Commit Graph

19565 Commits

Author SHA1 Message Date
alexey.lysiuk ff784fc905 - fixed parsing of 2D vectors in OBJ model loader
There is no `TVector2<>` constructor that accepts a pointer to float. However, there is such constructor in `TVector3<>`, so `TVector2<>` can be constructed from `float*` implicitly via temporary `TVector3<>` object.
2021-06-13 10:42:34 +03:00
Rachael Alexanderson e8f007c6ce - fix missing border flat on heretic shareware 2021-06-11 09:17:49 -04:00
alexey.lysiuk e0f07d7088 - fixed initialization of model frames
Replaced loop arrays initialization and obvious comments with something more readable, I hope

https://forum.zdoom.org/viewtopic.php?t=72523
2021-06-10 11:54:26 +03:00
Player701 adad028b33 - Fixed impassable exit line in 007ltsd.wad E4M7 2021-06-08 14:56:44 +03:00
alexey.lysiuk 5b1c73e15f - prevent redundant string copying in Strife conversation parser
strifedialogue.cpp:110:22: warning: loop variable 'addd' of type 'const FString' creates a copy from type 'const FString' [-Wrange-loop-analysis]
2021-06-08 10:31:45 +03:00
alexey.lysiuk e166eeb13d - added detection of macOS 12 Monterey 2021-06-08 10:25:05 +03:00
Christoph Oelckers b3fd8ce12a - fixed permission validation in OptionMenuItemCommand.DoCommand.
This was missing the InMenu check like the other critical menu functions.
2021-06-07 08:16:53 +02:00
Christoph Oelckers dc7ba3778d - fixed explosive damage radius for clericflame.
This was fixed before but must have gotten lost somehow...
2021-06-07 07:46:13 +02:00
emily 4f034950be Make sprite shadows ignore float bob 2021-06-06 13:40:17 +02:00
Christoph Oelckers 8b5847d4a2 - corrected the NUL checks in S_FindSkinnedSound. 2021-06-04 08:26:29 +02:00
alexey.lysiuk 7d1ce1c8cd - fixed parsing of MAPxx par times in BEX lumps
https://forum.zdoom.org/viewtopic.php?t=72458
2021-06-03 16:46:55 +03:00
Christoph Oelckers 30e24938ca - let dynamic lights call UpdateLocation instead of just setting their position right after being spawned.
This ensures that the position is correct and that everything gets set up properly.
2021-05-31 22:13:40 +02:00
Christoph Oelckers b0ccd3a7df - moved Doom specific font init code out of the backend. 2021-05-31 22:13:40 +02:00
drfrag d9db8984af - Fixed crash calling ChangeSky() with an invalid texture. 2021-05-29 15:07:45 -04:00
Zandrewnum acb4d89f52 APROP_Soundclass update again
- Just set init for SoundClass to empty.
- Removed code block from SetActorProperty for APROP_Soundclass that does nothing
- Lower-cased soundclass in FSerializer
- Created a new const char to read the player's soundclass. If the playerpawn returns NAME_None for it's default, then it will set defaultsoundclass to "player". After running the skin code, the function now returns defaultsoundclass or soundclass, depending if soundclass is empty or not.
- Renamed GetSoundClass to S_GetSoundClass
2021-05-28 20:22:37 +02:00
Zandrewnum a5cf0c6605 Sound Class renovations
- SoundClass is instantiated to "" by default. Since this property is only used when it is not empty (otherwise GetSoundClass just defaults to player), we can get away with this.
- We may want the soundclass to remain the same if we explicitly set it to the same one that is currently used (say, we set SoundClass to "Caleb" so all other skins can use it)
- GetActorProperty for APROP_SoundClass just calls GetSoundClass,
- CheckActorProperty also just runs GetSoundClass
- GetSoundClass is no longer a static method. We needed to access it in other places.
- Made renovations to GetSoundClass. First of all, SoundClass is no longer instantiated there. Secondly, skinned sounds are now returned if SoundClass is empty. Thirdly, "sclass" in this method will return the default soundclass of the player pawn or SoundClass, depending on if SoundClass is empty. Finally, sclass will retrieve "player" if it is empty.
2021-05-28 20:22:37 +02:00
Shiny Metagross 4c9461d364 Update d_player.h
- Deleted some comment fragments I left when trying to get the SoundClass to init to NAME_SoundClass
2021-05-28 20:22:37 +02:00
Zandrewnum c7cd25cbcc Made S_FindSkinnedSound to use GetSoundClass again
- I couldn't simply init SoundClass to NAME_SoundClass, even after converting it to the appropriate type. Probably because NAME_SoundClass hasn't been parsed from decorate yet. Instead, I change it to NAME_SoundClass through GetSoundClass if it's valid and currently "player".
- The skin checker code in GetSoundClass now checks if the SoundClass is equal to NAME_SoundClass. This mechanism exists so that way reverting the SoundClass to NAME_SoundClass processes the skin soundclass code. If it's different, the code is not processed.
- Just returns sclass. This is never null, so there's no need to check if so.
- S_FindSkinnedSound just uses GetSoundClass. This makes sure skins are checked.
2021-05-28 20:22:37 +02:00
Zandrewnum f6bdbfe535 APROP_SoundClass inits a default value and checks for null pointers
- Gave default init value to SoundClass as "Player"
- Changed SoundClass detection to use the if/else structure
- Checked for null pointer in S_FindSkinnedSound when reading the player's sound class
2021-05-28 20:22:37 +02:00
Zandrewnum 852a96497d Added APROP_SoundClass
- Added APROP_SoundClass to GetActorProperty, SetActorProperty, CheckActorProperty
2021-05-28 20:22:37 +02:00
nashmuhandes 08fc91fe3e Add 'AddDialogues' in MAPINFO to additively add Strife NPC dialogs without overwriting each other. 2021-05-28 16:15:37 +02:00
Christoph Oelckers 868220107b - added fallback to the parenthesis glyphs for the braces. 2021-05-28 12:36:47 +02:00
Christoph Oelckers 38520e36c8 - fixed generation of default color range for the option menu font. 2021-05-28 12:11:34 +02:00
Christoph Oelckers 20b665c161 - fixed: Actors did not set the position when spawning a dynamic light.
It always reused the previous content of the 'Pos' field which was either undefined or an older position where the actor was located when last spawning a light.
2021-05-28 11:25:01 +02:00
Christoph Oelckers d36fd4f42b - fixed: GetColorTranslation did not handle translation-less single pic 'fonts' properly. 2021-05-28 10:47:11 +02:00
nashmuhandes 75e18cca3c Fixed wrong parameter type passed into TryMove here 2021-05-28 09:10:43 +02:00
Chronos Ouroboros f19f825ccb - fix DaggerAlert using FindState incorrectly. 2021-05-28 00:34:04 -03:00
Christoph Oelckers 36e84a3669 - do not calculate translations for empty fonts.
FONTDEFS will create some due to lack of game filtering.
2021-05-27 13:50:02 +02:00
Rachael Alexanderson 2ca2076a3f - add missing break statement 2021-05-25 23:02:16 -04:00
Rachael Alexanderson 0fe52e479b - widepix update 2021-05-25 23:00:12 -04:00
Christoph Oelckers dfe6a09b8c - fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2." 2021-05-25 10:12:51 +02:00
Christoph Oelckers 5f02b92cd0 - font system overhaul.
This eliminates nearly all palette dependencies, most importantly font translation will now be done on True Color data, making translations on True Color font less destructive.
2021-05-24 21:28:21 +02:00
Rachael Alexanderson 0236271ef6 - pull new widepix fix for hexen sprites 2021-05-23 13:57:41 -04:00
Dasperal 8c75c23822 - Fixed bug with BishopPuff moving in wrong direction 2021-05-23 19:42:38 +02:00
Rachael Alexanderson 5cde02141c - version bump 2021-05-22 12:48:46 -04:00
Christoph Oelckers c7b0f37787 - language update 2021-05-22 12:48:14 -04:00
nashmuhandes aeaa7f21c7 Add some new optional parameters to A_SprayDecal:
- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.

Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
2021-05-22 10:20:52 -04:00
Alexander Kromm 7b31ba7cc8 move Service to engine directory 2021-05-22 16:11:35 +02:00
Alexander Kromm 120c8b77d1 allow partial match for finding services by name 2021-05-22 16:11:35 +02:00
Alexander Kromm 988f83a73f remove duplicate entry for dictionary in zscript.txt 2021-05-22 16:11:35 +02:00
Alexander Kromm 7d01d0450f add proper scoping to server interface functions 2021-05-22 16:11:35 +02:00
Alexander Kromm c7658b691c add service interface 2021-05-22 16:11:35 +02:00
alexey.lysiuk be4e19b07d - continuous integration: disable zipdir output 2021-05-22 13:10:41 +03:00
alexey.lysiuk 28107df1e8 - continuous integration: download zmusic instead of building it 2021-05-22 13:08:55 +03:00
Christoph Oelckers 7eef7614f8 - do not send depth bias changes to the GPU if nothing has changed. 2021-05-21 21:01:20 +02:00
Rachael Alexanderson 50c7793f56 - update widepix again 2021-05-21 10:27:44 -04:00
Rachael Alexanderson f01b901a04 - fix hexen status bar as suggested in this topic: https://forum.zdoom.org/viewtopic.php?f=2&t=72332 2021-05-21 10:27:44 -04:00
Rachael Alexanderson fef835bcad - update widepix submodule again 2021-05-21 03:11:04 -04:00
Cacodemon345 9a860ae445 Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
alexey.lysiuk 98a9729da2 - fixed return type of Actor.GetCVarString()
https://forum.zdoom.org/viewtopic.php?t=72334
2021-05-20 12:01:52 +03:00