Edward Richardson
db25322b4c
P_SpawnPuff MF4_RANDOMIZE behaviour
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- Doom's BulletPuff random spawn tics behaviour was lost at some point.
2015-01-13 21:01:00 +13:00
alexey.lysiuk
9df56216b3
Reworked check for embedded WADs put inside directory within archive
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Any WAD from directory named the same as archive are treated as embedded
Fixed the issue with archive filename that wasn't taken into account
2015-01-12 11:28:40 +02:00
alexey.lysiuk
7ae3678abc
Extended check for embedded WADs with one special case
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Added loading of embedded WAD file if `myfile.wad` is placed in `myfile` directory inside `myfile.zip`
This helps with an unpleasant and very annoying fashion to zip a folder instead of just .wad and .txt files.
Recent examples include
Monster Hunter Ltd.: http://www.doomworld.com/idgames/?id=17601 and http://www.doomworld.com/idgames/?id=17625
Hell Awakened 2 Episode 1: http://www.doomworld.com/idgames/?id=17795
Bauhaus: http://www.doomworld.com/idgames/?id=17954
2015-01-11 11:43:43 +02:00
alexey.lysiuk
5336f1085c
Fixed incorrect value that I_FPSTime() may return when OS X thread-based timer implementation is used
2015-01-11 10:30:30 +02:00
Christoph Oelckers
43ea0250d1
Merge branch 'SDL2_gz_fix' of https://github.com/edward-san/zdoom
2015-01-08 20:02:06 +01:00
Christoph Oelckers
df2e7c37fb
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-08 20:01:29 +01:00
Christoph Oelckers
67b68e6b48
Merge branch 'pillar_tag0' of https://github.com/edward-san/zdoom
2015-01-08 20:00:43 +01:00
Christoph Oelckers
e569c3ab39
Merge branch 'pillar_tag0' of https://github.com/edward-san/zdoom
2015-01-08 19:59:03 +01:00
Edoardo Prezioso
c3c22315d9
- Added zero tag handling for Pillar actions.
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Pillar actions will refer to the back sector if the tag is set to 0.
2015-01-08 19:52:23 +01:00
Christoph Oelckers
d4d041d5fc
- fixed: FMaterial::ValidateTexture must determine whether to expand sprites before actually constructing the FMaterial object.
2015-01-08 18:44:55 +01:00
Edoardo Prezioso
fb3bf0eb58
- Oops, forgot to reinclude missing SDL header.
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Strangely it compiled fine for me, though.
2015-01-08 13:18:00 +01:00
alexey.lysiuk
f3cc872677
Added Retina/HiDPI option to video mode menu (OS X only)
2015-01-08 12:50:23 +02:00
Christoph Oelckers
df93d1a9f1
Merge branch 'SDL2_gz' of https://github.com/edward-san/zdoom
2015-01-08 09:27:42 +01:00
Christoph Oelckers
1c3561d71e
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-08 09:27:30 +01:00
Edoardo Prezioso
cab509c4d2
Various improvements to SDL2 video code.
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- Ported the missing resolutions from zdoom.
- Remove unneeded code which was removed also from zdoom.
- Uncomment DOUBLEBUFFER GL attribute. It was present in the old SDL_SetVideoMode call code, so why not.
2015-01-08 01:39:29 +01:00
Edoardo Prezioso
37321d1d48
- Implement SDL2 into GZDoom (needs improvements).
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Make also minor fixes.
Now it compiles and runs fine for me, except for the invisible cursor in the menu (no idea why).
2015-01-08 00:23:14 +01:00
Edoardo Prezioso
c9150497e3
- Move sdlglvideo code from sdl to posix/sdl.
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Re-add sdlglvideo.cpp path in CMakeLists.txt . Warning: it won't compile yet.
2015-01-07 21:07:40 +01:00
alexey.lysiuk
83c6798651
Fixed a very slim chance that window will be white and empty after startup
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There are a few quite specific steps to reproduce this issue:
* 640x480 video resolution
* -iwad ... -warp ... command line parameters
* OS X 10.4 or 10.5 PowerPC, maybe performance related
When all these requirements are met, content view doesn't show up sometimes
The simplest solution for this issue is to set initial window size to non-existent video resolution
2015-01-07 14:50:55 +02:00
Randy Heit
f71b1a8983
Whoops.
2015-01-06 19:34:11 -06:00
Randy Heit
b2abf224b5
Save function name for error message in ParseStates()
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- The error "You cannot pass parameters to..." used the most recent token,
which was always ( and not the function name. (Note that this was
already fixed in the scripting branch, so this is probably going to be a
conflict. Meh.)
2015-01-06 19:31:00 -06:00
Edoardo Prezioso
4ea918ab3b
- Fixed bad characters in the info command string.
2015-01-06 23:16:25 +01:00
Christoph Oelckers
95496cdb4d
Merge branch 'additions' of https://github.com/MajorCooke/zdoom
2015-01-06 19:05:56 +01:00
MajorCooke
643d37ab7c
- Added A_SetFloatBobPhase(int). Takes a number between 0 and 63. If it's outside that range, it does nothing.
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- Added A_Warp flags:
- WARPF_BOB: Gets the bob offset of actor pointer with the FLOATBOB flag.
- WARPF_MOVEPTR: The function is inversed to move the pointed actor with applied flags, but only the original caller will make the success/jump.
2015-01-06 11:55:41 -06:00
alexey.lysiuk
86b2a8530b
Fixed launching with additional arguments from IWAD picker on OS X 10.4
2015-01-06 17:08:09 +02:00
alexey.lysiuk
1a69221f80
Removed trailing tab characters in Cocoa IWAD picker
2015-01-06 17:08:01 +02:00
Christoph Oelckers
dac2ae6411
Merge branch 'lorefix' of https://github.com/MajorCooke/zdoom
2015-01-06 15:55:22 +01:00
MajorCooke
f374cf514d
- Fixed: Lore Shot didn't take DONTTHRUST into account.
2015-01-06 08:20:13 -06:00
Christoph Oelckers
2095f5ddf4
Merge branch 'osx_improvements' of https://github.com/alexey-lysiuk/gzdoom
2015-01-06 15:04:28 +01:00
alexey.lysiuk
324a1a7b77
Added support for dynamic device attachment and removal to IOKit gaming controllers handling
2015-01-06 13:40:39 +02:00
Edoardo Prezioso
4aac586dd8
- Fixed another erroneous FString comparison.
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A comparison between an FString object and 'NULL' doesn't check for the emptiness of the examined string.
2015-01-05 23:37:40 +01:00
alexey.lysiuk
04d3802960
Fixed build issue with OS X SDK 10.4
2015-01-05 18:12:07 +02:00
alexey.lysiuk
b59fc59539
Added missing header comment
2015-01-05 17:26:06 +02:00
alexey.lysiuk
cb681aad2d
Rearranged header files and #include's
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Removed unused OS version check
Reduced number of headers
Fixed build with SDK 10.4
2015-01-05 17:24:54 +02:00
alexey.lysiuk
d418648e59
Fixed compiler warning with format string parameter
2015-01-05 15:46:57 +02:00
alexey.lysiuk
31d232e886
Added polling of analog axes to IOKit gaming controllers handling
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This feature helps a lot with buggy gamepads that constantly generate events from "sticky" hats/sticks
Polling is enabled by default, use joy_axespolling CVAR to turn it on/off
2015-01-05 13:22:53 +02:00
nashmuhandes
2b12db153b
New functions to manipulate an actor's roll.
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- DECORATE functions: A_SetRoll code pointer.
- DECORATE expressions: "roll" variable.
- ACS functions: SetActorRoll, GetActorRoll.
2015-01-05 17:51:32 +08:00
unknown
f03e05d69f
Merge branch 'joystick_pure_iokit' of https://github.com/alexey-lysiuk/gzdoom
2015-01-04 18:09:42 +01:00
unknown
d0ec3180c8
Merge branch 'master' of https://github.com/Blue-Shadow/zdoom
2015-01-04 18:07:49 +01:00
Christoph Oelckers
c424a1afcb
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-04 17:58:04 +01:00
alexey.lysiuk
aa1f51d3d2
Reimplemented gaming controllers support in native OS X backend using pure IOKit
2015-01-04 14:08:53 +02:00
Randy Heit
86986446a5
Fixed: TicSpecial could run out of space when writing data
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- Fixed: TicSpecial::CheckSpace() never thought it ran out of space due to
unsigned math.
- Fixed: TicSpecial::GetMoreSpace() assumed only relatively small amounts
of data would be written at a time so made no effort to ensure it
actually got enough space. This assumption could be violated by writing
a very long string, which can happen when replicating a string cvar.
2015-01-01 17:57:09 -06:00
Blue-Shadow
ba3988290c
Added an option to A_Check[SightOr]Range to be able to perform a 2D-based distance check.
2015-01-01 22:16:51 +03:00
Christoph Oelckers
a8398e70b0
- fixed: The brightfog flag in the GL related map settings was never initialized.
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- fixed: brightfog should not disable colored lighting for the weapon sprite.
2014-12-31 23:01:06 +01:00
Christoph Oelckers
4f08b20df5
- consider pixel stretching when rendering models. For non-voxels an aspect ratio of 1:1 must always be assumed while voxels need to be stretched so that 1 voxel unit == 1 map unit.
2014-12-31 12:53:29 +01:00
Christoph Oelckers
e6d59ec429
- fixed: with aspect ratio compensation in the view matrix it is necessary to adjust the view pitch for this because the playsim does not know anything about pixel ratio.
2014-12-31 12:04:55 +01:00
alexey.lysiuk
26cf383ead
Fixed incorrect volume levels of Timidity instruments
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With Emulate TiMidity option on (midi_timiditylike CVAR set to true) GUS emulation tried to output tones with infinite volumes
2014-12-31 12:48:18 +02:00
Christoph Oelckers
4d34e0f548
Merge branch 'master' of https://github.com/rheit/zdoom
2014-12-31 10:55:55 +01:00
alexey.lysiuk
2900f03fa1
Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_refactor
2014-12-31 11:17:45 +02:00
Christoph Oelckers
c57cc91d7c
- cleaned up the RipLevel logic a bit to be less confusing.
2014-12-31 10:13:15 +01:00
MajorCooke
4ddfd0f46a
- Added 3 new properties and 3 functions to control them.
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- Rippers will rip through anything with an equivalent ripper level, or if their level is between or on the min and max ranges.
- If no min or max is defined, it simply checks if the monster's ripper level is lower than the missiles.
- Functions: A_SetRipperLevel(int level), A_SetRipMin(int min), A_SetRipMax(int max)
- Properties: RipperLevel, RipLevelMin, and RipLevelMax.
- RipperLevel: Applicable to monsters and projectiles.
- RipLevelMin and RipLevelMax are only useful on monsters.
- By default, all are 0.
2014-12-30 19:59:31 -06:00