Ricardo Luís Vaz Silva
d07d08ce9f
Add velocity/distance based footsteps
2024-10-21 14:53:53 -03:00
Ricardo Luís Vaz Silva
7b59642844
make sure WalkStepTics and RunStepTics read ints, not floats
2024-10-21 14:53:53 -03:00
Professor Hastig
40546420b0
fixed UMAPINFO's label field to allow 'clear' as argument.
2024-10-21 12:22:20 -03:00
inkoalawetrust
34dc204517
Re-added sector damage for non-players. ( #2773 )
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* Re-add non-player sector damage.
Reimplements SECMF_HURTMONSTERS and SECMF_HARMINAIR.
* Fixed 3D floor handling for sector damage.
Fixes sector damage to either monsters or players not working on (non-)solid 3D floors.
2024-10-20 07:51:36 -04:00
nashmuhandes
12c6d1361a
Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
2024-10-19 18:35:54 -04:00
Ricardo Luís Vaz Silva
c5da81763d
Fully revert #2479
2024-10-19 11:31:50 -03:00
Rachael Alexanderson
4ba53e34e4
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
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This reverts commit 391f496512
.
2024-10-19 10:25:03 -04:00
Rachael Alexanderson
dd740b59e0
Revert "- simplify and deconstruct logic for applying sector damage - also fixes voodoo doll sector damage in TNT MAP30"
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This reverts commit 3e33e31d19
.
Revert "Added MF9_FORCESECTORDAMAGE."
This reverts commit 61bd3a739a
.
2024-10-19 10:17:22 -04:00
Christoph Oelckers
e81d563cf4
made FCommandLine::operator[] return a const char * and fixed two places where this triggered a compile error.
2024-10-19 13:22:30 +02:00
Christoph Oelckers
c5308e4448
fix bad string comparison.
2024-10-19 13:13:11 +02:00
Christoph Oelckers
c0bd024094
do not open resource files from non-open file readers.
2024-10-19 13:11:48 +02:00
dileepvr
6e7148b074
Missed a line in RenderOrthoNoFog
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Tying up the fov fix.
2024-10-18 03:34:29 -04:00
dileepvr
c38b119435
FOV scales ortho up to 180 degrees
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One line change in r_utility.cpp affecting a custom field.
Orthographic projection sees "more" of the sceen as fov increases, but only up to 180 degrees, after which it will have no effect.
Orthographic projection has no meaning for fov since there is no Frustum. But since this is fundamental to the engine, I am reinterpreting it. Cherno wanted this too.
I'll update the wiki if this gets in.
2024-10-18 03:34:29 -04:00
Rachael Alexanderson
3bf3af9441
- readd canvas check
2024-10-17 23:45:09 -04:00
Rachael Alexanderson
c2fd99a24d
Revert "- Actor.GetSpecies() is a non-destructive function"
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This reverts commit ee5442c06b
.
2024-10-17 21:28:52 -04:00
Ricardo Luís Vaz Silva
758c0dbc7e
allow getting checksum for current map
2024-10-17 22:07:21 +02:00
Christoph Oelckers
261881e0d7
do not set console mode from an uninitialized variable.
2024-10-16 16:54:15 +02:00
Rachael Alexanderson
2a8b629a12
- keep ENABLE_VIRTUAL_TERMINAL_PROCESSING mode in isolated console mode
2024-10-16 06:05:15 -04:00
Rachael Alexanderson
fcf65bee27
- we don't need these includes anymore
2024-10-16 06:01:34 -04:00
Rachael Alexanderson
0a9eb474cd
- fix isolated console mode (i.e. launching from explorer.exe)
2024-10-16 05:59:59 -04:00
Kaelan
81f2bef4ac
Further cleanup as per recommendations
2024-10-16 00:39:32 -03:00
Kaelan
b4d214a0cf
add PARAM_PROLOGUE
2024-10-16 00:39:32 -03:00
Kaelan
9d725276ac
Add manual config saving to CVar struct
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Allows for calling to save custom cvars manually to ensure they're reliably stored. As is, the only way to ensure that cvars are saved is to safely/manually close out GZDoom, meaning if a crash occurs, that data is lost.
THis is very detrimental to mods/standalone projects that rely on CVars for storing custom data, and or data that transcends save games.
2024-10-16 00:39:32 -03:00
Rachael Alexanderson
70eb4b974d
- enable console subsystem processing for Windows, enable runtime detection
2024-10-15 10:50:24 -04:00
Rachael Alexanderson
ee5442c06b
- Actor.GetSpecies() is a non-destructive function
2024-10-14 17:31:18 -04:00
Major Cooke
fa467073eb
Added (SPF_)STRETCHPIXELS.
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This counteracts the squaring implied by rolling sprites.
2024-10-14 16:14:25 -04:00
Rachael Alexanderson
3e33e31d19
- simplify and deconstruct logic for applying sector damage - also fixes voodoo doll sector damage in TNT MAP30
2024-10-14 03:48:02 -04:00
inkoalawetrust
9df656a9cf
Added LookForEnemiesEx() for returning all enemies in an area. ( #2753 )
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* Compartmentalized the LookForEnemiesInBlock checks
* Added LookForEnemiesEx().
This function allows for ZScript code to get an array with all enemies of the caller found in range. Using similar sight logic as functions like LookForEnemies().
* Added noPlayers parameter to LookForEnemiesEx().
This parameter allows the function to also find players around it.
* Added VM abort to LookForEnemiesEx().
Prevent crashes by passing a null array by reference.
2024-10-14 03:47:53 -04:00
Cacodemon345
c603494057
Interpolate non-Burn screen wipes
2024-10-14 03:47:41 -04:00
inkoalawetrust
12d1afcc4e
Fixed WalkStepTics & RunStepTics in terrain parser
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Fixed the discrepancy where WalkStepTics and RunStepTics were called, well, that. In the terrain struct in both C++ and ZScript. While the terrain parser looked for WALKINGSTEPTIME and RUNNINGSTEPTIME instead.
Also made the parse not multiply these time values by the ticrate to treat them as seconds instead of tics.
Added flags for P_HitWater().
Added optional overridable footsteps for players.
Added an overridable MakeFootsteps() virtual in PlayerPawn. Which allows for adding totally custom footstep logic for players. By default, it comes with a basic footstep system that uses the footstep properties of whatever terrain the pawn is standing on. bMakeFootsteps must be enabled on the pawn for the virtual to run.
Added generic StepSound TERRAIN property.
Added a generic step sound TERRAIN property, for defining foot-agnostic step sounds. Used by the built-in footstep system over the individual foot ones.
Simplified MakeFootsteps().
Also removed a leftover debug message.
2024-10-14 03:47:02 -04:00
Jan Engelhardt
8e4080f8d1
Resolve compiler warning about destructor syntax
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gcc-14 warns:
tarray.h:927:9: warning: template-id not allowed for destructor in C++20 [-Wtemplate-id-cdtor]
927 | ~TDeletingArray<T, TT> ()
2024-10-12 12:00:32 -03:00
Rachael Alexanderson
573cd2f12c
g4.14pre
2024-10-12 01:30:20 -04:00
Rachael Alexanderson
e562111a51
- don't show iwad box if priority iwad has been located for the currently loaded mods gameinfo
2024-10-12 01:25:21 -04:00
Rachael Alexanderson
24792913ca
- don't spam the console log if there's math errors - mostly affects Linux/MacOS because there is no distinction from console apps or GUI apps so they put all the data in the console which can cause lag
2024-10-10 07:28:29 -04:00
inkoalawetrust
61bd3a739a
Added MF9_FORCESECTORDAMAGE.
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This flag forces non-player actors to take damage from hurt floors even if SECMF_HURTMONSTERS isn't true.
2024-10-09 13:51:48 -03:00
Christoph Oelckers
d90de3a8a1
avoid floats in integer math.
2024-10-09 09:15:29 -04:00
Dileep V. Reddy
f9a59a989b
Orthographic projection Widescreen aspect ratio horizontal clipping fixed. This one-line change only affects ortho viewpoints. Easy to verify in windowed mode.
2024-10-08 12:36:00 -04:00
nashmuhandes
f5c06551e4
Use a light_
prefix for custom ZDRay stuff, and actually parse light_softshadowradius for map things
2024-10-06 11:24:04 -03:00
Ricardo Luís Vaz Silva
19e1d400e4
Add bounds checking to GetMidTexturePosition, add assert to P_GetMidTexturePosition
2024-10-05 23:03:05 -03:00
Christoph Oelckers
413aefb0ab
added CVAR to select the preferred MOD player and SNDINFO option to set it per song.
2024-10-05 12:37:55 +02:00
Christoph Oelckers
f0676cdf01
fixed a few memory leaks
2024-10-05 10:22:05 +02:00
Christoph Oelckers
2b2e85005c
fix MBF21 ClearCountItem
2024-10-04 18:34:32 +02:00
Christoph Oelckers
ccbebfcf34
fix kill count management in CopyFriendliness when used on corpses.
2024-10-04 18:33:53 +02:00
Christoph Oelckers
6aa71184f7
fixed: MBF21's flag functions did not call the special wrappers for MF_FRIENDLY.
2024-10-03 23:01:09 +02:00
Christoph Oelckers
3798fd815f
the MISSILE(EVEN)MORE flags still need to be accessible by ZScript for backwards compatibility.
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Since these do not exist anymore an internal interface to Handle/CheckDeprecatedFlags was added.
2024-10-03 12:32:09 +02:00
Christoph Oelckers
8354c4a5c3
Replaced MISSILE(EVEN)MORE with a real property and added related Dehacked options from Crispy Doom.
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This also adds proper deprecation messages to the deprecated flags which were missing due to a bad definition macro.
2024-10-03 12:24:16 +02:00
Rachael Alexanderson
ad4eef3b6c
- SPAC_Walking should check for SPAC_MCross not SPAC_PCross
2024-10-01 17:38:58 -04:00
Professor Hastig
2decf10863
add missing 'author' and 'label' UMAPINFO fields.
2024-10-01 12:23:27 -04:00
Christoph Oelckers
d455f57346
remove test code.
2024-10-01 17:28:42 +02:00
Ricardo Luís Vaz Silva
896c73b1e5
Fix compilation
2024-10-01 12:05:49 -03:00
Ricardo Luís Vaz Silva
9f7a8188c5
Fix broken if statement in ParseFireTexture
2024-10-01 11:59:05 -03:00
jekyllgrim
70ec8ce711
Fixed MF9_ISPUFF overlapping with MF9_NOSECTORDAMAGE
2024-10-01 11:53:11 -03:00
jekyllgrim
1392db2f5b
Made DamageSource and bIsPuff readonly
2024-10-01 11:53:11 -03:00
Ricardo Luís Vaz Silva
f8b68a6927
Serialize damagesource, fix bad character in actor.zs
2024-10-01 11:53:11 -03:00
jekyllgrim
83165dccbf
Add damagesource
2024-10-01 11:53:11 -03:00
jekyllgrim
f13bc09840
Add bIsPuff flag
2024-10-01 11:53:11 -03:00
Christoph Oelckers
59b567689a
make the broken ID24 levelnums work somehow so that Legacy of Rust's intermissions play.
2024-10-01 16:48:07 +02:00
Cacodemon345
e88d912892
ID24 interlevel lumps implementation
2024-10-01 16:48:07 +02:00
inkoalawetrust
2c9b8f4eec
Fixed problem in CheckForShadows().
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Fixed a regression in CheckForShadows() that made it always return a +SHADOW or +SHADOWBLOCK actor even when there were none. Causing monsters to always have messy aim if +DOSHADOWBLOCK is on.
2024-10-01 11:47:33 -03:00
Dileep V. Reddy
568a39d203
Removing pre-clipping of Frustum if pitch > 46 degrees and viewpoint is not allowed out of bounds. This is like old behavior.
2024-09-30 10:16:50 -04:00
Boondorl
8e1b25803e
Fix for NoLocalRender not snapshotting between hub levels
2024-09-30 02:21:52 -04:00
Rachael Alexanderson
0b3ee04025
- bail out if shape
is null in F2DDrawer::AddShape
2024-09-30 02:09:52 -04:00
Jon Heard
4c27b55eb9
SetSkin and GetSkinCount added to PlayerInfo class
2024-09-29 18:14:52 -04:00
inkoalawetrust
9b8c79d182
Added check for hurt floors in P_IsUnderDamage().
2024-09-29 18:12:30 -04:00
inkoalawetrust
391f496512
Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE.
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- Added SECMF_HURTMONSTERS, which allows monsters in the flagged sector to be hurt with the same behavior as players (i.e damage leaking).
- Added SECMF_HARMINAIR, which allows players (And monsters with SECMF_HURTMONSTERS) to be hurt when they're inside the sector in general, instead of only when they're walking on it. Replicates the behavior of the DAMAGE_IN_AIR flag that SectorDamage() uses.
- Added NOSECTORDAMAGE, which makes actors with the flag immune to any harmful floors.
2024-09-29 18:12:30 -04:00
Rachael Alexanderson
bbeaea1ea7
- implement anamorphesis proof-of-concept ( #2431 )
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Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
2024-09-29 18:09:07 -04:00
Hexadec
5cc718ec77
Search more paths in SHARE_DIR ( #2610 )
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* Search more paths in SHARE_DIR
Makes it more compatible with more exotic systems such as Guix or NixOS. (one day we'll have a gzdoom without patches)
* Make more places search in SHARE_DIR.
---------
Co-authored-by: Rachael Alexanderson <18584402+madame-rachelle@users.noreply.github.com>
2024-09-29 18:06:49 -04:00
RaveYard
a4c98d8dd9
Add RADF_CIRCULARTHRUST and matching XF_/RTF_ flags
2024-09-29 17:56:41 -04:00
Boondorl
1e96ed31aa
Exported DPrintf
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Allows for custom debug message handling using the built-in
2024-09-29 17:56:16 -04:00
HHonzik
96ec9b9dbd
Add another soundfonts search directory for *nix
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This adds another soundfont search directory for the convenience of the user.
2024-09-29 16:08:51 -04:00
jekyllgrim
994078feae
Added FloatBobFactor
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This adds a new actor property: `FloatBobFactor` (default 1.0). This will be a multiplier for level.time in `AActor::GetBobOffset`, which finally allows to control not only the range of float bobbing (which is FloatBobStrength) but also the frequency of bobbing.
2024-09-29 16:08:02 -04:00
Rachael Alexanderson
89ce70fd0b
- implement SPAC_Walking
, mostly useful for teleports or for line crossings that should not happen when the player is falling or flying
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- update UDMF spec entry
2024-09-29 16:06:36 -04:00
Rachael Alexanderson
ca9ab7bd5b
- rename 'restart' ccmd to 'debug_restart' since it is in a broken state right now
2024-09-29 16:04:00 -04:00
Rachael Alexanderson
85ae8f8194
- flat sprites are already square, no need to adjust them
2024-09-29 10:05:43 -04:00
Rachael Alexanderson
2c25cc1d9b
- well ... this was a lil redundant
2024-09-28 15:56:42 -04:00
Ricardo Luís Vaz Silva
326480cb31
Fix typo
2024-09-25 18:57:05 -03:00
Boondorl
8c10ac6f38
Added GetDecalName()
2024-09-24 23:38:43 -04:00
Rachael Alexanderson
3524d06813
- export FFont::GetChar()
to ZScript
2024-09-20 20:00:01 +02:00
Gene
de87493c41
Fix incorrect boolean logic for drawBillboardFacingCamera
2024-09-20 08:38:45 -04:00
Gene
5347cdf569
Fix billboard facing camera only taking effect when used with XY billboarding
2024-09-19 10:56:24 -04:00
Ricardo Luís Vaz Silva
712dd1133d
Fix typo
2024-09-17 14:14:23 -03:00
nashmuhandes
0c3ebf451f
Fix missing serialization for skyspeed1
and skyspeed2
2024-09-16 19:02:09 -03:00
Dileep V. Reddy
b79deabab1
Prevent console from laying open when intro cutscene plays on some systems.
2024-09-16 13:43:34 -04:00
Ricardo Luís Vaz Silva
79dacdf1b7
Properly fix double interpolation for IQM models
2024-09-13 17:05:22 -03:00
Ricardo Luís Vaz Silva
1429e22441
rework interpolation to allow for precalculated frames
2024-09-13 17:05:22 -03:00
Ricardo Luís Vaz Silva
b1318e4b22
quick fix for interpolation, TODO better fix
2024-09-13 12:17:09 -03:00
Ricardo Luís Vaz Silva
17d7006d72
replace naive interpolation logic with more exact logic
2024-09-13 12:17:09 -03:00
Christoph Oelckers
ed39413532
Render the bottom sky layer always with full opacity in the SW true color renderer.
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No need to add explicit checks for color (0,0,0,0) here.
2024-09-12 08:47:00 +02:00
Cacodemon345
38290b6615
Truecolor sky: Draw opaque black background on transparent texels
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Fixes HOM effect
2024-09-12 08:38:19 +02:00
Cacodemon345
ce24849adf
Add support for fire textures in ANIMDEFS
2024-09-12 08:38:19 +02:00
Ricardo Luís Vaz Silva
a663d97961
load id24res if present
2024-09-12 01:28:53 -04:00
Dileep V. Reddy
aacc4d7278
PointToPseudoPitch() was being called even when viewpoint was not allowed out of bounds. And its sqrt was slow even when it was necessary (thanks dpjudas for the speedup code).
2024-09-10 10:58:36 -04:00
Ricardo Luís Vaz Silva
afcd38907c
add SpawnMultiCoopOnly mapinfo flag to spawn **only** coop spawns in single-player
2024-09-08 17:10:33 -03:00
Rachael Alexanderson
5895f9b1b1
- implement +SQUAREPIXELS flag
2024-09-07 23:09:36 -04:00
Xaser Acheron
76c8b6da57
fix A_PlaySound not working for DSDHACKED-defined sounds
2024-08-25 11:18:52 -04:00
Dileep V. Reddy
b2976444c9
Smaller aspect ratio screens were getting clipped a bit too much. This is a brute-force if-else solution. Larger aspect ratios (wider screens) were always good.
2024-08-25 11:18:05 -04:00
Magnus Norddahl
f0ff273620
Stop grabbing mouse when game window doesn't have the focus
2024-08-23 01:14:28 -04:00
Ricardo Luís Vaz Silva
70cf707251
Skip bex strings for freedoom if language lump is present ( #2682 )
2024-08-21 00:08:57 -03:00
Boondorl
0d43272c8f
Allow for Basic and Hexen armor replacing
2024-08-17 01:14:07 -04:00
Christoph Oelckers
5fa220219e
Reverted use of tchar.h which should be considered deprecated.
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GZDoom is Unicode only - as should be the norm for any Windows application - and will not work when compiled as ANSI so there's no good reason to use this wrapper.
2024-08-16 12:41:29 +02:00