alexey.lysiuk
98a9729da2
- fixed return type of Actor.GetCVarString()
...
https://forum.zdoom.org/viewtopic.php?t=72334
2021-05-20 12:01:52 +03:00
Christoph Oelckers
a3da915812
- gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior.
2021-05-19 19:46:04 +02:00
Christoph Oelckers
8bb36bd479
- do not use M_EPI1 and M_EPI2 in any Doom 2 context.
...
Their content is inconsistent across versions, so better always use the text version of the names.
2021-05-19 18:38:36 +02:00
Christoph Oelckers
28dab3889b
- moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch.
...
This got changed because switching weapons in EndPowerup is not safe - this can be called from weapon states where the player can end up with a different weapon being active than the one running the state.
The actual weapon switch has to be delayed until the state processing has ended.
2021-05-19 17:59:44 +02:00
Christoph Oelckers
8a4fa8b65f
- backend update from Raze.
2021-05-17 20:44:19 +02:00
Christoph Oelckers
97b8c0ccfb
Revert "- fixed some uses of postincre,ment/decrements on narrow types."
...
This reverts commit 668f8f2cf6
.
Revert "- added a proper error message when '--' or '++' gets used on 8 or 16 bit values."
This reverts commit a94f5dd1b3
.
None of this was necessary - the triggered assert was bogus and had to be removed.
2021-05-17 18:13:30 +02:00
Christoph Oelckers
6ebe30ce44
- fixed time positioning on stat screen.
...
This was still a hard coded offset, but with a two-line time display it needs to be dynamic in case the font is too tall.
2021-05-17 12:21:38 +02:00
Christoph Oelckers
6071cf66cc
- added proper string labels for Doom 2 episodes.
2021-05-17 13:02:01 +02:00
Christoph Oelckers
668f8f2cf6
- fixed some uses of postincre,ment/decrements on narrow types.
...
THe VM has no opcode for this, all these places produced code with undefined behavior.
2021-05-17 12:42:22 +02:00
Christoph Oelckers
a94f5dd1b3
- added a proper error message when '--' or '++' gets used on 8 or 16 bit values.
2021-05-17 12:27:27 +02:00
Christoph Oelckers
f4143f7624
- added a few missing statusbar constants-
2021-05-17 12:07:10 +02:00
Christoph Oelckers
161f3a3c07
- don't display keys on the HUD in deathmatch.
2021-05-17 12:06:44 +02:00
Christoph Oelckers
ebbc94280e
- fixed: The PrisonPass's TryPickup method did not properly report successful pickup.
2021-05-17 11:51:06 +02:00
Christoph Oelckers
cf3c573222
- give the first 16 DEHEXTRA states proper content.
...
No idea where this BLD2 stuff came from...
2021-05-07 23:03:46 +02:00
Rachael Alexanderson
bb58dedff2
this fix was requested here: https://forum.zdoom.org/viewtopic.php?p=1188347#p1188347
2021-05-04 07:59:13 +02:00
Christoph Oelckers
52554dc32c
- Backend update fron Raze, mainly new script exports and extensions.
2021-05-03 14:13:03 +02:00
nashmuhandes
afd7b2e954
Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString
2021-04-26 23:04:39 +02:00
nashmuhandes
c12a671b3e
Made OptionMenuSliderBase::IsGrayed virtual
2021-04-26 23:02:35 +02:00
nashmuhandes
57e6d84d46
Expose sprite shadow options to the Display menu
2021-04-24 22:40:54 -04:00
Marisa Kirisame
a172513535
Expose level_info_t to scripting + helper functions.
2021-04-24 22:37:50 -04:00
Blue Shadow
55ce0510c2
- added a A_SetFriendly function
2021-04-04 08:57:56 +02:00
sgrunt
0c776e3acd
Move the modified behaviour to a new "resetvel" parameter
2021-03-19 20:12:20 +01:00
Blue Shadow
acd553aa6f
- account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level
2021-03-19 20:10:25 +01:00
nashmuhandes
229b065289
Add missing tag for Strife's KneelingGuy.
2021-03-18 19:11:37 +01:00
nashmuhandes
43937e4338
Add missing tag for the sub-Entity bosses. This was missed in the previous commit.
2021-03-15 22:05:25 +01:00
nashmuhandes
b28e5cb917
Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag().
2021-03-15 21:31:16 +01:00
nashmuhandes
45c1cc8c08
Add tag properties to Strife's enemies.
2021-03-15 20:10:49 +01:00
Christoph Oelckers
5c84177142
- lower the step size for module master volume to adapt to the altered value range.
2021-03-14 08:50:42 +01:00
Christoph Oelckers
a80775a1e8
- adapt mod_dumb_mastervolume to the increased default volume in ZMusic.
2021-03-14 08:40:34 +01:00
Christoph Oelckers
3d55c76a89
Merge branch 'replaygain'
2021-03-12 08:48:00 +01:00
Christoph Oelckers
f11780600f
- implemented replay gain calculation and management.
...
This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
nashmuhandes
bf33403381
Show subtitles for the Entity's greeting lines in Strife.
2021-03-10 14:41:36 +01:00
Christoph Oelckers
ba618d308c
- bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
...
3.1.0 is the highest minimum set in the existing subprojects so this will not exclude anything that hadn't been already.
2021-03-08 13:58:29 +01:00
nashmuhandes
c7edb9d22f
Add a null check in PlayerPawn::CheckFOV
2021-02-28 20:01:59 +01:00
Christoph Oelckers
97de1f670b
- language update.
2021-02-26 10:35:10 +01:00
nashmuhandes
cdb3fcce03
Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable.
2021-02-25 11:26:39 +01:00
Xaser Acheron
41ab1e4994
adjust defaults for DEHEXTRA states to match other ports:
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- sprite is TNT1
- duration is -1
- next frame is itself
2021-02-24 22:46:50 +01:00
nashmuhandes
d98b401daf
Add missing ZScript constants for the Strife targeter PSprite layers
2021-02-19 09:56:44 +01:00
Alexander Kromm (m8f)
99ab1e3317
add Pi and some other constants to ZScript ( #1304 )
2021-02-13 21:34:19 +01:00
Alexander Kromm
a2f8b7d0df
add "hidepartimes" MAPINFO/GameInfo property
2021-02-02 03:36:06 -05:00
Rachael Alexanderson
d36ca650e3
- add missing menu spacer
2021-01-18 08:18:02 -05:00
Rachael Alexanderson
6701cd2842
- language update
2021-01-18 06:30:54 -05:00
Rachael Alexanderson
c7a5ce9562
- add some 21:9 presets
2021-01-18 06:23:58 -05:00
Rachael Alexanderson
0cbcb87768
- oops, add startTime = 0.0 for S_Sound
2021-01-18 04:05:08 -05:00
Rachael Alexanderson
d3804911cf
- Fix the previous commit
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Revert "Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures."
This reverts commit 619f44decd
.
2021-01-18 04:02:12 -05:00
Marisa Kirisame
44b4359ba5
Add alternate "Full" mode for PowerIronFeet that prevents leaky damage.
2021-01-16 17:09:57 +01:00
William E. Waterman
3261eb3643
Side By Side Letterbox Display mode ( #1255 )
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* Added SBSLETTERBOX to menudef.txt
* Changed PresentSideBySide in gl_renderer
Needed for new side-by-side mode
* Added VR_SIDEBYSIDELETTERBOX to gl_stereo3d.cpp
For side by side letterbox display mode
* Added VR_SIDEBYSIDELETTERBOX to hw_modes.h
For new side by side letterbox display mode
* Added VR_SIDEBYSIDELETTERBOX to hw_vrmodes.cpp
For Side By Side Letterbox display mode
2021-01-13 07:09:13 -05:00
Rachael Alexanderson
476e59fbab
- add sv_instantreaction dmflag
2021-01-13 07:04:18 -05:00
drfrag
4ff72e937f
- Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare.
2021-01-13 06:30:13 -05:00
Christoph Oelckers
f384c7bc1f
- fixed incorrect sound definition for DSMANATK in Dehacked.
2021-01-08 10:12:35 +01:00
Rachael Alexanderson
c28e53511c
- fix bonuscount as uint
2021-01-05 19:48:32 -05:00
Rachael Alexanderson
e6c71c2f0c
- reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow
2021-01-05 11:09:19 -05:00
Xaser Acheron
8b9125fcc6
add support for DEHEXTRA's extended sound range ( #1258 )
2021-01-02 07:40:59 -05:00
Kevin Caccamo
d813425a8d
Fix MAPINFO definitions for "enableskyboxao"
...
enableskyboxao is a map flag, so it goes in the "gamedefaults", "defaultmap", or "map" section. I decided to put it in the gamedefaults section for each game.
2020-12-31 08:18:49 +01:00
Rachael Alexanderson
df4f41f4e8
- Modified commit from @OrdinaryMagician #1261
...
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:
commit d4c4d9310d
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Wed Dec 30 09:58:39 2020 +0100
Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Marisa Kirisame
fd07183585
Fix model normals being distorted by MODELDEF scaling.
2020-12-12 00:21:33 +01:00
Christoph Oelckers
04329981ec
- added missing argument to the status bar's DrawString function.
2020-12-11 11:10:15 +01:00
Player701
a6a02a2a6c
- Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed.
2020-12-02 15:30:23 +01:00
Christoph Oelckers
e19b1b2ee7
- fixed: IceGuyFX2 set its owner too late.
2020-11-25 07:37:17 +01:00
Rachael Alexanderson
a2b8ad79ed
- implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616
2020-11-17 11:29:39 -05:00
Chronos Ouroboros
75c791ecff
Fixed the previous commit not accounting for mods that already fixed this internally.
2020-11-14 14:53:43 -03:00
Chronos Ouroboros
0aefc61f86
Fixed weapon bob jittering.
2020-11-14 14:34:09 -03:00
Rachael Alexanderson
6e3a4c590d
- fix missing SKILLP property in zscript code
2020-11-04 01:29:40 -05:00
alexey.lysiuk
515742033e
- fixed inverted menu setting for 'Disable menu clean scaling'
...
https://forum.zdoom.org/viewtopic.php?t=70475
2020-11-01 10:47:48 +02:00
Christoph Oelckers
e6c96bcb75
- move VM exports to the proper class.
2020-10-31 12:24:14 +01:00
Christoph Oelckers
783d532bbe
- moved the script exports to the base class as wello.
2020-10-31 12:24:14 +01:00
Christoph Oelckers
be5d25a7b1
- moved all shareable script sources to their own folder in gzdoom.pk3.
2020-10-31 12:24:13 +01:00
Christoph Oelckers
3f61ab7fbf
- moved FormatNumber to the generic base class.
2020-10-31 12:24:13 +01:00
Christoph Oelckers
fd6b7f9274
- split out the generic parts of the crosshair drawer.
2020-10-31 12:24:12 +01:00
Christoph Oelckers
44793e1509
- text update.
2020-10-31 10:05:54 +01:00
alexey.lysiuk
46b980c213
- fixed warnings in image scroller core script
...
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 113:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 122:
Truncation of floating point value
2020-10-30 14:58:50 +02:00
Christoph Oelckers
d4d187e27b
- removed the limiter flags again and addressed the underlying problem properly.
...
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.
# Conflicts:
# src/common/audio/sound/oalsound.cpp
2020-10-28 21:30:25 +01:00
Christoph Oelckers
f25896021e
- added the missing image scroller class.
...
MENUDEF handling was already present for it but the implementation was not.
2020-10-28 07:23:42 +01:00
Rachael Alexanderson
2312fb0322
- fix HDR shader, again
2020-10-27 11:52:17 -04:00
Rachael Alexanderson
6770def806
Merge commit 'refs/pull/1227/head' of https://github.com/coelckers/gzdoom
2020-10-27 10:42:42 -04:00
Rachael Alexanderson
9afffba515
- fix HDR shader
2020-10-27 09:58:38 -04:00
drfrag
0562dfb554
- Rename menudef.txt for the simple menu to be loaded after.
2020-10-27 12:11:23 +01:00
Rachael Alexanderson
470c06aacb
- rename the title in the simplified 'Display Options' menu to be Display Options
2020-10-26 12:28:57 -04:00
Rachael Alexanderson
11954ef1ad
- add simplified 'miscelaneous' menu
2020-10-26 04:20:37 -04:00
Rachael Alexanderson
b33e009209
- add sv_alwaysspawnmulti to the menu
2020-10-26 03:40:54 -04:00
Rachael Alexanderson
98282f710f
- oops, missed this
2020-10-26 03:36:24 -04:00
Rachael Alexanderson
190173bc44
- add 'writeini' console command to the menu. Not committing this to master right now, since a release is pending and this requires a translation.
2020-10-26 03:36:24 -04:00
Rachael Alexanderson
e7e4365d3a
- minor adjustments to the simplified menu
2020-10-25 16:10:22 -04:00
nashmuhandes
6e692e5571
Allow retrieval of the custom Crush state in WorldThingGround
2020-10-25 20:10:52 +01:00
nashmuhandes
7285c5aca8
Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed.
2020-10-25 20:10:52 +01:00
Christoph Oelckers
54f85d4caa
- made the sinmple options menu switchable.
...
Also ensure that custom mods pick up the simple version if enabled.
2020-10-25 17:07:03 +01:00
Christoph Oelckers
d0f9ccb09a
- language update.
2020-10-25 16:59:47 +01:00
Christoph Oelckers
f67d5edbbf
- fixed option menu positioning.
...
Calculations are done in screen space, so the clean multiplier here was wrong.
2020-10-25 16:42:03 +01:00
Rachael Alexanderson
d0c5e347a9
- minor update, also rename the old menudef back, no need to change the name
2020-10-25 16:00:59 +01:00
Rachael Alexanderson
1bcb594053
- Begin construction of the Simplified Menu
2020-10-25 16:00:59 +01:00
Rachael Alexanderson
d06070c8e8
- begin menu split
2020-10-25 16:00:59 +01:00
Major Cooke
7477dfa922
Converted scale and pivot to vectors, and rotation to an angle.
2020-10-25 15:42:12 +01:00
Major Cooke
a6bbddf167
Finished implementing PSprite interpolation for vertices.
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- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke
7c4c0163a3
Added A_OverlayPivotAlign and A_OverlayVertexOffset.
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A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.
A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.
Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.
Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke
f9f6e896f3
- Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
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- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke
4a3a5c3877
Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
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The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke
8f74cebd44
Added code for rotating the PSprite, courtesy of IvanDobrovski.
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- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke
e5ca3caa6c
Setting everything up.
2020-10-25 15:42:08 +01:00
Christoph Oelckers
25485e05bc
- changed border flat for Chex Quest, because at least CQ3 does not have FLOOR7_1.
2020-10-25 14:44:14 +01:00
Christoph Oelckers
194824f810
- some fixes for the console.
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* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00