alexey.lysiuk
36896a1224
- fixed ammo check for weapon with 'uses both' flags
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https://forum.zdoom.org/viewtopic.php?t=63047
2018-12-29 13:36:10 +02:00
alexey.lysiuk
8e684f9687
- fixed missing attack sound in A_CustomPunch
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See 7bb3855439/src/p_actionfunctions.cpp (L1729)
https://forum.zdoom.org/viewtopic.php?t=63049
2018-12-29 12:34:38 +02:00
Christoph Oelckers
17e053499e
- reworked the lock code to remove the 255 locks limit and to allow it to automatically deinitialize.
2018-12-29 10:19:31 +01:00
Christoph Oelckers
982c622367
- fixed: The polyobject spawn point collector did not properly check for bad mapthings.
2018-12-29 08:49:53 +01:00
Christoph Oelckers
dd3dba2ef1
- made PlayerPawn.TweakSpeeds virtual.
2018-12-29 08:43:36 +01:00
Christoph Oelckers
f31b1b92c9
- eliminated the two global FraggleScript variables by moving them into DFraggleThinker.
2018-12-29 01:18:21 +01:00
Christoph Oelckers
496dd4ee68
- treat non-existent arrays in the savegame as zero length.
2018-12-29 01:17:59 +01:00
Christoph Oelckers
cad43e431c
- cleanuo.
2018-12-28 23:19:01 +01:00
Christoph Oelckers
3559f7dffb
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-12-28 23:14:22 +01:00
Christoph Oelckers
5f303859e9
- made some changes to how the compatibility code works to allow removing the last remaining global variables of the map loading code.
...
Everything temporary is now part of the MapLoader class.
2018-12-28 23:14:11 +01:00
Christoph Oelckers
d066a1f10f
- renamed some variables because they were getting into the way of analyzing usage of the global variable of the same name.
2018-12-28 18:11:33 +01:00
Major Cooke
7acf43741a
Fixed: IsFakePain received the modified damage instead of the raw, preventing ALLOWPAIN from working as intended.
2018-12-28 17:23:55 +01:00
Christoph Oelckers
0e904286e8
- moved renderinfo.cpp entriely into the map loader.
2018-12-28 15:51:32 +01:00
Christoph Oelckers
e66e594dd0
- moved the sidetemp array into the map loader.
2018-12-28 15:30:23 +01:00
Christoph Oelckers
11e9cdae33
- split polyobject init into its own file and cleaned things up a bit.
2018-12-28 15:05:05 +01:00
Christoph Oelckers
9de2f5c1e7
- made polyobject init code part of MapLoader.
2018-12-28 14:48:10 +01:00
Christoph Oelckers
326e4d8559
- store the master pointer for the subsector lists in sector_t and the seg lists in side_t in FLevelLocals as a TArray instead of relying on the first element's pointer for this.
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This simply way bad style.
2018-12-28 14:24:22 +01:00
Magnus Norddahl
c499c563a0
- remove WallSampler
2018-12-28 13:04:54 +01:00
Christoph Oelckers
64595abe60
- moved main polyobject array into FLevelLocals and simplified the setup process to not depend on P_SpawnMapThing.
...
Since the SpawnedThings array is still available when polyobjects are spawned it makes no sense to create an expensive linked list in P_SpawnMapThing.
This can be done far better by scanning through the array again and collect all matching items in a second array.
2018-12-28 10:08:39 +01:00
Christoph Oelckers
84a28454dc
- split maploader.cpp so that the parts that are not setting up the actual map data go back to p_setup.cpp.
2018-12-28 09:17:10 +01:00
Rachael Alexanderson
c980f1c27f
- g3.8pre
2018-12-27 23:46:21 -05:00
Magnus Norddahl
45d3df9df1
- remove pointless duplication of FWallCoords member variables
2018-12-28 01:13:58 +01:00
Magnus Norddahl
4d3d4ea746
- simplify colormap selection to a single function
2018-12-28 00:55:44 +01:00
Christoph Oelckers
467c73b2d7
- split P_SetupLevel so that the main part of it can be made part of the MapLoader class.
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- allocate BlockNodes from the same memory arena as SecNodes.
2018-12-27 23:34:07 +01:00
Magnus Norddahl
c0a4ba5e82
- Simplify ProjectedWallLight light step setup and positioning
2018-12-27 22:52:33 +01:00
Magnus Norddahl
ed094d0b2f
- create a ProjectedWallLight class for the variables used to calculate light for columns
2018-12-27 22:03:02 +01:00
Erick Tenorio
0a6ec054d2
- TNT.WAD fixes
2018-12-27 20:52:08 +01:00
Christoph Oelckers
a47287f1e4
- use TArrays for all local allocations in the map loader.
2018-12-27 20:22:51 +01:00
Erick Tenorio
9ee0271320
- Have Plutonia MAP16 pit kill player
2018-12-27 18:59:29 +01:00
Christoph Oelckers
6ae417725f
- removed the optional MAPINFO data handler and moved the 3 items still using it to the main parser file.
...
This thing made sense when GZDoom and ZDoom were separate projects to avoid having to change some core files for the added options.
Now, with only 3 ones remaining, one for FraggleScript and two for Extradata the overhead here is just too high. The 3 variables can just be moved to level_info_t without carrying along this much baggage.
2018-12-27 17:38:11 +01:00
Christoph Oelckers
2edf02d731
- moved map loader files to a subdirectory.
2018-12-27 17:11:10 +01:00
Christoph Oelckers
017b3f9dc7
- fixed OpenGL texture objects weren't deleted when a texture was destroyed.
2018-12-27 14:25:13 +01:00
Christoph Oelckers
f351df5c22
- moved Extradata parser into MapLoader class.
2018-12-27 12:33:18 +01:00
Christoph Oelckers
733cd5260a
- moved slope creation functions and most initialize-time variables into MapLoader class.
2018-12-27 12:33:18 +01:00
Christoph Oelckers
89ba723609
- moved the content from p_glnodes into the MapLoader class.
2018-12-27 12:33:17 +01:00
Christoph Oelckers
2e22c01d45
- moved most content of p_setup.cpp into a MapLoader class.
2018-12-27 12:33:17 +01:00
Ijon
071347d7fb
NOFRICTION now applies to Z friction when flying or swimming
2018-12-27 12:26:33 +01:00
alexey.lysiuk
23f2a3a7fc
- fixed crash in Actor.Warp() with null destination
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https://forum.zdoom.org/viewtopic.php?t=63031
2018-12-27 13:01:42 +02:00
Christoph Oelckers
f3ae61a2d3
- remove some obsolete bit of cruft from the class type system.
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This was a remnant of putting the meta data directly into the class descriptor which turned out to be an unworkable approach
2018-12-27 08:49:34 +01:00
Christoph Oelckers
b31f284e28
- fixed 3D floor initialization for actor spawning.
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Since actors are being spawned before the renderer gets set up this needs to fully initialize the list before spawning the actors, then take it down again for creating the vertex buffer and then recreate it.
2018-12-27 08:28:09 +01:00
Kevin Caccamo
e04fc026ff
Expand UDMF and ZScript API for side's own additive colors
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Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2018-12-26 16:58:27 +01:00
Kevin Caccamo
286886e161
Minor fixes for additive colour ZScript API
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Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
2018-12-26 16:58:27 +01:00
Kevin Caccamo
9622ca7517
Add additive color before applying object colors
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Based on what I saw in this video (https://youtu.be/Yx1tflavea8 ), the
additive colors are applied before the object colors
2018-12-26 16:58:27 +01:00
Kevin Caccamo
0773e6a98e
Rework implementation as per the new specification
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The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)
Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
2018-12-26 16:58:27 +01:00
Kevin Caccamo
60696c91a2
Change some of the names of the additive color properties
2018-12-26 16:58:27 +01:00
Kevin Caccamo
141a60b93d
Update additive colour info in GZDoom UDMF specs
2018-12-26 16:58:27 +01:00
Kevin Caccamo
c165d0dc03
Add info about additive material colors to udmf_zdoom.txt
2018-12-26 16:58:27 +01:00
Kevin Caccamo
6485570c93
Implement additive colours on HUD sprites
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Also, make sure the alpha for the additive colour is 255.
2018-12-26 16:58:27 +01:00
Kevin Caccamo
33723e8904
Implement additive colour on walls and sprites
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Also, don't modify the alpha channel when adding the additive colour.
2018-12-26 16:58:27 +01:00
Kevin Caccamo
80bcac48ef
Forcibly assign 0 to the additive special color
2018-12-26 16:58:27 +01:00