Rachael Alexanderson
6a550c89a9
Merge https://github.com/rheit/zdoom
2016-12-24 18:22:14 -05:00
Christoph Oelckers
287974968a
- renamed A_FireCustomMissile and added a deprecated compatibility wrapper to deal with the inverted pitch this function used.
2016-12-24 16:34:45 +01:00
Christoph Oelckers
d4c0ee9e43
- address bad use of pitch in A_CustomMissile.
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This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
2016-12-24 14:46:34 +01:00
Rachael Alexanderson
4755d56bbe
Merge https://github.com/rheit/zdoom
2016-12-24 02:31:38 -05:00
Magnus Norddahl
2bb2395569
Add menu option to enable dynamic lights (independent of the OpenGL setting so that you can have it on in OpenGL and off in Software)
2016-12-23 23:44:52 +01:00
Christoph Oelckers
4fcf9933f0
- copy target to a local variable in A_VileAttack so that it remains accessible if A_Explode destroys the actor.
2016-12-23 16:34:02 +01:00
Rachael Alexanderson
fa66ca214e
Merge https://github.com/coelckers/gzdoom
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# Conflicts:
# src/win32/zdoom.rc
2016-12-22 06:24:47 -05:00
Christoph Oelckers
3b823fa3eb
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# wadsrc/static/compatibility.txt
2016-12-22 11:29:44 +01:00
Christoph Oelckers
36f87b7135
- removed gl_light_ambient.
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This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
2016-12-22 11:14:13 +01:00
Rachael Alexanderson
978152f483
Merge https://github.com/rheit/zdoom
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# Conflicts:
# wadsrc/static/compatibility.txt
2016-12-19 08:16:41 -05:00
alexey.lysiuk
f6b0f2648c
Cleared staircase to secret area in Ultimate Doom E4M3
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Only the final room with goodies is marked as secret
2016-12-19 12:18:43 +01:00
alexey.lysiuk
28a23d4ff3
Removed unreachable secrets from Doom IWADs
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See https://forum.zdoom.org/viewtopic.php?t=54632
2016-12-19 12:18:43 +01:00
Rachael Alexanderson
bedf4bccea
Merge commit '1fa37aaeb79d3ab1e5d4aa2b4376130e9f4826fb'
2016-12-18 20:55:45 -05:00
Major Cooke
1bcebb091a
Added option to check the location for resizing, changing the return into a bool.
2016-12-18 11:59:24 +01:00
Major Cooke
3023af8223
- Added A_SetSize(double newradius, double newheight = -1).
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- Changes the calling actor's radius and height.
2016-12-18 11:59:24 +01:00
Christoph Oelckers
98e549246d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-17 17:39:57 +01:00
Rachael Alexanderson
b50ff986a6
Merge https://github.com/rheit/zdoom
2016-12-12 08:26:19 -05:00
Christoph Oelckers
f3762934e3
- fixed: A_AlertMonsters lost one 'self.' during conversion.
2016-12-12 12:50:17 +01:00
Rachael Alexanderson
1a111f48bc
Merge https://github.com/rheit/zdoom
2016-12-11 16:46:08 -05:00
Christoph Oelckers
71fd949f26
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-11 14:45:42 +01:00
Christoph Oelckers
0f9758bb75
- fixed some conversion errors in A_StalkerLookInit.
2016-12-11 13:17:50 +01:00
Christoph Oelckers
40355f6298
- allow A_M_Refire to be called without state label because this seems to have been used in existing DECORATE mods. This way of calling it will revert to the old behavior of jumping one state forward instead of to a state label.
2016-12-11 13:07:25 +01:00
Christoph Oelckers
898e2900b3
- more fixes in blastradius.txt.
2016-12-11 12:42:55 +01:00
Christoph Oelckers
2b24fee53d
- fixed: A_BlastRadius accessed the player's ReadyWeapon before ensuring it got called from a player.
2016-12-11 12:37:12 +01:00
Christoph Oelckers
aa758159c9
- renamed Actor.NoiseAlert to Actor.SoundAlert to deconflict with the same-named action special.
2016-12-11 12:10:05 +01:00
Rachael Alexanderson
4eef1d99ee
Merge https://github.com/rheit/zdoom
2016-12-10 15:46:35 -05:00
Christoph Oelckers
952e47cfe4
- renamed internal MELEERANGE constant to deconflict with Actor's MeleeRange member.
2016-12-10 16:36:19 +01:00
Rachael Alexanderson
c109ebf7cb
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-12-09 03:00:02 -05:00
Christoph Oelckers
14400c41b6
Merge branch 'zmaster'
2016-12-08 17:53:41 +01:00
Christoph Oelckers
a4d2468d34
- disable weapon interpolation for offset changes.
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This has been causing far too many problems so now it will only be done if a A_Weaponoffset is either used with WOF_ADD or WOF_INTERPOLATE.
2016-12-08 17:52:59 +01:00
Rachael Alexanderson
dc07c2075f
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-12-08 07:47:33 -05:00
alexey.lysiuk
3aac058022
Fixed loading of Hexen and Strife
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Names in sprite offsets files for these IWADs contain '[' and '\' characters and such names need to be quoted
2016-12-08 12:07:12 +02:00
Rachael Alexanderson
40b68bfea0
Merge branch 'master' of https://github.com/coelckers/gzdoom
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# Conflicts:
# src/CMakeLists.txt
2016-12-07 23:12:42 -05:00
Christoph Oelckers
1e950d75bd
- made dynamic light attenuation completely opt-in. This can be done either by setting a MAPINFO option for lights that do not automatically specify it and with a light property. The light property will always take precedence, if set.
2016-12-07 23:17:18 +01:00
Rachael Alexanderson
a78b713f4b
Merge https://github.com/coelckers/gzdoom
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# Conflicts:
# src/v_video.cpp
2016-12-06 18:19:08 -05:00
Christoph Oelckers
e41e404143
Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
2016-12-06 12:33:52 +01:00
Christoph Oelckers
b2d1b0d7a6
- fixed: FTranslatedLineTarget::angleFromSource returned the attack angle, not the angle between actors when returned from P_LineAttack.
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For most attack functions this is wrong, it's only the Hexen fighter attack needing this particular value, so it has been split up into two return values now.
2016-12-06 11:04:54 +01:00
Christoph Oelckers
092461ed34
- make dynamic object casts a dedicated VM instruction instead of a builtin function.
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This can see some heavy use in iterators where saving several hundreds of function calls can be achieved. In these cases, using a function to do the job will become a significant time waster.
2016-12-05 14:52:34 +01:00
Christoph Oelckers
ebdc672985
- fixed: A_Saw was using the wrong angle for adjusting the facing direction at the end.
2016-12-04 10:45:20 +01:00
Christoph Oelckers
94287518e0
- added a virtual CanCollideWith script method that can be overridden to do class specific collision checks.
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This will get called for both actors taking part in a collision, if one of the two calls returns false it will immediately abort PIT_CheckThing with no collision taking place at all.
2016-12-04 10:13:36 +01:00
Christoph Oelckers
834802def3
- sanitized the old sprite offset adjustment feature and used it to redefine offsets for some sprites that have really bad ones.
2016-12-03 19:49:32 +01:00
Rachael Alexanderson
244eaa99b3
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-03 13:23:28 -05:00
Christoph Oelckers
fbc8d0e83c
Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
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# Conflicts:
# wadsrc/static/zscript.txt
2016-12-03 18:51:10 +01:00
Christoph Oelckers
6a4f867c91
Merge branch 'master' into zscript
2016-12-03 15:54:18 +01:00
Christoph Oelckers
5117b32431
- fixed: The math for emulating the old slop overflow was not correct and made the affected sectors in void.wad display incorrectly.
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- set compat_polyobj for void.wad because its polyobjects glitch quite a bit with the normal setting.
2016-12-03 14:42:06 +01:00
Christoph Oelckers
0da233a664
changed ZScript include mechanism.
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* It will now use #include, just like most other definition formats and can be mixed with regular definitions. However, due to how the Lemon-generated parser works this will not recursively pull in all files, but store them in a list and process them sequentially. Functionally this shouldn't make a difference, because ZScript is mostly order-independent - the only thing where order is important is native classes, but these are completely internal to zdoom.pk3 where proper order is observed.
2016-12-03 13:16:09 +01:00
Rachael Alexanderson
c95372052c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-02 16:39:50 -05:00
Christoph Oelckers
211d9d92a1
Merge branch 'master' into zscript
2016-12-02 21:14:56 +01:00
Christoph Oelckers
87d2991256
- removed all cluster music definitions so that the default from the gameinfo section can be used to change it.
2016-12-02 20:13:30 +01:00
Christoph Oelckers
fbf8084999
- corrected the export signatures of several script exports to contain the correct classes, so that the fudging in FindFunction could be removed.
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- fixed PARAM_ACTION_PROLOGUE to assign correct types to the implicit pointers. It gave the actual class to the wrong one, which until now did not matter because all functions were using 'Actor', regardless of actual class association.
- fixed the definition of IceChunk and removed some redundant code here. Since A_FreezeDeathChunks already calls SetState, which in turn calls the state's action function, there is no need to call it again explicitly.
2016-12-02 18:52:58 +01:00