Commit Graph

20981 Commits

Author SHA1 Message Date
Christoph Oelckers 8191282831 - more characters for Doom's BigUpper font. 2023-01-24 17:20:40 +01:00
Christoph Oelckers d0b519926c - Greek characters for Raven's small font. 2023-01-24 17:04:30 +01:00
Christoph Oelckers 1022fb571a - renamed a few files. 2023-01-24 16:38:52 +01:00
CandiceJoy 66625a4c6e Added GitHub CodeSpaces development environment. 2023-01-24 07:19:45 -05:00
Emanuele Disco faaf938b18 refactor: add some logs to help understand what is happening during soundfont selection.
It helps understand what soundfont is currently used

refs: https://github.com/ZDoom/ZMusic/pull/44
2023-01-24 07:19:23 -05:00
Christoph Oelckers 54d9472766 - one more new font character. 2023-01-23 23:49:21 +01:00
Christoph Oelckers 68c2a01f83 - more new font characters. 2023-01-23 17:51:39 +01:00
Ricardo Luís Vaz Silva b47aa37919 Add missing methods (GetIfExists/CheckValue) to Map pseudo-generics 2023-01-23 17:15:08 +01:00
Christoph Oelckers 33fd8270b1 - text update 2023-01-22 20:19:21 +01:00
Christoph Oelckers e268a4195c - cleanup of the Chex Quest small font.
This no longer bases its diacritcal characters on Doom's font, it also fills in all characters already present in Doom's small font.
2023-01-21 21:30:19 +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 a397a93c25 Add Missing Read Barriers to Map Get Functions 2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva fed2d11be5 Fix iterator invalidation for Map::Get 2023-01-21 16:40:47 +01:00
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
Christoph Oelckers 0b9fdf2d99 - convert characters to Doom patch format. 2023-01-20 23:25:25 +01:00
Ricardo Luís Vaz Silva ed6384edc6 Add `internal` variable support to files outside gzdoom.pk3 2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva d4e9438273 rename CheckWritable to IsWritable, and invert its output since it's always negated 2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva da06212134 Add mDefFileNo to Fields 2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva 5ba1e96d29 Add mDefFileNo to Classes/Structs 2023-01-20 22:34:26 +01:00
Boondorl f6128f0e9e Fixed global TerrainDef array not being exported correctly 2023-01-20 22:33:12 +01:00
Christoph Oelckers 04fc19c32d - 4 non-letter characters for Chex. 2023-01-20 21:03:21 +01:00
Christoph Oelckers bdd2281760 - new characters for Doom's SmallFont and BigFont.
This covers all somewhat relevant languages using the Latin alphabet for these two fonts.
2023-01-20 19:43:53 +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
Rachael Alexanderson 20eb821acb - indicate in the startup window title when GZDoom is compiled for ARM64 Windows 2023-01-17 02:36:21 -05:00
Rachael Alexanderson c382fd9f74
Update README.md 2023-01-17 00:55:32 -05:00
Sally Coolatta 45796505de Fix two different portable names
M_GetConfigPath uses GAMENAMELOWERCASE_portable.ini, but IsPortable() checks for GAMENAME_portable.ini. Doesn't have much of an impact on base GZDoom since it's case-insensitive, but can matter for engine forks -- IMO it should just be consistent either way.
2023-01-16 23:22:36 -05:00
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
Marisa Heit 258f4b6786 Check all ACS functions for minimum number of arguments.
Also fixes SpawnForced not respecting the minimum declared in zspecial.acs. (https://forum.zdoom.org/viewtopic.php?t=77027)
2023-01-16 16:53:10 +01:00
Boondorl dd7cb8649f Exported LinePortals
Added helper functions for lines related to portals
2023-01-15 22:01:37 +01:00
Christoph Oelckers 3ea49a66d1 - cleaned up the pitch management in the sound backend.
This now treats all pitch methods equally instead of the preferential treatment of Doom's original pitch hack. Most importantly, the sound channel now stores the pitch as a floating point value instead of 9.7 fixed point.
snd_pitched now also gets checked in the sound engine, not the low level interface.
2023-01-15 14:01:37 +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
Christoph Oelckers 1561616498 - pass colormap to MakeGoodRemap as parameter.
Removes a Doom dependency and avoids double reading of the COLORMAP lump.
2023-01-15 08:34:32 +01:00
Christoph Oelckers bafd6be342 - removed backend dependencies on game data. 2023-01-15 08:23:26 +01:00
Christoph Oelckers c8b3d95d6f - backend update from Raze. 2023-01-15 08:23:26 +01:00
Kevin Caccamo 26518f8660 Fix Y position of characters in monospace fonts
The issue was either a typo, or a false assumption that all monospace font characters would be in squares on the sheet. Fixes #1937
2023-01-15 07:41:54 +01:00
Ricardo Luís Vaz Silva 5e464d3e93 expose WallMask and ignore actor, allow disabling Actor Tracing for LineTracer::Trace 2023-01-14 11:33:22 -05:00
inkoalawetrust 458142eb8b Added flags to SetPlayerProperty.
Added all of the missing player cheats to the SetPlayerProperty special.
2023-01-14 11:32:21 -05:00
inkoalawetrust 6f4a29b5e5 Added APROP_WaterDepth. 2023-01-14 11:31:22 -05:00
Major Cooke aed72f58f3 Converted A_Quake(Ex) intensity parameters from ints to doubles. 2023-01-14 11:30:00 -05:00
Ricardo Luís Vaz Silva 9468ff85a2 Add missing error for mapinfo tonemap 2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva 1ebd4f0d41 Add Tonemap support for Unclamped lighting mode 2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva 8e7897233e Add Alternate Light Blending Options 2023-01-14 11:29:12 -05:00
Rachael Alexanderson aa061562cd - manually reimplement pull request #1850 2023-01-14 11:23:10 -05:00
mc776 bdffcedc03 gldefs: update Freedoom definitions.
Armor was missing ARM2B0 light - reusing GREENARMOR2 since both of them have the blinky red thing.

Armor bonus shouldn't have "dontlightself" because it's not coming out from under an opaque helmet anymore.

Burning barrel has a yellow flame again.

Mega, invulnerability and blur spheres now match their respective colours.

Column is yellow now rather than green.

Tall tech lamp should be red, at least if you consider the light source to be the big red thing on top.

Blue keys now get their own definition instead of relying on the id blue health potion.

Serpentipede balls are less red before exploding and more red after.

Hatchlings have a distinct brighter glow when attacking.
2023-01-14 08:00:14 +01:00
yqco e0275df931 CCMD listmaps: Colorize maps loaded from pwads in blue text
Colorize maps added from pwads differently so they stand out better
2023-01-14 07:58:16 +01:00
Ricardo Luís Vaz Silva 80d1c61714 Fix MapIterator<X, String>::GetValue 2023-01-14 00:30:43 +01:00
alexey.lysiuk 7b2d54da35 - updated zlib to 1.2.13
https://zlib.net/zlib-1.2.13.tar.gz
2023-01-13 09:51:29 +02:00