Commit graph

  • 43d3e3e5c3 Assigned barrier sides to Event structures, added clearscope to ConsoleProcess because it handles both sides ZZYZX 2017-03-03 23:17:21 +0200
  • f4a546aee6 Moved menus to ui side, moved AlterWeaponSprite to ui side, moved StaticEventHandler to play side (except ui virtuals) ZZYZX 2017-03-03 23:15:18 +0200
  • 421f78c771 Fixed potential crash with new() in anonymous functions (is that even allowed?); Added compile-time check for disallowed new() ZZYZX 2017-03-03 22:52:35 +0200
  • 3a57a9809f Removed nonew class modifier ZZYZX 2017-03-03 22:42:12 +0200
  • 78533cc316 Fixed: the name of accessed field is now properly retrieved in FxStructMember::RequestAddress ZZYZX 2017-03-03 22:38:33 +0200
  • fd20e1d78f - allow hooking custom serializers into PPointer so that serializable types can be handled without having to create new type classes which would be a bit unwieldy thanks to how the type system works. Christoph Oelckers 2017-03-03 20:11:13 +0100
  • 6f93dcc01f Merge branch 'master' of https://github.com/coelckers/gzdoom nashmuhandes 2017-03-04 03:10:00 +0800
  • c630b07011 - replaced SDWORD with int32_t globally. Christoph Oelckers 2017-03-03 19:35:08 +0100
  • f563a296c2 - added an ACS ScriptCall function. So far only superficially tested. Christoph Oelckers 2017-03-03 19:23:27 +0100
  • 217bcb847d - fixed: When the savegame code errors out, some cleanup is required in G_DoSaveGame. Christoph Oelckers 2017-03-03 19:19:19 +0100
  • 7736e42740 - fixed: The respawn event handler was not called for a regular in-game respawn, only for a cheat resurrection. Christoph Oelckers 2017-03-03 18:53:11 +0100
  • 6055f136d8 Make sure SwapInterval is only ever called while the default frame buffer is bound to avoid problems with some drivers Magnus Norddahl 2017-03-03 16:30:04 +0100
  • 53c638a2a0 Merge branch 'master' of https://github.com/coelckers/gzdoom nashmuhandes 2017-03-03 23:41:56 +0800
  • b3a69e1df8 Merge https://github.com/coelckers/gzdoom Rachael Alexanderson 2017-03-02 18:13:33 -0500
  • 0d1deddae5 Bind shadow map texture for main.fp and sample from the shadowmap texture Magnus Norddahl 2017-03-02 19:10:57 +0100
  • 1761da6079 - fixed: AActor::Howl checked HowlSound for the wrong type. Christoph Oelckers 2017-03-02 18:40:01 +0100
  • 8253b91d97 - fixed: The stair and donut builders did not initialize FFloor::m_Instant. Christoph Oelckers 2017-03-02 18:18:34 +0100
  • 538d516c9a Upload shadow map index for each light to main.fp Move storage buffer binding location Magnus Norddahl 2017-03-02 18:07:47 +0100
  • d450deee76 Generate shadow map for lights Magnus Norddahl 2017-03-02 16:08:15 +0100
  • 62c285f7b3 Create a shadowmap texture and upload light list Magnus Norddahl 2017-03-01 17:17:33 +0100
  • 7a4b01471d Add class updating and managing the shadow map texture Magnus Norddahl 2017-03-01 04:05:54 +0100
  • 6363c6cf58 Add a shadowmap shader Magnus Norddahl 2017-03-01 03:33:53 +0100
  • 58c7c3c902 Upload BSP tree to the GPU Magnus Norddahl 2017-03-01 02:46:03 +0100
  • d298cc7414 Merge branch 'master' of https://github.com/coelckers/gzdoom nashmuhandes 2017-03-02 22:15:28 +0800
  • e64f1e645d - exported constants for SetGlobalFogParameter to ZScript. Christoph Oelckers 2017-03-02 13:14:16 +0100
  • 62dd810a4e - fixed: A_ProgrammerMelee damaged the caller, not the target. Christoph Oelckers 2017-03-02 13:09:25 +0100
  • 26f7902c3f - fixed: If player is killed by world, attacker was not checked for nullptr, causing a crash. Rachael Alexanderson 2017-03-02 06:27:18 -0500
  • ff88ecd3f0 - a bit more reordering for another minor performance gain. Christoph Oelckers 2017-03-02 12:55:04 +0100
  • 4dc0599a6c - did a bit of reordering AActor's variables to group the ones together which are accessed by the renderer. Tested with some actor-heavy maps this does provide a small, approx 3-4% speedup in the OpenGL sprite processing function. Christoph Oelckers 2017-03-02 12:37:25 +0100
  • 3532e50575 - check for RF_MASKROTATION before calling IsInsideVisibleAngles, because it is a bit faster this way. Christoph Oelckers 2017-03-02 12:14:00 +0100
  • cfda1a49d4 - forgot to save the last fix for the previous commit. - let the script compiler also output the size of the allocated data for the script functions in addition to the actual code size. Christoph Oelckers 2017-03-02 11:58:30 +0100
  • b194ba205a - backported Zandronum's MaxHealth base class for the MaxHealthBonus item. Christoph Oelckers 2017-03-02 11:39:52 +0100
  • 00dc59ebdc - separated the blood translation index from the BloodColor variable to allow more than 255 blood translations and as a prerequisite for allowing to change the blood color. Christoph Oelckers 2017-03-02 10:26:23 +0100
  • d84ba4b953 Merge https://github.com/coelckers/gzdoom Rachael Alexanderson 2017-03-02 04:22:32 -0500
  • 59bd4d608c - fixed: Be a bit more paranoid about what to consider a mod with an empty top-level directory. Christoph Oelckers 2017-03-02 09:59:25 +0100
  • 384accbc86 Fixed name and placement of 'All except doors' localized string alexey.lysiuk 2017-03-02 10:12:11 +0200
  • 3c21ca9cb1 - added a compatibility option to move vertices and applied it to E1M6 of Masters of Chaos. Christoph Oelckers 2017-03-01 22:06:39 +0100
  • 9b2f31e692 - had to add a hack because some people had to exploit implementation-dependent behavior of the PulseLight type. Christoph Oelckers 2017-03-01 20:54:37 +0100
  • 0de79042d4 - fixed: 'Bloodtype' cannot use the generic property definition because it needs special handling for optional arguments. This reinstates the native handler. Christoph Oelckers 2017-03-01 20:20:46 +0100
  • b5d4a59465 - fixed: Meta properties must not be serialized. Christoph Oelckers 2017-03-01 20:09:50 +0100
  • bb3a2b25ff Merge branch 'qzdoom-gpuswitch' Rachael Alexanderson 2017-03-01 10:26:15 -0500
  • 4ebd25171c - Implemented a simple graphics switch. This currently affects NVidia Optimus-enabled notebooks only. Rachael Alexanderson 2017-03-01 09:46:31 -0500
  • 0583691670 Add bash-style console shortcuts Matthew McAllister 2017-02-19 06:08:50 -0800
  • 5e5f88b629 Merge commit '5aec906' into testmaster Rachael Alexanderson 2017-02-28 21:34:36 -0500
  • d6169ea75e Merge https://github.com/coelckers/gzdoom Rachael Alexanderson 2017-02-28 18:55:17 -0500
  • cb295e0441 - added parameter to PLayerPawn::GetMaxHealth to return the real maximum health, including stamina upgrades. Christoph Oelckers 2017-03-01 00:04:17 +0100
  • 12915b5f6e - use an inventory flag to decide what items are slipped by DF_NO_HEALTH and DF_NO_ARMOR. With all the changes over the last 10 years this had become too spotty. - use an enum type for ItemFlags, just like it was done for actor flags. Since the flag word is almost full it may soon be necessary to add a second one and then this kind of security check may become necessary. Christoph Oelckers 2017-02-28 21:45:47 +0100
  • dc6c91042b - fixed misordered ACS functions. Christoph Oelckers 2017-02-28 18:47:18 +0100
  • 314a642527 Merge branch 'meta' Christoph Oelckers 2017-02-28 14:47:00 +0100
  • bb1709228c Changed FOV from a CCMD to a CVar, allowing players' FOV settings to persist. Also exported SetFOV to PlayerInfo for ZScript. nashmuhandes 2017-02-28 18:23:40 +0800
  • 5f6da0d222 fixed double allocation of metadata. Christoph Oelckers 2017-02-28 14:44:18 +0100
  • 168627f549 - native meta variables are not needed anymore. They were only a temporary aid to properly handle this, but now all have been redone. Christoph Oelckers 2017-02-28 14:38:50 +0100
  • bc0ffc4185 - removed access to the PlayerPawn's DisplayName variable. This one has implicit semantics, so wherever a displayable name is needed GetPrintableDisplayName should be called instead to allow later refactoring of the internal handling. Christoph Oelckers 2017-02-28 14:33:46 +0100
  • fc125f7eaf - reworked the obituary system to use scripted virtual overrides. Let's hope this solves the problems with the original code, now that any actor needing special treatment can override it. Christoph Oelckers 2017-02-28 14:30:14 +0100
  • 851984efe0 - made GetDeathHeight a virtual scripted function. - made GetGibHealth a virtual scripted function. - removed a few more native meta properties. Christoph Oelckers 2017-02-28 13:40:46 +0100
  • d5250d6b9f - made WoundHealth modifiable to allow more control over the wound state. Christoph Oelckers 2017-02-28 12:56:35 +0100
  • 2a4a5e7a70 - refactored a few more native meta properties. Christoph Oelckers 2017-02-28 12:47:44 +0100
  • 1311f08f47 - scriptified Actor.GetBloodType as a virtual function to allow mods more flexibility here. - made CameraHeight a modifiable actor property - it was readonly before. - allow accessing the type constants from ZScript, this required quite a bit of explicit coding because the type system has no capabilities to search for basic types by name. Christoph Oelckers 2017-02-28 12:11:25 +0100
  • b6a1fe7fc6 - scriptified the basic attack functions, its properties and the explosion properties to test the new metadata system. Christoph Oelckers 2017-02-28 10:51:32 +0100
  • 5aec906031 Merge https://github.com/coelckers/gzdoom Rachael Alexanderson 2017-02-28 04:46:23 -0500
  • a93a7e1cac - handle player meta properties. Christoph Oelckers 2017-02-28 01:23:12 +0100
  • 4a87a598fb - do floatification of the UDMF Health property as it should have been. Christoph Oelckers 2017-02-28 00:59:09 +0100
  • 78a66e001a - properly handle all meta properties for inventory items. Christoph Oelckers 2017-02-28 00:45:16 +0100
  • f343d36ea9 - implemented the basics of a working metadata system. Christoph Oelckers 2017-02-27 23:28:19 +0100
  • 3700dea336 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." Christoph Oelckers 2017-02-27 22:05:20 +0100
  • d5d383ee93 - added Floor_Stop and Ceiling_Stop action specials. Christoph Oelckers 2017-02-27 21:31:59 +0100
  • 1ff4016498 - added ACS math functions floor, ceil and round. Christoph Oelckers 2017-02-27 20:42:12 +0100
  • e511f7f84b - added a damage type parameter to MDK CCMD. Christoph Oelckers 2017-02-27 20:07:21 +0100
  • ac4074a69a - allow sprites and particles simultaneously for puffs. Christoph Oelckers 2017-02-27 19:51:37 +0100
  • 321c846d01 - added StealthAlpha actor property for defining a minimum visibility value of a stealth monster. Christoph Oelckers 2017-02-27 19:46:27 +0100
  • f82ab889b2 - added ACS strarg function which can convert a string into a string argument for ACS specials. Christoph Oelckers 2017-02-27 18:44:58 +0100
  • 4bcbd5c011 - 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. Christoph Oelckers 2017-02-27 18:35:29 +0100
  • 869de7554f - fixed: Opening automap without 2D acceleration and rgb666 blending crashed due to bad color calculations. (Attempted to pass rgb888 values into rgb666 array) Rachael Alexanderson 2017-02-27 12:15:17 -0500
  • e9364fccb8 - Fixed: voxels were not properly remapped after "restart" ccmd Rachael Alexanderson 2017-02-27 12:02:46 -0500
  • 4a9845a6c0 - Fixed: voxels were not properly remapped after "restart" ccmd Rachael Alexanderson 2017-02-27 12:02:46 -0500
  • cc598dfdde - 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. Christoph Oelckers 2017-02-27 15:16:03 +0100
  • 78538ed9ef - missed an else. Christoph Oelckers 2017-02-27 14:53:39 +0100
  • fa6a94f789 Merge https://github.com/coelckers/gzdoom Rachael Alexanderson 2017-02-27 08:22:53 -0500
  • bd61e9f3f4 - Disabled dynlights during invulnerability/lightamp (or any FixedColormap or FixedLightLevel) Rachael Alexanderson 2017-02-27 08:20:26 -0500
  • f9f9f2d5fc - added selfdamagefactor actor property. Christoph Oelckers 2017-02-27 11:22:51 +0100
  • e84a2899f9 - this needs one more check. Christoph Oelckers 2017-02-27 10:52:29 +0100
  • 073e63ed04 - 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. Christoph Oelckers 2017-02-27 10:50:21 +0100
  • 0c660ff29c - added an option to add elements to an existing options menu. Christoph Oelckers 2017-02-27 10:37:47 +0100
  • fcde3a6f6a Merge branch 'master' of https://github.com/coelckers/gzdoom nashmuhandes 2017-02-27 15:52:05 +0800
  • 2a847ca570 Merge https://github.com/coelckers/gzdoom Rachael Alexanderson 2017-02-27 01:06:00 -0500
  • 720e05d131 - 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. Christoph Oelckers 2017-02-27 02:31:19 +0100
  • 3a5124e10e - fixed: TakeInventory needs to check for subclasses of PowerInfiniteAmmo. Christoph Oelckers 2017-02-27 02:09:56 +0100
  • c7cf619ff4 - Caution: Wads.GetLumpName with a char pointer is stupid because it doesn't 0-terminate its return. Christoph Oelckers 2017-02-27 01:58:21 +0100
  • cb0768ffef Merge branch 'master' of https://github.com/coelckers/gzdoom nashmuhandes 2017-02-27 08:55:59 +0800
  • 1e1194a669 - 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. Christoph Oelckers 2017-02-27 01:53:51 +0100
  • c8445703ac - 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. Christoph Oelckers 2017-02-27 01:41:27 +0100
  • 13c3e512d7 Merge branch 'master' of https://github.com/coelckers/gzdoom nashmuhandes 2017-02-27 08:25:07 +0800
  • 1ed2a0baf9 - fixed: The intermission screen did not show 'entering' for cluster-less maps. Christoph Oelckers 2017-02-26 23:49:53 +0100
  • e4e023e59a - 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. Christoph Oelckers 2017-02-26 23:21:56 +0100
  • 0514a997db - added a new argument to GlassBreak to allow it to spawn other types of debris than GlassJunk by passing a spawn ID. Christoph Oelckers 2017-02-26 23:07:16 +0100
  • 8c30ca213d - 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. Christoph Oelckers 2017-02-26 22:55:36 +0100
  • f918a9d9a7 - added a BOUNCE_NotOnShootables flag that hopefully helps addressing the biggest glitch in the bouncing code. Christoph Oelckers 2017-02-26 22:31:43 +0100
  • 80e9763d64 - added a NOMENU option for skills. Christoph Oelckers 2017-02-26 22:10:35 +0100
  • 51b5b327ef - fixed constant names. Christoph Oelckers 2017-02-26 21:38:08 +0100
  • 3d500f0495 - added default obituaries for damage types. Christoph Oelckers 2017-02-26 21:36:06 +0100