Commit graph

4375 commits

Author SHA1 Message Date
Rachael Alexanderson
ca6a2152b9 - add freezetics actor property 2022-09-03 17:58:16 -04:00
Rachael Alexanderson
8468f712e0 - fix arti teleport and arti teleother not respecting useplayerstartz mapflag 2022-08-26 04:11:29 -04:00
Christoph Oelckers
283c5d688c Merge branch 'master' of https://github.com/coelckers/gzdoom 2022-08-11 22:39:53 +02:00
nashmuhandes
50d16c75d9 Add corona actor 2022-08-11 20:38:24 +08:00
Rachael Alexanderson
f2df781b76 - add menu entries 2022-08-10 13:10:13 -04:00
Christoph Oelckers
362b41be1a - use consistent index types for array function return values. 2022-08-05 21:16:20 +02:00
Marisa the Magician
931211b9db Export FindLumpFullName to ZScript. 2022-08-05 20:25:02 +02:00
Christoph Oelckers
3563c99ead - made adjustments for proper int type promotion to allow internal ZScript to compile with it on.
* Emit a warning when relational comparisons are made between signed and unsigned ints.
* Handle shift operators so that they do not fail for constant definitions.
* changed return type of Array::Size() to signed int as most code out there is using it this way and would otherwise drown in warnings.
* fixed a few deprecation warnings.
2022-08-03 10:26:29 +02:00
Alexander Kromm
46d9564507 localize "Unknown" option menu string 2022-07-30 17:54:19 +02:00
Magnus Norddahl
e2778ba442 Move TexMan.GetCanvas and GetTextureCanvas to common 2022-07-25 18:50:16 +02:00
Magnus Norddahl
bb503950df Add canvastexture definition to animdefs.
Split canvas texture rendering from camera texture rendering.
2022-07-25 18:50:16 +02:00
Magnus Norddahl
0049fea8d6 Add missing DrawText binding 2022-07-25 18:50:16 +02:00
Magnus Norddahl
4f0b02b396 Add a 2d drawer to canvas textures 2022-07-25 18:50:16 +02:00
Shiny Metagross
9ab6557822 A_ChangeModel now has generatorIndex
- To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
- Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.
2022-07-22 17:11:59 +02:00
Shiny Metagross
69ee1eb0a2 Surfaceskin modification
- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
2022-07-22 17:11:59 +02:00
Shiny Metagross
ec3d81a34f More fixes
- Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
- Added CMDL_HIDEMODEL flag. This makes a model index invisible.
2022-07-22 17:11:59 +02:00
Shiny Metagross
e827e9b086 TArrays to TObjPtr
- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross
5abadd3aab A_ChangeModeldef
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
Rachael Alexanderson
f4f701a45c - add longsavemessages to simple menu. set longsavemessages default to false. 2022-07-21 13:22:52 -04:00
Gutawer
937c22ff14
- add a method for filling a shape2d instead of using a texture (#1661)
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-07-16 14:57:22 +02:00
Gutawer
ee0d90a983
- add stencil buffer support for 2d drawing (#1660)
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-07-16 14:56:28 +02:00
Gutawer
1e27fac288 - add a system for setting all of 2D drawing's transform, not just shapes 2022-07-16 14:53:07 +02:00
nashmuhandes
c6ae73d6d2 - Expose ConsoleState to scripts
- Make ConsoleState uint8_t sized
2022-07-16 14:38:47 +02:00
Christoph Oelckers
d310487ad4 - text update 2022-07-15 08:48:18 +02:00
Christoph Oelckers
ef8dd4d01e - fixed and consolidated artifact check in cheat code. 2022-07-15 07:56:22 +02:00
Christoph Oelckers
a952d0f36a -let A_FireProjectile pass through the second return value of SpawnPlayerMissile. 2022-07-14 07:59:52 +02:00
Christoph Oelckers
e1c458ab2f - fixed PoisonCloud's looping animation count. 2022-07-14 07:54:19 +02:00
Christoph Oelckers
b719ab53f8 - weapons are not artifacts. 2022-07-14 00:12:20 +02:00
Christoph Oelckers
a847dacaaa - fix scale members in actor.zs 2022-07-12 16:56:56 +02:00
Christoph Oelckers
ac0a68c7ca - removed the duplicate EPrintLevel definition. 2022-07-11 19:40:58 +02:00
Ricardo Luís Vaz Silva
365131e1e3 rename PrintString to PrintfEx and make it a vararg function 2022-07-11 19:35:51 +02:00
Ricardo Luís Vaz Silva
03c8da8a44 Expose Print Flags to ZScript 2022-07-11 19:35:51 +02:00
Christoph Oelckers
aae1d1439a - reverted AActor::scale to a DVector2.
This was causing comparison precision issues with existing script code.
2022-07-11 12:20:34 +02:00
Rachael Alexanderson
fae4166fae - add a few njdoom maps to the rebuildnodes comptibility block 2022-07-07 08:59:13 -04:00
Christoph Oelckers
a4aca9bd9c - force node rebuild for Plutonia MAP25. 2022-07-02 10:30:03 +02:00
Christoph Oelckers
abaa0f2178 - ENDOOM is not Windows only anymore. 2022-06-29 10:12:55 +02:00
Christoph Oelckers
5cf6a5ab1a - text update 2022-06-29 08:36:01 +02:00
Rachael Alexanderson
00af521846 - add a few maps to the rebuildnodes compatibility block 2022-06-28 22:32:42 -04:00
Magnus Norddahl
0f08a0f511 Re-enable ray query in the shader 2022-06-22 07:55:19 +02:00
Magnus Norddahl
5cc21c5a4a Upgrade glslang to 11.10.0 2022-06-22 07:55:19 +02:00
Magnus Norddahl
821bd3b460 Adjust some init/deinit code and rename some things 2022-06-22 07:55:19 +02:00
Magnus Norddahl
0c1aab074c Hook up the acceleration structure to the shader and start shooting some rays! 2022-06-22 07:55:19 +02:00
Christoph Oelckers
2397b9c117 - missed a ZScript declaration. 2022-06-16 08:23:09 +02:00
RaveYard
f9bf6f9311 Implement FVector ZScript for Actor Scale 2022-06-12 17:57:44 +02:00
Blue Shadow
d862bf4347 - added FailSound property to PuzzleItem 2022-06-12 17:26:18 +02:00
Rachael Alexanderson
f1dec835d7 - add i_pauseinbackground to the menu. note: please pull the language file for this 2022-06-09 04:13:55 -04:00
Christoph Oelckers
eb56eb380e - reinstated con_scale. 2022-06-08 16:42:32 +02:00
Christoph Oelckers
71ce8aa79a - block wipes when streaming movies are playing.
For synchronization purposes they cannot be interrupted by the wipe loop.
This also groups the cutscene state in a struct for readability purposes.
2022-06-06 12:30:47 +02:00
Christoph Oelckers
c62e14d2c1 - Backend update from Raze
Mostly cleanup and better separation of game/backend concerns.
2022-06-06 12:09:29 +02:00
Christoph Oelckers
a59436c4c2 - fixed auto-scaling for console. 2022-06-05 12:34:22 +02:00