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
Christoph Oelckers
b5033d2940
- fixed a bad check from pull request #325 .
2015-07-15 09:11:08 +02:00
Christoph Oelckers
585366f872
- fixed signedness warning.
2015-07-15 09:08:15 +02:00
Christoph Oelckers
fe2e293d02
- added some error checks for trying to create unsupported animations for textures with full path names.
2015-07-13 09:08:08 +02:00
Christoph Oelckers
eeaea59828
- fixed: FTagManager::RemoveSectorTags must check if the StartForSector array is large enough to contain the sector whose information is to be removed.
2015-07-13 08:42:42 +02:00
coelckers
d8bfaf188c
Merge pull request #344 from marrub--/oal-bug
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(openal) fix menus muting themselves when the volume is changed
2015-07-12 16:57:23 +02:00
Marrub
9e1a82a830
fix menus muting themselves when the volume is changed
2015-07-10 08:45:15 +00:00
Braden Obrzut
3adda344b6
- Missing common resolution 1680x1050 added to resolution list of SDL and Cocoa.
2015-07-06 02:58:01 -04:00
Randy Heit
9edf409ea2
Add British English "translation", because u's matter
2015-06-30 13:11:33 -05:00
Randy Heit
0fa0dc5f9e
Add support for alias parameter substitution in quoted strings
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- For backward compatibility, you need to indicate that substitution is
allowed in the string by prepending it with a % character:
alias asay "say %\"%1\""
The above will substitute the alias parameter.
alias asay "say \"%1\""
The above will not substitute the alias parameter but use the string
literal "%1" directly.
2015-06-30 13:01:48 -05:00
coelckers
f0b73b30c0
Merge pull request #341 from Edward850/railfix
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Add missing MF7_FORCEDECAL flag for rail attacks, and changed operation to doubles
2015-06-25 08:57:03 +02:00
Edward Richardson
2a69ae2a43
Change all float calcs in rails to doubles
2015-06-25 13:57:36 +12:00
Edward Richardson
8670b7ecf7
Use puff decal with MF7_FORCEDECAL
2015-06-25 12:53:46 +12:00
Christoph Oelckers
85449a6b8a
- fixed: A_BFGSpray checked the spray actor's class for MTHRUSPECIES, not the actual shooter.
2015-06-21 13:04:47 +02:00
Christoph Oelckers
ffa77ff7a6
Merge branch 'master' of https://github.com/rheit/zdoom
2015-06-18 10:20:28 +02:00
Christoph Oelckers
76c401a41e
- added 'nopushwindowcheck' for Hexen's MAP30 which abuses a glitch with a 'projectile impact' line on a two-sided wall.
2015-06-18 10:20:04 +02:00
coelckers
266af2e872
Merge pull request #339 from eevee/strict-switch-range
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Don't allow pressing a checkswitchrange switch that's in the floor
2015-06-09 22:57:49 +02:00
Eevee (Alex Munroe)
911b35370e
Let's go wild and do it for the ceiling, too.
2015-06-09 13:41:48 -07:00
Eevee (Alex Munroe)
3b2126ba95
Don't allow pressing a checkswitchrange switch that's in the floor.
2015-06-09 13:20:10 -07:00
coelckers
5adc8cf167
Merge pull request #338 from alexey-lysiuk/osx_fix_nofmod
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Fixed build on OS X without FMODEx
2015-06-07 11:23:06 +02:00
alexey.lysiuk
2200569793
Fixed build on OS X without FMODEx
2015-06-07 11:31:53 +03:00
Christoph Oelckers
4444d3c0c5
- removed the _3DFLOOR #define because we really do not want to comment this out anymore, right?
2015-06-07 09:41:44 +02:00
Christoph Oelckers
3fea074d35
- respect FF_INVERTSECTOR when checking a 3D floor's terrain.
2015-06-07 09:33:15 +02:00
Christoph Oelckers
2b59a35e84
Merge branch 'texture-scaling-3d-floors' of https://github.com/eevee/zdoom
2015-06-07 09:09:55 +02:00
Eevee (Alex Munroe)
15b97c1409
Fix scaling of 3D floor wall textures.
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The scale factors are now taken from the same part of the sidedef that
provides the texture.
2015-06-06 18:26:13 -07:00
Eevee (Alex Munroe)
8fa9aa2627
Use the correct sidedef's middle scaling when drawing 3D floors.
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This wants `curline->sidedef`, which is the 3D sidedef currently being
drawn. `sidedef` appears to be the last regular sidedef that happened
to be drawn? The perils of globals.
2015-06-06 18:17:50 -07:00
Eevee (Alex Munroe)
221c2d2d82
Transfer flat-based damage (P_PlayerOnSpecialFlat) to 3D floors.
2015-06-06 16:07:48 -07:00
Eevee (Alex Munroe)
8a428e69b6
Don't play a terrain splash if the player didn't take damage.
2015-06-06 16:07:48 -07:00
Eevee (Alex Munroe)
a87a86198c
Transfer friction to swimmable 3D floors.
2015-06-06 16:07:48 -07:00
Braden Obrzut
662345adb8
- Fixed: More endian issues in the ACS VM.
2015-06-05 22:22:54 -04:00
Braden Obrzut
7497b329c2
- Fixed: zipdir wrote the central directory incorrectly on PowerPC.
2015-06-05 21:57:42 -04:00
Christoph Oelckers
ae3b52a68a
- fixed: Software renderer's colormap variables should not be accessed from common renderer interface code.
2015-06-04 09:20:55 +02:00
coelckers
c1bbd81762
Merge pull request #333 from MajorCooke/laxtelefragdmg
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* Added LAXTELEFRAGDMG. This flag forces all damage to be factored, …
2015-06-02 19:46:06 +02:00
MajorCooke
4c390d92a4
-...forgot this one.
2015-06-02 12:22:26 -05:00
MajorCooke
22570e079e
* Added LAXTELEFRAGDMG. This flag forces all damage to be factored, regardless being above or below the telefrag threshold.
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- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
2015-06-02 12:10:45 -05:00
Christoph Oelckers
c1e3c16232
Merge branch 'master' of https://github.com/rheit/zdoom
2015-05-28 09:23:14 +02:00
Christoph Oelckers
65cc361e9b
- added Zandronum's text input menu items.
2015-05-28 09:22:48 +02:00
coelckers
7f68d88268
Merge pull request #332 from edward-san/pitch_fix
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- Fixed SetActorPitch and ChangeActorPitch issue.
2015-05-28 09:04:55 +02:00
Edoardo Prezioso
4546df7dc3
- Fixed SetActorPitch and ChangeActorPitch issue.
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The code did not take into account the player's limited pitch.
2015-05-28 00:41:07 +02:00
Christoph Oelckers
0b3a22d6d2
- fixed: The ending flat for No Rest For The Living was wrong.
2015-05-26 09:03:53 +02:00
Christoph Oelckers
733873351a
Merge branch 'master' of https://github.com/rheit/zdoom
2015-05-25 19:58:02 +02:00
Christoph Oelckers
9f208409f2
- fixed: The tag check in Sector_CopyScroller was inverted (it should reject sectors with the given tag, but it rejected everything else.)
2015-05-25 19:57:36 +02:00
Braden Obrzut
c9214c1ce9
- Fixed: Hexen's status bar top graphic was drawn 1 pixel too low.
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- Fixed: Artiflash played on initial save loading. I seem to recall this looking like an intentional change, but perhaps I broke it since it's completely pointless to play the animation only on the first load of a save game if nothing has been loaded beforehand.
2015-05-20 13:10:08 -04:00
Braden Obrzut
e46b25f628
- Fixed: god2 didn't trigger invulnerability in SBarInfo.
2015-05-20 12:54:13 -04:00
Braden Obrzut
354ec022b3
- On Windows resizing a window just renders the image to the size of the window, so lets do the same for SDL (makes mouse coordinate scaling easier).
2015-05-20 12:32:17 -04:00
Braden Obrzut
4d082d93cd
- Use SDL_RenderSetLogicalSize to handle animorphic ratios in fullscreen with SDL backend.
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- Reuse the old window in the SDL backend since in some instances switching windows causes issues (OS X fullscreen for instance (while using the SDL backend of course)).
- Clear the SDL render before copying in the framebuffer to remove HOM-like effect.
2015-05-19 17:09:20 -04:00
Christoph Oelckers
4d496f8b04
Merge branch 'master' of https://github.com/rheit/zdoom
2015-05-17 21:41:09 +02:00