Commit graph

16261 commits

Author SHA1 Message Date
Magnus Norddahl
2cd1734de3 - improve softpoly 3d floor drawing somewhat 2018-12-23 14:59:47 +01:00
Christoph Oelckers
fcfccfe739 - fixed random number generation in SpawnFizzle.
This should now produce the same value range as Hexen's original code.
2018-12-23 12:40:26 +01:00
Christoph Oelckers
c1a86e9a4d - fixed bad attempt at restoring position in A_CustomBulletAttack. 2018-12-23 12:13:53 +01:00
Magnus Norddahl
38cffa7646 - fix null pointer crash, replace DONT_DRAW with a boolean, make rw_pic a local variable 2018-12-23 05:01:50 +01:00
Christoph Oelckers
9208fb9b77 - missed this. 2018-12-22 19:12:34 +01:00
Christoph Oelckers
36058df025 - gave the strifehumanoid's burn states dynamic lights.
Unlike everything else from the IWADs this had to use the 'light' keyword in ZScript because this is merely a base class for many others and the light definitions here need to be inheritable.
2018-12-22 16:11:18 +01:00
Christoph Oelckers
5e086ec384 - renamed back arguments of A_FireProjectile. 2018-12-22 16:11:18 +01:00
alexey.lysiuk
9446ddb318 - fixed default initialization of software warp textures
https://forum.zdoom.org/viewtopic.php?t=62979
2018-12-22 14:15:35 +02:00
alexey.lysiuk
fb540d6d2b - fixed multipatch texture resolving
https://forum.zdoom.org/viewtopic.php?t=62972
2018-12-22 11:21:04 +02:00
alexey.lysiuk
5c5b9eb044 - empty screenshot array is returned by base framebuffer
src/v_video.h:556:94: warning: control reaches end of non-void function [-Wreturn-type]
2018-12-21 14:59:25 +02:00
Christoph Oelckers
f6d9110c70 - removed the redundant GetOffsetPosition export and added direct native support to its existing variants 2018-12-21 13:52:30 +01:00
Christoph Oelckers
0770c0022c - cleaned up use of the random function in script files.
Many uses of random() & value have been turned into random(0, value).
This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
a44e63babd - fixed the decal translation handler truncated the translation ID
This was yet another of those old misguided 16 bit space 'optimizations'.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
2c3c91ff42 - fixed: The random sound handler was using 16 bit storage throughout
Changed to use 32 bit and also fixed the random number call which was using the byte value variant of the access operator, effectively limiting the number of choices to 256.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
1deedd5671 - fixed PlayerInfo.FindMostRecentWeapon
returning multiple values from a subfunction is currently not working so this has to add an indirection.
2018-12-21 12:40:05 +01:00
Christoph Oelckers
ebaabcfb4f - a few more explicit local buffer allocations removed. 2018-12-21 12:40:05 +01:00
Christoph Oelckers
cf18dbdfa7 - use a TArray to pass the screenshot buffer
This also removes a few other explicit buffer allocations.
2018-12-21 12:40:05 +01:00
alexey.lysiuk
b3d6dfb55f - fixed lost settings controller state upon new game
https://forum.zdoom.org/viewtopic.php?t=62959
2018-12-21 13:14:21 +02:00
alexey.lysiuk
73d9751bb4 - cleaned up player reinitialization upon new game 2018-12-21 13:14:21 +02:00
Magnus Norddahl
b64dfb54a5 - fix decals looking blackened due to low lookup table precision when alpha is zero 2018-12-21 10:15:09 +01:00
Christoph Oelckers
9fab5f3b2c - fixed: For an initial weapon pickup, sv_unlimited_pickup wasn't checked for the included ammo. 2018-12-21 08:59:37 +01:00
Cacodemon345
789941f24d Export P_GetOffsetPosition and ADynamicLight::SetOffset to ZScript 2018-12-20 22:54:45 +01:00
Christoph Oelckers
66a2cdb6e9 - added missing null pointer checks to cheat code. 2018-12-20 22:09:41 +01:00
Player701
d049b3b3eb - Fixed the position of the soul sphere within one of the secret areas (sector 324) of Alien Vendetta MAP28. 2018-12-20 19:03:15 +01:00
Christoph Oelckers
e279214f5b - removed the hasglnodes variables.
Since the software renderer also requires GL nodes now this was always true.
2018-12-20 18:40:19 +01:00
Christoph Oelckers
d140d767a4 - changed last commit to let the replacement take the original's place and add the old texture at the end with its name cleared.
This is to ensure that this won't break ranged animations but aside from that should produce the same end result.
2018-12-20 18:20:25 +01:00
Christoph Oelckers
120b950291 - changed FTextureManager::ReplaceTexture to only append the new texture instead of replacing the old one.
This should ensure that other references to the original will remain valid.
2018-12-20 18:10:06 +01:00
Christoph Oelckers
e05cedfc0d removed the unused DefaultExtension variant taking a char *. 2018-12-20 12:40:38 +01:00
Magnus Norddahl
b0d8a813f9 - fix missing line number for the function throwing the exception and remove the duplicate call stack line 2018-12-20 04:50:45 +01:00
Magnus Norddahl
8c52f20373 - fix MemcpyCommand not using the same lines for the threads as softpoly (visible as a race condition when screenblocks didn't start at top of screen) 2018-12-20 04:27:30 +01:00
Christoph Oelckers
0faa9111b9 - moved P_OpenMapData and related content out of p_setup.cpp. 2018-12-19 18:41:53 +01:00
Christoph Oelckers
3291d8e9ac - made Ammo.GetParentAmmo virtual 2018-12-19 18:18:15 +01:00
Christoph Oelckers
0160841dde - reverse the order of the texture list before resolving it.
Since this deletes the resolved elements one by one and needs to start at the front to ensure consistency, it is better to reverse the order so that the deletions take place at the end of the list which requires a lot less data movement.
On Total Chaos this slowed down texture setup to the point where the mod was basically unlaunchable.
2018-12-19 18:17:59 +01:00
Magnus Norddahl
bc648015c7 - vWorldNormal is not normalized but R_DoomColormap requires this 2018-12-19 11:07:39 +01:00
Christoph Oelckers
1a3df8dfba - moved all shutdown handling for sound related resources to I_ShutdownSound instead of registering separate atterm handlers. 2018-12-19 09:39:06 +01:00
Christoph Oelckers
bcff04e76f - fixed: The Heretic sky height hack needs to be stored in the already created texture object as well. 2018-12-19 09:12:58 +01:00
Christoph Oelckers
c471be4409 - added an option to GAMEINFO to either force or disable loading of the default lights and brightmaps.
The mod which prompted me to add this is "The Chosen" which is a Dehacked-based TC and repurposes many original actors for something entirely different.
The stock lights are not usable for this and would make it impossible to add a GAMEINFO lump to it because then there is no way to disable loading of lights in the startup screen.
2018-12-19 01:37:48 +01:00
Magnus Norddahl
ebfa61514e - remove InitSoftwareSky 2018-12-19 04:44:25 +01:00
Magnus Norddahl
db295fae3a - fix sky drawer issues when not using max screenblocks 2018-12-19 04:27:41 +01:00
Magnus Norddahl
e296d2819b - avoid creating labels when they are not used
- remove variable from class as it is only used locally
- set default values in the class
- remove unused field
2018-12-19 01:12:57 +01:00
Magnus Norddahl
650e6a9c1b - removed marked code for how to create GDB/LLDB debug info as it will probably never be implemented 2018-12-19 00:49:43 +01:00
Magnus Norddahl
34007a8d27 - add missing parameter on unix 2018-12-19 00:47:36 +01:00
Chronos Ouroboros
bad8c18c58 Add line numbers to JIT stack traces. (#667) 2018-12-19 00:45:40 +01:00
Magnus Norddahl
9a2b3792ef - don't include the native frames per default 2018-12-19 00:43:50 +01:00
Magnus Norddahl
7785dd1b56 - fix linking and some linux things 2018-12-19 00:23:38 +01:00
Christoph Oelckers
c6a3a6a3fb - fixed misnamed macros. 2018-12-19 00:09:36 +01:00
drfrag
39564d8933 - Fixed linking with MinGW-w64. 2018-12-18 16:43:52 -05:00
Chronos Ouroboros
bb8fcd63c4 Added a function for triggering use/push specials for usage in custom monster AI. 2018-12-18 21:09:13 +01:00
Chronos Ouroboros
e7118804ba Exported P_CheckFor3DFloorHit and P_CheckFor3DCeilingHit to ZScript. 2018-12-18 21:09:13 +01:00
Christoph Oelckers
462fe891bd - fixed: A powered up weapon which shares its ready state with the parent but is currently in a firing sequence may not force-switch the weapon, because that will cause the sequence to run in the wrong weapon's context. 2018-12-18 20:38:25 +01:00