Commit graph

1482 commits

Author SHA1 Message Date
Major Cooke
3c289b8376 Merge remote-tracking branch 'gzdoom/master' into newmaster 2020-01-11 08:54:18 -06:00
Christoph Oelckers
4646273569 - fixed: menu sounds no longer got the CHANF_UI flag. 2020-01-04 19:36:22 +01:00
Christoph Oelckers
c0b9bb6e76 - bumped ZScript version to 4.3 and silenced the remaining deprecation warnings. 2020-01-04 14:25:56 +01:00
Christoph Oelckers
4a67bfcddb - deprecated A_PlaySound for real and transitoned the internal scripts to A_StartSound 2020-01-04 14:25:55 +01:00
Christoph Oelckers
b7e1a35e6f - cleaned up the parameters of A_StartSound.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-04 14:25:55 +01:00
Alexander Kromm
60026ba4f2 export dictionary iterator 2020-01-01 08:39:25 +01:00
Christoph Oelckers
f647f3c132 - added the Dehacked extensions from Crispy/Doom Retro.
All empty placeholders for mods to fill in, no new functionality.
2019-12-31 21:13:18 +01:00
Major Cooke
d101df463d 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 SPF_VIEW flag for A_SetAngle/Pitch/Roll, which will set the view direction instead of the actor's actual facing direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.
2019-12-30 13:11:39 -06:00
Major Cooke
db3b296dfa Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-12-30 12:56:24 -06:00
Major Cooke
77054fb638 Revert "Major Cooke: View Angles (Part 1)"
This reverts commit d2ecc535c1.
2019-12-30 12:50:14 -06:00
Chronos Ouroboros
b4ba7dfec2 Fixed a regression in DoTakeInventory. (the C++ code just ignored the null pointer, but ZScript can't do that) 2019-12-30 12:37:33 -03:00
Alexander Kromm
bd1892120d add Dictionary.Remove(String key) function 2019-12-30 14:57:37 +01:00
Cacodemon345
7fd27bc925 Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color) 2019-12-30 13:05:38 +01:00
Christoph Oelckers
d08bb93b84 - elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP. 2019-12-30 09:47:25 +01:00
Alexander Kromm
703686beee export TMap<FString, FString> to ZScript 2019-12-29 13:37:38 +01:00
Christoph Oelckers
77469e0512 - fixed the colorization parser. 2019-12-29 12:11:16 +01:00
Christoph Oelckers
9b9fd35107 - hooked up the colorization feature.
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.

colorization
{
    DesaturationFactor <float>
    Invert
    AddColor <color>
    ModulateColor <color>
    BlendColor <color>, <mode> [, <alpha>]
}

Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
2019-12-29 11:30:37 +01:00
Rachael Alexanderson
01663e357e Merge branch 'master' of https://github.com/coelckers/gzdoom into newmaster 2019-12-28 14:19:31 -05:00
Christoph Oelckers
bb8db9422f - scaled down the texture colorization feature for easier usability.
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
3a249cb06f - added high level interface to the new properties, i.e. UDMF and ZScript. 2019-12-20 18:02:42 +01:00
alexey.lysiuk
59f09d4893 - move setting status bar defaults to proper location
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code

https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
2019-12-18 15:40:39 +02:00
Major Cooke
4eb1b6ad95 Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-12-17 09:03:05 -06:00
Christoph Oelckers
136ab4f48a - renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope. 2019-12-17 09:58:50 +01:00
Major Cooke
a960355d76 Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-12-16 18:11:48 -06:00
Christoph Oelckers
e82565373f - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
2019-12-16 23:52:39 +01:00
Major Cooke
f44d2b2974 Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-12-16 09:17:02 -06:00
alexey.lysiuk
1a19dbb52f - added 'damageonland' property to terrain definition
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor

https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 15:14:30 +01:00
Major Cooke
101b4763d5 Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-12-11 13:18:58 -06:00
Ed the Bat
f1a0345c57 More compat fixes for Swan Fox maps (#982)
* More compat fixes for Swan Fox maps

Found some more issues on maps that already have compat fixes in place

* Missed a dud line

At least I'd commented it out so it was benign, but still...
2019-12-09 07:51:02 -05:00
Rachael Alexanderson
d44a4f428e - add line_horizon on HOM line in Sapphire.wad 2019-12-09 01:56:42 -05:00
Christoph Oelckers
b9582cc98e - continued refactoring on sound code.
The game independent part of the code has been mostly isolated.
2019-12-08 21:22:53 +01:00
Major Cooke
adae79646f Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-12-05 12:38:02 -06:00
Christoph Oelckers
6023b69693 - added null check to the dialogue lines array so that it doesn't crash if the text is never word wrapped. 2019-11-30 22:04:26 +01:00
Major Cooke
775a94a5d2 Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-11-26 09:36:50 -06:00
alexey.lysiuk
e21c9e0ef8 - made most of AltHud class functions virtual
This allows arbitrary customization of alternative HUD
2019-11-26 15:45:18 +02:00
alexey.lysiuk
a7f2df4fef - added ability to set custom alternative HUD
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud

https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 15:45:18 +02:00
alexey.lysiuk
20d3752fdd - exported several Wads.GetLump...() methods to ZScript
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps

https://forum.zdoom.org/viewtopic.php?t=66285
2019-11-25 17:37:56 +02:00
Ed the Bat
4d8dfd2437 More level_compatibility map fixes
These maps have actors not marked for any game mode (single, cooperative, deathmatch). That works in Zandronum, but GZDoom requires this fix.
2019-11-24 23:55:52 +01:00
Major Cooke
334f6fc018 Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-11-24 11:47:35 -06:00
Rachael Alexanderson
2e0f7a0979 - fixed a compatibility fix that used 'FlipLine' 2019-11-24 06:42:03 -05:00
Rachael Alexanderson
2489ea2e45 - rename 'FlipLine' to 'FlipLineVertexes' to clarify what it does
- add function 'FlipLineCompletely' which calls both 'FlipLineVertexes' and 'FlipLineSideRefs'
2019-11-24 06:40:01 -05:00
Player701
db1359f98e - Implemented scale parameter for BaseStatusBar::DrawString 2019-11-24 10:45:07 +01:00
Ed the Bat
f941c98c1e Compatibility fixes for Clavicula Nox
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/clavnoxr

This Vavoom mod was unplayable in G/ZDoom without cheating, due to how swimmable water was implemented. This finally fixes it to work.
2019-11-22 17:47:11 +01:00
Major Cooke
314d2621d2 Updated SpriteOffset based on software render code changes. 2019-11-20 16:34:14 -06:00
Major Cooke
4f4b6b4e2a Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-11-20 16:30:37 -06:00
Major Cooke
aff4df7d82 Revert "Re-added A_SpriteOffset with a fix to improve performance, and give support for wall and flat sprites."
This reverts commit a1c58f7d10.
2019-11-20 16:30:15 -06:00
Ed the Bat
826c3c4221 Update level_compatibility.zs (#973)
* Update level_compatibility.zs

Map fixes for some older mods

* Formatting changes

Spaces around commas and comment markers, to better match the rest of the file
2019-11-20 14:02:14 -05:00
Major Cooke
4c8f87627e Merge remote-tracking branch 'gzdoom/master' into newmaster 2019-11-14 14:04:44 -06:00
Rachael Alexanderson
4d66e9a8bb - remove SetLineSideRefs - this actually cannot be exported right now, due to the fact that both sides and lines have backreferences to themselves and their ancestry, and that linedefs have forward references to the sectors on their respective sides.
- made FlipLineSideRefs native, due to the SetLineSideRefs removal
- fixed a bug with FlipLineSideRefs that rendered upper and lower textures incorrectly due to incorrect sector references
- FlipLineSideRefs now should only work on single-sided lines
2019-11-14 14:32:20 -05:00
Rachael Alexanderson
b0751db552 - add native SetLineSideRefs(line, side1idx, side2idx)
- add scripted FlipLineSideRefs(line)
2019-11-14 09:20:16 -05:00