Commit graph

7475 commits

Author SHA1 Message Date
Christoph Oelckers
cc88130362 - fixed: P_CheckMove's dropoff check had the heights swapped. This also shouldn't in any way depend on COMPATF_DROPOFF and must be skipped entirely for actors with either MF_FLOAT or MF_DROPOFF set. 2016-05-11 10:09:13 +02:00
Christoph Oelckers
77e30bb7d7 - fixed: The line portal links were not deleted when an actor was destroyed. 2016-05-11 09:58:03 +02:00
Christoph Oelckers
966e6797e4 - fixed: The view path for checking whether the player sprite should be drawn during a portal transition was never set properly in the portal transitioning case. 2016-05-09 23:16:06 +02:00
Christoph Oelckers
2e4b8dd416 - fixed incorrect sign in P_TranslatePortalVXVY 2016-05-09 21:59:13 +02:00
Christoph Oelckers
841a5795ae - savegame version bump for a GZDoom exclusive change (to avoid synchronization problems in the future.) 2016-05-08 09:27:42 +02:00
Chris Robinson
8334189d66 Merge remote-tracking branch 'zdoom/master' 2016-05-05 12:55:16 -07:00
Jason Yundt
fbf845982b FORCE_INTERNAL_GME now defaults to OFF 2016-05-05 21:04:48 +02:00
Chris Robinson
ba1574e65a Don't define OpenAL redirect macros with the IDE's parser
At least with KDevelop4, macros like this interefere with contextual info by
causing it to show information about the macro itself (where it's defined and
what it defines to), rather than the function (parameters, comments, etc). It
also gets in the way of auto-completion.
2016-05-05 21:00:30 +02:00
Chris Robinson
fa46965a71 Check for OpenAL device errors after pausing/resuming the device 2016-05-05 21:00:30 +02:00
Chris Robinson
0b7b78c5d2 Better handle channel configs when monoizing in LoadSound 2016-05-05 21:00:29 +02:00
Chris Robinson
e298f8389b Avoid divide-by-0 when the area sound radius is less than the max distance 2016-05-05 21:00:29 +02:00
Chris Robinson
66c61a7c8b Set the appropriate start offset for non-3D sounds too 2016-05-05 21:00:28 +02:00
Chris Robinson
26a8a8a1ba Pause OpenAL processing using ALC_SOFT_pause_device when inactive 2016-05-05 21:00:28 +02:00
Chris Robinson
e1c8890c5e Set the appropriate start offset for restarted sounds 2016-05-05 21:00:27 +02:00
Chris Robinson
c3cef91a4f Properly sum the channels being downmixed to mono 2016-05-05 21:00:27 +02:00
Chris Robinson
12c9281a7e Avoid redundantly setting DistanceScale 2016-05-05 21:00:26 +02:00
Chris Robinson
bf5ac9b476 Use AL_EXT_SOURCE_RADIUS for area sounds 2016-05-05 21:00:26 +02:00
Chris Robinson
55294c5806 Use the correct OpenAL lib name on Linux 2016-05-05 21:00:25 +02:00
Edoardo Prezioso
52995f8fc2 - Fixed missing sector light clamp in DFlicker.
For some reason, this code didn't care about the sector light limits. Found by code inspection.
2016-05-05 21:00:08 +02:00
Christoph Oelckers
c193bb7799 - removed the special case 0 in A_SpawnItem, meaning 'in front of the player'.
As it turned out this has been broken for many, many years, so one can assume that most content using this function depends on this special case not working. I could track it down to at least 2008.
2016-05-05 20:12:26 +02:00
Christoph Oelckers
0b833be06e - removed accidentally added GZDoom specials. 2016-05-04 14:37:52 +02:00
Christoph Oelckers
2c88816577 - fixed parameters for warp type 2. 2016-05-04 13:25:26 +02:00
Christoph Oelckers
be3b126f7b - fixed: Order of skybox and portal initialization was not well defined. It was always the last item to get initialized that got set. Changed it so that skyboxes cannot override portals at all. 2016-05-03 19:42:53 +02:00
Christoph Oelckers
a576243ff2 - fixed: ThrustThing should add to the velocity, not set it. 2016-05-03 10:26:29 +02:00
MajorCooke
def785e462 Removed PITCHFLATSPRITE. FLATSPRITE now encompasses its behavior. 2016-05-02 06:32:33 -05:00
MajorCooke
0bf7c3e362 - Removed FlatAngle. This will come back hopefully in another commit sometime in the future. 2016-05-01 17:19:39 -05:00
Randy Heit
4fbe77fb82 Very minor optimization for ACS str(i)cmp
- If the two strings compared both point to the same location in memory,
  then we know they are the same string without having to bother actually
  comparing their contents. Note that the opposite is not neccessarily
  true: If they point to two different locations, they could still match a
  case-sensitive comparison because there are still two ACS string tables:
  the one that belongs to the map's script and the one that belongs to
  everything else.
2016-05-01 16:55:28 -05:00
MajorCooke
f41dcc75d1 FlatAngle can now be defined directly via properties. 2016-05-01 16:33:00 -05:00
Christoph Oelckers
65e1589543 - allow specifying actor classes whose graphics to precache through MAPINFO.
- some reorganization of texture precaching so that the renderer can decide what to do with actors.

Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
2016-05-01 22:47:36 +02:00
Chris Robinson
0d402618a3 Load mono copies of multichannel sounds that are used in 3D 2016-05-01 21:44:03 +02:00
MajorCooke
3ed9551054 Fixed typo. 2016-05-01 14:33:22 -05:00
Christoph Oelckers
b443ac8f71 - let Trace() be a bit smarter about checking 3D slopes. If one matches right up with the floor or ceiling at the line where the trace enters a sector, check a second point to see whether we deal with something inside valid sector bounds or not. 2016-05-01 19:30:51 +02:00
MajorCooke
9ba547e6e3 Revert MINSAVEVER and added FlatAngle DECORATE property expression. 2016-05-01 11:38:20 -05:00
Edoardo Prezioso
3aee8a3eee - Fixed a mistake in GiveInventory refactoring.
'give item' stopped working because commit 7b35f32f3d and 6aca7604eb didn't take account that give cheat with zero amount should not touch the item amount.
2016-05-01 17:07:39 +02:00
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
Edoardo Prezioso
a17ec55d0d - Fixed drop style gameinfo inconsistency.
The gameinfo option was ignored when deciding the initial spawn height position.
2016-05-01 11:30:09 +02:00
Randy Heit
7d03ed4dc7 Use floating point node bounding boxes 2016-04-30 22:37:02 -05:00
Randy Heit
265783e1f6 Use doubles for intermediates in the nodebuilder's FindMapBounds() 2016-04-30 21:28:41 -05:00
Christoph Oelckers
f387199442 - extended the voxeldef parser to allow negative numbers where appropriate. 2016-04-30 14:33:15 +02:00
Christoph Oelckers
86b647ed41 - added map name display to IDMYPOS. 2016-04-30 13:03:08 +02:00
Christoph Oelckers
2161ad2c4b - fixed: P_GetMapColorForKey did not check for keys that worked as an alias defined through their species. 2016-04-30 12:48:51 +02:00
Christoph Oelckers
c3759646e7 - merged FWarpTexture and FWarp2Texture, making the choice of effect a parameter of the WarpBuffer function.
Ideally the warping shouldn't be a property of the texture class itself but an effect processor that can get added to a texture. Unfortunately the current setup will not allow this, requiring some significant refactoring of texture access first.
2016-04-30 12:36:55 +02:00
Randy Heit
a95c6b9644 Draw upper/lower textures on two-sided portal lines 2016-04-29 21:54:29 -05:00
Randy Heit
09730bff73 Fix incorrect texture mapping vectors for slopes 2016-04-29 20:35:55 -05:00
Christoph Oelckers
8309d8f634 - fixed coordinate typo. 2016-04-29 23:14:04 +02:00
MajorCooke
b9687b4a57 Compiler fix 2016-04-29 06:33:38 -05:00
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
Randy Heit
f3d273c94f Fixed: Tiled midtextures could go up past the ceiling when a 3D floor is in view 2016-04-28 22:06:57 -05:00
Randy Heit
8f3921190f Keep values in floats longer for visplane drawing 2016-04-28 21:21:49 -05:00
Randy Heit
96228ca15f Trying to fix some rounding, not sure it's actually correct yet 2016-04-28 21:14:48 -05:00