Commit graph

21172 commits

Author SHA1 Message Date
Rachael Alexanderson
b913003168 - update soundfont 2023-09-26 05:56:22 -04:00
alexey.lysiuk
678cab7994 - fixed DumpCPUInfo() definition for non-x64 platforms
fix #2188
2023-09-26 09:48:11 +03:00
Professor Hastig
3d6664c28e fix DSDHacked state creation.
Several problems here:

* the crucial call did not override 'mustexist'.
* once created an extended stare would not be looked at anymore.
* extended states received no usage flags.
2023-09-25 16:10:10 +02:00
Professor Hastig
22e8bea91b fixed actor class creation for DSDHacked
* the did not get defaults assigned.
* the RETARGETAFTERSLAM flag must also be set for newly created classes here
2023-09-25 16:10:10 +02:00
Christoph Oelckers
79831526cd - disable survey code again. 2023-09-25 00:08:12 +02:00
Christoph Oelckers
30c49fb769 - language update 2023-09-24 23:02:57 +02:00
Christoph Oelckers
7491361863 - do some cleansing of the GPU string and add CPU name when only getting an anonymous series name.
The cleansing is mainly for AMD's Linux drivers which report too much extraneous info here.
The CPU name helps when classifying anonymous iGPU series.
2023-09-24 22:20:50 +02:00
Christoph Oelckers
955b8bae1a Revert "Add more information in saved game comments"
This reverts commit 56c2bd018d.

Considering the follow-up I think it's best to scrap this.
2023-09-21 19:26:56 +02:00
Rachael Alexanderson
00e0a9fd76 - address GCC error in d_anonstats.cpp 2023-09-20 23:58:30 -04:00
Hugo Locurcio
ffcfec66b3 Store kills/items/secrets in save comment only if visible on HUD
This prevents spoiling levels when the HUD information is disabled.

This change is not retroactive: it has no effect on existing savegames.
You need to save again for this change to have an effect.
2023-09-20 23:51:58 -04:00
Christoph Oelckers
5870ec2e7a - fix missing prototype in Linux 2023-09-20 23:58:01 +02:00
Christoph Oelckers
7f9df12431 - Survey: return more meaningful info for current OS and Vulkan version. 2023-09-20 20:03:07 +02:00
Christoph Oelckers
b3cb2fafc7 stats 2023-09-20 19:49:54 +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
alexey.lysiuk
e3e5071475 - updated continuous integration workflow
* bump GCC targets to 9 and 12
* bump Clang targets to 11 and 15
* use Ubuntu 22.04 images
* use actual versions of checkout and upload-artifact actions
* remove lots of needless formatting, double quotes in particular
* remove unused dependencies
* remove obsolete Strawberry Perl workaround
2023-09-20 11:49:00 +03:00
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
Magnus Norddahl
cfe30c1d47 Fix stdexcept include errors 2023-09-18 04:59:13 -04:00
Cacodemon345
ba9ce0e83f Switch to miniz from zlib 2023-09-17 23:52:51 +02:00
Rachael Alexanderson
9b3409b28d - update stats script 2023-09-17 06:13:21 -04:00
Rachael Alexanderson
25e9561279 - change anonstats cvars in order to allow easier updates to them in the future 2023-09-17 04:46:06 -04:00
Christoph Oelckers
2666f22ed7 - new text duplicate for pending menu redesign 2023-09-17 09:04:44 +02:00
Christoph Oelckers
084301f4d6 - refined light mode selection.
This is to ensure that if the map specifies light mode Doom (i.e. hardware approximation of software lighting) it is not overridden by the user-selected software emulating light mode.
gl_lightmode should only apply if neither the map nor gl_maplightmode set an explicit light mode.
2023-09-17 08:40:36 +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
Christoph Oelckers
5f11fd051b - fixed the overlapping sector handler in hw_fakeflat.cpp.
this picked the wrong plane as the proper texture cutoff.
2023-09-16 22:17:09 +02:00
Christoph Oelckers
f7c379b720 - fixed: The UDMF loader did not adjust the floor/ceiling overlap state after processing UDMF sector plane properties. 2023-09-16 21:55:35 +02:00
Christoph Oelckers
d596e5a8fa - fixed: EV_DoDonut checked the wrong compatibility variable.
This missed all map specified flags.
2023-09-16 21:35:01 +02:00
Christoph Oelckers
e86de4463f fixed CheckswitchRange logic for multiple switches on a line. 2023-09-16 21:06:10 +02:00
nashmuhandes
c27beb0be8 Delete the light probe DoomEdNum 2023-09-16 20:10:49 +02:00
Christoph Oelckers
f55e388d3f - add description to gl_lightmode 2023-09-16 12:09:57 +02:00
Christoph Oelckers
7fbd99ca0f - fixed flags for gl_lightmode.
With how this is being handled now, the CVAR needs to have the CVAR_GLOBALCONFIG flag and CVAR_NOINITCALL unset or it simply won't work right.
Since its meaning has completely changed now (i.e. it's mainly a performance switch to a less demanding implementation instead of being able to select vastly different lighting methods) making it global is more sensible.
2023-09-16 12:06:42 +02:00
Christoph Oelckers
23ffaaecb0 - changed last commit to not translate the text written to the savegame info.
This would be a bit problematic if it was transferred to other systems if the source language cannot be understood.
2023-09-16 11:45:00 +02:00
Hugo Locurcio
56c2bd018d Add more information in saved game comments
Save games now store kills/items/secrets and player health/armor
in the comment string, which is displayed in the save/load game menu.

This change is not retroactive: old savegames will not display
this information until they are overwritten.
2023-09-16 11:42:29 +02:00
John Stebbins
bd4f4f739a Fix gameinfo load from same directory as file containing gameinfo lump
Fixes scenario 2 in https://github.com/ZDoom/gzdoom/issues/2011#issuecomment-1440997829
2023-09-16 10:53:53 +02:00
Christoph Oelckers
ea51c92fda - validate partner seg index in LoadGLZSegs before using it
KDiZD Z1M10 has something bogus in there, this case will now trigger a node rebuild.
2023-09-16 09:48:43 +02:00
Christoph Oelckers
81e42142af - added compatibility handler for Phocas Island 2 MAP01. 2023-09-16 09:25:21 +02:00
Christoph Oelckers
71cc93f42c - fixed: ZScript's lump reader may not truncate strings at 0 bytes, like all other callers of GetStringFromLump need. 2023-09-16 07:44:58 +02:00
Magnus Norddahl
45a2cbe081 Update zvulkan to latest version 2023-09-16 00:32:15 -04:00
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
ef79ec193f - let P_CheckSwitchRange always check all 3 tiers.
To account for cases that a switch is unreachable but another tier got a reachable one.
2023-09-15 22:33:03 +02:00
Christoph Oelckers
e522260037 - added some missed UDMF properties to spec. 2023-09-15 22:05:56 +02:00
Christoph Oelckers
b082c50502 - fixed doublebind check with automap.
When no doublebinds get passed to C_DoKey it may not set the doubleclick flag.
For the automap C_DoKey gets called twice, once with the automap bindings and once with the regular bindings and doubleclicks.
2023-09-15 22:00:05 +02:00
Christoph Oelckers
7f7edc4f72 - clear the Dehacked string table after passing it to GStrings.
For some reason std::move does not work here so make sure it won't stick around.
2023-09-15 21:46:53 +02:00
Christoph Oelckers
d001c3464d - removed another bad assert from codegen.cpp 2023-09-15 20:51:05 +02:00
Christoph Oelckers
cd31c74ecc - stop all cutscenes before the ENDOOM screen. 2023-09-15 20:48:39 +02:00
Professor Hastig
85ba35a1f1 - fix Strife-style startup asset check.
The STARTUP0 check is not only redundant but also was wrong. It already gets checked and validated in the asset loading loop, and this up-front check did not handle placement as a graphic.
2023-09-15 19:44:12 +02:00
Christoph Oelckers
eb93c764ee - restrict msglevel filtering only to the notify display, not the console, log and debug output. 2023-09-15 00:40:41 +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
Sally Coolatta
15521e5181 Fix a very rare crash with complex Polyobjects
If all of the worst stars align when compiling Polyobject BSP and splitting a seg into two sets:
- The very first seg in the current set fails all of the metrics for determining which side of a split it is on, and doesn't know which side it should go to. Since there are 0 are in front, it goes to front by default.
- Every other seg in the same set don't fail their metrics, and they all decide they are meant to go to the front side.
- Oops! Now there's nothing in the back side!
I've fixed this by collecting all of the undecided segs in a split, and setting the new side after the other segs. Doing it in the normal loop means there's a non-zero chance the crash prevention will fail depending on how the segs are in memory.

This can technically happen with even the most simplistic Polyobjects, but it becomes more common the more complex it is (add tons of lines, move and rotate it at the same time, so on). Quite an annoying crash since it doesn't always replicate consistently.
2023-09-15 00:13:22 +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