Professor Hastig
f92f6b8de4
added wall texture skewing.
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This uses the same UDMF properties as Eternity recently introduced for the same feature.
2023-10-20 08:23:56 +02:00
nashmuhandes
99983b37ca
Update ZDRay UDMF specs and remove deleted features.
2023-09-11 20:09:16 +02:00
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
Christoph Oelckers
941c0850ba
- Backend update from Raze.
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Mainly optimizations for the sound system and texture manager.
2022-12-18 16:19:18 +01:00
CandiceJoy
0fdb740ac7
Added toggle control for weapon bob while flying
2022-12-16 17:12:03 -06:00
Christoph Oelckers
f3b33f7cf8
- added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter.
2022-11-13 08:07:12 +01:00
UnizoneDev
a21d0c70e4
Mark the PushSound property as meta
2022-11-13 07:38:07 +01:00
UnizoneDev
b66433478c
Simplify sliding objects for now
2022-11-13 07:38:07 +01:00
UnizoneDev
9af664d117
Add PushSound property and Slide state
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First Commit, hip hip hooray!
2022-11-13 07:38:07 +01:00
Boondorl
aea346f1f3
Improved Slam functionality:
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*Added ONLYSLAMSOLID flag to ignore non-solid Actors that aren't shootable while SKULLFLY is on.
*Added Slam state that gets entered when slamming an Actor.
2022-11-10 22:55:43 +01:00
Christoph Oelckers
435e7dddcd
- fixed: P_SpawnMapThing may not call playsim code.
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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
nashmuhandes
50d16c75d9
Add corona actor
2022-08-11 20:38:24 +08:00
Christoph Oelckers
35f8aab6bf
- fixed names for A_PlaySoundEx
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These need to be contiguous because the implementation depends on it.
2022-06-30 21:45:59 +02:00
nashmuhandes
8da4f2a212
ZDRay UDMF key update (per-surface sampling distance https://github.com/dpjudas/ZDRay/pull/36 )
2022-06-29 09:12:18 +02:00
Christoph Oelckers
431c47c957
- fixed setup of ready state with Dehacked.
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This needs to emulate the hard coded chainsaw sound when weapon states get reassigned.
2022-06-15 22:04:01 +02:00
nashmuhandes
972e9cba09
Standardize and finalize the naming conventions for the new UDMF keys to everything lightmap-related to use an "lm_" prefix.
2022-06-15 20:20:16 +02:00
nashmuhandes
ac5e969759
Update ZDRay keywords
2022-06-15 11:30:21 +02:00
nashmuhandes
f235dcc38e
Squashed commit of the following:
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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
Christoph Oelckers
d0e1aea273
- fixed Dehacked check for A_ConsumeAmmo.
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This must use the internal function name.
2022-04-14 12:21:24 +02:00
nashmuhandes
6caa491595
ZDRay keyword updates.
2022-02-19 22:04:36 +01:00
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
Nikolay Ambartsumov
df976e218e
Add per-tier sidedef light levels to UDMF maps
2022-01-26 18:25:04 -05:00
Christoph Oelckers
78c8aa6e62
- file update.
2022-01-24 19:05:47 +01:00
Christoph Oelckers
6a92470846
- made a few more names common.
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These are needed by the ZScript compiler backend.
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
Xaser Acheron
a07e16099d
move WeaponScaleX/Y namedefs to namedef_custom.h; clean unwanted stuff from merge
2022-01-23 20:05:32 -06:00
nashmuhandes
e67c421201
Add the lightmap UDMF keywords into namedef_custom.h
2022-01-21 01:42:54 +08:00
Christoph Oelckers
851d058a4b
- split up namedef.h into a shared and game specific part and cleaned out many unused names.
2022-01-20 00:14:08 +01:00