Commit graph

4725 commits

Author SHA1 Message Date
ZZYZX
d0df4c1744 Upgraded the portal code to work with the new tagManager system. Was uncompilable 2015-06-07 21:27:20 +03:00
ZZYZX
31cad858d9 Fixed odd merge bugs 2015-06-07 20:54:36 +03:00
ZZYZX
b3764f4ee2 Fixed trivial bug with two-sided portals not clipping stuff correctly 2015-06-07 04:19:21 +03:00
ZZYZX
29880026a6 Fixed sprite clipping with drawsegs (removed unnecessary portal check) 2015-06-07 04:19:21 +03:00
ZZYZX
f07d43943a Made a CVar to limit recursions; Made a CVar to highlight portal borders; Fixed slight logical bug in unique portal identifiers 2015-06-07 04:19:20 +03:00
ZZYZX
b066b0891a Fixed portal detection in R_AddLine 2015-06-07 04:19:19 +03:00
ZZYZX
78ea00be59 Put line ID from args[1] for Hexen maps 2015-06-07 04:19:18 +03:00
ZZYZX
cd39c4b8a6 Merged mirrors with portals; Render part of mirrors done, render part of portals needs further testing 2015-06-07 04:19:17 +03:00
Braden Obrzut
662345adb8 - Fixed: More endian issues in the ACS VM. 2015-06-05 22:22:54 -04:00
Christoph Oelckers
ae3b52a68a - fixed: Software renderer's colormap variables should not be accessed from common renderer interface code. 2015-06-04 09:20:55 +02:00
MajorCooke
4c390d92a4 -...forgot this one. 2015-06-02 12:22:26 -05:00
MajorCooke
22570e079e * Added LAXTELEFRAGDMG. This flag forces all damage to be factored, regardless being above or below the telefrag threshold.
- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
2015-06-02 12:10:45 -05:00
Christoph Oelckers
c1e3c16232 Merge branch 'master' of https://github.com/rheit/zdoom 2015-05-28 09:23:14 +02:00
Christoph Oelckers
65cc361e9b - added Zandronum's text input menu items. 2015-05-28 09:22:48 +02:00
Edoardo Prezioso
4546df7dc3 - Fixed SetActorPitch and ChangeActorPitch issue.
The code did not take into account the player's limited pitch.
2015-05-28 00:41:07 +02:00
Christoph Oelckers
733873351a Merge branch 'master' of https://github.com/rheit/zdoom 2015-05-25 19:58:02 +02:00
Christoph Oelckers
9f208409f2 - fixed: The tag check in Sector_CopyScroller was inverted (it should reject sectors with the given tag, but it rejected everything else.) 2015-05-25 19:57:36 +02:00
Braden Obrzut
c9214c1ce9 - Fixed: Hexen's status bar top graphic was drawn 1 pixel too low.
- Fixed: Artiflash played on initial save loading. I seem to recall this looking like an intentional change, but perhaps I broke it since it's completely pointless to play the animation only on the first load of a save game if nothing has been loaded beforehand.
2015-05-20 13:10:08 -04:00
Braden Obrzut
e46b25f628 - Fixed: god2 didn't trigger invulnerability in SBarInfo. 2015-05-20 12:54:13 -04:00
Braden Obrzut
354ec022b3 - On Windows resizing a window just renders the image to the size of the window, so lets do the same for SDL (makes mouse coordinate scaling easier). 2015-05-20 12:32:17 -04:00
Braden Obrzut
4d082d93cd - Use SDL_RenderSetLogicalSize to handle animorphic ratios in fullscreen with SDL backend.
- Reuse the old window in the SDL backend since in some instances switching windows causes issues (OS X fullscreen for instance (while using the SDL backend of course)).
- Clear the SDL render before copying in the framebuffer to remove HOM-like effect.
2015-05-19 17:09:20 -04:00
Christoph Oelckers
4d496f8b04 Merge branch 'master' of https://github.com/rheit/zdoom 2015-05-17 21:41:09 +02:00
Christoph Oelckers
1e3230486e - Fixed: FTagManager::Clear did not clear the line ID hashing index. 2015-05-17 21:40:25 +02:00
Braden Obrzut
f10416af8a - Fixed: Missing WINAPI macro in SHGetFolderPathA (MSDN documentation didn't include it so I didn't. Apparently Microsoft is just incosistent since it's documented in functions like GetLongPathName.) 2015-05-07 23:52:58 -04:00
Christoph Oelckers
87ff82dba6 - fixed: Trying to remove sector tags for line-less sectors crashed when there were no sector tags at all in a map. 2015-05-07 13:05:18 +02:00
Christoph Oelckers
b587c85a81 - fixed: On Windows the cache path could end up with double slashes when no AppData folder could be found. 2015-05-07 00:45:36 +02:00
Christoph Oelckers
535102ae6e - fixed: NULLing the flash state in P_BringUpWeapon should be done before setting the main weapon state so that it doesn't cancel any flash state effects that get initiated there. 2015-05-05 11:23:41 +02:00
Christoph Oelckers
f8fd28118b Merge branch 'master' of https://github.com/rheit/zdoom 2015-05-04 08:56:04 +02:00
Christoph Oelckers
6f0caee4ba - fixed: Searching for tag 0 was no longer possible.
The new tag manager considers tag 0 'untagged' and won't create entries in its tag list for it, so the normal search algorithm can not find any such sector.
It now uses a linear search over all sectors instead, if tag 0 is looked for.
2015-05-04 08:55:31 +02:00
MajorCooke
6639f871c6 - Fixed A_SetRipMin/Max not working properly. 2015-05-03 17:55:01 -05:00
Edoardo Prezioso
353ace8be7 - Improve the code readability in LookupLevelName. 2015-05-02 14:18:52 +02:00
Edoardo Prezioso
4217c2ccd6 - Fixed a very old bug in LookupLevelName code.
If the map name neither matched 'ExMy', 'MAPxy' or 'LEVELxy', 'checkstring' was left uninitialized before using as argument to 'strstr', leading to undefined results.

Spotted with Valgrind.
2015-05-02 13:46:34 +02:00
MajorCooke
dc00d61f4d - Added TF_OVERRIDE to A_Teleport.
- Overrides the NOTELEPORT flag so actors with velocity don't need to disable it in order to perform A_Teleport, which could be screwed up by a teleporting line or sudden ACS interference.
- Ensure that the result is set to false if it fails prematurely. Wasn't sure if this was needed, but with the upcoming if/else statements, better safe than sorry.
2015-05-01 08:32:07 -05:00
MajorCooke
1ecc048441 - Change the pointer to be at the end instead of the start. 2015-04-30 08:28:41 -05:00
MajorCooke
492ef1b716 - Added A_JumpIfHigherOrLower.
- (int ptr = AAPTR_TARGET, state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true)
- Jumps if the pointer of the calling actor is higher or lower than itself, adding offsethigh or offsetlow depending on the circumstance.
- includeHeight works twofold.
- Includes the height of the calling actor if the pointer is higher to truly determine if they are completely above them or not.
- Includes the height of the pointer if the pointer is lower.
- Disable it to only check z differences without adding height.
2015-04-30 08:15:48 -05:00
coelckers
a6dcd20447 Merge pull request #321 from edward-san/tflags_fix
- Fixed compiler errors and warnings from TFlags.
2015-04-30 13:01:59 +02:00
Christoph Oelckers
4316740ee9 - some color coding of error messages during ACS loading. (not that I expect that the people these are meant for will read them anyway...) 2015-04-30 12:59:26 +02:00
Christoph Oelckers
97e63b1319 - split up FBehavior constructor to better be able to weed out broken ACS modules.
Please note that this WILL break old savegames from mods which put ACS sources or unrelated data in the ACS namespace!
2015-04-30 12:53:44 +02:00
Edoardo Prezioso
cda4fece1b - Fixed compiler errors and warnings from TFlags. 2015-04-30 12:35:29 +02:00
Christoph Oelckers
50a3f8a3d2 - fixed copy/paste error. 2015-04-30 12:31:47 +02:00
Christoph Oelckers
84351419a3 Merge branch 'master' of https://github.com/crimsondusk/zdoom
Conflicts:
	src/actor.h
2015-04-30 10:03:50 +02:00
Christoph Oelckers
9880af1b0c - this line got lost during conflict resolution. 2015-04-30 09:18:13 +02:00
Christoph Oelckers
405fc31e81 Merge branch 'master' of https://github.com/DaZombieKiller/zdoom
Conflicts:
	src/actor.h
2015-04-30 09:14:31 +02:00
coelckers
691855e19b Merge pull request #304 from MajorCooke/morphundoalways
- Added MORPH_UNDOALWAYS for morph powerups.
2015-04-30 09:05:41 +02:00
coelckers
c2e91293d2 Merge pull request #310 from MajorCooke/telefogfix
- Allow teleport fogs to set the teleporting actors as their targets, so...
2015-04-30 09:02:10 +02:00
Christoph Oelckers
7d90c65427 - mask out Strife mapthing flags when starting an original Hexen map. 2015-04-29 08:42:54 +02:00
Christoph Oelckers
3c1fa3bed9 - fixed some GCC warnings. 2015-04-29 00:19:21 +02:00
Christoph Oelckers
a2100410f2 - fix in GL nodes loader. 2015-04-28 22:13:50 +02:00
Christoph Oelckers
f087903fca - remove some redundancy from TeleportFog code. 2015-04-28 22:11:43 +02:00
coelckers
15fbf2510a Merge pull request #320 from edward-san/clang_3_5_crash_solved
- Clang 3.5.1+ fixed the compiler bug in ACS code.
2015-04-28 22:06:50 +02:00