Commit Graph

4245 Commits

Author SHA1 Message Date
nashmuhandes afd7b2e954 Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString 2021-04-26 23:04:39 +02:00
nashmuhandes c12a671b3e Made OptionMenuSliderBase::IsGrayed virtual 2021-04-26 23:02:35 +02:00
nashmuhandes 57e6d84d46 Expose sprite shadow options to the Display menu 2021-04-24 22:40:54 -04:00
Marisa Kirisame a172513535 Expose level_info_t to scripting + helper functions. 2021-04-24 22:37:50 -04:00
Blue Shadow 55ce0510c2 - added a A_SetFriendly function 2021-04-04 08:57:56 +02:00
sgrunt 0c776e3acd Move the modified behaviour to a new "resetvel" parameter 2021-03-19 20:12:20 +01:00
Blue Shadow acd553aa6f - account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level 2021-03-19 20:10:25 +01:00
nashmuhandes 229b065289 Add missing tag for Strife's KneelingGuy. 2021-03-18 19:11:37 +01:00
nashmuhandes 43937e4338 Add missing tag for the sub-Entity bosses. This was missed in the previous commit. 2021-03-15 22:05:25 +01:00
nashmuhandes b28e5cb917 Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag(). 2021-03-15 21:31:16 +01:00
nashmuhandes 45c1cc8c08 Add tag properties to Strife's enemies. 2021-03-15 20:10:49 +01:00
Christoph Oelckers 5c84177142 - lower the step size for module master volume to adapt to the altered value range. 2021-03-14 08:50:42 +01:00
Christoph Oelckers a80775a1e8 - adapt mod_dumb_mastervolume to the increased default volume in ZMusic. 2021-03-14 08:40:34 +01:00
Christoph Oelckers 3d55c76a89 Merge branch 'replaygain' 2021-03-12 08:48:00 +01:00
Christoph Oelckers f11780600f - implemented replay gain calculation and management.
This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
nashmuhandes bf33403381 Show subtitles for the Entity's greeting lines in Strife. 2021-03-10 14:41:36 +01:00
Christoph Oelckers ba618d308c - bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
3.1.0 is the highest minimum set in the existing subprojects so this will not exclude anything that hadn't been already.
2021-03-08 13:58:29 +01:00
nashmuhandes c7edb9d22f Add a null check in PlayerPawn::CheckFOV 2021-02-28 20:01:59 +01:00
Christoph Oelckers 97de1f670b - language update. 2021-02-26 10:35:10 +01:00
nashmuhandes cdb3fcce03 Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable. 2021-02-25 11:26:39 +01:00
Xaser Acheron 41ab1e4994 adjust defaults for DEHEXTRA states to match other ports:
- sprite is TNT1
- duration is -1
- next frame is itself
2021-02-24 22:46:50 +01:00
nashmuhandes d98b401daf Add missing ZScript constants for the Strife targeter PSprite layers 2021-02-19 09:56:44 +01:00
Alexander Kromm (m8f) 99ab1e3317
add Pi and some other constants to ZScript (#1304) 2021-02-13 21:34:19 +01:00
Alexander Kromm a2f8b7d0df add "hidepartimes" MAPINFO/GameInfo property 2021-02-02 03:36:06 -05:00
Rachael Alexanderson d36ca650e3 - add missing menu spacer 2021-01-18 08:18:02 -05:00
Rachael Alexanderson 6701cd2842 - language update 2021-01-18 06:30:54 -05:00
Rachael Alexanderson c7a5ce9562 - add some 21:9 presets 2021-01-18 06:23:58 -05:00
Rachael Alexanderson 0cbcb87768 - oops, add startTime = 0.0 for S_Sound 2021-01-18 04:05:08 -05:00
Rachael Alexanderson d3804911cf - Fix the previous commit
Revert "Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures."

This reverts commit 619f44decd.
2021-01-18 04:02:12 -05:00
Marisa Kirisame 44b4359ba5 Add alternate "Full" mode for PowerIronFeet that prevents leaky damage. 2021-01-16 17:09:57 +01:00
William E. Waterman 3261eb3643
Side By Side Letterbox Display mode (#1255)
* Added SBSLETTERBOX to menudef.txt

* Changed PresentSideBySide in gl_renderer

Needed for new side-by-side mode

* Added VR_SIDEBYSIDELETTERBOX to gl_stereo3d.cpp

For side by side letterbox display mode

* Added VR_SIDEBYSIDELETTERBOX to hw_modes.h

For new side by side letterbox display mode

* Added VR_SIDEBYSIDELETTERBOX to hw_vrmodes.cpp

For Side By Side Letterbox display mode
2021-01-13 07:09:13 -05:00
Rachael Alexanderson 476e59fbab - add sv_instantreaction dmflag 2021-01-13 07:04:18 -05:00
drfrag 4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Christoph Oelckers f384c7bc1f - fixed incorrect sound definition for DSMANATK in Dehacked. 2021-01-08 10:12:35 +01:00
Rachael Alexanderson c28e53511c - fix bonuscount as uint 2021-01-05 19:48:32 -05:00
Rachael Alexanderson e6c71c2f0c - reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow 2021-01-05 11:09:19 -05:00
Xaser Acheron 8b9125fcc6
add support for DEHEXTRA's extended sound range (#1258) 2021-01-02 07:40:59 -05:00
Kevin Caccamo d813425a8d Fix MAPINFO definitions for "enableskyboxao"
enableskyboxao is a map flag, so it goes in the "gamedefaults", "defaultmap", or "map" section. I decided to put it in the gamedefaults section for each game.
2020-12-31 08:18:49 +01:00
Rachael Alexanderson df4f41f4e8 - Modified commit from @OrdinaryMagician #1261
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:

commit d4c4d9310d0157ce575f52989b5b080398cf7629
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Wed Dec 30 09:58:39 2020 +0100

    Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Marisa Kirisame fd07183585 Fix model normals being distorted by MODELDEF scaling. 2020-12-12 00:21:33 +01:00
Christoph Oelckers 04329981ec - added missing argument to the status bar's DrawString function. 2020-12-11 11:10:15 +01:00
Player701 a6a02a2a6c - Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed. 2020-12-02 15:30:23 +01:00
Christoph Oelckers e19b1b2ee7 - fixed: IceGuyFX2 set its owner too late. 2020-11-25 07:37:17 +01:00
Rachael Alexanderson a2b8ad79ed - implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616 2020-11-17 11:29:39 -05:00
Chronos Ouroboros 75c791ecff Fixed the previous commit not accounting for mods that already fixed this internally. 2020-11-14 14:53:43 -03:00
Chronos Ouroboros 0aefc61f86 Fixed weapon bob jittering. 2020-11-14 14:34:09 -03:00
Rachael Alexanderson 6e3a4c590d - fix missing SKILLP property in zscript code 2020-11-04 01:29:40 -05:00
alexey.lysiuk 515742033e - fixed inverted menu setting for 'Disable menu clean scaling'
https://forum.zdoom.org/viewtopic.php?t=70475
2020-11-01 10:47:48 +02:00
Christoph Oelckers e6c96bcb75 - move VM exports to the proper class. 2020-10-31 12:24:14 +01:00
Christoph Oelckers 783d532bbe - moved the script exports to the base class as wello. 2020-10-31 12:24:14 +01:00
Christoph Oelckers be5d25a7b1 - moved all shareable script sources to their own folder in gzdoom.pk3. 2020-10-31 12:24:13 +01:00
Christoph Oelckers 3f61ab7fbf - moved FormatNumber to the generic base class. 2020-10-31 12:24:13 +01:00
Christoph Oelckers fd6b7f9274 - split out the generic parts of the crosshair drawer. 2020-10-31 12:24:12 +01:00
Christoph Oelckers 44793e1509 - text update. 2020-10-31 10:05:54 +01:00
alexey.lysiuk 46b980c213 - fixed warnings in image scroller core script
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 113:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 122:
Truncation of floating point value
2020-10-30 14:58:50 +02:00
Christoph Oelckers d4d187e27b - removed the limiter flags again and addressed the underlying problem properly.
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.

# Conflicts:
#	src/common/audio/sound/oalsound.cpp
2020-10-28 21:30:25 +01:00
Christoph Oelckers f25896021e - added the missing image scroller class.
MENUDEF handling was already present for it but the implementation was not.
2020-10-28 07:23:42 +01:00
Rachael Alexanderson 2312fb0322 - fix HDR shader, again 2020-10-27 11:52:17 -04:00
Rachael Alexanderson 6770def806 Merge commit 'refs/pull/1227/head' of https://github.com/coelckers/gzdoom 2020-10-27 10:42:42 -04:00
Rachael Alexanderson 9afffba515 - fix HDR shader 2020-10-27 09:58:38 -04:00
drfrag 0562dfb554 - Rename menudef.txt for the simple menu to be loaded after. 2020-10-27 12:11:23 +01:00
Rachael Alexanderson 470c06aacb - rename the title in the simplified 'Display Options' menu to be Display Options 2020-10-26 12:28:57 -04:00
Rachael Alexanderson 11954ef1ad - add simplified 'miscelaneous' menu 2020-10-26 04:20:37 -04:00
Rachael Alexanderson b33e009209 - add sv_alwaysspawnmulti to the menu 2020-10-26 03:40:54 -04:00
Rachael Alexanderson 98282f710f - oops, missed this 2020-10-26 03:36:24 -04:00
Rachael Alexanderson 190173bc44 - add 'writeini' console command to the menu. Not committing this to master right now, since a release is pending and this requires a translation. 2020-10-26 03:36:24 -04:00
Rachael Alexanderson e7e4365d3a - minor adjustments to the simplified menu 2020-10-25 16:10:22 -04:00
nashmuhandes 6e692e5571 Allow retrieval of the custom Crush state in WorldThingGround 2020-10-25 20:10:52 +01:00
nashmuhandes 7285c5aca8 Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed. 2020-10-25 20:10:52 +01:00
Christoph Oelckers 54f85d4caa - made the sinmple options menu switchable.
Also ensure that custom mods pick up the simple version if enabled.
2020-10-25 17:07:03 +01:00
Christoph Oelckers d0f9ccb09a - language update. 2020-10-25 16:59:47 +01:00
Christoph Oelckers f67d5edbbf - fixed option menu positioning.
Calculations are done in screen space, so the clean multiplier here was wrong.
2020-10-25 16:42:03 +01:00
Rachael Alexanderson d0c5e347a9 - minor update, also rename the old menudef back, no need to change the name 2020-10-25 16:00:59 +01:00
Rachael Alexanderson 1bcb594053 - Begin construction of the Simplified Menu 2020-10-25 16:00:59 +01:00
Rachael Alexanderson d06070c8e8 - begin menu split 2020-10-25 16:00:59 +01:00
Major Cooke 7477dfa922 Converted scale and pivot to vectors, and rotation to an angle. 2020-10-25 15:42:12 +01:00
Major Cooke a6bbddf167 Finished implementing PSprite interpolation for vertices.
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke 7c4c0163a3 Added A_OverlayPivotAlign and A_OverlayVertexOffset.
A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.

A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.

Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.

Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke f9f6e896f3 - Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke 4a3a5c3877 Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke 8f74cebd44 Added code for rotating the PSprite, courtesy of IvanDobrovski.
- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke e5ca3caa6c Setting everything up. 2020-10-25 15:42:08 +01:00
Christoph Oelckers 25485e05bc - changed border flat for Chex Quest, because at least CQ3 does not have FLOOR7_1. 2020-10-25 14:44:14 +01:00
Christoph Oelckers 194824f810 - some fixes for the console.
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00
azamorapl 7676ed641c Expose changing sidedef wallpart flags to zscript 2020-10-25 06:27:20 +01:00
Christoph Oelckers bc2b0a0252 - added flag option menu item by Accensus. 2020-10-24 17:49:56 +02:00
Christoph Oelckers 79944ca76a - made status bar offset fixing unconditional.
I think it is inevitable that such status bars will appear in mods sooner or later and with the old code it is virtually impossible to create a wide status bar that displays properly but gets subjected to this code.
2020-10-24 16:59:57 +02:00
drfrag 36189027b0 - Fixed wrong number of lines displayed in the menu. 2020-10-24 12:34:49 +02:00
Christoph Oelckers 8901929305 - fixed placement of "PAR" text on statistics screen. 2020-10-24 12:23:54 +02:00
alexey.lysiuk 0b2588190a - fixed floating point value truncation warning
Script warning, "gzdoom.pk3:zscript/ui/menu/messagebox.zs" line 128:
Truncation of floating point value

https://forum.zdoom.org/viewtopic.php?t=70258
2020-10-17 17:47:06 +03:00
Christoph Oelckers 4fdbe81a13 - fixed infinite loop with list menus that have no selectable item. 2020-10-17 15:21:20 +02:00
Christoph Oelckers 9649fb9b75 - menu entries for the clean scaling CVARs. 2020-10-17 14:29:24 +02:00
Christoph Oelckers 14e94aa6c1 - added localization fallback handling for the BigFont in menu items and captions. 2020-10-17 14:00:29 +02:00
Christoph Oelckers 0478838a9d fixed side_t::SetSpecialColor.
This never set the needed flags to make the color appear.
2020-10-17 12:28:22 +02:00
Christoph Oelckers 3b45f1ceb8 - reinstated accidentally deleted AddTranslation declaration. 2020-10-17 11:43:49 +02:00
Major Cooke 60f0d35477 Added ThruBits. 2020-10-17 09:51:24 +02:00
Christoph Oelckers adf306d5b2 - added a new 'Translate' struct which wraps the native methods of 'Translation'.
This is for use in actors where the name 'Translation' is shadowed by a local member variable.
2020-10-17 09:22:27 +02:00
Christoph Oelckers 19444194a5 - added missing decal assignments to the medium macs spheres for Heretic. 2020-10-17 09:14:58 +02:00
Christoph Oelckers 34c3a851b7 - fixed some floating point truncation warnings. 2020-10-17 09:09:59 +02:00
Christoph Oelckers 824d4bd9e3 - fixed: MenuDelegateBase.DrawCaption did not check the 'drawit' flag. 2020-10-17 08:48:24 +02:00
Christoph Oelckers e636c8044d - fixed menu sound. 2020-10-16 23:25:28 +02:00
Christoph Oelckers ef7a7cc39d - moved console command line buffer tab completion into their own files.
- layout fixes in load/save menu and confirmation screen.
2020-10-16 22:57:30 +02:00
Christoph Oelckers 4deb7593b5 - final update of menu code from Raze. 2020-10-16 22:57:30 +02:00
Christoph Oelckers fa4ab53e7c - script side support for menu transitions. 2020-10-16 22:57:29 +02:00
Christoph Oelckers 62138decfe - use Raze's layout for load and save game menus.
This has a lot less black void on screen.
2020-10-16 22:57:28 +02:00
Christoph Oelckers b8281f4758 - Backend update from Raze. 2020-10-16 22:57:28 +02:00
Christoph Oelckers 3ea0658449 - split the savegame manager into a game dependent and a reusable game indepenent part.
- added menu/advance sound alias.
2020-10-16 22:57:28 +02:00
Christoph Oelckers 6336e0e168 - resorted base.zs and constants.zs so that all pure engine content but nothing else is in base.zs, 2020-10-16 22:57:27 +02:00
Christoph Oelckers f99ac8b28b - allow struct extensions in zscript.
This is mainly for splitting the Doom specific content off the main definitions for easier reuse.
2020-10-16 22:57:27 +02:00
Christoph Oelckers a08d87beb3 - added a customization hook class for the menu.
Currently the only thing it does is abstracting the menu caption, but more can be added here.
Not exposed to modding yet, though, that's for later.
2020-10-16 22:57:26 +02:00
Christoph Oelckers 35ff0a42a6 - restructured the option menu drawer for easier replacement of the caption handler. 2020-10-16 22:57:26 +02:00
Christoph Oelckers cc9cadfac1 - moved compatibility cruft out of main implementation file. 2020-10-16 22:57:26 +02:00
Christoph Oelckers 0b317b432e - split the Doom specific menu extensions into their own file. 2020-10-16 22:57:24 +02:00
Christoph Oelckers e0d8241a50 - use the backend's GameTicRate in the scripts where applicable.
This should replace TICRATE globally as it is the backend's actual ticking speed (still locked to 35, though.)
2020-10-16 22:57:24 +02:00
Nash Muhandes cfbf115c4b
Change A_OverlayTranslation to accept a named translation instead. (#1215)
For more advanced use cases, the Translation member of PSprite can be written to directly.
2020-10-12 11:43:37 -04:00
Nash Muhandes 7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations (#1202)
- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
Player701 7da9f33cf9 - Fixed truncation warnings in playerdisplay.zs 2020-10-11 09:02:14 +02:00
Player701 4670819ec8 - Fixed a lift in Double Impact E1M7 that could not be used more than twice from the lower area. 2020-10-09 18:40:01 +02:00
Player701 c33b14b55d - Force node rebuilding for Double Impact E1M3 (bad subsector) 2020-10-09 12:11:50 +02:00
Player701 a4b6d5612f
- Force node rebuilding for Akeldama MAP26 (bad subsectors) (#1206) 2020-10-09 01:43:37 -04:00
Rachael Alexanderson a2f0c27651 - add option to texture hqresize resize model skins. 2020-10-08 00:30:12 -04:00
Christoph Oelckers 756caede51 - fixed misnamed variable and removed restriction for draw pass in GetFullscreenRect. 2020-10-05 18:32:16 +02:00
Christoph Oelckers 497c474fee - transform mouse coordinates for menu with fullscreen scale 2020-10-05 00:03:00 +02:00
Christoph Oelckers 63a338fd73 - changed display in key binding menu to list all bound keys for an action, not just the first two. 2020-10-04 19:28:20 +02:00
Christoph Oelckers f3d75469c9 - moved two native player menu functions out of the main menu class.
These manipulate entries of that menu and have no business being called from anywhere else than this menu and its subclasses.
2020-10-04 19:08:14 +02:00
Christoph Oelckers 43eb7d61e7 - helper function for setting up the summary screen. 2020-10-04 15:14:30 +02:00
Christoph Oelckers f1b0f32786 - add an option to the ListMenu class to draw to a fixed virtual screen size.
This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors.
The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
2020-10-04 15:03:29 +02:00
Christoph Oelckers acd71f7019 - groundwork for menus with a fixed virtual screen size. 2020-10-04 09:16:20 +02:00
Wohlstand 8f8a30a62b Added new parameters in favor of libADLMIDI and libOPNMIDI update
# Conflicts:
#	wadsrc/static/language.csv
2020-10-04 08:15:33 +02:00
Wohlstand 8b70c75362 Updated default xg.wopn bank 2020-10-04 08:14:21 +02:00
Player701 ffb4c52c96 - Added NORANDOMPUFFZ flag to A_Saw 2020-10-04 08:07:13 +02:00
nashmuhandes 56a387ac82 - Fix weapon bobbing interpolation
There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.

(Thanks to @Doom2fan for the solution)
2020-10-04 08:06:34 +02:00
Christoph Oelckers 1b3ef19100 - minor cleanup on "Configure Controls"
* Merged chat and scoreboard bindings into a "Multiplayer" submenu.
* Reordered items by importance. Chat at position #2 was nonsense.
* Moved weapon state actions from "Action" to "Weapon" menu, because the menu was already quite large and these are not standard actions.
2020-10-03 13:52:34 +02:00
Christoph Oelckers 2016f56a7e - added a new scaling mode to the level summary screen to scale to a given size.
In this mode the clean scaling factors are ignored and content is always scaled to fit the screen as efficently as possible.
For the default summary screens an option was added to use this mode, which is a lot closer to the original look of this screen.
It is not 100% identical because it still factors in the author, if given and long level names that may be broken into multiple lines of text.
2020-10-03 13:32:18 +02:00
Christoph Oelckers c1e04b29d1 - AActor size reduction
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 08:23:36 +02:00
Nikolay Ambartsumov a72fdd7e3e Add MaxSlopeSteepness actor property 2020-10-03 07:53:55 +02:00
alexey.lysiuk 2cb1438f93 - forced node rebuild for two Memento Mori maps
https://forum.zdoom.org/viewtopic.php?t=70037
2020-10-01 11:02:59 +03:00
nashmuhandes f467e4bc33 Add grayed-out support to sliders 2020-09-30 18:27:50 +02:00
Christoph Oelckers 51518d63a4 - cleanup of mouse input code and removal of all magic factors.
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
2020-09-28 21:13:34 +02:00
Christoph Oelckers 731c68e69e - version bump for last commit. 2020-09-27 14:20:47 +02:00
Player701 3a526c9e5a - Implement return type covariance for ZScript virtual functions 2020-09-27 14:18:15 +02:00
Christoph Oelckers a8d966c6a2 - text update for last commit. 2020-09-27 14:14:16 +02:00
drfrag 77609f1950 - Add keybindings presets.
# Conflicts:
#	src/menu/menu.cpp
2020-09-27 14:09:28 +02:00
makise-homura 5720a54da4 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers dbf2d4d7d7 - backported all new scaling and rotation options for the 2D drawer from Raze.
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
2020-09-27 09:17:41 +02:00
Christoph Oelckers 9bfdf2dcb6 - text update. 2020-09-26 22:47:29 +02:00
Christoph Oelckers 399388d177 - transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed. 2020-09-26 22:26:26 +02:00
Christoph Oelckers d304e86354 - fixed: Artiflash is not translatable. 2020-09-26 19:22:17 +02:00
Player701 734b15e412 Exported FLevelLocals::ChangeLevel to ZScript 2020-09-20 23:12:01 +02:00
Player701 89b28911dd Fixed inability to achieve 100% kills in BTSX E2 MAP06 2020-09-19 20:17:40 +02:00
Rachael Alexanderson 7073bd8f5f - add missing SPAC constants 2020-09-18 19:52:03 -04:00
Rachael Alexanderson 0204051381 - add support for the (as of now) newest version of the Unity re-releases 2020-09-03 23:40:00 -04:00
Sterling Parker e740e00e07 change BloodSmear2 decal to use correct graphic
BloodSmear2 is an exact copypaste of BloodSmear1 despite the existence of the BSMEAR2 graphic.
2020-09-02 18:36:14 +02:00
Marisa Kirisame 58f5c030fe
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. (#1169) 2020-09-02 06:12:58 -04:00
Marisa Kirisame e0aa8db616 Add Pre/PostTeleport virtuals, for special handling of actor teleportation. 2020-09-02 12:02:09 +02:00
Maarten Lensink 5ef02df827 Count up to level time only 2020-08-31 18:48:20 +02:00
Maarten Lensink 90f40bd8eb Display own and total in coop alt hud 2020-08-30 19:41:17 +02:00
Rachael Alexanderson 0868f65199 Merge commit 'refs/pull/1168/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	wadsrc/static/zscript/ui/statscreen/statscreen_coop.zs
2020-08-30 09:43:03 -04:00
Maarten Lensink 34dd9625fc
Display other kills in coop tally screen (#1167)
* Display other kills in coop tally screen

* Showing other when skipping counter
2020-08-30 09:34:53 -04:00
Maarten Lensink c81370a9ec Showing time when skipping counter 2020-08-30 15:40:26 +03:00
Maarten Lensink 2e0289e501 Making use of String.Format 2020-08-30 15:12:23 +03:00
Maarten Lensink 005f13b853 Time in coop tally 2020-08-30 03:53:05 +03:00
dondiego 560bbf0a9c
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. (#1165) 2020-08-29 15:08:08 -04:00
MajorCooke eaba63e13b
View Angles (Part 1 - Redux) (#1002)
* Added ViewAngle/Pitch/Roll properties to actors.

- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.

* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
3saster 5803b78147
Implemented Clock Class (#977)
* Simplified some stuff, made up-to-date

* Dealt with DST problems

* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
2020-08-27 12:43:50 -04:00
MajorCooke 85759e3bd0
Added A_SpriteOffset. (#895)
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
alexey.lysiuk c20a7f53c9 - do not report missing camera target if its TID is zero
This handles the case with setting TID of thing to follow after camera spawning, e.g. via ACS

https://forum.zdoom.org/viewtopic.php?t=69690
2020-08-27 11:57:25 +03:00
Nash Muhandes 09a7a0d944
Allow conversation menu cursor graphic replacement. (#1134)
If "graphics/DialogReplyCursor.png" is present, it will be used for the reply cursor. Otherwise, the default ConFont cursor is used.
2020-08-25 11:55:43 -04:00
Sterling Parker d2a9de0012
Add PlayerSpawned() event (#1118)
* Add PlayerSpawned() event

* add playerspawned to DStaticEventHandler

* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
Rachael Alexanderson b5af2fc2eb - fix previous commit 2020-08-25 11:34:22 -04:00
Rachael Alexanderson 5f9377ae2a Merge commit 'refs/pull/980/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	wadsrc/static/menudef.txt
2020-08-25 11:32:10 -04:00
Kevin Caccamo b6f0c4071d
Fix the health bar on Strife status bar (#1080)
* Fix the health bar on Strife status bar

Now, if the player's health is above 100, the green health bar won't be shortened any more.

* Fix the bar properly

Now, the blue and green bars don't overlap. Also, health above 100 goes from right to left, like in Strife: Veteran Edition.
2020-08-08 01:26:59 -04:00
Blue Shadow 7179eaacda - fixed: the minotaur spawned its floor flames regardless of the setting of compat_minotaur
A_MinotaurAtk3 was checking against the CVAR instead of the compatibility flag constant.
2020-07-28 12:25:35 +02:00
Rachael Alexanderson afa193e653 - add menu options for 'sv_alwaystally' 2020-07-21 19:31:29 -04:00
Christoph Oelckers 697279063f - added more contrast to the Cream font color.
This brightened the darkest colors to the point that all font looked totally washed out and devoid of any texture.
2020-07-02 23:43:45 +02:00
Rachael Alexanderson 383f3e5fd6 - change recent /0 fix to conform to UDMF specs 2020-06-25 09:30:52 -04:00
Farkas Péter 4de8851e06
Rename MAP31 and MAP32 back in Doom 2: Unity Edition (#1127) 2020-06-24 10:58:19 -04:00
Rachael Alexanderson 7e25e04257 - add menudef entries for the scaling text. (corresponding language strings are already added to the spreadsheet on Google) 2020-06-23 00:20:54 -04:00
Christoph Oelckers 486e07300c - fixed: Inventory items that are terminated by GoAwayAndDie must be removed from the blockmap and sector lists.
Since they were just scheduled for delayed deletion any map related action they can trigger is unwanted.
2020-06-16 01:11:08 +02:00
Christoph Oelckers d1cbabff66 - backend update from Raze.
(No, the AnimTexture isn't used yet.)
2020-06-16 00:09:19 +02:00
Christoph Oelckers 90befff479 - moved out the Doom specific parts from menu.cpp and messagebox.cpp. 2020-06-13 22:43:35 +02:00
Christoph Oelckers d739587f6b - let blastradius work without an effect actor. 2020-06-12 23:14:58 +02:00
Christoph Oelckers b20de184a0 - made the new Build light mode operational 2020-06-11 08:48:33 +02:00
Christoph Oelckers 45210efb91 - text update 2020-06-11 08:48:33 +02:00
Christoph Oelckers 82af7f4f68 - mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
Christoph Oelckers 3a23cc69d6 - since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided.
This also necessitated localization support for CVAR descriptions because menu content is multi-language.
2020-06-08 23:37:22 +02:00
Christoph Oelckers 5896f24eba - added a new light mode that emulates Build's depth fading.
Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers 9e51a2f63c - added Build's NPOT emulation to the backend.
For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
Kevin Caccamo 79426c028b Fix Bag of Holding not increasing Firemace ammo capacity 2020-06-08 15:07:31 +03:00
alexey.lysiuk f58027311e - fixed incomplete disabling of number field menu option
https://forum.zdoom.org/viewtopic.php?t=68075
2020-06-07 15:50:10 +03:00
Alexander Kromm 928c738e19 make various getter and pure-math methods clearscope, and where applicable, const
Original PR: https://github.com/coelckers/gzdoom/pull/532

Status of the original PR

1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen

2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen

3. C++ methods, to match ZScript:

- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers 6b4ec2630c - fixed broken text file. 2020-06-07 09:22:18 +02:00
Christoph Oelckers b06af634e2 - added a flash component to the colormap shader.
Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers 764605eaab - text update. 2020-06-06 21:36:20 +02:00
Christoph Oelckers 903ca15af2 - manually merged PR for kill count in Requiem MAP23. 2020-06-06 16:25:51 +02:00
Christoph Oelckers 1d1331289a - there is no mace ammo in the bag of holding. 2020-06-06 16:19:11 +02:00
Christoph Oelckers 9f6d244016 - advanced coordinate control for overlays over DTA_Fullscreen images. 2020-06-06 12:51:03 +02:00
Christoph Oelckers 09d163cb2f - fixed: the last frame of the intermission screen wasn't rendered. 2020-06-06 10:38:35 +02:00
Christoph Oelckers 794a53f0c9 - fixed font selection on intermission screen. 2020-06-06 09:39:14 +02:00
Christoph Oelckers 5151dff03c - added a compatibility option for a bad teleporter in the final Strife map. 2020-06-04 14:30:56 +02:00