Commit Graph

4397 Commits

Author SHA1 Message Date
nashmuhandes d35cd9549f Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-05 12:53:05 +08:00
Christoph Oelckers 3c961a2aa2 - avoid multiple Dehacked mappings to the same function.
Due to some MBF21 related changes these would cause interference.
Instead the two affected functions, A_NailBomb and A_RadiusDamage are now separate script functions that just call A_Explode with the correct parameters.
2021-10-03 18:16:37 +02:00
Christoph Oelckers 6e9e75c02c - disallow changing the line spacing for option menus.
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Marisa Kirisame 457f7c31c3 Allow WorldUnloaded events to know the next map name (if any). 2021-10-01 20:18:36 +02:00
Blue Shadow f517d33ecf - fixed A_Punch having a short attack range (take 2).
The previous attempt to fix this did so partially; the range was fixed for AimLineAttack, but not for LineAttack, too.
2021-10-01 20:13:51 +02:00
nashmuhandes 70b72a2157 - Recognize the new lightmap UDMF keywords
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes ae50fcdf8b Don't let LightProbes spawn in the world. We don't want unnecessary actors ticking in the map. 2021-09-29 17:00:10 +08:00
nashmuhandes ff3cdb7e56 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-09-27 07:32:30 +08:00
nashmuhandes e74b338b79 - Gave the light probes NOINTERACTION to decrease ticking costs and also to stop it from falling to the ground - useful to debug mid-air light probes
- Changed the light probe sprite to better match the actor size
2021-09-26 02:10:12 +08:00
nashmuhandes b3a2b9b2a5 Adjust the light probe assets to better aid debugging 2021-09-26 01:20:10 +08:00
nashmuhandes d2b8f1aaff Add light probe actor 2021-09-25 12:00:25 +08:00
Magnus Norddahl 604c4ff8e0 Fix vertex layout locations and add lightmap to vulkan shader 2021-09-24 16:21:23 +02:00
Blue Shadow 3b31dda6b8 - resolved a VM abort upon morphing while the tome of power is active 2021-09-24 13:34:35 +02:00
nashmuhandes 2f8cff90b6 - Add lightmaps to the main shader (currently only OpenGL)
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers 7ce5bb4861 - re-enable light attenuation. 2021-09-22 12:14:29 +02:00
Christoph Oelckers 0db7a6206b - fixed shader compilation. 2021-09-21 21:07:46 +02:00
Christoph Oelckers 6c12a8de12 - properly track whether some action in the current frame may have triggered a dynamic light activation. 2021-09-21 20:31:43 +02:00
Christoph Oelckers da806b354d - cleanup of the revised y-clamping feature.
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger 76875f0a3c Fix spot lights for GLES 2021-09-20 18:12:20 -04:00
Emile Belanger c20cb92961 Removed unused GLES shader files 2021-09-20 18:12:20 -04:00
Christoph Oelckers 2fd8113576 - text update. 2021-09-19 16:12:40 +02:00
Christoph Oelckers fc2818b195 - menu system update from Raze for better control of animated menus. 2021-09-18 12:19:35 +02:00
Christoph Oelckers a6819bfe62 - use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
A new command, "screensize", has been added to allow setting it explicitly, and this has been used for all the stock animations.
2021-09-18 09:19:34 +02:00
Christoph Oelckers 914b54ffd5 - fix compatibility handler for KDiZD's Z1M3.
The sector needs both tags - the original 83 for the deep water effect, plus 82 for the fade, to render and act correctly.
2021-09-17 23:35:03 +02:00
Christoph Oelckers 08baad6e21 - fixed melee attack disance being off after adding MBF21 support. 2021-09-17 22:59:30 +02:00
Christoph Oelckers 67958833b7 Merge branch 'gles2_merge' 2021-09-17 21:22:41 +02:00
Christoph Oelckers 918e9e9b0d - fixed texture clamping for elements that are partially behind a slope.
This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers fdf879167c - fixed bad parameter order in MinoraurSlam. 2021-09-16 07:45:09 +02:00
Christoph Oelckers b8d61a38a9 - partial text update. 2021-09-15 18:48:03 +02:00
Christoph Oelckers 17638426b9 - removed the redundant gl_render_precise CVAR.
The menu now uses gl_seamless directly without the redirection.
2021-09-14 19:49:42 +02:00
Christoph Oelckers c7db3875e1 - fixed: colors from brightmaps and glowmaps need to be desaturated. 2021-09-14 19:49:41 +02:00
Christoph Oelckers e1a5f61f8c - fixed: shaders with NO_LAYERS defined may not apply brightmap and glowmap.
These are undefined for such fragments.
2021-09-14 19:49:41 +02:00
Christoph Oelckers 9aeb78ae97 - marked several invisible controller things to not show on the automap with the scanner powerup.
am_cheat will still show them.
2021-09-12 13:18:40 +02:00
Christoph Oelckers 78566c0d52 - replaces "BS" and "ED" on the on-screen keyboards with the symbols normally found on the keyboard for these actions. 2021-09-09 14:00:00 +02:00
Alexander Kromm 3102640210 fix options search when menus are defined recursively 2021-09-03 19:40:55 +02:00
Rachael Alexanderson 2096fefcee Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-18 12:31:47 -04:00
nashmuhandes d64dd1f631 Add FOV slider to the display options menu 2021-08-14 09:04:02 +02:00
Rachael Alexanderson 92a3731f20 Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-13 08:11:58 -04:00
Christoph Oelckers 73f73cdf7c - added a null check to CheckWeaponChange. 2021-08-12 20:28:04 +02:00
Christoph Oelckers f9f48c4a95 - replaced the alt HUD's index font with a sheet based variant.
Mainly to correct an error in the '1' glyph.
2021-08-12 20:07:04 +02:00
Christoph Oelckers 99c66071fb - use original menu spacing for skill and episode menus if all elements are patches. 2021-08-10 21:08:26 +02:00
Christoph Oelckers 55520ed7d0 - fixed exploding barrel animation duration. 2021-08-10 18:57:31 +02:00
Christoph Oelckers 8747145c97 - dim depleted inventory items in all games, not just Strife. 2021-08-10 18:46:23 +02:00
Christoph Oelckers 39513cf7ae Revert "- eliminate an unexpected slow path in the fragment shader."
This reverts commit cd5aa65fda.

This does not work as expected, needs more investigation.
2021-08-09 20:31:21 +02:00
Christoph Oelckers cd5aa65fda - eliminate an unexpected slow path in the fragment shader.
Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time.
Changed to check the actual lightmode value, which re-enables the fast path again.
2021-08-09 19:50:45 +02:00
Christoph Oelckers 28f2d36732 - removed declaration for Screen.GetTextScreenSize.
This function does not exist in GZDoom.
2021-08-04 08:00:49 +02:00
Christoph Oelckers 441cd0796f - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
Christoph Oelckers c1a8776a15 - updated common code from screenjob branch.
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
Major Cooke e91485c50c Added GetString/Int/Double/Object(UI) functions to Service.
- These functions serve to deprecate (UI)Get and allow for reducing string translations, as well as passing in objects for maximum flexibility.
2021-07-27 16:26:39 +03:00
Rachael Alexanderson a4c8fbcc50 - language update 2021-07-25 07:49:24 -04:00
alexey.lysiuk 411b4976c0
- fixed EBlastFlags enum definition 2021-07-21 15:44:07 +03:00
Kaelan 65d9d83ddd Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast
Adds 'BF_ONLYVISIBLETHINGS' flag to A_Blast, and enables A_Blast to only affect actors that have a line of sight to calling actor.
2021-07-21 06:48:50 -04:00
Rachael Alexanderson 250fac5b7e - add player setup to simple options menu 2021-07-09 07:50:26 -04:00
alexey.lysiuk ddd6970549
- fixed dehacked codepointer aliases
https://forum.zdoom.org/viewtopic.php?t=72747
2021-07-09 12:45:58 +03:00
Christoph Oelckers 15a0baadd6 - fixed ZScript compilation. 2021-07-08 10:04:47 +02:00
Christoph Oelckers fbf5b9f2d7 - MBF21: fix for missile flag checks. 2021-07-06 10:35:44 +02:00
Christoph Oelckers 92a92b1303 - fixed: MBF21' scrollers need to divide the offsets by 8. 2021-07-04 11:33:34 +02:00
Christoph Oelckers 2d63974d3a - fixed: splashes need the MOVEWITHSECTOR flag. 2021-07-02 08:16:29 +02:00
Christoph Oelckers ff129b26d1 - MBF21: added the code generator for the new functions. 2021-07-01 17:42:24 +02:00
Christoph Oelckers 483c1f6dcf - MBF21: added the weapon functions. 2021-07-01 17:42:24 +02:00
Christoph Oelckers c700682a36 - MBF21: ported the code pointers to ZScript.
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers 1a0398ae59 - MBF21: new weapon flags.
Except for NOAUTOSWITCHTO all remappings to existing features.
2021-06-30 17:19:38 +02:00
Christoph Oelckers b043a5a5de - add melee range support to A_Saw and A_Punch.
This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!
2021-06-30 14:48:13 +02:00
Christoph Oelckers 9b3782ea0f - MBF21: remaining actor properties. 2021-06-29 22:32:38 +02:00
Christoph Oelckers e2e8ec8b3e - MBF21: implemented thing flags. 2021-06-29 21:08:58 +02:00
Christoph Oelckers bca8d01ab3 - MBF21: infighting groups. 2021-06-29 01:34:14 +02:00
Christoph Oelckers 3bef08b1aa - MBF21: implemented the new line scroller types.
These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.
2021-06-28 22:06:07 +02:00
Christoph Oelckers c4ed0cefde - MBF21: implemented new line flags.
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
Christoph Oelckers 057cc0678b - MBF21: handling of new flags in sector special. 2021-06-28 16:20:35 +02:00
Rachael Alexanderson e8f007c6ce - fix missing border flat on heretic shareware 2021-06-11 09:17:49 -04:00
Player701 adad028b33 - Fixed impassable exit line in 007ltsd.wad E4M7 2021-06-08 14:56:44 +03:00
Christoph Oelckers dc7ba3778d - fixed explosive damage radius for clericflame.
This was fixed before but must have gotten lost somehow...
2021-06-07 07:46:13 +02:00
nashmuhandes 75e18cca3c Fixed wrong parameter type passed into TryMove here 2021-05-28 09:10:43 +02:00
Chronos Ouroboros f19f825ccb - fix DaggerAlert using FindState incorrectly. 2021-05-28 00:34:04 -03:00
Rachael Alexanderson 2ca2076a3f - add missing break statement 2021-05-25 23:02:16 -04:00
Christoph Oelckers dfe6a09b8c - fix for "Return to Phobos (return01.wad) has an ancient bug in map E1M2 where the switch to raise the exit bridge doesn't work in versions of Doom past patch 1.2." 2021-05-25 10:12:51 +02:00
Dasperal 8c75c23822 - Fixed bug with BishopPuff moving in wrong direction 2021-05-23 19:42:38 +02:00
Christoph Oelckers c7b0f37787 - language update 2021-05-22 12:48:14 -04:00
nashmuhandes aeaa7f21c7 Add some new optional parameters to A_SprayDecal:
- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.

Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
2021-05-22 10:20:52 -04:00
Alexander Kromm 7b31ba7cc8 move Service to engine directory 2021-05-22 16:11:35 +02:00
Alexander Kromm 120c8b77d1 allow partial match for finding services by name 2021-05-22 16:11:35 +02:00
Alexander Kromm 988f83a73f remove duplicate entry for dictionary in zscript.txt 2021-05-22 16:11:35 +02:00
Alexander Kromm 7d01d0450f add proper scoping to server interface functions 2021-05-22 16:11:35 +02:00
Alexander Kromm c7658b691c add service interface 2021-05-22 16:11:35 +02:00
Rachael Alexanderson f01b901a04 - fix hexen status bar as suggested in this topic: https://forum.zdoom.org/viewtopic.php?f=2&t=72332 2021-05-21 10:27:44 -04:00
Cacodemon345 9a860ae445 Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
alexey.lysiuk 98a9729da2 - fixed return type of Actor.GetCVarString()
https://forum.zdoom.org/viewtopic.php?t=72334
2021-05-20 12:01:52 +03:00
Christoph Oelckers a3da915812 - gave the Raven invulnerability items the BIGPOWERUP flag to ensure proper respawning behavior. 2021-05-19 19:46:04 +02:00
Christoph Oelckers 8bb36bd479 - do not use M_EPI1 and M_EPI2 in any Doom 2 context.
Their content is inconsistent across versions, so better always use the text version of the names.
2021-05-19 18:38:36 +02:00
Christoph Oelckers 28dab3889b - moved the handling of ending PowerWeaponLevel2 into PlayerPawn.Tick and restored the immediate weapon switch.
This got changed because switching weapons in EndPowerup is not safe - this can be called from weapon states where the player can end up with a different weapon being active than the one running the state.
The actual weapon switch has to be delayed until the state processing has ended.
2021-05-19 17:59:44 +02:00
Christoph Oelckers 8a4fa8b65f - backend update from Raze. 2021-05-17 20:44:19 +02:00
Christoph Oelckers 97b8c0ccfb Revert "- fixed some uses of postincre,ment/decrements on narrow types."
This reverts commit 668f8f2cf6.

Revert "- added a proper error message when '--' or '++' gets used on 8 or 16 bit values."

This reverts commit a94f5dd1b3.

None of this was necessary - the triggered assert was bogus and had to be removed.
2021-05-17 18:13:30 +02:00
Christoph Oelckers 6ebe30ce44 - fixed time positioning on stat screen.
This was still a hard coded offset, but with a two-line time display it needs to be dynamic in case the font is too tall.
2021-05-17 12:21:38 +02:00
Christoph Oelckers 6071cf66cc - added proper string labels for Doom 2 episodes. 2021-05-17 13:02:01 +02:00
Christoph Oelckers 668f8f2cf6 - fixed some uses of postincre,ment/decrements on narrow types.
THe VM has no opcode for this, all these places produced code with undefined behavior.
2021-05-17 12:42:22 +02:00
Christoph Oelckers a94f5dd1b3 - added a proper error message when '--' or '++' gets used on 8 or 16 bit values. 2021-05-17 12:27:27 +02:00
Christoph Oelckers f4143f7624 - added a few missing statusbar constants- 2021-05-17 12:07:10 +02:00
Christoph Oelckers 161f3a3c07 - don't display keys on the HUD in deathmatch. 2021-05-17 12:06:44 +02:00
Christoph Oelckers ebbc94280e - fixed: The PrisonPass's TryPickup method did not properly report successful pickup. 2021-05-17 11:51:06 +02:00
Christoph Oelckers cf3c573222 - give the first 16 DEHEXTRA states proper content.
No idea where this BLD2 stuff came from...
2021-05-07 23:03:46 +02:00
Rachael Alexanderson bb58dedff2 this fix was requested here: https://forum.zdoom.org/viewtopic.php?p=1188347#p1188347 2021-05-04 07:59:13 +02:00
Christoph Oelckers 52554dc32c - Backend update fron Raze, mainly new script exports and extensions. 2021-05-03 14:13:03 +02:00
nashmuhandes afd7b2e954 Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString 2021-04-26 23:04:39 +02:00
nashmuhandes c12a671b3e Made OptionMenuSliderBase::IsGrayed virtual 2021-04-26 23:02:35 +02:00
nashmuhandes 57e6d84d46 Expose sprite shadow options to the Display menu 2021-04-24 22:40:54 -04:00
Marisa Kirisame a172513535 Expose level_info_t to scripting + helper functions. 2021-04-24 22:37:50 -04:00
Blue Shadow 55ce0510c2 - added a A_SetFriendly function 2021-04-04 08:57:56 +02:00
sgrunt 0c776e3acd Move the modified behaviour to a new "resetvel" parameter 2021-03-19 20:12:20 +01:00
Blue Shadow acd553aa6f - account for KEEPDEPLETED flag when destroying items with InterHubAmount of 0 upon leaving a level 2021-03-19 20:10:25 +01:00
nashmuhandes 229b065289 Add missing tag for Strife's KneelingGuy. 2021-03-18 19:11:37 +01:00
nashmuhandes 43937e4338 Add missing tag for the sub-Entity bosses. This was missed in the previous commit. 2021-03-15 22:05:25 +01:00
nashmuhandes b28e5cb917 Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag(). 2021-03-15 21:31:16 +01:00
nashmuhandes 45c1cc8c08 Add tag properties to Strife's enemies. 2021-03-15 20:10:49 +01:00
Christoph Oelckers 5c84177142 - lower the step size for module master volume to adapt to the altered value range. 2021-03-14 08:50:42 +01:00
Christoph Oelckers a80775a1e8 - adapt mod_dumb_mastervolume to the increased default volume in ZMusic. 2021-03-14 08:40:34 +01:00
Christoph Oelckers 3d55c76a89 Merge branch 'replaygain' 2021-03-12 08:48:00 +01:00
Christoph Oelckers f11780600f - implemented replay gain calculation and management.
This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
nashmuhandes bf33403381 Show subtitles for the Entity's greeting lines in Strife. 2021-03-10 14:41:36 +01:00
Christoph Oelckers ba618d308c - bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
3.1.0 is the highest minimum set in the existing subprojects so this will not exclude anything that hadn't been already.
2021-03-08 13:58:29 +01:00
nashmuhandes c7edb9d22f Add a null check in PlayerPawn::CheckFOV 2021-02-28 20:01:59 +01:00
Christoph Oelckers 97de1f670b - language update. 2021-02-26 10:35:10 +01:00
nashmuhandes cdb3fcce03 Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable. 2021-02-25 11:26:39 +01:00
Xaser Acheron 41ab1e4994 adjust defaults for DEHEXTRA states to match other ports:
- sprite is TNT1
- duration is -1
- next frame is itself
2021-02-24 22:46:50 +01:00
nashmuhandes d98b401daf Add missing ZScript constants for the Strife targeter PSprite layers 2021-02-19 09:56:44 +01:00
Alexander Kromm (m8f) 99ab1e3317
add Pi and some other constants to ZScript (#1304) 2021-02-13 21:34:19 +01:00
Alexander Kromm a2f8b7d0df add "hidepartimes" MAPINFO/GameInfo property 2021-02-02 03:36:06 -05:00
Rachael Alexanderson d36ca650e3 - add missing menu spacer 2021-01-18 08:18:02 -05:00
Rachael Alexanderson 6701cd2842 - language update 2021-01-18 06:30:54 -05:00
Rachael Alexanderson c7a5ce9562 - add some 21:9 presets 2021-01-18 06:23:58 -05:00
Rachael Alexanderson 0cbcb87768 - oops, add startTime = 0.0 for S_Sound 2021-01-18 04:05:08 -05:00
Rachael Alexanderson d3804911cf - Fix the previous commit
Revert "Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures."

This reverts commit 619f44decd.
2021-01-18 04:02:12 -05:00
Marisa Kirisame 44b4359ba5 Add alternate "Full" mode for PowerIronFeet that prevents leaky damage. 2021-01-16 17:09:57 +01:00
William E. Waterman 3261eb3643
Side By Side Letterbox Display mode (#1255)
* Added SBSLETTERBOX to menudef.txt

* Changed PresentSideBySide in gl_renderer

Needed for new side-by-side mode

* Added VR_SIDEBYSIDELETTERBOX to gl_stereo3d.cpp

For side by side letterbox display mode

* Added VR_SIDEBYSIDELETTERBOX to hw_modes.h

For new side by side letterbox display mode

* Added VR_SIDEBYSIDELETTERBOX to hw_vrmodes.cpp

For Side By Side Letterbox display mode
2021-01-13 07:09:13 -05:00
Rachael Alexanderson 476e59fbab - add sv_instantreaction dmflag 2021-01-13 07:04:18 -05:00
drfrag 4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Christoph Oelckers f384c7bc1f - fixed incorrect sound definition for DSMANATK in Dehacked. 2021-01-08 10:12:35 +01:00
Rachael Alexanderson c28e53511c - fix bonuscount as uint 2021-01-05 19:48:32 -05:00
Rachael Alexanderson e6c71c2f0c - reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow 2021-01-05 11:09:19 -05:00
Xaser Acheron 8b9125fcc6
add support for DEHEXTRA's extended sound range (#1258) 2021-01-02 07:40:59 -05:00
Kevin Caccamo d813425a8d Fix MAPINFO definitions for "enableskyboxao"
enableskyboxao is a map flag, so it goes in the "gamedefaults", "defaultmap", or "map" section. I decided to put it in the gamedefaults section for each game.
2020-12-31 08:18:49 +01:00
Rachael Alexanderson df4f41f4e8 - Modified commit from @OrdinaryMagician #1261
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:

commit d4c4d9310d0157ce575f52989b5b080398cf7629
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Wed Dec 30 09:58:39 2020 +0100

    Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Marisa Kirisame fd07183585 Fix model normals being distorted by MODELDEF scaling. 2020-12-12 00:21:33 +01:00
Christoph Oelckers 04329981ec - added missing argument to the status bar's DrawString function. 2020-12-11 11:10:15 +01:00
Player701 a6a02a2a6c - Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed. 2020-12-02 15:30:23 +01:00
Christoph Oelckers e19b1b2ee7 - fixed: IceGuyFX2 set its owner too late. 2020-11-25 07:37:17 +01:00
Rachael Alexanderson a2b8ad79ed - implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616 2020-11-17 11:29:39 -05:00
Chronos Ouroboros 75c791ecff Fixed the previous commit not accounting for mods that already fixed this internally. 2020-11-14 14:53:43 -03:00
Chronos Ouroboros 0aefc61f86 Fixed weapon bob jittering. 2020-11-14 14:34:09 -03:00
Rachael Alexanderson 6e3a4c590d - fix missing SKILLP property in zscript code 2020-11-04 01:29:40 -05:00
alexey.lysiuk 515742033e - fixed inverted menu setting for 'Disable menu clean scaling'
https://forum.zdoom.org/viewtopic.php?t=70475
2020-11-01 10:47:48 +02:00
Christoph Oelckers e6c96bcb75 - move VM exports to the proper class. 2020-10-31 12:24:14 +01:00
Christoph Oelckers 783d532bbe - moved the script exports to the base class as wello. 2020-10-31 12:24:14 +01:00
Christoph Oelckers be5d25a7b1 - moved all shareable script sources to their own folder in gzdoom.pk3. 2020-10-31 12:24:13 +01:00
Christoph Oelckers 3f61ab7fbf - moved FormatNumber to the generic base class. 2020-10-31 12:24:13 +01:00
Christoph Oelckers fd6b7f9274 - split out the generic parts of the crosshair drawer. 2020-10-31 12:24:12 +01:00
Christoph Oelckers 44793e1509 - text update. 2020-10-31 10:05:54 +01:00
alexey.lysiuk 46b980c213 - fixed warnings in image scroller core script
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 113:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/imagescroller.zs" line 122:
Truncation of floating point value
2020-10-30 14:58:50 +02:00
Christoph Oelckers d4d187e27b - removed the limiter flags again and addressed the underlying problem properly.
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.

# Conflicts:
#	src/common/audio/sound/oalsound.cpp
2020-10-28 21:30:25 +01:00
Christoph Oelckers f25896021e - added the missing image scroller class.
MENUDEF handling was already present for it but the implementation was not.
2020-10-28 07:23:42 +01:00
Rachael Alexanderson 2312fb0322 - fix HDR shader, again 2020-10-27 11:52:17 -04:00
Rachael Alexanderson 6770def806 Merge commit 'refs/pull/1227/head' of https://github.com/coelckers/gzdoom 2020-10-27 10:42:42 -04:00
Rachael Alexanderson 9afffba515 - fix HDR shader 2020-10-27 09:58:38 -04:00
drfrag 0562dfb554 - Rename menudef.txt for the simple menu to be loaded after. 2020-10-27 12:11:23 +01:00
Rachael Alexanderson 470c06aacb - rename the title in the simplified 'Display Options' menu to be Display Options 2020-10-26 12:28:57 -04:00
Rachael Alexanderson 11954ef1ad - add simplified 'miscelaneous' menu 2020-10-26 04:20:37 -04:00
Rachael Alexanderson b33e009209 - add sv_alwaysspawnmulti to the menu 2020-10-26 03:40:54 -04:00
Rachael Alexanderson 98282f710f - oops, missed this 2020-10-26 03:36:24 -04:00
Rachael Alexanderson 190173bc44 - add 'writeini' console command to the menu. Not committing this to master right now, since a release is pending and this requires a translation. 2020-10-26 03:36:24 -04:00
Rachael Alexanderson e7e4365d3a - minor adjustments to the simplified menu 2020-10-25 16:10:22 -04:00
nashmuhandes 6e692e5571 Allow retrieval of the custom Crush state in WorldThingGround 2020-10-25 20:10:52 +01:00
nashmuhandes 7285c5aca8 Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed. 2020-10-25 20:10:52 +01:00
Christoph Oelckers 54f85d4caa - made the sinmple options menu switchable.
Also ensure that custom mods pick up the simple version if enabled.
2020-10-25 17:07:03 +01:00
Christoph Oelckers d0f9ccb09a - language update. 2020-10-25 16:59:47 +01:00
Christoph Oelckers f67d5edbbf - fixed option menu positioning.
Calculations are done in screen space, so the clean multiplier here was wrong.
2020-10-25 16:42:03 +01:00
Rachael Alexanderson d0c5e347a9 - minor update, also rename the old menudef back, no need to change the name 2020-10-25 16:00:59 +01:00
Rachael Alexanderson 1bcb594053 - Begin construction of the Simplified Menu 2020-10-25 16:00:59 +01:00
Rachael Alexanderson d06070c8e8 - begin menu split 2020-10-25 16:00:59 +01:00
Major Cooke 7477dfa922 Converted scale and pivot to vectors, and rotation to an angle. 2020-10-25 15:42:12 +01:00
Major Cooke a6bbddf167 Finished implementing PSprite interpolation for vertices.
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke 7c4c0163a3 Added A_OverlayPivotAlign and A_OverlayVertexOffset.
A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.

A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.

Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.

Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke f9f6e896f3 - Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke 4a3a5c3877 Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke 8f74cebd44 Added code for rotating the PSprite, courtesy of IvanDobrovski.
- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke e5ca3caa6c Setting everything up. 2020-10-25 15:42:08 +01:00
Christoph Oelckers 25485e05bc - changed border flat for Chex Quest, because at least CQ3 does not have FLOOR7_1. 2020-10-25 14:44:14 +01:00
Christoph Oelckers 194824f810 - some fixes for the console.
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00
azamorapl 7676ed641c Expose changing sidedef wallpart flags to zscript 2020-10-25 06:27:20 +01:00
Christoph Oelckers bc2b0a0252 - added flag option menu item by Accensus. 2020-10-24 17:49:56 +02:00
Christoph Oelckers 79944ca76a - made status bar offset fixing unconditional.
I think it is inevitable that such status bars will appear in mods sooner or later and with the old code it is virtually impossible to create a wide status bar that displays properly but gets subjected to this code.
2020-10-24 16:59:57 +02:00
drfrag 36189027b0 - Fixed wrong number of lines displayed in the menu. 2020-10-24 12:34:49 +02:00
Christoph Oelckers 8901929305 - fixed placement of "PAR" text on statistics screen. 2020-10-24 12:23:54 +02:00
alexey.lysiuk 0b2588190a - fixed floating point value truncation warning
Script warning, "gzdoom.pk3:zscript/ui/menu/messagebox.zs" line 128:
Truncation of floating point value

https://forum.zdoom.org/viewtopic.php?t=70258
2020-10-17 17:47:06 +03:00
Christoph Oelckers 4fdbe81a13 - fixed infinite loop with list menus that have no selectable item. 2020-10-17 15:21:20 +02:00
Christoph Oelckers 9649fb9b75 - menu entries for the clean scaling CVARs. 2020-10-17 14:29:24 +02:00
Christoph Oelckers 14e94aa6c1 - added localization fallback handling for the BigFont in menu items and captions. 2020-10-17 14:00:29 +02:00
Christoph Oelckers 0478838a9d fixed side_t::SetSpecialColor.
This never set the needed flags to make the color appear.
2020-10-17 12:28:22 +02:00
Christoph Oelckers 3b45f1ceb8 - reinstated accidentally deleted AddTranslation declaration. 2020-10-17 11:43:49 +02:00
Major Cooke 60f0d35477 Added ThruBits. 2020-10-17 09:51:24 +02:00
Christoph Oelckers adf306d5b2 - added a new 'Translate' struct which wraps the native methods of 'Translation'.
This is for use in actors where the name 'Translation' is shadowed by a local member variable.
2020-10-17 09:22:27 +02:00
Christoph Oelckers 19444194a5 - added missing decal assignments to the medium macs spheres for Heretic. 2020-10-17 09:14:58 +02:00
Christoph Oelckers 34c3a851b7 - fixed some floating point truncation warnings. 2020-10-17 09:09:59 +02:00
Christoph Oelckers 824d4bd9e3 - fixed: MenuDelegateBase.DrawCaption did not check the 'drawit' flag. 2020-10-17 08:48:24 +02:00
Christoph Oelckers e636c8044d - fixed menu sound. 2020-10-16 23:25:28 +02:00
Christoph Oelckers ef7a7cc39d - moved console command line buffer tab completion into their own files.
- layout fixes in load/save menu and confirmation screen.
2020-10-16 22:57:30 +02:00
Christoph Oelckers 4deb7593b5 - final update of menu code from Raze. 2020-10-16 22:57:30 +02:00
Christoph Oelckers fa4ab53e7c - script side support for menu transitions. 2020-10-16 22:57:29 +02:00
Christoph Oelckers 62138decfe - use Raze's layout for load and save game menus.
This has a lot less black void on screen.
2020-10-16 22:57:28 +02:00
Christoph Oelckers b8281f4758 - Backend update from Raze. 2020-10-16 22:57:28 +02:00
Christoph Oelckers 3ea0658449 - split the savegame manager into a game dependent and a reusable game indepenent part.
- added menu/advance sound alias.
2020-10-16 22:57:28 +02:00
Christoph Oelckers 6336e0e168 - resorted base.zs and constants.zs so that all pure engine content but nothing else is in base.zs, 2020-10-16 22:57:27 +02:00
Christoph Oelckers f99ac8b28b - allow struct extensions in zscript.
This is mainly for splitting the Doom specific content off the main definitions for easier reuse.
2020-10-16 22:57:27 +02:00
Christoph Oelckers a08d87beb3 - added a customization hook class for the menu.
Currently the only thing it does is abstracting the menu caption, but more can be added here.
Not exposed to modding yet, though, that's for later.
2020-10-16 22:57:26 +02:00
Christoph Oelckers 35ff0a42a6 - restructured the option menu drawer for easier replacement of the caption handler. 2020-10-16 22:57:26 +02:00
Christoph Oelckers cc9cadfac1 - moved compatibility cruft out of main implementation file. 2020-10-16 22:57:26 +02:00
Christoph Oelckers 0b317b432e - split the Doom specific menu extensions into their own file. 2020-10-16 22:57:24 +02:00
Christoph Oelckers e0d8241a50 - use the backend's GameTicRate in the scripts where applicable.
This should replace TICRATE globally as it is the backend's actual ticking speed (still locked to 35, though.)
2020-10-16 22:57:24 +02:00
Nash Muhandes cfbf115c4b
Change A_OverlayTranslation to accept a named translation instead. (#1215)
For more advanced use cases, the Translation member of PSprite can be written to directly.
2020-10-12 11:43:37 -04:00
Nash Muhandes 7bea14e6b2
- Add A_OverlayTranslation to set PSprite translations (#1202)
- Added PSPF_PLAYERTRANSLATED support to the software renderer
2020-10-11 17:14:06 -04:00
Player701 7da9f33cf9 - Fixed truncation warnings in playerdisplay.zs 2020-10-11 09:02:14 +02:00
Player701 4670819ec8 - Fixed a lift in Double Impact E1M7 that could not be used more than twice from the lower area. 2020-10-09 18:40:01 +02:00
Player701 c33b14b55d - Force node rebuilding for Double Impact E1M3 (bad subsector) 2020-10-09 12:11:50 +02:00
Player701 a4b6d5612f
- Force node rebuilding for Akeldama MAP26 (bad subsectors) (#1206) 2020-10-09 01:43:37 -04:00
Rachael Alexanderson a2f0c27651 - add option to texture hqresize resize model skins. 2020-10-08 00:30:12 -04:00
Christoph Oelckers 756caede51 - fixed misnamed variable and removed restriction for draw pass in GetFullscreenRect. 2020-10-05 18:32:16 +02:00
Christoph Oelckers 497c474fee - transform mouse coordinates for menu with fullscreen scale 2020-10-05 00:03:00 +02:00
Christoph Oelckers 63a338fd73 - changed display in key binding menu to list all bound keys for an action, not just the first two. 2020-10-04 19:28:20 +02:00
Christoph Oelckers f3d75469c9 - moved two native player menu functions out of the main menu class.
These manipulate entries of that menu and have no business being called from anywhere else than this menu and its subclasses.
2020-10-04 19:08:14 +02:00
Christoph Oelckers 43eb7d61e7 - helper function for setting up the summary screen. 2020-10-04 15:14:30 +02:00
Christoph Oelckers f1b0f32786 - add an option to the ListMenu class to draw to a fixed virtual screen size.
This allows proper dimensions in the stock menus and should make menu layout for mods a lot easier because coordinates are more predictable than with the clean factors.
The feature is opt-in for custom content. As long as only stock elements are used, the menu will be able to switch between both on its own, but as soon as custom classes or custom elements are used, the virtual size must be declared explicitly, defaulting to clean scaling.
2020-10-04 15:03:29 +02:00
Christoph Oelckers acd71f7019 - groundwork for menus with a fixed virtual screen size. 2020-10-04 09:16:20 +02:00
Wohlstand 8f8a30a62b Added new parameters in favor of libADLMIDI and libOPNMIDI update
# Conflicts:
#	wadsrc/static/language.csv
2020-10-04 08:15:33 +02:00
Wohlstand 8b70c75362 Updated default xg.wopn bank 2020-10-04 08:14:21 +02:00
Player701 ffb4c52c96 - Added NORANDOMPUFFZ flag to A_Saw 2020-10-04 08:07:13 +02:00
nashmuhandes 56a387ac82 - Fix weapon bobbing interpolation
There was a visual issue where the weapon bobbing would only start interpolating after the player's movement velocity exceeds a certain value.

(Thanks to @Doom2fan for the solution)
2020-10-04 08:06:34 +02:00
Christoph Oelckers 1b3ef19100 - minor cleanup on "Configure Controls"
* Merged chat and scoreboard bindings into a "Multiplayer" submenu.
* Reordered items by importance. Chat at position #2 was nonsense.
* Moved weapon state actions from "Action" to "Weapon" menu, because the menu was already quite large and these are not standard actions.
2020-10-03 13:52:34 +02:00
Christoph Oelckers 2016f56a7e - added a new scaling mode to the level summary screen to scale to a given size.
In this mode the clean scaling factors are ignored and content is always scaled to fit the screen as efficently as possible.
For the default summary screens an option was added to use this mode, which is a lot closer to the original look of this screen.
It is not 100% identical because it still factors in the author, if given and long level names that may be broken into multiple lines of text.
2020-10-03 13:32:18 +02:00
Christoph Oelckers c1e04b29d1 - AActor size reduction
* a few shorter fields were moved into alignment gaps
* the visible angles are now stored as floats. Since these are only used for rendering the loss of precision is negligible, but this shortens AActor by 16 bytes alone.
2020-10-03 08:23:36 +02:00
Nikolay Ambartsumov a72fdd7e3e Add MaxSlopeSteepness actor property 2020-10-03 07:53:55 +02:00
alexey.lysiuk 2cb1438f93 - forced node rebuild for two Memento Mori maps
https://forum.zdoom.org/viewtopic.php?t=70037
2020-10-01 11:02:59 +03:00
nashmuhandes f467e4bc33 Add grayed-out support to sliders 2020-09-30 18:27:50 +02:00
Christoph Oelckers 51518d63a4 - cleanup of mouse input code and removal of all magic factors.
Sensitivity scaling of both axes is now exposed as a raw factor to the user instead of obscuring it behind an unclear 'prescale' boolean.
This also consolidates the coordinate processing code to prevent such discrepancies as were present here from happening again.
Migration code for old config settings is present so that this change does not affect existing configurations.
2020-09-28 21:13:34 +02:00
Christoph Oelckers 731c68e69e - version bump for last commit. 2020-09-27 14:20:47 +02:00
Player701 3a526c9e5a - Implement return type covariance for ZScript virtual functions 2020-09-27 14:18:15 +02:00
Christoph Oelckers a8d966c6a2 - text update for last commit. 2020-09-27 14:14:16 +02:00
drfrag 77609f1950 - Add keybindings presets.
# Conflicts:
#	src/menu/menu.cpp
2020-09-27 14:09:28 +02:00
makise-homura 5720a54da4 Add species parameter to A_RadiusThrust
This is the last parameter for A_RadiusThrust() DECORATE function.
If it is omitted or none, then A_RadiusThrust will behave as usual.

If it is set for some species name, it witt thrust only that species.
Of course, these species should be +VULNERABLE to be thrustable.
2020-09-27 13:58:22 +02:00
Christoph Oelckers dbf2d4d7d7 - backported all new scaling and rotation options for the 2D drawer from Raze.
With proper scaling and viewport support, things should become a lot easier now. The 2D drawer now also can rotate content by arbitrary angles.
2020-09-27 09:17:41 +02:00
Christoph Oelckers 9bfdf2dcb6 - text update. 2020-09-26 22:47:29 +02:00
Christoph Oelckers 399388d177 - transmit the actual run mode in BT_RUN, because BT_SPEED was poorly designed. 2020-09-26 22:26:26 +02:00
Christoph Oelckers d304e86354 - fixed: Artiflash is not translatable. 2020-09-26 19:22:17 +02:00