Commit graph

13301 commits

Author SHA1 Message Date
Rachael Alexanderson
d757279c92 Merge https://github.com/coelckers/gzdoom 2017-05-24 05:49:38 -04:00
alexey.lysiuk
d766d22336 Added GCC 7 target to Travis CI configuration 2017-05-24 11:16:02 +03:00
Rachael Alexanderson
538bfabef8 Merge https://github.com/coelckers/gzdoom 2017-05-23 06:17:46 -04:00
Christoph Oelckers
9d73e4c635 - fixed errors in wallsprite setup for the classic software renderer:
* it did not use the correct texture.
* it had a math error in the right edge's y-coordinate calculation.
2017-05-23 09:37:38 +02:00
Dugan Chen
bc0f9023f6 Add mem_fn header to oalsound.cpp 2017-05-22 21:54:58 +02:00
Rachael Alexanderson
7600fdb200 Merge https://github.com/coelckers/gzdoom 2017-05-22 13:10:19 -04:00
svdijk
bdfc42182f OPLsynth: Default to center panning. 2017-05-22 09:15:02 +02:00
Christoph Oelckers
42e62d9005 - fixed: Harmony requires special scaling treatment for the fullscreen HUD's icons. 2017-05-21 21:30:46 +02:00
Christoph Oelckers
7bc5573baa - call P_FindParticleSubsectors before rendering a save picture in OpenGL.
This entry point was the only one missing that call.
2017-05-21 12:45:49 +02:00
Christoph Oelckers
fc0855fac7 - fixed size of particles in the hardware renderer.
From the look of it the scale was changed in the software renderer several years back but the hardware renderer never got adjusted for it.
This also adds a bit of compensation to round particles so that they get rendered a bit larger than square ones.
2017-05-21 12:36:34 +02:00
Christoph Oelckers
be2cfddb17 - handle the case where SBARINFO only contains a mugshot definition and fall back to the current statusbarclass if creating an SBARINFO-based statusbar fails. 2017-05-21 12:06:22 +02:00
Magnus Norddahl
e27e89b57d - Make sure a hung worker thread always crashes the application 2017-05-21 12:03:12 +02:00
Rachael Alexanderson
3955b7a4f8 Merge https://github.com/coelckers/gzdoom 2017-05-21 05:52:27 -04:00
Magnus Norddahl
aff9205057 - Fix mipmap filtering bug when using nearest filter 2017-05-21 11:01:37 +02:00
svdijk
371a8755c2 vid_glswfb: Prevent defunct windows. 2017-05-20 23:21:51 +02:00
Christoph Oelckers
4388d97db6 - PlayerPawn.PlayerThink needs to consider the possibility of the player getting unmorphed and must call any function after a potential unmorph through 'player.mo' instead of 'self'. 2017-05-20 20:56:43 +02:00
Rachael Alexanderson
fd0602a163 Merge https://github.com/coelckers/gzdoom 2017-05-19 23:40:51 -04:00
Christoph Oelckers
fc8639226d - yet again Visual Studio's autocompletion feature deleted some tildes. 2017-05-19 21:36:32 +02:00
Christoph Oelckers
a4231ffd00 - more handling of some very broken old ATI drivers. 2017-05-19 21:33:48 +02:00
Christoph Oelckers
e1cd0dc588 - major optimization on carry scroller code.
The old version was checking every single actor in every single sector for being affected by a carry scroller if there was so much as a single such scroller in the map.
Changed it so that the scroll thinker flags all actors in the affected sectors so that these expensive calculations can be skipped for everything else.
This change and reduce think time by 1/3 on maps like ZDCMP2 (on the test machine it went down from 6 ms to 4 ms on this map.)
2017-05-19 16:31:44 +02:00
Christoph Oelckers
9fc309d5b5 - stop the music when processing a fatal error. 2017-05-19 12:20:33 +02:00
Christoph Oelckers
c1e64fa576 - fixed: The rail trail should use r_trail_sparsity, not r_spiral_sparsity.
- fixed: Spawning actors on the rail trail must ignore the sparsity CVARs completely.
2017-05-19 12:03:20 +02:00
Christoph Oelckers
c8e631bf26 - fixed: The colormap was not fully initialized for 3D floors in sectors where neither the original floor nor ceiling were visible. 2017-05-19 11:42:44 +02:00
Christoph Oelckers
97b664968e - removed a few unused VM opcodes. 2017-05-19 10:27:22 +02:00
Rachael Alexanderson
2f743c3128 Merge https://github.com/coelckers/gzdoom 2017-05-19 04:10:25 -04:00
svdijk
8ece6dff6a Menu: Never treat keys with no "Char" as hotkeys. 2017-05-18 21:29:08 +02:00
svdijk
4b8f4212ef Menu: Hotkeys should only select selectable items. 2017-05-18 21:29:08 +02:00
Rachael Alexanderson
1472627f6a Merge https://github.com/coelckers/gzdoom 2017-05-17 22:15:48 -04:00
Major Cooke
bb1e927c46 Give the parameter a better name to associate by. 2017-05-17 23:03:22 +02:00
Major Cooke
65f13b0927 - Added a Z offsetting parameter to the ZScript LineAttack function.
- Added LAF_OVERRIDEZ flag to LineAttack. Disregards all internal offsetting aside the actor's Z position before adding the offset parameter.
2017-05-17 23:03:22 +02:00
Rachael Alexanderson
0f54d7f854 Merge https://github.com/coelckers/gzdoom 2017-05-17 08:53:34 -04:00
svdijk
ebf3a37394 Menu: Fix mouse handling for the autoaim slider. 2017-05-16 23:06:57 +02:00
alexey.lysiuk
a92f889e44 Fixed recently introduced compilation warnings
src\v_video.cpp(1771): warning C4244: '=': conversion from 'double' to 'int', possible loss of data
src\v_video.cpp(1773): warning C4244: '=': conversion from 'double' to 'int', possible loss of data
2017-05-16 16:39:07 +03:00
Rachael Alexanderson
625fc73f28 - Missed a few CF_POWERBUDDHA references. 2017-05-16 04:13:25 -04:00
Rachael Alexanderson
a93efb1e9e - slightly increase source code readability by moving a flag from one line to another. 2017-05-16 09:52:50 +02:00
Rachael Alexanderson
8192ad73bd - changed fall damage so it is max 'TELEFRAG_DAMAGE - 1' instead of a flat 999 (it used to check for >=1000). 2017-05-16 09:52:50 +02:00
Rachael Alexanderson
c6946cc672 - removed all instances of CF_POWERBUDDHA 2017-05-16 09:52:50 +02:00
Rachael Alexanderson
fe023b5ca4 - changed Buddha powerup from a flag to an inventory check 2017-05-16 09:52:50 +02:00
Major Cooke
b1a8ef54f6 - Fixed bitwise comparison. 2017-05-16 09:52:50 +02:00
Major Cooke
6bbbd28a08 - Added missing LAXTELEFRAGDMG support to SelfDamageFactor. 2017-05-15 19:19:35 +02:00
Rachael Alexanderson
a96ef5276d - Added new flags8 actor field. Isn't it frightening how quickly how we got to our 8th flag field?
- Speaking of frightening, added +FRIGHTENING flag.
2017-05-15 19:17:46 +02:00
Rachael Alexanderson
7ded20ca05 Merge https://github.com/coelckers/gzdoom 2017-05-15 03:27:58 -04:00
Dmitri Kourennyi
3b20c26275 Fix A_CheckProximity setting pointer to dead things when it shouldn't.
When using A_CheckProximity with CPXF_SETTARGET, the target pointer could
be set to a dead monster even without the CPXF_COUNTDEAD and CPXF_DEADONLY
flags. This is becuase the check for death would occur after setting the
pointer.

Fix simply moves death check to occur before setting pointers.
2017-05-14 20:01:18 +02:00
Gaerzi
bbea0ee4a1 Fix spelling mistake in documentation
Unfortunately I can't change the spelling mistake in the specs, so the property name will still evoke a 3D midtex that doesn't betray any emotion.
2017-05-14 18:12:21 +02:00
Major Cooke
795f8f0578 - Added a separate cheat flag to handle buddha powerups. Currently, Buddha powerups could interfere and disable the actual player cheat unintentionally, when the player may not want their actual cheat to be turned off.
- Set some overlooked 1000000 damage points to TELEFRAG_DAMAGE inside the falling damage code.
2017-05-14 17:22:46 +02:00
Major Cooke
49e4c8968f - Fixed: Powerups failed to expire when the EffectTics was set directly to 0 since the variable is always subtracted first before the check. 2017-05-14 17:21:48 +02:00
Christoph Oelckers
6a34092742 - fixed automap positioning with linked portals and a camera actor that is transitioning a sector portal. 2017-05-14 13:12:39 +02:00
Christoph Oelckers
437dd68d79 - the Render state must be applied before performing a portal clear screen, because it would still be set to stencil drawing at this point. 2017-05-14 12:42:25 +02:00
Rachael Alexanderson
a7025b5563 Merge https://github.com/coelckers/gzdoom
# Conflicts:
#	src/version.h
2017-05-14 06:41:56 -04:00
Christoph Oelckers
8a91153aeb - Why does the Visual Studio editor hate tildes so much...? 2017-05-14 12:36:13 +02:00