Rachael Alexanderson
c239ca3262
Merge https://github.com/coelckers/gzdoom
2017-06-13 00:50:50 -04:00
jplebreton
29ca258cb9
Fixes for two Master Levels: progression blocker in catwalk.wad, unattainable secret in nessus.wad.
2017-06-12 12:16:06 +02:00
Rachael Alexanderson
a148212215
Merge commit 'f1ad42c'
2017-06-12 00:22:59 -04:00
Christoph Oelckers
ee3d73478a
- added blanket protection to all submenus of OptionsMenu, except the player menu.
...
Sadly, some mods are truly careless enough to modify the engine internal menus to add their own things, which should have no business whatsoever in there.
As an example, in a D4D version released in May, the Display Options menu is showing quite a bit of outdated content and missing important settings.
2017-06-11 09:57:10 +02:00
Rachael Alexanderson
5405625219
- added Blade of Agony (Chapter 2) as an IWAD
2017-06-10 10:57:45 -04:00
Rachael Alexanderson
c6b68df51d
- moved Rise of the Wall ball down in the detection list as far as it would safely go - since that was a directive when WadSmoosh was added.
2017-06-10 10:35:48 -04:00
alexey.lysiuk
e0ece283aa
Added support for Rise Of The Wool Ball as IWAD
2017-06-10 16:05:57 +03:00
alexey.lysiuk
8a300b99e9
Fixed interpolation points chaining
...
Ambush flag cannot be used for marking visited points because HandleSpawnFlags() is no longer virtual
See E1M4 from Rise Of The Wool Ball v1.1 as example of broken chain
2017-06-10 15:50:44 +03:00
jplebreton
c1e39ca06a
fix erroneous 8th secret sector in nerve.wad aka No Rest For The Living map04 (called level04 in the wad)
2017-06-10 08:39:37 +02:00
Rachael Alexanderson
a48203ef1d
Merge https://github.com/coelckers/gzdoom
2017-06-10 01:00:38 -04:00
alexey.lysiuk
99d89f0730
Fixed position of Targeter's markers during wearing out
...
https://forum.zdoom.org/viewtopic.php?t=56811
2017-06-09 15:08:01 +03:00
Rachael Alexanderson
f8ba5c7b1f
- fixed: Updating your sigil (Strife) should not override the number of 'deselect' pieces you have when swapping to another weapon.
2017-06-09 06:22:31 -04:00
Rachael Alexanderson
63d9148604
Merge https://github.com/coelckers/gzdoom
2017-06-09 05:57:10 -04:00
Christoph Oelckers
6b3093d7ad
Another sound with wrong attenuation
2017-06-08 17:13:36 +02:00
Christoph Oelckers
68e17eb0c6
Create alienspectres.txt
...
fixed attenuation for Strife's 'killed a spectre' message.
2017-06-08 16:23:35 +02:00
Rachael Alexanderson
077cd09d8d
Merge https://github.com/coelckers/gzdoom
2017-06-06 16:40:21 -04:00
Rachael Alexanderson
33a58a3ada
- fixed: corrected language entries for Classic Transparency - the 'auto' options were reversed.
2017-06-06 10:19:14 -04:00
Christoph Oelckers
a210aaea3e
- fixed: All melee functions calling TraceBleed after DamageMobj must first copy the target member to a local variable.
...
DamageMobj can destroy the damaged actor if the death state sequence has zero duration. But Actor.target is a garbage collected member variable, i.e. it will be null, once the actor it points to gets destroyed.
This was originally done correctly in the C++ code but during the scriptification all those 'AActor *target = self->target' lines were removed because they looked redundant, but were not.
2017-06-06 09:12:58 +02:00
Rachael Alexanderson
5d40b2c36c
Merge https://github.com/coelckers/gzdoom
2017-06-04 21:04:33 -04:00
alexey.lysiuk
a797db74da
Silenced scripting warning from main .pk3
...
Script warning, "gzdoom.pk3:zscript/menu/playercontrols.txt" line 526:
Truncation of floating point value
2017-06-04 16:21:10 +03:00
Rachael Alexanderson
5eaf085d58
- fixed minor menudef mistake
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
68b6f922f7
- Added auto-detection scheme for r_vanillatrans
...
It now works the following way:
(0) - Force off (ZDoom defaults)
(1) - Force on (Doom defaults)
(2) - Auto off (Prefer ZDoom defaults - if DEHACKED is detected with no ZSCRIPT it will turn on) (default)
(3) - Auto on (Prefer Doom defaults - if DECORATE is detected with no ZSCRIPT it will turn off)
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
11741846c6
- fixed: missed the teleport fog
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
e1bb44a9ed
- added menu option for r_vanillatrans
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
10a9d087f1
- fixed: missed the golden wand puff for the +ZDOOMTRANS flag
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
2997f31f9f
- removed ZDOOMADD and updated actors in question with ZDOOMTRANS
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
a937f709aa
- Added +ZDOOMADD to all Heretic, Hexen, and Strife actors that needed it (that I know of...)
...
- this developer's insanity level increased another 21%
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
89b372cb01
- Changed MF7_SPRITEFLIP, MF8_ZDOOMTRANS to RenderFlags
...
- Added RF_ZDOOMADD
- renamed r_canontrans to r_vanillatrans
- this developer's insanity level has increased by 231%.
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
c252b5d753
- fixed: forgot to assign +ZDOOMTRANS to rockets
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
01f88cfb16
- Added 'canonical transparency' cvar r_canontrans - this simply turns off transparency for Doom objects that were marked as transparent sometime in ZDoom's development cycle
2017-06-04 12:30:35 +02:00
Rachael Alexanderson
e5eb173165
- fixed minor menudef mistake
2017-06-04 05:33:37 -04:00
Rachael Alexanderson
64b22f6cb3
Merge https://github.com/coelckers/gzdoom
2017-06-03 22:34:13 -04:00
Rachael Alexanderson
deb62ee156
Merge commit 'refs/pull/340/head' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/gl/scene/gl_sprite.cpp
# src/polyrenderer/scene/poly_sprite.cpp
# src/swrenderer/things/r_sprite.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2017-06-03 20:06:28 -04:00
Rachael Alexanderson
9af370f51e
- Added auto-detection scheme for r_vanillatrans
...
It now works the following way:
(0) - Force off (ZDoom defaults)
(1) - Force on (Doom defaults)
(2) - Auto off (Prefer ZDoom defaults - if DEHACKED is detected with no ZSCRIPT it will turn on) (default)
(3) - Auto on (Prefer Doom defaults - if DECORATE is detected with no ZSCRIPT it will turn off)
2017-06-03 20:00:53 -04:00
Magnus Norddahl
7acb492852
- Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture
2017-06-04 00:44:49 +02:00
Magnus Norddahl
265df4b797
- Change shadowmap resolution from 1024 to 128
2017-06-03 21:19:34 +02:00
jplebreton
2c7a0c87c8
add FloatBobStrength Actor property, a multiplier on Z offset created by FloatBob behavior. default of 1.0 is current behavior, set higher/lower for more/less extreme bobbing.
2017-06-03 18:02:27 +02:00
Rachael Alexanderson
cdc0bf1cd5
- condense all of unloved/2.pk3's compatibility entries together since they are all the same
2017-06-02 16:58:22 -04:00
Rachael Alexanderson
28821e5eca
- condense all of unloved/2.pk3's compatibility entries together since they are all the same
2017-06-02 16:57:37 -04:00
Rachael Alexanderson
9b3d11ae19
- fixed: missed the teleport fog
2017-06-02 12:41:25 -04:00
Rachael Alexanderson
9871117f56
- fixed: missed the teleport fog
2017-06-02 12:41:03 -04:00
Rachael Alexanderson
9abf866241
- added menu option for r_vanillatrans
2017-06-02 12:37:54 -04:00
Rachael Alexanderson
579febb6f8
- added menu option for r_vanillatrans
2017-06-02 12:36:29 -04:00
Rachael Alexanderson
ede15da98c
- fixed: missed the golden wand puff for the +ZDOOMTRANS flag
2017-06-02 12:24:03 -04:00
Rachael Alexanderson
b240ad0814
- removed ZDOOMADD and updated actors in question with ZDOOMTRANS
2017-06-02 12:24:03 -04:00
Rachael Alexanderson
91e3b19264
- Added +ZDOOMADD to all Heretic, Hexen, and Strife actors that needed it (that I know of...)
...
- this developer's insanity level increased another 21%
2017-06-02 12:24:03 -04:00
Rachael Alexanderson
00bfee8b1e
- Changed MF7_SPRITEFLIP, MF8_ZDOOMTRANS to RenderFlags
...
- Added RF_ZDOOMADD
- renamed r_canontrans to r_vanillatrans
- this developer's insanity level has increased by 231%.
2017-06-02 12:24:03 -04:00
Rachael Alexanderson
eeaf6214f7
- fixed: forgot to assign +ZDOOMTRANS to rockets
2017-06-02 12:24:03 -04:00
Rachael Alexanderson
daad76547d
- Added 'canonical transparency' cvar r_canontrans - this simply turns off transparency for Doom objects that were marked as transparent sometime in ZDoom's development cycle
2017-06-02 12:24:03 -04:00
Rachael Alexanderson
7d7b1b3b97
- fixed: missed the golden wand puff for the +ZDOOMTRANS flag
2017-06-02 01:10:46 -04:00
Rachael Alexanderson
bf12d38afd
- removed ZDOOMADD and updated actors in question with ZDOOMTRANS
2017-06-02 01:10:46 -04:00
Rachael Alexanderson
b4dea12a4f
- Added +ZDOOMADD to all Heretic, Hexen, and Strife actors that needed it (that I know of...)
...
- this developer's insanity level increased another 21%
2017-06-02 01:10:46 -04:00
Rachael Alexanderson
aa93990d3b
- Changed MF7_SPRITEFLIP, MF8_ZDOOMTRANS to RenderFlags
...
- Added RF_ZDOOMADD
- renamed r_canontrans to r_vanillatrans
- this developer's insanity level has increased by 231%.
2017-06-02 01:10:46 -04:00
Rachael Alexanderson
45d7401885
- fixed: forgot to assign +ZDOOMTRANS to rockets
2017-06-02 01:10:46 -04:00
Rachael Alexanderson
813b321c45
- Added 'canonical transparency' cvar r_canontrans - this simply turns off transparency for Doom objects that were marked as transparent sometime in ZDoom's development cycle
2017-06-02 01:10:45 -04:00
Rachael Alexanderson
b78cb6c693
Merge https://github.com/coelckers/gzdoom
2017-06-01 01:02:17 -04:00
Rachael Alexanderson
9e2d44e9c8
- Added a number of missing textures for all 4 episodes of Ultimate Doom
2017-05-31 21:29:25 +02:00
Rachael Alexanderson
68b32d1fe8
Merge https://github.com/coelckers/gzdoom
2017-05-31 12:01:47 -04:00
Rachael Alexanderson
f753a8bfbc
- Two more compat fixes for Doom2 - this at least covers all the HOM errors mentioned in the Doom Wiki.
2017-05-31 11:28:27 -04:00
Rachael Alexanderson
e72ae3f266
Merge ../gzdoom
...
# Conflicts:
# src/version.h
# wadsrc/static/compatibility.txt
2017-05-31 09:08:13 -04:00
Rachael Alexanderson
907d1e0056
- Several compatibility fixes for Doom2's first map cluster. Fixes missing textures as well as incorrect sector tagging causing glitches when opening doors or triggering an ambush.
2017-05-31 08:46:29 -04:00
Rachael Alexanderson
2f7d512acf
Merge commit 'refs/pull/335/head' of https://github.com/coelckers/gzdoom
2017-05-29 04:53:39 -04:00
Rachael Alexanderson
7c33554a2d
- fixed a spelling error
2017-05-28 20:16:07 -04:00
Rachael Alexanderson
a9fdaf3827
- Added numerous compatibility fixes for Doom2: Maps 02 to 11. These fixes mark previously unmarked secrets, and texture fixes in several locations that had HOMs.
2017-05-28 20:16:07 -04:00
Rachael Alexanderson
61660bf147
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-05-28 10:50:06 -04:00
alexey.lysiuk
f759e1155a
Damage factor on armor is no longer ignored
...
https://forum.zdoom.org/viewtopic.php?t=56632
2017-05-28 17:41:44 +03:00
Rachael Alexanderson
65bb8a5185
Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom
2017-05-28 07:13:27 -04:00
Rachael Alexanderson
619281de64
Revert "Merge commit 'refs/pull/336/head' of https://github.com/coelckers/gzdoom "
...
This reverts commit a05c38fefd
, reversing
changes made to 0fb1a0604c
.
2017-05-28 07:12:41 -04:00
Christopher Bruns
a49afd5bfc
Initial OpenVR mode.
...
Second attempt: clean up commit, and avoid messing with HDR framebuffer format.
2017-05-28 06:20:32 -04:00
Rachael Alexanderson
a05c38fefd
Merge commit 'refs/pull/336/head' of https://github.com/coelckers/gzdoom
2017-05-28 01:33:59 -04:00
Rachael Alexanderson
0fb1a0604c
Merge https://github.com/coelckers/gzdoom
2017-05-27 21:52:43 -04:00
Christopher Bruns
c1bacdbf92
Create initial rotation-tracking-only implementation of OpenVR mode for VR headsets.
2017-05-27 19:42:49 -04:00
Rachael Alexanderson
9435a09f1e
- Added vid_glswfb to menu on Mac.
2017-05-27 08:01:56 -04:00
Rachael Alexanderson
d0c1dc9b02
- Added compatibility fix for Doom2's map18 for missing textures on one of the door frames - lines 451 and 459
2017-05-27 06:53:36 -04:00
Rachael Alexanderson
a7cc6fb1ba
- fixed: 'IfOption(Linux)' is actually 'IfOption(unix)' in menudef
2017-05-27 05:12:59 -04:00
Rachael Alexanderson
9ebf1ec9a2
- Update menu to match new vid_glswfb config
...
- Added vid_glswfb to menu on Linux
2017-05-27 04:58:48 -04:00
Major Cooke
a111c59286
Added PSPF_MIRROR.
...
- Flips the sprite's drawing and position over entirely. Automatically implies PSPF_FLIP.
2017-05-25 19:46:36 -05:00
Rachael Alexanderson
7600fdb200
Merge https://github.com/coelckers/gzdoom
2017-05-22 13:10:19 -04:00
Christoph Oelckers
42e62d9005
- fixed: Harmony requires special scaling treatment for the fullscreen HUD's icons.
2017-05-21 21:30:46 +02:00
Rachael Alexanderson
3955b7a4f8
Merge https://github.com/coelckers/gzdoom
2017-05-21 05:52:27 -04:00
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
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
Rachael Alexanderson
625fc73f28
- Missed a few CF_POWERBUDDHA references.
2017-05-16 04:13:25 -04:00
Rachael Alexanderson
7ded20ca05
Merge https://github.com/coelckers/gzdoom
2017-05-15 03:27:58 -04:00
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
Rachael Alexanderson
d1c6d8543b
Merge https://github.com/coelckers/gzdoom
2017-05-13 04:17:54 -04:00
Christoph Oelckers
fcafed4e27
- reordered the IWADs so that the BFG editions are listed after the regular Doom IWADs and Freedoom before Heretic.
2017-05-13 09:44:33 +02:00
Rachael Alexanderson
d907f18e4c
Merge https://github.com/coelckers/gzdoom
2017-05-12 07:45:46 -04:00
Gaerzi
5736345e54
Load voices.wad in SVE
...
Also put SVE along with the other Strife IWADs so they'll be listed together.
2017-05-11 19:08:34 +02:00
Rachael Alexanderson
029788976d
- fully fix Strife1.wad's MAP10 shooting range.
...
- added the following compatibility.txt properties: setsectortexture, setsectorlight
2017-05-11 18:56:02 +02:00
Rachael Alexanderson
9c97ab0b1e
- fix tabs in compatibility.txt in the entry for doom2 map21
2017-05-11 18:56:02 +02:00
Christoph Oelckers
71b6d0113e
- added a compatibility fix for some broken sectors in Doom2's MAP21.
2017-05-11 11:20:28 +02:00
Christoph Oelckers
b02ebd98ab
- add a missing texture to Doom2's MAP27.
2017-05-11 10:03:07 +02:00
Rachael Alexanderson
ac244b3229
Merge https://github.com/coelckers/gzdoom
2017-05-10 05:15:49 -04:00
alexey.lysiuk
60fe34349e
Fixed applying of speed factor to player
...
Part of https://forum.zdoom.org/viewtopic.php?t=56333
2017-05-08 16:54:22 +03:00
Rachael Alexanderson
0941cda7cc
Merge https://github.com/coelckers/gzdoom
2017-05-07 05:07:22 -04:00
Christoph Oelckers
2edae42822
- fixed display of WIPAR lump on Doom intermission screen.
2017-05-07 10:29:58 +02:00
alexey.lysiuk
78b724e280
Par time on stat screen doesn't need tics-to-seconds adjustment
...
Fixes https://forum.zdoom.org/viewtopic.php?t=56307
There was no such adjustment before scriptification of stat screen
2017-05-07 10:10:26 +03:00
Rachael Alexanderson
1cb8d80b25
- Added Gez's heretic wall texture compatibility fixes for E4M7. https://forum.zdoom.org/viewtopic.php?p=995663#p995663
2017-05-06 17:25:43 -04:00
alexey.lysiuk
454f553ea4
Fixed minor issues in Heretic maps (cosmetic mostly) via compatibility
...
# Conflicts:
# wadsrc/static/compatibility.txt
2017-05-06 19:43:35 +02:00
alexey.lysiuk
85bb5192b3
Replaced sectorflooroffset with more generic compatibility parameter
...
New parameter setsectoroffset can set offset of floor or ceiling
# Conflicts:
# src/compatibility.cpp
2017-05-06 19:43:35 +02:00
Chris Robinson
996ce4497d
Add a resampler option for the OpenAL backend
2017-05-06 18:07:31 +02:00
Christoph Oelckers
ce0547aacb
- fixed: The player speed factor was only retrieved from the topmost item in the inventory.
2017-05-06 10:58:16 +02:00
Rachael Alexanderson
678949ccd4
Merge https://github.com/coelckers/gzdoom
2017-05-06 00:52:02 -04:00
Christoph Oelckers
bb12dabe2b
- added a 'protrusion' property to SBARINFO so that the map name display can properly be handled here as well. Until now it was only working for scripted status bars.
2017-05-05 19:32:37 +02:00
Rachael Alexanderson
fa3846ccc6
Merge https://github.com/coelckers/gzdoom
2017-05-05 00:36:22 -04:00
Christoph Oelckers
7308979c44
- fixed bad state label in A_SerpentHeadCheck.
2017-05-04 22:53:14 +02:00
Christoph Oelckers
5bbf173b4e
- fixed: SBARINFO based status bars got the wrong color for automap HUD highlights when playing Doom.
2017-05-04 11:37:36 +02:00
Rachael Alexanderson
118976129d
Merge https://github.com/coelckers/gzdoom
2017-05-04 02:38:13 -04:00
Christoph Oelckers
0877539315
- fixed: The Talisman powerup for SVE was given to the wrong actor.
2017-05-03 22:07:33 +02:00
Rachael Alexanderson
a59336908c
Merge https://github.com/coelckers/gzdoom
2017-05-02 03:13:40 -04:00
Christoph Oelckers
79ef7989fc
- moved the software renderer's dynamic light option into the dynamic light menu to avoid confusion.
...
Todo: Review the other options and make sure they apply to both renderers.
2017-05-01 22:04:54 +02:00
Christoph Oelckers
050acc9271
- added rudimentary support for SVE.wad from the Strife Veteran edition so that the extended single player campaign is usable:
...
* all new things got either an sctor definition or are explicitly deleted through the 'doomednums' section in MAPINFO. CTC related actors are non-functional!
* added a 'noskillflags' option to 'doomednums' so that the lightmap definition things in the maps can be repurposed as dynamic lights.
* added the new dagger powerup.
* added MAPINFO entries for the added maps.
2017-05-01 21:25:54 +02:00
Rachael Alexanderson
ebf33ed24e
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/posix/cocoa/i_video.mm
2017-04-30 22:16:01 -04:00
Christoph Oelckers
b84f7bcada
- scriptified the weapon firing logic.
2017-05-01 01:55:35 +02:00
Christoph Oelckers
abee2805cb
- the last scriptified bits of P_PlayerThink.
2017-05-01 00:27:58 +02:00
Chris Robinson
6044c876ab
Update LASTRUNVERSION to handle the snd_hrtf change
...
Also snd_hrtf now uses -1 for "auto" and 0 for "off", which makes more sense.
2017-05-01 00:26:28 +02:00
Christoph Oelckers
6e25c34fda
- more player code exported
2017-04-30 22:17:51 +02:00
Christoph Oelckers
10deb5ce56
- exported P_PlayerThink to ZScript.
2017-04-30 22:17:50 +02:00
Rachael Alexanderson
588d028499
Merge https://github.com/coelckers/gzdoom
2017-04-30 16:00:52 -04:00
Chris Robinson
49449e623e
Make an advanced sound option for snd_hrtf
2017-04-30 18:41:39 +02:00
alexey.lysiuk
79654fa15b
Cleanup after mod_dumb CVAR removal
...
This fixes the following warnings on startup without configuration file:
Script error, "gzdoom.pk3:menudef.txt" line 1727:
Unknown CVar mod_dumb
Script error, "gzdoom.pk3:menudef.txt" line 1728:
Unknown CVar mod_dumb
Script error, "gzdoom.pk3:menudef.txt" line 1729:
Unknown CVar mod_dumb
Script error, "gzdoom.pk3:menudef.txt" line 1731:
Unknown CVar mod_dumb
2017-04-29 10:27:59 +03:00
Rachael Alexanderson
9fc2f805de
Merge https://github.com/coelckers/gzdoom
2017-04-27 14:29:28 -04:00
Christoph Oelckers
c3f9b4a5ee
- silenced a few float truncation warnings that get printed in developer mode.
2017-04-27 10:23:31 +02:00
Rachael Alexanderson
6fa7c9ee0c
Merge https://github.com/coelckers/gzdoom
2017-04-25 20:54:45 -04:00
alexey.lysiuk
cc786bada6
Fixed crash when mouse is moved right after saving of game has been triggered
...
https://forum.zdoom.org/viewtopic.php?t=56060
https://forum.zdoom.org/viewtopic.php?t=49369&start=105#p992821
https://forum.drdteam.org/viewtopic.php?t=7607
2017-04-25 10:57:55 +03:00
Rachael Alexanderson
88f8c4afcc
Merge https://github.com/coelckers/gzdoom
2017-04-24 08:09:34 -04:00
Christoph Oelckers
9308e45575
- include strifehelp.acs when building gzdoom.pk3.
...
Seriously, we shouldn't set a bad precedent for mappers here.
2017-04-23 14:12:02 +02:00
Rachael Alexanderson
c71d23f519
Merge https://github.com/coelckers/gzdoom
2017-04-22 22:02:20 -04:00
Christoph Oelckers
dc3df4e897
- remove mod_dumb CVAR. This now effectively disabled module playback because the OpenAL backend cannot substitute for it, unlike FMod.
2017-04-22 10:59:52 +02:00
Rachael Alexanderson
b2ba7a4e18
Merge https://github.com/coelckers/gzdoom
2017-04-21 18:15:48 -04:00
Christoph Oelckers
3ccd4aa0d1
- fixed: The powerup icons did not blink when expiring.
2017-04-21 18:08:30 +02:00
Christoph Oelckers
1852079142
- removed alpha parameter from BaseStatusBar.DrawBar because this cannot be used with this function.
2017-04-21 10:56:34 +02:00
Christoph Oelckers
b5f87aa86f
- typo in last commit.
2017-04-21 10:45:27 +02:00
Christoph Oelckers
5cb5d26bf8
- fixed the item stats positioning on the automap.
2017-04-21 10:44:02 +02:00
Rachael Alexanderson
11ec35b061
Merge https://github.com/coelckers/gzdoom
2017-04-20 21:04:33 -04:00
ZZYZX
29402ff685
ZScript version of SetCameraToTexture
2017-04-19 11:20:17 +02:00
Major Cooke
316af5a400
- fixed: DrawBar never checked maxval for dividing by 0.
2017-04-19 11:18:58 +02:00
Rachael Alexanderson
5d11c9962b
Merge commit '8db239d'
2017-04-18 11:33:52 -04:00
Christoph Oelckers
8180d34765
- added user configurable menus where soundfonts, patch sets or Timidity EXEs can be selected from lists being stored in the config file to reduce the hassle of testing MIDIs with different settings.
2017-04-18 16:43:07 +02:00
Christoph Oelckers
96d328de9b
- removed all Doom Source license and all default Raven copyright headers and replaced them with GPLv3. Also fixed the license in a few other files.
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For some files that had the Doom Source license attached but saw heavy external contributions over the years I added a special note to license all original ZDoom code under BSD.
2017-04-17 13:33:19 +02:00
Christoph Oelckers
c219811a54
- removed FMod as the last remaining piece of code that is not GPL compatible.
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Please consider GZDoom as licensed under the GPL starting with this commit, even though the license headers have not been changed yet.
2017-04-17 01:06:54 +02:00
Christoph Oelckers
1ee9256842
- did a complete workover of the weapon sprite translucency code that got inherited from QZDoom.
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This was very poorly done without ever addressing the issues a composite render style can bring, it merely dealt with the known legacy render styles.
The same, identical code was also present in two different places.
The oversight that AlterWeaponSprite overrode even forced styles was also fixed.
OpenGL is not implemented yet but with the problems eliminated should be doable now.
2017-04-15 16:41:00 +02:00
Rachael Alexanderson
997a62de36
Merge https://github.com/coelckers/gzdoom
2017-04-14 23:09:21 -04:00
Christoph Oelckers
0ebf4958b9
- fixed pitch calculation for camera actors. For compatibility with Hexen format they need to treat the pitch arg as a signed byte.
2017-04-15 00:48:22 +02:00
Christoph Oelckers
edebea4f8d
- allow specifying a custom class for message box display.
2017-04-14 23:28:54 +02:00
Christoph Oelckers
d03c33f393
- added Translation.GetID.
2017-04-14 17:40:05 +02:00
Christoph Oelckers
cde450dd8a
- some enhancements for PowerReflection.
2017-04-14 16:51:11 +02:00
Christoph Oelckers
329c168cc2
- added a distance parameter to A_SprayDecal.
2017-04-14 16:28:54 +02:00
Christoph Oelckers
92acbdc625
- made GetClassName an intrinsic and expanded it to also work on class types.
2017-04-14 16:14:27 +02:00
Rachael Alexanderson
93564078fe
Merge https://github.com/coelckers/gzdoom
2017-04-14 01:05:26 -04:00
Christoph Oelckers
b1057cee36
- fixed: do not draw armor on the fullscreen HUD if the amount is 0.
2017-04-13 20:43:17 +02:00
Major Cooke
29394da7ed
Static functions cannot have const.
2017-04-13 19:43:41 +02:00
Major Cooke
523b31a16a
Made several string functions const.
2017-04-13 19:43:41 +02:00
Rachael Alexanderson
2c4552da42
Merge https://github.com/coelckers/gzdoom
2017-04-13 10:09:47 -04:00
Christoph Oelckers
1c8d698121
- added WeaponState enum for ZScript.
2017-04-13 02:42:31 +02:00
Rachael Alexanderson
a15031706d
Merge https://github.com/coelckers/gzdoom
2017-04-12 20:33:38 -04:00
Christoph Oelckers
1712667ce2
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-04-13 02:18:16 +02:00
Christoph Oelckers
fc9e304189
- separated class descriptors from VM types.
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Combining these two groups of data has been the cause of many hard to detect errors because it allowed liberal casting between types that are used for completely different things.
2017-04-12 22:46:49 +02:00
alexey.lysiuk
d8d7dc973c
Added check for selected item in save/load menu
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https://mantis.zdoom.org/view.php?id=570
2017-04-12 17:15:12 +03:00
Rachael Alexanderson
7040bc2156
Merge https://github.com/coelckers/gzdoom
2017-04-11 14:06:13 -04:00
Christoph Oelckers
6a3ddaa8fa
- moved Restricted/ForbiddenToPlayerClass fully to the script side.
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This required some fixes for allowing to read from metadata arrays.
2017-04-11 15:11:13 +02:00
Rachael Alexanderson
00531cda49
Merge https://github.com/coelckers/gzdoom
2017-04-09 11:53:40 -04:00
alexey.lysiuk
b0a0c62af1
Fixed state selection for weapon secondary fire
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https://mantis.zdoom.org/view.php?id=552
2017-04-09 13:04:32 +03:00
Christoph Oelckers
5935dc706d
- prevent infinite recursion in PlayerPawn.GetObituary when the inflictor is the same as the origin for the kill.
2017-04-09 00:06:23 +02:00
Rachael Alexanderson
51f30a8b1e
Merge https://github.com/coelckers/gzdoom
2017-04-06 23:55:20 -04:00
Magnus Norddahl
85a9984807
- Add OpenGL ES 3 support to GL renderer
2017-04-06 23:34:42 -04:00
Magnus Norddahl
994740b3ae
- Add OpenGL ES 3 support to GL renderer
2017-04-07 04:09:04 +02:00
Christoph Oelckers
74faacd218
- fixed: FxVMFunctionCall::GetDirectFunction did not perform any checks on the function's self pointer and failed to report a mismatch as an error.
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- also fixed two places in the code where the above caused some incorrect definitions not to be detected.
2017-04-06 20:52:38 +02:00
Rachael Alexanderson
a1473c48c3
Merge https://github.com/coelckers/gzdoom
2017-04-06 04:30:38 -04:00
alexey.lysiuk
ca4888eb3d
Added CVar.GetCVar() function to do player-dependent console variables lookup
2017-04-06 10:51:36 +03:00
alexey.lysiuk
26e4b74261
Restored initial behavior of CVar.FindCVar()
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https://mantis.zdoom.org/view.php?id=537
2017-04-06 10:50:40 +03:00
Rachael Alexanderson
5851408803
Merge https://github.com/coelckers/gzdoom
2017-04-04 01:29:14 -04:00
Christoph Oelckers
4b127c7fcc
- draw Doom weapon numbers one pixel lower.
2017-04-03 09:37:52 +02:00
Rachael Alexanderson
12d39c74ef
Merge https://github.com/coelckers/gzdoom
2017-04-02 21:38:20 -04:00
Christoph Oelckers
e074c75609
- added a generic TransformRect to the status bar so that the proper transformations can be applied to draw operations that require special parameters not supported by the stock functions.
2017-04-02 12:58:31 +02:00
alexey.lysiuk
1033976158
Fixed typo in status bar function name
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https://mantis.zdoom.org/view.php?id=519
2017-04-02 11:47:10 +03:00
Rachael Alexanderson
2b2297b73e
Merge https://github.com/coelckers/gzdoom
2017-04-01 10:11:52 -04:00
Christoph Oelckers
553906b186
- fixed: BaseStatusbar::GetAmount returned the default item's amount if the player held none of the given type. This should only be done for MaxAmount.
2017-04-01 13:33:42 +02:00
Christoph Oelckers
7dae43bf7f
- fixed: The health chain in Hexen wasn't drawn on the main status bar. Did some reordering to ensure it won't get skipped.
2017-04-01 13:18:19 +02:00
Christoph Oelckers
699d4882d5
- fixed: The ammo display in Doom should not be drawn if the current weapon does not use ammo.
2017-04-01 13:08:45 +02:00
Rachael Alexanderson
bf9edec91a
Merge https://github.com/coelckers/gzdoom
2017-03-30 18:04:37 -04:00
Christoph Oelckers
51d89740e3
- fixed mouse input for scale slider.
2017-03-30 20:12:39 +02:00
Christoph Oelckers
3a1228bf95
- exported the clipping rectangle to scripting and added a statusbar scaling wrapper for it.
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- fixed: BaseStatusBar.Fill did not pass its flags parameter to the native function.
2017-03-30 12:13:28 +02:00
Christoph Oelckers
a3ef711d1d
- added a special slider type for the scaling options that prints a descriptive text instead of the slider for the special settings.
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- fixed the adaptive scale calculation in GetUIScale which had the coordinates mixed up.
2017-03-30 11:30:09 +02:00
Rachael Alexanderson
39826753f9
Merge https://github.com/coelckers/gzdoom
2017-03-30 02:11:03 -04:00
Christoph Oelckers
f95c29ad28
cleaned up the scaling options.
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- all 5 settings affected by uiscale have been changed to have the exact same semantics: -1, if supported means special scaling, this is available for HUD and status bar, 0 means to use uiscale, any larger value is a direct scaling factor.
- scaling is cut off when the factor is larger than screenwidth/320 or screenheight/200 because anything larger will definitely not fit.
- a lot of code has been cleaned up and consolidated. Especially the message code had an incredible amount of redundancy.
- all scaling options have been moved into a submenu. This menu is not complete, though - it still requires a special menu widget to convey the intended information without confusing the user.
2017-03-30 02:16:23 +02:00
Christoph Oelckers
1dcc017daf
- reimplemented the position display, but changed its position a bit upward.
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- activated the RenderOverlay event, now that it can be called from the correct spot, i.e. right after the top level HUD messages are drawn. The system's status output will still be drawn on top of them.
2017-03-29 23:51:53 +02:00
Christoph Oelckers
7011010ff2
- fixed the drain callback.
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- changed the effect spawn prevention of the Hexen flame strike weapon and reverted the attempt to fix this in FastProjectile.
This cannot be fixed in the base class, which was doing everything right. It's the flame missile that was doing undefined things by stopping its movement without clearing its missile flag. This cannot work because missiles are given some minimal forced velocity to ensure collision detection and any attempt to address this without clearing the missile flag is doomed to fail.
2017-03-29 22:50:13 +02:00
Christoph Oelckers
b38934b532
- fixed declaration of ACS getters for status bar.
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- fixed some uninitialized variables in font print code.
2017-03-29 21:54:11 +02:00
Christoph Oelckers
01b095c911
- added colorization for untranslated fonts. This uses the light color of the vertices. The software rendered 2D code will ignore this infomation.
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- added a virtual OnRetrun method to menus.
2017-03-29 21:22:05 +02:00
Christoph Oelckers
d36f656caf
- added a callback for when damage is drained from a target.
2017-03-29 20:25:54 +02:00
Christoph Oelckers
1d4ab0cc2a
- implemented proper scaling for the status bar itself.
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This allows using the UI scale or its own value, like all other scaling values.
In addition there is a choice between preserving equal pixel size or aspect ratio because the squashed non-corrected versions tend to look odd, but since proper scaling requires ununiform pixel sizes it is an option.
- changed how status bar sizes are being handled.
This has to recalculate all scaling and positioning factors, which can cause problems if the drawer leaves with some temporary values that do not reflect the status bar as a whole.
Changed it so that the status bar stores the base values and restores them after drawing is complete.
2017-03-29 19:23:40 +02:00
Christoph Oelckers
87479d3c2f
-use the proper functions to calculate the position of the popup screen in Strife.
2017-03-29 14:28:46 +02:00
Christoph Oelckers
7ba6860102
- scriptified the automap HUD and made it obey hud_scale instead of always being fully scaled.
2017-03-29 14:20:22 +02:00
Christoph Oelckers
2f06c09681
- fixed map name display on the automap HUD
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This would cut off overlong names and the handling for status bars with protruding elements was far too simplistic and worse, making assumptions based on game mode.
It now uses a virtual function to query the status bar itself for returning this information so it can be overridden and uses V_BreakLines to split the text if it is wider than the display.
2017-03-29 10:36:16 +02:00
Rachael Alexanderson
9f38b2b107
Merge https://github.com/coelckers/gzdoom
2017-03-28 22:40:40 -04:00
Christoph Oelckers
fabf8451e7
- use Fill to draw Strife's health bars.
2017-03-29 02:24:04 +02:00
Christoph Oelckers
598523a1de
- moved all coordinate adjustment for the status bar mode into one function and use this function in all places where status bar related coordinate adjustments need to be performed, also in SBARINFO.
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- fixed unscaled status bar placement.
- fixed inventory count display for Doom status bar.
2017-03-29 01:59:03 +02:00
Christoph Oelckers
19e7d60275
- removed DSBarInfo::Scaled because it tended to disagree with StatusBar->Scaled.
2017-03-29 00:35:35 +02:00
Christoph Oelckers
fa893c082b
- changed the default for hud_scale to 0 (i.e. use uiscale)
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- allow calling Menu.SetMenu from play code so that in-game menus can be opened.
2017-03-28 22:51:37 +02:00
Christoph Oelckers
d5772ff895
- fixed: SafeCommand did not work anymore because it failed the abuse prevention check for DoCommand.
2017-03-28 22:34:12 +02:00
Rachael Alexanderson
9da596cd9c
Merge https://github.com/coelckers/gzdoom
2017-03-28 16:29:07 -04:00
Christoph Oelckers
224219dd66
- made ListMenuItem.DrawSelector virtual.
2017-03-28 21:39:03 +02:00
Christoph Oelckers
6870efe134
- added a GetCVarString ZScript/DECORATE function.
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- fixed: loading a savegame triggered PlayerEntered events.
2017-03-28 21:37:43 +02:00
Christoph Oelckers
bdf761e457
- moved th player resurrection code into a player_t method.
2017-03-28 21:29:14 +02:00
Christoph Oelckers
6816902a09
- forgot to save doom_sbar.txt
2017-03-28 13:27:59 +02:00
Christoph Oelckers
e2e17f575c
- added safeguards to all 2D drawing functions to throw an exception if used outside a valid 2D draw context.
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This is necessary because the hardware accelerated renderers will hide the problem, but with pure software rendering to a locked hardware surface, like DirectDraw can result in a crash.
Note that ANY mod that gets caught in this did something wrong!
2017-03-28 13:25:17 +02:00
Christoph Oelckers
b9485d4edf
- ported the Hexen status bar to zscript.
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Note that DrawBar with a background texture does not work yet because the clipping rectangle is not done yet.
2017-03-28 11:00:05 +02:00
Christoph Oelckers
bac464f2b7
- added the inventory bar on Heretic's status bar.
2017-03-27 21:30:05 +02:00
Christoph Oelckers
a6bf93c624
- implemented the Heretic status bar.
2017-03-27 21:01:40 +02:00
Christoph Oelckers
0fdd118906
- change statusbar drawers to use the top left of the virtual screen as origin, not the top left of the actual status bar, to bring this in line with SBARINFO.
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The Strife status bar which was still native code had it differently and that was used as the initial guideline.
2017-03-27 09:52:30 +02:00
Rachael Alexanderson
2338fe7e66
Merge commit 'c8eabe5'
2017-03-26 21:57:23 -04:00
Christoph Oelckers
a112b29c43
- implemented the inventory bar. This object is a bit special because it requires a lot of parameters, most of which are easily set to defaults. To make handling easier, most are passed through a container object which does some processing up front.
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- finished work on the Doom status bar. I also took the opportunity to fix the layout of the inventory bar which is a bit broken in SBARINFO.
- tuned the selection rules for deciding what creates the status bar, so that the most recent definition that can be found is chosen.
2017-03-27 01:02:10 +02:00
Christoph Oelckers
e791c957d9
- implemented the regular Doom status bar.
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The DOOM status bar and HUD are complete, except the inventory bar.
2017-03-26 22:04:58 +02:00
Christoph Oelckers
08b3c38304
- simplified the parameters of the HUD draw functions by moving all booleans into one flags word and ordering them so that the less likely ones to be used can be made optional.
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- got rid of the image list in the Doom status bar. The cost of the texture lookup is mostly irrelevant here so clearer and shorter code is preferrable.
- moved the box fitting code from DrawTexture into the native function to have all coordinate calculations in one place which is necessary to implement proper alignment default handling. Without higher level functions altering positioning the default can be set to automatic alignment determination, i.e. the value's sign decides where something is placed. Of course for special cases this can be overridden.
- use ANIMDEFS to animate the inventory arrow,
2017-03-26 18:41:24 +02:00
Christoph Oelckers
1c71d038dd
- Doom keybar is working.
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I did not implement an equivalent to SBARINFO's DrawKeyBar. This is too limiting because it needs to consider any possibility. It really is easier to let a mod implement this itself and custom adjust it to its needs.
- fixed some stuff, in particular use DrawInventoryIcon to get smarter icon lookup.
2017-03-25 23:43:19 +01:00
Christoph Oelckers
488fface50
- started port of Doom status bar to ZScript.
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Fullscreen HUD done with the exception of key and inventory bar. I also used the opportunity to make it a bit more resistant against badly designed inventory icons.
2017-03-25 21:40:17 +01:00
Christoph Oelckers
3e67a8bafa
- let hud_scale act like an override to uiscale, just like con_scale does.
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- better handling of ForceScale for the fullscreen HUD that doesn't mess around with CVARs.
- moved the mug shot into the status bar, because this is global state that needs to be shared between different pieces of code which want to display a mug shot.
- SBARINFO should work off the current status bar settings instead of the ones stored in its script object
2017-03-25 18:32:47 +01:00
Rachael Alexanderson
733cf1acc5
Merge https://github.com/coelckers/gzdoom
2017-03-25 00:26:06 -04:00
Christoph Oelckers
bdb9275f8c
- made the mugshot accessible to ZScript.
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Note that there is no direct access, all this exposes is a single function to get the current face's texture which then can be drawn using the existing functions.
2017-03-25 01:22:42 +01:00
Christoph Oelckers
2d17594f6f
- converted the Strife status bar to use the new HUD specific draw functions so that it also can benefit from coming changes.
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Note that the pop screens are special because they are not subject to scaling - they will always be drawn with the current resolutions clean scale. As a result they cannot use the HUD drawers but instead continue to use the low level draw functions directly.
2017-03-25 00:35:19 +01:00
Christoph Oelckers
b17b8d32ad
completely redid the active powerup drawer for the HUD
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- replaced Inventory.DrawPowerup with a GetPowerupIcon method so that the calling code can handle the drawing and apply its own rules. This was a major design flaw of allowing the inventory items to handle the drawing themselves, because they were unable to adjust to different HUD frontends. Note that any mod that overrides DrawPowerup will not draw any icon that expects to be handled that way!
- the alternative HUD now has its own, separate drawer that obeys the AltHUD's rules, and not the ones of the normal fullscreen HUD.
- the standard drawer has been scriptified as a virtual function.
- Both drawers now handle positioning of the icon inside its assigned box themselves instead of trusting the powerup item to do it correctly.
- DTA_HUDRules and Screen.DrawHUDTexture are to be considered deprecated because both do not integrate into the redesigned HUD code.
2017-03-24 22:58:16 +01:00
Christoph Oelckers
6760e01a0d
- implemented the status bar's DrawString function and ported the fullscreen HUD part of the Strife status bar to use the new functionality.
2017-03-24 20:09:50 +01:00
Rachael Alexanderson
b747b0c3c6
- made gl_menu_blur into a menu option
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- made bluramount also into a gameinfo option
- negative gl_menu_blur cvar now uses gameinfo option, 0 disables it
- removed gl_menu_blur_enabled since gl_menu_blur==0 does that anyway
- made gl_menu_blur default to -1 to use gameinfo option
- add default gameinfo bluramount options
2017-03-24 14:59:25 -04:00
Rachael Alexanderson
23141dc38a
- QZDoom-ify
2017-03-24 14:59:25 -04:00
Christoph Oelckers
b5720ee1e7
- initial work on DrawString method.
2017-03-24 02:38:44 +01:00
Christoph Oelckers
617934e1c2
- added a few exports for game strings which the SBARINFO string drawer can access and which should also be available by ZScript.
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- merged BaseStatusBar and CustomStatusBar back together.
Since the low level draw functions are better done in native code for both performance and debuggability the split has become pointless.
2017-03-24 02:12:36 +01:00
Christoph Oelckers
a3ee3c287e
- major progress on the status bar code: SBARINFO's DrawGraphic has been ported into a generic function of the base statusbar class and put to use for a few items on the Strife status bar.
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- decided to ditch the widget system I had started to lay out. As it turns out that would make things far more complicated and slower than they need to be.
2017-03-24 00:47:08 +01:00
Christoph Oelckers
31ea33bfc4
- rewrote the condition nodes from SBARINFO in ZScript. This compiles but hasn't been tested yet.
2017-03-23 00:25:26 +01:00
Christoph Oelckers
3744c2eee7
- this was missing.
2017-03-22 20:33:40 +01:00
Christoph Oelckers
9bd75bcac5
- some conceptual work on statusbar stuff. This looks like a viable approach to build something that can replace SBARINFO.
2017-03-22 19:56:21 +01:00
Christoph Oelckers
f0e4f54c80
- one more bit of scriptification.
2017-03-22 18:38:09 +01:00
Christoph Oelckers
1423d5f42a
- scriptified the SBARINFO wrapper.
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This serves no purpose in itself but it removes a native side class from the status bar class hierarchy which allows for better editing options later.
2017-03-22 17:29:13 +01:00
Christoph Oelckers
4c51a4fc59
- reimplemented the health bar for Strife's status bar.
2017-03-22 14:59:12 +01:00
Christoph Oelckers
9bffe4ee50
- scriptified the main statusbar interface and the Strife status bar.
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Note that the Strife status bar does not draw the health bars yet. I tried to replace the hacky custom texture with a single fill operation but had to find out that all the coordinate mangling for the status bar is being done deep in the video code. This needs to be fixed before this can be made to work.
Currently this is not usable in mods because they cannot initialize custom status bars yet.
2017-03-22 00:32:52 +01:00
Christoph Oelckers
fb48a1b776
- resotred proper time calculations for status screen.
2017-03-20 19:04:17 +01:00
Christoph Oelckers
0cfdd699ad
- exported the base thinker class for sector lighting effects to ZScript.
2017-03-19 13:15:38 +01:00
Christoph Oelckers
ac95cba848
- fixed generic class type properties to handle "" and "none" as 'no class'.
2017-03-19 12:02:17 +01:00
Christoph Oelckers
2c789a2d75
- looks like the last commit missed a few files.
2017-03-19 11:35:24 +01:00
Christoph Oelckers
845c43876c
- moved all trivial actor properties into the scripts as 'property' declarations.
2017-03-19 11:30:28 +01:00
Rachael Alexanderson
8711add50b
- fixed: Fatal error on startup due to incorrect ZScript version.
2017-03-18 21:08:36 -04:00
Christoph Oelckers
144885665f
- this feature is past version 2.4.
2017-03-19 00:52:42 +01:00
Christoph Oelckers
622b4a6457
- switched over to the scripted intermission screens.
2017-03-18 21:19:32 +01:00
Christoph Oelckers
a2f2be17ef
- status screen fully scriptified but not active yet.
2017-03-18 19:35:26 +01:00
Christoph Oelckers
745b96beec
- made the status screen a class and scriptified a few more functions.
2017-03-18 15:45:36 +01:00
Christoph Oelckers
b416322032
- converted FInterBackground into a class so that the scripts can use it.
...
- fixed some issues with default value matching in savegames.
2017-03-18 13:25:22 +01:00
Christoph Oelckers
1e9ef2b1df
- started scriptifying the level intermission screen. This compiles but is not active yet.
...
- allow treatment as one-character string constants as character constants. This became necessary because name constants already use single quotes and are much harder to repurpose due to a higher degree of ambiguity.
- fixed: protected methods in structs were not usable.
2017-03-18 12:18:15 +01:00
Christoph Oelckers
245a9ef80c
- fixed MenuItemBase.OnMenuCreated was not declared virtual.
2017-03-16 21:34:03 +01:00
Christoph Oelckers
005e6871f9
- increased the snd_channels default and minimum.
...
The values were still 8 and 32 respectively which applied to hardware from last decade, but for modern mods these are simply too low. New values are 64 as minimum and 128 as default.
- added script access to a sector's colormap and specialcolors fields. (Writing only through dedicated functions because these fields are render state which may need to trigger some form of refresh if the renderer changes.)
2017-03-16 10:38:56 +01:00
Christoph Oelckers
d0c77d7264
- added a GetRenderStyle function to Actor, so that the internal render style can be retrieved in a format suitable for scripting.
2017-03-15 10:36:41 +01:00
Christoph Oelckers
64bdc8c495
- fixed some incomplete checks for static arrays.
...
- made AActor::OkaytoSwitchTarget scripted virtual.
2017-03-15 01:39:59 +01:00
Christoph Oelckers
44a087554f
- moved the OpenGL fog properties to FLevelLocals to simplify their handling.
...
- added access to the glow properties for ZSCript and ACS.
2017-03-14 13:54:24 +01:00
Christoph Oelckers
f70d0a6ced
- added a setinv cheat CCMD.
2017-03-14 11:44:21 +01:00
Christoph Oelckers
6db355a947
- added a callback to menu items for when a new menu gets created.
...
- added a StartSlideshow ACS and ZScript command and extended the functionality to specify the slideshow's name when starting it.
This is for triggering any kind of intermission definition in the middle of a level - keep in mind that this may not be set up to loop!
2017-03-14 10:41:13 +01:00
Christoph Oelckers
e7a677ef61
- fixed bad menu size calculation, this was particularly visible in Hexen's skill menu.
2017-03-13 23:02:59 +01:00
Christoph Oelckers
cd392e50e9
- added a dummy struct named '_' to define global variables. This can only be used internally.
...
This method was chosen because it avoids adding variable declarations to the global namespace which would have required a lot more work while polluting the grammar.
This way the global variables can be handled by a small bit of special coding in the struct generator.
2017-03-13 14:42:14 +01:00
Christoph Oelckers
5fd86cf98c
- added some syntactic help to the ZScript parser to allow defining the arrays with native structs on the script side instead of having to define them internally.
2017-03-13 12:51:09 +01:00
Christoph Oelckers
2533ff3ffc
- fixed: ListMenuItemStaticText used the wrong default color.
2017-03-13 09:30:33 +01:00
Christoph Oelckers
60fd79ce23
- some menu reorganization:
...
* dynamic lights also work in the true color software renderer and have been moved out of the OpenGL menu.
* created a separate software renderer menu and moved all relevant options there.
* delete non-applicable options when running in legacy mode.
* moved the OpenGL preferences menu one level up to eliminate a two-entry GL top level menu.
2017-03-13 01:17:46 +01:00
Christoph Oelckers
ef3421eee5
- moved dynamic lights out of the GL code into the common game code.
...
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Christoph Oelckers
9eae422dab
Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work
...
# Conflicts:
# src/CMakeLists.txt
# wadsrc/static/language.enu
2017-03-11 19:55:43 +01:00
Magnus Norddahl
59ec97d2d5
Fix shadow map acne and the attenuate flag
2017-03-10 22:08:55 +01:00
Magnus Norddahl
b660493051
Add menu option for disabling shadow maps and detecting if storage buffers are available or not
2017-03-10 19:10:40 +01:00
Christoph Oelckers
cc1241a4b8
Merge branch 'make-qzdoom-gzdoom-again' of https://github.com/raa-eruanna/qzdoom into 3.0_work
...
# Conflicts:
# src/win32/win32gliface.h
# src/win32/win32iface.h
This compiles but no guarantees otherwise.
2017-03-09 19:09:13 +01:00
Rachael Alexanderson
536e8fad19
- Make QZDoom GZDoom again!
2017-03-09 11:51:42 -05:00
Christoph Oelckers
f8391ce97e
- there was something missing...
2017-03-09 17:44:00 +01:00
Christoph Oelckers
3113faedcf
- fixed bad syntax.
2017-03-09 17:42:25 +01:00
Christoph Oelckers
20c56f6dda
- added SectorTagIterator and LineIDIterator script classes.
2017-03-09 17:05:51 +01:00
Christoph Oelckers
420f71fc4f
- added a BlockLinesIterator script class.
2017-03-09 16:45:48 +01:00
ZZYZX
01561eb768
Added: UiTick in EventHandlers, a callback that executes at 35fps on every handler in ui scope;
...
Removed: RenderOverlay, RenderFrame (commented out), Create, CreateOnce, Register, Unregister (completely)
2017-03-09 15:38:49 +01:00
Rachael Alexanderson
527a172fcd
Merge https://github.com/coelckers/gzdoom
2017-03-07 22:03:56 -05:00
Magnus Norddahl
cb40c369cd
Added PCF shadows
2017-03-08 01:35:07 +01:00
Magnus Norddahl
818b72fbf5
Reduce margin a little
2017-03-08 00:33:42 +01:00
Christoph Oelckers
2f29b075b2
- made CountInv clearscope and const.
2017-03-07 22:55:15 +01:00
Christoph Oelckers
7ce8009576
- made several read-only actor functions accessible to UI code.
2017-03-07 18:59:48 +01:00
Magnus Norddahl
6df3b3fbca
Changed the light collision structure uploaded to the GPU to be a binary tree using AABBs for the nodes instead of a BSP plane
2017-03-07 15:58:22 +01:00
Rachael Alexanderson
bd50b5d05a
Merge https://github.com/coelckers/gzdoom
2017-03-06 19:40:55 -05:00
Christoph Oelckers
9d6b5f7015
- switched the menu code over to the data types of the event system.
...
Note that this will require adjustment of all menu code which overrides the Responder method!
2017-03-06 22:27:51 +01:00
Rachael Alexanderson
134c2f3f38
Merge https://github.com/coelckers/gzdoom
2017-03-06 12:36:34 -05:00
ZZYZX
21ecd714ec
Added a way to tell apart console-executed events from code-executed SendNetworkEvent
2017-03-06 11:23:36 +01:00
ZZYZX
f28bdf12a0
StaticEventHandler.InputProcess should not alter playsim directly
2017-03-06 09:34:53 +01:00
Rachael Alexanderson
7ef8ed5867
Merge https://github.com/coelckers/gzdoom
2017-03-05 18:40:44 -05:00
Christoph Oelckers
2b5fea4ea8
- added version checks for function calls and virtual overrides.
...
- restricted the UI functions in inventory.
2017-03-05 21:44:10 +01:00
Christoph Oelckers
7df698dad8
- implemented the parser basics of a ZScript versioning system.
...
Note that this completely disables the newly added keywords 'play' and 'ui' for unversioned code to allow using them as identifiers as I have found at least one mod that uses a variable named 'play' that would have been rendered broken otherwise.
This also disables many ZScript only keywords for other parsing jobs.
2017-03-05 14:13:00 +01:00
ZZYZX
9d4179ca06
Protected on methods of StaticEventHandler is completely useless
2017-03-05 09:49:31 +01:00
ZZYZX
a43bc279a3
Gave static methods in EventHandler/StaticEventHandler clearscope
2017-03-05 09:49:31 +01:00
Rachael Alexanderson
09530e9496
- added unloved2 to compatibility list for clipmidtex
2017-03-04 08:03:42 -05:00
Rachael Alexanderson
b8b5360de1
Merge https://github.com/coelckers/gzdoom
2017-03-04 07:28:02 -05:00
Christoph Oelckers
7dbc6939c4
- declared most native getters in Actor as const.
...
- made the self pointer of const functions readonly.
This seems to work fine. Both calling a non-const function and trying to assign a value to a member fail with an error message.
2017-03-04 12:43:07 +01:00
Christoph Oelckers
4c5794b6d5
- made GetObituary non-constant.
...
This gets only called from within the play code and making it const would block potential use cases that involve changing some internal variables like counters.
2017-03-04 12:11:56 +01:00
Christoph Oelckers
b3ba5bfe2c
- allow 'const' on class functions. This is preferable to 'clearscope' so that the UI code can call getter functions without having to declare things as 'clearscope'.
...
Clearscope is a dangerous context and should be limited to the minimum extent possible and preferably be blocked in user code.
This may still need some work on const functions but better have it in now.
2017-03-04 12:07:45 +01:00
Christoph Oelckers
5551f3a8c5
- declared the sectorplanes in Sector as read only and marked all relevant functions in the planes themselves const.
...
This is to block modification of the planes directly. For future-proofness with renderer changes everything that alters these values should go through he function interface.
2017-03-04 11:48:36 +01:00
Magnus Norddahl
8515f9720a
1D shadow maps are now working
2017-03-04 09:14:01 +01:00
ZZYZX
3338fb7f33
Added SendNetworkEvent static method to EventHandler; Fixed qualified static method call from own class (previously was 'shadowed' by qualified virtual method call)
2017-03-04 00:57:41 +02:00
ZZYZX
c9a994a885
Fixed: clearscope should also clear the inherited scope (through struct member access chain); Fixed: struct member access chain should ONLY work for structs (forgot that FxClassMember inherits FxStructMember)
2017-03-04 00:04:19 +02:00
ZZYZX
723f9770a4
Merge remote-tracking branch 'gz/master' into gz_master2
2017-03-03 23:33:02 +02:00
ZZYZX
1433b78301
Assigned all map data to play
2017-03-03 23:26:06 +02:00
ZZYZX
a924564bf3
Implemented hard separation between playsim ConsoleEvent and networked ConsoleEvent (ConsoleProcess, NetworkProcess)
2017-03-03 23:21:12 +02:00
ZZYZX
43d3e3e5c3
Assigned barrier sides to Event structures, added clearscope to ConsoleProcess because it handles both sides
2017-03-03 23:17:21 +02:00
ZZYZX
f4a546aee6
Moved menus to ui side, moved AlterWeaponSprite to ui side, moved StaticEventHandler to play side (except ui virtuals)
2017-03-03 23:15:18 +02:00
Rachael Alexanderson
b3a69e1df8
Merge https://github.com/coelckers/gzdoom
2017-03-02 18:13:33 -05:00
Magnus Norddahl
0d1deddae5
Bind shadow map texture for main.fp and sample from the shadowmap texture
2017-03-02 19:10:57 +01:00
Magnus Norddahl
538d516c9a
Upload shadow map index for each light to main.fp
...
Move storage buffer binding location
2017-03-02 18:07:47 +01:00
Magnus Norddahl
d450deee76
Generate shadow map for lights
2017-03-02 16:19:07 +01:00
Magnus Norddahl
62c285f7b3
Create a shadowmap texture and upload light list
2017-03-02 16:19:06 +01:00
Magnus Norddahl
7a4b01471d
Add class updating and managing the shadow map texture
2017-03-02 16:19:06 +01:00
Magnus Norddahl
6363c6cf58
Add a shadowmap shader
2017-03-02 16:19:06 +01:00
Christoph Oelckers
e64f1e645d
- exported constants for SetGlobalFogParameter to ZScript.
2017-03-02 13:14:55 +01:00
Christoph Oelckers
62dd810a4e
- fixed: A_ProgrammerMelee damaged the caller, not the target.
2017-03-02 13:14:54 +01:00
Christoph Oelckers
cfda1a49d4
- forgot to save the last fix for the previous commit.
...
- let the script compiler also output the size of the allocated data for the script functions in addition to the actual code size.
2017-03-02 11:58:30 +01:00
Christoph Oelckers
b194ba205a
- backported Zandronum's MaxHealth base class for the MaxHealthBonus item.
2017-03-02 11:39:52 +01:00
Christoph Oelckers
00dc59ebdc
- separated the blood translation index from the BloodColor variable to allow more than 255 blood translations and as a prerequisite for allowing to change the blood color.
2017-03-02 10:26:23 +01:00
Rachael Alexanderson
d84ba4b953
Merge https://github.com/coelckers/gzdoom
2017-03-02 04:22:32 -05:00
alexey.lysiuk
384accbc86
Fixed name and placement of 'All except doors' localized string
2017-03-02 10:12:11 +02:00
Christoph Oelckers
3c21ca9cb1
- added a compatibility option to move vertices and applied it to E1M6 of Masters of Chaos.
...
This map has a door/lift combination that could trap the player without any chance to get out because both elements are so close together that it was almost impossible to trigger the lift. Moved two vertices by one map unit to make enough room.
2017-03-01 22:06:39 +01:00
Christoph Oelckers
0de79042d4
- fixed: 'Bloodtype' cannot use the generic property definition because it needs special handling for optional arguments. This reinstates the native handler.
2017-03-01 20:20:46 +01:00
Rachael Alexanderson
bb3a2b25ff
Merge branch 'qzdoom-gpuswitch'
2017-03-01 10:26:15 -05:00
Rachael Alexanderson
4ebd25171c
- Implemented a simple graphics switch. This currently affects NVidia Optimus-enabled notebooks only.
2017-03-01 09:58:56 -05:00
Rachael Alexanderson
5e5f88b629
Merge commit '5aec906' into testmaster
2017-02-28 21:34:36 -05:00
Rachael Alexanderson
d6169ea75e
Merge https://github.com/coelckers/gzdoom
2017-02-28 18:55:17 -05:00
Christoph Oelckers
cb295e0441
- added parameter to PLayerPawn::GetMaxHealth to return the real maximum health, including stamina upgrades.
2017-03-01 00:04:17 +01:00
Christoph Oelckers
12915b5f6e
- use an inventory flag to decide what items are slipped by DF_NO_HEALTH and DF_NO_ARMOR. With all the changes over the last 10 years this had become too spotty.
...
- use an enum type for ItemFlags, just like it was done for actor flags. Since the flag word is almost full it may soon be necessary to add a second one and then this kind of security check may become necessary.
2017-02-28 21:45:47 +01:00
Christoph Oelckers
314a642527
Merge branch 'meta'
2017-02-28 14:47:00 +01:00
nashmuhandes
bb1709228c
Changed FOV from a CCMD to a CVar, allowing players' FOV settings to persist. Also exported SetFOV to PlayerInfo for ZScript.
2017-02-28 14:46:30 +01:00
Christoph Oelckers
bc0ffc4185
- removed access to the PlayerPawn's DisplayName variable. This one has implicit semantics, so wherever a displayable name is needed GetPrintableDisplayName should be called instead to allow later refactoring of the internal handling.
2017-02-28 14:33:46 +01:00
Christoph Oelckers
fc125f7eaf
- reworked the obituary system to use scripted virtual overrides. Let's hope this solves the problems with the original code, now that any actor needing special treatment can override it.
2017-02-28 14:30:14 +01:00
Christoph Oelckers
851984efe0
- made GetDeathHeight a virtual scripted function.
...
- made GetGibHealth a virtual scripted function.
- removed a few more native meta properties.
2017-02-28 13:40:46 +01:00
Christoph Oelckers
d5250d6b9f
- made WoundHealth modifiable to allow more control over the wound state.
2017-02-28 12:56:35 +01:00
Christoph Oelckers
2a4a5e7a70
- refactored a few more native meta properties.
2017-02-28 12:47:44 +01:00
Christoph Oelckers
1311f08f47
- scriptified Actor.GetBloodType as a virtual function to allow mods more flexibility here.
...
- made CameraHeight a modifiable actor property - it was readonly before.
- allow accessing the type constants from ZScript, this required quite a bit of explicit coding because the type system has no capabilities to search for basic types by name.
2017-02-28 12:11:25 +01:00
Christoph Oelckers
b6a1fe7fc6
- scriptified the basic attack functions, its properties and the explosion properties to test the new metadata system.
2017-02-28 10:51:32 +01:00
Rachael Alexanderson
5aec906031
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/version.h
2017-02-28 04:46:23 -05:00
Christoph Oelckers
a93a7e1cac
- handle player meta properties.
...
Only two really make sense, the rest is never used from scripts and may just remain where it was.
2017-02-28 01:23:12 +01:00
Christoph Oelckers
78a66e001a
- properly handle all meta properties for inventory items.
2017-02-28 00:45:16 +01:00
Christoph Oelckers
ac4074a69a
- allow sprites and particles simultaneously for puffs.
2017-02-27 19:51:37 +01:00
Rachael Alexanderson
2a847ca570
Merge https://github.com/coelckers/gzdoom
2017-02-27 01:06:00 -05:00
Christoph Oelckers
51b5b327ef
- fixed constant names.
2017-02-26 21:38:08 +01:00
Christoph Oelckers
f6dd99d3aa
- added A_Morph function.
2017-02-26 21:20:47 +01:00
Christoph Oelckers
24a505ed36
- fixed: The internal and scripted morph flags did not match.
2017-02-26 21:10:53 +01:00
Christoph Oelckers
346ada76bc
- allow blocking controller input in the menu.
2017-02-26 20:59:24 +01:00
Rachael Alexanderson
7a5df2bc28
Merge commit 'b0eb19b'
2017-02-26 13:41:02 -05:00
Christoph Oelckers
fb3d4bd42a
- added A_SetMugshotState.
2017-02-26 18:46:06 +01:00
Christoph Oelckers
5fe04dfd20
- added A_SprayDecal function.
2017-02-26 18:37:12 +01:00
Christoph Oelckers
c4b546404a
- added a 'nocheck' parameter to A_Raise* and Thing_Raise.
2017-02-26 17:50:48 +01:00
Christoph Oelckers
e6b31dde27
- added some flexibility to some Skulltag powerups.
...
- handle these powerups by actual item checks instead of cheat flags. (The same should also be done for the Frightener and Buddha but those are a bit more complex because they are also real cheats.)
2017-02-26 16:23:22 +01:00
Christoph Oelckers
c7668952d9
- set sensible defaults for PowerReflection.
2017-02-26 15:50:03 +01:00
Christoph Oelckers
8b2a5c75a1
- added an old submission for PowerReflection, although it had to be seriously reworked and improved.
2017-02-26 15:47:37 +01:00
Christoph Oelckers
a6761463af
- added a new showtriggerlines mode that doesn't exclude doors.
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- use lambdas for the AM checker functions.
2017-02-26 15:01:55 +01:00
Christoph Oelckers
6210a67f85
- fixed messagebox correctly.
2017-02-26 12:50:11 +01:00
Rachael Alexanderson
404b326812
Merge https://github.com/coelckers/gzdoom
2017-02-25 18:32:06 -05:00
Christoph Oelckers
35552ce0cb
- added a Death.Sky state for missiles that gets used when they hit a sky plane.
...
- fixed: The Alt HUD did not draw the crosshair in HUD off mode.
2017-02-25 20:45:28 +01:00
Christoph Oelckers
5ea8ad54a4
- added tags to all ammo types.
2017-02-25 19:56:22 +01:00
Christoph Oelckers
b2a1e03d7e
- fprgot to commit the script-side definition of STAT_STATIC.
2017-02-25 17:14:03 +01:00
Rachael Alexanderson
5c5b6a55d5
Merge https://github.com/coelckers/gzdoom
2017-02-24 13:24:44 -05:00
alexey.lysiuk
202c192e11
Added default value for amount argument of A_DropInventory()
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https://mantis.zdoom.org/view.php?id=330
2017-02-24 10:15:46 +02:00
Rachael Alexanderson
e35be9c0a3
Merge https://github.com/coelckers/gzdoom
2017-02-23 22:07:40 -05:00
Christoph Oelckers
58be506a73
- made intermission screen more scripting friendly.
2017-02-24 00:28:33 +01:00
Christoph Oelckers
a1328b4c6e
- do not adjust the sprite offset for the WolfSS's attack and pain states.
...
This will cause problems with sprite clipping off.
2017-02-23 22:09:50 +01:00
Rachael Alexanderson
80d3fd58ff
Merge https://github.com/coelckers/gzdoom
2017-02-23 15:00:09 -05:00
Christoph Oelckers
73cceea994
- also added the 'amount' parameter to DropInventroy and A_DropInventory script functions.
2017-02-23 20:55:12 +01:00
Christoph Oelckers
e2d5a708f8
- added an amount parameter to the 'drop' CCMD.
2017-02-23 20:18:02 +01:00
Christoph Oelckers
fc101049c6
- exported gamestate variable and forced it to 32 bit internally.
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- forced gameaction_t to 32 bit to avoid problems with undefined size issues.
2017-02-23 19:29:43 +01:00
Rachael Alexanderson
d94150f316
Revert "- Added menu option for clipmidtex compatflag"
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This reverts commit 4a66621d9f
.
2017-02-23 05:57:34 -05:00
Rachael Alexanderson
4a66621d9f
- Added menu option for clipmidtex compatflag
2017-02-23 04:57:49 -05:00
Rachael Alexanderson
1a9b1de9a1
- Added "clipmidtex" compatflag and applied it to unloved.pk3
2017-02-23 03:39:04 -05:00
Rachael Alexanderson
271c75ab9b
Merge https://github.com/coelckers/gzdoom
2017-02-22 22:39:34 -05:00
Christoph Oelckers
47ff6ec33f
- converted the intermission stat screen into a class so that its contents can be better exposed to ZScript.
2017-02-22 23:52:25 +01:00
Rachael Alexanderson
7825c7b244
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/version.h
2017-02-19 17:42:00 -05:00
Rachael Alexanderson
84ca9fd63c
Merge remote-tracking branch 'origin/versionstr-change' into versionstr-change
2017-02-19 17:40:44 -05:00
Christoph Oelckers
26144340b8
- fixed: Hexen's poison cloud needs to call P_DamageMobj, even with a damage value of 0. Added a new flag to handle this case because normally this is not desirable.
2017-02-19 23:20:09 +01:00
Christoph Oelckers
165a980065
- fixed: The base MouseEvent method must return true, not false.
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- fixed: It is a bad idea to start a save within an MKEY_Input event. At this time the window chain is not stable because the text input screen is in the middle of being taken down, so the save should be deferred until the next Ticker call of the SaveMenu.
2017-02-19 22:08:22 +01:00
Rachael Alexanderson
11d6f46e2d
Merge https://github.com/coelckers/gzdoom
2017-02-19 13:05:32 -05:00
Christoph Oelckers
65f2433ac7
- fixed: The text enter screen must be activated if it should be displayed.
2017-02-19 18:27:29 +01:00
Christoph Oelckers
fa0be4d4a9
- fixed keycodes for confirmation menu.
2017-02-19 17:30:02 +01:00
Christoph Oelckers
f3b6343e53
- use floats for menu item coordinates. This only has an effect in the ListMenu because the OptionMenu uses fixed offsets which work differently.
2017-02-19 17:24:30 +01:00
Christoph Oelckers
fb52b034b0
- added a GenericMenu class, so that all menus can be given a virtual Init method.
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Doing this to Menu itself would not work because the different menus require different parameters.
This also means that all menus that are routed through menu items must inherit from either ListMenu, OptionMenu or GenericMenu.
All other types can only be used internally.
This should complete the menu scriptification.
2017-02-19 15:35:28 +01:00
Christoph Oelckers
9089beb110
- scriptified most of the remaining parts of DMenu. Only the engine interface remains native now.
2017-02-19 15:23:33 +01:00
Christoph Oelckers
e05242e44d
- scriptified the remaining parts of the conversationmenu.
...
- do not resolve the backdrop texture to a texture ID at load time. This will allow custom menu classes to use this info differently.
- added a new ZSDF userstring property to dialog pages to give mods more means for customization.
- allow overriding the conversation menu class both globally through MAPINFO and per conversation in ZSDF.
2017-02-19 14:21:49 +01:00
Christoph Oelckers
d85b9cdd71
- scriptified the input methods of DConversationMenu.
...
- fixed handling of DimAllowed.
2017-02-19 13:07:49 +01:00
Christoph Oelckers
3c8a5fdbe7
- scriptified the drawer functions of the conversation menu.
2017-02-19 12:28:05 +01:00
Rachael Alexanderson
75b81381f6
Merge https://github.com/coelckers/gzdoom
2017-02-19 05:26:51 -05:00
Christoph Oelckers
8db1646056
- fixed: Strife dialogues remembered the last menu's selection index, but with the possibility of changing sets of replies between calls of the same dialogue it should be the reply's index in the list of replies that gets remembered.
2017-02-19 10:34:47 +01:00
Magnus Norddahl
42a7dbe33a
Merge remote-tracking branch 'gzdoom/master' into qzdoom
...
# Conflicts:
# src/v_video.cpp
2017-02-19 03:49:13 +01:00
Christoph Oelckers
2440951811
-scriptified the ReadThis screen.
2017-02-19 00:08:30 +01:00
Christoph Oelckers
e46571c192
- DMessageBoxMenu is fully scriptified.
2017-02-18 23:39:02 +01:00
Christoph Oelckers
62b594a499
- DMessageBoxMenu::Drawer scriptified.
2017-02-18 23:18:55 +01:00
Christoph Oelckers
aabcc1f92e
- scriptified the input functions of DMessageBoxMenu.
2017-02-18 23:05:01 +01:00
Christoph Oelckers
de1e7661eb
- removed all native remnants of TextEnterMenu.
2017-02-18 21:25:19 +01:00
Christoph Oelckers
f5a0f6b3bf
- almost done with TextEnterMenu.
2017-02-18 21:18:23 +01:00
Christoph Oelckers
0c41a9dee7
- scriptified DTextEnterMenu::Drawer.
2017-02-18 20:12:06 +01:00
Christoph Oelckers
1b4c9e13b8
- cleaned out some cruft from the menu code, now that ListMenu is fully scripted.
2017-02-18 19:11:53 +01:00
Christoph Oelckers
b7a5437af6
- scriptified parts of ListMenu.
2017-02-18 18:35:44 +01:00
Christoph Oelckers
6a65f02257
- completed scriptification of LoadSaveMenu.
2017-02-18 18:01:24 +01:00
Christoph Oelckers
e46d378fb2
- sciptified DLoadSaveMenu::Drawer.
2017-02-18 17:51:40 +01:00
Christoph Oelckers
4a6d0f1fa5
- scriptified DLoadSaveMenu::MenuEvent.
2017-02-18 17:35:01 +01:00
Christoph Oelckers
ee6a90deec
- scriptified DLoadSaveMenu::Responder.
...
- scriptified DSaveMenu.
2017-02-18 16:40:32 +01:00
Christoph Oelckers
872969eb14
- scriptified the LoadMenu class and exported the entire interface to handle the LoadSaveMenu.
2017-02-18 14:08:16 +01:00
Christoph Oelckers
128dfdeee6
- made some of the load/save menu's data a bit more scripting friendly, this mostly means removal of static string buffers.
2017-02-18 12:36:31 +01:00
ZZYZX
fb9b8c8870
Re-enabled clearscope for methods; made isBlinking() clearscope
2017-02-18 07:51:41 +02:00
ZZYZX
dbc595f886
Marked DrawPowerup as ui, still compiles and somewhat works :D
2017-02-18 07:30:20 +02:00
Rachael Alexanderson
65122ed19e
Merge https://github.com/coelckers/gzdoom
2017-02-18 00:18:45 -05:00
ZZYZX
afc9050a43
Marked Thinker play. Marked OnDestroy and Destroy virtualscope. It compiles :D
2017-02-18 06:56:00 +02:00
ZZYZX
b5ab011bb9
Static virtualscope checking. This is possible, because virtualscope can't produce false positives (data readable for everyone), only false negatives (which are handled at runtime later)
2017-02-18 04:07:12 +02:00
Christoph Oelckers
5f1241a55c
- scriptified the rest of the player menu. This compiles and runs but doesn't work yet, it will be fixed in the next commit.
2017-02-18 01:20:07 +01:00
Christoph Oelckers
49a07180c0
- scriptified ClassChanged.
2017-02-17 23:56:22 +01:00
Christoph Oelckers
50d2846e40
- scriptified UpdateColorsets.
2017-02-17 23:16:07 +01:00
Christoph Oelckers
97eed1e6df
- scriptified UpdateSkins.
2017-02-17 22:12:56 +01:00
Christoph Oelckers
498da825a5
- made the Skins array scripting friendly and exported it.
2017-02-17 21:51:23 +01:00
Christoph Oelckers
6a2525b737
- scriptified PickPlayerClass.
2017-02-17 20:58:11 +01:00
Christoph Oelckers
b375657509
- scriptified DPlayerMenu::SkinChanged.
2017-02-17 20:49:04 +01:00
Christoph Oelckers
51493cde8c
- scriptified DPlayerMenu::MenuEvent.
2017-02-17 20:02:26 +01:00
ZZYZX
338e676e73
Allow calling const methods on readonly structs
2017-02-17 19:25:29 +02:00
Christoph Oelckers
f4e9cd0009
- scriptified DPlayerMenu::MouseEvent.
2017-02-17 18:21:59 +01:00
Christoph Oelckers
416911587e
- scriptified PlayerMenu.Drawer
2017-02-17 16:53:36 +01:00
Christoph Oelckers
74c4748593
- fixed the message switch for the controls menu.
2017-02-17 12:10:10 +01:00
Rachael Alexanderson
80f762f8a4
Merge https://github.com/coelckers/gzdoom
2017-02-16 20:40:07 -05:00
Christoph Oelckers
ccb083ed25
- fixed initialization of joystick menu with bogus MENUDEFS
2017-02-16 18:55:36 +01:00
Rachael Alexanderson
ef22d10756
Merge https://github.com/coelckers/gzdoom
2017-02-15 20:08:21 -05:00
Christoph Oelckers
4df2a221a8
- fixed: The special called by the InterpolationSpecial actor must have no activator.
...
This required splitting A_CallSpecial into a direct wrapper around P_ExecuteSpecial and implementing itself as a script function calling ExecuteSpecial so that this special case can use a version of the function that can be used without an activator.
2017-02-15 22:49:13 +01:00
Christoph Oelckers
b3d7980b90
- fixed: PowerProtection clamped its damage minimum to 1, but should do it to 0.
2017-02-15 21:20:11 +01:00
Rachael Alexanderson
5dad292c56
Merge remote-tracking branch 'remotes/gzdoom/master'
2017-02-15 05:43:15 -05:00
Rachael Alexanderson
2b8db72cef
Merge commit '2234d36c7ac531fd802803216f747f82b58be8c2'
...
# Conflicts:
# src/r_main.cpp
# src/r_plane.cpp
# src/r_things.cpp
2017-02-15 05:42:57 -05:00
Rachael Alexanderson
959ac8c65b
Merge commit '9caf5c641b374848c065059b5152339806fa7734'
2017-02-15 05:28:38 -05:00
Christoph Oelckers
6fef653aa1
- exported GetUDMF methods to scripting.
2017-02-15 01:03:47 +01:00
Christoph Oelckers
8d7a64bd17
- added a virtual 'used' method that gets called when the player presses use on an actor. This method will only be called if the actor does not have the USESPECIAL flag - that one will be handled as before.
2017-02-15 00:43:30 +01:00
Christoph Oelckers
c5204f34ca
- fixed: The code to play the mage lightning's attack sound was converted wrong, because it used the same structure as looping sounds normally so, but doesn't actually loop.
2017-02-14 22:51:53 +01:00
Christoph Oelckers
3170591e32
- restated some weird number manipulation in SBARINFO for powerup time. This appears to be needed to distinguish between non-expiring items and non-present items.
2017-02-14 22:04:52 +01:00
Christoph Oelckers
6e2b0bc961
- renamed the internal InpuEvent to deconflict from the version in the event system.
2017-02-14 19:32:44 +01:00
Christoph Oelckers
2234d36c7a
Merge branch 'thereisnospoon' of https://github.com/jewalky/gzdoom
...
# Conflicts:
# src/dobject.h
2017-02-14 19:10:02 +01:00
Christoph Oelckers
9caf5c641b
- don't let menu number widgets not lock up the menu if their associated CVAR does not exist.
2017-02-14 19:06:45 +01:00
Christoph Oelckers
7b1645d239
- fixed the item check in OptionMenuItemCommand.
...
This was calling the wrong GetItem function.
2017-02-14 16:50:10 +01:00
Rachael Alexanderson
2a71ec89de
Merge https://github.com/coelckers/gzdoom
2017-02-13 17:02:56 -05:00
Christoph Oelckers
ad178e16c5
- working again.
2017-02-13 20:03:29 +01:00
Christoph Oelckers
7b2ec1f737
- removed obsolete include for zscript.
2017-02-13 20:01:56 +01:00
Christoph Oelckers
6525e04118
- added restrictions to CVAR and CCMD access functions for the menus. CVAR changes are only allowed when the menu is open or for mod-CVARs. The CCMD execution function is now private to the control requiring it and heavily guarded against improper access from the outside so that abuse is mostly impossible.
...
This also means that the remaining scriptification of the menu is on hold. The player menu would require even more access to critical game data, which is a no-go, and the other remaining menus offer little benefit from getting scriptified.
2017-02-13 19:18:45 +01:00
Christoph Oelckers
c403fc5635
- renamed a file.
2017-02-13 18:30:03 +01:00
Christoph Oelckers
7877bcbdcb
- exported more parts of the joystick menus and also exported all strings for them to the string table.
...
- exported the skeleton definition for list menus.
2017-02-13 17:45:03 +01:00
Rachael Alexanderson
8c176575c8
Merge https://github.com/coelckers/gzdoom
2017-02-12 21:39:20 -05:00
Christoph Oelckers
46c0d27fe7
- scriptified the entire OptionMenu class and all still existing native subclasses.
2017-02-13 00:08:20 +01:00
Christoph Oelckers
12db190f41
- scriptified the CVar printers for the gameplay and compatibility menus.
2017-02-12 23:17:05 +01:00
Christoph Oelckers
2b977f70e6
- scriptified the video mode menu (only the part that extends the actual menu class, the entire thing is basically non-modifiable but this code would otherwise stand in the way of properly handling the rest of the menus.)
2017-02-12 23:05:39 +01:00
Christoph Oelckers
9ece757cb3
- OptionMenu.Init must be declared 'virtual'
2017-02-12 21:56:01 +01:00
Christoph Oelckers
b6ad14a614
- made adjustments to text input menu to work with scripts.
2017-02-12 21:45:37 +01:00
Christoph Oelckers
f0e925c5a7
- scripted color picker fully working.
2017-02-12 20:20:47 +01:00
Christoph Oelckers
dbf3530696
- the keybinding control works again, this time fully scripted.
2017-02-12 18:38:23 +01:00
Christoph Oelckers
2e9c1ec3f3
- fixed translation setup for player backdrop.
...
- fixed return value of GetAction method of menu controls.
2017-02-12 16:48:29 +01:00
Christoph Oelckers
03283de4e8
- fixed issues with option menu items.
...
- fixed the octal parser in strbin.
- remove 'new' token because it gets in the way.
2017-02-12 16:02:55 +01:00
Christoph Oelckers
4562695854
- fixed stringtable access in menus.
2017-02-12 14:28:38 +01:00
Christoph Oelckers
bb6def820f
- everything compiles and mostly works again.
2017-02-12 14:04:48 +01:00
Christoph Oelckers
ee1217c8c7
- everything compiles again, now to make it work again with all menu widgets 100% scripted.
2017-02-12 01:18:49 +01:00
Christoph Oelckers
2a5b26c27c
- removed native option menu controls. Note that this commit will not compile!
2017-02-11 21:28:48 +01:00
Christoph Oelckers
947b625c50
- all menu items scriptified, but not yet active.
2017-02-11 16:11:48 +01:00
Rachael Alexanderson
a52f79055d
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/menu/playerdisplay.cpp
2017-02-11 05:05:24 -05:00
Christoph Oelckers
f91d91d6e8
- all optionmenu items scriptified, but not integrated yet.
2017-02-11 00:36:53 +01:00
Christoph Oelckers
8c780ab7ff
- exported the drawer function of the colorpicker menu.
2017-02-10 13:21:35 +01:00
Christoph Oelckers
be9b2b38fc
- ColorpickerMenu.MouseEvent exported.
2017-02-10 11:44:46 +01:00
Rachael Alexanderson
ad1092c670
Merge https://github.com/coelckers/gzdoom
2017-02-10 00:16:25 -05:00
Christoph Oelckers
07ba75762b
- the first menu function has been scriptified.
2017-02-10 00:25:50 +01:00
Christoph Oelckers
7efa9cd70d
- made the menu descriptors garbage collectable and started exporting some fields as preparation for script work on the menu.
2017-02-09 20:18:53 +01:00
Rachael Alexanderson
6ed46921c8
Merge https://github.com/coelckers/gzdoom
2017-02-09 11:21:01 -05:00
Christoph Oelckers
4e1300ecbe
- added a script export for ACS's ReplaceTextures function.
2017-02-09 12:02:07 +01:00
Rachael Alexanderson
5948c7b0da
Merge https://github.com/coelckers/gzdoom
2017-02-08 18:42:24 -05:00
Christoph Oelckers
8277299135
- Turned DropItem into a plain struct again like it was before the scripting branch got merged.
...
Making this an object had little to no advantage, except being able to remove the deleter code. Now, with some of the class data already being allocated in a memory arena so that freeing it is easier, this can also be used for the drop item lists which makes it unnecessary to subject them to the GC. This also merges the memory arenas for VM functions and flat pointers because both get deleted at the same time so they can share the same one.
2017-02-08 20:37:22 +01:00
Major Cooke
dd102caf13
- Fixed: SetCamera didn't have the 'action' identifier, nor did it use the actual 'cam' actor provided, rendering it nonfunctional.
2017-02-08 18:17:09 +01:00
Christoph Oelckers
eebe09fb59
- moved the scalar class properties of PClassInventory into AInventory.
...
What's left is the non-scalars, they will need different treatment to get them out of the way.
2017-02-08 16:57:48 +01:00
Christoph Oelckers
2ca0e34785
- turned many of PClassPlayerPawn's strings into names and moved all scalar properties into APlayerPawn.
...
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored
This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
2017-02-08 16:42:13 +01:00
Christoph Oelckers
a6785afddb
- optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself.
2017-02-08 15:47:22 +01:00
Rachael Alexanderson
c76c65d3f7
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_draw.cpp
2017-02-07 17:09:13 -05:00
Christoph Oelckers
7ed554158c
- got rid of PClassWeapon.
...
Still 5 subclasses of PClass left...
2017-02-07 19:02:27 +01:00
Rachael Alexanderson
d760b5070a
Merge https://github.com/coelckers/gzdoom
2017-02-07 02:23:48 -05:00
Christoph Oelckers
dae6230f76
- fixed: Since the FastProjectile does not perform a velocity underflow check it must use an approximate comparison when deciding whether to call the Effect method.
2017-02-07 00:39:46 +01:00
ZZYZX
77546ad5c2
Added non-playsim console-called event
2017-02-06 15:52:20 +02:00
ZZYZX
b7e64a2bc5
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-02-06 14:14:23 +02:00
ZZYZX
124d025131
More string methods
2017-02-06 12:35:21 +01:00
Rachael Alexanderson
942f90a759
Merge remote-tracking branch 'gzdoom/master'
2017-02-05 16:07:48 -05:00
ZZYZX
e4970189b6
Tactical merge
2017-02-05 19:14:56 +02:00
Christoph Oelckers
72810c969d
- added ChangeCamera script function.
2017-02-05 18:07:12 +01:00
Christoph Oelckers
9e038b75fa
- exported DrawChar and DrawText.
2017-02-05 16:47:33 +01:00
Christoph Oelckers
52bec33c0d
- exported BrokenLines to scripting as a new class.
...
- removed the hard limit of 128 lines for V_BreakLines.
2017-02-05 16:18:41 +01:00
Christoph Oelckers
d8a1ce88b0
- a few more exports from FFont.
2017-02-05 13:55:38 +01:00
Christoph Oelckers
b570d0819b
- streamlined font handling for scripts a bit.
...
- moved the two 'you raised the alarm' messages for Strife to the string table
2017-02-05 13:14:22 +01:00
Rachael Alexanderson
59f32d497d
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_things.cpp
# src/v_draw.cpp
2017-02-05 00:08:01 -05:00
Christoph Oelckers
d662cece15
- fixed calculations in AdjusrPlayerAngle.
2017-02-04 16:44:43 +01:00
Rachael Alexanderson
ebb8da563a
Merge https://github.com/coelckers/gzdoom
2017-02-04 02:56:18 -05:00
Christoph Oelckers
abac756289
- exported some stuff for fonts and screen size that will be needed for the menus.
2017-02-04 00:46:22 +01:00
Christoph Oelckers
d5b908186c
- some work on the base classes for menus. None of this is being used yet.
2017-02-04 00:19:25 +01:00
ZZYZX
f816537992
Setting Order directly (while the event handler is registered) will result in all sorts of broken behavior. Made readonly.
2017-02-03 20:44:27 +02:00
ZZYZX
03f7c39ea7
Fixed mouse input in event handlers. Added RequireMouse field in event handler to signify that native mouse should be turned on for certain handlers.
2017-02-03 20:34:34 +02:00
ZZYZX
b4565c3800
Exposed Shift/Ctrl/Alt to the scripts
2017-02-03 16:15:53 +02:00
ZZYZX
0d96517f5f
Implemented RenderOverlay hook that executes directly after level and statusbar
2017-02-03 13:29:34 +02:00
ZZYZX
6a0103a746
Merged p_setup conflict
2017-02-03 13:02:44 +02:00
ZZYZX
9bb4cf1c03
User input events first take
2017-02-03 12:28:40 +02:00
Christoph Oelckers
075cce98c4
- fixed: PlayerPawn.GetEffectTicsForItem read the duration from the wrong actor.
2017-02-03 10:41:38 +01:00
ZZYZX
7fa50c22e5
Added player events
2017-02-02 20:26:56 +02:00
ZZYZX
bc1194d03b
Added ordering for handlers - by int value returned by virtual function GetOrder(); Also, some handlers (WorldUnloaded and WorldThingDestroyed) are now executed in reverse order.
2017-02-02 19:57:00 +02:00
Rachael Alexanderson
226e5238fc
Merge https://github.com/coelckers/gzdoom
2017-02-01 21:57:37 -05:00
alexey.lysiuk
1fd37ff2ff
Removed unused input from fog boundary fragment program
...
This should fix https://mantis.zdoom.org/view.php?id=151
2017-02-01 10:05:38 +02:00
Rachael Alexanderson
4e45ea2300
Merge https://github.com/coelckers/gzdoom
2017-01-31 23:04:56 -05:00
Christoph Oelckers
ccacc23905
- fixed division by 0 in ActorMover code.
2017-02-01 00:21:30 +01:00
ZZYZX
89c475c2d1
Added WorldThingDamaged hook
2017-01-31 04:35:44 +02:00
ZZYZX
9942a59866
Almost forgot (x2): thing revived world event
2017-01-31 04:11:09 +02:00
ZZYZX
066b22af0a
Almost forgot: WorldTick hook, since ZScript doesn't have delays
2017-01-31 03:24:46 +02:00
ZZYZX
71f62af6db
Implemented WorldThingDied (calls at the same point as SCRIPT_Kill); Added Inflictor parameter for WorldThingDied.
2017-01-31 02:07:00 +02:00
ZZYZX
27c8140c46
Replaced specialized event handlers with Event structure passed to a method; returned the check for virtual implementation to make sure that we don't waste time initializing the event data.
2017-01-31 01:28:47 +02:00
ZZYZX
5751f84350
Moved empty virtual methods to script side
2017-01-30 11:56:03 +02:00
ZZYZX
2382a76be5
Made separate .Find in Static handlers for convenience.
2017-01-30 09:33:06 +02:00
ZZYZX
c7e3ff2356
Static event handlers can create/register/unregister other static event handlers.
2017-01-30 09:28:27 +02:00
ZZYZX
0598c18ad8
Added WorldEventHandler with WorldThingSpawned. WorldThingDestroyed is not implemented because you already can attach an object that would check master's state.
2017-01-30 08:47:15 +02:00
ZZYZX
09ca1f610d
Removed World*Unsafe handlers (merged with WorldLoaded/WorldUnloading); Removed the concept of 'map-local static' handlers, static handlers are now only those that run globally.
2017-01-30 07:50:09 +02:00
ZZYZX
9a54a5affe
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-01-29 01:01:28 +02:00
Rachael Alexanderson
0c101102dc
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_bsp.cpp
# src/r_main.cpp
# src/r_segs.cpp
# src/r_things.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2017-01-28 17:39:55 -05:00
Christoph Oelckers
ee22a9371b
- use Doom64 colors on sectors and linedefs.
2017-01-28 20:44:46 +01:00
Christoph Oelckers
12d073a27d
- objectcolor stuff.
...
# Conflicts:
# src/gl/renderer/gl_renderstate.cpp
2017-01-28 19:06:21 +01:00
Christoph Oelckers
1d2ae53ecb
Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."
...
This reverts commit dd03bb1fcb
.
Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
2017-01-28 18:26:52 +01:00
Rachael Alexanderson
d27a152d9b
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_bsp.cpp
# src/r_main.cpp
# src/r_segs.cpp
# src/r_things.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2017-01-28 09:38:10 -05:00
Christoph Oelckers
dd03bb1fcb
- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly.
2017-01-28 12:20:18 +01:00
ZZYZX
2c314f3f3f
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-01-28 05:23:16 +02:00
Magnus Norddahl
9c4b11b671
Add OpenGL ES support to Linux target and enable it for ARM devices
2017-01-25 07:18:26 +01:00
Rachael Alexanderson
a04699ec1c
Merge https://github.com/coelckers/gzdoom
2017-01-24 18:15:39 -05:00
Rachael Alexanderson
949862f78f
- fixed: PalTonemap Exponent slider didn't have a proper decimal place.
2017-01-24 22:24:53 +01:00
Rachael Alexanderson
3154652885
- fixed possible AMD compilation error.
2017-01-24 22:24:53 +01:00
Rachael Alexanderson
9a777f719b
- Added "gl_bandedswlight" to reduce the software light emulation gradient to 32 levels.
2017-01-24 22:24:53 +01:00
Rachael Alexanderson
84d2a89f49
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# wadsrc/static/language.enu
2017-01-24 12:03:57 -05:00
Rachael Alexanderson
6263704741
- Added menu options for pal tonemap tweaks.
...
# Conflicts:
# wadsrc/static/language.enu
2017-01-24 17:57:03 +01:00
ZZYZX
8c36a2a3df
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-01-24 11:05:14 +02:00
Rachael Alexanderson
3ea27cd996
Merge https://github.com/coelckers/gzdoom
2017-01-23 22:12:55 -05:00
Christoph Oelckers
17ed23bfcc
- don't read the full height of a player from the defaults, because that cannot be changed by A_SetHeight.
...
Instead a new member, FullHeight is used for this now.
2017-01-24 00:12:06 +01:00
ZZYZX
3e093a20ff
First take at serialization
2017-01-24 00:17:12 +02:00
alexey.lysiuk
6586877ac5
Merge branch 'master' of https://github.com/coelckers/gzdoom into master
2017-01-23 22:48:16 +02:00
ZZYZX
35ec14f465
Made the EventHandler class tree a bit more branchy. Now disallowing creation of Static* via EventHandler.Create.
2017-01-23 20:48:57 +02:00
ZZYZX
302af61686
Added per-thing render hooks
2017-01-23 20:48:57 +02:00
ZZYZX
2aadd1e13c
Forgot to add events.txt
2017-01-23 20:48:57 +02:00
ZZYZX
ce616f9c06
Added: prototype event system
2017-01-23 20:48:57 +02:00
Christoph Oelckers
b3aa7c61a9
- fixed: Class and struct name lookup was not context aware.
...
If a later module reused an existing name for a different class or struct type, this new name would completely shadow the old one, even in the base files.
Changed it so that each compilation unit (i.e. each ZScript and DECORATE lump) get their own symbol table and can only see the symbol tables that got defined in lower numbered resource files so that later definitions do not pollute the available list of symbols when running the compiler backend and code generator - which happens after everything has been parsed.
Another effect of this is that a mod that reuses the name of an internal global constant will only see its own constant, again reducing the risk of potential errors in case the internal definitions add some new values.
Global constants are still discouraged from being used because what this does not and can not handle is the case that a mod defines a global constant with the same name as a class variable. In such a case the class variable will always take precedence for code inside that class.
Note that the internal struct String had to be renamed for this because the stricter checks did not let the type String pass on the left side of a '.' anymore.
- made PEnum inherit from PInt and not from PNamedType.
The old inheritance broke nearly every check for integer compatibility in the compiler, so this hopefully leads to a working enum implementation.
2017-01-23 19:10:28 +01:00
alexey.lysiuk
db4c5e090d
Fixed incorrect armor given by cheats
...
See https://mantis.zdoom.org/view.php?id=106
2017-01-23 13:18:30 +02:00
Rachael Alexanderson
03226e5a0a
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_things.cpp
2017-01-23 00:17:25 -05:00
Christoph Oelckers
89d9a43b68
- fixed local variable having the same name as a member in Strife's inquisitor.
2017-01-22 12:28:09 +01:00
Rachael Alexanderson
53acc28f26
Merge https://github.com/coelckers/gzdoom
2017-01-21 17:47:18 -05:00
Christoph Oelckers
06ad2351d3
- fixed error in vertical velocity calculation for A_SkullAttack.
2017-01-21 19:56:54 +01:00
ZZYZX
df1a90fb1b
Apparently 'name = something' gets parsed as a Type. Fixed CustomSprite actor again.
2017-01-21 10:32:26 +01:00
ZZYZX
59472d6f63
Fixed CustomSprite actor
2017-01-21 10:32:26 +01:00
ZZYZX
6f5fff00a0
Implemented static methods in String struct. Implemented String.Format and String.AppendFormat. Implemented native vararg methods for the future.
2017-01-21 10:32:26 +01:00
Rachael Alexanderson
410a1aa24c
Merge https://github.com/coelckers/gzdoom
2017-01-20 20:56:02 -05:00
Christoph Oelckers
06898bf8fb
- copied A_ClearRefire to the proper place for good now.
2017-01-20 20:19:38 +01:00
Christoph Oelckers
314e49f791
- let A_SpawnProjectile, A_FireProjectile, A_SpawnItem(Ex) and A_ThrowGrenade return the spawned actors to the calling code.
...
- fixed the return type checks in CallStateChain. These made some bogus assumptions about what return prototypes to support and would have skipped any multi-return function whose first argument was actually usable.
2017-01-20 12:39:51 +01:00
Christoph Oelckers
02cfdbc29c
- fixed: A_ClearRefire was copied to the wrong script class.
2017-01-20 11:59:12 +01:00
Rachael Alexanderson
e52772745b
Merge https://github.com/coelckers/gzdoom
2017-01-19 23:07:14 -05:00
Christoph Oelckers
c880b26d98
- scriptified MorphProjectile and CustomSprite.
...
This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
2017-01-20 01:11:36 +01:00
Magnus Norddahl
545ae678e8
Merge remote-tracking branch 'gzdoom/master' into qzdoom
2017-01-20 00:22:29 +01:00
Christoph Oelckers
3c30b59bab
more inventory scriptification
...
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.
- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Rachael Alexanderson
7701a61830
Merge https://github.com/coelckers/gzdoom
2017-01-19 15:50:33 -05:00
Christoph Oelckers
1750ded7c4
- more exporting of AInventory.
2017-01-19 20:56:31 +01:00
Christoph Oelckers
7c6542e595
- partial scriptification of AInventory.
...
- scriptification of CustomInventory.
2017-01-19 19:14:22 +01:00
Rachael Alexanderson
8a198591f4
Merge https://github.com/coelckers/gzdoom
2017-01-19 11:58:53 -05:00
Christoph Oelckers
19b1c10ba8
- scriptified a large part of the weapon code.
2017-01-19 17:40:34 +01:00
Christoph Oelckers
6d3b26f94c
- scriptified the WeaponGiver.
2017-01-19 14:00:00 +01:00
Christoph Oelckers
42f3ccc602
- scriptified a few parts of p_pspr.cpp.
...
- added a speed parameter to A_Lower and A_Raise in the process.
2017-01-19 13:26:46 +01:00
Rachael Alexanderson
9333ce1888
Merge https://github.com/coelckers/gzdoom
2017-01-18 21:15:08 -05:00
Christoph Oelckers
8256f25a84
- no need to keep AArmor native, now that all child classes have been scriptified.
2017-01-18 23:46:19 +01:00
Christoph Oelckers
632a29e365
- scriptified HexenArmor.
2017-01-18 23:42:08 +01:00
Christoph Oelckers
2fcffd1fc1
- removed the remaining native parts of ABasicArmor.
...
- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
2017-01-18 22:57:47 +01:00
Christoph Oelckers
3148496f57
- scriptified BasicArmor and fixed a few errors in the conversion.
2017-01-18 22:15:48 +01:00
Christoph Oelckers
2dd6fb9595
- scriptified BasicArmorBonus.
2017-01-18 20:23:13 +01:00
Christoph Oelckers
87b9b6111d
- scriptified the BeginPlay methods of the VavoomLight classes.
...
- moved m_Radius back to arg[3] and arg[4], so that scripts have access to light sizes again.
2017-01-18 19:10:25 +01:00
Christoph Oelckers
1ce7b80158
- scriptified the rest of the weapon pieces.
2017-01-18 18:46:24 +01:00
Christoph Oelckers
30a8541a15
- scriptified the weapon piece functions.
...
- fixed: ClearInventory did not process depleted items properly.
- changed HexenArmor from UNDROPPABLE to UNTOSSABLE because this allowed to remove some special handling in ClearInventory. The only other place which checks this flag also checks UNTOSSABLE.
2017-01-18 17:26:12 +01:00
Christoph Oelckers
d8acf774a6
- scriptified the remains of AKey.
...
- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
2017-01-18 15:17:12 +01:00
Christoph Oelckers
d9fd2d509f
- scriptified the remains of AAmmo.
2017-01-18 14:18:17 +01:00
Rachael Alexanderson
590781d4a6
Merge https://github.com/coelckers/gzdoom
2017-01-18 05:19:34 -05:00
Christoph Oelckers
534b2ebbfb
- scriptified the remains of APowerup.
...
- ensure that actor defaults contain a valid virtual table and class pointer so that they can actually use virtual and class-dependent method functions. This is needed for retrieving script variables from them.
2017-01-18 10:33:03 +01:00
Magnus Norddahl
53a79ca215
Merge remote-tracking branch 'gzdoom/master' into qzdoom
...
# Conflicts:
# src/r_things.cpp
2017-01-18 04:09:16 +01:00
Christoph Oelckers
207f81cc37
- fixed: There was a temporarily commented out piece of code about the Sigil which I forgot to reinstate after making some changes.
2017-01-18 01:45:02 +01:00
Christoph Oelckers
ade9e4c3da
- implemented processing of multiple return values in script functions.
2017-01-18 01:27:50 +01:00
Christoph Oelckers
232b64d332
- eliminated the native PowerupGiver class.
...
- scriptified the respawn invulnerability code into a virtual OnRespawn function for PlayerPawn so that custom effects can be implemented.
2017-01-18 00:11:04 +01:00
Christoph Oelckers
98f9219334
- scriptified the remaining functions in a_artifacts.cpp.
...
- added some helpers to set scripted member variables through the native property parser.
Unfortunately some classes, e.g. PowerMorph, MorphProjectile and the powerup contain some that cannot be handled through the 'property' definition on the script side so they need to be done from the native side.
2017-01-17 20:30:17 +01:00
Christoph Oelckers
14f2c39e58
- scriptified cht_Give and cht_Take and made them virtual function of PlayerPawn so that this can be better configured for mods that want other options in here.
...
- improved the class pointer to string cast to print the actual type it describes and not the class pointer's own type.
- fixed: The 'is' operator created non-working code when checking the inheritance of a class pointer, it only worked for objects.
2017-01-17 17:34:39 +01:00
Christoph Oelckers
75d3f42d4f
- scriptified APowerup.
2017-01-17 17:34:07 +01:00
Christoph Oelckers
8f6571241d
- scriptified AÃœpwerInvulnerable.
2017-01-16 23:45:25 +01:00
Magnus Norddahl
2848ca53dc
Merge remote-tracking branch 'gzdoom/master' into qzdoom
...
# Conflicts:
# src/r_things.cpp
# src/r_things.h
2017-01-16 23:05:34 +01:00
Christoph Oelckers
6990a46daf
- scriptified PowerStrength.
...
This revealed an interesting bug: When the berserk fadout formula was changed in 2005 the result was essentially broken, resulting in values around 7000 - it only worked by happenstance because the lower 8 bits of the resulting values just happened to work to some degree and never overflowed. But the resulting fade was far too weak and a slightly different handling of the color composition code for the VM made it break down entirely.
This restores the pre-2005 formula but weakened intensity which now comes a lot closer to how it is supposed to look.
2017-01-16 22:27:49 +01:00
Christoph Oelckers
d3ab691afb
- scriptified APowerInvisibility.
...
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
2017-01-16 20:34:12 +01:00
Rachael Alexanderson
a5edd421bd
- Added Deejay's par times for Thy Flesh Consumed
2017-01-16 19:17:22 +01:00
Christoph Oelckers
616f954153
- scriptified PowerIronFeet and PowerMask.
2017-01-16 19:04:03 +01:00
Christoph Oelckers
cd1d96b83a
- fixed compilation.
2017-01-16 10:36:56 +01:00
Magnus Norddahl
1c3440e391
Merge remote-tracking branch 'gzdoom/master' into qzdoom
...
# Conflicts:
# src/r_plane.cpp
# src/r_plane.h
2017-01-16 06:03:21 +01:00
Christoph Oelckers
d207b571d9
- scriptified PowerLightAmp and PowerTorch.
...
- allow calling qualified super methods so skipping some levels is possible.
2017-01-16 00:46:15 +01:00
Christoph Oelckers
d2d6e5d486
- scriptified PowerFlight and PowerWeaponLevel2.
2017-01-15 23:21:38 +01:00
Christoph Oelckers
4837e1e770
- partially scriptified APowerSpeed.
2017-01-15 20:58:52 +01:00
Christoph Oelckers
7503937a84
- scriptified PowerTargeter.
2017-01-15 19:44:43 +01:00
Christoph Oelckers
03c7b10fd6
- fully scriptified HealthPickup.
2017-01-15 18:46:40 +01:00
Christoph Oelckers
156f9c488e
- added script variable access for native code so that many more classes can be fully exported. Tested with the puzzle items.
2017-01-15 18:16:36 +01:00
Christoph Oelckers
179b6e1a39
- added property definitions to the ZScript parser. This will allow defining custom properties for the default block in custom base classes. See 'Health' for an example.
...
- support transient object member variables for information that does not need to be put in a savegame.
- fixed: special initialization of objects needs to pass the proper defaults along, otherwise the parent classes will use their own, inappropriate one.
2017-01-15 16:55:30 +01:00
Christoph Oelckers
267600826f
- sxriptified key and puzzleitem base classes.
2017-01-15 10:37:54 +01:00
Christoph Oelckers
d3626948e4
- removed duplicate health definitions.
2017-01-15 09:42:49 +01:00
Christoph Oelckers
9f9cea4b4a
- scriptified the health items.
2017-01-15 01:02:38 +01:00
Christoph Oelckers
4759f9a399
- scriptified the backpack.
...
- added GetParentClass builtin to compiler.
2017-01-14 23:34:47 +01:00
Christoph Oelckers
a597979738
- scriptified ammo.
...
- moved inventory stuff into its own directory.
2017-01-14 21:27:31 +01:00
Christoph Oelckers
e16713492f
- scriptified A_FreezeDeath(Chunks).
2017-01-14 18:26:59 +01:00
Christoph Oelckers
6dc1bb8475
- skriptified the skybox actors.
...
- fixed code generation for internal pointed arrays, they were missing a pointer dereference.
2017-01-14 18:04:49 +01:00
Christoph Oelckers
a9ef73528d
- removed all skybox class types from code in preparation for exporting these classes.
...
- moved SectorPortal struct to FLevelLocals and exported it.
2017-01-14 16:05:40 +01:00
Christoph Oelckers
96777273c4
- scriptified ASoundSequence.
...
- exported virtual Actor.MarkPrecacheSounds function.
2017-01-14 14:37:29 +01:00
Christoph Oelckers
f83444f3cc
- exported the sound sequence interface to scripting.
...
- split out the map data definitions from base.txt into their own file.
2017-01-14 13:02:08 +01:00
Christoph Oelckers
386c00f17e
- scriptified ASoundEnvironment.
...
This also exposes the functionality as a member function of Sector for easier script access.
2017-01-14 11:43:08 +01:00
Rachael Alexanderson
d707f1c22e
Merge https://github.com/coelckers/gzdoom
2017-01-14 00:38:26 -05:00
Christoph Oelckers
40e7fa5be2
- scriptified the RandomSpawner.
...
- fixed: String constants were not processed by the compiler backend.
- added an explicit name cast for class types.
2017-01-14 02:05:52 +01:00
Magnus Norddahl
1c4e0c6385
Merge remote-tracking branch 'gzdoom/master' into qzdoom
2017-01-14 01:56:18 +01:00
Christoph Oelckers
f759b6757a
- scriptified the teleport fog.
2017-01-13 23:17:04 +01:00
Christoph Oelckers
4be0767d7b
- scriptified the moving camera.
2017-01-13 22:13:03 +01:00
Christoph Oelckers
51cc7feb4c
- scriptified the particle fountains.
2017-01-13 19:29:54 +01:00
Rachael Alexanderson
2583c94444
Merge https://github.com/coelckers/gzdoom
2017-01-13 09:15:22 -05:00
Christoph Oelckers
d338ca3ec1
- scriptified the sector actions.
2017-01-13 13:51:47 +01:00
Magnus Norddahl
1d941c9839
Merge remote-tracking branch 'gzdoom/master' into qzdoom
...
# Conflicts:
# src/r_plane.cpp
# src/win32/zdoom.rc
2017-01-13 13:21:10 +01:00
Christoph Oelckers
d73db8c1e8
- added a 'local' parameter to the A_Log family.
...
- complete "give quakes their own damage type." (was only partially saved.)
2017-01-13 11:48:05 +01:00
Christoph Oelckers
1400f401e7
- fixed use of multiple sector actions in the same sector.
...
The entire setup was quite broken with each item using its own activation result and the ones of the subsequent items in the list as the return value.
This rendered the STANDSTILL check in the main function totally unpredictable because the value it depended on could come from any item in the list.
Changed it so that the main dispatcher function is part of sector_t and does the stepping through the list iteratively instead of letting each item recursively call its successor and let this function decide for each item alone whether it should be removed.
The broken setup also had the effect that any MusicChanger would trigger all following SecActEnter specials right on msp start.
2017-01-13 01:34:43 +01:00
Christoph Oelckers
cf39af0642
- consolidated the sector action classes.
...
This can be done with a lot less overhead by using one of the object's properties to store the activation flag, so that all the nearly redundant trigger methods can be folded into one.
2017-01-13 01:06:37 +01:00
Christoph Oelckers
85a84b5e94
- scriptified FastProjectile.
2017-01-13 00:35:56 +01:00
Christoph Oelckers
cc58f13e4e
- scriptified the sector silencer.
2017-01-12 23:35:24 +01:00
Christoph Oelckers
3d73919092
- scriptified CustomBridge.OnDestroy.
2017-01-12 22:56:06 +01:00
Christoph Oelckers
7b7623d2c4
- split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
...
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers
0b94d4e0a3
- scriptified the bridge things, except the Destroy method which still requires work to allow virtually calling this.
2017-01-12 19:55:25 +01:00
Rachael Alexanderson
a3ad22a460
Merge https://github.com/coelckers/gzdoom
2017-01-11 18:54:43 -05:00
Christoph Oelckers
ea163f3898
- exported FCheckPosition to the VM and completed the parameter lists for Actor.CheckPosition and Actor.TryMove.
2017-01-12 00:26:16 +01:00
Christoph Oelckers
5ef9429ae4
- added the ability to attach a constructor or destructor to an internally defined struct.
...
There are a few which require explicit native construction or destruction that need to be exported to the VM, e.g. FCheckPosition.
The VM cannot handle this directly, it needs two special functions to be attached to handle such elements.
2017-01-11 23:46:03 +01:00
Rachael Alexanderson
799d0d1091
Merge remote-tracking branch 'remotes/gzdoom/master'
2017-01-10 19:39:12 -05:00
Rachael Alexanderson
0362deefc4
Merge commit '6552e5a7a18cb334dfa1000e0c52836df2edec95'
2017-01-10 19:38:15 -05:00
Christoph Oelckers
de4153ceaf
some groundwork for the implementation of dynamic arrays
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- created script exports for all relevant functions with all integral types.
- created script side definitions for the underlying data types.
- added a void pointer type so that the prototype for the pointer array can use a generic type every pointer can be assigned to.
2017-01-11 00:57:31 +01:00
Christoph Oelckers
11d93cb030
- removed r_columnmethod 1 because the code was broken and already gone from QZDoom.
2017-01-10 22:28:15 +01:00
Christoph Oelckers
3e4f799bbc
- made Actor.DamageMobj virtual.
2017-01-10 21:31:52 +01:00
Christoph Oelckers
3f94a15cfe
- added a virtual PostSpawn method to RandomSpawner, this will get called when the actor has been spawned so that the spawner can do some special setup with it.
2017-01-10 20:14:48 +01:00
Christoph Oelckers
06c97d898b
- added a new parameter to A_CustomRailgun to customize the inaccuracy induced by a moving target.
2017-01-10 20:08:23 +01:00
Christoph Oelckers
3696d34806
- added IF_NOSCREENBLINK flag, see http://mantis.zdoom.org/view.php?id=9
2017-01-10 19:57:51 +01:00
Rachael Alexanderson
05662e5c4d
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_bsp.cpp
# src/r_plane.cpp
# src/r_things.cpp
2017-01-09 09:51:06 -05:00
Christoph Oelckers
f78927500e
- exported all meaningful parts of side_t to the VM.
2017-01-08 21:42:26 +01:00
Christoph Oelckers
7a5171a2e9
- fixed: The check for virtual function overrides was never done if the overriding function had no qualifier at all.
...
- fixed several occurences where an 'override' qualifier was missing.
2017-01-08 19:07:26 +01:00
Christoph Oelckers
abdfb8788b
- fixed bad variable assignment in Heresiarch.
2017-01-08 18:53:02 +01:00
Christoph Oelckers
1c74faea73
- exported line_t's functions to the VM.
2017-01-08 15:45:37 +01:00
Christoph Oelckers
cb89a1a81a
- fixed inconsistent use of line_t::portaltransferred.
...
Some parts used 0 as 'nothing' others used UINT_MAX. 0 should refer to the map's default sky, not to nothing.
2017-01-08 14:59:31 +01:00
Magnus Norddahl
d825ec334c
Merge remote-tracking branch 'gzdoom/master' into qzdoom
2017-01-08 04:48:49 +01:00
Christoph Oelckers
d2a51a57e1
- added new Stairs_BuildUpDoomCrush special from Eternity and used it to fix the bad implementation to make Doom's turbo stairs crush. This also removes the crushing from Generic_Stairs entirely, just like it was in Boom.
2017-01-08 01:15:45 +01:00
Christoph Oelckers
3beed216dd
- exported all relevant functions from sector_t.
...
Please note that currently most of these have little use, they are for future feature support.
2017-01-08 00:50:40 +01:00
Rachael Alexanderson
6e06adb795
Merge https://github.com/coelckers/gzdoom
2017-01-07 16:04:46 -05:00
Christoph Oelckers
82adc5bf1e
- exported secplane_t to scripting.
2017-01-07 21:29:43 +01:00
Rachael Alexanderson
de5f5a1221
Merge https://github.com/coelckers/gzdoom
2017-01-06 22:06:25 -05:00
Christoph Oelckers
b11c8fef57
- renamed a few variables for clarity.
2017-01-06 11:56:17 +01:00
Rachael Alexanderson
c2d01522f0
Merge https://github.com/coelckers/gzdoom
2017-01-04 21:55:01 -05:00
Christoph Oelckers
3b7eb849a7
- fixed: The default minimum and maximum distances for A_Teleport were swapped.
2017-01-04 23:56:41 +01:00
Rachael Alexanderson
b934f69303
Merge https://github.com/coelckers/gzdoom
2017-01-04 17:49:09 -05:00
Rachael Alexanderson
0a581754bf
- Made WadSmoosh detection a lot stricter.
2017-01-04 20:48:52 +01:00
Rachael Alexanderson
8651cbc75a
- Wildweasel pointed out that WadSmoosh generates a "SMOOSHED" lump. http://forum.zdoom.org/viewtopic.php?p=967226#p967226
2017-01-04 20:48:52 +01:00
Rachael Alexanderson
4fe3f7611c
- Made WadSmoosh detection more flexible (since it doesn't necessarily require MAP01 to be present).
2017-01-04 20:48:52 +01:00
Rachael Alexanderson
eb7f1b87e5
- Added Wadsmoosh detection.
2017-01-04 20:48:52 +01:00
Rachael Alexanderson
13972eed2b
Merge https://github.com/coelckers/gzdoom
2017-01-03 21:31:55 -05:00
Christoph Oelckers
b132782c49
- scriptified PowerBuddha and PowerFrightener.
2017-01-03 21:03:05 +01:00
Christoph Oelckers
15f30886cd
- scriptified the TimeFreezer powerup.
2017-01-03 20:06:20 +01:00
Rachael Alexanderson
fd9d92d708
Merge https://github.com/coelckers/gzdoom
2017-01-02 22:04:53 -05:00
Rachael Alexanderson
3e59ebb48d
- Removed multithreaded from the menu completely.
...
# Conflicts:
# wadsrc/static/menudef.txt
2017-01-02 18:26:45 -05:00
Rachael Alexanderson
338d338e27
- Moved multithreaded option from Truecolor menu to the Display menu since both the palette and truecolor drawer sets now use it.
2017-01-02 17:55:24 -05:00
Christoph Oelckers
bf09a89b5d
- fixed typo in A_BrainSpit.
2017-01-02 23:26:19 +01:00
Rachael Alexanderson
2591eb2e54
Merge https://github.com/coelckers/gzdoom
2017-01-02 16:52:02 -05:00
Christoph Oelckers
1a16f664e4
- added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
...
- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Rachael Alexanderson
2d1a5e6b36
Merge https://github.com/coelckers/gzdoom
2017-01-01 21:44:56 -05:00
Christoph Oelckers
9948189193
- scriptified PowerProtection and PowerDamage.
...
- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise.
- small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
2017-01-01 23:11:48 +01:00
Christoph Oelckers
66cc68606f
- scriptified the methods of APowerMorph.
...
- made some changes to PowerMorph to better deal with recursive calls from UndoPlayerMorph. The flag hackery was only needed because the 'alternative' pointers were cleared far too late.
2017-01-01 19:23:43 +01:00
Rachael Alexanderson
c7dce79831
Merge https://github.com/coelckers/gzdoom
2017-01-01 10:54:19 -05:00
Christoph Oelckers
80effbb547
- fixed: A_M_Refire's 'ignoremissile' parameter lost its default value.
2017-01-01 15:41:40 +01:00
Christoph Oelckers
06900ff8be
- reviewd script code for spawn calls that did not check their results.
...
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 10:27:12 -05:00
Christoph Oelckers
3d61d2c1f4
- reviewd script code for spawn calls that did not check their results.
...
Nothing should ever assume that spawning an actor is unconditionally successful. There can always be some edge cases where this is not the case.
2016-12-31 15:40:51 +01:00
Rachael Alexanderson
8954efd33c
Merge https://github.com/coelckers/gzdoom
2016-12-30 19:21:51 -05:00
Christoph Oelckers
267b1842b4
- scriptified a few more of the simpler powerups.
2016-12-31 01:08:09 +01:00
Christoph Oelckers
3b524cbed4
- scriptified PowerInfiniteAmmo to test the exported functions.
2016-12-31 00:20:02 +01:00
Christoph Oelckers
fe0f19e1e0
- exported Powerup.InitEffect and EndEffect to scripting.
2016-12-30 23:32:43 +01:00
Rachael Alexanderson
de896920b4
Merge https://github.com/coelckers/gzdoom
2016-12-28 17:38:00 -05:00
Christoph Oelckers
11bea8249a
. added SetMusicVolume script function.
2016-12-28 21:41:06 +01:00
Rachael Alexanderson
972bdc2001
Merge https://github.com/coelckers/gzdoom
2016-12-28 12:41:18 -05:00
Christoph Oelckers
c82189a3d1
fixed: A_JabDagger called S_Sound instead of A_PlaySound.
2016-12-28 18:20:41 +01:00
Rachael Alexanderson
92e4eef553
Merge https://github.com/coelckers/gzdoom
2016-12-27 19:37:53 -05:00
Christoph Oelckers
8708c69f83
- added GetClassName script function.
2016-12-27 19:25:55 +01:00
Magnus Norddahl
e91c5ac54d
Merge branch 'master' into OverlayExtension10
2016-12-27 04:32:13 +01:00
Rachael Alexanderson
d8df255438
Merge https://github.com/coelckers/gzdoom
2016-12-26 15:46:44 -05:00
Rachael Alexanderson
7ea4c9508f
Merge https://github.com/rheit/zdoom
2016-12-26 15:46:17 -05:00
Major Cooke
ff3487d389
Merge branch 'OverlayAlpha' into OverlayExtension9
...
# Conflicts:
# src/p_pspr.cpp
# src/r_draw.cpp
# wadsrc/static/actors/actor.txt
# wadsrc/static/actors/constants.txt
2016-12-26 14:37:22 -06:00
Christoph Oelckers
f5883d3f86
- fixed: DynamicLight needs a render radius of -1 so that it gets excluded from the touching_renderlist.
2016-12-26 12:04:03 +01:00
Christoph Oelckers
19856d6ccb
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-25 22:56:35 +01:00
Christoph Oelckers
89b7cf4262
- fixed: RenderRadius needs to be serialized.
...
- fixed: CustomBridge can be visible so it shouldn't be completely excluded from the render lists.
2016-12-25 14:35:35 +01:00
ZZYZX
38cb7aeaaa
Invisible and Custom bridges now have RenderRadius -1 to prevent excessive linking
2016-12-25 13:43:32 +02:00
ZZYZX
44c19b5ad9
Changed zero RenderRadius logic - negative values now used for 'no rendering', restored old logic with max(radius, renderradius)
2016-12-25 13:40:21 +02:00
ZZYZX
fcd8a0ce92
Reverted STYLE_None change to P_LinkRenderSectors, implemented zero RenderRadius that effectively disables rendering of an actor entirely
2016-12-25 13:35:03 +02:00
ZZYZX
87b23d160b
Ported RenderRadius and related code from gzdoom branch
2016-12-25 13:09:32 +02:00
Magnus Norddahl
b0febec986
Removed r_columnmethod as its performance gains are too insignificant to justify its complexity on the codebase
2016-12-25 05:05:53 +01:00
Rachael Alexanderson
564bfe482c
Merge branch 'zdoom-rgb666-take3' of https://github.com/raa-eruanna/qzdoom into qzdoom-rgb666
...
# Conflicts:
# src/r_draw.cpp
# src/r_plane.cpp
# src/r_things.h
# src/v_draw.cpp
# src/v_video.cpp
2016-12-24 19:00:28 -05:00
Rachael Alexanderson
6a550c89a9
Merge https://github.com/rheit/zdoom
2016-12-24 18:22:14 -05:00
Rachael Alexanderson
2fa13396f2
- Added r_blendmethod to the menu.
2016-12-24 12:50:17 -05:00
Christoph Oelckers
287974968a
- renamed A_FireCustomMissile and added a deprecated compatibility wrapper to deal with the inverted pitch this function used.
2016-12-24 16:34:45 +01:00
Christoph Oelckers
d4c0ee9e43
- address bad use of pitch in A_CustomMissile.
...
This function calculated everything correctly but ultimately set the vertical velocity wrong. Most importantly this meant that the actual velocity vector and actor pitch - if CMF_SAVEPITCH was used - did not match.
Since this bug has been present since the pitch parameter was added, this deprecates A_CustomMissile and replaces it with a properly implemented A_SpawnProjectile function and handling the compatibility case with a new flag and a scripted wrapper function.
All internal uses of A_CustomMissile have been replaced as well.
2016-12-24 14:46:34 +01:00
Rachael Alexanderson
4755d56bbe
Merge https://github.com/rheit/zdoom
2016-12-24 02:31:38 -05:00
Magnus Norddahl
2bb2395569
Add menu option to enable dynamic lights (independent of the OpenGL setting so that you can have it on in OpenGL and off in Software)
2016-12-23 23:44:52 +01:00
Christoph Oelckers
4fcf9933f0
- copy target to a local variable in A_VileAttack so that it remains accessible if A_Explode destroys the actor.
2016-12-23 16:34:02 +01:00
Christoph Oelckers
a825d1d92f
Merge branch 'ssao' of https://github.com/dpjudas/dpDoom
2016-12-22 12:40:57 +01:00
Rachael Alexanderson
fa66ca214e
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/win32/zdoom.rc
2016-12-22 06:24:47 -05:00
Christoph Oelckers
3b823fa3eb
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/compatibility.txt
2016-12-22 11:29:44 +01:00
Christoph Oelckers
36f87b7135
- removed gl_light_ambient.
...
This really serves no use anymore and is mostly a remnant of old times with dark CRT monitors. The default ambient level was set at 20, meaning a sector light level of 40. This is a value actual levels rarely get to, except when using some lighting effects - but it's for those that the ambient clamping did the most damage.
2016-12-22 11:14:13 +01:00
Rachael Alexanderson
978152f483
Merge https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/compatibility.txt
2016-12-19 08:16:41 -05:00
alexey.lysiuk
f6b0f2648c
Cleared staircase to secret area in Ultimate Doom E4M3
...
Only the final room with goodies is marked as secret
2016-12-19 12:18:43 +01:00
alexey.lysiuk
28a23d4ff3
Removed unreachable secrets from Doom IWADs
...
See https://forum.zdoom.org/viewtopic.php?t=54632
2016-12-19 12:18:43 +01:00
Rachael Alexanderson
bedf4bccea
Merge commit '1fa37aaeb79d3ab1e5d4aa2b4376130e9f4826fb'
2016-12-18 20:55:45 -05:00
Major Cooke
1bcebb091a
Added option to check the location for resizing, changing the return into a bool.
2016-12-18 11:59:24 +01:00
Major Cooke
3023af8223
- Added A_SetSize(double newradius, double newheight = -1).
...
- Changes the calling actor's radius and height.
2016-12-18 11:59:24 +01:00
Christoph Oelckers
98e549246d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-17 17:39:57 +01:00
Rachael Alexanderson
b50ff986a6
Merge https://github.com/rheit/zdoom
2016-12-12 08:26:19 -05:00
Christoph Oelckers
f3762934e3
- fixed: A_AlertMonsters lost one 'self.' during conversion.
2016-12-12 12:50:17 +01:00
Rachael Alexanderson
1a111f48bc
Merge https://github.com/rheit/zdoom
2016-12-11 16:46:08 -05:00
Christoph Oelckers
71fd949f26
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-11 14:45:42 +01:00
Christoph Oelckers
0f9758bb75
- fixed some conversion errors in A_StalkerLookInit.
2016-12-11 13:17:50 +01:00
Christoph Oelckers
40355f6298
- allow A_M_Refire to be called without state label because this seems to have been used in existing DECORATE mods. This way of calling it will revert to the old behavior of jumping one state forward instead of to a state label.
2016-12-11 13:07:25 +01:00
Christoph Oelckers
898e2900b3
- more fixes in blastradius.txt.
2016-12-11 12:42:55 +01:00
Christoph Oelckers
2b24fee53d
- fixed: A_BlastRadius accessed the player's ReadyWeapon before ensuring it got called from a player.
2016-12-11 12:37:12 +01:00
Christoph Oelckers
aa758159c9
- renamed Actor.NoiseAlert to Actor.SoundAlert to deconflict with the same-named action special.
2016-12-11 12:10:05 +01:00
Rachael Alexanderson
4eef1d99ee
Merge https://github.com/rheit/zdoom
2016-12-10 15:46:35 -05:00
Christoph Oelckers
952e47cfe4
- renamed internal MELEERANGE constant to deconflict with Actor's MeleeRange member.
2016-12-10 16:36:19 +01:00
Rachael Alexanderson
c109ebf7cb
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-12-09 03:00:02 -05:00
Christoph Oelckers
14400c41b6
Merge branch 'zmaster'
2016-12-08 17:53:41 +01:00
Christoph Oelckers
a4d2468d34
- disable weapon interpolation for offset changes.
...
This has been causing far too many problems so now it will only be done if a A_Weaponoffset is either used with WOF_ADD or WOF_INTERPOLATE.
2016-12-08 17:52:59 +01:00
Rachael Alexanderson
dc07c2075f
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-12-08 07:47:33 -05:00
alexey.lysiuk
3aac058022
Fixed loading of Hexen and Strife
...
Names in sprite offsets files for these IWADs contain '[' and '\' characters and such names need to be quoted
2016-12-08 12:07:12 +02:00
Rachael Alexanderson
40b68bfea0
Merge branch 'master' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/CMakeLists.txt
2016-12-07 23:12:42 -05:00
Christoph Oelckers
1e950d75bd
- made dynamic light attenuation completely opt-in. This can be done either by setting a MAPINFO option for lights that do not automatically specify it and with a light property. The light property will always take precedence, if set.
2016-12-07 23:17:18 +01:00
Rachael Alexanderson
a78b713f4b
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/v_video.cpp
2016-12-06 18:19:08 -05:00
Christoph Oelckers
e41e404143
Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
2016-12-06 12:33:52 +01:00
Christoph Oelckers
b2d1b0d7a6
- fixed: FTranslatedLineTarget::angleFromSource returned the attack angle, not the angle between actors when returned from P_LineAttack.
...
For most attack functions this is wrong, it's only the Hexen fighter attack needing this particular value, so it has been split up into two return values now.
2016-12-06 11:04:54 +01:00
Christoph Oelckers
092461ed34
- make dynamic object casts a dedicated VM instruction instead of a builtin function.
...
This can see some heavy use in iterators where saving several hundreds of function calls can be achieved. In these cases, using a function to do the job will become a significant time waster.
2016-12-05 14:52:34 +01:00
Christoph Oelckers
ebdc672985
- fixed: A_Saw was using the wrong angle for adjusting the facing direction at the end.
2016-12-04 10:45:20 +01:00
Christoph Oelckers
94287518e0
- added a virtual CanCollideWith script method that can be overridden to do class specific collision checks.
...
This will get called for both actors taking part in a collision, if one of the two calls returns false it will immediately abort PIT_CheckThing with no collision taking place at all.
2016-12-04 10:13:36 +01:00
Christoph Oelckers
834802def3
- sanitized the old sprite offset adjustment feature and used it to redefine offsets for some sprites that have really bad ones.
2016-12-03 19:49:32 +01:00
Rachael Alexanderson
244eaa99b3
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-03 13:23:28 -05:00
Christoph Oelckers
fbc8d0e83c
Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
...
# Conflicts:
# wadsrc/static/zscript.txt
2016-12-03 18:51:10 +01:00
Christoph Oelckers
6a4f867c91
Merge branch 'master' into zscript
2016-12-03 15:54:18 +01:00
Christoph Oelckers
5117b32431
- fixed: The math for emulating the old slop overflow was not correct and made the affected sectors in void.wad display incorrectly.
...
- set compat_polyobj for void.wad because its polyobjects glitch quite a bit with the normal setting.
2016-12-03 14:42:06 +01:00
Christoph Oelckers
0da233a664
changed ZScript include mechanism.
...
* It will now use #include, just like most other definition formats and can be mixed with regular definitions. However, due to how the Lemon-generated parser works this will not recursively pull in all files, but store them in a list and process them sequentially. Functionally this shouldn't make a difference, because ZScript is mostly order-independent - the only thing where order is important is native classes, but these are completely internal to zdoom.pk3 where proper order is observed.
2016-12-03 13:16:09 +01:00
Rachael Alexanderson
c95372052c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-12-02 16:39:50 -05:00
Christoph Oelckers
211d9d92a1
Merge branch 'master' into zscript
2016-12-02 21:14:56 +01:00
Christoph Oelckers
87d2991256
- removed all cluster music definitions so that the default from the gameinfo section can be used to change it.
2016-12-02 20:13:30 +01:00
Christoph Oelckers
fbf8084999
- corrected the export signatures of several script exports to contain the correct classes, so that the fudging in FindFunction could be removed.
...
- fixed PARAM_ACTION_PROLOGUE to assign correct types to the implicit pointers. It gave the actual class to the wrong one, which until now did not matter because all functions were using 'Actor', regardless of actual class association.
- fixed the definition of IceChunk and removed some redundant code here. Since A_FreezeDeathChunks already calls SetState, which in turn calls the state's action function, there is no need to call it again explicitly.
2016-12-02 18:52:58 +01:00
Christoph Oelckers
82c2670617
- removed redundant DoDropItem function. A_DropItem already exists and can be used instead.
2016-12-02 11:42:33 +01:00
Christoph Oelckers
17d9a152e7
- added missing THINGSPEC constants
2016-12-02 00:31:52 +01:00
Christoph Oelckers
cbd61d963f
- removed test messages.
2016-12-02 00:29:32 +01:00
Christoph Oelckers
3f98ba9069
- fixed: The Raven ambient sounds lost their looping flag when they were rewritten to use A_PlaySound instead of A_PlaySoundEx.
2016-11-30 19:08:58 +01:00
Christoph Oelckers
a350275bdf
- re-added two lost parentheses in A_FireGoldWandPL1.
2016-11-30 19:03:46 +01:00
Christoph Oelckers
c927aca2a0
Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
...
# Conflicts:
# wadsrc/static/zscript.txt
2016-11-30 18:46:23 +01:00
Christoph Oelckers
86544086df
- allow the VM to run on one global stack per thread.
...
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.
- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00
Christoph Oelckers
47884f8a71
- fixed a few bad declarations.
2016-11-30 16:19:13 +01:00
Christoph Oelckers
8a50004f55
- cleanup of the virtual function definitions for inventory items. Let's better use 'virtual' and 'override' everywhere to make sure that nothing gets overlooked.
...
- added call wrappers and script hooks for all relevant virtuals in AInventory.
- made GetSpeedFactor and GetNoTeleportFreeze entirely scripted because they are too trivial - also do them iteratively, just like HandlePickup, because it's just a better way to do this stuff.
2016-11-30 15:54:01 +01:00
Christoph Oelckers
b0f3121bec
- split up zscript/shared/inventory.txt.
...
- moved health items to their own file.
- scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method.
- fixed: bit fields in global variables were not correctly written.
This should conclude the inventory cleanup. It is now possible again to find things in there.
2016-11-30 13:36:13 +01:00
Christoph Oelckers
0cd6cec531
- scriptified the SectorFlagSetter.
2016-11-30 01:49:36 +01:00
Christoph Oelckers
fb3bde0e0d
- cleaned up and grouped the virtual function declarations in AActor to ensure that everything has been properly exported.
...
- removed the native parts of SpecialBlastHandling. Since this is called from the script side and the only remaining native remnant was an empty function it's now 100% scripted.
2016-11-30 01:39:06 +01:00
Christoph Oelckers
bbf62132d8
- added a larger batch of function exports.
...
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
2016-11-30 01:25:51 +01:00
Christoph Oelckers
9193466572
- scriptified ASecurityCamera and AAimingCamera.
...
This concludes this round of script converesions of internal classes.
2016-11-29 20:16:14 +01:00
Christoph Oelckers
a13e23dbe6
- scriptified some trivial stuff from g_shared.
2016-11-29 19:50:34 +01:00
Christoph Oelckers
0c969746d0
- scriptified Hexen's spike, which was the last remaining item in the game directories.
...
- added a BlockThingsIterator for scripts.
2016-11-29 18:42:48 +01:00
Christoph Oelckers
f17f6c30c2
- scriptified the Heresiarch.
2016-11-29 17:17:10 +01:00
Christoph Oelckers
f5b3429274
- partial scriptification of the Heresiarch
2016-11-29 15:24:38 +01:00
Christoph Oelckers
e01f680b72
- scriptified the Mauler, completing Strife.
2016-11-29 14:32:49 +01:00
Christoph Oelckers
b625156df6
- scriptified Strife's flamethrower and grenade launcher.
2016-11-29 14:12:39 +01:00
Christoph Oelckers
5beebb83b7
- scriptified Strife's assault gun and missile launcher.
2016-11-29 13:28:43 +01:00
Christoph Oelckers
be5ba70ed2
- scriptified Strife's dagger and crossbow.
2016-11-29 13:00:07 +01:00
Christoph Oelckers
3af9232fca
- scriptified a_strifeitems.cpp and a_debris.cpp.
...
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +01:00
Christoph Oelckers
55b549c0c6
- converted the rest of a_strifestuff.cpp.
...
- changed some very old A_Explode calls which passed all values as integer literals.
2016-11-29 00:16:30 +01:00
Christoph Oelckers
edd8e51a69
- scriptified most of a_strifestuff.cpp.
2016-11-28 23:30:14 +01:00
Christoph Oelckers
caef5344b0
- scriptified a_thingstoblowup.cpp.
...
- changed the power crystal floor movement to use DFloor instead of an incomplete in-place hack to ensure that everything is processed properly.
2016-11-28 21:33:14 +01:00
Christoph Oelckers
dd5494d848
- scriptified Stalker and Sentinel.
2016-11-28 19:56:16 +01:00
Christoph Oelckers
360cbfba2a
- scriptified Oracle, Programmer and Rebels.
2016-11-28 19:42:26 +01:00
Christoph Oelckers
119bcb924d
- scriptified the Loremaster.
2016-11-28 18:59:57 +01:00
Christoph Oelckers
bf1c2a7e51
- scriptified the Inquisitor.
2016-11-28 18:49:25 +01:00
Christoph Oelckers
b8cf377d9e
- scriptified the Crusader.
2016-11-28 18:36:13 +01:00
Christoph Oelckers
9064a5b0ac
- scriptified Strife's coins.
...
- added a String class to allow attaching methods to the builtin string type. This works by checking if the left side of the member accessor is a string and just replacing the tyoe in this one place, all the rest is automatic.
2016-11-28 18:15:18 +01:00
Christoph Oelckers
d2ce78fae7
- changed the return value of PickupMessage to an FString so that it can interface with scripts.
...
- use standard convention of prefacing localizable strings with "$" for C_MidPrint.
2016-11-28 16:19:01 +01:00
Christoph Oelckers
53318f4bde
- scriptified Reaver and Templar.
2016-11-28 15:51:07 +01:00
Christoph Oelckers
8551a4f6e1
- scriptified the Sigil. This isn't fully tested yet.
2016-11-28 14:39:25 +01:00
Christoph Oelckers
c9a4087c18
- scriptified a_entityboss.cpp.
2016-11-28 13:11:27 +01:00
Christoph Oelckers
dc9ee0727a
- scriptified a_spectral.cpp.
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- consolidated A_Tracer and A_Tracer2.
Note that this commit temporarily disables a few features in order to make it compile.
2016-11-28 12:55:33 +01:00
Christoph Oelckers
b171d6e21f
- scriptified a_alienspectres.cpp.
2016-11-28 11:52:03 +01:00
Christoph Oelckers
7ea9f60464
- scriptified the Acolyte.
2016-11-28 10:41:36 +01:00
Christoph Oelckers
d4427e696d
- scriptified Hexen's Banishment Device.
2016-11-28 01:30:36 +01:00
Christoph Oelckers
ebd2c27e0a
- scriptified Hexen's Bloodscourge and Serpent.
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- merged the FrontBlock searcher for the Bloodscourge into RoughMonsterSearch. This also fixes the bug that the searcher was not initialized properly for the MageBoss.
2016-11-28 00:49:10 +01:00
Christoph Oelckers
f9a1388066
- scriptified Hexen's lightning weapon.
2016-11-27 22:14:18 +01:00
Christoph Oelckers
7b5a589635
- scriptified Hexen's Frost shards.
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- scriptified all SpecialMissileHit methods.
2016-11-27 21:41:04 +01:00
Christoph Oelckers
5ce5466e18
- scriptified hexenspecialdecs.
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- made '->' a single token. Although ZScript does not use it, the parser tends to get confused and fatally chokes on leftover arrows so this ensures more robust error handling.
2016-11-27 20:14:43 +01:00
Christoph Oelckers
de6969997a
- scriptified Hexen's flies.
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A few notes:
* this accesses the lines array in sector_t which effectively is a pointer to an array of pointers - a type the parser can not represent. The compiler has no problems with it, so for now it is defined internally.
* array sizes were limited to 65536 entries because the 'bound' instruction only existed as an immediate version with no provisions for larger values. For the static map arrays 65536 is not sufficient so now there are alternative instructions for these cases.
* despite the above, at the moment there is no proper bounds checking for arrays that have no fixed size. To do this, a lot more work is needed. The type system as-is is not prepared for such a scenario.
2016-11-27 18:52:24 +01:00
Christoph Oelckers
f409a24d2d
- fixed: Readonly pointers never were flagged as such.
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- fixed: Assignment from a readonly to a read-allowed pointer must be an error.
- made GetDefaultByType a builtin so that it can do proper type assignment to the result, which for a function would be problematic in this case, even if automatic type deduction was implemented. Since this returns the class defaults which are not a real object, the result cannot be subjected to a type cast.
- error out if a type cast of a readonly pointer is attempted.
- fixed: FxBooleanNot could clobber a local variable because it used the source register to manipulate the result.
2016-11-27 16:24:33 +01:00
Christoph Oelckers
3dd323ac0d
- scriptified the Flechette. Not fully tested yet.
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- fixed issues with the refactoring of the recent commits. This one starts again.
- added builtins for TextureID.
Note about builtins: Currently they are just hacked into the compiler backend. They really should be made part of the respective types to keep matters clean and allow more widespread use of builtins to create more efficient code.
2016-11-27 16:24:33 +01:00
Christoph Oelckers
36f559ecb7
- fixed bad definition of struct grammar which tried to resolve from right to left, creating large amounts of recursion and strange problems with PlayerInfo.
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- added a command line option to generate a parser trace file.
- fixed a syntax error in player.txt.
2016-11-27 16:24:32 +01:00
Christoph Oelckers
b10ffb5133
- exported a few more functions.
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- refactored the ModifyDamage interface to be more scripting friendly.
In general it should be avoided having to call directly into chained inventory functions because they are very problematic and prone to errors. So this got wrapped into a single handler (on AActor, not AInventory!) which will later make it easier to refactor the parameters of ModifyDamage to work better for scripting and avoid the chaining.
2016-11-27 16:24:32 +01:00
Christoph Oelckers
096c51d546
- changed AInventory::HandlePickup to work iteratively instead of recursively.
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Two reasons for this:
1. if this has to be routed through the VM each recursion will cost 1000 bytes of stack space which simply is not good.
2. having the virtual function only care about the item itself but not the entire inventory chain is a lot less error prone for scripting.
Since the scripting interface needs a separate caller function anyway this seemed like a good time to change it. The same will be done for the other chained inventory handlers as well.
2016-11-27 16:24:31 +01:00
Magnus Norddahl
057060022a
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-11-27 09:59:57 +01:00
Christoph Oelckers
ab03b016e9
- scriptified the IceGuy.
2016-11-27 00:41:06 +01:00
Christoph Oelckers
69d4d36429
- scriptified ArtiHealingRadius.
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- allow switch/case with names.
- fixed break jump target handling for switch/case. This only worked when the break was in the outermost compound statement, those in inner ones were missed.
2016-11-27 00:18:07 +01:00
Christoph Oelckers
796c262285
- scriptified the Quietus.
2016-11-26 23:05:16 +01:00
Christoph Oelckers
80f233cd0b
- scriptified the fighter's fist.
2016-11-26 22:25:49 +01:00
Christoph Oelckers
178db4bb09
- scriptified the fighter's hammer.
2016-11-26 21:39:20 +01:00
Christoph Oelckers
bdad526f62
- scriptified the Fighter's axe.
2016-11-26 21:03:00 +01:00
Christoph Oelckers
e541c27622
- scriptified the weapon's state getter methods - as preparation for the fighter axe.
2016-11-26 19:48:30 +01:00
Christoph Oelckers
997e4a2ac4
- scriptified the remaining Cleric weapons.
2016-11-26 19:23:22 +01:00
Christoph Oelckers
659a592f16
- scriptified Korax.
2016-11-26 16:25:10 +01:00
Christoph Oelckers
4fcb397346
- scriptified the remaining parts of the Wraithverge.
2016-11-26 14:06:41 +01:00
Christoph Oelckers
177aa6ec42
- converted half of ClericHoly. (Making a commit before starting on the more complex stuff.)
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- added a 'constructor' for color values.
2016-11-26 13:18:48 +01:00
Christoph Oelckers
bc1e4eff72
- scriptified the Cleric's flame weapon. Also fixed the angle calculations for the circle flame.
2016-11-26 10:30:41 +01:00
Christoph Oelckers
f508a57bb8
- scriptified ArtiBoostArmor.
2016-11-26 10:08:25 +01:00
Christoph Oelckers
4e802652c7
- scriptified ArtiBlastRadius.
2016-11-26 09:51:14 +01:00
Christoph Oelckers
7385cd70c0
- scriptified the Minotaur.
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Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
2016-11-26 01:14:47 +01:00
Christoph Oelckers
6e1c6c4b33
- scriptified ArtiTeleport.
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- shortened ArtiEgg and ArtiPork's use state to a single function.
2016-11-25 19:52:35 +01:00
Christoph Oelckers
0d6f37835f
- completed Heretic scriptification with the two remaining artifacts.
2016-11-25 18:41:00 +01:00
Christoph Oelckers
4f370ba181
- scriptified the Phoenix Rod, completing the Heretic weapons.
2016-11-25 18:13:08 +01:00
Christoph Oelckers
8dba322775
- scriptified Heretic's Skull Rod.
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- Took the opportunity and fixed the logic for the Skull Rod's rain spawner. The old code which was part of the 3D floor submission was unable to work with portals at all. The new approach no longer tries to hide the dead projectile in the ceiling, it leaves it where it is and changes a few flags, so that its z-position can be used as reference to get the actual ceiling. This works for line portals, but for sector portals still requires some changes to sector_t::NextHighestCeilingAt to work, but at least this can be made to work unlike the old code.
- added names for the player-related translations to A_SetTranslation.
- fixed: Failure to resolve a function argument was checked for, too late.
- made the parameter for A_SetTranslation a name instead of a string, because it is more efficient. We do not need full strings here.
2016-11-25 16:05:03 +01:00
Christoph Oelckers
b5f55cacba
- removed test code.
2016-11-25 09:56:06 +01:00
Christoph Oelckers
11ac0c622b
- fixed: The BFG needs to get its default ammo usage from the DehInfo struct.
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- fixed: State's fields need to be declared native.
2016-11-25 01:33:04 +01:00
Edoardo Prezioso
c25774e311
- Fixed the Super Shotgun refire mismatch.
2016-11-25 00:42:09 +01:00
Christoph Oelckers
66d28a24b8
- disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
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Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
9ae272d753
- scriptified Heretic's blaster.
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- scriptified all Effect functions of Fastprojectile's children
- implemented access to class meta data.
- added a VM instruction to retrieve the class metadata, to eliminate the overhead of the function call that would otherwise be needed.
- made GetClass() a builtin so that it can use the new instruction
Important note about this commit: Scriptifying CFlameMissile::Effect revealed a problem with the virtual function interface: In order to work, this needs to be explicitly enabled for each single native class that may be used as a base for a scripted class. Needless to say, this will end up way too much work, as there are over 100 native classes, excluding those which will be scriptified. But in order to fix the problem this partially broken state needs to be committed first.
2016-11-24 20:02:44 +01:00
Christoph Oelckers
3f5bf88d69
- scriptified Heretic's mace.
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- fixed: FxAssignSelf did not the correct number of registers for vector operations.
- fixed a few asserts in vector2 instructions.
- turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
2016-11-24 13:45:43 +01:00
Edoardo Prezioso
3a059cbfd6
- Backported A_FireRailgun 'puffType' param from Zandronum.
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Zandronum added this so that it could restore the original Skulltag piercing armor capability with a specific puff, like it's done with the other zdoom railgun action functions.
2016-11-24 11:31:40 +01:00
Christoph Oelckers
677d7579d4
- scriptified Heretic's crossbow and gauntlets.
2016-11-24 11:29:51 +01:00
Christoph Oelckers
2ece9b6172
- scriptified Heretic's staff and wand.
2016-11-24 10:39:16 +01:00
Christoph Oelckers
3e890d182b
- scriptified D'Sparil.
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- added retrieval of defaults from an actor pointer.
2016-11-24 01:23:35 +01:00
Christoph Oelckers
8a7671ad8b
- exported all member fields from the morph items.
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- renamed APowerMorph::Player to avoid accidental confusion with AActor::player, which in scripting is the same due to case insensitvity.
- renamed save key for above variable.
2016-11-23 23:28:03 +01:00
Christoph Oelckers
5e67cf79d3
- scriptified the Ironlich.
2016-11-23 21:26:59 +01:00
Christoph Oelckers
1a20a5b999
- scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now.
2016-11-23 19:47:09 +01:00
Christoph Oelckers
7325e3f0f8
- exported all member fields that make sense. Entirely private ones or classes that are not supposed to be extended were left out.
2016-11-23 17:34:36 +01:00
Christoph Oelckers
0c95568d98
- exported native fields of several more classes.
2016-11-23 01:31:48 +01:00
Christoph Oelckers
46757ff8bf
- exported the native fields of FState and FLevelLocals as well.
2016-11-23 00:35:06 +01:00
Christoph Oelckers
099b9970ef
- added proper definitions for all exported native fields.
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- synthesize native fields for all declared flags, not just for AActor.
2016-11-22 23:43:32 +01:00
Christoph Oelckers
980c986305
- allow defining native fields through scripts. Internally this only requires exporting the address, but not the entire field.
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- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code.
- defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?)
- exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
2016-11-22 19:20:31 +01:00
Christoph Oelckers
bbb0778fd4
- scriptified Chicken and Pig - not tested yet, because other things have priority.
2016-11-22 12:21:55 +01:00
Christoph Oelckers
3db712cd73
- fixed: Switch statement without a default jumped to the first first case label instead.
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- removed placeholder code from scripted Marine.
2016-11-21 22:20:25 +01:00
Christoph Oelckers
135cfcf016
- implemented State as an actual native struct, so that its fields can be accessed from scripts.
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- refactored state bitfield members into a flag word because the address of a bitfield cannot be taken, making such variables inaccessible to scripts.
- actually use PNativeStruct for representing native structs defined in a script.
2016-11-21 21:34:34 +01:00
Christoph Oelckers
360436c201
- scriptified the scripted marines.
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- fixed symbol name generation for native functions.
- moved PrintableName to VMFunction so that native functions also have this information.
2016-11-21 19:09:58 +01:00
Magnus Norddahl
fabac78ea8
Add poly renderer to the menus
2016-11-21 15:19:24 +01:00
Christoph Oelckers
97763b5a2b
- added scriptable virtual overrides for PostBeginPlay, Tick, BeginPlay, Activate and Deactivate.
2016-11-21 14:59:17 +01:00
Christoph Oelckers
7c122d03e9
- renamed all instances of 'float' parameters to 'double', so that the Float32 type can be made usable for structs.
2016-11-21 13:04:27 +01:00
Christoph Oelckers
e7f6bae83e
- implemented named arguments.
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- fixed flag CVAR access. As it turned out, OP_LBIT is a bit messy to set up properly when accessing integers that may or may not be big endian, so it now uses a shift and bit masking to do its work.
- used the SpawnPlayerMissile call in A_FireBFG to test named arguments.
2016-11-21 01:32:01 +01:00
Christoph Oelckers
0cbd260f96
- replaced all calls to GetCVar with direct CVar accesses.
2016-11-20 23:39:37 +01:00
Christoph Oelckers
159f09105e
- used static constant arrays to shorten some code.
2016-11-20 18:34:27 +01:00
Christoph Oelckers
bb25c5faaa
- scriptified the remaining Doom weapon code.
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- implemented method calls from struct instances.
- optimized disassembly of VM call instructions to print the function's name at the end where it is more visible and does not need to be truncated. Also use the printable name for script functions here.
2016-11-20 12:27:26 +01:00
Christoph Oelckers
3c726aa570
- scriptified A_FirePlasma.
2016-11-20 01:18:21 +01:00
Christoph Oelckers
fdab994fcb
- scriptified the Rocket launcher.
2016-11-20 01:11:01 +01:00
Christoph Oelckers
814493b68d
- scriptified the Super Shotgun.
2016-11-20 00:45:06 +01:00
Christoph Oelckers
af34d82888
- scriptified A_Saw.
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- implemented multiple-return-value assignment. Due to some grammar conflicts the originally intended Lua-inspired syntax of 'a, b = Function()' could not be done, so it's '[a, b] = Function()'
2016-11-20 00:25:38 +01:00
Christoph Oelckers
0b70df88d8
- scriptified A_FireShotgun and A_FireChaingun.
2016-11-19 16:39:45 +01:00
Christoph Oelckers
d50da34664
- scriptified the pistol to test if struct member functions work.
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- made APlayerPawn::PlayAttacking(2) virtual script functions so that mods have better control over player animations. Note that these have no native base so they skip the templated interface for managing virtual functions.
2016-11-19 13:56:29 +01:00
Christoph Oelckers
3ce699bf9b
- implemented pass-by-reference arguments - so far only for memory based variables.
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- changed Dehacked weapon function lookup to check the symbol table instead of directly referencing the VM functions. Once scriptified these pointers will no longer be available.
- removed all special ATAGs from the VM. While well intentioned any pointer tagged with them is basically unusable because it'd trigger asserts all over the place.
- scriptified A_Punch for testing pass-by-reference parameters and stack variables.
2016-11-19 01:23:56 +01:00
Christoph Oelckers
7ff5069617
- added all missing things to enable the scriptified version of A_BrainSpit.
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This uses a global function, this has been placed into DObject for now because the scripting interface does not allow non-class-owned functions yet.
2016-11-18 22:12:53 +01:00
Christoph Oelckers
aa32d8970b
- scriptified a_hereticmisc.cpp.
2016-11-18 21:34:06 +01:00
Christoph Oelckers
2cc48ec378
- implemented code generation for stack variables.
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- fixed code generation for using local variables as array index. This must use a different register for the array element offset because the original register may not be overwritten.
2016-11-17 16:44:41 +01:00
Christoph Oelckers
21a1d5ffc8
- scriptified Hexen's Wraith and parts of the Spike.
2016-11-17 00:44:43 +01:00
Christoph Oelckers
df43ee96ce
- fixed a lost '='.
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- scriptified A_TimeBomb.
2016-11-16 21:12:16 +01:00
Christoph Oelckers
7a29e6cfdc
- scriptified Hexen's fog.
2016-11-16 20:00:25 +01:00
Major Cooke
60d93008ba
Exported TryMove.
2016-11-16 19:47:06 +01:00
Christoph Oelckers
76a74e0364
- scriptified Hexen's Dragon.
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- fixed several places in the code generator that did not consider locked registers for local variables: array indices, abs and floating point builtin functions.
- added some debug aids to the bounds opcode. Just triggering an exception here which loses all relevant info is perfectly useless in a debug situation.
2016-11-16 19:18:21 +01:00
Christoph Oelckers
633da6e5d8
- scriptified two of the Acolyte's functions.
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- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.
This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
2016-11-16 01:36:21 +01:00
Christoph Oelckers
1d006b37c3
- fixed: The distance check in CheckIfCloser used the wrong variable.
2016-11-15 17:41:49 +01:00
Christoph Oelckers
4cc7d95ba5
- fixed: A_ZoomFactor and A_SetCrosshair need to be declared 'action'.
2016-11-15 16:05:42 +01:00
Christoph Oelckers
06cdcf1338
Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
2016-11-15 13:40:18 +01:00
Christoph Oelckers
a63c749f04
- moved A_Light to Actor after finding some mods which used it badly. Besides, it should be fine to use this from PlayerPawns as well.
2016-11-15 13:39:41 +01:00
Christoph Oelckers
d3332b03db
- dynlights.txt.
2016-11-15 13:37:56 +01:00
Christoph Oelckers
a8ac6e4774
- converted dynamic light definitions.
2016-11-15 11:43:35 +01:00
Christoph Oelckers
6e223ebc21
Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
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# Conflicts:
# src/CMakeLists.txt
# wadsrc/static/actors/doom/doomarmor.txt
# wadsrc/static/decorate.txt
2016-11-15 11:36:59 +01:00
Christoph Oelckers
196986ae6b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-15 11:25:42 +01:00
Christoph Oelckers
4f998fa879
- finished the state usage parser.
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- added state usage specifiers to Actor and Inventory. The states in these classes must be set to full access so that any existing mod can link to them.
2016-11-14 23:24:10 +01:00
Christoph Oelckers
c797319314
- fixed parser for state block options.
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- fixed incorrect flags for weapons.
2016-11-14 20:00:01 +01:00
Christoph Oelckers
384f4fe7ce
- added a 'DefaultStateUsage' property so that this setting can be properly set up for the classes that can inject states into other actors.
2016-11-14 18:31:12 +01:00
Christoph Oelckers
a8e2f4d539
- added missing 'action' qualifiers to A_Warp and A_Teleport
2016-11-14 18:11:44 +01:00
Christoph Oelckers
199e2e2f9c
- fixed CheckRange return value.
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- removed the error message for multiple state blocks in DECORATE.
- added some constants for state types.
2016-11-14 17:50:09 +01:00
Christoph Oelckers
56a3dcfe80
- moved the 'brainexplode' state to the rocket, which is the actor which actually uses it.
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This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP.
I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
2016-11-14 15:02:44 +01:00
Christoph Oelckers
ac86a535e7
- fixed: State labels were resolved in the calling function's context instead of the called function one's.
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This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx.
This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem.
Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table.
The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions.
- refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility.
- let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests.
- the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 14:12:27 +01:00
Christoph Oelckers
a2f4cd7cda
- fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
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With the stricter type checks of the self pointer that were now implemented these all produced errors.
2016-11-13 14:20:30 +01:00
Christoph Oelckers
49ef541513
- scriptified Hexen's Firedemon.
2016-11-12 19:16:47 +01:00
Christoph Oelckers
213b3f1fe4
- scriptified Hexen's Centaur.
2016-11-12 17:21:11 +01:00
Christoph Oelckers
8f8017836f
- scriptified Hexen's Bishop.
2016-11-12 16:32:26 +01:00
Christoph Oelckers
91938cd35b
- fixed: The pointer defaulr for GetDistance was incorrect.
2016-11-12 15:26:29 +01:00
Christoph Oelckers
5adb2fe690
- fixed copy/paste error in A_UnsetReflectiveInvulnerable.
2016-11-12 13:11:32 +01:00
Christoph Oelckers
62a259bb36
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
2016-11-12 09:46:09 +01:00
Christoph Oelckers
34fc6323a4
- scriptified Hexen's bats.
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- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
2016-11-12 09:33:43 +01:00
Christoph Oelckers
14a9c13113
- scriptified Heretic's wizard.
2016-11-11 23:32:13 +01:00
Christoph Oelckers
a5f9eb5be1
- Scriptified Heretic's knight.
2016-11-11 22:14:29 +01:00
Christoph Oelckers
72e77a6c65
- implemented handling for virtual function.
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Syntax-wise I chose to make it as strict as possible to reduce the chance of errors: Virtual base functions must be declared with the 'virtual' keyword, and overrides in child classes with the 'override' keyword. This way any mismatch in parameters that otherwise would cause silent failure will outright produce a compile error.
2016-11-11 20:05:07 +01:00
Rachael Alexanderson
c6f7848a09
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-11 11:39:53 -05:00
Christoph Oelckers
6529931281
fixed and completed the special field init code. Strings can now be used as class members, and so can structs which contain strings.
...
- made 'DamageMultiply' an actor property and moved the initialization of ConversationRoot to the property handler for the compiler to get this stuff out of the type classes.
- consolidate default initialization into one function which performs all the required setup. The original implementation did this when adding the fields but that cannot work because at that time no defaults have been created yet.
- fixed: When deriving a class the child class's defaults also must initialize the copied parent fields with special initialization. This part was completely missing.
- removed DECORATE code for parsing native classes because it's no longer needed.
2016-11-11 14:40:32 +01:00
nashmuhandes
fd31c84745
Added a slider to control the intensity of underwater screen blending.
2016-11-11 17:18:39 +08:00
Christoph Oelckers
cf9cdeb480
- scriptified the Revenant's code.
2016-11-07 23:16:25 +01:00
Christoph Oelckers
75c20ebaa6
- typo in Lostsoul definition.
2016-11-07 21:30:08 +01:00
Christoph Oelckers
e3bee84860
- fixed: Hexen's serpent was still using "None" for 'no state', which in ZScript is done with null.
2016-11-07 20:12:06 +01:00
Christoph Oelckers
5e8c819a33
- fixed checks in Powerup.Type property to properly deal with the differences between DECORATE and ZScript.
...
- properly initialize Baggage everywhere it gets used.
- fixed a few items with incorrect Powerup.Type settings that got flagged by the above changes.
2016-11-07 11:53:49 +01:00
Christoph Oelckers
062574b726
- fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
...
- made some tests about calling script code from native functions.
* scriptified A_SkullAttack to have something to test
* changed the A_SkullAttack call in A_PainShootSkull.
* use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
* Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
2016-11-06 11:36:12 +01:00
Christoph Oelckers
c3ae560289
- scriptified two more trivial functions.
2016-11-06 09:22:03 +01:00
Christoph Oelckers
98fa3d2d93
- added an accessor to the actor defaults. This might have been possible with less work using a function but that would have necessitated some type casts when using it on subclasses.
...
- scriptified A_BarrelDestroy to test the above.
2016-11-05 17:14:16 +01:00
Christoph Oelckers
24925c88a8
- added readonly pointers. They need to be defined with 'readonly<classtype>'. These are significantly different from declaring a field readonly in that they do not disallow modification of the variable itself but what it points to. For the actor defaults this is necessary to prevent accidental modification. A readonly pointer is actually a different type than a regular pointer.
...
- fixed code generation for dynamic cast. It was missing the jump instruction after the compare.
2016-11-05 13:51:46 +01:00
Christoph Oelckers
010fd038be
- scriptified A_KeenDie.
...
- added an 'exact' parameter to FThinkerIterator's Next function. This is mainly for scripting which allows to do a lot more checks natively when running the iterator while looking for one specific class.
2016-11-05 01:19:41 +01:00
Rachael Alexanderson
e44f931a7e
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-11-03 20:31:07 -04:00
Christoph Oelckers
747b612860
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-03 19:42:03 +01:00
Christoph Oelckers
6ef5cdebb2
- slider fixes.
2016-11-03 19:41:51 +01:00
Christoph Oelckers
8305005125
- remove debug message.
2016-11-03 13:39:51 +01:00
Christoph Oelckers
a45523fb63
- scriptified A_SpawnFly.
...
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
2016-11-03 13:38:40 +01:00
Christoph Oelckers
570572fcf2
- scriptified a_hereticimp.cpp.
...
- fixed the comparison against 0 simplification which did not negate the result for '=='.
2016-11-02 11:44:48 +01:00
Christoph Oelckers
8b21719068
Merge branch 'zscript' of https://github.com/rheit/zdoom into zscript
2016-11-02 11:43:23 +01:00
Christoph Oelckers
f940216c17
Merge branch 'master' into zscript
...
# Conflicts:
# src/p_actionfunctions.cpp
# wadsrc/static/actors/actor.txt
2016-11-02 11:08:51 +01:00
Christoph Oelckers
5e76d3af18
- fixed BrainishExplosion and removed some unnecessary checks, the state to be set is being defined in the same file, after all...
2016-11-02 00:14:08 +01:00
nashmuhandes
578bf9b09c
Added "local" parameters to A_PlaySound and ACS PlaySound
2016-11-01 13:21:32 -04:00
Christoph Oelckers
f619e8ece1
- fixed numeric output precision for a few sliders.
2016-11-01 13:20:59 -04:00
Christoph Oelckers
88fd47247d
- scriptified several trivial functions from a_action.cpp.
2016-11-01 16:32:47 +01:00
nashmuhandes
b420347bab
Added "local" parameters to A_PlaySound and ACS PlaySound
2016-11-01 15:14:06 +01:00
Christoph Oelckers
6e0defdc69
- fixed numeric output precision for a few sliders.
2016-11-01 13:48:56 +01:00
Christoph Oelckers
e620c9bd7d
- scriptified parts of a_bossbrain.cpp. Some things cannot be done yet, the script code is there but commented out.
...
- exported thinker iterator and drop item chain to scripting. Unlike its native counterpart the script-side iterator is wrapped into a DObject to allow proper handling for memory management.
- fixed: The VMFunctionBuilder only distinguished between member and action functions but failed on static ones.
- fixed: FxAssign did not add all needed type casts. Except for purely numeric types it will now wrap the expression in an FxTypeCast. Numeric handling remains unchanged for both performance reasons and not altering semantics for DECORATE.
- exported all internal flags as variables to scripting. They still cannot be used in an actor definition.
- make ATAG_STATE the same as ATAG_GENERIC. Since state pointers exist as actual variables they can take both values which on occasion can trigger some asserts.
- gave PClass a bExported flag, so that scripts cannot see purely internal classes. Especially the types like PInt can cause problems.
Todo: we need readonly references to safely expose the actor defaults. Right now some badly behaving code could overwrite them.
2016-10-31 17:03:26 +01:00
Christoph Oelckers
2857fac338
- scriptified a_archvile.cpp.
...
- fixed the type checks for the conditional operator.
2016-10-30 18:41:39 +01:00
Christoph Oelckers
f8ccda2dc8
- scriptified A_Mushroom to test something a bit more complex.
...
- fixed: FxMinusSign trashed local variables that were used with negation.
- fixed: FxConditional only handled ints and floats, but not pointers and strings.
- fixed: A 'no states in non-actors' error was triggered, even for classes without any states.
2016-10-30 14:00:11 +01:00
Christoph Oelckers
853c6f6684
- fixed initialization of local variables with other local variables.
...
- fixed several occurenced where vectors were treated as floats. NOTE: The entire codegen.cpp file needs to be carefully reviewed for bad use of the REGT_ constants, there's probably more places where using them has broken some type checks.
- fixed: committed test version of zscript.txt instead of changed actor.txt by accident.
Initialization and assignment for strings is working with this commit.
2016-10-29 16:49:21 +02:00
Christoph Oelckers
f5d1b1a491
- added vector builtins Length() and Unit().
...
This should complete the vector type except for use as function parameter.
2016-10-29 10:43:22 +02:00
Christoph Oelckers
286f9510d4
- got rid of all default parameter redundancies.
...
- scriptified a few more functions.
2016-10-28 00:32:52 +02:00
Christoph Oelckers
c7347608a4
- scriptified A_FatAttack*.
...
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
948ef62fcd
- use the function defaults from the script instead of explicitly setting them again in the code. This is a needless cause of potential errors and since the values are readily available now it's better to use them in the functions.
...
- fixed: ZCCCompiler did not process array access nodes.
- fixed: Function argument names were not placed in the destination list by the compiler.
- scriptified several trivial functions from p_actionfunctions.cpp.
2016-10-27 15:53:53 +02:00
Christoph Oelckers
66b1f36e56
- actually evaluate the default parameters and store them in the VMFunction.
...
- disabled the assert in PType::GetRegType. This assert blocks any use to check for types that are incompatible with function parameters.
- pass the default parameter constants to the native functions. At the moment this is not used yet.
- use the function defaults to complete argument lists to script functions.
- fixed all default values that got flagged by the expression evaluator as non-constant. Most were state labels and colors which were defaulted to "". The proper value is null for states and 0 for colors.
- also replaced all "" defaults for names with "none".
2016-10-27 01:30:34 +02:00
Christoph Oelckers
d32d52c0b9
- scriptified a_spidermaster.cpp.
...
- fixed bad assert in XOR_RK instruction.
2016-10-26 17:21:25 +02:00
Christoph Oelckers
823c52aeb2
- scriptified the functions in a_possessed.cpp and added the needed exports and constants.
...
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
2016-10-26 11:30:30 +02:00
Rachael Alexanderson
08a90a13f4
- Moved renderer menu to options menu. Removed duplicate swtruecolor entry in "Truecolor Options"
2016-10-26 00:38:59 -04:00
Christoph Oelckers
6d0dad3b38
- scriptified the code for the Demon and DoomImp.
2016-10-25 14:41:58 +02:00
Christoph Oelckers
449dfc3cdc
- removed test file from zscript.txt.
2016-10-25 13:30:22 +02:00
Christoph Oelckers
e39bf9eaeb
- made the bounce flags accessible after verifying that the code works for 16 bit variables.
...
- fixed a deprecation warning with the Heresiarch by replacing A_ChangeFlag.
2016-10-25 11:38:02 +02:00
Christoph Oelckers
656b8cb16e
- added explicit setter functions for the count and link flags so that A_ChangeFlag and A_SetFlag can be deprecated.
2016-10-25 10:15:24 +02:00
Rachael Alexanderson
b460ce31e8
Merge http://github.com/coelckers/gzdoom
2016-10-24 21:02:09 -04:00
Christoph Oelckers
3f1673f34f
- scriptified A_HeadAttack, A_CyberAttack and A_Hoof.
2016-10-24 00:50:28 +02:00
Christoph Oelckers
bea625a42c
- added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights.
2016-10-23 20:42:48 +02:00
Christoph Oelckers
10203afa41
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-23 18:50:59 +02:00
Christoph Oelckers
9f8a5dae21
- scriptified A_BruisAttack.
...
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00
Christoph Oelckers
5b952b116a
- named class functions are working. Yay!!
...
- converted A_BspiAttack and A_BabyMetal to script functions to test the implementation.
2016-10-23 14:26:33 +02:00
Christoph Oelckers
46c7f1151f
- restored zscript.txt.
2016-10-23 12:58:03 +02:00
Christoph Oelckers
a2116fc7bf
- created an export for P_SpawnMissile so that I can do some tests with functions.
...
- allow class extensions.
These are separate blocks in different files that get concatenated to one class body for processing. The reason is to allow spreading the many functions in Actor over multiple files, so that they remain manageable. For example, all the Doom action functions should be in their respective files, but their symbols need to be in Actor. To extend a class, both files need to be in the same translation unit, so it won't allow user-side extension of internal classes.
2016-10-23 12:57:21 +02:00
Christoph Oelckers
f9cd2c9af7
- added switch/case processing. Right now it is just a sequence of test/jmp instructions. It may make sense to add a special opcode that can perform the comparisons natively but that's an option for later.
...
- added a TESTN instruction. This is like TEST but negates the operand. This was added to avoid flooding the constant table with too many case labels. With TEST and TESTN combined, all numbers between -65535 and 65535 can be kept entirely inside the instruction. Numbers outside this range still use a BEQ instruction.
2016-10-23 12:00:25 +02:00
Christoph Oelckers
371712c53a
- turned everything I could into non-action functions.
...
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00
Christoph Oelckers
32ac1a8ad7
- moved the special weapon functions from Inventory to StateProvider.
...
This will restrict them to the only classes that may use them: Weapon and CustomInventory.
Note: Should a mod surface which uses them improperly the better solution would be a warning message and NULLing the bogus code pointer instead of leaving them in Inventory.
2016-10-22 16:46:47 +02:00
Magnus Norddahl
be2c50f11c
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
raa-eruanna
9cf9cc1318
Merge http://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/language.enu
2016-10-21 13:37:12 -04:00
Christoph Oelckers
3b0b0baf05
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
...
# Conflicts:
# wadsrc/static/actors/shared/player.txt
2016-10-21 19:31:08 +02:00
raa-eruanna
e0efdd97b3
- Added: PlayerPawn property "Player.ViewBob" which acts as a MoveBob/StillBob multiplier.
2016-10-21 19:24:39 +02:00
raa-eruanna
513f8312b3
- Renamed menu option for r_fullbrightignoresectorcolor
2016-10-21 08:36:20 -04:00
raa-eruanna
c76431414a
- Implemented r_fullbrightignoresectorcolor from QZDoom
2016-10-21 07:06:24 -04:00
Christoph Oelckers
2fd4fa9660
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
...
# Conflicts:
# wadsrc/static/actors/doom/doomimp.txt
2016-10-20 10:44:53 +02:00
Christoph Oelckers
ce80d8157b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-20 10:24:37 +02:00
Magnus Norddahl
aa199a91c5
Merge remote-tracking branch 'origin/capsky' into qzdoom
...
# Conflicts:
# src/r_plane.cpp
# src/r_sky.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2016-10-20 01:05:05 +02:00
Magnus Norddahl
2fe545a4fd
Merge r_stretchsky and r_capsky into r_skymode
2016-10-20 00:59:51 +02:00
Magnus Norddahl
0888fc0cde
Merge remote-tracking branch 'origin/capsky' into qzdoom
2016-10-20 00:13:58 +02:00
Magnus Norddahl
5de8112578
Add support for capping sky with a solid color
2016-10-19 23:52:09 +02:00
Christoph Oelckers
f6b3cdc23d
- converted the Chex Quest actors, completing the DECORATE conversion.
2016-10-18 23:22:41 +02:00
Christoph Oelckers
5643831ccc
- converted all Strife actors.
2016-10-18 23:05:58 +02:00
Christoph Oelckers
1bdc1ccb6c
- converted the remaining Hexen actors.
2016-10-18 18:11:13 +02:00
raa-eruanna
7df28f14a3
Merge http://github.com/rheit/zdoom
2016-10-18 11:34:12 -04:00
Christoph Oelckers
2c1d9a7a96
- another bunch of Hexen actors converted.
2016-10-18 15:15:06 +02:00
Christoph Oelckers
61cc7dbb29
- another batch of Hexen items converted.
...
- fixed parsing of named damage types and pain chances.
2016-10-18 10:09:02 +02:00
Marisa Heit
d2a9f7ac6f
Fix Raise definition for DoomImp
2016-10-17 21:45:06 -05:00
Christoph Oelckers
4aecc4f565
- more Hexen conversions.
2016-10-18 00:49:13 +02:00
Christoph Oelckers
d66631478a
- converted some Hexen stuff.
2016-10-17 23:27:34 +02:00
raa-eruanna
cd21d017fb
Merge remote-tracking branch 'remotes/origin/decorate-viewbob'
2016-10-17 09:04:37 -04:00
Christoph Oelckers
552f094ec1
- converted the rest of Heretic's actors.
...
- fixed: Boolean constants were not properly handled.
2016-10-17 12:58:23 +02:00
Christoph Oelckers
c13916ea18
- converted more Heretic actors.
2016-10-17 10:07:12 +02:00
Christoph Oelckers
c623539d2d
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
2016-10-17 00:33:28 +02:00
Christoph Oelckers
76f1b9d3f8
- converted the raven actors.
2016-10-17 00:21:52 +02:00
Magnus Norddahl
8b297221fe
Merge branch 'gl_swframebuffer' into qzdoom
2016-10-16 23:18:16 +02:00
Magnus Norddahl
f81d0d3964
macOS support and Intel driver bug fixes
2016-10-16 22:40:08 +02:00
Christoph Oelckers
6650e2bbfb
- converted some Heretic stuff to ZScript for testing.
...
- added type casts to the arguments of function calls.
- added string constant to state conversion to FxTypeCast.
2016-10-16 22:32:52 +02:00
Christoph Oelckers
afd9347087
- changed order of script files to match the old DECORATE list for easy comparison of the disassembly.
...
- added a descriptive name to all types for error messages.
- added a generic type cast node to the code generator.
- added a few more cast operations to the 'cast' VM instruction.
- extended FxClassTypeCast to handle all possible input that can be cast to a class pointer, not just names.
2016-10-16 19:42:22 +02:00
raa-eruanna
135c861247
Merge http://github.com/coelckers/gzdoom
2016-10-16 04:02:34 -04:00
Christoph Oelckers
b03489a43c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-16 08:51:13 +02:00
Marisa Heit
e4281454ce
Split ANIMATED into three parts, filtered by game that uses them
...
- ANIMATED contained definitions for Doom, Heretic, and Strife, all
crammed into a single file. This meant that animations from one game
could erroneously make their way into maps for another game that
provided custom textures with names that matched textures that animated
in the other game. There are now three separate ANIMATED lumps with only
the animations defined for the original game and no others. The one
that gets loaded depends on the game being played.
- Added documentation for the ANIMATED file format to the comment for
FTextureManager::InitAnimated(), since I had to figure it out from the
code.
2016-10-15 21:40:24 -05:00
Christoph Oelckers
091da92819
- Added AStateProvider class which is used to define the special action function behavior of weapons and custom inventorys. The class itself does not do anything, but the compiler will use it to set up the action function prototypes differently which in turn will be used to do type checking during code generation.
2016-10-15 15:10:48 +02:00
raa-eruanna
3122538006
Added menu entry for "r_fullbrightignoresectorcolor"
2016-10-14 18:16:22 -04:00
Christoph Oelckers
784f7ed671
- converted all of Doom's actors.
...
- fixed a few problems that were encountered during conversion:
* action specials as action functions were not recognized by the parser.
* Player.StartItem could not be parsed.
* disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
* states and defaults were not checked for empty bodies.
* the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
2016-10-14 20:08:41 +02:00
Christoph Oelckers
9e2830a3db
- converted the rest of actors/shared.
...
- moved damagetype definitions to MAPINFO. These were in DECORATE which is not correct. The old code is left for compatibility.
2016-10-14 10:46:15 +02:00
Christoph Oelckers
905e44713f
- deprecated A_SetUserVar family for ZSCRIPT due to its muddled semantics. Better use direct variable access which is a lot safer and also provides better error checking.
2016-10-14 09:32:45 +02:00
Christoph Oelckers
7de683f9f5
- converted a few more DECORATE files.
...
- started with the AST converter. So far it only deals with direct function calls with simple constants as parameters.
- added an error condition for the defaults block to get rid of some asserts.
2016-10-14 00:40:20 +02:00
Christoph Oelckers
433bf46010
- removed token 'mode' because it isn't used anywhere and clashed with some actor properties.
...
- fixed uninitialized counter variable in DECORATE parser.
- allow dottable_id of xxx.color so that the property parser can parse 'powerup.color'.
- fixed crash with actor replacement in script compiler.
- add the lump number to tree nodes because parts of the property parser need that to make decisions.
- removed test stuff.
- converted inventory.txt, player.txt and specialspot.txt to ZSCRIPT. These were the minimal files required to allow actor.txt to parse successfully.
- removed the converted files from the DECORATE include list so that these are entirely handled by ZSCRIPT now.
2016-10-13 20:45:52 +02:00
Magnus Norddahl
2a0ab96341
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-10-13 18:12:56 +02:00
Magnus Norddahl
14c1a77f8a
Fix AmbientOcclusionColor bug where pixelpos was assumed to be in eye space coordinates
2016-10-13 18:08:04 +02:00
Christoph Oelckers
59ed26c0b6
- resorted some of thingdef.cpp's contents into more appropriate files.
...
- split FinishActor into several functions. While DECORATE can, ZSCRIPT cannot do all this in one go.
- split the state finalization into several class-specific virtual functions.
2016-10-12 20:42:41 +02:00
Major Cooke
3f50eac145
Fixed merge conflicts and removed PSPF_FLIP now that it's already in ZDoom.
2016-10-12 13:16:16 -05:00
Christoph Oelckers
900644e465
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
2016-10-12 12:43:56 +02:00
raa-eruanna
15c08f73d5
Merge http://github.com/coelckers/gzdoom
2016-10-12 03:15:03 -04:00
Christoph Oelckers
a4a00435e2
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-12 08:42:37 +02:00
Major Cooke
3de83b8943
Added PSPF_FLIP.
...
Flips the overlay on the X axis.
2016-10-11 17:20:58 -05:00
raa-eruanna
49745e133d
Merge http://github.com/rheit/zdoom
2016-10-11 17:43:27 -04:00
raa-eruanna
13271cb967
- Created menus for all this render-switching insanity.
2016-10-11 17:42:46 -04:00
Major Cooke
5dc94a10c3
Added A_SetInventory.
...
- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
2016-10-11 14:44:31 -05:00
Christoph Oelckers
d8c689d874
- initialize function symbols. At the moment all it does is process the existing native functions. Any further processing will be done once the base classes of the engine can be parsed from the scripting files.
...
- switched the types of the internal 'self' and 'stateowner' parameters so that they get assigned correctly. I can't tell if this will error out if fields get accessed from the caller with the wrong class, but for actual scripting to work these must be correct.
The committed 'actor.txt' can be parsed successfully, with the exception of a few subclass references that cannot be resolved yet.
2016-10-11 18:53:10 +02:00
Magnus Norddahl
f5c069c759
Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom
2016-10-11 14:54:18 +02:00
Magnus Norddahl
3c7d6234cb
Add wipes
2016-10-11 14:37:57 +02:00
Christoph Oelckers
6989b81688
- extended the grammar so that the DECORATE function declaration list can almost be used as-is, with the sole exception of requiring any action function to declare a return type, even if it is void.
...
This adds:
* builtin types color, state and sound.
* ending a parameter list with an ellipsis to declare a varargs list. (A_Jump uses this.)
* allowing to declare optional arguments by giving them a default value.
* adding an 'action' qualifier for function declarations.
2016-10-11 13:11:40 +02:00
Magnus Norddahl
01dc9de8d1
Misc bug fixes and performance improvements
2016-10-11 10:27:18 +02:00
Christoph Oelckers
acec2e5b07
Merge branch 'master' of https://github.com/rheit/zdoom into zscript
2016-10-11 00:57:31 +02:00
Magnus Norddahl
682b040b97
OpenGL based software renderer hardware accel now works for most things
2016-10-11 00:03:46 +02:00
Magnus Norddahl
f4308b3184
Add glsl shader version of the d3d9 shaders and get enough of it working for it to boot without errors
2016-10-10 21:03:55 +02:00
Major Cooke
b6b122b1e6
Added ability to change overlay alphas independently and renderstyles.
...
- A_OverlayRenderStyle(int layer, int style) - Sets the renderstyle of a layer to one of the STYLE_ types.
- A_OverlayAlpha(int layer, float alphaset) - Sets the alpha of a layer.
- OverlayAlpha(int layer) - Non-action function retrieves the alpha of a layer.
New overlay flags:
- PSPF_ALPHA/STYLE - enables individual alpha and render styles on the layers set with them.
- PSPF_FORCE(ALPHA/STYLE) - Forces the overlay's alpha to be rendered with its own amount instead of multiplying. This does not count towards fuzzy, transsouls, or stencil (use stenciladd, etc. for stencil).
- PSPF_FLIP - Flips the X of the layer over, drawing it in reverse.
2016-10-10 10:11:32 -05:00
raa-eruanna
2a7b902a0a
Merge http://github.com/coelckers/gzdoom
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
2016-10-10 10:39:07 -04:00
Christoph Oelckers
14a6e7989b
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/menudef.txt
2016-10-10 11:38:08 +02:00
Major Cooke
31ca5a1900
Added OverlayX/Y(int layer)
...
- Retrieves the X/Y positions of an overlay.
- A_OverlayFlags and A_OverlayOffset now interpret a layer of 0 to mean 'use this calling layer'.
2016-10-10 10:48:50 +02:00
raa-eruanna
1fab0cc514
- Added: PlayerPawn property "Player.ViewBob" which acts as a MoveBob/StillBob multiplier.
2016-10-10 01:35:47 -04:00
Christoph Oelckers
ad43f2bc7e
- parse the list of class/struct fields and add the PField entries to their type.
...
- fixed a few issues with trying to access a class's Type before it got initialized.
2016-10-09 21:54:23 +02:00
Christopher Bruns
779e6acb7b
Create "final" two non-VR 3D modes: Column-interleaved and checkerboard.
2016-10-09 13:05:50 -04:00
Christoph Oelckers
49f18c0a19
- renamed the symbol tables holding the tree nodes so that the code becomes clearer to read. Necessary because the unclear naming caused:
...
- fixed: The tree nodes for classes and struct members were stored in the global tree nodes table.
- sort variable declarations into their own list for processing.
2016-10-09 09:09:17 +02:00
Magnus Norddahl
94d8e10f96
Merge branch 'ssao' into qzdoom
2016-10-09 06:27:42 +02:00
Magnus Norddahl
1b7c42f45f
Multisampling ssao bug fixes and split linear depth to its own buffer
2016-10-09 06:17:48 +02:00
Christoph Oelckers
6bad4809c1
- uncommendted constants.txt after finishing work on the constants creation code.
2016-10-08 22:20:38 +02:00
Christoph Oelckers
08f313d011
- implemented complete resolving of constants - both global and class-local.
...
This uses a different algorithm as the old implementation - instead of recursively resolving unknown symbols it will first collect all constants from all scopes and then process them in one operation, doing multiple passes over the list until no more constants can be resolved anymore.
2016-10-08 22:16:10 +02:00
Christoph Oelckers
04d4bda262
- converted all constants to enums and gave the enums names.
2016-10-07 18:09:28 +02:00
Christoph Oelckers
6487681736
- started porting constants.txt
2016-10-07 17:49:00 +02:00
raa-eruanna
a2551ce95e
Merge http://github.com/rheit/zdoom
2016-10-07 08:30:25 -04:00
Christoph Oelckers
ee66d22034
Revert "- added an option to disable the pickup screen flash."
...
This reverts commit 2d320a2e86
.
The feature has been superseded by pickup_fade_scalar and is no longer needed.
2016-10-07 08:46:06 +02:00
raa-eruanna
a4ccbddfd6
- Menudef: Split Truecolor options into their own menu.
2016-10-07 02:38:08 -04:00
raa-eruanna
e75cf42756
- Forgot to add language entries.
2016-10-07 00:35:06 -04:00
raa-eruanna
a80c67c2ca
- Backported blood_fade_scalar from Skulltag
...
- Added new pickup_fade_scalar which works the same way for pickups
- Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
2016-10-07 00:35:06 -04:00
raa-eruanna
3ccc85876c
- Forgot to add language entries.
2016-10-06 20:05:30 -04:00
raa-eruanna
02f66fa34e
- Backported blood_fade_scalar from Skulltag
...
- Added new pickup_fade_scalar which works the same way for pickups
- Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
2016-10-06 20:01:20 -04:00
Christoph Oelckers
fc246be03e
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-06 21:21:46 +02:00
Magnus Norddahl
bb79dcb634
SSAO math bug fixes
2016-10-06 07:36:49 +02:00
raa-eruanna
e592473f57
Merge http://github.com/rheit/zdoom
2016-10-05 21:36:23 -04:00
Christoph Oelckers
5b350dcdd5
- gave Boom's point pusher and puller things the NOCLIP flag so that they won't get moved around by scrollers.
2016-10-05 16:27:12 +02:00
Christoph Oelckers
2d320a2e86
- added an option to disable the pickup screen flash.
2016-10-05 09:59:19 +02:00
Magnus Norddahl
00e72028ef
Add another gbuffer with normal data and make ssao pass use it
2016-10-05 07:57:27 +02:00
raa-eruanna
4d1ea5c477
Added language entry for Linear skies. (oops)
2016-10-03 21:52:25 -04:00
raa-eruanna
b9a644e762
Added menu option for Linear sky.
2016-10-03 21:41:37 -04:00
Magnus Norddahl
e9d13e5d74
Remove gl_light_math (reverts last remains of old lightmath branch)
2016-10-04 00:25:35 +02:00
Magnus Norddahl
51f867bc6c
Merge branch 'ssao' into qzdoom
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
# wadsrc/static/shaders/glsl/main.fp
2016-10-04 00:16:05 +02:00
Magnus Norddahl
ecb57d6cd9
Merge remote-tracking branch 'gzdoom/master' into ssao
...
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# src/gl/shaders/gl_shader.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-04 00:01:03 +02:00
Magnus Norddahl
bcb64a3445
Merge branch 'ssao' into qzdoom
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# src/gl/shaders/gl_ambientshader.cpp
# src/gl/shaders/gl_ambientshader.h
# src/gl/system/gl_cvars.h
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-03 23:47:09 +02:00
Christoph Oelckers
4eb5f10b02
- use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object.
2016-10-03 16:09:32 +02:00
raa-eruanna
267b131c03
Merge http://github.com/rheit/zdoom
2016-10-02 23:10:28 -04:00
raa-eruanna
c6408e92e2
Merge http://github.com/coelckers/gzdoom
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-02 23:10:07 -04:00
Major Cooke
8cfeca655d
Added priority renderstyles, and added PSPF_FORCE(ALPHA / STYLE).
...
- Renderstyles now override alpha based on which is used.
- The new flags will override whatever renderstyle and alpha is currently being utilized.
2016-10-02 21:19:56 -05:00
Major Cooke
4865e7109c
Fixed merge conflicts.
2016-10-02 21:18:01 -05:00
Christoph Oelckers
2da18bfa56
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-03 00:56:55 +02:00
Major Cooke
201ae3c60f
Added OverlayID() for retrieving psprite layer numbers.
2016-10-03 00:44:06 +02:00
alexey.lysiuk
c68aa2b241
Added FXAA post-processing
...
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
0240cdef18
Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
2016-10-02 16:10:58 -04:00
Christopher Bruns
fcbf9342d6
Compute row location using gl_FragCoord.
2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709
Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
2016-10-02 16:10:21 -04:00
Christopher Bruns
960d4d6755
Create TopBottom3D mode and begin sketching RowInterleaved3D mode.
2016-10-02 16:09:02 -04:00
Christoph Oelckers
0bce6e3925
- added ACS and DECORATE setter functions for named translations.
2016-10-02 14:09:45 +02:00
raa-eruanna
ff0d409e2b
Merge http://github.com/rheit/zdoom
2016-10-01 19:06:43 -04:00
Christoph Oelckers
51ffd6d9c6
- fixed some warnings.
...
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers
80f2f5829f
- added A_SetRenderStyle function which replaces A_SetTranslucent. A_SetTranslucent had to be deprecated due to obsolete semantics of the renderstyle argument.
2016-10-02 00:43:05 +02:00
Marisa Heit
62769fa5ea
Fixed: Heretic platforms make a mid-move sound, unlike Doom's
2016-09-28 06:40:55 -04:00
Christoph Oelckers
d5e31aff1b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-28 08:27:55 +02:00
Marisa Heit
59e52b3e9b
Fixed: Heretic platforms make a mid-move sound, unlike Doom's
2016-09-27 18:40:36 -05:00
raa-eruanna
ed07ff1bdd
Merge http://github.com/dpjudas/dpdoom
2016-09-25 02:19:39 -04:00
raa-eruanna
9ecb7d44f7
Merge http://github.com/coelckers/gzdoom
2016-09-24 23:36:47 -04:00
Magnus Norddahl
979e70ca8f
Add gl_ssao_portals for controlling how many portals gets SSAO
2016-09-25 00:22:38 +02:00
Magnus Norddahl
3f11c0562c
Add ssao quality setting
2016-09-25 00:22:38 +02:00
Magnus Norddahl
d774136282
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-25 00:22:32 +02:00
Magnus Norddahl
9af34bac69
Add gbuffer pass support to FShaderManager and FRenderState
2016-09-25 00:22:32 +02:00
Magnus Norddahl
0a8cc1b74c
Fix depth blur
2016-09-25 00:22:31 +02:00
Magnus Norddahl
24ab13f1ce
Fix stripes in the reconstructed normals due to down scaling
2016-09-25 00:22:31 +02:00
Magnus Norddahl
e025f6e54b
Mark portals in scene alpha channel for the SSAO pass
2016-09-25 00:22:31 +02:00
Magnus Norddahl
c7c0ffadb5
Move SSAO pass to be before translucent rendering
...
Fix depth sampling location when not using fullscreen scene
2016-09-25 00:19:16 +02:00
Magnus Norddahl
09bec67821
Resolve multisampling depth in shader
2016-09-25 00:19:16 +02:00
Magnus Norddahl
a246b58673
Change SSAO blur to be depth aware
2016-09-25 00:19:16 +02:00
Magnus Norddahl
723eb746f6
Add ssao random texture
2016-09-25 00:19:15 +02:00
Magnus Norddahl
9076d46261
Added SSAO pass
2016-09-25 00:19:15 +02:00
Magnus Norddahl
5ef46d1730
Merge remote-tracking branch 'gzdoom/master' into qzdoom
2016-09-24 09:37:18 +02:00
Christoph Oelckers
6b02ea9871
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# CMakeLists.txt
2016-09-24 09:28:09 +02:00
Major Cooke
dfa4f38c8f
Updated to new save game code.
2016-09-24 09:17:18 +02:00
Magnus Norddahl
c21090333f
Merge remote-tracking branch 'qzdoom/master' into dpdoom
2016-09-24 08:17:49 +02:00
Magnus Norddahl
d126e91ded
Merge remote-tracking branch 'gzdoom/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
2016-09-24 08:12:12 +02:00
Christoph Oelckers
6bfbe30b99
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/CMakeLists.txt
# src/g_level.cpp
# src/p_saveg.cpp
# src/r_defs.h
# src/version.h
(note that this commit will not compile!)
2016-09-24 00:40:15 +02:00
Christoph Oelckers
d28d02839e
- fixed: An actor's default stencil color should be set in DECORATE instead of doing some hackery elsewhere to compensate for the lack of initialization.
2016-09-23 19:19:26 +02:00
raa-eruanna
2a9e97688d
Merge http://github.com/coelckers/gzdoom
2016-09-22 05:23:02 -04:00
Christoph Oelckers
0a98fb0be7
- integrated dynamic light definitions into regular DECORATE as another include.
...
- renamed menudef.z zo menudef.zz.
This was done because some tool out there stupidly assume that *.z is some sort of archive and refuse to operate on these files (shame on you, Beyond Compare!)
2016-09-22 09:32:04 +02:00
Christopher Bruns
1f79e23d5b
Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
...
Use optimal framebuffer size for side-by-side modes.
2016-09-22 09:25:46 +02:00
Christopher Bruns
9a257ac158
Implement side-by-side narrow 3D mode.
2016-09-22 09:25:46 +02:00
raa-eruanna
2339b18b01
Quick fix: prevents negative values being passed to pow.
2016-09-22 09:23:26 +02:00
raa-eruanna
72491049e0
Changes to the contrast/brightness/gamma formula for both hardware and shader gamma correction. Mainly makes a correction with the shader version where contrast/brightness being negative values would clip them inappropriately.
2016-09-22 09:23:25 +02:00
Magnus Norddahl
f7b6b1433c
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
Christoph Oelckers
1e6b99cebd
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-22 09:06:34 +02:00
raa-eruanna
780d672b25
Adds user-definable weapon bob speed
2016-09-22 08:42:59 +02:00
Magnus Norddahl
b6c64416be
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-21 02:04:56 +02:00
Magnus Norddahl
24f748da03
Add gbuffer pass support to FShaderManager and FRenderState
2016-09-20 02:57:57 +02:00
raa-eruanna
20e620bbe7
Merge http://github.com/coelckers/gzdoom
...
# Conflicts:
# src/version.h
2016-09-19 03:05:38 -04:00
Christoph Oelckers
475077f1de
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-19 09:01:34 +02:00
Christoph Oelckers
3eb1af6957
- added a GetMissileDamage function to DECORATE which can be used to properly retrieve an actor's damage value.
...
The damage property should be considered deprecated inside expressions from now on.
2016-09-19 03:45:22 +02:00
Magnus Norddahl
38be2333d0
Merge branch 'exposure_pass' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
2016-09-18 16:22:44 +02:00
Magnus Norddahl
8dd12c8216
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-09-18 16:01:21 +02:00
Magnus Norddahl
1e2935f4e0
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-18 15:57:22 +02:00
raa-eruanna
962291d18e
Merge http://github.com/coelckers/gzdoom
2016-09-17 11:32:57 -04:00
Magnus Norddahl
f2a3b8978d
Added declaration in the shader that was missing
2016-09-17 00:30:03 +02:00
Gaerzi
d99d43aeba
Fixes to fuzz shaders
2016-09-17 00:30:03 +02:00
raa-eruanna
b85e3b56e3
Establish QZDoom
2016-09-14 02:21:35 -04:00
Magnus Norddahl
03d0b09f29
Fix depth blur
2016-09-10 22:39:09 +02:00
Magnus Norddahl
63fb604e98
Fix stripes in the reconstructed normals due to down scaling
2016-09-09 18:19:00 +02:00
Magnus Norddahl
f6bede8374
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.z
2016-09-09 09:31:30 +02:00
raa-eruanna
dede94b7e2
Merge branch 'master' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/posix/cocoa/i_video.mm
# src/win32/hardware.cpp
# wadsrc/static/menudef.txt
2016-09-08 03:26:11 -04:00
raa-eruanna
32f758de41
Merge branch 'truecolor' of https://github.com/dpjudas/zdoom
...
# Conflicts:
# src/v_video.cpp
2016-09-08 03:19:08 -04:00
Christoph Oelckers
7e2e3e8768
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-08 00:48:27 +02:00
Magnus Norddahl
e794e59cd2
Add con_scale for scaling just the console
2016-09-08 00:39:52 +02:00
Magnus Norddahl
6414e01354
Add uiscale slider controlling what scale the On setting uses for hud_scale, hud_althudscale and con_scaletext
2016-09-08 00:39:51 +02:00
Christoph Oelckers
d2ead39bcc
- force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
...
- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Christoph Oelckers
8b01a88b76
- removed gl_lights_size and gl_lights_intensity.
...
Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3
- removed unused forceadditive parameter from gl_GetLight.
...
- restricted gl_lights_additive to legacy code and removed menu entry for this.
For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Magnus Norddahl
3727c5ed0f
Mark portals in scene alpha channel for the SSAO pass
2016-09-04 08:15:29 +02:00
Magnus Norddahl
dc39a006dc
Fix palette tonemap precision and compile error on Intel
2016-09-04 02:37:59 +02:00
Christoph Oelckers
aece9aaa58
- added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder.
2016-09-03 14:01:51 +02:00
Magnus Norddahl
e7765bb240
Move SSAO pass to be before translucent rendering
...
Fix depth sampling location when not using fullscreen scene
2016-09-03 04:29:50 +02:00
Magnus Norddahl
902097d6da
Resolve multisampling depth in shader
2016-09-03 04:12:00 +02:00
Magnus Norddahl
98032bc73f
Change SSAO blur to be depth aware
2016-09-02 05:45:00 +02:00
Magnus Norddahl
5a0c61a2d5
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/scene/gl_scene.cpp
2016-09-02 02:40:44 +02:00
Christoph Oelckers
589936f570
- draw the colormap blend after postprocessing, not before it.
...
- added colormap shader to postprocessing.
This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
3389a5a74e
- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
2016-09-01 11:52:52 +02:00
Magnus Norddahl
55ea4a7729
Add ssao random texture
2016-08-30 01:09:21 +02:00
Magnus Norddahl
737e700774
Added SSAO pass
2016-08-29 13:10:22 +02:00
Magnus Norddahl
a1d90e1229
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-08-29 12:58:20 +02:00
Christoph Oelckers
40780ce2dd
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-28 10:10:53 +02:00
Christoph Oelckers
da5cf760b0
- forgot to save this one...
2016-08-28 10:10:32 +02:00
Christoph Oelckers
abafcd5486
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/language.enu
2016-08-28 10:00:19 +02:00
Christoph Oelckers
e04055dbb2
- added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
...
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
Magnus Norddahl
9525d3690f
Added gl_light_math and changed pixelpos + lights to be in eye space
2016-08-25 06:25:05 +02:00
alexey.lysiuk
2f893af857
Fixed palette tonemap mode for OpenGL 2.x
2016-08-24 11:44:33 +03:00
Magnus Norddahl
25645d901e
Add Palette LUT tonemap mode
2016-08-23 09:18:18 +02:00
Christoph Oelckers
250be72939
- added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening...
2016-08-22 15:31:23 +02:00
Christoph Oelckers
7ba5acfb35
- added quad drawer interface so that this part can be done without altering a vertex buffer.
...
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Christoph Oelckers
5c267a2169
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/language.eng
2016-08-21 08:42:06 +02:00
Christoph Oelckers
ca8ef7f3f3
- moved bobbing menu strings into the correct file.
2016-08-16 11:20:22 +02:00
Christoph Oelckers
04c4147052
- renamed flag to be more descriptive.
2016-08-16 09:02:23 +02:00
Major Cooke
aa2ca77412
Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
...
- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Magnus Norddahl
0e2d9affb2
Make sure tonemap shader never takes the sqrt of a negative number
...
Fix bug where the old hardcoded exposure bias was still being used in the uncharted2 tonemap
2016-08-16 00:22:00 +02:00
Magnus Norddahl
a8d1197ea7
Make sure we never pass a negative value to pow, and optimize gamma uniform
2016-08-16 00:01:18 +02:00
Magnus Norddahl
210fce1193
Fix bloom shader missing its target
2016-08-14 09:05:50 +02:00
Christoph Oelckers
34c62c4d33
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-12 09:23:24 +02:00
Major Cooke
ec14dd94a7
A_Explode now returns the number of actors damaged and can be used in expressions.
...
- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
Christoph Oelckers
36a4352867
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-09 20:15:35 +02:00
Christoph Oelckers
b4e712ab01
- made disabling the push window check a real compatibility option.
...
No idea why this was a hidden one, this one definitely needs to be in the menu.
- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +02:00
Christoph Oelckers
675822004d
- use static buffer data and a uniform to handle the texture positioning of the present shader.
...
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00
Christoph Oelckers
9a5cbbe6d8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-07 22:13:55 +02:00
Christoph Oelckers
ab837b608d
- compatibility optioned triggering sector actions by indirectly initiated teleports
...
There's several old maps depending on this not happening.
- Set the option for Hell's Twisted Influence Part 1.
2016-08-07 22:04:16 +02:00
Magnus Norddahl
9953d70eaa
Merge remote-tracking branch 'upstream/master' into truecolor
2016-08-06 20:45:35 +02:00
Magnus Norddahl
346badf25f
Moved state to FGLPostProcessState and merged vertex shaders
2016-08-06 11:51:08 +02:00
Christoph Oelckers
09e40840b5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-05 15:15:11 +02:00
Magnus Norddahl
a893013dbb
Adds HUD quadruple scale and a scale slider for the crosshair
2016-08-05 12:20:34 +02:00
Magnus Norddahl
0457fee9c0
Added lens distortion effect to menus
2016-08-04 17:22:05 +02:00
Magnus Norddahl
6fc7596d52
Fix aspect ratio and texture clipping in lens shader
2016-08-04 15:47:15 +02:00
Christoph Oelckers
2c38e20352
- update xlat/eternity.txt for reference.
2016-08-03 13:16:14 +02:00
Magnus Norddahl
6b9529d70f
Added lens distortion shader
2016-08-02 17:32:21 +02:00
Magnus Norddahl
7709db4bb0
Fix broken viewport/backbuffer location for WriteSavePic
2016-07-31 16:23:21 +02:00
Christoph Oelckers
a69182f9ef
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-31 09:19:36 +02:00
Leonard2
8068792f4b
Fixed: A_RadiusGive had an incorrect definition
2016-07-31 09:06:14 +02:00
Christoph Oelckers
c93204cace
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 22:09:56 +02:00
Christoph Oelckers
124c109e18
Merge branch 'multisamplingbuffers' of https://github.com/dpjudas/zdoom
2016-07-30 16:35:19 +02:00
Magnus Norddahl
cfc20d1198
Added multisample support to FGLRenderBuffers and added gl_multisample to the menus
2016-07-30 15:33:30 +02:00
alexey.lysiuk
7de242930a
Removed obsolete gamma correct shader used on macOS only
2016-07-30 15:30:35 +03:00
Christoph Oelckers
0c8a4689b8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-30 13:26:25 +02:00
Xaser Acheron
a1a0da1f13
added SWF_SELECTPRIORITY flag to A_SelectWeapon
2016-07-29 18:48:54 -05:00
Christoph Oelckers
50765f8b79
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-30 00:32:29 +02:00
Christoph Oelckers
f4cbde856b
Merge branch 'bloom' of https://github.com/dpjudas/zdoom
2016-07-30 00:30:27 +02:00
Major Cooke
13fa06fe7a
Renamed GetProximity to CountProximity.
...
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:27:12 +02:00
Major Cooke
167cb28563
Added GetProximity(classname, distance, flags, ptr).
...
- Behaves similarly to A_CheckProximity but returns the count of classname instead of true/false.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:26:55 +02:00
Major Cooke
dfed6ac1fb
Added SpriteAngle and SpriteRotation properties.
...
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
Magnus Norddahl
5849c83028
Added bloom and tonemap to menus
...
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8
Added tonemapping and sector based exposure control
2016-07-29 00:36:43 +02:00
Magnus Norddahl
50f59bd3c7
Merge remote-tracking branch 'upstream/master' into truecolor
2016-07-28 10:54:44 +02:00
Christoph Oelckers
b8abec4e1f
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-28 09:20:48 +02:00
MajorCooke
3d9591229e
Added A_CopySpriteFrame(from, to, flags)..
...
- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
2016-07-28 08:39:32 +02:00
Magnus Norddahl
69f52cc898
Added bloom shaders
2016-07-27 21:50:30 +02:00
Christoph Oelckers
c9f93d9c88
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-27 11:28:55 +02:00
Magnus Norddahl
aeb7df09de
Added hardware gamma option and improved window handling on Windows
2016-07-27 11:15:19 +02:00
Blue-Shadow
69a00ddabb
Added TRANSFERTRANSLATION morph flag
2016-07-24 00:56:57 +02:00
Magnus Norddahl
41e959e102
Adds the last texture filter mode (trilinear min filter with nearest magnification)
2016-07-23 18:57:37 +02:00
Magnus Norddahl
669238db66
Fix Apple GLSL compile errors
2016-07-23 17:27:19 +02:00
Magnus Norddahl
c08fc8f5a8
Fix depth calculations for R_DoomLightingEquation and make it an exact match of what zdoom does
2016-07-23 17:27:19 +02:00
Christoph Oelckers
2cdc77de34
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-23 10:56:12 +02:00
yqco
4d6532d303
Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack
2016-07-22 02:46:41 -06:00
Christoph Oelckers
881731d76b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-21 08:28:56 +02:00
Blue-Shadow
c428e376cd
Added INFLICTORDMGTYPE flag to A_Damage* action functions
...
It forces the use of the inflictor's damagetype instead of whatever is
passed to the functions.
2016-07-19 08:34:55 +02:00
Magnus Norddahl
421cd2f403
Merge remote-tracking branch 'upstream/master' into truecolor
2016-07-17 23:36:35 +02:00
MajorCooke
35c30ab62f
Fixed missing constants.
2016-07-16 20:28:43 -05:00
Christoph Oelckers
bce9929c22
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-16 19:57:09 +02:00
MajorCooke
3c7e1e0528
- Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
...
The projectiles spawning conditions rely upon the puff successfully spawning.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
alexey.lysiuk
da9f4cc1dd
Added 'ammo display order' item to options menu
2016-07-16 16:15:59 +02:00
Christoph Oelckers
943a799aee
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-16 08:30:33 +02:00
MajorCooke
b121284fc0
Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead.
2016-07-14 17:14:17 +02:00
Christoph Oelckers
2a42c20c8c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-13 09:30:16 +02:00
m-x-d
1cf51791de
Adds //%Title property to all locks to make parsing LOCKDEFS by map editors more feasible.
...
Fixes: Strife Base key Message now uses LANGUAGE string.
2016-07-12 23:52:04 +02:00
Christoph Oelckers
522b2f4706
- updated xlat/eternity.txt for reference.
2016-07-12 23:50:45 +02:00
Christoph Oelckers
279b939521
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-07-04 00:44:52 +02:00
Christoph Oelckers
0b93e9b897
Merge branch 'roll' of https://github.com/MajorCooke/zdoom
2016-07-04 00:43:16 +02:00
Christoph Oelckers
e42442732a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-03 13:39:58 +02:00
Christoph Oelckers
148de414e0
- fixed: Checking for quest item 0 should not print an error message but silently fail.
2016-07-03 13:32:40 +02:00
Christoph Oelckers
57667c2e0b
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/language.eng
2016-06-29 14:58:32 +02:00
Christoph Oelckers
593e2f7641
- fixed spelling.
2016-06-29 13:03:39 +02:00
jayman2000
43e62c4236
Added sliders in the display options menu to control movebob and stillbob.
2016-06-29 13:02:55 +02:00
Magnus Norddahl
335ca12909
Merge remote-tracking branch 'upstream/master' into truecolor
2016-06-27 12:29:23 +02:00
Magnus Norddahl
7705463966
Improved linear filtering of walls
...
Fixed some crash bugs
Added mipmap and filtering options to the display menu
2016-06-25 10:33:35 +02:00
Christoph Oelckers
af20f31b94
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-21 10:46:12 +02:00
Christoph Oelckers
ce0c2863b0
- set 'maskedmidtex' compatibility option for Caverns of Darkness MAP07.
2016-06-21 10:31:25 +02:00
MajorCooke
26408a5043
Switched the pointer to AAPTR_DEFAULT.
2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88
Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
...
- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
MajorCooke
630dc8c8cd
Fixed execution prevention.
2016-06-19 22:18:43 -05:00
MajorCooke
dd410876cf
Added A_ClearOverlays(int start, int stop, bool safety).
...
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.
Added no override boolean to A_Overlay and a boolean return type.
- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Christoph Oelckers
b7d13c0711
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-17 16:18:24 +02:00
Magnus Norddahl
3369a2747c
Merge remote-tracking branch 'upstream/master' into truecolor
...
# Conflicts:
# src/r_things.cpp
2016-06-17 08:23:42 +02:00
Christoph Oelckers
7ccdbf9b62
Merge branch 'PSprites'
2016-06-16 16:16:16 +02:00
Xaser Acheron
de0301a704
split bfg self-damage code into its own function, A_RadiusDamageSelf
2016-06-16 00:43:07 +02:00
Xaser Acheron
481ef7a5b5
added SMMU-BFG11k-style 'damrad' property to A_BFGSpray
2016-06-16 00:43:07 +02:00
Xaser Acheron
8e8248284a
added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray
2016-06-16 00:43:06 +02:00
MajorCooke
2d4eb8dde4
- Added limit parameter to A_RailAttack and A_CustomRailgun.
2016-06-14 18:20:43 -05:00
Magnus Norddahl
351874be30
Merge remote-tracking branch 'upstream/master'
2016-06-12 00:08:05 +02:00
Christoph Oelckers
9eb18a9e45
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-11 17:15:55 +02:00
MajorCooke
fb286d1737
- Changed endsize to sizestep. Endsize affected more things than I thought it would.
2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677
Added GetCVar(string name)
...
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
f787056198
- Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
...
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Magnus Norddahl
9420826094
Merge remote-tracking branch 'upstream/master'
2016-06-10 16:59:20 +02:00
Leonard2
afa708c138
Allow psprite layers to be manipulated directly from the player's own body
2016-06-03 19:18:58 +02:00
Leonard2
543414d31f
Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
...
These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
Christoph Oelckers
9cf1d96698
- added identification for delaweare.wad to the list of supported IWADs.
2016-06-02 12:04:35 +02:00
Christoph Oelckers
18ebe92cfc
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/g_level.cpp
2016-06-01 11:45:57 +02:00
Magnus Norddahl
05220a7133
Added IsBgra() to DCanvas
...
Changed SWRender output format to be decided by IsBgra()
2016-05-31 09:36:18 +02:00
Magnus Norddahl
7080180d47
Added menu option for toggling true color output on and off
2016-05-30 13:32:24 +02:00
MajorCooke
bb91723174
- Added GetCrouchFactor(ptr).
...
Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade
- Added source and inflictor parameters to all A_Damage/Kill functions.
...
- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
Roadcrosser
334962da2c
Corrected death message not being gender neutral.
2016-05-29 12:38:36 +02:00
Leonard2
2f5ae3b51e
Changed the default layer indices and renamed them
...
Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c
Added A_OverlayFlags
...
Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
a0dc4ae738
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-24 13:53:52 +02:00
MajorCooke
1b1195df6a
- Added limit parameter to A_RadiusGive.
...
- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
Leonard2
8c205ebac3
Added A_OverlayOffset
...
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b
Added A_Overlay
2016-05-20 17:04:45 +02:00
Christoph Oelckers
ea62d4c2d1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-18 21:47:42 +02:00
Christoph Oelckers
f22adcc398
- be more thorough with Eternal Doom MAP03. The compatibility option does not seem to fully solve the problem, so let's just clear the tags in the bogus stair sectors.
2016-05-18 21:06:07 +02:00
Christoph Oelckers
ae3f50d1b2
- set a compatibility option to build the stairs in Eternal Doom MAP03 correctly.
2016-05-18 13:11:31 +02:00
MajorCooke
cd3a3d4472
Not like this makes a difference.
2016-05-18 11:19:24 +02:00
MajorCooke
115dbd0b58
- Added A_WeaponOffset(x = 0, y = 32, flags).
...
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
Christoph Oelckers
03b31796cc
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-13 10:09:24 +02:00
MajorCooke
2ba26693d1
- Added 3D Floor + Portal awareness, along with flags to turn off detection of both features.
2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d
Added GetZAt DECORATE function.
...
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
MajorCooke
39f64383cb
Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap.
2016-05-11 19:41:33 +02:00
MajorCooke
952219a018
Added RTF_THRUSTZ for A_RadiusThrust.
...
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
Christoph Oelckers
3334b28a02
- don't let the light go completely black with software-emulated lighting.
2016-05-04 14:30:10 +02:00
Christoph Oelckers
9f91fa8f43
- make the warp2 shader's formula match the software renderer's.
...
This fixes some jerkiness with vertical scrollers due to a bad sine period and makes the overall appearance of the effect what it was originally supposed to be. The old warp2 shader was not created by replicating the formula but by trial and error until it looked close enough.
A version of the old warp2 shader with a fixed sine period is still available as a custom hardware shader.
2016-05-04 13:47:40 +02:00
alexey.lysiuk
f9022f3054
Fixed compilation of gamma correction shader with particular OpenGL setup
2016-05-02 16:13:54 +03:00
alexey.lysiuk
333560086d
Calculate color values for gamma correction directly in shader
...
Gamma table texture is no longer needed
2016-05-02 11:24:42 +03:00
alexey.lysiuk
44b019413c
Implemented gamma correction in OS X native backend using shader effect
2016-05-02 10:04:09 +03:00
MajorCooke
0bf7c3e362
- Removed FlatAngle. This will come back hopefully in another commit sometime in the future.
2016-05-01 17:19:39 -05:00
MajorCooke
f41dcc75d1
FlatAngle can now be defined directly via properties.
2016-05-01 16:33:00 -05:00
MajorCooke
a8248433e9
- Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
...
- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00
Christopher Bruns
c4590a2615
Fix locale string for "sprite billboard faces camera" menu option.
2016-04-30 18:15:28 -04:00
Christopher Bruns
ed6cf6cf1e
Add menu option for new "sprites face camera" mode.
...
# Conflicts:
# wadsrc/static/menudef.z
2016-04-30 18:15:28 -04:00
Christoph Oelckers
70bf649364
- added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly.
2016-04-29 12:26:57 +02:00
Christoph Oelckers
dc772a9f34
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-29 11:48:46 +02:00
Christoph Oelckers
4a72c7d2f1
- fixed: Decals may not be serialized before thinkers.
...
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
2016-04-29 11:44:17 +02:00
Christoph Oelckers
21283b18f4
- preparations for using clip planes on line portals.
2016-04-29 01:48:06 +02:00
Christoph Oelckers
60a78a0d9b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-28 17:35:52 +02:00
MajorCooke
6f11a65893
- Converted rollIntensity from int to double.
...
- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
Christoph Oelckers
15480feb96
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-27 13:47:56 +02:00
MajorCooke
c972caa9f3
- Added rollIntensity and rollWave to A_QuakeEx.
...
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
Christoph Oelckers
f5afa30ee6
- added GetAngle(bool relative, int target) DECORATE function.
2016-04-27 11:52:52 +02:00
Christoph Oelckers
61b165ccc4
- fixed the camera height setting for the camera actors.
...
The scripting branch changed camera semantics to default to an actor's center - which for monsters and decorations makes sense - but not for simple mapspots that get used as camera. For those the CameraHeight must be explicitly set to 0.
2016-04-27 11:38:54 +02:00
Christoph Oelckers
86f38475b0
- shaders for last commit.
2016-04-27 02:10:42 +02:00
Christoph Oelckers
09f54b0940
- cleaned up the clip plane management for portals.
...
Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
f066457a48
- add shader patching to allow running the engine with GLSL 1.2.
...
- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
fc38728309
- made some changes to the shaders to allow downpatching them to GLSL 1.2:
...
* disable the dynamic light code if no buffers are available
* added a duplicate of the getTexel function which cannot be patched without creating syntax problems.
* fixe int<->float conversion warning, which on some compilers may be an error.
2016-04-26 11:31:27 +02:00
Christoph Oelckers
172290224b
- make modes 2 and 3 of Teleport_NoFog compatible with Eternity by defaulting to mode 1 when no line is available.
2016-04-25 01:01:28 +02:00
Christoph Oelckers
2914cdc939
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/r_defs.h
2016-04-24 12:19:07 +02:00
Randy Heit
593f6c29ad
Use 2 decimal places for volume sliders, since they move in 0.05 increments
2016-04-23 22:38:55 -05:00
Christoph Oelckers
f420ccd287
- made Teleport_NoFog compatible with Hexen and Eternity.
...
ZDoom defaulted to Boom's (buggy) angle adjustment.
Changed it so that
* Mode 0 is like Hexen, performing no adjustment at all. This still should match all known maps using this special.
* Mode 1 remains unchanged.
* Mode 2 replicates Boom's broken angle adjustment and is used in the xlat file.
* Mode 3 implements the correct angle adjustment that Boom originally intended.
(Note: Should some map require something different it should be handled with compatibility.txt instead of reverting this back to the broken way it was before.)
2016-04-23 21:32:40 +02:00
Christoph Oelckers
20d3a72307
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-22 09:15:37 +02:00
Christoph Oelckers
ed070cfe06
- updated xlat/eternity.txt.
2016-04-21 13:01:57 +02:00
Randy Heit
074bce643a
Fixed: A_SetAngle had accidentally had the "action" specifier removed
2016-04-20 20:03:05 -05:00
Christoph Oelckers
082042818b
- refactored sector portal data so that it does not rely on actors.
...
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Christoph Oelckers
b0a0fb5ff0
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-20 05:23:14 +02:00
Randy Heit
60966f472f
Revert "Revert "Remove "action" from Actor functions that don't actually need it""
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- This reverts commit 06216d733e
.
- I don't know what I was thinking. Since stateowner is always available
to the wrapper function, and this code is only generated for the wrapper
function, it's a nonissue. The state is already located before calling
any function that uses it.
2016-04-19 21:09:15 -05:00
Randy Heit
06216d733e
Revert "Remove "action" from Actor functions that don't actually need it"
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- This reverts commit 39df62b20e
.
- Anything that needs to lookup a state also needs stateowner. See
FxMultiNameState::Emit(). I will need to be more selective when
de-actionifying functions.
2016-04-19 20:56:43 -05:00
Randy Heit
5d3e413d42
Make A_Stop an action function again
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- A_Stop takes no parameters, so it should be an action function to avoid
creating the wrapper when called.
2016-04-19 20:46:30 -05:00
Randy Heit
39df62b20e
Remove "action" from Actor functions that don't actually need it
...
- An actor function really only needs to be an action function if:
1. It can be called with no parameters specified, either because it takes
none or because all its parameters are optional. This lets SetState()
call it directly without creating a wrapper function for it.
2. It wants access to the callingstate or stateowner parameters. Most
functions don't care about them, so passing them is superfluous.
2016-04-19 20:28:49 -05:00
Christoph Oelckers
d667f8f23f
- some British English.
2016-04-19 09:58:08 +02:00
Randy Heit
c795f29cc4
Reduce calling overhead for A_SetUser* functions by making them non-action functions
2016-04-18 23:18:34 -05:00
Christoph Oelckers
30a530b178
- fixed: TAG_BLASTERP was on the wrong actor.
2016-04-19 02:06:36 +02:00
Christoph Oelckers
8b35c08aa0
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-19 01:02:30 +02:00
Christoph Oelckers
e48c4d3e44
- added tag strings for Heretic's powered weapon versions.
2016-04-19 01:00:09 +02:00
Christoph Oelckers
bac3f1ee9b
- removed redundant quote.
2016-04-13 21:10:42 +02:00
nashmuhandes
ee3712ffeb
Exported all OpenGL menu options into the LANGUAGE lump.
2016-04-13 19:34:57 +02:00
Christopher Bruns
c6fa01dfbf
Reimplement blue/yellow and quadbuffered stereo, this time with an additional CVAR gate on quadbuffered, for better hardware compatibility.obj
...
Something is terribly wrong with the separation in all stereo modes now though.
2016-04-09 15:40:55 -04:00
Christoph Oelckers
7486e24cd9
Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
2016-04-04 12:07:57 +02:00
Christoph Oelckers
fd27c8db9e
Merge branch 'master' into floatcvt
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# Conflicts:
# src/dobjtype.cpp
# src/dobjtype.h
# src/version.h
2016-04-04 01:21:24 +02:00
Randy Heit
0cc2705b99
Added A_LogFloat
2016-04-03 16:12:35 -05:00
Christoph Oelckers
251172c7f0
Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
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# Conflicts:
# src/r_data/r_interpolate.cpp
2016-03-30 18:24:22 +02:00
Christoph Oelckers
0eb35d6c6e
Merge branch 'master' into floatcvt
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# Conflicts:
# src/dobjtype.cpp
# src/dobjtype.h
2016-03-30 09:47:25 +02:00
Randy Heit
b6e3358b1c
Add A_SetUserVarFloat and A_SetUserArrayFloat
2016-03-29 22:41:37 -05:00
Christoph Oelckers
609defe078
Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
...
# Conflicts:
# src/r_defs.h
2016-03-24 12:48:05 +01:00
Christoph Oelckers
70d87f94f2
Merge branch 'master' into floatcvt
...
# Conflicts:
# src/p_acs.cpp
# src/r_utility.cpp
# src/thingdef/thingdef_codeptr.cpp
# src/version.h
2016-03-23 14:15:24 +01:00
MajorCooke
b16e696157
- Added offset and angle parameters to A_CheckBlock.
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- Includes 2 flags, affixed by CBF_: AbsolutePos, and AbsoluteAngle.
- AbsolutePos: Absolute position of where to check.
- AbsoluteAngle: Angle parameter is used as is, not added onto the actor's current angle.
2016-03-23 14:05:31 +01:00
Christoph Oelckers
0d1fbcf65f
- flattened the following commits by Major Cooke:
...
* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.
* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.
The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
2016-03-23 14:03:10 +01:00