Christoph Oelckers
9b3782ea0f
- MBF21: remaining actor properties.
2021-06-29 22:32:38 +02:00
Christoph Oelckers
e2e8ec8b3e
- MBF21: implemented thing flags.
2021-06-29 21:08:58 +02:00
Christoph Oelckers
bca8d01ab3
- MBF21: infighting groups.
2021-06-29 01:34:14 +02:00
Christoph Oelckers
3bef08b1aa
- MBF21: implemented the new line scroller types.
...
These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.
2021-06-28 22:06:07 +02:00
Christoph Oelckers
c4ed0cefde
- MBF21: implemented new line flags.
...
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
Christoph Oelckers
057cc0678b
- MBF21: handling of new flags in sector special.
2021-06-28 16:20:35 +02:00
Rachael Alexanderson
e8f007c6ce
- fix missing border flat on heretic shareware
2021-06-11 09:17:49 -04:00
Player701
adad028b33
- Fixed impassable exit line in 007ltsd.wad E4M7
2021-06-08 14:56:44 +03:00
Christoph Oelckers
dc7ba3778d
- fixed explosive damage radius for clericflame.
...
This was fixed before but must have gotten lost somehow...
2021-06-07 07:46:13 +02:00
nashmuhandes
75e18cca3c
Fixed wrong parameter type passed into TryMove here
2021-05-28 09:10:43 +02:00
Chronos Ouroboros
f19f825ccb
- fix DaggerAlert using FindState incorrectly.
2021-05-28 00:34:04 -03:00
Rachael Alexanderson
2ca2076a3f
- add missing break statement
2021-05-25 23:02:16 -04:00
Christoph Oelckers
dfe6a09b8c
- fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2."
2021-05-25 10:12:51 +02:00
Dasperal
8c75c23822
- Fixed bug with BishopPuff moving in wrong direction
2021-05-23 19:42:38 +02:00
Christoph Oelckers
c7b0f37787
- language update
2021-05-22 12:48:14 -04:00
nashmuhandes
aeaa7f21c7
Add some new optional parameters to A_SprayDecal:
...
- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.
Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
2021-05-22 10:20:52 -04:00
Alexander Kromm
7b31ba7cc8
move Service to engine directory
2021-05-22 16:11:35 +02:00
Alexander Kromm
120c8b77d1
allow partial match for finding services by name
2021-05-22 16:11:35 +02:00
Alexander Kromm
988f83a73f
remove duplicate entry for dictionary in zscript.txt
2021-05-22 16:11:35 +02:00
Alexander Kromm
7d01d0450f
add proper scoping to server interface functions
2021-05-22 16:11:35 +02:00
Alexander Kromm
c7658b691c
add service interface
2021-05-22 16:11:35 +02:00
Rachael Alexanderson
f01b901a04
- fix hexen status bar as suggested in this topic: https://forum.zdoom.org/viewtopic.php?f=2&t=72332
2021-05-21 10:27:44 -04:00
Cacodemon345
9a860ae445
Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
...
This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
alexey.lysiuk
98a9729da2
- fixed return type of Actor.GetCVarString()
...
https://forum.zdoom.org/viewtopic.php?t=72334
2021-05-20 12:01:52 +03:00
Christoph Oelckers
a3da915812
- gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior.
2021-05-19 19:46:04 +02:00
Christoph Oelckers
8bb36bd479
- do not use M_EPI1 and M_EPI2 in any Doom 2 context.
...
Their content is inconsistent across versions, so better always use the text version of the names.
2021-05-19 18:38:36 +02:00
Christoph Oelckers
28dab3889b
- moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch.
...
This got changed because switching weapons in EndPowerup is not safe - this can be called from weapon states where the player can end up with a different weapon being active than the one running the state.
The actual weapon switch has to be delayed until the state processing has ended.
2021-05-19 17:59:44 +02:00
Christoph Oelckers
8a4fa8b65f
- backend update from Raze.
2021-05-17 20:44:19 +02:00
Christoph Oelckers
97b8c0ccfb
Revert "- fixed some uses of postincre,ment/decrements on narrow types."
...
This reverts commit 668f8f2cf6
.
Revert "- added a proper error message when '--' or '++' gets used on 8 or 16 bit values."
This reverts commit a94f5dd1b3
.
None of this was necessary - the triggered assert was bogus and had to be removed.
2021-05-17 18:13:30 +02:00
Christoph Oelckers
6ebe30ce44
- fixed time positioning on stat screen.
...
This was still a hard coded offset, but with a two-line time display it needs to be dynamic in case the font is too tall.
2021-05-17 12:21:38 +02:00
Christoph Oelckers
6071cf66cc
- added proper string labels for Doom 2 episodes.
2021-05-17 13:02:01 +02:00
Christoph Oelckers
668f8f2cf6
- fixed some uses of postincre,ment/decrements on narrow types.
...
THe VM has no opcode for this, all these places produced code with undefined behavior.
2021-05-17 12:42:22 +02:00
Christoph Oelckers
a94f5dd1b3
- added a proper error message when '--' or '++' gets used on 8 or 16 bit values.
2021-05-17 12:27:27 +02:00
Christoph Oelckers
f4143f7624
- added a few missing statusbar constants-
2021-05-17 12:07:10 +02:00
Christoph Oelckers
161f3a3c07
- don't display keys on the HUD in deathmatch.
2021-05-17 12:06:44 +02:00
Christoph Oelckers
ebbc94280e
- fixed: The PrisonPass's TryPickup method did not properly report successful pickup.
2021-05-17 11:51:06 +02:00
Christoph Oelckers
cf3c573222
- give the first 16 DEHEXTRA states proper content.
...
No idea where this BLD2 stuff came from...
2021-05-07 23:03:46 +02:00
Rachael Alexanderson
bb58dedff2
this fix was requested here: https://forum.zdoom.org/viewtopic.php?p=1188347#p1188347
2021-05-04 07:59:13 +02:00
Christoph Oelckers
52554dc32c
- Backend update fron Raze, mainly new script exports and extensions.
2021-05-03 14:13:03 +02:00
nashmuhandes
afd7b2e954
Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString
2021-04-26 23:04:39 +02:00
nashmuhandes
c12a671b3e
Made OptionMenuSliderBase::IsGrayed virtual
2021-04-26 23:02:35 +02:00
nashmuhandes
57e6d84d46
Expose sprite shadow options to the Display menu
2021-04-24 22:40:54 -04:00
Marisa Kirisame
a172513535
Expose level_info_t to scripting + helper functions.
2021-04-24 22:37:50 -04:00
Blue Shadow
55ce0510c2
- added a A_SetFriendly function
2021-04-04 08:57:56 +02:00
sgrunt
0c776e3acd
Move the modified behaviour to a new "resetvel" parameter
2021-03-19 20:12:20 +01:00
Blue Shadow
acd553aa6f
- account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level
2021-03-19 20:10:25 +01:00
nashmuhandes
229b065289
Add missing tag for Strife's KneelingGuy.
2021-03-18 19:11:37 +01:00
nashmuhandes
43937e4338
Add missing tag for the sub-Entity bosses. This was missed in the previous commit.
2021-03-15 22:05:25 +01:00
nashmuhandes
b28e5cb917
Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag().
2021-03-15 21:31:16 +01:00
nashmuhandes
45c1cc8c08
Add tag properties to Strife's enemies.
2021-03-15 20:10:49 +01:00
Christoph Oelckers
5c84177142
- lower the step size for module master volume to adapt to the altered value range.
2021-03-14 08:50:42 +01:00
Christoph Oelckers
a80775a1e8
- adapt mod_dumb_mastervolume to the increased default volume in ZMusic.
2021-03-14 08:40:34 +01:00
Christoph Oelckers
3d55c76a89
Merge branch 'replaygain'
2021-03-12 08:48:00 +01:00
Christoph Oelckers
f11780600f
- implemented replay gain calculation and management.
...
This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
nashmuhandes
bf33403381
Show subtitles for the Entity's greeting lines in Strife.
2021-03-10 14:41:36 +01:00
Christoph Oelckers
ba618d308c
- bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
...
3.1.0 is the highest minimum set in the existing subprojects so this will not exclude anything that hadn't been already.
2021-03-08 13:58:29 +01:00
nashmuhandes
c7edb9d22f
Add a null check in PlayerPawn::CheckFOV
2021-02-28 20:01:59 +01:00
Christoph Oelckers
97de1f670b
- language update.
2021-02-26 10:35:10 +01:00
nashmuhandes
cdb3fcce03
Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable.
2021-02-25 11:26:39 +01:00
Xaser Acheron
41ab1e4994
adjust defaults for DEHEXTRA states to match other ports:
...
- sprite is TNT1
- duration is -1
- next frame is itself
2021-02-24 22:46:50 +01:00
nashmuhandes
d98b401daf
Add missing ZScript constants for the Strife targeter PSprite layers
2021-02-19 09:56:44 +01:00
Alexander Kromm (m8f)
99ab1e3317
add Pi and some other constants to ZScript ( #1304 )
2021-02-13 21:34:19 +01:00
Alexander Kromm
a2f8b7d0df
add "hidepartimes" MAPINFO/GameInfo property
2021-02-02 03:36:06 -05:00
Rachael Alexanderson
d36ca650e3
- add missing menu spacer
2021-01-18 08:18:02 -05:00
Rachael Alexanderson
6701cd2842
- language update
2021-01-18 06:30:54 -05:00
Rachael Alexanderson
c7a5ce9562
- add some 21:9 presets
2021-01-18 06:23:58 -05:00
Rachael Alexanderson
0cbcb87768
- oops, add startTime = 0.0 for S_Sound
2021-01-18 04:05:08 -05:00
Rachael Alexanderson
d3804911cf
- Fix the previous commit
...
Revert "Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures."
This reverts commit 619f44decd
.
2021-01-18 04:02:12 -05:00
Marisa Kirisame
44b4359ba5
Add alternate "Full" mode for PowerIronFeet that prevents leaky damage.
2021-01-16 17:09:57 +01:00
William E. Waterman
3261eb3643
Side By Side Letterbox Display mode ( #1255 )
...
* Added SBSLETTERBOX to menudef.txt
* Changed PresentSideBySide in gl_renderer
Needed for new side-by-side mode
* Added VR_SIDEBYSIDELETTERBOX to gl_stereo3d.cpp
For side by side letterbox display mode
* Added VR_SIDEBYSIDELETTERBOX to hw_modes.h
For new side by side letterbox display mode
* Added VR_SIDEBYSIDELETTERBOX to hw_vrmodes.cpp
For Side By Side Letterbox display mode
2021-01-13 07:09:13 -05:00
Rachael Alexanderson
476e59fbab
- add sv_instantreaction dmflag
2021-01-13 07:04:18 -05:00
drfrag
4ff72e937f
- Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare.
2021-01-13 06:30:13 -05:00
Christoph Oelckers
f384c7bc1f
- fixed incorrect sound definition for DSMANATK in Dehacked.
2021-01-08 10:12:35 +01:00
Rachael Alexanderson
c28e53511c
- fix bonuscount as uint
2021-01-05 19:48:32 -05:00
Rachael Alexanderson
e6c71c2f0c
- reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow
2021-01-05 11:09:19 -05:00
Xaser Acheron
8b9125fcc6
add support for DEHEXTRA's extended sound range ( #1258 )
2021-01-02 07:40:59 -05:00
Kevin Caccamo
d813425a8d
Fix MAPINFO definitions for "enableskyboxao"
...
enableskyboxao is a map flag, so it goes in the "gamedefaults", "defaultmap", or "map" section. I decided to put it in the gamedefaults section for each game.
2020-12-31 08:18:49 +01:00
Rachael Alexanderson
df4f41f4e8
- Modified commit from @OrdinaryMagician #1261
...
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:
commit d4c4d9310d
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Wed Dec 30 09:58:39 2020 +0100
Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Marisa Kirisame
fd07183585
Fix model normals being distorted by MODELDEF scaling.
2020-12-12 00:21:33 +01:00
Christoph Oelckers
04329981ec
- added missing argument to the status bar's DrawString function.
2020-12-11 11:10:15 +01:00
Player701
a6a02a2a6c
- Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed.
2020-12-02 15:30:23 +01:00
Christoph Oelckers
e19b1b2ee7
- fixed: IceGuyFX2 set its owner too late.
2020-11-25 07:37:17 +01:00
Rachael Alexanderson
a2b8ad79ed
- implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616
2020-11-17 11:29:39 -05:00
Chronos Ouroboros
75c791ecff
Fixed the previous commit not accounting for mods that already fixed this internally.
2020-11-14 14:53:43 -03:00
Chronos Ouroboros
0aefc61f86
Fixed weapon bob jittering.
2020-11-14 14:34:09 -03:00
Rachael Alexanderson
6e3a4c590d
- fix missing SKILLP property in zscript code
2020-11-04 01:29:40 -05:00
alexey.lysiuk
515742033e
- fixed inverted menu setting for 'Disable menu clean scaling'
...
https://forum.zdoom.org/viewtopic.php?t=70475
2020-11-01 10:47:48 +02:00
Christoph Oelckers
e6c96bcb75
- move VM exports to the proper class.
2020-10-31 12:24:14 +01:00
Christoph Oelckers
783d532bbe
- moved the script exports to the base class as wello.
2020-10-31 12:24:14 +01:00
Christoph Oelckers
be5d25a7b1
- moved all shareable script sources to their own folder in gzdoom.pk3.
2020-10-31 12:24:13 +01:00
Christoph Oelckers
3f61ab7fbf
- moved FormatNumber to the generic base class.
2020-10-31 12:24:13 +01:00
Christoph Oelckers
fd6b7f9274
- split out the generic parts of the crosshair drawer.
2020-10-31 12:24:12 +01:00
Christoph Oelckers
44793e1509
- text update.
2020-10-31 10:05:54 +01:00
alexey.lysiuk
46b980c213
- fixed warnings in image scroller core script
...
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 113:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 122:
Truncation of floating point value
2020-10-30 14:58:50 +02:00
Christoph Oelckers
d4d187e27b
- removed the limiter flags again and addressed the underlying problem properly.
...
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.
# Conflicts:
# src/common/audio/sound/oalsound.cpp
2020-10-28 21:30:25 +01:00
Christoph Oelckers
f25896021e
- added the missing image scroller class.
...
MENUDEF handling was already present for it but the implementation was not.
2020-10-28 07:23:42 +01:00
Rachael Alexanderson
2312fb0322
- fix HDR shader, again
2020-10-27 11:52:17 -04:00
Rachael Alexanderson
6770def806
Merge commit 'refs/pull/1227/head' of https://github.com/coelckers/gzdoom
2020-10-27 10:42:42 -04:00
Rachael Alexanderson
9afffba515
- fix HDR shader
2020-10-27 09:58:38 -04:00
drfrag
0562dfb554
- Rename menudef.txt for the simple menu to be loaded after.
2020-10-27 12:11:23 +01:00
Rachael Alexanderson
470c06aacb
- rename the title in the simplified 'Display Options' menu to be Display Options
2020-10-26 12:28:57 -04:00
Rachael Alexanderson
11954ef1ad
- add simplified 'miscelaneous' menu
2020-10-26 04:20:37 -04:00
Rachael Alexanderson
b33e009209
- add sv_alwaysspawnmulti to the menu
2020-10-26 03:40:54 -04:00
Rachael Alexanderson
98282f710f
- oops, missed this
2020-10-26 03:36:24 -04:00
Rachael Alexanderson
190173bc44
- add 'writeini' console command to the menu. Not committing this to master right now, since a release is pending and this requires a translation.
2020-10-26 03:36:24 -04:00
Rachael Alexanderson
e7e4365d3a
- minor adjustments to the simplified menu
2020-10-25 16:10:22 -04:00
nashmuhandes
6e692e5571
Allow retrieval of the custom Crush state in WorldThingGround
2020-10-25 20:10:52 +01:00
nashmuhandes
7285c5aca8
Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed.
2020-10-25 20:10:52 +01:00
Christoph Oelckers
54f85d4caa
- made the sinmple options menu switchable.
...
Also ensure that custom mods pick up the simple version if enabled.
2020-10-25 17:07:03 +01:00
Christoph Oelckers
d0f9ccb09a
- language update.
2020-10-25 16:59:47 +01:00
Christoph Oelckers
f67d5edbbf
- fixed option menu positioning.
...
Calculations are done in screen space, so the clean multiplier here was wrong.
2020-10-25 16:42:03 +01:00
Rachael Alexanderson
d0c5e347a9
- minor update, also rename the old menudef back, no need to change the name
2020-10-25 16:00:59 +01:00
Rachael Alexanderson
1bcb594053
- Begin construction of the Simplified Menu
2020-10-25 16:00:59 +01:00
Rachael Alexanderson
d06070c8e8
- begin menu split
2020-10-25 16:00:59 +01:00
Major Cooke
7477dfa922
Converted scale and pivot to vectors, and rotation to an angle.
2020-10-25 15:42:12 +01:00
Major Cooke
a6bbddf167
Finished implementing PSprite interpolation for vertices.
...
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke
7c4c0163a3
Added A_OverlayPivotAlign and A_OverlayVertexOffset.
...
A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.
A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.
Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.
Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke
f9f6e896f3
- Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
...
- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke
4a3a5c3877
Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
...
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke
8f74cebd44
Added code for rotating the PSprite, courtesy of IvanDobrovski.
...
- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke
e5ca3caa6c
Setting everything up.
2020-10-25 15:42:08 +01:00
Christoph Oelckers
25485e05bc
- changed border flat for Chex Quest, because at least CQ3 does not have FLOOR7_1.
2020-10-25 14:44:14 +01:00
Christoph Oelckers
194824f810
- some fixes for the console.
...
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00
azamorapl
7676ed641c
Expose changing sidedef wallpart flags to zscript
2020-10-25 06:27:20 +01:00
Christoph Oelckers
bc2b0a0252
- added flag option menu item by Accensus.
2020-10-24 17:49:56 +02:00
Christoph Oelckers
79944ca76a
- made status bar offset fixing unconditional.
...
I think it is inevitable that such status bars will appear in mods sooner or later and with the old code it is virtually impossible to create a wide status bar that displays properly but gets subjected to this code.
2020-10-24 16:59:57 +02:00
drfrag
36189027b0
- Fixed wrong number of lines displayed in the menu.
2020-10-24 12:34:49 +02:00
Christoph Oelckers
8901929305
- fixed placement of "PAR" text on statistics screen.
2020-10-24 12:23:54 +02:00
alexey.lysiuk
0b2588190a
- fixed floating point value truncation warning
...
Script warning, "gzdoom.pk3:zscript/ui/menu/messagebox.zs" line 128:
Truncation of floating point value
https://forum.zdoom.org/viewtopic.php?t=70258
2020-10-17 17:47:06 +03:00
Christoph Oelckers
4fdbe81a13
- fixed infinite loop with list menus that have no selectable item.
2020-10-17 15:21:20 +02:00
Christoph Oelckers
9649fb9b75
- menu entries for the clean scaling CVARs.
2020-10-17 14:29:24 +02:00
Christoph Oelckers
14e94aa6c1
- added localization fallback handling for the BigFont in menu items and captions.
2020-10-17 14:00:29 +02:00
Christoph Oelckers
0478838a9d
fixed side_t::SetSpecialColor.
...
This never set the needed flags to make the color appear.
2020-10-17 12:28:22 +02:00
Christoph Oelckers
3b45f1ceb8
- reinstated accidentally deleted AddTranslation declaration.
2020-10-17 11:43:49 +02:00
Major Cooke
60f0d35477
Added ThruBits.
2020-10-17 09:51:24 +02:00
Christoph Oelckers
adf306d5b2
- added a new 'Translate' struct which wraps the native methods of 'Translation'.
...
This is for use in actors where the name 'Translation' is shadowed by a local member variable.
2020-10-17 09:22:27 +02:00
Christoph Oelckers
19444194a5
- added missing decal assignments to the medium macs spheres for Heretic.
2020-10-17 09:14:58 +02:00
Christoph Oelckers
34c3a851b7
- fixed some floating point truncation warnings.
2020-10-17 09:09:59 +02:00
Christoph Oelckers
824d4bd9e3
- fixed: MenuDelegateBase.DrawCaption did not check the 'drawit' flag.
2020-10-17 08:48:24 +02:00
Christoph Oelckers
e636c8044d
- fixed menu sound.
2020-10-16 23:25:28 +02:00
Christoph Oelckers
ef7a7cc39d
- moved console command line buffer tab completion into their own files.
...
- layout fixes in load/save menu and confirmation screen.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
4deb7593b5
- final update of menu code from Raze.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
fa4ab53e7c
- script side support for menu transitions.
2020-10-16 22:57:29 +02:00
Christoph Oelckers
62138decfe
- use Raze's layout for load and save game menus.
...
This has a lot less black void on screen.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
b8281f4758
- Backend update from Raze.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
3ea0658449
- split the savegame manager into a game dependent and a reusable game indepenent part.
...
- added menu/advance sound alias.
2020-10-16 22:57:28 +02:00
Christoph Oelckers
6336e0e168
- resorted base.zs and constants.zs so that all pure engine content but nothing else is in base.zs,
2020-10-16 22:57:27 +02:00
Christoph Oelckers
f99ac8b28b
- allow struct extensions in zscript.
...
This is mainly for splitting the Doom specific content off the main definitions for easier reuse.
2020-10-16 22:57:27 +02:00
Christoph Oelckers
a08d87beb3
- added a customization hook class for the menu.
...
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
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.
...
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
Nash Muhandes
cfbf115c4b
Change A_OverlayTranslation to accept a named translation instead. ( #1215 )
...
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 )
...
- 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
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
Christoph Oelckers
756caede51
- fixed misnamed variable and removed restriction for draw pass in GetFullscreenRect.
2020-10-05 18:32:16 +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
f3d75469c9
- moved two native player menu functions out of the main menu class.
...
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
f1b0f32786
- add an option to the ListMenu class to draw to a fixed virtual screen size.
...
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
Wohlstand
8f8a30a62b
Added new parameters in favor of libADLMIDI and libOPNMIDI update
...
# Conflicts:
# wadsrc/static/language.csv
2020-10-04 08:15:33 +02:00
Wohlstand
8b70c75362
Updated default xg.wopn bank
2020-10-04 08:14:21 +02:00
Player701
ffb4c52c96
- Added NORANDOMPUFFZ flag to A_Saw
2020-10-04 08:07:13 +02:00
nashmuhandes
56a387ac82
- Fix weapon bobbing interpolation
...
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
1b3ef19100
- minor cleanup on "Configure Controls"
...
* 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.
...
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
c1e04b29d1
- AActor size reduction
...
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 08:23:36 +02:00
Nikolay Ambartsumov
a72fdd7e3e
Add MaxSlopeSteepness actor property
2020-10-03 07:53:55 +02:00
alexey.lysiuk
2cb1438f93
- forced node rebuild for two Memento Mori maps
...
https://forum.zdoom.org/viewtopic.php?t=70037
2020-10-01 11:02:59 +03:00
nashmuhandes
f467e4bc33
Add grayed-out support to sliders
2020-09-30 18:27:50 +02:00
Christoph Oelckers
51518d63a4
- cleanup of mouse input code and removal of all magic factors.
...
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
2020-09-28 21:13:34 +02:00
Christoph Oelckers
731c68e69e
- version bump for last commit.
2020-09-27 14:20:47 +02:00
Player701
3a526c9e5a
- Implement return type covariance for ZScript virtual functions
2020-09-27 14:18:15 +02:00
Christoph Oelckers
a8d966c6a2
- text update for last commit.
2020-09-27 14:14:16 +02:00
drfrag
77609f1950
- Add keybindings presets.
...
# Conflicts:
# src/menu/menu.cpp
2020-09-27 14:09:28 +02:00
makise-homura
5720a54da4
Add species parameter to A_RadiusThrust
...
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.
If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers
dbf2d4d7d7
- backported all new scaling and rotation options for the 2D drawer from Raze.
...
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
2020-09-27 09:17:41 +02:00
Christoph Oelckers
9bfdf2dcb6
- text update.
2020-09-26 22:47:29 +02:00
Christoph Oelckers
399388d177
- transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed.
2020-09-26 22:26:26 +02:00
Christoph Oelckers
d304e86354
- fixed: Artiflash is not translatable.
2020-09-26 19:22:17 +02:00
Player701
734b15e412
Exported FLevelLocals::ChangeLevel to ZScript
2020-09-20 23:12:01 +02:00
Player701
89b28911dd
Fixed inability to achieve 100% kills in BTSX E2 MAP06
2020-09-19 20:17:40 +02:00
Rachael Alexanderson
7073bd8f5f
- add missing SPAC constants
2020-09-18 19:52:03 -04:00
Rachael Alexanderson
0204051381
- add support for the (as of now) newest version of the Unity re-releases
2020-09-03 23:40:00 -04:00
Sterling Parker
e740e00e07
change BloodSmear2 decal to use correct graphic
...
BloodSmear2 is an exact copypaste of BloodSmear1 despite the existence of the BSMEAR2 graphic.
2020-09-02 18:36:14 +02:00
Marisa Kirisame
58f5c030fe
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. ( #1169 )
2020-09-02 06:12:58 -04:00
Marisa Kirisame
e0aa8db616
Add Pre/PostTeleport virtuals, for special handling of actor teleportation.
2020-09-02 12:02:09 +02:00
Maarten Lensink
5ef02df827
Count up to level time only
2020-08-31 18:48:20 +02:00
Maarten Lensink
90f40bd8eb
Display own and total in coop alt hud
2020-08-30 19:41:17 +02:00
Rachael Alexanderson
0868f65199
Merge commit 'refs/pull/1168/head' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# wadsrc/static/zscript/ui/statscreen/statscreen_coop.zs
2020-08-30 09:43:03 -04:00
Maarten Lensink
34dd9625fc
Display other kills in coop tally screen ( #1167 )
...
* Display other kills in coop tally screen
* Showing other when skipping counter
2020-08-30 09:34:53 -04:00
Maarten Lensink
c81370a9ec
Showing time when skipping counter
2020-08-30 15:40:26 +03:00
Maarten Lensink
2e0289e501
Making use of String.Format
2020-08-30 15:12:23 +03:00
Maarten Lensink
005f13b853
Time in coop tally
2020-08-30 03:53:05 +03:00
dondiego
560bbf0a9c
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. ( #1165 )
2020-08-29 15:08:08 -04:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) ( #1002 )
...
* Added ViewAngle/Pitch/Roll properties to actors.
- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.
* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
3saster
5803b78147
Implemented Clock Class ( #977 )
...
* Simplified some stuff, made up-to-date
* Dealt with DST problems
* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
2020-08-27 12:43:50 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. ( #895 )
...
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
alexey.lysiuk
c20a7f53c9
- do not report missing camera target if its TID is zero
...
This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS
https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-27 11:57:25 +03:00
Nash Muhandes
09a7a0d944
Allow conversation menu cursor graphic replacement. ( #1134 )
...
If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
2020-08-25 11:55:43 -04:00
Sterling Parker
d2a9de0012
Add PlayerSpawned() event ( #1118 )
...
* Add PlayerSpawned() event
* add playerspawned to DStaticEventHandler
* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
Rachael Alexanderson
b5af2fc2eb
- fix previous commit
2020-08-25 11:34:22 -04:00
Rachael Alexanderson
5f9377ae2a
Merge commit 'refs/pull/980/head' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# wadsrc/static/menudef.txt
2020-08-25 11:32:10 -04:00
Kevin Caccamo
b6f0c4071d
Fix the health bar on Strife status bar ( #1080 )
...
* Fix the health bar on Strife status bar
Now, if the player's health is above 100, the green health bar won't be shortened any more.
* Fix the bar properly
Now, the blue and green bars don't overlap. Also, health above 100 goes from right to left, like in Strife: Veteran Edition.
2020-08-08 01:26:59 -04:00
Blue Shadow
7179eaacda
- fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
...
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.
2020-07-28 12:25:35 +02:00
Rachael Alexanderson
afa193e653
- add menu options for 'sv_alwaystally'
2020-07-21 19:31:29 -04:00
Christoph Oelckers
697279063f
- added more contrast to the Cream font color.
...
This brightened the darkest colors to the point that all font looked totally washed out and devoid of any texture.
2020-07-02 23:43:45 +02:00
Rachael Alexanderson
383f3e5fd6
- change recent /0 fix to conform to UDMF specs
2020-06-25 09:30:52 -04:00
Farkas Péter
4de8851e06
Rename MAP31 and MAP32 back in Doom 2: Unity Edition ( #1127 )
2020-06-24 10:58:19 -04:00
Rachael Alexanderson
7e25e04257
- add menudef entries for the scaling text. (corresponding language strings are already added to the spreadsheet on Google)
2020-06-23 00:20:54 -04:00
Christoph Oelckers
486e07300c
- fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
...
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-16 01:11:08 +02:00
Christoph Oelckers
d1cbabff66
- backend update from Raze.
...
(No, the AnimTexture isn't used yet.)
2020-06-16 00:09:19 +02:00
Christoph Oelckers
90befff479
- moved out the Doom specific parts from menu.cpp and messagebox.cpp.
2020-06-13 22:43:35 +02:00
Christoph Oelckers
d739587f6b
- let blastradius work without an effect actor.
2020-06-12 23:14:58 +02:00
Christoph Oelckers
b20de184a0
- made the new Build light mode operational
2020-06-11 08:48:33 +02:00
Christoph Oelckers
45210efb91
- text update
2020-06-11 08:48:33 +02:00
Christoph Oelckers
82af7f4f68
- mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
...
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
Christoph Oelckers
3a23cc69d6
- since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided.
...
This also necessitated localization support for CVAR descriptions because menu content is multi-language.
2020-06-08 23:37:22 +02:00
Christoph Oelckers
5896f24eba
- added a new light mode that emulates Build's depth fading.
...
Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
9e51a2f63c
- added Build's NPOT emulation to the backend.
...
For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
Kevin Caccamo
79426c028b
Fix Bag of Holding not increasing Firemace ammo capacity
2020-06-08 15:07:31 +03:00
alexey.lysiuk
f58027311e
- fixed incomplete disabling of number field menu option
...
https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:50:10 +03:00
Alexander Kromm
928c738e19
make various getter and pure-math methods clearscope, and where applicable, const
...
Original PR: https://github.com/coelckers/gzdoom/pull/532
Status of the original PR
1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen
2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen
3. C++ methods, to match ZScript:
- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers
6b4ec2630c
- fixed broken text file.
2020-06-07 09:22:18 +02:00
Christoph Oelckers
b06af634e2
- added a flash component to the colormap shader.
...
Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers
764605eaab
- text update.
2020-06-06 21:36:20 +02:00
Christoph Oelckers
903ca15af2
- manually merged PR for kill count in Requiem MAP23.
2020-06-06 16:25:51 +02:00
Christoph Oelckers
1d1331289a
- there is no mace ammo in the bag of holding.
2020-06-06 16:19:11 +02:00
Christoph Oelckers
9f6d244016
- advanced coordinate control for overlays over DTA_Fullscreen images.
2020-06-06 12:51:03 +02:00
Christoph Oelckers
09d163cb2f
- fixed: the last frame of the intermission screen wasn't rendered.
2020-06-06 10:38:35 +02:00
Christoph Oelckers
794a53f0c9
- fixed font selection on intermission screen.
2020-06-06 09:39:14 +02:00
Christoph Oelckers
5151dff03c
- added a compatibility option for a bad teleporter in the final Strife map.
2020-06-04 14:30:56 +02:00
Christoph Oelckers
328d9c75c4
- redid mouse control for the conversation menu.
...
Since the page operates on different coordinate systems, the only working way to check the mouse is to store the real coordinates when drawing and check the mouse position against those.
2020-06-04 14:11:36 +02:00
Christoph Oelckers
ff99dfbbc6
Merge branch 'master' of https://github.com/coelckers/gzdoom
2020-05-31 23:38:17 +02:00
Hugo Locurcio
80c5b4d37b
Add a cvar to control weapon bobbing while firing
...
This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.
The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
Christoph Oelckers
12a55ff161
- removed entry for non-functional linear tonemap.
2020-05-26 11:51:15 +02:00
Christoph Oelckers
6444a7535c
- fixed use of Powerup.Strength in PowerInvisibility.
...
An integer division made the feature useless.
2020-05-25 16:43:01 +02:00
Rachael Alexanderson
58b3cb0971
Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework
2020-05-18 23:13:37 -04:00
alexey.lysiuk
1fd2ea46d2
- fixed aiming camera that didn't follow target
...
https://forum.zdoom.org/viewtopic.php?t=68600
2020-05-18 14:00:48 +03:00
alexey.lysiuk
0631670a66
- restored warning about missing aiming camera target
2020-05-18 13:58:22 +03:00
Major Cooke
079e7ee4e9
Enforce the reflective flag as well.
2020-05-10 10:48:32 +02:00
Major Cooke
b70bc2b152
Fixed an issue where multiple invulnerability powerups could cancel each other out from just one expiring.
2020-05-10 10:48:32 +02:00
Rachael Alexanderson
192882f63a
Merge branch 'master' of https://github.com/coelckers/gzdoom into texture_rework
2020-05-07 04:32:46 -04:00
Mekboss
4807f4240b
Fix MSVS compile bug and add offset parameter for SprayDecal
2020-05-07 09:35:48 +02:00
Mekboss
0e9ca3c850
Replace function variables to DVector3
2020-05-07 09:35:48 +02:00
Mekboss
ba43244764
Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
2020-05-07 09:35:48 +02:00
alexey.lysiuk
331f3d85d6
- fixed secondary ammo display in strife status bar
...
https://forum.zdoom.org/viewtopic.php?t=68315
2020-04-30 16:26:12 +03:00
Cacodemon345
4b4ff8dd0e
Fix bouncing missiles not dealing damage when hitting top/bottom ( #1068 )
...
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 08:55:09 +02:00
arookas
6b70cad6e1
Add option to invert mouse x
2020-04-30 08:54:10 +02:00
nashmuhandes
d563b0339c
Apply alpha to the background texture in DrawBar
2020-04-29 21:01:13 -03:00
nashmuhandes
f65a97322e
Add an alpha parameter to StatusBar.DrawBar
2020-04-29 21:01:13 -03:00
Christoph Oelckers
9be63a5093
Merge branch 'master' into texture_rework
2020-04-29 08:04:15 +02:00
Christoph Oelckers
ddef3f7b98
- made video base code game independent
2020-04-28 22:54:53 +02:00
Skepticist
3377486b8e
Added a number of maps that can make use of the MTF_NOCOUNT flag
...
All but the Hell Revealed case are thanks to Skepticist from Doomworld
2020-04-27 20:30:37 +02:00
PaulyB
573b2958c6
Added MTF_NOCOUNT to spawn flags
2020-04-27 20:30:37 +02:00
Christoph Oelckers
f8dcb09ff0
- moved postprocessing shaders to their own folder.
2020-04-26 21:22:57 +02:00
Christoph Oelckers
686aa9779d
- moved VR code and IntRect to 'common'
2020-04-26 10:26:29 +02:00
alexey.lysiuk
62d4bbbe65
- restored Wads.GetNumLumps() scripted function
...
https://forum.zdoom.org/viewtopic.php?t=68300
2020-04-21 10:07:24 +03:00
Christoph Oelckers
5d49faf190
Merge branch 'master' into texture_rework
2020-04-19 21:15:28 +02:00
Christoph Oelckers
4fb6b7c7d4
- block off the Substitute function by making it private to the 3 classes that really need it.
2020-04-19 21:08:24 +02:00
Christoph Oelckers
0eb68177ca
Merge branch 'master' into texture_rework
2020-04-19 18:07:16 +02:00
Christoph Oelckers
e63871d6f5
- made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
2020-04-19 13:40:21 +02:00
Christoph Oelckers
7c46dace03
- this still doesn't work on Vulkan. :(
2020-04-19 10:57:44 +02:00
Christoph Oelckers
8381092cce
- major shader rework
...
* handle brightmaps in the main shader instead of keeping separate instances around.
* added detail and glow layers from Raze.
* fixed material setup which could not guarantee that everything was initialized correctly.
* for warped textures, warp all layers. With this brightmaps finally work on warped textures.
Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
2020-04-19 10:57:43 +02:00
Major Cooke
a56177f178
Begin TICRATE conversion.
...
- Moved TICRATE from Thinker to Object in ZScript so status bars have access to it.
2020-04-12 22:43:33 +02:00
Christoph Oelckers
3454314bb1
- separated the Doom specific parts from the compiler backend into a separate file, these parts now get invoked via callback hooks.
2020-04-11 20:20:55 +02:00
Christoph Oelckers
32300f7d26
- use translation slot 0 for reserved content, like font translations.
2020-04-11 20:20:39 +02:00
Christoph Oelckers
80c6d5b276
- renamed more stuff and also moved the Strife teaser voice handling out of the file system.
2020-04-11 14:00:19 +02:00
Christoph Oelckers
30577e8a50
- Text update.
2020-04-11 14:00:07 +02:00
Blue
52f1c8a0d1
Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp
2020-04-08 18:51:38 +02:00
Lucy Phipps
2c1a42ae55
remove gl_texture_usehires since it's unused now
...
GLTEXMNU_ENABLEHIRES in language.csv is unused too
2020-04-05 13:22:32 +01:00
Erick Tenorio
b2a17dfdc2
- REQUIEM.WAD fixes ( #1050 )
...
Fixes for various maps in the Requiem megawad.
Idgames: https://www.doomworld.com/idgames/levels/doom2/megawads/requiem
2020-04-02 05:35:51 -04:00
nashmuhandes
cb6514cc05
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-23 21:04:59 +01:00
Christoph Oelckers
828cba13a1
- changed translation management so that the fonts also use translation IDs.
2020-03-16 17:23:30 +01:00
Christoph Oelckers
a50a5101bc
- fixed another typo.
2020-03-15 15:56:35 +01:00
Christoph Oelckers
0c04cddd28
- allow specifying full palettes in translation definitions.
2020-03-15 10:22:42 +01:00
nashmuhandes
7a141f3aa3
Add help messages for most of the deprecated stuff in ZScript.
2020-03-14 12:56:03 +02:00
alexey.lysiuk
f46e80e2b4
- fixed FLineTraceData scripting definition
...
https://forum.zdoom.org/viewtopic.php?t=67795
2020-03-14 12:51:06 +02:00
Christoph Oelckers
4201c4fbb5
- fixed A_FireCGun.
2020-03-11 19:47:23 +01:00
Christoph Oelckers
a638cfbd6e
- fixed: player_t::GetPSprite cannot guarantee success
...
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 00:56:29 +01:00
Alexander Kromm
3607ffaf66
fix Dictionary and DictionaryIterator memory leaks
2020-03-08 18:46:37 +01:00
Major Cooke
70f9b649aa
Changed Pre/Post(Un)Morph to take the other actor and a boolean indicating direction.
...
- 'current' is true for the actor that is the new body, false for the old body.
2020-03-08 15:29:09 +01:00
Major Cooke
33b343ef31
Added Pre(Un)Morph and Post(Un)Morph functions.
...
- cls: The other class's cast type which the actor is transitioning from/to.
2020-03-08 15:29:09 +01:00
Rachael Alexanderson
178cf40428
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-03 22:50:01 -05:00
Rachael Alexanderson
3d3a29979b
- remove addition from deprecated A_PlaySound
2020-03-02 22:15:37 +01:00
Rachael Alexanderson
1b80b7bf2f
- ported over Nash's startTime for A_StartSound
2020-03-02 22:15:37 +01:00
Major Cooke
4cf7c6351d
Added A_StopSounds(int chanmin, int chanmax).
...
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 19:42:21 +01:00
Major Cooke
55284d46bf
Added A_StopAllSounds.
2020-02-29 19:19:51 +01:00
Christoph Oelckers
9f83195460
- added Romanian to the language selection menu.
2020-02-20 19:02:59 +01:00
Christoph Oelckers
653336de24
- fix character substitution for mixed case fonts and text update.
2020-02-16 13:51:31 +01:00
Christoph Oelckers
94bc68c514
- Greek characters for old console font.
2020-02-16 09:37:58 +01:00
Chronos Ouroboros
bb42d58427
Revert "Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items."
...
This reverts commit e781cb4043
.
2020-02-10 15:38:12 -03:00
Major Cooke
e781cb4043
Added support for standard DamageFactor property on Armor, PowerProtection and PowerDamage items.
2020-02-09 19:07:52 +01:00
Major Cooke
39a9a48ad6
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-09 19:07:52 +01:00
Chronos Ouroboros
b453c87b72
Merge pull request #683 from ZippeyKeys12/clearscopeindex
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Clearscope Index()
2020-02-08 03:07:06 -03:00
alexey.lysiuk
081cf814b0
- fixed wrong arguments of a few A_StartSound() calls
...
https://forum.zdoom.org/viewtopic.php?t=67074
2020-01-24 11:57:01 +02:00
Christoph Oelckers
142e3c7df7
- text update.
2020-01-23 18:35:27 +01:00
Rachael Alexanderson
e8c69d2757
- add support for xbox 360 versions of Doom/Doom2
2020-01-23 18:23:25 +01:00
3saster
729ff8fa8f
Plutonia 2 Compatibility Fixes ( #1026 )
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* Plutonia 2 MAP20 fix
* Plutonia 2 MAP27 fix
* Plutonia 2 MAP05 fix
* Plutonia 2 MAP23 fix
* Plutonia 2 MAP24 fix
2020-01-22 07:47:17 +01:00
alexey.lysiuk
3b8ddb6b9b
- fixed resetting of music volume after closing dialogue
...
https://forum.zdoom.org/viewtopic.php?t=67035
2020-01-20 22:05:15 +01:00
alexey.lysiuk
0d758014dd
- exposed Level.MusicVolume to ZScript
2020-01-20 22:05:15 +01:00
Rachael Alexanderson
09016b7c05
- fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded
2020-01-18 17:55:43 -05:00
Christoph Oelckers
9bbd09b78f
- precache a few sounds being referenced in common game code.
...
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 09:28:39 +01:00
Rachael Alexanderson
039196bcb3
- rename vid_scalemode 0 to 'normal'
2020-01-17 09:25:27 -05:00
Alexander Kromm
1f011cda7f
make enter key toggle Option Search mode too
2020-01-16 17:53:28 +01:00
Christoph Oelckers
0c368a6498
- text update.
2020-01-13 23:12:02 +01:00
Rachael Alexanderson
c6ea10f03f
- implement player setup background by Enjay
2020-01-12 19:21:31 +01:00
Christoph Oelckers
3e9a43d7f0
- added missing render style constants to ZScript.
2020-01-12 12:02:26 +01:00
Rachael Alexanderson
6df9e39152
- add support for new Bethesda.Net Unity Edition wads
...
- they can be extracted with this utility: https://github.com/kevansevans/Unity-Doom-Ripper
2020-01-10 16:36:01 -05:00
alexey.lysiuk
7e050010aa
- removed obsolete softpoly render modes
...
https://forum.zdoom.org/viewtopic.php?t=66888
2020-01-06 14:31:34 +02:00
Christoph Oelckers
847cbcc0c3
- Text update.
2020-01-04 21:09:02 +01:00
Christoph Oelckers
58acbfb6b5
- added Esperanto menu option.
2020-01-04 21:00:39 +01:00
Christoph Oelckers
4646273569
- fixed: menu sounds no longer got the CHANF_UI flag.
2020-01-04 19:36:22 +01:00
Christoph Oelckers
c0b9bb6e76
- bumped ZScript version to 4.3 and silenced the remaining deprecation warnings.
2020-01-04 14:25:56 +01:00
Christoph Oelckers
4a67bfcddb
- deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound
2020-01-04 14:25:55 +01:00
Christoph Oelckers
b7e1a35e6f
- cleaned up the parameters of A_StartSound.
...
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-04 14:25:55 +01:00
Alexander Kromm
60026ba4f2
export dictionary iterator
2020-01-01 08:39:25 +01:00
Christoph Oelckers
7156611643
- fixed two missing commas in DEHSUPP.
2019-12-31 23:27:00 +01:00
Christoph Oelckers
f647f3c132
- added the Dehacked extensions from Crispy/Doom Retro.
...
All empty placeholders for mods to fill in, no new functionality.
2019-12-31 21:13:18 +01:00
Rachael Alexanderson
4bc923dddf
- slight rearrange of vid_scalemode and menu update
2019-12-31 10:41:30 -05:00
Chronos Ouroboros
b4ba7dfec2
Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that)
2019-12-30 12:37:33 -03:00
Alexander Kromm
bd1892120d
add Dictionary.Remove(String key) function
2019-12-30 14:57:37 +01:00
Cacodemon345
7fd27bc925
Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
2019-12-30 13:05:38 +01:00
Christoph Oelckers
d08bb93b84
- elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP.
2019-12-30 09:47:25 +01:00
Alexander Kromm
703686beee
export TMap<FString, FString> to ZScript
2019-12-29 13:37:38 +01:00
Christoph Oelckers
77469e0512
- fixed the colorization parser.
2019-12-29 12:11:16 +01:00
Christoph Oelckers
9b9fd35107
- hooked up the colorization feature.
...
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
2019-12-29 11:30:37 +01:00
Rachael Alexanderson
4ff8922006
- reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
2019-12-23 23:14:08 -05:00
Rachael Alexanderson
af18c78156
- Google fucked this up. Thanks Google.
2019-12-22 09:08:52 -05:00
Rachael Alexanderson
71808b0d3f
- language update
2019-12-22 09:01:43 -05:00
Rachael Alexanderson
cd617ca0c6
- add vid_scalemode 6 to the menu
2019-12-22 09:01:43 -05:00
Christoph Oelckers
738b9ceb08
- fixed incompletely changed shader.
...
It was still using a variable from the first revision that no longer exists.
2019-12-21 21:07:00 +01:00
Christoph Oelckers
bb8db9422f
- scaled down the texture colorization feature for easier usability.
...
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
3a249cb06f
- added high level interface to the new properties, i.e. UDMF and ZScript.
2019-12-20 18:02:42 +01:00
Christoph Oelckers
3209d4ed23
- added a few more texture coloring options to the shader.
...
Aside from adding an additive component it can now also do:
- desaturation (not limited to the range of 0..1 so it can also be used for oversaturation by applying a negative number or negative saturation by going above 1.0.
- invert the texture
- apply a blend, including 3 special mode taken from EDuke32.
Currently only the implementation is done, it is not exposed to UDMF yet.
2019-12-20 16:05:00 +01:00
alexey.lysiuk
59f09d4893
- move setting status bar defaults to proper location
...
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code
https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
2019-12-18 15:40:39 +02:00
Christoph Oelckers
136ab4f48a
- renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
2019-12-17 09:58:50 +01:00
Christoph Oelckers
e82565373f
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
...
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
alexey.lysiuk
1a19dbb52f
- added 'damageonland' property to terrain definition
...
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor
https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 15:14:30 +01:00
Ed the Bat
f1a0345c57
More compat fixes for Swan Fox maps ( #982 )
...
* More compat fixes for Swan Fox maps
Found some more issues on maps that already have compat fixes in place
* Missed a dud line
At least I'd commented it out so it was benign, but still...
2019-12-09 07:51:02 -05:00
Rachael Alexanderson
d44a4f428e
- add line_horizon on HOM line in Sapphire.wad
2019-12-09 01:56:42 -05:00
Christoph Oelckers
b9582cc98e
- continued refactoring on sound code.
...
The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00
Rachael Alexanderson
a477dbb542
- move backend selector from display menu to video mode menu
2019-12-06 12:36:16 -05:00
Magnus Norddahl
dd87619cc4
Merge remote-tracking branch 'origin/master' into polybackend
2019-12-05 21:19:20 +01:00
Christoph Oelckers
bbdd146243
- removed dead menu options
2019-12-05 00:00:54 +01:00
Rachael Alexanderson
a07d7856c2
- language update
2019-12-03 13:07:14 -05:00
Rachael Alexanderson
3269b61ffc
- change menu option for 'vid_preferbackend'
2019-12-02 09:43:06 -05:00
Christoph Oelckers
6023b69693
- added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped.
2019-11-30 22:04:26 +01:00
alexey.lysiuk
c74c38eef7
- fixed monster teleportation on Ancient Aliens MAP23
...
Particular combination of teleport lines and monster radius requires vanilla behavior of P_PointOnLineSide()
https://forum.zdoom.org/viewtopic.php?t=66504
2019-11-28 13:01:23 +02:00
Ed the Bat
001df17daa
Optional override for SetSlot and ClearPlayerClasses
...
With this, a decade-long struggle can now be ended.
# Conflicts:
# wadsrc/static/language.csv
2019-11-26 09:58:53 -05:00
alexey.lysiuk
e21c9e0ef8
- made most of AltHud class functions virtual
...
This allows arbitrary customization of alternative HUD
2019-11-26 15:45:18 +02:00
alexey.lysiuk
a7f2df4fef
- added ability to set custom alternative HUD
...
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud
https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 15:45:18 +02:00
Rachael Alexanderson
a3741abbf3
- add cvar 'cl_disableinvertedcolormap' - changes the invulnerability… ( #972 )
...
* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow
* - add menu option for cl_disableinvertedcolormap
* - added customization for invulnerability colormap
* - fixed custom colormap being calculated incorrectly
* - disable custom invulnerability map before the main game loop
2019-11-26 07:46:18 -05:00
alexey.lysiuk
20d3752fdd
- exported several Wads.GetLump...() methods to ZScript
...
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps
https://forum.zdoom.org/viewtopic.php?t=66285
2019-11-25 17:37:56 +02:00
Ed the Bat
4d8dfd2437
More level_compatibility map fixes
...
These maps have actors not marked for any game mode (single, cooperative, deathmatch). That works in Zandronum, but GZDoom requires this fix.
2019-11-24 23:55:52 +01:00
Rachael Alexanderson
2e0f7a0979
- fixed a compatibility fix that used 'FlipLine'
2019-11-24 06:42:03 -05:00
Rachael Alexanderson
2489ea2e45
- rename 'FlipLine' to 'FlipLineVertexes' to clarify what it does
...
- add function 'FlipLineCompletely' which calls both 'FlipLineVertexes' and 'FlipLineSideRefs'
2019-11-24 06:40:01 -05:00
Player701
db1359f98e
- Implemented scale parameter for BaseStatusBar::DrawString
2019-11-24 10:45:07 +01:00
Ed the Bat
f941c98c1e
Compatibility fixes for Clavicula Nox
...
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/clavnoxr
This Vavoom mod was unplayable in G/ZDoom without cheating, due to how swimmable water was implemented. This finally fixes it to work.
2019-11-22 17:47:11 +01:00
Ed the Bat
826c3c4221
Update level_compatibility.zs ( #973 )
...
* Update level_compatibility.zs
Map fixes for some older mods
* Formatting changes
Spaces around commas and comment markers, to better match the rest of the file
2019-11-20 14:02:14 -05:00
Rachael Alexanderson
4d66e9a8bb
- remove SetLineSideRefs - this actually cannot be exported right now, due to the fact that both sides and lines have backreferences to themselves and their ancestry, and that linedefs have forward references to the sectors on their respective sides.
...
- made FlipLineSideRefs native, due to the SetLineSideRefs removal
- fixed a bug with FlipLineSideRefs that rendered upper and lower textures incorrectly due to incorrect sector references
- FlipLineSideRefs now should only work on single-sided lines
2019-11-14 14:32:20 -05:00
Rachael Alexanderson
b0751db552
- add native SetLineSideRefs(line, side1idx, side2idx)
...
- add scripted FlipLineSideRefs(line)
2019-11-14 09:20:16 -05:00
Rachael Alexanderson
21a74dfb13
- new zscript function 'SetLineVertexes(line, v1, v2)'
...
- scriptify 'FlipLine' completely using new function, remove native version
2019-11-12 08:08:35 -05:00
3saster
a4b6a8f093
Added 'nocheats' CVAR ( #969 )
...
This CVAR disables all classic cheats (i.e. keyboard cheats). This prevents keypresses from being eaten due to attempting to read cheats
2019-11-12 07:29:16 -05:00
Marisa Kirisame
12bbb5b6f9
Localize level/author strings on intermission startup, fixes misalignments.
2019-11-10 18:14:42 +01:00
Rachael Alexanderson
1098a13fdb
- add 'FlipLine' to 'LevelPostProcessor'
2019-11-10 09:04:30 -05:00
alexey.lysiuk
82c248854d
- extended level post-processing with special string arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
00ff4083d2
- extended level post-processing with thing IDs
2019-11-10 11:37:02 +02:00
alexey.lysiuk
098b1c5973
- level post-processor cleanup
2019-11-10 11:37:02 +02:00
alexey.lysiuk
c5237ce58f
- level post-processor can now add new things
2019-11-10 11:37:02 +02:00
alexey.lysiuk
1e29444152
- extended level post-processing with specials and arguments
2019-11-10 11:37:02 +02:00
alexey.lysiuk
79880b2bd9
- extended level post-processing with editor numbers and angles
2019-11-10 11:37:02 +02:00
alexey.lysiuk
a2a50f34d5
- added things related getters to level post-processing
...
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields
2019-11-10 11:37:02 +02:00
alexey.lysiuk
59bdebb20a
- added generic level post-processing script class
...
It was extracted from LevelCompatibility class, and native code was moved accordingly
2019-11-10 11:37:02 +02:00
alexey.lysiuk
093901a561
- set meaningful defaults on initialization of BaseStatusBar
...
https://forum.zdoom.org/viewtopic.php?t=66339
2019-11-09 15:00:03 +02:00
alexey.lysiuk
ad89f1381c
- fixed missing fullbright for Berserk
...
https://forum.zdoom.org/viewtopic.php?t=66307
2019-11-05 15:32:00 +02:00
alexey.lysiuk
857d0175b5
- fixed broken walkthrough of Restoring Deimos MAP07
2019-11-02 14:38:41 +02:00
alexey.lysiuk
10078f519a
- fixed missing frames for axe attack without mana
...
The target state to jump is S_FAXEATK_5 in the original Hexen, but we were jumping to S_FAXEATK_7
5329fb5d75/src/hexen/info.c (L1298-L1299)
https://forum.zdoom.org/viewtopic.php?t=66216
2019-10-26 11:32:27 +03:00
PaulyB
a601350db6
Scythe MAP22 Compatibility fix
2019-10-21 08:19:17 +02:00
Christoph Oelckers
f014e9cd8c
- text update.
2019-10-20 16:16:40 +02:00
Christoph Oelckers
8b10d231cd
- when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor.
2019-10-20 14:02:28 +02:00
alexey.lysiuk
1dd08a73ed
- fixed broken walkthrough of Skulldash MAP04
2019-10-20 10:00:44 +03:00
alexey.lysiuk
3d557b68b0
- fixed broken walkthrough of Restoring Deimos MAP03
2019-10-20 10:00:44 +03:00
alexey.lysiuk
89ecd7a964
- fixed: pickup flash didn't fade out if player was killed by pickup
...
https://forum.zdoom.org/viewtopic.php?t=66135
2019-10-16 18:13:01 +03:00
MajorCooke
8bf4522174
Compatibility for Hellbound MAP29 ( #951 )
...
* Added compatibility for Hellbound MAP29
- Some of the ceilings in the monster closets weren't high enough to allow the cyberdemons to pass, making 100% kills impossible. This is caused by the floors not going down far enough and stopping at a certain height above the next closest floor.
* Remove the cyberdemons instead of raising the ceilings.
2019-10-11 10:10:37 -04:00
Colton G. Rushton
3a54b10697
Remove Illusory E3M7 key door changes
...
Removed the red key door compat patch for Illusions of Home E3M7 because a switch (the computer panel, rather) already opened that door as it was, therefore the original change was unnecessary.
2019-10-10 09:04:05 -04:00
Dominus Iniquitatis
f13843c8ca
Fixed a typo
2019-10-04 17:34:54 +02:00
Alexander
ff9715c080
add m_quickexit option for quick exit in game menu
...
Default: off (false)
When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.
2019-09-30 20:07:45 +02:00
Alexander
0c2ed71cdd
fix bug when down arrow gave no result after mouse move in main menu
...
Steps to reproduce:
1. Load game.
2. Press any key to bring up the main menu.
3. Move the mouse anywhere out of the menu entries.
4. Press Down arrow.
Expected result: the menu cursor sound is played, the first menu element is selected.
Actual result: the menu cursor sound is played, no menu element is selected.
Repeated Down arrow pressing doesn't give any result, either.
If on step 4 Up arrow is pressed, the last element in the menu is selected.
2019-09-30 20:04:44 +02:00
alexey.lysiuk
ef7a356644
- fixed inventory scroll arrows in alternative HUD
...
https://forum.zdoom.org/viewtopic.php?t=65976
2019-09-29 16:07:25 +03:00
Christoph Oelckers
cb93e00aaf
- fixed spelling of "Korean" in Korean.
2019-09-13 09:23:33 -04:00
Marisa Kirisame
bcef440511
Squashed commit of the following:
...
commit 6ecd831eb45a8258995c02664450c3ca8cfe5b48
Merge: a4fb1f61c afbd7f7a2
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 28 22:02:19 2019 +0200
Merge branch 'master' of github.com:coelckers/gzdoom into f3dfloor_export
commit a4fb1f61c0532d3a6051d4c1fca4ac72ec33e060
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Fri Jul 12 15:43:25 2019 +0200
Renamed EFFloorType enum in ZScript to the more descriptive EF3DFloorFlags
commit 9ad1c3b5625d53c06229be2a94d44fa0f36f41fd
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 20:25:31 2019 +0200
Add bounds checks to Get3DFloor/GetAttached
commit dd2a7956a887b92ed24ce5e79f10b1a445664d6c
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 17:13:44 2019 +0200
Correct handling of 3d floor plane texture getting.
commit 9b748287892c8fdee9ac67019bf1f66bc4b69eab
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 16:14:45 2019 +0200
Implemented requested changes to F3DFloor exports.
* Getters for ffloors/attached arrays.
* Getter for 3D floor top/bottom texture.
commit 6a1482bb0637a70890629e4c13e8759c7a3673f3
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sat Jul 6 13:42:52 2019 +0200
Renamed exported extsector pointer in Sector struct to something more descriptive.
commit 7c6783d43b898cbd7a01fb2191fd401ed8e8c300
Merge: ff64e04b2 8d36f0a0c
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Mon Apr 29 12:40:44 2019 +0200
Merge branch 'master' into f3dfloor_export
commit ff64e04b251f23325d2f72bc25c59f34b4cab6fa
Merge: a90947392 5b6bae409
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Apr 21 16:56:18 2019 +0200
Merge branch 'master' into f3dfloor_export
commit a90947392a27eb1c2dac7005614592ec2f410274
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Mon Feb 4 17:47:25 2019 +0100
Export F3DFloor structure and related data.
Small changes to Trace code to better use this struct.
2019-09-11 08:19:19 +03:00
PaulyB
0535961a7a
Added Armor to Hexen fullscreen display
...
Since the armor icon is much larger than the flask icon, both have been moved to the right slightly
2019-09-11 00:02:39 +02:00
PaulyB
223b62aa59
Wrong offset on Fighter's Fist
2019-09-10 18:52:17 +02:00
Christoph Oelckers
4df33a25d9
- text update.
2019-09-10 06:41:36 +02:00
alexey.lysiuk
31ebeaf833
- removed useless conditions from options menu
2019-09-08 10:01:10 +03:00
alexey.lysiuk
526a576d89
- fixed VM abort when entering search menu
...
https://forum.zdoom.org/viewtopic.php?t=65833
2019-09-08 09:52:16 +03:00
Christoph Oelckers
06ad60718c
- added Serbian texts.
2019-09-07 09:45:25 +02:00
Christoph Oelckers
cbd4479628
- reinstated the old scriptwait implementation as a compatibility option.
...
Daedalus's MAP19 needs this.
2019-09-07 09:34:50 +02:00
Christoph Oelckers
e6d39254b7
- text update plus inclusion of Dutch in the menu.
2019-09-07 09:02:56 +02:00
Christoph Oelckers
fd6f6b1356
- use correct label for "No" text.
2019-09-07 08:51:39 +02:00
Christoph Oelckers
5968bb6114
- added dlg_vgafont and log_vgafont to the menu.
2019-09-07 08:39:39 +02:00
alexey.lysiuk
37fa2e1b67
- fixed initial setup for dynamic light actors
...
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them
https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 12:20:13 +02:00
Alexander
d6396e79fb
add empty line after standard options
...
Rationale:
When a mod adds a custom option menu, it adds a space before it, like this:
```
AddOptionMenu OptionsMenu
{
StaticText ""
Submenu "$MYTITLE", MyOptions
}
```
to prevent custom option menu being in the same block as the last entries in the
standard options list. It's okay.
But when more than one such mod is loaded, each one of them adds a space before
their option menu entry, and Options Menu becomes unnecessary bloated.
This simple edit allows mods to not add a space, still be separated from
standard options.
2019-08-31 21:34:09 +02:00
PaulyB
7de1b796ba
Level compatibility additions for Scythe 2 and Hell Revealed
2019-08-31 20:29:39 +02:00
PaulyB
78c5a8ae92
Fix typo in Heretic status bar
2019-08-31 03:46:05 -04:00
Colton G. Rushton
07f8b7f61a
Fix ILLUSORY/ilusory1 E3M7 some more ( #918 )
...
* Fix ILLUSORY/ilusory1 E3M7 some more
2019-08-28 18:16:24 +02:00
Colton G. Rushton
5a3441a2c6
Fix tag for ILLUSORY/ilusory1 E3M4 patch ( #917 )
...
The tag was set incorrectly in the E3M4 patch for Illusions of Home, and this PR fixes that. This ties into #916 .
2019-08-27 13:49:22 +02:00
Colton G. Rushton
d80816a0d9
Fix issues in ILLUSORY/ilusory1 ( #916 )
...
* Fix issues in ILLUSORY/ilusory1
Added some compatibility patches for Illusions of Home E1M6, E3M4, and E3M7 (this fixes minor issues to all of these maps)
E1M8 requires a MAPINFO of some sort to have work correctly in the state it's in, unfortunately.
* Minor tweak to ILLUSORY/ilusory1 fix
Didn't need the activation reset as it was already set to begin with.
* Made the fixes consistent
Made the fixes consistent with the rest of the fixes for the other WADs already in this file
2019-08-27 12:19:38 +02:00
Rachael Alexanderson
9456eeb8ec
- oops, this didn't get through
2019-08-23 05:56:10 -04:00
PaulyB
179e526981
Let Hexen Cleric and Mage use unique health chains
...
- (changed slightly by Rachelle)
Hexen's characters incorrectly only used the Fighter's health chain previously.
2019-08-23 05:54:39 -04:00
Christoph Oelckers
8b6c051bf8
Merge pull request #907 from OrdinaryMagician/sbar_overrides
...
Allow status bars to override notifications/prints/chat prompt
2019-08-19 19:45:09 +02:00
Marisa Kirisame
14dc288f22
Allow custom status bars to override notifications, centered prints and chat prompt.
2019-08-19 11:19:36 +02:00
Hugo Locurcio
61badfd694
Improve crosshair health color to be more informative
...
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.
The old behavior (`crosshairhealth 1`) is still the default.
2019-08-18 19:09:52 +02:00
alexey.lysiuk
1bd249677b
- fixed core script warnings with developer CVAR set to 2 or greater
...
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 159:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 161:
Truncation of floating point value
2019-08-13 14:48:40 +03:00
Christoph Oelckers
a53861e27e
- text update.
2019-08-11 18:28:50 +02:00
Rachael Alexanderson
c029f02b90
- add missing break statements
2019-08-11 03:23:50 -04:00
Rachael Alexanderson
9c3cdd1462
- fix a couple issues with sigil.wad:
...
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
2019-08-11 03:22:00 -04:00
Christoph Oelckers
cf74118d53
- fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
...
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 09:00:29 +02:00
alexey.lysiuk
07a2331ca3
- exposed Append() method to ZScript dynamic array
...
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-10 16:37:40 +03:00
Christoph Oelckers
34c2c65bb6
- fixed: Do not use BasicArmor's save percentage when no armor present.
...
This function is only for the Hexen status bar and printed incorrect values.
2019-08-10 08:26:55 +02:00
Christoph Oelckers
3b4184816b
- do not blur the background for portrait-less conversations.
2019-08-09 15:22:52 +02:00
Christoph Oelckers
bf9c5849e8
- merged all useful parts from https://github.com/coelckers/gzdoom/pull/725
2019-08-08 08:09:31 +02:00
Christoph Oelckers
352d5d098d
- fixed mouse coordinate checks when using the generic VGA font with Strife conversations.
2019-08-07 20:24:45 +02:00
Christoph Oelckers
43041c21d8
- made author names work with title patches.
...
Most importantly, specifying a patch may optionally disallow showing the autor's name - this is for cases where a styled patch gets used for English but text-based translations of the map name should still be possible.
2019-08-07 12:09:47 +02:00
Zain Aamer
3447904541
Clearscope Index()
...
For Vertex, Side, Line and Sector
2019-08-06 12:32:24 -05:00
Christoph Oelckers
be0478972a
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-08-05 19:15:16 +02:00
Christoph Oelckers
a05314968f
Made reverb editor localizable
2019-08-05 19:15:05 +02:00
Blue Shadow
5abffabb56
- moved GetSaveAmount() from the base armor class
2019-08-03 11:14:03 +03:00
Blue Shadow
479a992a3e
- fixed buggy ArmorFactor behavior when set to a value other than 1.0
2019-08-02 15:10:06 +03:00
Christoph Oelckers
3e99216967
- added option to print a map author's name on the summary screen
...
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.
2019-08-02 09:11:40 +02:00
Christoph Oelckers
154af34cd9
- added an option to always display the log and the subtitles with the generic font.
...
If this is on it will disable the status bar's pop screen for the log and always use the HUD overlay instead.
2019-07-31 17:02:39 +02:00
Christoph Oelckers
045025f4cf
- text update.
2019-07-31 10:08:47 +02:00
Christoph Oelckers
c36dc137ba
- made adjustments to the text placement on the summary screen.
...
With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.
2019-07-30 10:53:02 +02:00
Christoph Oelckers
c577f1d743
Merge pull request #899 from khutchins/master
...
Adds option to use a quicksave rotation
2019-07-28 08:44:21 +02:00
Kevin Hutchins
5cb59018e0
Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created.
2019-07-27 12:09:55 -07:00
Christoph Oelckers
1dd98a5c89
- when using the VGA font, confine the speaker's text in Strife dialogues to the backdrop picture.
...
This looks a lot better. Unfortunately for the regular SmallFont this would severely reduce the available space for the text so it isn't done here, even though for shorter texts the formatting would look better as well.
2019-07-27 09:35:45 +02:00
Christoph Oelckers
b768c6877c
- text update
2019-07-27 09:00:49 +02:00
Christoph Oelckers
86d2742798
- allow switching the Strife conversation screen to the VGA font for all languages by a CVAR.
...
This is for readability purposes because the styled SmallFont may be problematic for some players.
2019-07-26 20:23:46 +02:00
alexey.lysiuk
222dfd17b7
- added ability to specify display duration of subtitles
...
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box
https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 20:11:42 +02:00
Christoph Oelckers
b4aacb7be5
- fixed: The numcommands value in A_KoraxCommand needs to be decremented by one because the max parameter of the random function is inclusive.
2019-07-25 20:42:41 +02:00
Major Cooke
15eabfd055
Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
...
- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.
2019-07-24 20:15:24 +02:00
Christoph Oelckers
9d66a5105a
- text update.
...
This also activates Serbian and Japanese in the menu.
Note that Serbian is still missing a few characters in Hacx and Harmony!
2019-07-23 21:30:12 +02:00