Christoph Oelckers
a08d87beb3
- added a customization hook class for the menu.
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Currently the only thing it does is abstracting the menu caption, but more can be added here.
Not exposed to modding yet, though, that's for later.
2020-10-16 22:57:26 +02:00
Christoph Oelckers
35ff0a42a6
- restructured the option menu drawer for easier replacement of the caption handler.
2020-10-16 22:57:26 +02:00
Christoph Oelckers
cc9cadfac1
- moved compatibility cruft out of main implementation file.
2020-10-16 22:57:26 +02:00
Christoph Oelckers
4b77064fc4
- moved most of the menu code into the backend.
2020-10-16 22:57:25 +02:00
Christoph Oelckers
f6240ef428
- merged string table callbacks with system callbacks.
2020-10-16 22:57:25 +02:00
Christoph Oelckers
f30285b0ce
- route menu's CheckGame call through SysCallbacks.
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Needed to be able to move the menu into the backend.
2020-10-16 22:57:25 +02:00
Christoph Oelckers
46043f6278
- moved AutomapBindings export into common code.
2020-10-16 22:57:24 +02:00
Christoph Oelckers
0b317b432e
- split the Doom specific menu extensions into their own file.
2020-10-16 22:57:24 +02:00
Christoph Oelckers
e0d8241a50
- use the backend's GameTicRate in the scripts where applicable.
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This should replace TICRATE globally as it is the backend's actual ticking speed (still locked to 35, though.)
2020-10-16 22:57:24 +02:00
Alexander Kromm
aa16fefd88
add a message for the failure case for resetcvar command
2020-10-14 20:19:07 +02:00
Alexander Kromm
92d68d05db
rename reset command to resetcvar and do not create a new CVAR
2020-10-14 20:19:07 +02:00
Alexander Kromm
18a8fafd7d
add console command to reset a CVAR to default value
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Rationale:
1. Now to reset a CVAR to default, the user doesn't need to remember the default value.
2. If a modder wants to reset a CVAR via menu command, they don't need to keep menudef and cvarinfo in sync.
2020-10-14 20:19:07 +02:00
Nash Muhandes
cfbf115c4b
Change A_OverlayTranslation to accept a named translation instead. ( #1215 )
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For more advanced use cases, the Translation member of PSprite can be written to directly.
2020-10-12 11:43:37 -04:00
Nash Muhandes
7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations ( #1202 )
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- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
Player701
7da9f33cf9
- Fixed truncation warnings in playerdisplay.zs
2020-10-11 09:02:14 +02:00
alexey.lysiuk
787b0d2480
- setup console handlers earlier to make them available during exit cleanup
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https://forum.zdoom.org/viewtopic.php?t=70093
2020-10-10 17:28:09 +03:00
alexey.lysiuk
43a3188bdf
- fixed compilation warnings reported by GCC and Clang
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src/common/filesystem/file_ssi.cpp:78:20: warning: comparison of integers of different signs: 'int' and 'uint32_t' (aka 'unsigned int') [-Wsign-compare]
src/common/filesystem/file_ssi.cpp:130:38: warning: comparison of integers of different signs: 'size_t' (aka 'unsigned long') and 'int' [-Wsign-compare]
2020-10-10 17:26:51 +03:00
alexey.lysiuk
1959502a0b
- clear current levels' snapshots explicitly if saved game loading fails
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Levels that are not defined via MAPINFO could keep stalled snapshots data preventing their loading from scratch
https://forum.zdoom.org/viewtopic.php?t=70115
2020-10-10 13:04:08 +03:00
alexey.lysiuk
5ee272a8b9
- fixed: next secret map was ignored in ending sequence
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https://forum.zdoom.org/viewtopic.php?t=70132
2020-10-10 12:19:43 +03:00
Player701
4670819ec8
- Fixed a lift in Double Impact E1M7 that could not be used more than twice from the lower area.
2020-10-09 18:40:01 +02:00
Player701
c33b14b55d
- Force node rebuilding for Double Impact E1M3 (bad subsector)
2020-10-09 12:11:50 +02:00
Player701
a4b6d5612f
- Force node rebuilding for Akeldama MAP26 (bad subsectors) ( #1206 )
2020-10-09 01:43:37 -04:00
Rachael Alexanderson
a2f0c27651
- add option to texture hqresize resize model skins.
2020-10-08 00:30:12 -04:00
Player701
4aec72be5d
- Do not error out if some states are missing in an abstract weapon class
2020-10-06 20:07:04 +02:00
Christoph Oelckers
756caede51
- fixed misnamed variable and removed restriction for draw pass in GetFullscreenRect.
2020-10-05 18:32:16 +02:00
Christoph Oelckers
9a994482b1
- store extended sector info directly in FLevelLocals.
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This is safer than using the first sector's reference.
2020-10-05 00:39:21 +02:00
Christoph Oelckers
497c474fee
- transform mouse coordinates for menu with fullscreen scale
2020-10-05 00:03:00 +02:00
Christoph Oelckers
63a338fd73
- changed display in key binding menu to list all bound keys for an action, not just the first two.
2020-10-04 19:28:20 +02:00
Christoph Oelckers
f6eac89677
- fixed some text issues with Hacx and Harmony.
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One Harmony text had an incorrect label and Hacx must be loaded after the IWAD which has a language lump of its own.
2020-10-04 19:25:50 +02:00
Christoph Oelckers
f3d75469c9
- moved two native player menu functions out of the main menu class.
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These manipulate entries of that menu and have no business being called from anywhere else than this menu and its subclasses.
2020-10-04 19:08:14 +02:00
Christoph Oelckers
43eb7d61e7
- helper function for setting up the summary screen.
2020-10-04 15:14:30 +02:00
Christoph Oelckers
b902440535
- default summary screen's clean scale to false.
2020-10-04 15:14:11 +02:00
Christoph Oelckers
ce25b5bc41
- fixed: The scripted DrawFrame export should not be subjected to ui_screenborder_classic_scaling.
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This affected the generic player display where the frame was far too wide.
At most it needs to be an option if properly corrected.
2020-10-04 15:05:00 +02:00
Christoph Oelckers
f1b0f32786
- add an option to the ListMenu class to draw to a fixed virtual screen size.
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This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors.
The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
2020-10-04 15:03:29 +02:00
Christoph Oelckers
acd71f7019
- groundwork for menus with a fixed virtual screen size.
2020-10-04 09:16:20 +02:00
Christoph Oelckers
89cc69710c
- added config migration handling for the changes to adl_volume_model.
2020-10-04 08:20:42 +02:00
Wohlstand
8f8a30a62b
Added new parameters in favor of libADLMIDI and libOPNMIDI update
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# Conflicts:
# wadsrc/static/language.csv
2020-10-04 08:15:33 +02:00
Wohlstand
4bfcbb4b18
libADLMIDI: Fixed a mistake with Volume Model setup
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Don't set a bank number instead of a volume model!
2020-10-04 08:14:23 +02:00
Wohlstand
432c01d730
Re-compute all sound delays inside of GENMIDI.GS.wopl
2020-10-04 08:14:22 +02:00
Wohlstand
2d1c16a0d1
Added a short ReadME for all banks
2020-10-04 08:14:22 +02:00
Wohlstand
6d178f9f67
Updated the set of extra FM banks
2020-10-04 08:14:22 +02:00
Wohlstand
8b70c75362
Updated default xg.wopn bank
2020-10-04 08:14:21 +02:00
Christoph Oelckers
f9ee465741
- backport of some enhancements for Cyrillic font support for Raze.
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Now the identical looking characters can be mapped to their Latin counterpart if they do not have their own glyphs.
2020-10-04 08:11:56 +02:00
Player701
ffb4c52c96
- Added NORANDOMPUFFZ flag to A_Saw
2020-10-04 08:07:13 +02:00
nashmuhandes
56a387ac82
- Fix weapon bobbing interpolation
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There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.
(Thanks to @Doom2fan for the solution)
2020-10-04 08:06:34 +02:00
Christoph Oelckers
ff62d7a8a3
- made sysCallbacks a value variable instead of a pointer to simplify the checks for it.
2020-10-03 16:47:47 +02:00
Christoph Oelckers
1b3ef19100
- minor cleanup on "Configure Controls"
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* Merged chat and scoreboard bindings into a "Multiplayer" submenu.
* Reordered items by importance. Chat at position #2 was nonsense.
* Moved weapon state actions from "Action" to "Weapon" menu, because the menu was already quite large and these are not standard actions.
2020-10-03 13:52:34 +02:00
Christoph Oelckers
2016f56a7e
- added a new scaling mode to the level summary screen to scale to a given size.
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In this mode the clean scaling factors are ignored and content is always scaled to fit the screen as efficently as possible.
For the default summary screens an option was added to use this mode, which is a lot closer to the original look of this screen.
It is not 100% identical because it still factors in the author, if given and long level names that may be broken into multiple lines of text.
2020-10-03 13:32:18 +02:00
Christoph Oelckers
fbf57e0c1d
- fixed some scaling inconsistencies in the summary screen.
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The background size wasn't taken into account for the splats and the widescreen check never verified the height of the background image.
It will now unconditionally use the new widescreen expansion mode for everything to reduce problems, use the background's display size for positioning overlays and only in the case of 200 pixel tall images perform widescreen positioning adjustment.
2020-10-03 09:07:29 +02:00
Christoph Oelckers
bd68ef917e
- this too.
2020-10-03 08:54:41 +02:00