Christoph Oelckers
336c45aaa4
- SCreenjob fixes
...
Still doesn’r show anything but we got it all set up now.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
1bb750c061
Screenjob WIP stuff
2022-04-26 20:50:35 +02:00
Christoph Oelckers
0d23db5b4a
- wrapper classes to run existing intermissions and status screens as screenjobs.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
e5baef837a
- text screen helper stuff for cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
933fa62782
- added the script side core module for the cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
339419240c
- added compat_nombf21 for cchest2.wad, map 19.
2022-04-25 20:52:24 +02:00
Christoph Oelckers
a491085822
- added missing range check for scrolling down an option menu with the mouse wheel.
2022-04-18 00:09:38 +02:00
Christoph Oelckers
05260d8e8a
- don't let "give weapons" hand out abstract weapons.
2022-04-16 22:19:38 +02:00
Christoph Oelckers
d24f41a595
- Remain 3, MAP11 also needs compat_nombf21.
2022-04-15 23:20:37 +02:00
Christoph Oelckers
446a24d095
- added nombf21 compat setting for Heroes Tales MAP31
2022-04-15 23:01:58 +02:00
Emile Belanger
3724f8a67c
GLES: Fix blend flags
2022-04-15 21:06:27 +02:00
Christoph Oelckers
8b1d671f6b
- fixed y-offsets of bal7scr* decal images.
2022-04-13 08:10:20 +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
af957b438a
reverted language change
2022-04-09 22:46:20 +02:00
Lippeth
9de7721e62
reverted language change
2022-04-09 22:46:20 +02:00
Lippeth
7830033722
- added vertical bullet spread relative to ssg
2022-04-09 22:46:20 +02:00
Emanuele Disco
71dedf6c87
Fixed GUS Emulation with DMXGUS(C) lump conf.
...
- changed default value for midi_config to empty string since gus is not working with sf2 file
- fixed SetupDMXGUS not loading lump correctly, wrong use of CheckNumForFullName
- midi_config default to empty string, since lzdoom.sf2 doesn't seem supported (distorted sound)
- added absolute paths to FZipPatReader so we can add custom patches to resource files by using gus_patchdir and/or ULTRADIR variable (some custom maps has custom patches that can be added this way without putting them inside the resource file or in the same folder of the configuration file)
- set timidity_reverb_level min value to 0 in menudef.txt, set to 9 by mistake?
2022-04-09 22:45:31 +02:00
Gibbon
4d3f767f47
typo 'Yea' instead of 'Yes'
2022-04-02 19:21:37 +02:00
RaveYard
196d2efc86
Add CHF_DONTIDLE for A_Chase
2022-03-23 21:51:35 +01:00
Christoph Oelckers
a685754abf
- added a time widget to the level stats display on the alt HUD, similar to how Raze does it.
2022-03-22 08:35:18 +01:00
Christoph Oelckers
c98c93914d
- text update
2022-03-18 18:17:02 +01:00
Rachael Alexanderson
6cc03aba16
- add gl_satformula == 2 - an optional 'more accurate' desaturation
2022-03-16 13:33:29 -04:00
Christoph Oelckers
a20d519488
- text update.
2022-03-09 22:16:53 +01:00
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
Major Cooke
421c40e929
Replaced GetTerrainDef with the global Terrains array.
2022-02-22 19:35:50 +01:00
Major Cooke
8a61badcad
Removed some residuals.
2022-02-22 19:35:50 +01:00
Major Cooke
579c4152d2
Added GetTerrainDef and Sector variant of GetFloorTerrain.
...
- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
2022-02-22 19:35:50 +01:00
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
Christoph Oelckers
c48de5d8d3
- added a 'no MBF21' compatibility flag.
...
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +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
Emile Belanger
5939f1947f
Fix func_paletted.fp to use alpha channel for index. This was needed due to GLES renderer change from Raze
2022-02-10 23:46:23 +01:00
Emile Belanger
93b62d4f15
Fix Texture Mode 7 shader compilation bug
2022-02-10 23:46:23 +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
emily
20d16381f8
Add TexMan.SetCameraTextureAspectRatio
...
Allows ZScript to change the aspect ratio of a camera texture.
2022-01-24 12:18:55 -05:00
Major Cooke
4e8d59951b
Added A_SetViewPos(Vector3 Offset, int Flags = -1)
...
- 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
nashmuhandes
db92e63e22
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-22 18:06:05 +08:00
Rachael Alexanderson
2ab4539d40
- fix logic error with shader compatibility layer
2022-01-21 16:40:04 -05:00
nashmuhandes
f79bbed130
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-20 14:19:45 +08:00
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
84458ddb9f
- redid postprocessing shader interface to be free of the player dependency.
...
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
nashmuhandes
57112742fe
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
...
# Conflicts:
# src/common/rendering/gl/gl_shader.cpp
# src/common/rendering/hwrenderer/data/buffers.h
# src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
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.
...
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
Rachael Alexanderson
e6403197eb
- drop yet another option from the simple mouse menu
2022-01-05 12:17:28 -05:00
Rachael Alexanderson
68d4c3f19c
- drop more options from the simple mouse menu
2022-01-05 12:13:48 -05:00
Rachael Alexanderson
ea9d945ff3
- create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning
2022-01-05 11:10:28 -05:00
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
Player701
2ce5b49cab
- Exported the "paused" global variable to ZScript
2021-12-06 16:26:34 +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
nashmuhandes
879c514120
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-14 22:01:03 +08:00
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
nashmuhandes
9b853dd275
- Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
...
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes
1b95f2515b
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-10 19:57:49 +08:00
nashmuhandes
c2b3600981
Add a render style parameter to Screen.Dim
2021-10-29 21:08:32 +02:00
nashmuhandes
5c20a5918e
Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2
2021-10-20 21:59:37 +08:00
Marisa Kirisame
58e66f4805
ReadThisMenu / MenuDelegate overriding.
2021-10-19 11:43:27 +02:00
Christoph Oelckers
8149c3e936
- text update.
2021-10-16 21:52:36 +02:00
nashmuhandes
12c509cc46
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-17 03:42:15 +08:00
Marisa Kirisame
95b8629fe0
Allow customization of pause screen.
2021-10-16 11:33:30 +02:00
Marisa Kirisame
d5ad8b28ec
PreTravelled virtual for player and inventory.
2021-10-15 17:37:19 +02:00
Marisa Kirisame
bc75dc056e
Compat patch for misplaced items in Hexen MAP08.
2021-10-14 21:35:32 +02:00
nashmuhandes
96383792fa
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-14 12:20:42 +08:00
Hugo Locurcio
d0975467f5
Add cvars to control automap line alpha and thickness
...
This can be used to improve automap readability on high-resolution
displays.
Some automap options in the menu were reordered to follow a more
logical order.
2021-10-11 22:30:31 +02:00
Marisa Kirisame
7c591cd0e9
Allow map markers to scale relative to automap zoom.
2021-10-08 16:03:51 +02:00
nashmuhandes
82a3036429
Set the ZDRay-specific things to not spawn in the MAPINFO
2021-10-05 18:17:28 +08:00
nashmuhandes
52004f36b4
Add sunlight actor for ZDRay
2021-10-05 18:09:00 +08:00
nashmuhandes
d35cd9549f
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-05 12:53:05 +08:00
Christoph Oelckers
3c961a2aa2
- avoid multiple Dehacked mappings to the same function.
...
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
Christoph Oelckers
6e9e75c02c
- disallow changing the line spacing for option menus.
...
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Marisa Kirisame
457f7c31c3
Allow WorldUnloaded events to know the next map name (if any).
2021-10-01 20:18:36 +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
nashmuhandes
70b72a2157
- Recognize the new lightmap UDMF keywords
...
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes
ae50fcdf8b
Don't let LightProbes spawn in the world. We don't want unnecessary actors ticking in the map.
2021-09-29 17:00:10 +08:00
nashmuhandes
ff3cdb7e56
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-09-27 07:32:30 +08:00
nashmuhandes
e74b338b79
- Gave the light probes NOINTERACTION to decrease ticking costs and also to stop it from falling to the ground - useful to debug mid-air light probes
...
- Changed the light probe sprite to better match the actor size
2021-09-26 02:10:12 +08:00
nashmuhandes
b3a2b9b2a5
Adjust the light probe assets to better aid debugging
2021-09-26 01:20:10 +08:00
nashmuhandes
d2b8f1aaff
Add light probe actor
2021-09-25 12:00:25 +08:00
Magnus Norddahl
604c4ff8e0
Fix vertex layout locations and add lightmap to vulkan shader
2021-09-24 16:21:23 +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
nashmuhandes
2f8cff90b6
- Add lightmaps to the main shader (currently only OpenGL)
...
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers
7ce5bb4861
- re-enable light attenuation.
2021-09-22 12:14:29 +02:00
Christoph Oelckers
0db7a6206b
- fixed shader compilation.
2021-09-21 21:07:46 +02:00
Christoph Oelckers
6c12a8de12
- properly track whether some action in the current frame may have triggered a dynamic light activation.
2021-09-21 20:31:43 +02:00
Christoph Oelckers
da806b354d
- cleanup of the revised y-clamping feature.
...
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger
76875f0a3c
Fix spot lights for GLES
2021-09-20 18:12:20 -04:00
Emile Belanger
c20cb92961
Removed unused GLES shader files
2021-09-20 18:12:20 -04:00
Christoph Oelckers
2fd8113576
- text update.
2021-09-19 16:12:40 +02:00