Ricardo Luís Vaz Silva
c8f3aa3fd1
ZScript Custom CVars -- ONLY WORKS FROM THE CONSOLE
2023-01-29 14:42:20 -05:00
Boondorl
2d94321887
Added OnEngineInitialize() for static event handlers
2023-01-25 17:41:48 -05:00
Ricardo Luís Vaz Silva
4c7e9c6193
Change CheckValue
to multi-return, due to unsupported out int/bool
2023-01-25 17:32:54 +01:00
Christoph Oelckers
d7e2a82ded
- Greek characters for Heretic's BigFont
2023-01-24 19:12:15 +01:00
Christoph Oelckers
33fd8270b1
- text update
2023-01-22 20:19:21 +01:00
Hugo Locurcio
2fa88aa5a7
Implement antialiasing for automap lines
...
This implements a bruteforce approach for 2D line antialiasing.
It's not perfect by any means, but it seems to do its job well enough.
Since it draws 9 lines instead of 1 line per segment, it's significantly
more expensive but should still be usable on modern hardware (except
on very complex maps).
Automap line antialiasing is disabled by default and can be enabled
with the `am_lineantialiasing 1` cvar.
2023-01-21 11:40:25 -05:00
Ricardo Luís Vaz Silva
698bd251ea
Mark non-modifying map functions as const
2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva
decba68225
Map::GetIfExists and Map::CheckValue
2023-01-21 16:40:47 +01:00
Blue Shadow
4c0b5cbb32
- alt HUD: use NewSmallFont
for drawing player's coordinates if ui_generic
is enabled
2023-01-18 18:18:13 +01:00
Hugo Locurcio
bf39002515
Increase slider precision for mouse sensitivity settings
...
On mice with high DPI settings, low values such as 0.1-0.3 typically
need to be used to get a comfortable effective mouse sensitivity.
2023-01-16 16:54:25 +01:00
Hugo Locurcio
1c45890c5a
Use a slider to allow specifying max FPS with more precision
...
The minimum value was increased from 30 to 35 to reflect the lowest
value you can actually use in `vid_maxfps`. Values lower than 35
are silently clamped to 35.
The maximum value is chosen to cater to the fastest commercially
available display as of writing (500 Hz).
Being able to specify maximum FPS with a more precise slider has
several benefits:
- This adds support for monitors with less common refresh rates
(138 Hz, 165 Hz, ...).
- This adds support for monitors with very high refresh rates
(240 Hz or more).
- This allows catering to variable refresh rate setups with a FPS cap
chosen to avoid V-Sync input lag, while also avoiding tearing.
For example, choosing a FPS cap of 117 on a 120 Hz display will prevent
the display from reaching its maximum refresh rate.
More information: https://blurbusters.com/howto-low-lag-vsync-on/
- The value no longer displays a "Unknown" if customized in the console
using the `vid_maxfps` cvar.
2023-01-16 16:53:59 +01:00
Boondorl
dd7cb8649f
Exported LinePortals
...
Added helper functions for lines related to portals
2023-01-15 22:01:37 +01:00
Christoph Oelckers
5b7826f68b
- set lightblendmode to 0 when setting up a 2D viewpoint.
...
2D never uses dynamic lights so this should always be 0 - and eliminates another place in the backend referencing game data.
2023-01-15 09:21:01 +01:00
Christoph Oelckers
34e2e77f9e
- tab cleanup in shader code.
2023-01-15 08:54:54 +01:00
Ricardo Luís Vaz Silva
5e464d3e93
expose WallMask and ignore actor, allow disabling Actor Tracing for LineTracer::Trace
2023-01-14 11:33:22 -05:00
inkoalawetrust
458142eb8b
Added flags to SetPlayerProperty.
...
Added all of the missing player cheats to the SetPlayerProperty special.
2023-01-14 11:32:21 -05:00
Major Cooke
aed72f58f3
Converted A_Quake(Ex) intensity parameters from ints to doubles.
2023-01-14 11:30:00 -05:00
Ricardo Luís Vaz Silva
8e7897233e
Add Alternate Light Blending Options
2023-01-14 11:29:12 -05:00
Boondorl
3dce874621
Exported bounce functions
2023-01-12 17:44:28 +01:00
nashmuhandes
2fa2533982
- enable DM support for sv_noplayerclip
...
- fixed voodoo dolls with sv_noplayerclip
- fixed autoaim working incorrectly with sv_noplayerclip
2023-01-08 22:55:10 +08:00
nashmuhandes
3d6cc47dc1
Add sv_noplayerclip to allow players to walk through and shoot each other (only in coop)
2023-01-08 19:10:49 +08:00
Boondorl
0d23816179
Added FlyBob Multiplier for Player
2023-01-02 08:14:24 +01:00
Boondorl
73159dac3e
Added WaterClimbSpeed Property to Players
2023-01-02 08:13:13 +01:00
Magnus Norddahl
8bcdbc230d
Adds soft shadows to vk_raytrace
2022-12-31 03:51:33 -05:00
Marisa the Magician
6f8901ea87
Rename ValidLock to IsLockDefined (more descriptive).
2022-12-23 22:48:01 +01:00
Marisa the Magician
b85add01c7
Additional lock-related ZScript functions.
...
* Key.ValidLock: returns whether a lock number is valid (can be unlocked) or belongs to a "does not work" door.
* Key.GetMapColorForLock: returns the automap color for a lock number (or -1 if the lock isn't valid).
* Key.GetMapColorForKey: likewise, but for a specific key.
2022-12-23 17:47:31 +01:00
Rachael Alexanderson
f816eb68ae
- fix linedef index for heretic e2m7 fix
2022-12-19 15:55:52 -05:00
Ricardo Luís Vaz Silva
43880bbbe1
Expose StripLeft and StripLeftRight to ZScript
2022-12-19 14:00:09 +01:00
Boondorl
0d4d5587b5
Added FOV Interpolation
2022-12-18 08:23:19 +01:00
Rachael Alexanderson
a0cd1ba04a
- move flight viewbob to misc menu
2022-12-17 01:23:22 -05:00
Rachael Alexanderson
b08295e7e1
- fix spacing
2022-12-16 20:40:05 -05:00
CandiceJoy
0fdb740ac7
Added toggle control for weapon bob while flying
2022-12-16 17:12:03 -06:00
Ricardo Luís Vaz Silva
de65d1b96f
Misc Fixes for BobWeapon3D
...
- Fix inverted Y axis for offset/old BobWeapon
- finish adding PSPF_MIRROR
- fix missing pivot
2022-12-12 15:23:12 +01:00
Ricardo Luís Vaz Silva
46d36cf5c7
add BobWeapon3D
2022-12-09 21:49:38 +01:00
Boondorl
9a1e666303
Exposed Box and PointOnLineSide
2022-12-08 20:33:11 +01:00
Boondorl
b1cb044a15
Fixed IsActorPlayingSound's default argument
...
Now properly passes the invalid sound id.
2022-12-06 12:16:29 +01:00
Magnus Norddahl
6a005e3a2a
Switch vulkan backend to use the zvulkan library
2022-12-05 07:49:43 +01:00
Christoph Oelckers
5b3f597438
- text update.
2022-12-04 15:34:47 +01:00
Mitchell Richters
6629944d39
- Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP
.
...
* This will still test whether the game needs to lerp and will force `SPF_INTERPOLATE` if needed.
2022-12-04 15:11:17 +01:00
Mitchell Richters
9f9c1eb18a
- Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
...
* As view angles are an offset, there's no reason why these cannot lerp separately.
2022-12-04 15:11:17 +01:00
Ricardo Luís Vaz Silva
8b6a714d41
Map<K,V> and MapIterator<K,V> for ZScript
2022-12-04 15:11:00 +01:00
Christoph Oelckers
1e5e65546d
Revert "- add support for not localizing some text functions, and modify menu text fields to use this"
...
This reverts commit 91d3c4b606
.
This completely breaks the menus, so it needs to go.
2022-12-04 08:13:04 +01:00
Ricardo Luís Vaz Silva
cd46f97dcc
Structified A_SpawnParticle/Ex
2022-12-03 23:54:52 +01:00
Gutawer
91d3c4b606
- add support for not localizing some text functions, and modify menu text fields to use this
2022-12-03 23:30:38 +01:00
Ricardo Luís Vaz Silva
f666edc60c
Allow Disabling of XY Billboard for Particles
2022-12-03 23:27:46 +01:00
Boondorl
964534f4b0
Added Method For Getting Portal Group Count
2022-12-03 23:27:01 +01:00
Boondorl
ad80593cb7
Allow Getting Portal Group Offsets
2022-12-03 23:27:01 +01:00
Ricardo Luís Vaz Silva
58a64e4f5d
Remove leftover variable in CustomMessageBox
2022-11-25 00:39:35 +01:00
Boondorl
f322792783
Added animation support for OptionMenus
...
Adds Animated and AnimatedTransition MENUDEF instructions for OptionMenus. Added DontDim and DontBlur MENUDEF instructions for all menus.
2022-11-25 00:39:05 +01:00
Christoph Oelckers
419e593a4c
- allow SNDINFO to declare sound mappings by using 'sounda = soundfle'.
...
This works similar to MAPINFO: The first definition in a file declares the format, all later ones must be the same.
This change in syntax increases robustness significantly because it avoids the problems with the original syntax not being able to detect badly formatted names.
2022-11-24 23:52:51 +01:00
Gutawer
9f0c518be9
- add remaining quaternion function implementations
2022-11-21 07:20:43 +01:00
RaveYard
540f778047
Quaternion structure and math ops
2022-11-21 07:20:43 +01:00
Boondorl
d3bcc769f5
Clearscoped getters for map data
2022-11-19 09:16:24 +01:00
Ricardo Luís Vaz Silva
0f7e7744b0
CustomMessageBox Formatting
2022-11-18 07:42:45 +01:00
Ricardo Luís Vaz Silva
724b89bb1d
CustomMessageBox
2022-11-18 07:42:45 +01:00
Boondorl
ef456a4901
Added PitchTo Function
2022-11-18 07:41:04 +01:00
Christoph Oelckers
29b4418c3a
- added 'foreach' loop to ZScript.
...
Syntax:
foreach(variable : array)
{
}
the variable's type is automatically deducted.
2022-11-15 21:34:45 +01:00
Emile Belanger
f41f393e91
GLES: Added IQM bone support.
2022-11-13 21:19:54 +01:00
Boondorl
7517b64aee
Updated to Interface Event
...
Changed SendConsoleEvent to SendInterfaceEvent to make functionality clearer. Added InterfaceProcess virtual to EventHandlers. Added CCMD for sending interface events.
2022-11-13 21:04:38 +01:00
Boondorl
b4a8b1278f
SendConsoleEvent function for EventHandlers
2022-11-13 21:04:38 +01:00
UnizoneDev
a21d0c70e4
Mark the PushSound property as meta
2022-11-13 07:38:07 +01:00
UnizoneDev
9af664d117
Add PushSound property and Slide state
...
First Commit, hip hip hooray!
2022-11-13 07:38:07 +01:00
Major Cooke
2a9e28d949
Added PS_REPLACE flag for A_SpawnParticle(Ex).
...
- When used, new particles that spawn when the limit is reached will replace the oldest particle.
2022-11-12 09:13:37 +01:00
Rachael Alexanderson
d388d19793
- fix uncaught exception that rarely occurred with the intermission screen that would vm-abort out from any attempt to enter a level
2022-11-12 00:46:43 -05:00
Boondorl
fc7bb4a7e6
Exposed LevelLocals' LookupString functionality
2022-11-11 07:32:56 +01:00
Christoph Oelckers
dab61709f8
- added a compile option to fully disable the software renderer.
...
This is mainly for new games which have been designed for hardware rendering.
Note that this does not remove the software renderer's code - all it does is to disable the vid_rendermode CVAR by turning it into a static constant with the value 4.
2022-11-08 11:24:35 +01:00
Christoph Oelckers
fdeec5e0a5
- fixed bad index check in CanWipe.
...
This can be called with index == -1, which should check the first element of the intermission.
2022-11-06 23:23:31 +01:00
Christoph Oelckers
7e10138993
- added characters U-0404 and U-0490 for Ukrainian language support.
...
A translation was started so ensure it will work.
U-0403 was a mistake but the already finished characters were added anyway.
2022-11-06 14:55:30 +01:00
Christoph Oelckers
2207c4ebf8
- we have no coronas for the time being.
2022-11-05 13:23:28 +01:00
Christoph Oelckers
a7c54579f6
- language update.
2022-11-05 13:22:41 +01:00
Christoph Oelckers
72aa6fe3b8
- did some cleanup on p_mobj.cpp
...
* deleting some unused code
* turned several class methods into static local functions in cases where they never were used outside this file.
* inlined the dangerous assignment operator in the only place where it was used.
2022-11-05 12:00:43 +01:00
Christoph Oelckers
d4df121053
- added target check to A_MaulerTorpedoWave.
2022-11-05 10:22:19 +01:00
Christoph Oelckers
435e7dddcd
- fixed: P_SpawnMapThing may not call playsim code.
...
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
2022-11-05 09:43:06 +01:00
Ricardo Luís Vaz Silva
7d81417829
Particle Rolling
2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c
Add Textured Particles
2022-11-01 21:25:31 +01:00
Ed the Bat
9bbf65df36
Add GFF_NOEXTCHANGE to Phasing Zorcher flash
...
The Plasma Rifle does not light the player's sprite, so we must assume the Phasing Zorcher also should not.
2022-11-01 16:46:19 +01:00
Shiny Metagross
f7c3615d3b
IQM Refactor Milestone
...
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross
28444d4cfd
Bone manipulation start
...
- Bone manipulation is largely finished, but I need to figure out how to multiply quaternions
2022-10-31 11:34:55 +01:00
Christoph Oelckers
7f99c61f24
- removed softpoly setting from the menu
2022-10-27 18:09:19 +02:00
Christoph Oelckers
6eab875ec2
- added option to show hub and episode names on the alt HUD.
...
Still very much work in progress because few mods have set this up.
CVARs default to off and are not exposed to the menu.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
70df444660
- Backend update from Raze
...
* fix for serializing vector arrays.
* a few adjustments for asan on Windows.
* NOMUSICCUTOFF flag for movie player.
* a bit of cleanup.
2022-10-20 20:12:06 +02:00
Christoph Oelckers
55402ff734
- added 'rebuildnodes' for tnt2fix2.wad map01
2022-10-20 17:12:43 +02:00
nashmuhandes
80a31b074d
Disable coronas for now
2022-10-19 22:52:27 +02:00
inkoalawetrust
ea8e3da672
Updated constants.zs.
2022-10-19 22:50:50 +02:00
inkoalawetrust
05a5a4be51
Added the QF_GROUNDONLY flag.
...
The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
2022-10-19 22:50:50 +02:00
Shiny Metagross
7972afc350
Revert "Before moving boneSelector from unsigned complete"
...
This reverts commit 8f2b8fa878
.
2022-10-19 22:48:57 +02:00
Shiny Metagross
ee7c467a17
Before moving boneSelector from unsigned complete
...
- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
2022-10-19 22:48:57 +02:00
Shiny Metagross
cd4345373d
Fixed improper casting
...
- Made a mistake on the casting in the shader that only worked for Intel
2022-10-19 22:48:57 +02:00
Shiny Metagross
a8bab6a21d
Intel fix
...
- GZDoom can launch for Intel users - IQMs work for Intel too
2022-10-19 22:48:57 +02:00
Shiny Metagross
5670e6f54c
Some of the to-dos
...
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
2022-10-19 22:48:57 +02:00
Shiny Metagross
08f520f1c6
IQM Support Implemented
...
More info to come
2022-10-19 22:48:57 +02:00
Christoph Oelckers
dbd6a9dea1
- fixed DrawLine commands by giving them a consistent floating point interface.
2022-10-19 20:39:41 +02:00
Rachael Alexanderson
c2373fed99
- heretic: e2m7 - missing texture
2022-10-17 15:48:50 -04:00
Magnus Norddahl
37039721bd
Fix washed out colors in Vulkan HDR mode
2022-10-11 00:10:02 +02:00
Christoph Oelckers
08f66585b7
- un-deprecated the integer MSTime variant.
...
Due to undefined downconversion rules from double to int, there is no way to safely downcast the return from MSTimef, meaning the function is completely useless for retrieving integral time stamps.
The old version is essential for these cases and must be kept around.
2022-10-09 13:42:51 +02:00
Christoph Oelckers
519005ff4d
- snd_reset cannot be shared.
2022-10-02 20:22:23 +02:00
Player701
78360c1888
- Exported GetDisplayTopOffset for font characters to ZScript
2022-09-30 10:07:41 +02:00
Christoph Oelckers
1b762474f0
- added missing obituary for Strife's turret.
2022-09-28 07:56:19 +02:00
inkoalawetrust
69b9f107f0
Added support for BLOCKLANDMONSTERS in Line_SetBlocking.
...
This PR was written by MrRaveYard
2022-09-28 07:56:12 +02:00
ZZYZX
a4a4e4e9f9
Fix planeval; add direct sector slope manipulation
2022-09-20 15:08:02 -04:00
ZZYZX
f049421831
Modify to have one GetVertexZ rather than IsVertexZSet / GetVertexZ
2022-09-20 15:08:02 -04:00
ZZYZX
a58acfc625
Add vertex height manipulation functions to LevelPostProcessor
2022-09-20 15:08:02 -04:00
nashmuhandes
7ce364bf0f
Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch
2022-09-15 20:41:16 -04:00
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
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- 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
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- 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
Christoph Oelckers
e619e40f92
- text update.
2022-06-03 23:56:08 +02:00
Player701
b91f87e4ed
- Rebuild nodes for 1024.wad MAP02 to fix invisible obstacle near the exit area
2022-06-03 19:43:50 +02:00
Alexander Kromm
ea007f56f2
fix scrolling when selecting item by key
2022-06-02 19:49:39 +02:00
Major Cooke
d5e448671d
Added LightLevel.
...
- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
nashmuhandes
f235dcc38e
Squashed commit of the following:
...
commit 553c4c12abd15e5f8fa02496ccfde81bdfdb53b0
Merge: cb03de5d2 add4ff12a
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Mon Feb 14 18:55:52 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
commit cb03de5d2fdcba8a32b83be32579be935c8b6600
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Tue Jan 25 12:54:33 2022 +0800
Re-add WaterDepth to the custom namedef file
commit 8d1ff3c16018dd7c73c8950aa4c51f2bc0207837
Merge: f201e6307 a9eaae074
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Tue Jan 25 12:52:57 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
# Conflicts:
# src/common/engine/namedef.h
commit f201e630706fc0ea7628b8a32bd5d88afb712208
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sun Jan 16 20:45:27 2022 +0800
Fix compile error (MAX() -> max())
commit fe292ebd4312afe34b1e35e4c1eafba0dc168920
Merge: 3f9150c4e 12ed24d06
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sun Jan 16 20:37:58 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
# Conflicts:
# src/playsim/p_mobj.cpp
commit 3f9150c4eae1c5c5510e8f9b1c4bfaab46a96b8f
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sat May 29 05:32:54 2021 +0800
- Implement virtual Actor.FallAndSink for scriptable falling and water physics
- Added Actor.WaterDepth to retrieve how submerged and actor is, in map units
Original work credited to "gzdoomthrowaway"
2022-05-31 18:57:38 +02:00
Major Cooke
748156c846
Optimized CanCrossLine.
...
- Remove P_PointOnLineSide check
- Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag.
2022-05-31 10:46:06 +02:00
Major Cooke
5afd14fd4d
Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds.
2022-05-31 10:46:06 +02:00
Major Cooke
b5b2dd0903
Added CanCrossLine virtual for actors.
...
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-05-31 10:46:06 +02:00
Sally Coolatta
a98c1efc26
Add WorldOffset field
...
Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.
# Conflicts:
# src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00
Christoph Oelckers
bc8046ac1a
- fix bad MP start spot in 1024.wad, MAP05
2022-05-31 10:05:25 +02:00
Alexander Kromm
5cced2721a
scroll if item selected by menu shortcut is out of screen
2022-05-31 10:00:56 +02:00
Alexander Kromm
38fcfa5ba9
get rid of unnecessary string conversions in option menu shortcuts
2022-05-31 10:00:56 +02:00
Alexander Kromm
7eb12fa9fb
implement jumps in option menus
...
Enables shortcuts for option menus. Press a key to immediately jump to the next
option menu entry which starts with this key. Hold Alt to jump backwards.
Compatible with localized menus (checked on Russian).
2022-05-31 10:00:56 +02:00
Kevin Caccamo
eb15d97fe3
Fix a few mistakes, and improve consistency
2022-05-31 09:51:24 +02:00
Kevin Caccamo
c3e9f22ca1
Remove "static" from Object intrinsic methods
2022-05-31 09:51:24 +02:00
Kevin Caccamo
f4e84d99af
Remove documentation for dynamic arrays
2022-05-31 09:51:24 +02:00
Kevin Caccamo
8817ed865c
Add details on how to call static Object methods
2022-05-31 09:51:24 +02:00
Kevin Caccamo
f4328f8187
Update documentation for vector type intrinsics
...
As suggested by MajorCooke
2022-05-31 09:51:24 +02:00
Kevin Caccamo
ef776d14ce
Make some corrections, and document more things
...
Change "class" on intrinsic types to "struct" because they are not objects, and they cannot be used in arrays.
Document IsAbstract() method.
Document Font casts.
2022-05-31 09:51:24 +02:00
Kevin Caccamo
70e26f5d30
Document intrinsic math and RNG functions
...
Also, document casts/"constructors" for Name and Sound
2022-05-31 09:51:24 +02:00
Kevin Caccamo
1801b2ee58
Add documentation about a few more things
...
- Color class
- String concatenation operator
- Object.GetClass
2022-05-31 09:51:24 +02:00
Kevin Caccamo
6f4f38a34b
Initial work on documenting ZScript intrinsics
2022-05-31 09:51:24 +02:00
Major Cooke
31fa78d7c9
Added the following GL Light flags:
...
- `DontLightOthers`: Acts as the inverse of `DontLightSelf`, where it won't light actors that aren't the owner.
- `DontLightMap`: The light doesn't affect the map.
2022-05-31 09:12:59 +02:00
Rachael Alexanderson
0c3840fe62
- remove m_filter from the menu as well
2022-05-29 17:58:06 +02:00
Christoph Oelckers
0a6cd28af9
- removed leftover debug message
2022-05-24 00:05:44 +02:00
Christoph Oelckers
7ba2585490
- exclude keys from ‚artifact‘ cheats
2022-05-24 00:01:51 +02:00
Rachael Alexanderson
f87c7b538a
- add sv_ammofactor
to change the skill adjustment for ammo
2022-05-18 15:09:13 -04:00
Christoph Oelckers
e639030276
- fixed music in intermissions.
...
The starting of the first screen's music must be delayed until the playback of this screen actually starts.
Since the controller objects are created up front it cannot be done in the Init() method anymore.
2022-05-11 09:06:57 +02:00
Christoph Oelckers
9963b5a57f
- fixed mouse coordinate checks for Strife conversations
...
ypositions needs one entry per response, not one per line.
2022-05-09 00:11:53 +02:00
Christoph Oelckers
4b5431a81d
- fixed radius of BossBrain actor
2022-05-09 00:00:28 +02:00
Rachael Alexanderson
7652fd7ee0
Revert "- model normals fix"
...
This worked in some instances but it also broke attenuated lights in other instances, and also caused the shaders to fail to compile on Mac.
This reverts commit 679518f8e5
.
2022-05-08 07:07:54 -04:00
Major Cooke
9dea7cbaf9
Added QF_3D flag for quakes. When used, the quake thinker will perform a 3D distance check instead of 2D.
2022-05-08 07:52:07 +02:00
Christoph Oelckers
c12c4444e4
- removed compat_soundcutoff from the menu
...
Handling for this was removed 14 years ago when ZDoom transitioned to FModEx 4.x
2022-05-06 10:11:48 +02:00
Christoph Oelckers
517e803b3e
- activate Hungarian in the menu
2022-05-05 07:51:20 +02:00
Christoph Oelckers
a8acbced42
- text update for enabling Hungarian translation.
2022-05-04 14:14:50 +02:00
Marisa Kirisame
6e544a1d41
Fix co-op softlock in Heretic E4M8 due to multiplayer teleporter.
2022-05-04 05:50:48 -04:00
Rachael Alexanderson
679518f8e5
- model normals fix
2022-05-03 23:39:40 -04:00
Christoph Oelckers
7832ada2fc
- use the hex font for the Heretic/Endoom text screens.
2022-05-01 13:41:03 +02:00
Christoph Oelckers
8381ec6c71
- added missing BLOCKF_ flags for ZScript.
2022-04-29 01:14:55 +02:00
Christoph Oelckers
bd885977e8
- added MSTimef script function
...
This also deprecates MSTime due to value range / overflow issues.
2022-04-29 00:47:06 +02:00
Christoph Oelckers
c855ed90ea
- made friendlyseeblocks writable.
...
There’s really no need for this to be read-only.
2022-04-29 00:33:42 +02:00
Christoph Oelckers
c83344f5c2
- removed all remains of the corpsegibs flag and made vileghosts interactive
...
Ghosts are still off by default, but they will now be enabled when selecting the vanilla (strict) compatibility mode.
2022-04-29 00:28:34 +02:00
Christoph Oelckers
ee109e0bd5
- we do not need ‚corpsegibs‘. in compatibility.txt anymore.
2022-04-29 00:25:41 +02:00
Christoph Oelckers
519ecbe8eb
- added Get/SetAmmoCapacity ZScript functions
2022-04-29 00:12:51 +02:00
Christoph Oelckers
9b0b44d83b
- proper handling for running an end-of-game intermission.
2022-04-27 10:53:07 +02:00
Christoph Oelckers
ce59b47e93
- make StatusScreen inherit directly from ScreenJob
2022-04-26 20:50:37 +02:00
Christoph Oelckers
0de3ff81e1
- add wipe transition support to the screenjob runner.
2022-04-26 20:50:37 +02:00
Christoph Oelckers
7b59293995
- properly deal with 'gototitle'.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
082daccd2d
- summary screen is working again
...
minus the initial wipe…
2022-04-26 20:50:36 +02:00
Christoph Oelckers
336c45aaa4
- SCreenjob fixes
...
Still doesn’r show anything but we got it all set up now.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
1bb750c061
Screenjob WIP stuff
2022-04-26 20:50:35 +02:00
Christoph Oelckers
0d23db5b4a
- wrapper classes to run existing intermissions and status screens as screenjobs.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
e5baef837a
- text screen helper stuff for cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
933fa62782
- added the script side core module for the cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
339419240c
- added compat_nombf21 for cchest2.wad, map 19.
2022-04-25 20:52:24 +02:00
Christoph Oelckers
a491085822
- added missing range check for scrolling down an option menu with the mouse wheel.
2022-04-18 00:09:38 +02:00
Christoph Oelckers
05260d8e8a
- don't let "give weapons" hand out abstract weapons.
2022-04-16 22:19:38 +02:00
Christoph Oelckers
d24f41a595
- Remain 3, MAP11 also needs compat_nombf21.
2022-04-15 23:20:37 +02:00
Christoph Oelckers
446a24d095
- added nombf21 compat setting for Heroes Tales MAP31
2022-04-15 23:01:58 +02:00
Emile Belanger
3724f8a67c
GLES: Fix blend flags
2022-04-15 21:06:27 +02:00
Christoph Oelckers
8b1d671f6b
- fixed y-offsets of bal7scr* decal images.
2022-04-13 08:10:20 +02:00
Rachael Alexanderson
36245ae598
- allow artifacts that do not automatically activate to be given by the 'give artifacts' cheat
2022-04-11 15:59:20 -04:00
Lippeth
af957b438a
reverted language change
2022-04-09 22:46:20 +02:00
Lippeth
9de7721e62
reverted language change
2022-04-09 22:46:20 +02:00
Lippeth
7830033722
- added vertical bullet spread relative to ssg
2022-04-09 22:46:20 +02:00
Emanuele Disco
71dedf6c87
Fixed GUS Emulation with DMXGUS(C) lump conf.
...
- changed default value for midi_config to empty string since gus is not working with sf2 file
- fixed SetupDMXGUS not loading lump correctly, wrong use of CheckNumForFullName
- midi_config default to empty string, since lzdoom.sf2 doesn't seem supported (distorted sound)
- added absolute paths to FZipPatReader so we can add custom patches to resource files by using gus_patchdir and/or ULTRADIR variable (some custom maps has custom patches that can be added this way without putting them inside the resource file or in the same folder of the configuration file)
- set timidity_reverb_level min value to 0 in menudef.txt, set to 9 by mistake?
2022-04-09 22:45:31 +02:00
Gibbon
4d3f767f47
typo 'Yea' instead of 'Yes'
2022-04-02 19:21:37 +02:00
RaveYard
196d2efc86
Add CHF_DONTIDLE for A_Chase
2022-03-23 21:51:35 +01:00
Christoph Oelckers
a685754abf
- added a time widget to the level stats display on the alt HUD, similar to how Raze does it.
2022-03-22 08:35:18 +01:00
Christoph Oelckers
c98c93914d
- text update
2022-03-18 18:17:02 +01:00
Rachael Alexanderson
6cc03aba16
- add gl_satformula == 2 - an optional 'more accurate' desaturation
2022-03-16 13:33:29 -04:00
Christoph Oelckers
a20d519488
- text update.
2022-03-09 22:16:53 +01:00
Rachael Alexanderson
a245e4faad
- remove default lost soul translucency
2022-03-08 10:57:48 -05:00
Rachael Alexanderson
36629d2f80
- revert the previous two commits for now - needs further optimization and testing
2022-02-23 06:00:14 -05:00
Major Cooke
992141d8e3
Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds.
2022-02-23 05:20:09 -05:00
Major Cooke
bb862098ea
Added CanCrossLine virtual for actors.
...
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-02-23 05:20:09 -05:00
Major Cooke
421c40e929
Replaced GetTerrainDef with the global Terrains array.
2022-02-22 19:35:50 +01:00
Major Cooke
8a61badcad
Removed some residuals.
2022-02-22 19:35:50 +01:00
Major Cooke
579c4152d2
Added GetTerrainDef and Sector variant of GetFloorTerrain.
...
- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
2022-02-22 19:35:50 +01:00
Rachael Alexanderson
c926b7533f
- play both land and grunt sound if not the same, even if grunted (emulates pre-virtual behavior)
2022-02-17 01:36:38 -05:00
Christoph Oelckers
e6184ccb96
- silence some warnings.
2022-02-14 20:05:42 +01:00
Christoph Oelckers
c48de5d8d3
- added a 'no MBF21' compatibility flag.
...
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +01:00
Rachael Alexanderson
64ee08d80b
- fix: player landing sound was not properly playing, error in morph logic check
2022-02-14 10:17:52 -05:00
Rachael Alexanderson
add4ff12ac
- virtualize player landing on thing sound
2022-02-14 08:07:10 +01:00
Emile Belanger
5939f1947f
Fix func_paletted.fp to use alpha channel for index. This was needed due to GLES renderer change from Raze
2022-02-10 23:46:23 +01:00
Emile Belanger
93b62d4f15
Fix Texture Mode 7 shader compilation bug
2022-02-10 23:46:23 +01:00
Rachael Alexanderson
410c35b942
Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom
2022-01-24 12:30:59 -05:00
emily
20d16381f8
Add TexMan.SetCameraTextureAspectRatio
...
Allows ZScript to change the aspect ratio of a camera texture.
2022-01-24 12:18:55 -05:00
Major Cooke
4e8d59951b
Added A_SetViewPos(Vector3 Offset, int Flags = -1)
...
- Offset: The offset from the actor's view to move the camera about.
- Flags: (Default is -1, which means don't change flags)
- VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
- VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!
Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.
**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Xaser Acheron
bfb79e5b32
Merge branch 'master' into feature_weaponscale
2022-01-23 20:01:59 -06:00
Xaser Acheron
e9c86017e4
apply WeaponScaleX/Y to all PSprites on a weapon
2022-01-23 19:59:06 -06:00
nashmuhandes
db92e63e22
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-22 18:06:05 +08:00
Rachael Alexanderson
2ab4539d40
- fix logic error with shader compatibility layer
2022-01-21 16:40:04 -05:00
nashmuhandes
f79bbed130
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-20 14:19:45 +08:00
Xaser Acheron
0d8d4a2ad7
fix mbf21 A_FindTracer fov cone being twice as big as intended
2022-01-18 08:06:29 +01:00
Xaser Acheron
efbb31fa39
add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy
2022-01-18 08:06:29 +01:00
Xaser Acheron
40a5c4c1c5
fix mbf21 A_SeekTracer not working (arg type shenanigans)
2022-01-18 08:06:29 +01:00
Xaser Acheron
a4b124bff8
fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set
2022-01-18 08:06:29 +01:00
Xaser Acheron
cf04ebb774
fix MBF21 A_WeaponProjectile spawn position
2022-01-18 08:06:29 +01:00
Christoph Oelckers
84458ddb9f
- redid postprocessing shader interface to be free of the player dependency.
...
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
nashmuhandes
57112742fe
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
...
# Conflicts:
# src/common/rendering/gl/gl_shader.cpp
# src/common/rendering/hwrenderer/data/buffers.h
# src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers
be103bd9dc
- fixed: the powerup item for respawn invulnerability was never given to the player.
2022-01-07 00:39:22 +01:00
Christoph Oelckers
32de663210
- fixed MBF21's A_SeekTracer.
...
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Rachael Alexanderson
e6403197eb
- drop yet another option from the simple mouse menu
2022-01-05 12:17:28 -05:00
Rachael Alexanderson
68d4c3f19c
- drop more options from the simple mouse menu
2022-01-05 12:13:48 -05:00
Rachael Alexanderson
ea9d945ff3
- create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning
2022-01-05 11:10:28 -05:00
drfrag
2945e10a0e
- More wrong tracer flags in ActorMover.
2021-12-24 16:37:58 +01:00
drfrag
395b5695ad
- Fixed: ActorMover was not changing its tracer's flags.
2021-12-23 21:28:27 +01:00
Player701
2ce5b49cab
- Exported the "paused" global variable to ZScript
2021-12-06 16:26:34 +01:00
Rachael Alexanderson
4db7a20f7a
- apply clearscope to ApplyDamageFactor
as well
2021-11-18 21:29:08 -05:00
Xaser Acheron
0b93aef776
add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites
2021-11-14 23:21:07 -06:00
nashmuhandes
879c514120
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-14 22:01:03 +08:00
Rachael Alexanderson
01b825b181
- apply clearscope for ApplyDamageFactor - https://forum.zdoom.org/viewtopic.php?f=15&t=73830
2021-11-13 11:07:42 -05:00
nashmuhandes
9b853dd275
- Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
...
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes
1b95f2515b
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-10 19:57:49 +08:00
nashmuhandes
c2b3600981
Add a render style parameter to Screen.Dim
2021-10-29 21:08:32 +02:00
nashmuhandes
5c20a5918e
Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2
2021-10-20 21:59:37 +08:00
Marisa Kirisame
58e66f4805
ReadThisMenu / MenuDelegate overriding.
2021-10-19 11:43:27 +02:00
Christoph Oelckers
8149c3e936
- text update.
2021-10-16 21:52:36 +02:00
nashmuhandes
12c509cc46
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-17 03:42:15 +08:00
Marisa Kirisame
95b8629fe0
Allow customization of pause screen.
2021-10-16 11:33:30 +02:00
Marisa Kirisame
d5ad8b28ec
PreTravelled virtual for player and inventory.
2021-10-15 17:37:19 +02:00
Marisa Kirisame
bc75dc056e
Compat patch for misplaced items in Hexen MAP08.
2021-10-14 21:35:32 +02:00
nashmuhandes
96383792fa
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-14 12:20:42 +08:00
Hugo Locurcio
d0975467f5
Add cvars to control automap line alpha and thickness
...
This can be used to improve automap readability on high-resolution
displays.
Some automap options in the menu were reordered to follow a more
logical order.
2021-10-11 22:30:31 +02:00
Marisa Kirisame
7c591cd0e9
Allow map markers to scale relative to automap zoom.
2021-10-08 16:03:51 +02:00
nashmuhandes
82a3036429
Set the ZDRay-specific things to not spawn in the MAPINFO
2021-10-05 18:17:28 +08:00
nashmuhandes
52004f36b4
Add sunlight actor for ZDRay
2021-10-05 18:09:00 +08:00
nashmuhandes
d35cd9549f
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-05 12:53:05 +08:00
Christoph Oelckers
3c961a2aa2
- avoid multiple Dehacked mappings to the same function.
...
Due to some MBF21 related changes these would cause interference.
Instead the two affected functions, A_NailBomb and A_RadiusDamage are now separate script functions that just call A_Explode with the correct parameters.
2021-10-03 18:16:37 +02:00
Christoph Oelckers
6e9e75c02c
- disallow changing the line spacing for option menus.
...
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Marisa Kirisame
457f7c31c3
Allow WorldUnloaded events to know the next map name (if any).
2021-10-01 20:18:36 +02:00
Blue Shadow
f517d33ecf
- fixed A_Punch having a short attack range (take 2).
...
The previous attempt to fix this did so partially; the range was fixed for AimLineAttack, but not for LineAttack, too.
2021-10-01 20:13:51 +02:00
nashmuhandes
70b72a2157
- Recognize the new lightmap UDMF keywords
...
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes
ae50fcdf8b
Don't let LightProbes spawn in the world. We don't want unnecessary actors ticking in the map.
2021-09-29 17:00:10 +08:00
nashmuhandes
ff3cdb7e56
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-09-27 07:32:30 +08:00
nashmuhandes
e74b338b79
- Gave the light probes NOINTERACTION to decrease ticking costs and also to stop it from falling to the ground - useful to debug mid-air light probes
...
- Changed the light probe sprite to better match the actor size
2021-09-26 02:10:12 +08:00
nashmuhandes
b3a2b9b2a5
Adjust the light probe assets to better aid debugging
2021-09-26 01:20:10 +08:00
nashmuhandes
d2b8f1aaff
Add light probe actor
2021-09-25 12:00:25 +08:00
Magnus Norddahl
604c4ff8e0
Fix vertex layout locations and add lightmap to vulkan shader
2021-09-24 16:21:23 +02:00
Blue Shadow
3b31dda6b8
- resolved a VM abort upon morphing while the tome of power is active
2021-09-24 13:34:35 +02:00
nashmuhandes
2f8cff90b6
- Add lightmaps to the main shader (currently only OpenGL)
...
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers
7ce5bb4861
- re-enable light attenuation.
2021-09-22 12:14:29 +02:00
Christoph Oelckers
0db7a6206b
- fixed shader compilation.
2021-09-21 21:07:46 +02:00
Christoph Oelckers
6c12a8de12
- properly track whether some action in the current frame may have triggered a dynamic light activation.
2021-09-21 20:31:43 +02:00
Christoph Oelckers
da806b354d
- cleanup of the revised y-clamping feature.
...
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger
76875f0a3c
Fix spot lights for GLES
2021-09-20 18:12:20 -04:00