alexey.lysiuk
bc69941514
- fixed compilation of Cocoa backend
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src/posix/cocoa/i_video.mm:297:2: error: use of undeclared identifier 'SetFlash'
2019-03-09 16:34:54 +02:00
Christoph Oelckers
b7d09c95dd
- cleanup of savegame picture code.
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* re-added screen blends for images from the hardware renderer.
* moved all postprocessing of the image out of the renderers.
* cleaned out a large piece of cruft for handling the palette in the frame buffer class. This was all a remnant of the old paletted backend that no longer exists. Nowadays the screen blend is just a postprocessing effect drawn over the 3D screen, there is no need to maintain any of it as global state anymore.
* since the engine doesn't produce paletted screenshots anymore there is no need to have handling for it in the generation code. This depended on otherwise obsolete information so it got removed along with that information.
2019-03-09 14:48:14 +01:00
Christoph Oelckers
392ba7ed2e
- properly construct the reply texts for Strife's merchants.
2019-03-09 13:34:47 +01:00
Christoph Oelckers
29012a89c6
- for got to save this.
2019-03-09 13:34:22 +01:00
Christoph Oelckers
f9d4ea8424
- missed the part that the blend function was still drawing multiplicative blends.
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This should be cleanly separated.
2019-03-09 13:12:24 +01:00
Christoph Oelckers
0e4a860c5e
- fixed uninitialized screen flash color for savegame images in the software renderer.
2019-03-09 12:52:07 +01:00
Christoph Oelckers
2fa5a88701
- do not render player sprites to canvases in the hardware renderer.
2019-03-09 12:34:10 +01:00
Christoph Oelckers
0ca7723c0e
- disable player sprite drawing on canvases for the softpoly renderer.
2019-03-09 12:17:57 +01:00
Christoph Oelckers
1a29d39355
- do not render player sprites to canvases in the software renderer.
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This applies to both savegame images and camera textures.
2019-03-09 12:12:33 +01:00
Christoph Oelckers
d2475b68d0
- removed unnecessary variable clear.
2019-03-09 12:12:33 +01:00
Christoph Oelckers
99c8ba1288
- use uAddColor instead of uObjectColor2 for the ending color of a special colormap range.
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Unlike uObjectColor2, this is more global state. uObjectColor2 is part of gradient calculation which may later be offloaded to a secondary buffer which already resulted in only conditionally setting it, resulting in broken special colormap application for the software renderer.
2019-03-09 12:12:33 +01:00
Sterling Parker
cabe0c583e
Add LookScale property
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As requested by @coelckers.
2019-03-07 21:22:33 +01:00
Sterling Parker
81059aee1d
Fix faulty multiplication logic for LookScale
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Turns out the entire thing was getting shortcutted because FOVScale is 0 unless set explicitly or via A_ZoomFactor.
2019-03-07 21:22:33 +01:00
Sterling Parker
ae1a1df02d
Add LookScale variable on weapon
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This variable allows a weapon to set a custom look sensitivity multiplier without fiddling with FOVScale / DesiredFOV hacks.
2019-03-07 21:22:33 +01:00
Christoph Oelckers
0fa4e03db6
- process escape sequences for episode and skill names
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For these, colorization is a desirable feature.
2019-03-05 00:22:26 +01:00
Nemrtvi
077ba290a6
Hungarian character set (all games)
2019-03-04 21:33:00 +01:00
Christoph Oelckers
97ae74081a
- special remapping for the Hungarian double accented letters.
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Instead of entirely stripping away the accent when they are not found, let's go to the Umlaut-variants first.
2019-03-04 20:06:19 +01:00
Alexander
77cb9ae866
added MakeScreenShot and MakeAutoSave functions to FLevelLocals
2019-03-04 19:16:51 +01:00
Christoph Oelckers
525b0214a7
- fixed macro substitution.
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It was retrieving the macro from the wrong string.
2019-03-04 17:31:11 +01:00
Nemrtvi
614c23d4f2
Extra Bulgarian letters
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Also added a slightly improved Й for Russian (and Bulgarian too).
2019-03-04 17:23:42 +01:00
alexey.lysiuk
a3554bda70
- replaced all usages of insecure vsprintf() function
2019-03-04 17:35:38 +02:00
Major Cooke
6327734659
Added CanTouchItem virtual.
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- Allows an actor with +PICKUP flag to determine if it can pick up specific items or not.
2019-03-04 13:15:27 +01:00
Christopher Bruns
0fb940632a
Reduce number of blits required in stereo 3D by tracking current eye.
2019-03-04 13:14:41 +01:00
Christoph Oelckers
43ec2cf8f2
. added the missing Cyrillic letters to the console font.
2019-03-03 20:09:25 +01:00
Rachael Alexanderson
068522f9c8
- fix building on FreeBSD
2019-03-03 17:08:45 +01:00
Christopher Bruns
73c7afe409
Fix typo and add clarifying comment.
2019-03-03 16:15:38 +01:00
Christopher Bruns
52ab4b968f
Remove Quad-buffered from list of VR-modes if we know it won't work.
2019-03-03 16:15:38 +01:00
Rachael Alexanderson
8fab907885
- set language cvar to global config, it should not be game-specific
2019-03-03 16:14:58 +01:00
Nemrtvi
974560cb84
Add Kerning for Strife BIGFONT
2019-03-03 16:13:25 +01:00
Nemrtvi
864b99a5a0
Split “Linear” option value into three
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This option value is used for 4 different options, and splitting it up into three will allow for languages based on grammatical gender systems to have different endings. Necessary for e.g. Russian in order to sound correctly.
The corresponding strings are already in the language spreadsheet.
2019-03-03 16:12:46 +01:00
Christoph Oelckers
213dfd2aaa
- fixed: when resizing the viewpoint buffer, the 2D entry must be reset so that for the next frame it gets recalculated.
2019-03-03 13:26:10 +01:00
Christoph Oelckers
3698a5edc1
- replaced the assignment operator in player_t with a named function.
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This didn't behave like an assignment operator so it shouldn't be one, especially since the two places where it got called need different functionality.
2019-03-03 12:12:17 +01:00
Nemrtvi
86a4aea650
Extra Spanish characters
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This time with diacritics and full Strife support.
The inverted exclamation mark (¡) may cause problems in the menu because of its positioning, but I see no place where any exclamation mark is used in GZDoom’s Strife menu.
2019-03-03 10:33:03 +01:00
Christoph Oelckers
b3cff43be3
- fixed: SBARInfo's Tick function was using actor references from its last Draw operation.
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Between these two calls these can change so these need to be retrieved each time either Draw or Tick are called.
2019-03-03 09:59:08 +01:00
Rachael Alexanderson
13d07e7912
- fix what appears to have been an accidental debug commit, this broke portals and skies
2019-03-03 03:24:55 -05:00
Christoph Oelckers
735e1d1a44
- allow localization of the fallback string "Person".
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The corresponding text is in the translation spreadsheet which isn't part of the repo yet.
2019-03-03 09:16:21 +01:00
Christoph Oelckers
f15e3c871d
- did a bit more tweaking to the menu dims.
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Red on red in Doom was still not good, so the colors were darkened more and made more opaque.
2019-03-03 09:08:19 +01:00
Christoph Oelckers
af3b100b81
- split up the compatibility menu by making each subsection its own submenu.
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This one, even more than the gameplay options has devolved into an overwhelming wall of text.
2019-03-03 08:58:49 +01:00
Christoph Oelckers
be0f2f3b74
- split up the automap colors menu.
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The cheat and overlay settings are now in submenus. Like the gameplay menu, this was simply too long.
2019-03-03 08:47:05 +01:00
Christoph Oelckers
83fce134f2
- split out the deathmatch and coop gameplay settings into their own submenus.
2019-03-03 08:41:20 +01:00
Christoph Oelckers
cac032cb1c
- made the menu dim darker and a bit more opaque.
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The recent localization work has made it apparent that on many images the menu was extremely hard to read because its colors often clash with the background.
The choice of a bright overlay color with extremely low opacity is simply not enough to make the menus comfortable to navigate. Chex Quest was particularly bad but the problem existed in many Doom mods as well.
This also changes the CQ dim color to something a bit more green to better fit with the theme.
2019-03-03 08:29:10 +01:00
Christoph Oelckers
1c828b98c2
- fixed incorrect flag keyword in IWADINFO.
2019-03-03 08:16:41 +01:00
Christoph Oelckers
0703bd91c9
- moved the Doom BigFonts to the Game-Doom filter, now that Chex Quest got its own font.
2019-03-03 07:56:42 +01:00
Christoph Oelckers
f3813c036f
- filter out the BIGFONT lump in Chex Quest, now that we have a more complete font internally.
2019-03-03 07:50:10 +01:00
Nemrtvi
dccdf083a4
ChexQuest 3 BIGFONT in lump format
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No extra characters—just the original set of fonts from chex3.wad in a lump format.
2019-03-02 23:36:15 -05:00
Christoph Oelckers
3903d957bd
- moved the weapon bobbing options from the Display Options to the HUD Options menu.
2019-03-03 00:03:22 +01:00
Christoph Oelckers
eacc6c8e08
- fixed: ACS's LocalAmbientSound did not check the activator before calling its methods.
2019-03-02 23:01:42 +01:00
Christoph Oelckers
0dc3485990
- fixed: in CollectWithinRadius, make pos a value variable instead of a reference.
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The underlying data here can be reallocated and invalidate what it points to.
2019-03-02 22:10:44 +01:00
Magnus Norddahl
ef30ddbd40
- fix typo
2019-03-02 21:34:34 +01:00
Christoph Oelckers
0f184a0f28
- reject all DMX sounds shorter than or equal 8 bytes.
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8 bytes is the minimum header size for DMX, so for one byte of sample data it has to be 9 bytes.
This was causing access to invalid memory when trying to read the header of something too short.
For other file formats this is of no concern because none has a header this short.
2019-03-02 21:10:24 +01:00