Christoph Oelckers
e956d19769
- preserve the factor set by I_SetMusicVolume when starting new music.
2016-12-27 15:44:06 +01:00
Christoph Oelckers
4bf19fb665
- don't let monsters block teleports of non-solid inventory items. Doom's code never considered such a possibility and would consider the move blocking, despite the item being non-solid.
2016-12-27 15:34:44 +01:00
Christoph Oelckers
4da8b1a3b7
- delete r_ headers from portal.cpp.
2016-12-27 13:04:46 +01:00
alexey.lysiuk
2f9d5e285d
Removed deprecated code from macOS SDL backend
2016-12-27 13:18:33 +02:00
Christoph Oelckers
a37db1c4d7
- fixed: All missiles which can bounce off actors need the CANPASS/PASSMOBJ flag so setting this in the 'bouncetype' property is insufficient, it needs to be done when the actor has been completely parsed.
2016-12-27 00:32:54 +01:00
Christoph Oelckers
e9574276a5
- added CanCollideWith calls to a few more places where they are needed.
2016-12-26 22:33:07 +01:00
Christoph Oelckers
58316c821d
- fixed: The pitch shifting info for sounds needs to be taken from the sfxinfo currently being played, not the one it links to.
2016-12-26 21:07:21 +01:00
Christoph Oelckers
5327055495
- fixed: Source for nailbomb damage in A_Explode should be the caller's target, if defined and the caller is a missile.
2016-12-26 20:37:04 +01:00
Christoph Oelckers
b9f7e0eb36
Merge remote-tracking branch 'remotes/zdoom/master'
2016-12-26 19:33:16 +01:00
Edoardo Prezioso
3f7c057f92
- Fixed heap use after free issue with lights.
2016-12-26 18:23:17 +01:00
Christoph Oelckers
625e97dfd1
- fixed: UpdateRenderSectorList needs to reset the sector before traversing floor portals.
2016-12-26 16:22:28 +01:00
alexey.lysiuk
aeee80c8fa
Fixed endianness issue in script VM
...
See https://forum.zdoom.org/viewtopic.php?t=54549
2016-12-26 15:31:59 +01:00
Christoph Oelckers
be508bc670
- adjust to using msecnode_t's.
2016-12-26 12:11:55 +01:00
Christoph Oelckers
9cb2a8f931
Merge remote-tracking branch 'remotes/zdoom/master'
2016-12-26 12:04:13 +01:00
Christoph Oelckers
7f72de6b71
- use msecnode_t's for the touching_renderlists instead of std::forward_list.
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- preparations for checking the proper sector to get a sprite's lighting info.
2016-12-26 11:58:08 +01:00
ZZYZX
6f16597668
GL renderer now uses RenderRadius links too
2016-12-25 23:46:03 +01:00
Christoph Oelckers
19856d6ccb
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-25 22:56:35 +01:00
Christoph Oelckers
c5d75c18b4
- make gl_finishbeforeswap more useful by handling the case where it causes stalls on NVidia.
2016-12-25 22:56:18 +01:00
Christoph Oelckers
04ff4282ef
- removed the global 'sector_list' variable.
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If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
Note that the scripted versions do not yet support saving of the touching_sectorlist.
2016-12-25 22:40:26 +01:00
Christoph Oelckers
5723f10cc3
- use 'for' iterator syntax to check touching_renderlists.
2016-12-25 19:37:07 +01:00
Christoph Oelckers
663b305eec
- include proper headers for std::find.
2016-12-25 19:25:19 +01:00
Christoph Oelckers
2ce55e5416
- fixed: non-damaging attacks should not cause infighting, unless some relevant pain flags are being set.
2016-12-25 19:19:49 +01:00
Christoph Oelckers
89b7cf4262
- fixed: RenderRadius needs to be serialized.
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- fixed: CustomBridge can be visible so it shouldn't be completely excluded from the render lists.
2016-12-25 14:35:35 +01:00
Christoph Oelckers
ad2993950a
- fixed light level calculation for low light levels.
2016-12-25 12:58:29 +01:00
ZZYZX
44c19b5ad9
Changed zero RenderRadius logic - negative values now used for 'no rendering', restored old logic with max(radius, renderradius)
2016-12-25 13:40:21 +02:00
ZZYZX
40a180c15f
Changed zero RenderRadius logic - thing should still link to own sector
2016-12-25 13:37:45 +02:00
ZZYZX
fcd8a0ce92
Reverted STYLE_None change to P_LinkRenderSectors, implemented zero RenderRadius that effectively disables rendering of an actor entirely
2016-12-25 13:35:03 +02:00
ZZYZX
98657f6844
STYLE_None actors are no more subject to P_LinkRenderSectors
2016-12-25 13:19:45 +02:00
ZZYZX
87b23d160b
Ported RenderRadius and related code from gzdoom branch
2016-12-25 13:09:32 +02:00
Christoph Oelckers
4ee2d4a1a4
- print proper information in zcc_compile.cpp.
2016-12-24 23:52:52 +01:00
alexey.lysiuk
5d8d15ecc3
Fixed additional format string warning reported by GCC/Clang
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See https://forum.zdoom.org/viewtopic.php?t=54541
2016-12-24 23:51:08 +01:00
alexey.lysiuk
e825918451
Fixed format strings warnings reported by GCC/Clang
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See https://forum.zdoom.org/viewtopic.php?t=54541 and https://forum.zdoom.org/viewtopic.php?t=54709
2016-12-24 23:51:08 +01:00
Christoph Oelckers
54822c29eb
- changed pitch math in P_RailAttack to avoid having to deal with bogus math throughout the entire function. Effectively the only thing this changes is passing the correct pitch to P_DrawRailTrail.
2016-12-24 18:24:44 +01:00
Christoph Oelckers
39d2945016
fixed two more places where a negative pitch was calculated:
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- A_CustomRailgun when missing the target.
- A_FaceMovementDirection which ironically had some bad compensation inside. It is not restored to how the code looked in 2.8.1.
2016-12-24 18:10:37 +01:00
Christoph Oelckers
287974968a
- renamed A_FireCustomMissile and added a deprecated compatibility wrapper to deal with the inverted pitch this function used.
2016-12-24 16:34:45 +01:00
Christoph Oelckers
b807f50bde
- fixed: AimBulletMissile used negative pitch to calculate the projectile's trajectory, presumably because A_Face calculated it wrong in recent devbuilds.
2016-12-24 15:10:07 +01:00
Christoph Oelckers
d4c0ee9e43
- address bad use of pitch in A_CustomMissile.
...
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
2016-12-24 14:46:34 +01:00
Christoph Oelckers
78737f9bc7
- fixed: The cycler for a pulse light needs to be reinitialized when new light properties get applied.
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- do not clamp the cycler's output to a byte.
2016-12-23 15:25:39 +01:00
alexey.lysiuk
2327359d74
Fixed sector floor offset compatibility parameter after floatification
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See https://forum.zdoom.org/viewtopic.php?t=54690
2016-12-23 10:21:53 +01:00
Christoph Oelckers
a825d1d92f
Merge branch 'ssao' of https://github.com/dpjudas/dpDoom
2016-12-22 12:40:57 +01:00
Christoph Oelckers
3b823fa3eb
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# wadsrc/static/compatibility.txt
2016-12-22 11:29:44 +01:00
Rachael Alexanderson
3810328193
- More options for the IWAD picker.
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- Rearranged some options around a bit.
- Disable auto load is now an archived cvar.
# Conflicts:
# src/win32/zdoom.rc
2016-12-22 11:26:23 +01:00
Rachael Alexanderson
cb2c1e591a
- Added Zandronum-specific copyright notices for IWAD picker.
2016-12-22 11:26:23 +01:00
Rachael Alexanderson
5fa6094e4f
- Changed QZDoom messages to GZDoom.
2016-12-22 11:26:23 +01:00
Rachael Alexanderson
240f973f0c
- Implemented Gez's suggestion for disable autoload checkbox on the IWAD selection box.
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(cherry picked from commit 578e3270e2
)
2016-12-22 11:26:23 +01:00
Rachael Alexanderson
8a9ea2eda8
- Mostly implemented Zandronum's IWAD selection box. Currently, this change only affects Windows.
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(cherry picked from commit b3bed807de
)
2016-12-22 11:26:23 +01:00
Christoph Oelckers
36f87b7135
- removed gl_light_ambient.
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This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
2016-12-22 11:14:13 +01:00
alexey.lysiuk
7dd51d6d1c
Fixed infinite execution of error CCMD
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https://forum.zdoom.org/viewtopic.php?t=54659
2016-12-22 10:33:21 +01:00
Christoph Oelckers
b15e620ea8
- fixed: Phased light setup did not check if a sector had been already visited and could cause infinite recursion.
2016-12-20 18:27:24 +01:00
alexey.lysiuk
9f6d8d2ba7
Set goal values in decal stretcher to zeros even if they are not used
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See https://forum.zdoom.org/viewtopic.php?t=54592
2016-12-20 12:19:12 +01:00