Commit graph

19251 commits

Author SHA1 Message Date
makise-homura
5720a54da4 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers
df3dc91514 - fixed crash on texture init. 2020-09-27 13:32:30 +02:00
Christoph Oelckers
348f9ae68c - moved i_net into 'common' to bring it in line with Raze. 2020-09-27 12:30:54 +02:00
Christoph Oelckers
228dfb5b8d - removed dead uBlendColor uniform. 2020-09-27 11:57:17 +02:00
Christoph Oelckers
c65fd80fd2 - added support code for indexed rendering from Raze. 2020-09-27 11:53:39 +02:00
Christoph Oelckers
2be5dc9238 - fixed binding issues in OpenGL when resetting the samplers due to a texture filter change. 2020-09-27 11:53:15 +02:00
Christoph Oelckers
6dd6df96e1 - font side support for 'OffsetsNotForFont' flag. 2020-09-27 11:40:03 +02:00
Christoph Oelckers
b3a179b691 - backported symbol table support for FScanner from Raze. 2020-09-27 11:36:13 +02:00
Christoph Oelckers
8a0634ed0d - file system update from Raze
* support for SSI container format - this is an obscure format used by a few Duke Nukem mods - added to have this subsystem identical between both engines.
* removed some dead wrapper code
* made the Open methods local to their implementations, this was never called virtually.
2020-09-27 10:56:42 +02:00
Christoph Oelckers
79ac41c5b3 - more 'override's. 2020-09-27 10:48:38 +02:00
Christoph Oelckers
31628a70c8 - added some 'overrides' and block 'forcelookup' for script access to textures. 2020-09-27 10:45:45 +02:00
Christoph Oelckers
528e4e46b3 - texture manager update from Raze
* new texture format: ANM - this reads the first frame of a Build-ANM movie as a texture.
* some preparations for indexed (paletted) rendering.
* optimization of the patch texture checker - do not read in the entire file if checking the initial header is sufficient for rejecting it.
2020-09-27 10:38:12 +02:00
Christoph Oelckers
96ceb11af0 - various engine updates from Raze.
* removed refreshFreq variable and related code. This only got into the backend because of stupid interpolation code in some of the Build games which has long been removed.
* save FixedBitArrays as base64 in savegames.
* allow indirections in the string table - by prefixing the language string with '$$' the remaining text is interpreted as another string label to resolve.
* constexpr in palette code, also replacing #defines with enums.
2020-09-27 10:17:58 +02:00
Christoph Oelckers
c65f707a20 - added a proper 'sound finished' callback to the sound engine.
Backported from Raze - without this there is no way to implement sounds that can unload themselves, because the existing ChannelEnded function is called when the sound is still active.
2020-09-27 09:46:12 +02:00
Christoph Oelckers
2b64f8fb19 - added custom sound stream feature from Raze.
Currently not active yet but may be useful to implement streaming sounds in ZScript
2020-09-27 09:38:14 +02:00
Christoph Oelckers
700304bf46 - update of console code.
Backports con_pulsetext and toggle messages for CVARs from Raze.
2020-09-27 09:35:06 +02:00
Christoph Oelckers
c415518066 - allow drawing fonts with explicit palette translations.
Backported from Raze.
2020-09-27 09:19:12 +02:00
Christoph Oelckers
dbf2d4d7d7 - backported all new scaling and rotation options for the 2D drawer from Raze.
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
2020-09-27 09:17:41 +02:00
Christoph Oelckers
db895b43b2 - copied constexpr declarations plus a few fixed in utility code and fixed a few places where this triggered a compile error now. 2020-09-27 08:36:30 +02:00
Christoph Oelckers
b66349d4cf - avoid killing timer precision when there's no time scale active. 2020-09-27 08:30:01 +02:00
Christoph Oelckers
8a545431de - fixed the integer readers' internal variables.
Backported from Raze.
2020-09-27 08:13:52 +02:00
Christoph Oelckers
d1e613e514 - use a sector's special sprite color to colorize decals. 2020-09-26 23:39:42 +02:00
Christoph Oelckers
9a166d894b - fixed: The IWAD record for Wadsmoosh was missing the IWAD default filename.
This made GAMEINFO fail to detect it.
2020-09-26 22:58:05 +02:00
Christoph Oelckers
9bfdf2dcb6 - text update. 2020-09-26 22:47:29 +02:00
Christoph Oelckers
399388d177 - transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed. 2020-09-26 22:26:26 +02:00
Christoph Oelckers
f4c5a25a52 - fixed: CreateTexBuffer did not check the Inactive flag for the requested translation. 2020-09-26 22:03:15 +02:00
Christoph Oelckers
2f403efba2 - delete textures before starting the ENDOOM screen. 2020-09-26 21:34:36 +02:00
Christoph Oelckers
03d25b75da - fixed height fudging for Heretic's sky textures. 2020-09-26 21:13:00 +02:00
Christoph Oelckers
668ebd9be1 - immediately abort loading a savegame if object deserialization fails.
If the loader is allowed to go on, these objects will be linked into game structures and may do unpredictable things before the loader has a chance to abort at the end.
2020-09-26 20:36:10 +02:00
NY00123
43b0fcbb92 - updated copyright notice in cmake/FindSDL2.cmake.
This is based on the update to FindSDL.cmake from commit 86578eccf2e82286248796bad1032cd0e3a5e1e2 in the CMake repository.
2020-09-26 20:04:48 +02:00
Christoph Oelckers
48b3a60e6d - fixed: The font init code must check textures, not the file system for existence of required data. 2020-09-26 19:57:53 +02:00
Christoph Oelckers
5c392a220d - fixed: Actors moved to STAT_TRAVELLING need to preserve their JUSTSPAWNED flag.
Otherwise freshly spawned inventory items won't call PostBeginPlay.
2020-09-26 19:37:30 +02:00
Christoph Oelckers
d304e86354 - fixed: Artiflash is not translatable. 2020-09-26 19:22:17 +02:00
Christoph Oelckers
8fc9f1e5ef - avoid double linking to and unlinking from the world for actors.
Some people apparently have to toy around with the engine's innards without fully understanding them. :(
When properly used the saveguards should never be triggered.
2020-09-26 19:09:00 +02:00
Christoph Oelckers
084c2cc7f5 - fixed broken 'y' detection in Doom-style small fonts. 2020-09-26 18:53:42 +02:00
Christoph Oelckers
2ffb447f9e - let non-solid teleporting actors not actually telefrag.
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 18:46:39 +02:00
Rachael Alexanderson
c3dc84297e - flat tile backgrounds in intermission now respects 'inter_classic_scaling' cvar 2020-09-24 23:45:51 -04:00
Player701
ec3cd68c1f Fixed extra player translations not working in Heretic with predefined color sets 2020-09-22 18:34:06 +02:00
Player701
58f56bbea6 Fixed: extra player translation tables were not fully initialized. 2020-09-22 13:59:33 +02:00
Player701
c60e026334
Fixed decals not appearing when firing at walls point-blank (#1186) 2020-09-22 07:03:37 -04:00
Player701
734b15e412 Exported FLevelLocals::ChangeLevel to ZScript 2020-09-20 23:12:01 +02:00
Cacodemon345
4374b8017e
Fix FreeBSD compilation (#1184) 2020-09-20 14:47:05 -04:00
alexey.lysiuk
8a4b686881 - fixed constant propagation for operator && in ZScript
https://forum.zdoom.org/viewtopic.php?t=69912
2020-09-20 10:51:04 +03:00
Player701
89b28911dd Fixed inability to achieve 100% kills in BTSX E2 MAP06 2020-09-19 20:17:40 +02:00
Rachael Alexanderson
7073bd8f5f - add missing SPAC constants 2020-09-18 19:52:03 -04:00
vidaritos
0adbb8d631 pass ScriptPosition down to color parser functions 2020-09-18 20:07:41 +02:00
Cacodemon345
e74b9f1955
Add FALLDAMAGE flag and add property to properly apply falling damage… (#1153)
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters

* Change name of propermonsterdamage property to propermonsterfallingdamage
2020-09-15 15:38:51 +02:00
alexey.lysiuk
776e3b10da - fixed setting of skill level via action special
https://forum.zdoom.org/viewtopic.php?t=69858
2020-09-14 10:47:29 +03:00
Kyle Johnson
e281f992af Disallow sound to be played on destroyed actors
It's possible for an actor to call Destroy() in a ZScript method (such
as Tick()) and then subsequently call A_StartSound() to play a sound.
Generally speaking this doesn't happen within a given class, but with a
class hierarchy, Destroy() may be called unbeknownst to a mod developer.
Even though checking bDestroyed is likely good practice, this ensures
that sounds won't be started on actors flagged for cleanup.
2020-09-12 21:38:56 +02:00
AFADoomer
e9af7e7096 Add string table lookup to SECRETS lump handling
- If the hint text portion of a STRINGS lump entry begins with a '$', the value is treated as a string table lookup

Allows SECRETS strings to be translated via LANGUAGE lump.  Reference: https://forum.zdoom.org/viewtopic.php?f=15&t=69827
2020-09-11 08:36:24 +02:00