Magnus Norddahl
511eb59479
Add particle drawing
2016-11-17 01:29:08 +01:00
Magnus Norddahl
266924600a
Missing include guard
2016-11-17 01:28:51 +01:00
Christoph Oelckers
21a1d5ffc8
- scriptified Hexen's Wraith and parts of the Spike.
2016-11-17 00:44:43 +01:00
Magnus Norddahl
ff2ab61abc
Added decals
2016-11-16 23:34:05 +01:00
Magnus Norddahl
59f7dedfb4
Added wall sprite support. Unfortunately it would seem that a bullet hole is not a wall sprite..
2016-11-16 22:31:49 +01:00
Christoph Oelckers
df43ee96ce
- fixed a lost '='.
...
- 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
Magnus Norddahl
ae889acaea
active_con_scale should respect uiscale
2016-11-16 19:49:46 +01:00
Christoph Oelckers
063e94971d
- removed incorrect _DEF.
2016-11-16 19:47:07 +01:00
Major Cooke
af3bda3f2a
Removed _DEF.
2016-11-16 19:47:06 +01:00
Major Cooke
60d93008ba
Exported TryMove.
2016-11-16 19:47:06 +01:00
Magnus Norddahl
712e032573
Remove swrenderer2
2016-11-16 19:44:11 +01:00
Christoph Oelckers
76a74e0364
- scriptified Hexen's Dragon.
...
- 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
Magnus Norddahl
f457f0340c
Add 3D floor planes
2016-11-16 11:18:40 +01:00
Rachael Alexanderson
71b4f57058
Merge commit 'refs/pull/122/head' of https://github.com/coelckers/gzdoom
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# Conflicts:
# src/posix/cocoa/i_video.mm
# src/posix/sdl/hardware.cpp
# src/win32/hardware.cpp
2016-11-16 01:03:32 -05:00
Rachael Alexanderson
813030efef
- Fully implemented CVAR_OVERRIDEGET for vid_renderer from the ZDoom code submission.
2016-11-15 20:03:50 -05:00
Rachael Alexanderson
9b9ed64360
- Implemented sv_overridegetcvar: This will override the return value for GetCVar checks for certain CVars marked with the CVAR_OVERRIDEGET flag. Instead of returning their true value, they only return defaults instead.
...
- Implemented dummy CVar vid_renderer with a default value of 1. This allows mods not designed for the software renderer to run if sv_overridegetcvar is turned on.
2016-11-15 20:01:36 -05:00
Christoph Oelckers
633da6e5d8
- scriptified two of the Acolyte's functions.
...
- 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
Magnus Norddahl
449d4963ae
Mapping error workaround
2016-11-16 01:13:29 +01:00
Magnus Norddahl
a092a03c6d
Some basic fixed light support
2016-11-15 23:30:42 +01:00
Magnus Norddahl
1b3d50951a
Fix sky floodfill bug
2016-11-15 22:48:44 +01:00
Christoph Oelckers
a2e17c0ab5
- implemented usage restrictions for action functions.
2016-11-15 21:38:12 +01:00
Magnus Norddahl
a90a22e056
Fix segment culling bug
2016-11-15 19:27:21 +01:00
Major Cooke
f2ec266eec
Fixed: Actors with NOINTERACTION shouldn't waste time continuously applying NOBLOCKMAP if it has it already and not moving.
2016-11-15 11:38:03 -06:00
Magnus Norddahl
cfc977f9e6
Fix texture coordinate
2016-11-15 18:14:18 +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
e559109419
- made the floating point truncation warning a debug message because I can see this becoming more a hassle than an asset.
2016-11-15 16:01:08 +01:00
Christoph Oelckers
b0a0056097
Merge branch 'zscript' into gz-zscript
2016-11-15 15:35:35 +01:00
Christoph Oelckers
77a99890cf
- relaxed the message for incompatible class types in DECORATE to a warning. Like finding no class at all here, this initially fell under a situation that was not discoverable and there's mods that break by making it a fatal error.
2016-11-15 15:34:25 +01:00
Christoph Oelckers
97e643c7e1
- fixed: DECORATE tried to resolved null states again, causing a type conflict.
2016-11-15 15:34:25 +01:00
Christoph Oelckers
d4d6b739e0
- fixed: FxUnaryNotBoolean is not necessarily TypeBoolean, it can be altered by a type cast so the asserts had to be adjusted to cover that case.
2016-11-15 15:34:25 +01:00
Magnus Norddahl
ee15856786
Deep water support
2016-11-15 15:15:26 +01:00
Magnus Norddahl
3b397183ac
Clamp segment range
2016-11-15 15:15:01 +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
Magnus Norddahl
5f1b822523
Mark rendered lines in the automap
2016-11-15 13:30:30 +01:00
Magnus Norddahl
f143b9b7b0
Fix midtexture repeat and yoffset bug
2016-11-15 12:31:57 +01:00
Christoph Oelckers
3a2d0e3486
- copied all necessary adjustments from the test branch in the QZDoom repo.
2016-11-15 11:49:27 +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
96d093d01f
- added compile time checks for bad state links and state label references.
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- preserve a state's source line information for the postprocessing phase so that the checker can output more useful information.
- added missing check for weapon psprites to DPSprite::SetState.
2016-11-15 11:21:08 +01:00
Christoph Oelckers
647e1399f1
- added runtime checks for the state usage flags.
2016-11-15 00:18:57 +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
Magnus Norddahl
e5f8af2216
Fix sky flood fill for E1M8 and Map11
2016-11-14 23:22:38 +01:00
Christoph Oelckers
c797319314
- fixed parser for state block options.
...
- fixed incorrect flags for weapons.
2016-11-14 20:00:01 +01:00
Christoph Oelckers
7bcd83f0c1
- parser for states flags.
2016-11-14 19:35:29 +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