Christoph Oelckers
8cc3099bd0
- movrf DBoneComponents into the backend as this needs to be shared.
2022-11-06 10:41:16 +01:00
Christoph Oelckers
0e111ae151
- changed CalculateBones to receive the bone component data directly instead of the owning actor.
...
Since the backend also gets used by Raze it may not access Doom game data.
2022-11-06 10:27:17 +01:00
Christoph Oelckers
3e405c5215
- fixed quaternion multiply-assign operator.
...
This must go through a temporary because otherwise it'd overwrite its own factors.
2022-11-06 08:49:26 +01:00
Christoph Oelckers
c55dfbcddd
- Backend update from Raze.
2022-11-06 08:49:25 +01:00
Jan Engelhardt
53c2ac79e1
build: unbreak compilation on Linux
...
gzdoom/src/d_anonstats.cpp:14:10: fatal error: i_mainwindow.h: No such file or directory
14 | #include "i_mainwindow.h"
| ^~~~~~~~~~~~~~~~
compilation terminated.
make[2]: *** [src/CMakeFiles/zdoom.dir/build.make:1441: src/CMakeFiles/zdoom.dir/d_anonstats.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [CMakeFiles/Makefile2:959: src/CMakeFiles/zdoom.dir/all] Error 2
make: *** [Makefile:136: all] Error 2
gzdoom/src/d_anonstats.cpp:126:17: error: ‘actor’ was not declared in this scope; did you mean ‘AActor’?
126 | actor-> return false; // no host, disable
| ^~~~~
| AActor
$ find . -name "i_mainw*"
./src/common/platform/win32/i_mainwindow.h
./src/common/platform/win32/i_mainwindow.cpp
Fixes: g4.5pre-1327-g6670bc09b
Fixes: g4.9pre-359-g082818405
2022-11-05 19:48:46 -04:00
Christoph Oelckers
eb369b24c3
- fixed FileExists check for -loadgame.
...
This was done before the current savegame path was known so it always errored out.
2022-11-05 23:25:10 +01:00
Rachael Alexanderson
35f07008cf
- create g4.10pre tag
2022-11-05 18:04:50 -04:00
Shiny Metagross
9063bc8ef6
IQM 4.9 Last patch
...
- Improved performance of YZ axis swap matrix calculations by calculating them with the initial matrix calculations.
- IQMs with no bones will no longer crash
2022-11-05 19:22:19 +01:00
Christoph Oelckers
303e751a81
- fixed definition of "msg" CVAR.
2022-11-05 18:26:54 +01:00
Christoph Oelckers
4e72281fc6
- Better messages on migration requester.
2022-11-05 13:31:22 +01:00
Christoph Oelckers
ff37d710e2
- overhaul of savegame path management.
...
* use a different subfolder for each IWAD's saves.
* do not allow load and save CCMDs to escape the save folder. Absolute paths and '..' are being blocked now.
* unified savegame path and filename generation in one single function. All ad-hoc file name generation was replaced.
* -loadgame will also use the designated savegame folder now.
2022-11-05 13:28:31 +01:00
Christoph Oelckers
f0601a49a2
- changed save and load commands to work within the 'save' directory.
...
Escaping via absolute paths and '..' is blocked now.
2022-11-05 13:28:31 +01:00
Christoph Oelckers
33afe45dda
- changed Windows config and game data storage to prefer known folders over the program directory.
...
This matches modern software design standards, if a portable install is desired a config named "gzdoom_portable.ini" needs to be created in the program directory.
This may be an empty file for a first launch.
2022-11-05 13:28:31 +01:00
Marisa the Magician
2bb0dcca13
Fix print color of level load message.
2022-11-05 13:08:51 +01:00
Marisa the Magician
a75a96d993
Level name printout on load shouldn't be sent to the HUD.
2022-11-05 13:08:51 +01:00
Christoph Oelckers
0828184055
- did some cleanup on the statistics code.
2022-11-05 12:11:36 +01:00
Christoph Oelckers
72aa6fe3b8
- did some cleanup on p_mobj.cpp
...
* deleting some unused code
* turned several class methods into static local functions in cases where they never were used outside this file.
* inlined the dangerous assignment operator in the only place where it was used.
2022-11-05 12:00:43 +01:00
Christoph Oelckers
b8821eb6da
- declare C++ class AActor as final.
...
This is not supposed to be inherited from anymore so let's take this optimization opportunity.
2022-11-05 10:46:25 +01:00
Christoph Oelckers
500e2d6c5a
Revert software renderer parts of "- sprite lightlevel cleanup and fixes."
...
This code had some issues which are not easily fixed, so it's better to just undo it all.
2022-11-05 09:55:25 +01:00
Christoph Oelckers
435e7dddcd
- fixed: P_SpawnMapThing may not call playsim code.
...
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
2022-11-05 09:43:06 +01:00
Christoph Oelckers
ec1525b0c4
- added PARAM_NULLCHECK to the block iterator creation functions.
2022-11-05 09:16:55 +01:00
Christoph Oelckers
9c75a38ec3
- added [[noreturn]] to several functions that always throw exceptions.
2022-11-05 09:09:00 +01:00
Ricardo Luís Vaz Silva
7d81417829
Particle Rolling
2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c
Add Textured Particles
2022-11-01 21:25:31 +01:00
crashmahoney
0ca868d93f
Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel
2022-11-01 11:48:16 +01:00
Shiny Metagross
bea6d2434e
Update p_actionfunctions.cpp
2022-10-31 11:34:55 +01:00
Shiny Metagross
f7c3615d3b
IQM Refactor Milestone
...
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross
7092971331
Bone manipulation updates
...
- Factored in parent bone rotations to check if a bone needs updating
- Implemented multiply Quaternion functions to TVector4
- Converted Euler rotations in A_ManipulateBone to degrees
2022-10-31 11:34:55 +01:00
Shiny Metagross
28444d4cfd
Bone manipulation start
...
- Bone manipulation is largely finished, but I need to figure out how to multiply quaternions
2022-10-31 11:34:55 +01:00
Shiny Metagross
317e163fcf
Update models_iqm.cpp
...
- Swapped YZ axis of IQM models
- Cleaned up some leftovers
- Now just prints a benign error message if a model has no joint data
2022-10-31 11:34:55 +01:00
Shiny Metagross
3f3cc5bbc3
IQM Refactor start
...
- Refactored IQM and calculateBones to process TRS at runtime which resolves some of the faulty animations with large rotations. Will also make bone manipulations much easier to do
2022-10-31 11:34:55 +01:00
Marisa the Magician
c36da35e37
Fix inconsistent distance and hit position on traces that skip everything.
...
As it currently stood, only traces that never found anything in traversal had their distance and final position corrected.
Meanwhile, traces that skipped everything would return the distance and position of the last thing they crossed instead.
This change makes both cases consistent by "filling out" the remainder of the trace line for the latter.
2022-10-30 15:20:01 +01:00
Magnus Norddahl
181eda0a83
Fix canvas textures getting clipped by wrong scissor box
2022-10-28 18:01:59 -04:00
Magnus Norddahl
1a1adc5c29
Fix vulkan backend clearing the canvas textures to undefined contents
2022-10-28 14:53:05 -04:00
Christoph Oelckers
4ce0ef41b5
- made DMover and subclasses non-abstract so they can be inherited from.
...
This is needed for interpolated custom floor/ceiling movers.
2022-10-26 17:45:02 +02:00
Christoph Oelckers
6eab875ec2
- added option to show hub and episode names on the alt HUD.
...
Still very much work in progress because few mods have set this up.
CVARs default to off and are not exposed to the menu.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
7cd7630dbd
- deleted some obsolete settings from project.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
7e0084f56b
- Backend update from Raze.
2022-10-25 07:02:45 +02:00
Christoph Oelckers
2b805e196d
- do two-step init of CVARs to ensure that flag and mask vars always find their master CVar.
2022-10-24 19:27:04 +02:00
alexey.lysiuk
da33b0f9c3
- removed obsolete defaults from Cocoa backend
...
This legacy code from the time of exclusive fullscreen mode began to crash after changes in console variables handling
2022-10-24 09:57:36 +03:00
Christoph Oelckers
671b8696bb
- made CVar declarations type safe again.
2022-10-22 09:29:38 +02:00
Christoph Oelckers
453688ccc6
- reworked CVARs to not use a linked list and to be initialized manually.
...
This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
ef887403cf
- marked a few Printf calls in critical error paths as PRINT_NONOTIFY.
2022-10-20 23:55:29 +02:00
Christoph Oelckers
07f08de474
- fixed some warnings.
2022-10-20 22:22:30 +02:00
Christoph Oelckers
7abe718abb
- removed some stuff from CMake that no longer applies.
2022-10-20 22:16:34 +02:00
Christoph Oelckers
0ba5803111
- two more CMake checks that are not needed anymore.
...
Neither of these function is in use so we do not need to check for them.
2022-10-20 21:19:01 +02:00
Christoph Oelckers
9e76faff1f
- removed some 32bit only CMake code.
2022-10-20 21:11:18 +02:00
Christoph Oelckers
5a52f61096
- fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.
2022-10-20 20:23:35 +02:00
Christoph Oelckers
96e98fc4a8
- use field initializers for VoxelOptions
2022-10-20 20:17:14 +02:00
Christoph Oelckers
70df444660
- Backend update from Raze
...
* fix for serializing vector arrays.
* a few adjustments for asan on Windows.
* NOMUSICCUTOFF flag for movie player.
* a bit of cleanup.
2022-10-20 20:12:06 +02:00
Christoph Oelckers
ca8897028f
- stupid typo...
2022-10-20 19:06:07 +02:00
Christoph Oelckers
ba8a334862
- removed two bogus asserts from the script compiler.
2022-10-20 18:39:51 +02:00
Christoph Oelckers
1855edba37
- don't crash on null pointers in V_GetFont.
2022-10-20 18:18:22 +02:00
Christoph Oelckers
4686d10f41
- zero the velocity of crunched sprites.
...
Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
6ba4295136
- don't crash when destroying incomplete textures.
...
This can happen during TEXTURES parsing in case of an error.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
b6c5232fea
- try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup.
...
This will still crash, but run long enough for the exception message to be visible.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
936e89e3d4
- fixed F2DDrawer::SetClipRect.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
54e0201204
- added vanilla donut handling to compat_floormove.
2022-10-20 17:12:43 +02:00
nashmuhandes
8394de00ca
Fixed: voxel models pitch/roll properties weren't initialized correctly
2022-10-20 08:05:14 -04:00
Christoph Oelckers
457b9b71d9
- disable the native part of coronas as well.
2022-10-20 07:50:53 +02:00
nashmuhandes
80a31b074d
Disable coronas for now
2022-10-19 22:52:27 +02:00
inkoalawetrust
29421e6975
Added QF_SHAKEONLY
...
The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.
2022-10-19 22:50:50 +02:00
inkoalawetrust
457ad97553
Added QF_AFFECTACTORS.
...
The QF_AFFECTACTORS flag makes the thrusting and harming of damaging earthquakes also affect monsters. Monsters with DONTTHRUST will not be flung around by earthquakes.
2022-10-19 22:50:50 +02:00
inkoalawetrust
05a5a4be51
Added the QF_GROUNDONLY flag.
...
The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
2022-10-19 22:50:50 +02:00
Shiny Metagross
7722784de6
Voxels did not have an animationID causing a crash
...
- Needed to assign -1 to the first index of animations for voxels or a crash occurs
2022-10-19 22:48:57 +02:00
Shiny Metagross
7972afc350
Revert "Before moving boneSelector from unsigned complete"
...
This reverts commit 8f2b8fa8789a5d4aff3890334e2f7368efa99572.
2022-10-19 22:48:57 +02:00
Shiny Metagross
ee7c467a17
Before moving boneSelector from unsigned complete
...
- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
2022-10-19 22:48:57 +02:00
Shiny Metagross
13edabac19
Fixed crash on Intel cards with less than 64 uniform block align
...
- This should fix the crash with Intel cards. Sprite blinking appears to not occur either
2022-10-19 22:48:57 +02:00
Shiny Metagross
a8bab6a21d
Intel fix
...
- GZDoom can launch for Intel users - IQMs work for Intel too
2022-10-19 22:48:57 +02:00
Shiny Metagross
5b60118af2
HUD models now render properly
...
- IQM HUD Models will now render properly
2022-10-19 22:48:57 +02:00
Shiny Metagross
6564adf310
Fixed a couple bugs
...
- MODELSAREATTACHMENTS was basically being applied anyways
- Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model
2022-10-19 22:48:57 +02:00
Shiny Metagross
be9a671217
Update models_iqm.cpp
...
- Fixed an issue with IQMs exported from blender that caused some issues in the blend weights
2022-10-19 22:48:57 +02:00
Shiny Metagross
ab7be9b4a4
This fixes models without animation clips
...
- IQMs lacking animation clips would not appear
2022-10-19 22:48:57 +02:00
Shiny Metagross
b7c1c53eb0
Almost done with To-Dos
...
- The compile errors should be fixed
- Implemented a way for skeletal models using the MODELSAREATTACHMENTS flag to not upload duplicate bones to the bone buffer
2022-10-19 22:48:57 +02:00
Shiny Metagross
3f8141ed04
I'm not done with this
...
- I need to figure out how I'm gonna reference the same boneStartIndex between the indices. Maybe some property in smf? The problem is that even though the bone calculations are done just once per instance of the actor when the flag is enabled, the bone buffers are being copied still, and if there's too much data, some will quit uploading because it's full. Besides doing this, I may just see about increasing the buffer size if possible. It's really just not very big.
2022-10-19 22:48:57 +02:00
Shiny Metagross
3c9a1ffe5e
Give a fatal error when no mesh data is loaded
...
- Part of having mesh data in an IQM includes joints. If a model doesn't have any mesh data to it, it won't have joints, and those are necessary. Poses are a different story however.
2022-10-19 22:48:57 +02:00
Shiny Metagross
5f0bf8eda6
Update models.cpp
...
- Removed an unnecessary bool
2022-10-19 22:48:57 +02:00
Shiny Metagross
5670e6f54c
Some of the to-dos
...
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
2022-10-19 22:48:57 +02:00
Shiny Metagross
e9e919b54c
Changes before To-Dos
...
- Removed redundant AttachAnimationData functions from derived model classes
- Fixed indentation in IQM loader
- Fixed a merging issue in the MD3 FindFrame
- Fixed a formatting issue in FindFrame in Model.h?
2022-10-19 22:48:57 +02:00
Shiny Metagross
08f520f1c6
IQM Support Implemented
...
More info to come
2022-10-19 22:48:57 +02:00
Christoph Oelckers
dbd6a9dea1
- fixed DrawLine commands by giving them a consistent floating point interface.
2022-10-19 20:39:41 +02:00
Christoph Oelckers
57add9a45c
- fixed some warnings and updated vectors.h
2022-10-15 12:10:01 +02:00
Christoph Oelckers
1241b277f3
- fixed direct native interface for Draw(Thick)Line.
2022-10-15 09:10:49 +02:00
Christoph Oelckers
c0c9f8e15c
- Backend update from Raze.
2022-10-14 20:11:05 +02:00
Christoph Oelckers
169053587c
- fixed: The main loop never checked the cutscene flag for disabling wipes.
2022-10-14 07:10:15 +02:00
Chris Robinson
9aee7415eb
Sync movie video playback to the audio, when possible
2022-10-14 07:10:06 +02:00
Christoph Oelckers
f34ba48e3e
- constant update.
2022-10-12 19:30:16 +02:00
Magnus Norddahl
37039721bd
Fix washed out colors in Vulkan HDR mode
2022-10-11 00:10:02 +02:00
Chris Robinson
d2f8c57136
Make frame timing consistent between movie players
2022-10-10 08:33:23 +02:00
Chris Robinson
bf2e7c210d
Use a MovieAudioTrack for synchronized audio with MvePlayer
2022-10-10 08:33:23 +02:00
Chris Robinson
573784b37f
Handle the SoundStream in MvePlayer instead of InterplayDecoder
2022-10-10 08:33:23 +02:00
Chris Robinson
bf933b3904
Decode audio and video separately in InterplayDecoder
2022-10-10 08:33:23 +02:00
Chris Robinson
fa2cea3e5b
Read whole chunks at a time from Interplay MVE files
2022-10-10 08:33:23 +02:00
Chris Robinson
80bf62cb3c
Start the VPX audio track on the first frame
...
MoviePlayer::Start is called about a second (potentially) before
MoviePlayer::Frame starts getting called to actually play the video, causing
the audio to start early and require significant synchronization adjustment.
This isn't ideal to constantly check if the audio track needs to play in
MoviePlayer::Frame, but it's better than starting prematurely.
2022-10-10 08:33:23 +02:00
Chris Robinson
5e465a65e2
Make a common class to help with movie audio streams
2022-10-10 08:33:23 +02:00
Chris Robinson
d11e2ef1ac
Always output 16-bit samples from SmackerDecoder
2022-10-10 08:33:23 +02:00
Chris Robinson
3b6723e6f2
Better report the number of Smacker audio tracks
2022-10-10 08:33:23 +02:00
Chris Robinson
1a692f5c28
Synchronize Smacker movie audio tracks
2022-10-10 08:33:23 +02:00
Chris Robinson
5d00b96e5f
Read Smacker video and audio data separately
2022-10-10 08:33:23 +02:00
Chris Robinson
19a4eb79aa
Read in full packets at a time from smacker files
2022-10-10 08:33:23 +02:00
Chris Robinson
7401e02a14
Include the source latency for movie audio synchronization
2022-10-10 08:33:23 +02:00
Chris Robinson
23fff7791e
Update and use OpenAL Soft's extension headers
2022-10-10 08:33:23 +02:00
Chris Robinson
c825ff3543
Use a more reasonable buffer size for the movie audio stream
2022-10-10 08:33:23 +02:00
Chris Robinson
a2f0c1aee6
Update the audio offset when skipping a full update
2022-10-10 08:33:23 +02:00
Chris Robinson
1a233b08c3
Synchronize the VPX "soundtrack" with the frame clock
2022-10-10 08:33:23 +02:00
Chris Robinson
78f40fe99c
Add a method to retrieve the play position of a SoundStream
2022-10-10 08:33:23 +02:00
Chris Robinson
c808aad595
Play the VPX "soundtrack" as a SoundStream
2022-10-10 08:33:23 +02:00
Christoph Oelckers
94b249172a
- normalize the timer with the app start, not the epoch.
...
This ensures smaller values and less wraparounds with integer values in scripts.
2022-10-09 14:52:08 +02:00
Christoph Oelckers
b225a910a0
- Backend update from Raze
2022-10-09 13:44:43 +02:00
Kevin Caccamo
83373d117d
Fix compilation on POSIX (Linux/macOS) systems
2022-10-02 22:04:40 +02:00
Christoph Oelckers
2c29a93f1f
- fixed compile.
2022-10-02 20:45:00 +02:00
Christoph Oelckers
519005ff4d
- snd_reset cannot be shared.
2022-10-02 20:22:23 +02:00
Christoph Oelckers
00bb258d58
- moved some stuff from wipe.h to wipe.cpp.
2022-10-02 19:26:23 +02:00
Christoph Oelckers
207913bced
- added a config getter to the interface.
...
Now the only external reference left in the backend code is the call to GameMain.
2022-10-02 18:42:08 +02:00
Christoph Oelckers
e6615629b3
- move two more backend->frontend calls to the interface
2022-10-02 18:29:57 +02:00
Christoph Oelckers
b19b0db150
- moved language CVAR to backend.
2022-10-02 17:59:39 +02:00
Christoph Oelckers
73142ef2cf
- handle menu customization via callbacks.
2022-10-02 17:49:39 +02:00
Christoph Oelckers
a084667bed
- move hud scale CVARs to the backend.
2022-10-02 17:33:49 +02:00
Christoph Oelckers
9076145319
- handle autoload flags in startup through function parameters instead of directly accessing the CVARs.
2022-10-02 17:12:34 +02:00
Christoph Oelckers
f63d4d8a12
- handle Build tiles via explicit callback to the init function.
2022-10-02 16:54:43 +02:00
Christoph Oelckers
8aaab153fa
- add a system interface for CheckCheatmode and moved some sound code to the backend.
2022-10-02 16:48:56 +02:00
Christoph Oelckers
75afc69306
- moved IWAD CVARs to backend.
2022-10-02 14:42:26 +02:00
Christoph Oelckers
c596095fe0
- minor cleanup.
2022-10-02 14:36:49 +02:00
Christoph Oelckers
8e6bdd72fa
- moved UpdateVRModes, AppActive and gamestate into the backend.
2022-10-02 14:28:40 +02:00
Christoph Oelckers
65f6e788eb
- moved gitinfo.h into the backend
2022-10-02 14:20:15 +02:00
Christoph Oelckers
307ff4e163
- pass filename to I_WriteIniFailed as parameter.
...
This accessed game data from the backend.
2022-10-02 14:08:07 +02:00
Christoph Oelckers
34f30ee70b
- remove gi.h includes in backend code.
2022-10-02 14:04:24 +02:00
Christoph Oelckers
01f8131969
- moved chatmodeon to the backend.
2022-10-02 14:01:43 +02:00
Christoph Oelckers
12adee5256
- fixed a few includes
2022-10-02 13:57:36 +02:00
Player701
78360c1888
- Exported GetDisplayTopOffset for font characters to ZScript
2022-09-30 10:07:41 +02:00
inkoalawetrust
69b9f107f0
Added support for BLOCKLANDMONSTERS in Line_SetBlocking.
...
This PR was written by MrRaveYard
2022-09-28 07:56:12 +02:00
inkoalawetrust
502c9fef5c
Added APROP_FriendlySeeBlocks to Set/GetActorProperty
2022-09-24 16:44:11 -04:00
ZZYZX
662027f429
Fix typo that was always calling SetXOffset even in SetYOffset
2022-09-20 15:08:02 -04:00
ZZYZX
a4a4e4e9f9
Fix planeval; add direct sector slope manipulation
2022-09-20 15:08:02 -04:00
ZZYZX
f049421831
Modify to have one GetVertexZ rather than IsVertexZSet / GetVertexZ
2022-09-20 15:08:02 -04:00
ZZYZX
a58acfc625
Add vertex height manipulation functions to LevelPostProcessor
2022-09-20 15:08:02 -04:00
Alison Watson
18a67cfdb2
use constexpr constructor for PARAM_COLOR_AT
2022-09-16 20:50:33 +02:00
Alison Watson
c6d6322494
use PalEntry instead of int for ParseDrawTextureTags
2022-09-16 20:50:33 +02:00
Alison Watson
fb32ff45dd
fix Screen.DrawShapeFill not properly setting renderstyle
2022-09-16 20:50:33 +02:00
Chronos Ouroboros
12995b84c7
- fixed FDynArray_Obj not performing write barriers properly.
2022-09-16 20:45:39 +02:00
nashmuhandes
7ce364bf0f
Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch
2022-09-15 20:41:16 -04:00
Christoph Oelckers
c87e87365d
- fixed: all script methods adding an object to a dynamic array must perform a write barrier.
2022-09-08 13:30:00 +02:00
Christoph Oelckers
175c91308a
- move BobSin to game side.
2022-09-04 09:01:57 +02:00
Christoph Oelckers
8cba80a2cd
Revert "- fixed allocation size when constructing a string from a file system entry."
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This reverts commit 513d8cea8d
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This change broke voxel loading and possibly other things as well
2022-09-04 08:58:45 +02:00
inkoalawetrust
664ccf8a7c
- fix bug with 06ee21c51d
- if (!pl) should always return false
2022-09-03 19:06:46 -04:00
Rachael Alexanderson
ca6a2152b9
- add freezetics actor property
2022-09-03 17:58:16 -04:00
Rachael Alexanderson
06ee21c51d
- allow notification of actor goal is reached inside of a SECF_NOATTACK sector
2022-09-03 17:37:48 -04:00
Emile Belanger
ba83879e99
GLES2: Fix anistropic filtering
2022-08-30 18:33:52 -04:00
Christoph Oelckers
c7e425f759
- make TAngle::Degrees() constexpr.
2022-08-26 18:32:23 +02:00
Christoph Oelckers
7ad09c7a77
- fixed sky cap color handling
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Backported from Raze
2022-08-26 18:17:02 +02:00