Commit graph

19251 commits

Author SHA1 Message Date
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
Player701
08302146d7 - Extended AddOptionMenu to allow inserting items before or after a specific menu item 2020-10-29 11:21:39 +01:00
Player701
e276431336 - Implemented AddListMenu MENUDEF directive to allow extending list menus.
Syntax: AddListMenu "MenuName" [<before|after> "SubMenuName"] { ... }

By default, new items will be added to the end of the menu. Specifying before/after allows inserting items before or after a specific submenu item.
2020-10-28 21:45:04 +01:00
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
alexey.lysiuk
2ebf38c9c9 - removed duplicated line of code 2020-10-28 09:52:56 +02:00
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
ef47abda74 - remove the IWADINFO definition to fix an un-offsetted status bar, since it's done unconditionally now 2020-10-28 06:27:30 +01:00
Rachael Alexanderson
d240d87f48 - update to current (as of now) version of widepix 2020-10-27 23:21:11 -04:00
Christoph Oelckers
fb0a40e0f0 - enable OpenAL's sound volume normalizer. 2020-10-27 20:36:17 +01:00
Christoph Oelckers
0b7fb453ab - normalize line endings. 2020-10-27 18:47:53 +01:00
Rachael Alexanderson
b67130a713 - force git to store Windows files with native line-endings. it cannot be trusted to handle crlf correctly. 2020-10-27 12:53:59 -04:00
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
928295bb7f - add submodule for widescreen to Nash's WidePix repository 2020-10-27 10:23:12 -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
34c57ab6be - add 'loadwidescreen' to gameinfo, works exactly like 'loadbrightmaps' or 'loadlights' 2020-10-26 10:08:34 -04:00
Rachael Alexanderson
7479648083 - add widescreen loader, and a bare pk3 2020-10-26 09:56:58 -04:00
Marisa Kirisame
c933d02034
Linetrace properly reports 3D line hits as "middle" part (#1228)
* Linetrace properly reports 3D line hits as "middle" part, as was intended.

* Typo fix
2020-10-26 04:24:04 -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
5b03e86a2b - add 'sv_alwaysspawnmulti' dmflags2 2020-10-26 03:33:02 -04:00
Christoph Oelckers
d850ca6a0e - fixed: MENUDEF did not take recusive parsing into account when checking the default scaling mode. 2020-10-26 06:27:24 +01:00
Christoph Oelckers
6a9bfa2cb3 - do not use the border flat for the fullscreen console. 2020-10-26 06:15:13 +01:00
Rachael Alexanderson
b3e020c087 - fixed: accidentally unconditional multiplayer spawns 2020-10-25 17:10:57 -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
Nikolay Ambartsumov
10c833f37e Raise SNDSEQ limit to 4096 sequences 2020-10-25 15:58:30 +01:00
Christoph Oelckers
3bd365f934 - Added the usable parts of Rachael's 'Spawnmulti' spawn flag PR.
This needed a small fix in SpawnMapThing to apply the correct flags for Hexen format maps.
2020-10-25 15:57:43 +01:00
Major Cooke
38eb6db9ce Disabled vertice off-screen check, but fixed it at the same time. If it's desired, the solution is simply commented out in the event its desired. 2020-10-25 15:42:12 +01:00
Major Cooke
18e7b56bdc Restored A_OverlayOffset's ability to cancel out interpolation without the interpolate/add flags. 2020-10-25 15:42:12 +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
c41733e436 Added support for PSPF_FLIP flag and cleaned up. 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
42902959a8 - Removed relativity from GetWeaponRect.
- Fixed PSPF_PIVOTPERCENT not being applied at start by default.
- Pivots now start in the upper left corner. Alignment flags are planned next for pivot point starting.

Significant progress made, but more testing still required.
2020-10-25 15:42:10 +01:00
Major Cooke
06b3e384a8 Apply WOF_Relative to A_Overlay/WeaponOffset as well if specified. 2020-10-25 15:42:10 +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