alexey.lysiuk
869e168495
'no monsters' option is no longer ignored in ACS Spawn functions
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See http://forum.zdoom.org/viewtopic.php?t=46459
2015-10-18 15:54:07 +03:00
alexey.lysiuk
916b5f796d
Updated list of video resolutions for Cocoa backend
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Added resolutions for iMac Retina 4K 21.5"
Added comments about a few resolutions specific to Macs
2015-10-14 13:17:21 +03:00
Edoardo Prezioso
4cd793ca2f
- Fixed broken projectile firing projectiles code.
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This went unnoticed since ZDoom 2.0.90, which introduced the bug. Discovered with the recent TFlags improvements.
2015-10-13 09:13:37 +02:00
Edoardo Prezioso
6678c3550e
- Improve the TFlags code and fix the new errors.
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The previous version didn't detect some real mistakes in code which used operator& with the wrong flagset (for now 'converted' to the correcly equivalent counterpart, waiting for the proper fix).
2015-10-13 00:30:06 +02:00
coelckers
72445667e3
Merge pull request #412 from MajorCooke/Iceshatter
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ICESHATTER Flag
2015-10-11 19:45:01 +02:00
MajorCooke
380b5c1eb7
- Added ICESHATTER flag.
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- Any inflictor with this flag can break ice corpses
2015-10-11 09:10:33 -05:00
coelckers
c1496ea1bf
Merge pull request #390 from MajorCooke/SetPainThreshold
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- Added A_SetPainThreshold for the calling actor('s pointer).
2015-10-11 15:55:32 +02:00
alexey.lysiuk
fe61b8064a
Fixed MSVC warning in a_randomspawner.cpp
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...\src\g_shared\a_randomspawner.cpp(32): warning C4800: 'DWORD' : forcing value to bool 'true' or 'false' (performance warning)
See http://forum.zdoom.org/viewtopic.php?t=49737
2015-10-11 09:28:38 +03:00
coelckers
ba651ebff7
Merge pull request #410 from MajorCooke/CloserZDisable
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A_JumpIfCloser Z Check Toggle
2015-10-10 23:11:06 +02:00
MajorCooke
21dc45bdec
This did not save out properly...
2015-10-10 15:30:18 -05:00
MajorCooke
455b70630d
- Added A_JumpIfCloser NoZ boolean. Disables Z distance checking if true.
2015-10-10 10:11:59 -05:00
coelckers
3b2e8f3401
Merge pull request #409 from alexey-lysiuk/back_overlap_crash
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Fixed crash when clicking on back button in main menu
2015-10-10 16:13:48 +02:00
coelckers
45d573a2f2
Merge pull request #393 from alexey-lysiuk/fix_random_spawner
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Small improvements for random spawner
2015-10-10 16:12:17 +02:00
alexey.lysiuk
bad9961376
Fixed crash when clicking on back button in main menu
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If menu item selection overlaps back button in main menu, clicking on back button with mouse caused a crash
See http://forum.zdoom.org/viewtopic.php?t=49711
2015-10-10 15:03:14 +03:00
alexey.lysiuk
99dd664029
Print warning to console if unknown texture found in menu definition
2015-10-07 12:13:11 +03:00
alexey.lysiuk
005e468fa9
Fixed crash when menu item uses non-existent texture
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See http://forum.zdoom.org/viewtopic.php?t=49696
2015-10-07 12:11:27 +03:00
Braden Obrzut
df9053ea99
Merge branch 'CheckBlock'
2015-10-06 22:36:24 -04:00
MajorCooke
2f3b69e770
Optimize a little more...
2015-10-04 16:12:35 -05:00
MajorCooke
154e023800
- Added A_CheckBlock(state block, int flags, int ptr).
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- Performs a jump if an actor or a line is in the way.
- Can be used without a jump state if the desire is only to have a pointer change.
- CBF_NOLINES disables jumping if a line is involved.
- CBF_SET* flags set the target, master or tracer to whoever is blocking, for the actor calling the function.
- CBF_SETONPTR causes the pointer changing flags to apply to the pointed actor instead of itself.
2015-10-04 16:00:40 -05:00
MajorCooke
e2d874e343
Applied _mental_'s suggestion
2015-10-04 12:37:49 -05:00
MajorCooke
af9478f818
- Added Warp properties RadiusOffset and Pitch.
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- RadiusOffset is a multiplier of the target actor's radius added onto the offsets x and y.
- Pitch is added to the warping actor's current pitch, provided WARPF_USEPITCH is supplied.
- Fixed WARPF_TOFLOOR not working as intended.
2015-10-03 17:28:54 -05:00
MajorCooke
28622cecaf
- Added mindist parameter to A_RadiusGive.
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- Actors must be this far away to receive items. Mindist must be less than distance.
- Fixed RGF_OBJECTS not discriminating players and monsters from shootable or vulnerable actors.
2015-09-29 11:40:44 -05:00
coelckers
beb2a4fc64
Merge pull request #396 from alexey-lysiuk/console_dbgout
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Make console text to appear in Windows debug output
2015-09-23 09:47:09 +02:00
alexey.lysiuk
37dde2e77d
Make console to Windows debug output controlled by CVAR
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DebugView can be used to view output without debugger attached
2015-09-23 10:18:57 +03:00
alexey.lysiuk
c743b19e6d
Make console text to appear in Windows debug output
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This works in Debug configuration only
Color escape sequences are stripped from text before output
2015-09-22 15:19:44 +03:00
khokh2001
b1b17beaf6
nuked opl emulator update
2015-09-20 02:14:24 +09:00
alexey.lysiuk
96ff716046
Added error message about missing class to drop from RandomSpawner
2015-09-19 18:29:59 +03:00
alexey.lysiuk
49519db257
Fixed crash in RandomSpawner with -nomonsters
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See http://forum.zdoom.org/viewtopic.php?f=2&t=49520
2015-09-19 18:29:07 +03:00
ZzZombo
98bdbb1ad8
-Fixed PCD_DROP affecting script result value.
2015-09-19 09:40:19 +08:00
Christoph Oelckers
b613db4ae5
Revert "Merge pull request #359 from Leonard2/master"
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This reverts commit 364ca11b43
, reversing
changes made to dae0e217d1
.
Conflicts:
src/r_data/r_interpolate.cpp
2015-09-18 17:41:16 +02:00
alexey.lysiuk
621116a289
Disabled loading of SDL output plugin for FMOD Ex on OS X
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Long path to executable file corrupts stack inside FMOD library
This plugin is not being built for OS X, output through CoreAudio works just fine
2015-09-18 10:53:46 +03:00
MajorCooke
6730525855
- Added A_SetPainThreshold for the calling actor('s pointer).
2015-09-17 09:07:13 -05:00
alexey.lysiuk
924a2aaaa7
Added "support" for PCD_CONSOLECOMMAND in ACS
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Now attempt to execute a console command from a script will not terminate its execution
An error message will be issued in the console on every such attempt
2015-09-16 16:56:43 +03:00
alexey.lysiuk
b2fa4970fd
Fixed potential crash in ACS engine
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Unknown p-code in compiled script may lead to a crash if the current module was changed during script execution, e.g. by function call
See http://forum.zdoom.org/viewtopic.php?f=2&t=48524
2015-09-16 16:13:56 +03:00
alexey.lysiuk
fea2cb38cc
Fixed compatibility flags comparison for point-on-line
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Now it works in both cases: for compatibility mode set by user and for internal compatibility handler
2015-09-15 19:27:05 +03:00
alexey.lysiuk
39b18a3447
Improved point-on-line compatibility feature
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P_PointOnLineSide() and P_PointOnDivlineSide() functions from the initial Doom source code release are used in compatibility mode
2015-09-15 18:21:05 +03:00
alexey.lysiuk
ee7eb3253a
Added compatibility flag for point-on-line algorithm
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It's possible to use original but buggy implementations of P_PointOnLineSide() and P_PointOnDivlineSide() function
See http://forum.zdoom.org/viewtopic.php?f=2&t=49544
2015-09-15 16:45:20 +03:00
Blue-Shadow
d7a04b9e98
dumpmapthings CCMD: Missing line break after "none".
2015-09-14 17:22:41 +03:00
Braden Obrzut
f02b52ef28
- Fixed: Initialization ordering warning in DPSpriteInterpolation.
2015-09-13 20:56:20 -04:00
coelckers
afa438419d
Merge pull request #379 from Edward850/sanitize
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ACS module error was missing newline
2015-09-13 08:55:14 +02:00
Edward Richardson
36c7002628
ACS module error was missing newline
2015-09-13 13:46:02 +12:00
Chris
a90ea55e2c
- Removed duplicate 'acceleratestage' check.
2015-09-12 23:01:56 +01:00
coelckers
890233d5fe
Merge pull request #375 from XaserAcheron/master
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Added FPF_NOAUTOAIM to A_FireCustomMissile
2015-09-10 11:29:03 +02:00
Xaser Acheron
5afbe8ca00
Fixed compiler warning for FPF_NOAUTOAIM flag check
2015-09-09 18:54:49 -05:00
Edoardo Prezioso
19c702a608
- Fixed a crash when a player dies in damage floors.
2015-09-09 21:26:44 +02:00
Xaser Acheron
8948f5dc2b
Added FPF_NOAUTOAIM to A_FireCustomMissile
2015-09-08 10:40:21 -05:00
coelckers
364ca11b43
Merge pull request #359 from Leonard2/master
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Added weapon interpolation.
2015-09-08 09:06:40 +02:00
MajorCooke
143a4c78a9
- Added A_SetFloatSpeed.
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- Sets the FloatSpeed of the actor/pointer.
2015-09-06 19:57:43 -05:00
Chris
99120d8442
- Fixed: A_SkullPop did not work with spy mode.
2015-09-06 12:12:57 +01:00
Edoardo Prezioso
e939d6885d
- Fixed a crash in ACS strlen parsing with invalid argument.
2015-09-05 23:58:02 +02:00
Edward Richardson
9aabc85281
Fixed loading default map saves
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- Just like normal maps, default map stores an FString as a map name.
2015-09-05 17:13:54 +12:00
Edward Richardson
abb033d400
Fix deallocation of controllers with no axes
2015-09-05 14:18:48 +12:00
Edward Richardson
8ec4d431cf
Fixed memory leak in joystick menu
2015-09-05 14:12:52 +12:00
Leonard
0fa24ab82d
Use barrier_cast instead of static_cast
2015-08-31 13:04:40 +02:00
Edward Richardson
02c562518d
Fixed possible sync issue with frag counts
2015-08-30 23:36:00 +12:00
Edward Richardson
b87435ac9d
Remove unnecessary FriendlyFire global
2015-08-30 22:56:34 +12:00
Edward Richardson
389ff4fc98
Shift self-clip to first check for performance
2015-08-30 22:02:36 +12:00
alexey.lysiuk
677dc8893e
Fixed compilation on non-Windows OSes
2015-08-29 14:55:10 +03:00
Gaerzi
98f214ee66
Added support for GOG paths
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This works a bit differently from the Steam version, because each game
has its own registry keys and its own independent path.
2015-08-28 19:14:25 +02:00
Christoph Oelckers
0a8255f34b
Merge branch 'master' of https://github.com/rheit/zdoom
2015-08-27 12:49:23 +02:00
Christoph Oelckers
696c6af588
- fixed: FString's 'Strip...' functions could crash on empty strings.
2015-08-27 12:48:43 +02:00
Christoph Oelckers
d87b6d6337
Merge branch 'WarpHeightOffset' of https://github.com/MajorCooke/zdoom
2015-08-26 08:46:20 +02:00
MajorCooke
ebf515f8c7
- Fixed unneeded dual call to SetOrigin.
2015-08-25 20:18:06 -05:00
MajorCooke
2731643200
Removed stricmp checks, as they're not needed.
2015-08-25 08:15:23 -05:00
MajorCooke
f9e70a82c6
- Added A_SetSpecies(<species>,<pointer>).
2015-08-24 12:45:10 -05:00
Leonard
86e9504d04
Added weapon interpolation.
2015-08-19 15:59:54 +02:00
Christoph Oelckers
d786148ccf
- fixed: the 'gameversion' console output was missing a trailing linefeed.
2015-08-16 20:33:34 +02:00
Christoph Oelckers
2d58a28cc3
- fixed: In Heretic an active Tome of Power should not freeze a teleporting player.
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This was implemented by adding a new inventory flag INVENTORY.NOTELEPORTFREEZE so that the effect can both be activated for other items and deactivated for the two that currently have it.
2015-08-16 08:50:22 +02:00
Christoph Oelckers
2ed3cec4db
- externalized strings from Raven intermission screen.
2015-08-11 22:30:29 +02:00
Christoph Oelckers
b06770cb92
- fixed: A_Respawn did not reset the actor's radius.
2015-08-11 17:12:16 +02:00
MajorCooke
9c24e9ac71
- Removed the check for APlayerPawn and just went with player checking alone.
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- Updated the savever, demogameversion, and mindemoversion.
2015-08-11 06:53:28 -05:00
MajorCooke
cac600733f
- Added Remove <classname> console command.
2015-08-10 20:45:18 -05:00
MajorCooke
87cc3f77f9
- Removed WARPF_ADDHEIGHT.
2015-08-10 16:05:44 -05:00
MajorCooke
54af1e379e
- Removed WARPF_MULHEIGHT. Enable its ability by default.
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- WARPF_ADDHEIGHT will simply change HeightOffset from multiplying to adding by default.
2015-08-10 15:03:29 -05:00
MajorCooke
7e661dfe57
- Clean up.
2015-08-10 12:41:40 -05:00
MajorCooke
9cf8a2a26c
- Missed a spot.
2015-08-10 12:20:42 -05:00
MajorCooke
ad14caa800
- Added A_Warp heightoffset property. Only has an effect by two flags.
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- WARPF_ADDHEIGHT adds the pointed actor's height to heightoffset, and adds to the pointed actor's z position.
- WARPF_MULHEIGHT multiplies the pointed actor's height by heightoffset, and adds to the pointed actor's z position. Overridden by ADDHEIGHT.
2015-08-10 11:19:54 -05:00
MajorCooke
fcf1d56b1a
- Added SXF_IS<TARGET/MASTER/TRACER>.
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- The spawned actor becomes the calling actor's specified pointers respectively.
2015-08-09 14:06:22 -05:00
Christoph Oelckers
3efbf6c74e
- fixed: am_restorecolors did not work
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This CCMD tried to access the current menu to decide which colors to reset but that is not available at all when this function gets called. It now uses the automap's own CVAR arrays.
2015-08-09 09:03:12 +02:00
Christoph Oelckers
58870d4871
- fixed: SingleActorFromTid wasn't declared in thingdef_codeptr.cpp
2015-08-01 23:17:06 +02:00
Christoph Oelckers
78c21bfb05
- last commit was wrong (forgot to save my second change before committing.
2015-07-31 15:49:47 +02:00
Christoph Oelckers
2be19a87ba
- fixed some bad boolean logic in fly cheat command.
2015-07-31 15:47:47 +02:00
Benjamin Moir
7163aa9667
Moved Warp to the ZDoom range
2015-07-31 22:28:10 +09:30
Benjamin Moir
efce2a200c
Added WARPF_USETID to A_Warp
2015-07-31 22:24:01 +09:30
Christoph Oelckers
701fc374f7
- consolidated A_Warp and ACS Warp code into a subfunction.
2015-07-31 08:40:33 +02:00
Benjamin Moir
cf43bd969d
Added Warp to ACS
2015-07-30 16:56:54 +09:30
MajorCooke
9319854590
Small bugfixes
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- Fixed a couple tiny bugs with A_ScaleVelocity and A_ChangeVelocity using self instead of ref.
2015-07-27 12:20:32 -05:00
MajorCooke
ce1037af95
- Missing check for RGF_PLAYERS/VOODOO.
2015-07-24 13:48:46 -05:00
MajorCooke
41b4df71c2
Use IsKindOf instead of MF_SPECIAL to check for an inventory item.
2015-07-22 17:12:42 -05:00
MajorCooke
b4f05ee89b
- Significant A_RadiusGive update.
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- Added filter and species parameter.
- Added new flags: RGF_INCLUSIVE, RGF_ITEMS, RGF_KILLED, RGF_EXFILTER, RGF_EXSPECIES, and RGF_EITHER.
- RGF_ITEMS: Items can receive inventory.
- RGF_KILLED: Actors who are truly dead might not be corpses, and vice versa.
- RGF_EXFILTER: Blacklists the specified actor filter. All but the filtered actor can receive the item.
- RGF_EXSPECIES: Blacklists the specified species. All but the filtered species can receive the item.
- RGF_EITHER: The actor can receive the item if it satisfies either the filter or the species. Only useful when both are used.
- RGF_INCLUSIVE: An actor marked as more than one pointer to the calling actor can ignore the exclusion pointers, but only if at least one is missing. I.e. an actor who is a target and tracer of the calling actor can still receive the item, if the calling actor doesn't pass RGF_NOTARGET and NOTRACER at the same time. RGF_INCLUSIVE only works with the pointer filtering flags. By default, if not specified, the actor will not be loopholed the item if they are under any one of the three filters.
- Fixed discrepancies and dependencies upon several flags and actor conditions which caused the function to fail.
2015-07-22 16:46:14 -05:00
coelckers
7be6041f57
Merge pull request #347 from edward-san/xs_float_infinite_loop
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- Fixed a dangerous typo in xs_Float code.
2015-07-16 20:26:21 +02:00
coelckers
e857d875cc
Merge pull request #346 from edward-san/uninitialized_build_stairs
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- Fixed an uninitialized variable in stairs code.
2015-07-16 20:25:46 +02:00
Edoardo Prezioso
f57e23989b
- Fixed a dangerous typo in xs_Float code.
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The function 'xs_CeilToUInt' would call itself, leading to infinite loop, due to a typo. It should call 'xs_CeilToInt' instead.
2015-07-16 19:54:27 +02:00
Edoardo Prezioso
1bd23150aa
- Fixed an uninitialized variable in stairs code.
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'floor->m_Hexencrush' was left uninitialized in all the floor movers after the first one.
2015-07-16 19:46:54 +02:00
Edoardo Prezioso
99683f0e7d
- Fixed a KEYCONF parser issue with empty lines.
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The code attempted to access an array outside its bounds when it tried to parse empty lines.
Discovered with the Address Sanitizer.
2015-07-16 19:43:30 +02:00
Christoph Oelckers
add52d48cd
- fixed: INPUT_XInput must also be available when compiling without XInput support so that the corresponding JoyDevice can be accessed.
2015-07-15 14:44:37 +02:00
Christoph Oelckers
47303b26c7
- define GET_XBUTTON_WPARAM for MinGW in all file which need it.
2015-07-15 14:09:21 +02:00
Christoph Oelckers
c677dd37f5
- changed I_PrintStr so that it doesn't add everything to the RichEdit control right away.
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The RichEdit control can become quite slow with large amounts of text being added constantly.
Since anything that gets added while the game is running can't be seen anyway unless a fatal error is produced, it buffers the text locally now, without any processing, and only adds it to the RichEdit control in case a fatal error causes the control to be displayed again.
2015-07-15 12:53:58 +02:00
Christoph Oelckers
1e4bec25c5
- fixed the distance check for unblocking overlapping monsters. It tested for half the radius as distance threshold when it should have used the full radius
2015-07-15 10:15:12 +02:00
Christoph Oelckers
19d15d7fc8
- fixed: Levels could be exited multiple times, triggering special exit actions for each one.
2015-07-15 09:25:04 +02:00