Commit Graph

4061 Commits

Author SHA1 Message Date
Rachael Alexanderson c28e53511c - fix bonuscount as uint 2021-01-05 19:48:32 -05:00
Rachael Alexanderson e6c71c2f0c - reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow 2021-01-05 11:09:19 -05:00
Xaser Acheron 8b9125fcc6
add support for DEHEXTRA's extended sound range (#1258) 2021-01-02 07:40:59 -05:00
Kevin Caccamo d813425a8d Fix MAPINFO definitions for "enableskyboxao"
enableskyboxao is a map flag, so it goes in the "gamedefaults", "defaultmap", or "map" section. I decided to put it in the gamedefaults section for each game.
2020-12-31 08:18:49 +01:00
Rachael Alexanderson df4f41f4e8 - Modified commit from @OrdinaryMagician #1261
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:

commit d4c4d9310d
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Wed Dec 30 09:58:39 2020 +0100

    Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Marisa Kirisame fd07183585 Fix model normals being distorted by MODELDEF scaling. 2020-12-12 00:21:33 +01:00
Christoph Oelckers 04329981ec - added missing argument to the status bar's DrawString function. 2020-12-11 11:10:15 +01:00
Player701 a6a02a2a6c - Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed. 2020-12-02 15:30:23 +01:00
Christoph Oelckers e19b1b2ee7 - fixed: IceGuyFX2 set its owner too late. 2020-11-25 07:37:17 +01:00
Rachael Alexanderson a2b8ad79ed - implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616 2020-11-17 11:29:39 -05:00
Chronos Ouroboros 75c791ecff Fixed the previous commit not accounting for mods that already fixed this internally. 2020-11-14 14:53:43 -03:00
Chronos Ouroboros 0aefc61f86 Fixed weapon bob jittering. 2020-11-14 14:34:09 -03:00
Rachael Alexanderson 6e3a4c590d - fix missing SKILLP property in zscript code 2020-11-04 01:29:40 -05:00
alexey.lysiuk 515742033e - fixed inverted menu setting for 'Disable menu clean scaling'
https://forum.zdoom.org/viewtopic.php?t=70475
2020-11-01 10:47:48 +02:00
Christoph Oelckers e6c96bcb75 - move VM exports to the proper class. 2020-10-31 12:24:14 +01:00
Christoph Oelckers 783d532bbe - moved the script exports to the base class as wello. 2020-10-31 12:24:14 +01:00
Christoph Oelckers be5d25a7b1 - moved all shareable script sources to their own folder in gzdoom.pk3. 2020-10-31 12:24:13 +01:00
Christoph Oelckers 3f61ab7fbf - moved FormatNumber to the generic base class. 2020-10-31 12:24:13 +01:00
Christoph Oelckers fd6b7f9274 - split out the generic parts of the crosshair drawer. 2020-10-31 12:24:12 +01:00
Christoph Oelckers 44793e1509 - text update. 2020-10-31 10:05:54 +01:00
alexey.lysiuk 46b980c213 - fixed warnings in image scroller core script
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 113:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 122:
Truncation of floating point value
2020-10-30 14:58:50 +02:00
Christoph Oelckers d4d187e27b - removed the limiter flags again and addressed the underlying problem properly.
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.

# Conflicts:
#	src/common/audio/sound/oalsound.cpp
2020-10-28 21:30:25 +01:00
Christoph Oelckers f25896021e - added the missing image scroller class.
MENUDEF handling was already present for it but the implementation was not.
2020-10-28 07:23:42 +01:00
Rachael Alexanderson 2312fb0322 - fix HDR shader, again 2020-10-27 11:52:17 -04:00
Rachael Alexanderson 6770def806 Merge commit 'refs/pull/1227/head' of https://github.com/coelckers/gzdoom 2020-10-27 10:42:42 -04:00
Rachael Alexanderson 9afffba515 - fix HDR shader 2020-10-27 09:58:38 -04:00
drfrag 0562dfb554 - Rename menudef.txt for the simple menu to be loaded after. 2020-10-27 12:11:23 +01:00
Rachael Alexanderson 470c06aacb - rename the title in the simplified 'Display Options' menu to be Display Options 2020-10-26 12:28:57 -04:00
Rachael Alexanderson 11954ef1ad - add simplified 'miscelaneous' menu 2020-10-26 04:20:37 -04:00
Rachael Alexanderson b33e009209 - add sv_alwaysspawnmulti to the menu 2020-10-26 03:40:54 -04:00
Rachael Alexanderson 98282f710f - oops, missed this 2020-10-26 03:36:24 -04:00
Rachael Alexanderson 190173bc44 - add 'writeini' console command to the menu. Not committing this to master right now, since a release is pending and this requires a translation. 2020-10-26 03:36:24 -04:00
Rachael Alexanderson e7e4365d3a - minor adjustments to the simplified menu 2020-10-25 16:10:22 -04:00
nashmuhandes 6e692e5571 Allow retrieval of the custom Crush state in WorldThingGround 2020-10-25 20:10:52 +01:00
nashmuhandes 7285c5aca8 Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed. 2020-10-25 20:10:52 +01:00
Christoph Oelckers 54f85d4caa - made the sinmple options menu switchable.
Also ensure that custom mods pick up the simple version if enabled.
2020-10-25 17:07:03 +01:00
Christoph Oelckers d0f9ccb09a - language update. 2020-10-25 16:59:47 +01:00
Christoph Oelckers f67d5edbbf - fixed option menu positioning.
Calculations are done in screen space, so the clean multiplier here was wrong.
2020-10-25 16:42:03 +01:00
Rachael Alexanderson d0c5e347a9 - minor update, also rename the old menudef back, no need to change the name 2020-10-25 16:00:59 +01:00
Rachael Alexanderson 1bcb594053 - Begin construction of the Simplified Menu 2020-10-25 16:00:59 +01:00
Rachael Alexanderson d06070c8e8 - begin menu split 2020-10-25 16:00:59 +01:00
Major Cooke 7477dfa922 Converted scale and pivot to vectors, and rotation to an angle. 2020-10-25 15:42:12 +01:00
Major Cooke a6bbddf167 Finished implementing PSprite interpolation for vertices.
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke 7c4c0163a3 Added A_OverlayPivotAlign and A_OverlayVertexOffset.
A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.

A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.

Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.

Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke f9f6e896f3 - Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke 4a3a5c3877 Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke 8f74cebd44 Added code for rotating the PSprite, courtesy of IvanDobrovski.
- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke e5ca3caa6c Setting everything up. 2020-10-25 15:42:08 +01:00
Christoph Oelckers 25485e05bc - changed border flat for Chex Quest, because at least CQ3 does not have FLOOR7_1. 2020-10-25 14:44:14 +01:00
Christoph Oelckers 194824f810 - some fixes for the console.
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00