Commit graph

1008 commits

Author SHA1 Message Date
Christoph Oelckers
a19f0219c5 Merge branch 'master' of https://github.com/Blue-Shadow/zdoom 2014-12-20 11:36:10 +01:00
MajorCooke
86b0065c0b - Added a multitude of flags for A_Teleport.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
2014-12-19 12:37:02 -06:00
Edward Richardson
80bc95d3bc Added absent cl_capfps and cl_maxdecals entries 2014-12-19 21:57:34 +13:00
Blue-Shadow
a150e0686c Added 'lifestealmax' parameter and STEALARMOR flag to A_Saw and A_CustomPunch. 2014-12-18 23:05:59 +03:00
MajorCooke
c6fd4c5aaf - Added the two definitions to actor.txt. 2014-12-18 09:46:19 -06:00
MajorCooke
a2bb673370 - I really need to stop coding so late at night. 2014-12-17 21:58:30 -06:00
MajorCooke
30acb72006 - Added per-actor teleport fog modifications.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
2014-12-17 16:11:07 -06:00
Christoph Oelckers
4f00aa3957 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-16 17:38:37 +01:00
MajorCooke
465d9ab89a - Added flags for A_CheckLOF:
- CLOFF_SETTARGET | CLOFF_SETMASTER | CLOFF_SETTRACER
- An actor that causes A_CheckLOF (and only an actor) to succeed will set the intercepting actor as its target, master, and/or tracer, respectively.
2014-12-15 14:50:35 -06:00
Christoph Oelckers
020b02e073 - changed deprecated texture sampler access function names. 2014-11-28 12:28:45 +01:00
MajorCooke
94f08aa593 - Added: Boolean to specify if A_Raise functions should perform CopyFriendliness based upon who raised it. By default, this is false. 2014-11-27 15:12:33 -06:00
MajorCooke
08570ec48e - Added flags for A_Fade functions:
- FTF_REMOVE: Removes the actor when the alpha hits a certain level.
- - A_FadeIn - 1.0
- - A_FadeOut - 0.0
- - A_FadeTo - Alpha target level reached
- FTF_CLAMP: Automatically fixes the alpha so it won't leave the range [0.0, 1.0].
2014-11-25 13:24:35 -06:00
Christoph Oelckers
6665ac5837 - fixed: With P_ExplodeMissile now working properly it is no longer valid to terminate a looping sound in a missile's death state because it now gets called after the death sound has been started. 2014-11-25 16:49:27 +01:00
Christoph Oelckers
a7a2d55695 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/sdl/iwadpicker_cocoa.mm
2014-11-25 16:39:56 +01:00
khokh2001
e9075334a3 new opl3 emulator 2014-11-23 00:36:22 +09:00
Christoph Oelckers
c25325efa4 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	wadsrc/static/compatibility.txt
2014-11-16 09:02:17 +01:00
Edoardo Prezioso
fd354dbe9a - Added CPF_NOTURN flag for A_CustomPunch. 2014-11-14 12:18:46 +01:00
Edward Richardson
b08fcbf6b3 Added compat profile for TNT MAP31 2014-11-10 18:37:14 +13:00
Christoph Oelckers
62d72fb751 Merge branch 'master' of https://github.com/rheit/zdoom 2014-11-09 12:22:49 +01:00
Edoardo Prezioso
8b85e6d00b - Port an empty version of 'A_FaceConsolePlayer'.
Hissies will be happy now.
2014-11-08 18:49:16 +01:00
Christoph Oelckers
48fbab819b Merge branch 'master' of https://github.com/rheit/zdoom 2014-11-08 09:40:17 +01:00
Christoph Oelckers
c28c0b8f0b Revert "Backport 'A_FaceConsolePlayer' from zandronum."
This reverts commit eab971500b.

As Edward850 pointed out, this feature is broken by design and therefore completely useless.
2014-11-08 08:53:32 +01:00
Christoph Oelckers
3976de1404 Merge branch 'faceconsoleplayer' of https://github.com/edward-san/zdoom 2014-11-08 00:48:07 +01:00
Edoardo Prezioso
eab971500b Backport 'A_FaceConsolePlayer' from zandronum.
By Dusk, who authorized me to do this.
2014-11-08 00:31:16 +01:00
MajorCooke
364d9069bd In fact, let's go ahead and ensure compatibility doesn't break since it's already in there. 2014-11-07 17:20:12 -06:00
MajorCooke
848225e9ee - Fixed typo on WARPF_ABSOLUTEPOSITION 2014-11-07 17:12:03 -06:00
MajorCooke
938b54ccb5 - Added TF_FORCED for A_Teleport. Forces the actor to move to the spot. 2014-10-31 15:51:15 -05:00
Edward Richardson
c85105f552 Added cl_showsecretmessage
Controls if secret notifications are displayed (def. true)
2014-10-31 22:50:23 +13:00
Christoph Oelckers
1a8da51857 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-29 22:53:58 +01:00
MajorCooke
165d2887fd - Added: A_GiveToChildren
- Added: A_TakeFromChildren
- Added: A_GiveToSiblings
- Added: A_TakeFromSiblings
- Added the following flags for A_RadiusGive:
- RGF_NOSIGHT: Exclude sight check from distance.
- RGF_MISSILES: Missiles can take inventory items.
2014-10-29 14:01:31 -05:00
MajorCooke
c01d1a8003 - Added DMSS_NOPROTECT.
Bypasses PowerProtection inventory items.
2014-10-27 22:29:10 -05:00
Christoph Oelckers
5638aab63c - fixed: Even though the name REDISALPHA implies otherwise, this render mode still needs to respect a texture's alpha channel to ensure that things get rendered properly. Otherwise the SmoothEdges function cannot be used which is necessary to ensure that filtered textures look correct. 2014-10-26 21:17:29 +01:00
Christoph Oelckers
bd811bea87 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-25 18:26:42 +02:00
Christoph Oelckers
be4b253215 - use a separate sound for the net notches on the startup screen. 2014-10-25 18:18:35 +02:00
Christoph Oelckers
fc0025963b Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-25 15:11:29 +02:00
Christoph Oelckers
ef5707d73b - added a compatibility option for stopping sounds when the owning actor is destroyed. 2014-10-25 12:12:06 +02:00
Christoph Oelckers
8edace83c5 - made CheatKey and EasyKey vector graphics configurable through MAPINFO. 2014-10-25 10:19:14 +02:00
Christoph Oelckers
313245dd77 - added a Buddha powerup 2014-10-25 09:53:23 +02:00
MajorCooke
a19620968d - Follow-up of the previous commit.
- Cleaned up the DoDamage and DoKill functionality.
- Added DMSS_FOILBUDDHA and KILS_FOILBUDDHA.
2014-10-25 09:39:10 +02:00
MajorCooke
b980069367 - Added GOD2 and BUDDHA2 cheats.
- Ensures that not even telefrag damage can kill the player.
- Fixed: Players with NODAMAGE could still hurt and kill themselves via
voodoo dolls.
2014-10-25 09:38:40 +02:00
Christoph Oelckers
5513966165 - fixed: Strife's peasants couldn't harm the player because they were defined as friendly. 2014-10-25 01:15:39 +02:00
Christoph Oelckers
e28234a8b8 - replaced pistol pickup sprite. 2014-10-24 23:19:57 +02:00
Christoph Oelckers
6824605154 - added pickup sprite and editor number for Heretic's gold wand. 2014-10-24 00:06:18 +02:00
Christoph Oelckers
57895d69f9 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-14 08:54:41 +02:00
Christoph Oelckers
952d03da7c Merge branch 'multi' of https://github.com/Edward850/zdoom 2014-10-13 10:37:51 +02:00
Edward Richardson
98904039b7 Final work on prediction lerping
Added cl_predict_lerpscale and cl_predict_lerpthreshold
Added options in menudef
Made sure that lerping cannot extrapolate or run on small scales
Lerping gets reset when rendering interpolation does or respawn
2014-10-13 16:32:49 +13:00
Edward Richardson
3e6ad8c1a8 Further work on prediction lerping 2014-10-13 00:29:15 +13:00
Christoph Oelckers
0f19356e24 Merge branch 'master' of https://github.com/MajorCooke/zdoom
Conflicts:
	wadsrc/static/actors/constants.txt
2014-10-12 08:43:46 +02:00
Christoph Oelckers
2228dcb32f Merge branch 'experimental' of https://github.com/MajorCooke/zdoom 2014-10-12 08:30:13 +02:00
MajorCooke
f766a1ab38 - Added SXF_ORIGINATOR.
- Only useful for missiles.

By default, missiles cannot set themselves as the master when spawning
actors.
2014-10-11 16:15:42 -05:00
Christoph Oelckers
9fe2857dc1 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-05 18:49:48 +02:00
Christoph Oelckers
fd3128a164 - fixed: When changing enhanced nightvision mode the shaders need to have their fixed colormap state reset to ensure that the new settings get used.
- fixed: The shader code for handling special fixed colormaps did not use the color vertex attribute which was most evident with the 'shadow' render style on the spectre.
2014-10-05 09:40:36 +02:00
MajorCooke
f54a59fdf8 - Added JLOSF_CHECKTRACER for A_JumpIfTargetInLOS.
- CHECKTRACER doesn't need to be a missile or have the SEEKERMISSILE
flag.
2014-10-02 17:00:17 -05:00
ChillyDoom
20dea78ce9 Merge branch 'master' of https://github.com/ChillyDoom/zdoom into scoreboardtoggle 2014-10-02 21:13:54 +01:00
ChillyDoom
c6e1ea864f - Added scoreboard toggling. 2014-10-02 21:03:15 +01:00
MajorCooke
5030832df0 - Added DMSS_NOFACTOR for all A_Damage functions. 2014-10-02 11:48:07 -05:00
Christoph Oelckers
cfb623d517 Merge branch 'master' of https://github.com/MajorCooke/zdoom 2014-09-29 00:42:59 +02:00
MajorCooke
43b86288c7 - Added A_Remove(int pointer, int flags).
- RMVF_MISSILES removes missiles.
- RMVF_NOMONSTERS ignores monsters.
- RMVF_MISC includes non-monsters and missiles.
- RMVF_EVERYTHING disregards all checks and remove it.

These flags now apply to the following in addition to the new function:

-A_RemoveTarget
-A_RemoveMaster
-A_RemoveTracer
-A_RemoveChildren
-A_RemoveSiblings
2014-09-28 08:15:00 -05:00
fdari
c4f0f95ec8 Get linetarget (aim target) from any actor (not just player): AAPTR_LINETARGET 2014-09-28 15:06:52 +02:00
Christoph Oelckers
ee09f8c72d Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-28 01:06:04 +02:00
MajorCooke
68a5db3c8c - Added SXF_NOPOINTERS for A_SpawnItemEx.
- Added WARPF_ABSOLUTEPOSITION for A_Warp.
2014-09-27 13:22:14 -05:00
Christoph Oelckers
68c481945a - extended parameter list of A_BFGSpray. 2014-09-27 09:36:38 +02:00
MajorCooke
0735cb9550 - Updated many functions.
- Added A_KillTarget(damagetype, int flags).
- Added A_KillTracer(damagetype, int flags).
- Added A_RemoveTarget.
- Added A_RemoveTracer.

A_Kill (Master/Target/Tracer/Children/Siblings):
- KILS_FOILINVUL: foils invulnerability.
- KILS_KILLMISSILES: destroys projectiles. Does not work on invulnerable
projectiles without KILS_FOILINVUL, and doesn't work at all on missiles
with NODAMAGE flag.
- KILS_NOMONSTERS: actors that are monsters will not be killed.

A_Damage (Self/Target/Master/Tracer/Children/Siblings):
- DMSS_FOILINVUL: foils invulnerability.
- DMSS_AFFECTARMOR: damages the actor's armor instead of bypassing it
entirely.
- DMSS_KILL: damages the actor by its remaining health (useful for
modular DECORATE programming).

- Added A_SpawnItemEx flags:
- SXF_SETTARGET: sets the calling actor as the target.
- SXF_SETTRACER: sets the calling actor as the tracer.
Both of these functions take priority similar to SXF_SETMASTER over
SXF_TRANSFERPOINTERS.
2014-09-27 00:10:31 -05:00
MajorCooke
5b71ce6dcb - Added FDARI's A_JumpIfHealthLower patch.
Now with pointer accessibility.
2014-09-26 11:48:20 -05:00
Christoph Oelckers
0f62983aee Merge branch 'master' of https://github.com/Edward850/zdoom 2014-09-26 08:31:20 +02:00
MajorCooke
422e83a1b9 - Added more A_Damage functions:
- A_DamageTarget
- A_DamageTracer
-Both take a number for how much damage to deal and the damagetype to
inflict. Negative numbers means healing.
2014-09-25 23:12:25 -05:00
Edward Richardson
9e68983b44 Added standard teleports to line prediction
- Added standard teleports to line prediction
- Menudef for line special prediction
2014-09-26 15:48:45 +12:00
Edward Richardson
6cd4fd8151 Added menu options for network settings 2014-09-26 15:48:44 +12:00
Edward Richardson
97586c317e Further refinements to network balancing
- Added delay times of all players to the scoreboard
- Removed balancing from packet-server (tried it, didn't work)
- Calculations remove an extra tic to account for possible bias
2014-09-26 15:48:42 +12:00
Edward Richardson
542b8a7171 Added network load balancing
- Guests can now attempt to match latency with the arbitrator.
(net_loadbalance)
- Added althud feature to show arbitrator and local latency.
(hud_showlag 1 is on for netgames, 2 is always on)
2014-09-26 15:48:42 +12:00
MajorCooke
b1f87295b8 - Added A_DamageSelf.
- A_DamageSelf(int amount, name damagetype)
2014-09-25 16:47:41 -05:00
Christoph Oelckers
4682736585 - fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader. 2014-09-21 11:08:17 +02:00
Christoph Oelckers
cbf353ca52 Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-21 08:12:32 +02:00
MajorCooke
44683657f2 - Added jpalomo's A_SetSpeed patch. 2014-09-20 17:34:57 -05:00
Christoph Oelckers
835dbe5bd0 - removed the 'layout' qualifier from the uniform buffer declaration. It's not really needed because the layout of a single vec4 array cannot possibly change, and Intel drivers are complaining for unknown reasons. 2014-09-20 09:10:01 +02:00
MajorCooke
33f83cc7f9 Added Blue Shadow's A_SpawnItemEx changes: (2/2)
SXF_TRANSFERALPHA and SXF_TRANSFERRENDERSTYLE
2014-09-19 14:17:24 -05:00
Christoph Oelckers
07ef7d3d59 Merge branch 'master' into v2.x 2014-09-14 23:07:30 +02:00
Christoph Oelckers
60ff6c5f07 Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-14 23:06:57 +02:00
Christoph Oelckers
f9741f1047 - added a compatibility option for Hexen's MAP04 to change the z-position of 4 quartz flasks that get lowered into a pool of lava but were incorrectly positioned 48 map units above the floor. 2014-09-13 12:20:06 +02:00
Christoph Oelckers
acf6c259d8 - changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette. 2014-09-09 13:21:36 +02:00
Christoph Oelckers
d5633701b4 - swapped order of textures in burn shader to avoid some problems with the texture samplers.
- fixed: texture sampler state for the burn texture was never set.
2014-09-09 10:17:44 +02:00
Christoph Oelckers
9b8869e78d Merge branch 'master' into v2.x
Conflicts:
	src/gl/textures/gl_material.cpp
2014-09-09 01:30:11 +02:00
Christoph Oelckers
86d9c7ec8e - add some compatibility settings to fix rendering glitches in BTSX_E1 MAP12. 2014-09-09 01:27:41 +02:00
Christoph Oelckers
0ff061b928 Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-08 22:55:37 +02:00
Christoph Oelckers
3d2646cbae Merge branch 'master' of https://github.com/rheit/zdoom 2014-09-08 13:02:39 +02:00
Christoph Oelckers
cfd24f438f - jpalomo's A_Saw flags submission. 2014-09-08 13:02:05 +02:00
Braden Obrzut
49382a2a14 - Added detection for The Adventures of Sqaure (based off MTrop's submission).
- IWADINFO no longer requires a mapinfo to be specified.
2014-09-04 19:36:08 -04:00
Christoph Oelckers
b96dd6c421 - fixed: The missing fourth component of the texture coordinate must be filled with 1.0, not 0.0 before applying the texture matrix. Not doing so will cancel out the translation part of the matrix. 2014-09-02 10:31:48 +02:00
Christoph Oelckers
12160bd29c - remove some obsolete code from decal rendering.
- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.
2014-08-30 15:34:14 +02:00
Christoph Oelckers
8f238f8d32 - fixed: the Revenant's frame duration in its missile state were wrong. 2014-08-27 11:06:12 +02:00
Christoph Oelckers
7a727b6807 Merge branch 'master' into v2.x 2014-08-21 13:44:41 +02:00
Christoph Oelckers
816999109e Merge branch 'master' of https://github.com/rheit/zdoom 2014-08-21 13:42:43 +02:00
Christoph Oelckers
eebd5c9d4d - fixed bad edit in linedef translation. 2014-08-21 13:38:47 +02:00
Christoph Oelckers
df0d3543a8 - fixed: *ALL* original ceiling crushers, not just type 49, require a distance of 8 to the floor for the destination height. For the silent types this required a new action special, Ceiling_CrushAndRaiseSilentDist. This change only affects the XLAT mapping, the Hexen format types behave as before.
- removed the redundant internal ceilCrushAndRaiseDist ceiling movement type. It was precisely the same as ceilCrushAndRaise in all details.
2014-08-21 13:01:12 +02:00
Christoph Oelckers
c98e3ca99d Merge branch 'master' into v2.x 2014-08-03 10:58:41 +02:00
Christoph Oelckers
1b55c17379 Merge branch 'master' of https://github.com/rheit/zdoom 2014-08-03 10:08:05 +02:00
Christoph Oelckers
a1b579e5fc - added menu entry for newly added hud_showweapons CVAR. 2014-08-03 01:20:12 +02:00
Christoph Oelckers
a8e9c1832f - decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.

So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.

This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 22:42:39 +02:00
Christoph Oelckers
7967082e60 - use the light buffer to handle dynamic lighting. 2014-08-01 20:59:39 +02:00
Christoph Oelckers
01a1e10084 Merge branch 'master' into Glew_Version_For_Real 2014-07-31 00:59:56 +02:00