Commit Graph

20235 Commits

Author SHA1 Message Date
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 c75a6c1e7d Terrain small splashes and splash bases now set their target to the thing that spawned them, allowing for extra customization. 2022-02-23 10:00:52 +01:00
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
Nikolay Ambartsumov 85d68b30bb Fix 3d floor-related crash in software renderer
3d floors can cause the software renderer to set incorrect
sprite clipping values that trigger a buffer overflow (and
a subsequent crash) when rendering sprites. This commit
keeps the clipping values within the view area.
2022-02-20 08:11:26 +01:00
nashmuhandes 6caa491595 ZDRay keyword updates. 2022-02-19 22:04:36 +01:00
Rachael Alexanderson a46db69db9
Update copyright year in README.md 2022-02-19 05:01:53 -05:00
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
Rachael Alexanderson 28d9fe68ae - add duplication checking to file list, prevent loading the same file twice unless explicitly asked by the user 2022-02-17 01:05:39 -05:00
Chronos Ouroboros 590f45441f - fix the wrong register type being freed when initializing arrays. 2022-02-17 00:19:34 -05:00
nashmuhandes 1919534298 Remove more unused UDMF keywords for ZDRayInfo. Sun direction is now determined by the actor's angle and pitch 2022-02-16 08:48:47 +01:00
nashmuhandes 01876dfcec Remove some of the recognized UDMF keys for static lights, as ZDRay no longer uses them for light baking. 2022-02-16 08:48:47 +01:00
Christoph Oelckers bba806f43e - initialize FSwitchDef::QuestPanel when reading a Boom SWITCHES lump. 2022-02-15 17:22:05 +01:00
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
nashmuhandes 396bac5e4f - Initialize some variables in FModelVertex::Set
- Fix wrong normal vector in the FModelVertexBuffer constructor

This fixes models having strange flickering when the model animation frame changes
2022-02-14 12:16:45 -05:00
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
Chronos Ouroboros 238952da35 - fixed local array initialization for const values. 2022-02-13 22:42:15 -05:00
Chronos Ouroboros 2f56ff3833 - fixed local vector array initialization. 2022-02-12 10:44:58 -05:00
Emile Belanger 3ff27b4281 GLES: Fix data buffer resize 2022-02-10 23:46:52 +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 08b5f95e07 Revert "Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example."
This reverts commit ee0330b0b1.
2022-02-09 09:11:07 -05:00
nashmuhandes ee0330b0b1 Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example. 2022-02-09 07:26:06 -05:00
Rachael Alexanderson 084c4f84bd - another fix 2022-02-09 07:20:34 -05:00
Rachael Alexanderson 1b9148a443 - fix a few glaring issues with cvar uniforms 2022-02-09 07:05:21 -05:00
Rachael Alexanderson eae2704a9b - allow floats for uniform cvar defaults 2022-02-06 10:33:35 -05:00
Rachael Alexanderson 751f859c7a - fix compile on clang 2022-02-01 12:50:51 -05:00
Rachael Alexanderson e7e5bd99fc - fix compiling on Linux/et-al 2022-02-01 12:32:44 -05:00
Rachael Alexanderson 267e714bf1 - implement direct cvar linking to custom shader uniforms 2022-02-01 11:42:55 -05:00
Rachael Alexanderson 95c5449a75 - silence some warning spam in `textures.h` 2022-01-26 18:30:55 -05:00
Nikolay Ambartsumov df976e218e Add per-tier sidedef light levels to UDMF maps 2022-01-26 18:25:04 -05:00
Rachael Alexanderson a9eaae074f - move lightmaps warning down the return chain a bit to show only when a map has valid lightmaps 2022-01-24 13:44:42 -05:00
Rachael Alexanderson f0c5328481 - lock lightmaps behind a command line argument with a warning 2022-01-24 13:39:17 -05:00
Christoph Oelckers 78c8aa6e62 - file update. 2022-01-24 19:05:47 +01:00
Christoph Oelckers 6a92470846 - made a few more names common.
These are needed by the ZScript compiler backend.
2022-01-24 19:05:46 +01:00
Christoph Oelckers 673f06c05f - make m_alloc optional for tarray and memarena 2022-01-24 19:05:46 +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 6432e4f6a8 Optimized P_TestMobjZ by not running the iterator if `actor` also has THRUACTORS. 2022-01-24 12:17:52 -05:00
Rachael Alexanderson 688e5ac694 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps-new 2022-01-24 12:10:18 -05:00
drfrag 6112307cc8 - Fix decals in Softpoly.
(partial revert of "- cleanup of the revised y-clamping feature.")
2022-01-24 12:01:34 -05:00
Blue Shadow fefb0e9702 - make `m_quickexit` a global CVAR 2022-01-24 12:01:04 -05:00
Major Cooke 046799db68 Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem. 2022-01-24 12:00:33 -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 a07e16099d move WeaponScaleX/Y namedefs to namedef_custom.h; clean unwanted stuff from merge 2022-01-23 20:05:32 -06:00