Rachael Alexanderson
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5aec906031
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Merge https://github.com/coelckers/gzdoom
# Conflicts:
# src/version.h
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2017-02-28 04:46:23 -05:00 |
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Christoph Oelckers
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4a87a598fb
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- do floatification of the UDMF Health property as it should have been.
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2017-02-28 00:59:09 +01:00 |
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Christoph Oelckers
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3700dea336
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Revert "- the UDMF health key for actors was not correctly implemented. This addresses the problem by adding a second one and documenting 'Health' as implemented."
This reverts commit e4e023e59a .
(This was nonsense.)
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2017-02-27 22:05:20 +01:00 |
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Christoph Oelckers
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d5d383ee93
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- added Floor_Stop and Ceiling_Stop action specials.
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2017-02-27 21:31:59 +01:00 |
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Christoph Oelckers
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1ff4016498
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- added ACS math functions floor, ceil and round.
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2017-02-27 20:42:12 +01:00 |
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Christoph Oelckers
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e511f7f84b
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- added a damage type parameter to MDK CCMD.
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2017-02-27 20:07:21 +01:00 |
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Christoph Oelckers
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ac4074a69a
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- allow sprites and particles simultaneously for puffs.
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2017-02-27 19:51:37 +01:00 |
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Christoph Oelckers
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321c846d01
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- added StealthAlpha actor property for defining a minimum visibility value of a stealth monster.
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2017-02-27 19:46:27 +01:00 |
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Christoph Oelckers
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f82ab889b2
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- added ACS strarg function which can convert a string into a string argument for ACS specials.
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2017-02-27 18:44:58 +01:00 |
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Christoph Oelckers
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4bcbd5c011
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- clear WF_WEAPONBOBBING in P_FireWeapon, because otherwise the first frame of the fire animation will be drawn in the current bobbing position and not centered.
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2017-02-27 18:38:01 +01:00 |
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Rachael Alexanderson
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869de7554f
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- fixed: Opening automap without 2D acceleration and rgb666 blending crashed due to bad color calculations. (Attempted to pass rgb888 values into rgb666 array)
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2017-02-27 12:15:17 -05:00 |
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Rachael Alexanderson
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e9364fccb8
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- Fixed: voxels were not properly remapped after "restart" ccmd
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2017-02-27 18:12:49 +01:00 |
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Rachael Alexanderson
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4a9845a6c0
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- Fixed: voxels were not properly remapped after "restart" ccmd
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2017-02-27 12:02:46 -05:00 |
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Christoph Oelckers
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cc598dfdde
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- fixed: To get the final error handling from the serializer, Close must be called before the destructor gets invoked.
- added line feeds to all error messages in the serializer.
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2017-02-27 15:16:03 +01:00 |
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Christoph Oelckers
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78538ed9ef
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- missed an else.
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2017-02-27 14:53:39 +01:00 |
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Rachael Alexanderson
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fa6a94f789
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Merge https://github.com/coelckers/gzdoom
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2017-02-27 08:22:53 -05:00 |
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Rachael Alexanderson
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bd61e9f3f4
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- Disabled dynlights during invulnerability/lightamp (or any FixedColormap or FixedLightLevel)
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2017-02-27 08:20:26 -05:00 |
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Christoph Oelckers
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f9f9f2d5fc
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- added selfdamagefactor actor property.
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2017-02-27 11:22:51 +01:00 |
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Christoph Oelckers
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e84a2899f9
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- this needs one more check.
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2017-02-27 10:52:29 +01:00 |
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Christoph Oelckers
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073e63ed04
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- Added a check for all z-movement for floor huggers so that it doesn't skip all the height checks if +NODROPOFF is also given.
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2017-02-27 10:50:21 +01:00 |
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Christoph Oelckers
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0c660ff29c
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- added an option to add elements to an existing options menu.
Note that for list menus this does not exist because they require complete setup to work as intended.
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2017-02-27 10:37:47 +01:00 |
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Rachael Alexanderson
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2a847ca570
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Merge https://github.com/coelckers/gzdoom
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2017-02-27 01:06:00 -05:00 |
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Christoph Oelckers
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720e05d131
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- fixed memory leak in DEM_NETEVENT.
- added handling for DEM_NETEVENT to SkipCommand.
- keep the data of DEM_NETEVENT at a fixed length to simplify handling.
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2017-02-27 02:31:19 +01:00 |
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Christoph Oelckers
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3a5124e10e
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- fixed: TakeInventory needs to check for subclasses of PowerInfiniteAmmo.
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2017-02-27 02:09:56 +01:00 |
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Christoph Oelckers
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c7cf619ff4
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- Caution: Wads.GetLumpName with a char pointer is stupid because it doesn't 0-terminate its return.
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2017-02-27 01:58:21 +01:00 |
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Christoph Oelckers
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1e1194a669
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- fixed: Dp mot strip the top level folder name in Zips if they only contain one entry or if the first entry isn't a directory.
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2017-02-27 01:53:51 +01:00 |
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Christoph Oelckers
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c8445703ac
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- added a workaround for the 'cannot split a seg' error in the node builder: In order to prevent all segs from ending up on the same side it will now force the bogus seg onto the other side of the node - regardless of whether this is correct or not, because the most important thing here is that the set of segs gets split to prevent the node builder from ending up in an endless recursion trying to split the same set of data and endlessly failing.
Note that this is not a fix, it's merely a countermeasure to avoid the crash in ZPack's E2M6 which this seems to achieve.
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2017-02-27 01:41:27 +01:00 |
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Christoph Oelckers
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1ed2a0baf9
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- fixed: The intermission screen did not show 'entering' for cluster-less maps.
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2017-02-26 23:49:53 +01:00 |
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Christoph Oelckers
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e4e023e59a
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- the UDMF health key for actors was not correctly implemented. This addresses the problem by adding a second one and documenting 'Health' as implemented.
- fixed: Several ZDoom-exclusive actor keys did not check the current namespace.
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2017-02-26 23:21:56 +01:00 |
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Christoph Oelckers
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0514a997db
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- added a new argument to GlassBreak to allow it to spawn other types of debris than GlassJunk by passing a spawn ID.
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2017-02-26 23:07:16 +01:00 |
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Christoph Oelckers
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8c30ca213d
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- allow loading of zips that have one root folder with all content contained within this folder. This top level's folder name will be stripped out from all file names, unless it is a special name that maps to a known namespace.
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2017-02-26 22:55:36 +01:00 |
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Christoph Oelckers
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f918a9d9a7
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- added a BOUNCE_NotOnShootables flag that hopefully helps addressing the biggest glitch in the bouncing code.
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2017-02-26 22:31:43 +01:00 |
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Christoph Oelckers
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80e9763d64
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- added a NOMENU option for skills.
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2017-02-26 22:10:35 +01:00 |
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Christoph Oelckers
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51b5b327ef
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- fixed constant names.
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2017-02-26 21:38:08 +01:00 |
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Christoph Oelckers
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3d500f0495
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- added default obituaries for damage types.
Note that this is only implemented for the new official way of doing this in MAPINFO, but not in DECORATE!
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2017-02-26 21:36:06 +01:00 |
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Christoph Oelckers
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f6dd99d3aa
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- added A_Morph function.
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2017-02-26 21:20:47 +01:00 |
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Christoph Oelckers
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24a505ed36
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- fixed: The internal and scripted morph flags did not match.
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2017-02-26 21:10:53 +01:00 |
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Christoph Oelckers
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346ada76bc
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- allow blocking controller input in the menu.
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2017-02-26 20:59:24 +01:00 |
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Christoph Oelckers
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8cac2d8c84
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- added a NOATTACK sector flag which prevents monsters from going to their attack states if present.
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2017-02-26 20:27:02 +01:00 |
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Christoph Oelckers
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9aff224891
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- allow a link between the same sector's floor and ceiling.
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2017-02-26 20:11:24 +01:00 |
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Christoph Oelckers
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0eebaf9f6b
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- allow nightmare respawn if the current state has the 'canraise' flag.
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2017-02-26 20:06:16 +01:00 |
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Christoph Oelckers
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7a1f36bfb0
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- added RF_DONTINTERPOLATE flag.
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2017-02-26 20:01:39 +01:00 |
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Rachael Alexanderson
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8c46ab40b1
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Merge https://github.com/coelckers/gzdoom
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2017-02-26 13:42:12 -05:00 |
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Christoph Oelckers
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4d043f086e
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- missed a spot.
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2017-02-26 19:41:39 +01:00 |
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Rachael Alexanderson
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7a5df2bc28
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Merge commit 'b0eb19b'
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2017-02-26 13:41:02 -05:00 |
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Christoph Oelckers
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7267e608cf
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- added kickback factor skill property.
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2017-02-26 19:37:25 +01:00 |
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Christoph Oelckers
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b0eb19bbc8
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- added an option to define untranslated fonts through FONTDEFS. Note that due to how the fonts work they cannot be colorized AT ALL!
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2017-02-26 19:29:27 +01:00 |
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Christoph Oelckers
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0cc46a2aaf
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- added a FORCEINFIGHTING flag.
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2017-02-26 19:05:20 +01:00 |
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Christoph Oelckers
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92b916fd5d
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- fixed: ACS's SetMugshotState function was essentially broken in multiplayer because it contained no checks if the script's activator is connected to the current console player.
Ideally this should also be fixed for singleplayer but that would probably break half the mods using this function...
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2017-02-26 18:49:40 +01:00 |
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Christoph Oelckers
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fb3d4bd42a
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- added A_SetMugshotState.
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2017-02-26 18:46:06 +01:00 |
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