Commit Graph

12773 Commits

Author SHA1 Message Date
svdijk bdfc42182f OPLsynth: Default to center panning. 2017-05-22 09:15:02 +02:00
Christoph Oelckers 42e62d9005 - fixed: Harmony requires special scaling treatment for the fullscreen HUD's icons. 2017-05-21 21:30:46 +02:00
Christoph Oelckers 7bc5573baa - call P_FindParticleSubsectors before rendering a save picture in OpenGL.
This entry point was the only one missing that call.
2017-05-21 12:45:49 +02:00
Christoph Oelckers fc0855fac7 - fixed size of particles in the hardware renderer.
From the look of it the scale was changed in the software renderer several years back but the hardware renderer never got adjusted for it.
This also adds a bit of compensation to round particles so that they get rendered a bit larger than square ones.
2017-05-21 12:36:34 +02:00
Christoph Oelckers be2cfddb17 - handle the case where SBARINFO only contains a mugshot definition and fall back to the current statusbarclass if creating an SBARINFO-based statusbar fails. 2017-05-21 12:06:22 +02:00
Magnus Norddahl e27e89b57d - Make sure a hung worker thread always crashes the application 2017-05-21 12:03:12 +02:00
Magnus Norddahl aff9205057 - Fix mipmap filtering bug when using nearest filter 2017-05-21 11:01:37 +02:00
svdijk 371a8755c2 vid_glswfb: Prevent defunct windows. 2017-05-20 23:21:51 +02:00
Christoph Oelckers 4388d97db6 - PlayerPawn.PlayerThink needs to consider the possibility of the player getting unmorphed and must call any function after a potential unmorph through 'player.mo' instead of 'self'. 2017-05-20 20:56:43 +02:00
Christoph Oelckers fc8639226d - yet again Visual Studio's autocompletion feature deleted some tildes. 2017-05-19 21:36:32 +02:00
Christoph Oelckers a4231ffd00 - more handling of some very broken old ATI drivers. 2017-05-19 21:33:48 +02:00
Christoph Oelckers e1cd0dc588 - major optimization on carry scroller code.
The old version was checking every single actor in every single sector for being affected by a carry scroller if there was so much as a single such scroller in the map.
Changed it so that the scroll thinker flags all actors in the affected sectors so that these expensive calculations can be skipped for everything else.
This change and reduce think time by 1/3 on maps like ZDCMP2 (on the test machine it went down from 6 ms to 4 ms on this map.)
2017-05-19 16:31:44 +02:00
Christoph Oelckers 9fc309d5b5 - stop the music when processing a fatal error. 2017-05-19 12:20:33 +02:00
Christoph Oelckers c1e64fa576 - fixed: The rail trail should use r_trail_sparsity, not r_spiral_sparsity.
- fixed: Spawning actors on the rail trail must ignore the sparsity CVARs completely.
2017-05-19 12:03:20 +02:00
Christoph Oelckers c8e631bf26 - fixed: The colormap was not fully initialized for 3D floors in sectors where neither the original floor nor ceiling were visible. 2017-05-19 11:42:44 +02:00
Christoph Oelckers 97b664968e - removed a few unused VM opcodes. 2017-05-19 10:27:22 +02:00
svdijk 8ece6dff6a Menu: Never treat keys with no "Char" as hotkeys. 2017-05-18 21:29:08 +02:00
svdijk 4b8f4212ef Menu: Hotkeys should only select selectable items. 2017-05-18 21:29:08 +02:00
Major Cooke bb1e927c46 Give the parameter a better name to associate by. 2017-05-17 23:03:22 +02:00
Major Cooke 65f13b0927 - Added a Z offsetting parameter to the ZScript LineAttack function.
- Added LAF_OVERRIDEZ flag to LineAttack. Disregards all internal offsetting aside the actor's Z position before adding the offset parameter.
2017-05-17 23:03:22 +02:00
svdijk ebf3a37394 Menu: Fix mouse handling for the autoaim slider. 2017-05-16 23:06:57 +02:00
alexey.lysiuk a92f889e44 Fixed recently introduced compilation warnings
src\v_video.cpp(1771): warning C4244: '=': conversion from 'double' to 'int', possible loss of data
src\v_video.cpp(1773): warning C4244: '=': conversion from 'double' to 'int', possible loss of data
2017-05-16 16:39:07 +03:00
Rachael Alexanderson 625fc73f28 - Missed a few CF_POWERBUDDHA references. 2017-05-16 04:13:25 -04:00
Rachael Alexanderson a93efb1e9e - slightly increase source code readability by moving a flag from one line to another. 2017-05-16 09:52:50 +02:00
Rachael Alexanderson 8192ad73bd - changed fall damage so it is max 'TELEFRAG_DAMAGE - 1' instead of a flat 999 (it used to check for >=1000). 2017-05-16 09:52:50 +02:00
Rachael Alexanderson c6946cc672 - removed all instances of CF_POWERBUDDHA 2017-05-16 09:52:50 +02:00
Rachael Alexanderson fe023b5ca4 - changed Buddha powerup from a flag to an inventory check 2017-05-16 09:52:50 +02:00
Major Cooke b1a8ef54f6 - Fixed bitwise comparison. 2017-05-16 09:52:50 +02:00
Major Cooke 6bbbd28a08 - Added missing LAXTELEFRAGDMG support to SelfDamageFactor. 2017-05-15 19:19:35 +02:00
Rachael Alexanderson a96ef5276d - Added new flags8 actor field. Isn't it frightening how quickly how we got to our 8th flag field?
- Speaking of frightening, added +FRIGHTENING flag.
2017-05-15 19:17:46 +02:00
Dmitri Kourennyi 3b20c26275 Fix A_CheckProximity setting pointer to dead things when it shouldn't.
When using A_CheckProximity with CPXF_SETTARGET, the target pointer could
be set to a dead monster even without the CPXF_COUNTDEAD and CPXF_DEADONLY
flags. This is becuase the check for death would occur after setting the
pointer.

Fix simply moves death check to occur before setting pointers.
2017-05-14 20:01:18 +02:00
Gaerzi bbea0ee4a1 Fix spelling mistake in documentation
Unfortunately I can't change the spelling mistake in the specs, so the property name will still evoke a 3D midtex that doesn't betray any emotion.
2017-05-14 18:12:21 +02:00
Major Cooke 795f8f0578 - Added a separate cheat flag to handle buddha powerups. Currently, Buddha powerups could interfere and disable the actual player cheat unintentionally, when the player may not want their actual cheat to be turned off.
- Set some overlooked 1000000 damage points to TELEFRAG_DAMAGE inside the falling damage code.
2017-05-14 17:22:46 +02:00
Major Cooke 49e4c8968f - Fixed: Powerups failed to expire when the EffectTics was set directly to 0 since the variable is always subtracted first before the check. 2017-05-14 17:21:48 +02:00
Christoph Oelckers 6a34092742 - fixed automap positioning with linked portals and a camera actor that is transitioning a sector portal. 2017-05-14 13:12:39 +02:00
Christoph Oelckers 437dd68d79 - the Render state must be applied before performing a portal clear screen, because it would still be set to stencil drawing at this point. 2017-05-14 12:42:25 +02:00
Christoph Oelckers 8a91153aeb - Why does the Visual Studio editor hate tildes so much...? 2017-05-14 12:36:13 +02:00
Christoph Oelckers ef7e4fe678 - draw empty portals in black, not the last set color. 2017-05-14 12:31:51 +02:00
Christoph Oelckers 0f80b7dcb6 - fixed: P_CollectConnectedGroups should abort if it tries to collect the same portal group more than once, because this would indicate an infinite loop. 2017-05-14 12:24:52 +02:00
Christoph Oelckers 1767dd6a42 - fixed: A_CheckBlock performed item pickup checks which could be done in completely inappropriate spots if this function was used from weapon overlays, for example. 2017-05-14 11:55:32 +02:00
svdijk 6dd570c538 Menu: Fix cycling the "midi devices" menu option. 2017-05-14 12:12:12 +03:00
svdijk b6ef9fae3e SDLGLFB: Implement mouse coordinate scaling for the menus. 2017-05-14 12:12:12 +03:00
Magnus Norddahl 788b9f6d54 Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-05-14 08:55:39 +02:00
Magnus Norddahl 31125486ad - Improve line portal rendering somewhat 2017-05-14 08:55:30 +02:00
Rachael Alexanderson fa36b1195f - added modification tagging to updaterevision to allow tagging an executable when a source tree is compiled before committing. 2017-05-13 12:52:28 -04:00
Christoph Oelckers b346dd0c09 - added a check for unconnected linked line portals. 2017-05-13 17:45:59 +02:00
alexey.lysiuk f0d40d6a8a Added check for patch set existence before loading in FluidSynth
This helps to avoid flooding of output with the following messages on every MIDI song change:
fluidsynth: error: Unable to open file "/usr/share/sounds/sf2/FluidR3_GS.sf2"
fluidsynth: error: Couldn't load soundfont file
fluidsynth: error: Failed to load SoundFont "/usr/share/sounds/sf2/FluidR3_GS.sf2"
fluidsynth: error: Unable to open file "/usr/share/sounds/sf2/FluidR3_GM.sf2"
fluidsynth: error: Couldn't load soundfont file
fluidsynth: error: Failed to load SoundFont "/usr/share/sounds/sf2/FluidR3_GM.sf2"
2017-05-13 17:56:26 +03:00
alexey.lysiuk 1cd7297cd8 Use Xcode 8.3 for Travis CI build 2017-05-13 17:32:19 +03:00
alexey.lysiuk 27384fc70d Do not create symlink to executable on macOS too
This link in build directory pointed to non-existing file since we started to create application bundle with CMake
2017-05-13 17:01:24 +03:00
Magnus Norddahl 4554d90b1d Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-05-13 15:49:09 +02:00