jekyllgrim
d354d7332f Allow viewbob speed adjustment through properties
This adds ViewBobSpeed to PlayerPawn that is passed in CalcHeight() instead of the value of 20 and can be adjusted with the Player.ViewBobSpeed variable. This will let modders dynamically adjust how to only how far the camera bobs up and down, but also how *quickly* it does that, which allows to easily convey a feeling of a heavy, slow-moving character whose view might bob a lot but would do it slowly.
2023-09-15 22:40:14 +02:00
Christoph Oelckers
096b9cdc4f - fixed. Boom's generalized crushers must stop 8 units above the floor
This required changing the special, so a new one was added to avoid altering Generic_Crusher.
2023-09-15 00:35:20 +02:00
Gutawer
23b489960e - put DTA_Localize at the end of the enum for backwards compat with integer usage 2023-09-14 23:24:42 +02:00
Gutawer
44d134298a - add support for not localizing some text functions, and modify menu text fields to use this 2023-09-14 23:24:42 +02:00
Christoph Oelckers
79ef78e2b5 - fix ammo consumption of powered up Phoenix Rod. 2023-09-14 22:32:20 +02:00
Christoph Oelckers
727c57583b - add unexplored secret color for overlay automap to the menu 2023-09-14 22:31:49 +02:00
Christoph Oelckers
6847a9a5c1 - added a nomirrors compatibility handler and applied it to Conf256's CONF55 map.
This is for disabling broken plane reflection setups.
2023-09-14 20:21:35 +02:00
Ricardo Luís Vaz Silva
0e70e95fa4 Add Inventory::ModifyBob and Inventory::ModifyBob3D 2023-09-14 16:28:38 +02:00
Ricardo Luís Vaz Silva
9f24d8babc Move StartGameDirect from PlayerMenu to Menu 2023-09-14 16:28:08 +02:00
Ricardo Luís Vaz Silva
736d38e8c3 add StartGameDirect function 2023-09-14 16:28:08 +02:00
Christoph Oelckers
0980b53881 - fixed: MBF21's BOSS flag implies NORADIUSDMG. 2023-09-13 20:48:57 +02:00
Christoph Oelckers
f72da434a8 - fixed: For Dehacked, A_CPosAttack needs to use a hard coded attack sound.
This discrepancy is ancient, so the approach used for the shotgunner does not work here and some hacks are needed to remap the function only for Dehacked.
2023-09-13 17:50:47 +02:00
Ricardo Luís Vaz Silva
d0a955fef0 Allow disabling colors for NameAllKeys 2023-09-01 18:25:22 +02:00
Major Cooke
44623daafe Fixed wrong pointer being used in PlayerFinishLevel, causing wrong inventory items to be destroyed. 2023-08-28 19:33:46 +02:00
RaveYard
ea4ffa10e5 A_Chase CHF_DONTLOOKALLAROUND 2023-08-07 11:31:08 -04:00
Ricardo Luís Vaz Silva
bcbb85b1dd Add Weapon::ModifyBobLayer , Weapon::ModifyBobLayer3D and Weapon::ModifyBobPivotLayer3D 2023-08-02 01:05:24 -04:00
Boondorl
5a74e79b92 Added bounce virtual 2023-08-02 00:42:06 -04:00
Boondorl
fe1acc7f40 Localized fix to its own field 2023-08-02 00:41:39 -04:00
Ricardo Luís Vaz Silva
793d6af5d1 add CountSectorTags/CountSectorTags/CountLineIDs/GetLineID 2023-08-02 00:41:10 -04:00
Boondorl
239a288a9a Exported reflection functionality
Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
2023-08-02 00:40:01 -04:00
inkoalawetrust
150e893c67 Added ShadowAimFactor and ShadowPenaltyFactor.
These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
2023-08-02 00:39:35 -04:00
inkoalawetrust
a7f76fe8b9 Added damage property to earthquakes.
When this property is set to any value above 0. The earthquake does the exact amount of damage specified, instead of a random amount.
2023-08-02 00:38:24 -04:00
inkoalawetrust
a38b151940 Added damage and thrust multipliers to quakes.
These properties allow for scaling the amount of damage an earthquake does and how much it pushes actors around.
2023-08-02 00:38:24 -04:00
inkoalawetrust
8d95138735 Added QF_DAMAGEFALLOFF.
This flag makes it so that the damage and actor thrusting of earthquakes fades with distance like the screen shake effect does.
2023-08-02 00:38:24 -04:00
inkoalawetrust
194f73a94b Added (XF/RADF)_CIRCULAR.
This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
2023-08-02 00:37:58 -04:00
inkoalawetrust
ca1f3ac580 Added (XF/RADF)_NOALLIES.
This flag allows explosions to not harm any actors that are friendly to its' source.
2023-08-02 00:37:58 -04:00
inkoalawetrust
6489b05db9 Added (XF/RADF)_THRUSTLESS.
This flag allows for explosions that do not thrust any of the actors caught in the blast.
2023-08-02 00:37:58 -04:00
makise-homura
357d846b7a Allow custom MessageBox menu selector
GZDoom used to have hardcoded MessageBox menu selector, 0x0d character
of console font, while the other menu is displayed is SmallFont.
It looked too ugly if SmallFont and ConFont heights are different,
and also there was no method of modifying the selector.

Now, the selector is 0x0d from SmallFont, if SmallFont contains this glyph
(its height is greater than zero), otherwise it falls back to previous
behavior (using ConFont as a source of this glyph).

To define custom MessageBox menu selector, just define 0x0d glyph for
SmallFont, and it will be displayed in the menu.

The gap between selector and menu options text is 3 pixels (as before), and
if you wish to enlarge this gap, just add some transparent columns at the
right side of 0x0d glyph.
2023-08-02 00:37:33 -04:00
Ricardo Luís Vaz Silva
0192392256 Individual Joystick Enable/Disable Toggles 2023-08-02 00:37:24 -04:00
Professor Hastig
ae2f7578dc fix menu entry for light modes
Renames "Doom" to "Classic", fixes the option values and removes the no longer supported options.
2023-07-20 17:04:05 +02:00
Major Cooke
9c765a70bf Expanded Service's Get<Type> functions to pass in name parameter. 2023-07-17 22:51:04 +02:00
Major Cooke
0c9bd9282c Added GetName(UI/Data) to Service class. 2023-07-17 22:51:04 +02:00
Ricardo Luís Vaz Silva
99850ea216 fix the ammocount parameter in Weapon.CheckAmmo 2023-07-09 10:47:39 +02:00
Ricardo Luís Vaz Silva
677b084064 Fill in ECompatFlags 2023-05-14 08:14:47 +02:00
Ricardo Luís Vaz Silva
1589afb46e Add Voodoo Zombie Compatflag 2023-05-14 08:14:47 +02:00
Rachael Alexanderson
39cea95dba - fix language grammar in language.def 2023-04-30 10:54:51 -04:00
Rachael Alexanderson
e5fcb331df - remove vid_gpuswitch and all its handling; it is only as of now useful in old unsupported versions of Windows 7/8/10 which are no longer supported 2023-04-30 10:38:46 -04:00
Christoph Oelckers
993d44c33b - deduplication of text content.
This mainly maps the item tags to other available text with the same content.
2023-04-30 08:43:35 +02:00
Blue Shadow
40cb7f14d0 - added MaxEffectTics field to Powerup 2023-04-12 16:25:15 +02:00
Christoph Oelckers
61d9156184 - text update 2023-04-05 18:58:38 +02:00
Rachael Alexanderson
9c3907136d - update some copyright years 2023-03-25 08:06:23 -04:00
Rachael Alexanderson
1f2809244d
Update service.zs
remove erroneous semicolon
2023-02-19 10:14:36 -05:00
Christoph Oelckers
fb97a97086 - remapped a few duplicate strings. 2023-02-19 12:49:13 +01:00
Ricardo Luís Vaz Silva
d6e72b5264 Add data-scoped getters for Services 2023-02-19 08:11:08 +01:00
Ricardo Luís Vaz Silva
590475a8e3 Improve Services 2023-02-19 08:11:08 +01:00
Ricardo Luís Vaz Silva
c8f3aa3fd1 ZScript Custom CVars -- ONLY WORKS FROM THE CONSOLE 2023-01-29 14:42:20 -05:00
Boondorl
2d94321887 Added OnEngineInitialize() for static event handlers 2023-01-25 17:41:48 -05:00
Ricardo Luís Vaz Silva
4c7e9c6193 Change CheckValue to multi-return, due to unsupported out int/bool 2023-01-25 17:32:54 +01:00
Christoph Oelckers
d7e2a82ded - Greek characters for Heretic's BigFont 2023-01-24 19:12:15 +01:00
Christoph Oelckers
33fd8270b1 - text update 2023-01-22 20:19:21 +01:00
Hugo Locurcio
2fa88aa5a7 Implement antialiasing for automap lines
This implements a bruteforce approach for 2D line antialiasing.
It's not perfect by any means, but it seems to do its job well enough.
Since it draws 9 lines instead of 1 line per segment, it's significantly
more expensive but should still be usable on modern hardware (except
on very complex maps).

Automap line antialiasing is disabled by default and can be enabled
with the `am_lineantialiasing 1` cvar.
2023-01-21 11:40:25 -05:00
Ricardo Luís Vaz Silva
698bd251ea Mark non-modifying map functions as const 2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva
decba68225 Map::GetIfExists and Map::CheckValue 2023-01-21 16:40:47 +01:00
Blue Shadow
4c0b5cbb32 - alt HUD: use NewSmallFont for drawing player's coordinates if ui_generic is enabled 2023-01-18 18:18:13 +01:00
Hugo Locurcio
bf39002515 Increase slider precision for mouse sensitivity settings
On mice with high DPI settings, low values such as 0.1-0.3 typically
need to be used to get a comfortable effective mouse sensitivity.
2023-01-16 16:54:25 +01:00
Hugo Locurcio
1c45890c5a Use a slider to allow specifying max FPS with more precision
The minimum value was increased from 30 to 35 to reflect the lowest
value you can actually use in `vid_maxfps`. Values lower than 35
are silently clamped to 35.

The maximum value is chosen to cater to the fastest commercially
available display as of writing (500 Hz).

Being able to specify maximum FPS with a more precise slider has
several benefits:

- This adds support for monitors with less common refresh rates
  (138 Hz, 165 Hz, ...).
- This adds support for monitors with very high refresh rates
  (240 Hz or more).
- This allows catering to variable refresh rate setups with a FPS cap
  chosen to avoid V-Sync input lag, while also avoiding tearing.
  For example, choosing a FPS cap of 117 on a 120 Hz display will prevent
  the display from reaching its maximum refresh rate.
  More information: https://blurbusters.com/howto-low-lag-vsync-on/
- The value no longer displays a "Unknown" if customized in the console
  using the `vid_maxfps` cvar.
2023-01-16 16:53:59 +01:00
Boondorl
dd7cb8649f Exported LinePortals
Added helper functions for lines related to portals
2023-01-15 22:01:37 +01:00
Christoph Oelckers
5b7826f68b - set lightblendmode to 0 when setting up a 2D viewpoint.
2D never uses dynamic lights so this should always be 0 - and eliminates another place in the backend referencing game data.
2023-01-15 09:21:01 +01:00
Christoph Oelckers
34e2e77f9e - tab cleanup in shader code. 2023-01-15 08:54:54 +01:00