Christoph Oelckers
1aa3a5ea16
- platform independent classes for start screen rendering.
...
These use the internal 2D drawer. Not hooked up yet.
2022-06-01 08:36:59 +02:00
Christoph Oelckers
e42256c7a8
- added texture class for handling the start. screen
2022-06-01 08:36:59 +02:00
Christoph Oelckers
3b3a3a31e8
- Win32 i_main.cpp cleanup
...
Moved SetWndowTitle into the menu class
Removed the dead Windows session code
Removed the unused modules for Win32 core DLLs.
removed dynamic function calls for post-XP features
2022-06-01 08:36:59 +02:00
Magnus Norddahl
6670bc09b9
Create a MainWindow class that manages the main win32 window of the application
2022-06-01 08:36:59 +02:00
Major Cooke
3d14cec191
Added ADDLIGHTLEVEL to add the sector light level to an actor's own defined light level, if desired.
2022-05-31 21:00:31 +02:00
Major Cooke
9ef202db26
LightLevel now works with fog.
2022-05-31 21:00:31 +02:00
Major Cooke
d5e448671d
Added LightLevel.
...
- Setting it to any value > -1 will override the sector's light level.
2022-05-31 21:00:31 +02:00
nashmuhandes
f235dcc38e
Squashed commit of the following:
...
commit 553c4c12abd15e5f8fa02496ccfde81bdfdb53b0
Merge: cb03de5d2 add4ff12a
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Mon Feb 14 18:55:52 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
commit cb03de5d2fdcba8a32b83be32579be935c8b6600
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Tue Jan 25 12:54:33 2022 +0800
Re-add WaterDepth to the custom namedef file
commit 8d1ff3c16018dd7c73c8950aa4c51f2bc0207837
Merge: f201e6307 a9eaae074
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Tue Jan 25 12:52:57 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
# Conflicts:
# src/common/engine/namedef.h
commit f201e630706fc0ea7628b8a32bd5d88afb712208
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sun Jan 16 20:45:27 2022 +0800
Fix compile error (MAX() -> max())
commit fe292ebd4312afe34b1e35e4c1eafba0dc168920
Merge: 3f9150c4e 12ed24d06
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sun Jan 16 20:37:58 2022 +0800
Merge branch 'master' of https://github.com/coelckers/gzdoom into ActorFallAndSink
# Conflicts:
# src/playsim/p_mobj.cpp
commit 3f9150c4eae1c5c5510e8f9b1c4bfaab46a96b8f
Author: nashmuhandes <nashbackslash@gmail.com>
Date: Sat May 29 05:32:54 2021 +0800
- Implement virtual Actor.FallAndSink for scriptable falling and water physics
- Added Actor.WaterDepth to retrieve how submerged and actor is, in map units
Original work credited to "gzdoomthrowaway"
2022-05-31 18:57:38 +02:00
Christoph Oelckers
cda6394a95
- added cutscene data parser
...
This covers:
game start
episode start
cluster start/end
level start/end
2022-05-31 15:02:52 +02:00
Sally Cochenour
bb42e541e9
MASTERNOSEE flag ( #1601 )
...
Makes it so that if an actor's master is invisible due to camera/mirror/portal shenanigans, then the actor will also be invisible. Name based off of an Unreal Engine flag that does the exact same thing.
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-05-31 12:34:15 +02:00
Christoph Oelckers
2c69afa118
- fixed SDL version check
2022-05-31 11:00:10 +02:00
Major Cooke
748156c846
Optimized CanCrossLine.
...
- Remove P_PointOnLineSide check
- Made CanCrossLine opt-in by requiring the CROSSLINECHECK flag.
2022-05-31 10:46:06 +02:00
Major Cooke
5afd14fd4d
Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds.
2022-05-31 10:46:06 +02:00
Major Cooke
b5b2dd0903
Added CanCrossLine virtual for actors.
...
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-05-31 10:46:06 +02:00
Sally Coolatta
a98c1efc26
Add WorldOffset field
...
Adjusts the thing's 3D position on render side. This allows for adjusting a thing's visual position without impacting their hitbox.
# Conflicts:
# src/playsim/p_mobj.cpp
2022-05-31 10:14:32 +02:00
Christoph Oelckers
6b7ef697be
- compacted AActor a bit by eliminating alignment gaps
2022-05-31 10:10:53 +02:00
Major Cooke
bf6849d184
This was missing in the commit.
2022-05-31 09:12:59 +02:00
Major Cooke
31fa78d7c9
Added the following GL Light flags:
...
- `DontLightOthers`: Acts as the inverse of `DontLightSelf`, where it won't light actors that aren't the owner.
- `DontLightMap`: The light doesn't affect the map.
2022-05-31 09:12:59 +02:00
RicardoLuis0
d6516f5c3b
Relative Includes for ZScript
2022-05-31 09:09:42 +02:00
Rachael Alexanderson
f1ad0961be
- remove m_filter
and simplify related code
2022-05-29 17:58:06 +02:00
Christoph Oelckers
b218b8de6a
- removed the unused SCREENPITCH #define
2022-05-23 15:52:30 +02:00
Christoph Oelckers
a9cba90647
- fixed MF_SHADOW handling for MBF21
...
This needs to alter the render style as well.
2022-05-23 00:10:59 +02:00
Christoph Oelckers
77a4bc16cf
- fixed handling of automap sprites with negative scale.
2022-05-23 00:08:33 +02:00
Christoph Oelckers
dce6456994
- fix dynamic light setup.
...
The level’s global flag is unreliable and cannot be used. The operation this was initially supposed to skip cannot be skipped anyway so the impact should be minor.
2022-05-23 00:01:49 +02:00
Marisa the Magician
2aa79bd538
Allow SendNetworkEvent during title level.
2022-05-20 13:00:17 +02:00
Christoph Oelckers
c6092ef07e
- don't play empty intermissions.
2022-05-20 09:12:27 +02:00
Rachael Alexanderson
f87c7b538a
- add sv_ammofactor
to change the skill adjustment for ammo
2022-05-18 15:09:13 -04:00
Christoph Oelckers
3ad6793ba3
- fixed yet another index issue in the shader code.
2022-05-18 20:14:43 +02:00
Christoph Oelckers
1d9da40f5b
- fixed user shader compilation in OpenGL
2022-05-15 11:37:46 +02:00
Christoph Oelckers
648dc87101
- fixed two index out of range issues in Vulkan's shader compiler code.
2022-05-15 09:12:30 +02:00
Christoph Oelckers
7057b7cdf1
- extended the read buffer for the 'secret' CCMD.
2022-05-14 21:47:15 +02:00
Christoph Oelckers
c95b1b0149
- fixed shader selection logic in OpenGL.
2022-05-14 12:08:31 +02:00
Christoph Oelckers
c23abd1930
- silenced some warnings.
2022-05-14 11:55:56 +02:00
Christoph Oelckers
2be13e1b9f
- changed shader loader to load only one shader at a time
...
This is merely preparation - the actual loading is still in one uninterrupted piece.
2022-05-13 08:22:22 +02:00
Magnus Norddahl
1452dd06a7
Fix that vk_debug doesn't output anything for newer versions of the vulkan sdk
2022-05-13 08:18:17 +02:00
Emile Belanger
3bedf79222
Fix crash when loading Strife dialog with latest Clang compiler and optimisation on
2022-05-12 22:36:50 +02:00
Christoph Oelckers
beeb5f00aa
- added JPEG YCCK decoding.
...
Just for completeness - the formula was pieced together from stb_image's handling.
2022-05-12 12:14:14 +02:00
Christoph Oelckers
e639030276
- fixed music in intermissions.
...
The starting of the first screen's music must be delayed until the playback of this screen actually starts.
Since the controller objects are created up front it cannot be done in the Init() method anymore.
2022-05-11 09:06:57 +02:00
Rachael Alexanderson
30a0177352
- add libvpx for arm64
2022-05-10 18:18:06 -04:00
Rachael Alexanderson
c9e01353b0
- define ARM64's endianness in rapidjson
2022-05-10 16:43:57 -04:00
inkoalawetrust
dbf707b83b
Added MF8_SEEFRIENDLYMONSTERS.
...
Non-friendly monsters with this flag on will be able to attack friendly monsters on sight.
2022-05-10 08:25:30 -04:00
Christoph Oelckers
2c75e2cac9
- fixed Hexen stair builder
...
To work as intended the first sector must also have its validcount set.
2022-05-09 00:07:17 +02:00
Major Cooke
9dea7cbaf9
Added QF_3D flag for quakes. When used, the quake thinker will perform a 3D distance check instead of 2D.
2022-05-08 07:52:07 +02:00
Christoph Oelckers
47c7734042
- add -compatmode for setting a compatibility mode on startup
...
As a replacement for +compatmode not working as intended.
2022-05-06 08:35:34 +02:00
Christoph Oelckers
3fb292ac71
Revert "- added a bit of hackery so that compatmode CVAR can be set up on startup"
...
This reverts commit c4408d8536
.
This does not work. It always overwrites the saved compatibility settings with the current compatmode.
2022-05-06 08:31:16 +02:00
temx
0dfa632d29
Fix off-by-one in Vulkan multisample sample count selection
2022-05-04 18:19:29 +02:00
Christoph Oelckers
c86d9f60d0
- added handlers to load Strife’s startup screen images as textures
2022-05-03 00:04:28 +02:00
Christoph Oelckers
73abb2dfac
- added image source handlers for Hexen’s special startup image types
2022-05-02 00:28:56 +02:00
Christoph Oelckers
265122bb97
- removed all remaining code for handling 4 bpp startup screens.
2022-05-01 15:04:58 +02:00
Christoph Oelckers
3f2374c0f9
- use 8 bit for Hexen start up as well.
2022-05-01 14:59:12 +02:00
Christoph Oelckers
82fe5b8150
- use 8 bit bitmaps for Heretic's startup screen.
2022-05-01 14:46:09 +02:00
Christoph Oelckers
010f41a3aa
- load the hex font as early as possible.
2022-05-01 14:12:21 +02:00
Christoph Oelckers
7832ada2fc
- use the hex font for the Heretic/Endoom text screens.
2022-05-01 13:41:03 +02:00
Christoph Oelckers
f1d017d0fa
- compat_corpsegibs is still needed as a dummy MAPINFO flag.
2022-04-30 23:39:02 +02:00
Christoph Oelckers
2235b42993
- fixed setup of files to load on startup.
...
Order of addition was not correct and one function had a bad parameter type.
2022-04-30 23:26:51 +02:00
Christoph Oelckers
0a208597c6
- fixed return type of MSTimeF script function.
2022-04-30 12:13:20 +02:00
Christoph Oelckers
70c0b6a9a6
- moved -rngseed init to D_InitGame
2022-04-29 02:25:29 +02:00
Christoph Oelckers
72be9bcc27
- pass ´hashfile´ to filesystem as parameter
...
Avoid global variables, also check args as late as possible.
2022-04-29 02:20:35 +02:00
Christoph Oelckers
ac1cfa6027
- cleaned up the startup code a bit.
...
Mainly splitting up D_DoomMain_Internal to put all the actual initialization from game data into a subfunction
2022-04-29 02:17:21 +02:00
Christoph Oelckers
65a37856ec
-fix TArray::Append with rvalue parameter
...
This must clear the source array to obey move rules.
2022-04-29 02:10:43 +02:00
Christoph Oelckers
ff58e4ec6f
- fixed Playdemo and Timedemo check
...
The assumption that D_DoomLoop never returns does not apply anymore. Let it fall through to the end instead where this is properly handled.
2022-04-29 01:40:28 +02:00
Christoph Oelckers
2bc787b1cc
- only check „allowduplicates“ for the final file system init
...
The other calls to InitMultipleFiles should not use it.
Also fix the check to not skip some entries.
2022-04-29 01:36:06 +02:00
Christoph Oelckers
18912d1ee9
- removed all leftover x87 configuration voodoo
...
x86 32 bit without SSE2 hasn’t been a supported target for several years, none of this is still needed
2022-04-29 01:30:16 +02:00
Christoph Oelckers
6bce14b86f
- added ‚repeat‘ option to SetLineActivation ACS function
2022-04-29 00:58:07 +02:00
Christoph Oelckers
bd885977e8
- added MSTimef script function
...
This also deprecates MSTime due to value range / overflow issues.
2022-04-29 00:47:06 +02:00
Christoph Oelckers
c83344f5c2
- removed all remains of the corpsegibs flag and made vileghosts interactive
...
Ghosts are still off by default, but they will now be enabled when selecting the vanilla (strict) compatibility mode.
2022-04-29 00:28:34 +02:00
Christoph Oelckers
de0fcc3b6c
- restrict RealGibs for players only
...
All non-players will now always act as if the ‚corpsegibs‘ flag was set, regardless of the current setting.
2022-04-29 00:24:47 +02:00
Christoph Oelckers
63bba40d7d
- expose the ‚attenuatelights‘ map flag.
2022-04-29 00:02:11 +02:00
Christoph Oelckers
739b015a4d
- reinstated code that has gotten lost.
...
Fixes texture trimming.
2022-04-28 21:14:50 +02:00
Christoph Oelckers
86c968c8a3
- where did that '!' come from?
2022-04-28 20:48:00 +02:00
Christoph Oelckers
643e5c87fd
- added an option to delete a terrain type from a texture.
...
Just define a texture's terrain to 'none'.
(A bit puzzling that such a feature did not exist yet...)
2022-04-28 08:42:12 +02:00
Christoph Oelckers
9b0b44d83b
- proper handling for running an end-of-game intermission.
2022-04-27 10:53:07 +02:00
Christoph Oelckers
0de3ff81e1
- add wipe transition support to the screenjob runner.
2022-04-26 20:50:37 +02:00
Christoph Oelckers
4e72ea1cfa
- Backend update from Raze
2022-04-26 20:50:36 +02:00
Christoph Oelckers
feb65bcb99
- moved wipe code into the backend
2022-04-26 20:50:36 +02:00
Christoph Oelckers
a067eacc79
- change license of wipe code
...
There’s nothing really left here of id’s original code
2022-04-26 20:50:36 +02:00
Christoph Oelckers
ccdf5fb23c
- moved the wipe loop out of d_main.cpp into f_wipe.cpp
...
As preparation fior fully moving it into the backend
2022-04-26 20:50:36 +02:00
Christoph Oelckers
7b59293995
- properly deal with 'gototitle'.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
1aa71cc5a3
- prepared DrawFullscreenSubtitle for script export.
...
This needed to get the font passed as argument and take care of stringtable lookup inside the function.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
aabe59c533
- made intermissions work as screenjob.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
082daccd2d
- summary screen is working again
...
minus the initial wipe…
2022-04-26 20:50:36 +02:00
Christoph Oelckers
336c45aaa4
- SCreenjob fixes
...
Still doesn’r show anything but we got it all set up now.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
54329bd87b
- make stuff compile again
2022-04-26 20:50:35 +02:00
Christoph Oelckers
7ed8d3b3e2
- screenjob. fixes from Raze
2022-04-26 20:50:35 +02:00
Christoph Oelckers
1bb750c061
Screenjob WIP stuff
2022-04-26 20:50:35 +02:00
Christoph Oelckers
390bf58698
- first stage of migrating intermissions to screenjobs.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
d994369fd0
- timer code fixes.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
9898ee542c
- route all accesses to gameaction from the backend through the sysCallbacks.
...
gameactions are frontend specific so this needs to be decoupled.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
e5baef837a
- text screen helper stuff for cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
933fa62782
- added the script side core module for the cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
df0412d634
- a few things may not be static anymore.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
5aaabbeb01
- did some project file cleanup.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
69a7715a02
- added all the prerequisites for the cutscene system from Raze:
...
* libvpx library
* libsmackerdec
* playmve
* MoviePlayer class.
* ScreenJob engine core.
2022-04-26 20:50:34 +02:00
Kevin Caccamo
ecc0afd2f2
Fix usage of -1 as OBJ model FrameIndex
...
So that what is said on the ZDoom Wiki (see https://zdoom.org/wiki/MODELDEF#Notes ) holds true for OBJ models.
2022-04-24 19:40:08 +02:00
Christoph Oelckers
4aa04f11ce
- zip64 handling
2022-04-22 11:10:25 +02:00
Christoph Oelckers
6cb035b7b2
- added workaround to Dehacked so that „Doom“ only replaces the music name
...
Of all these short strings this is the only one that occurs elsewhere as well.
2022-04-22 00:53:27 +02:00
Rachael Alexanderson
0fa830ddd7
Revert "- change cvars gl_custompost
and gl_customshader
to archive and save to .ini since there are uses for these shaders beyond mere debugging."
...
This reverts commit 2420371c46
.
2022-04-21 02:49:39 -04:00
Rachael Alexanderson
991b4725dd
Revert "- don't modify gl_customshader
cvar in GLES backend; the backend will not show custom shaders anyhow"
...
This reverts commit ab27d1dd33
.
2022-04-21 02:48:07 -04:00
Christoph Oelckers
40e50f07e9
- fixed some incorrect array allocation sizes in polyobj code
2022-04-19 10:25:14 +02:00
Christoph Oelckers
11b1a2ef7b
- revert. accidental change in polyobject code
2022-04-19 10:21:45 +02:00
Christoph Oelckers
760bffbf06
- do not clamp warped textures.
2022-04-17 23:41:20 +02:00
Christoph Oelckers
346cae04be
- disabled deletion of previous event handlers when using 'eventhandler' keyword in MAPINFO.
2022-04-17 13:25:07 +02:00
Christoph Oelckers
1c4d48f5f2
- added some fudging so that the Dehacked parser can properly deal with ConsumeAmmo.
...
This is a parameterized code pointer, so checking state functions for names won't work. Additionally, the handling was not correct for weapons with an ammo use other than 1.
2022-04-17 08:53:52 +02:00
Christoph Oelckers
525351c695
- fixed: decal things failed to spawn their decals on 3D floors.
...
The value wasn't passed on to StaticCreate.
2022-04-16 22:49:13 +02:00
Christoph Oelckers
2f90f49931
- validate the index argument for GetSavegame and abort if out of range.
2022-04-16 22:27:59 +02:00
Rachael Alexanderson
43a419b318
- lock cvar shader uniforms behind a command line parameter for now
2022-04-16 12:12:40 -04:00
Christoph Oelckers
1ba4dfbfa8
- fixed setup of PolyBSPs when the software renderer is active.
...
Some needed initialization was still in the hardware renderer and not the data creator.
2022-04-15 23:59:43 +02:00
Christoph Oelckers
bdab9c2d9d
- fixed Dehacked drop items.
2022-04-15 23:10:53 +02:00
Christoph Oelckers
3fa7fb7158
- fixed: The alt HUD's draw call did not use the virtual interface.
2022-04-15 22:54:26 +02:00
Christoph Oelckers
a40b1f1934
- fixed: group teleporters must always preserve orientation.
2022-04-15 22:49:23 +02:00
Christoph Oelckers
a25ba16755
- don't move bad polyobjects in the savegame loader.
2022-04-15 22:41:55 +02:00
Christoph Oelckers
c8296f0d7c
- cast arguments for fastcos/sinbam
...
Use xs_Float to ensure proper wraparound which is important here.
2022-04-15 22:31:12 +02:00
Christoph Oelckers
a669d3718f
- copy size info from defaults when starting a list menu block.
2022-04-15 22:30:11 +02:00
Christoph Oelckers
e7f78ce911
- handle cases of empty state labels in ZScript.
...
Sadly this cannot print a full error message because it got no context for it when it is detected.
2022-04-15 22:25:04 +02:00
Christoph Oelckers
9c5b284d72
- fixed bad color range check in ACS HudMessage code.
2022-04-14 14:04:26 +02:00
Christoph Oelckers
d0e1aea273
- fixed Dehacked check for A_ConsumeAmmo.
...
This must use the internal function name.
2022-04-14 12:21:24 +02:00
Christoph Oelckers
29d1739371
- let A_SpawnParticle respect the float bob offset
2022-04-12 00:52:11 +02:00
Christoph Oelckers
18ebc9986e
- separate message for disabling noclip2
2022-04-12 00:51:34 +02:00
Christoph Oelckers
7c2d315479
- added a nullptr check for StatusBar when drawing „Paused“
...
It looks like some edge cases can trigger this.
2022-04-12 00:37:15 +02:00
Christoph Oelckers
c4408d8536
- added a bit of hackery so that compatmode CVAR can be set up on startup
2022-04-12 00:31:31 +02:00
Christoph Oelckers
dfdf330722
- make menu scale adjustments for ultra-wide aspect ratios.
2022-04-12 00:30:43 +02:00
Christoph Oelckers
bc566fac4e
- treat PSP layer ID 0 as invalid
...
No PSprites with this ID may ever be created, as there is no means to find them again.
2022-04-12 00:17:25 +02:00
Christoph Oelckers
f3d557bcf5
- fixed: The skill menu did not remember its last selection.
2022-04-12 00:04:45 +02:00
Christoph Oelckers
a97a2ec133
- backend sync with Raze
...
Nothing really useful here…
2022-04-11 00:26:50 +02:00
Christoph Oelckers
45e7badb71
- avoid passing game structs to common backend code
...
InitLightmap was using a „FLevelLocals“ pointer, better pass the needed elements separately instead.
2022-04-11 00:01:30 +02:00
Lippeth
7830033722
- added vertical bullet spread relative to ssg
2022-04-09 22:46:20 +02:00
Emanuele Disco
71dedf6c87
Fixed GUS Emulation with DMXGUS(C) lump conf.
...
- changed default value for midi_config to empty string since gus is not working with sf2 file
- fixed SetupDMXGUS not loading lump correctly, wrong use of CheckNumForFullName
- midi_config default to empty string, since lzdoom.sf2 doesn't seem supported (distorted sound)
- added absolute paths to FZipPatReader so we can add custom patches to resource files by using gus_patchdir and/or ULTRADIR variable (some custom maps has custom patches that can be added this way without putting them inside the resource file or in the same folder of the configuration file)
- set timidity_reverb_level min value to 0 in menudef.txt, set to 9 by mistake?
2022-04-09 22:45:31 +02:00
inkoalawetrust
3d1ddbc80e
Toggleable player following. ( #1583 )
...
* Added MF8_DONTFOLLOWPLAYERS.
Added the MF8_DONTFOLLOWPLAYERS flag, which allows friendly monsters to not follow their FriendPlayer when they have no target or goal left to head to.
* Changed the order that the DONTFOLLOWPLAYERS check runs in.
This is done to not produce unnecessary overhead on hostile monsters.
2022-04-07 23:32:16 -04:00
Christoph Oelckers
e0289eb0ac
- fixed Font struct export and removed the duplicate handler.
2022-04-07 15:11:50 +02:00
Christoph Oelckers
89999be49e
- fix detection for misplaced | when creating the small fallback font
...
This needs doomtemplate set.
2022-04-04 00:05:06 +02:00
Christoph Oelckers
27cba4c990
- implement proper GC handling for AActor::ViewPos.
2022-04-02 07:52:50 +02:00
Marisa Kirisame
eeb67bcec3
Use RDTSC equivalent on AARCH64.
2022-03-25 17:01:39 +01:00
RaveYard
196d2efc86
Add CHF_DONTIDLE for A_Chase
2022-03-23 21:51:35 +01:00
Christoph Oelckers
a685754abf
- added a time widget to the level stats display on the alt HUD, similar to how Raze does it.
2022-03-22 08:35:18 +01:00
Rachael Alexanderson
b9e0473392
- move richpresence into common code to be sync with Raze
2022-03-18 03:36:34 -04:00
Christoph Oelckers
fe4c95a03e
- fixed order of slope creation so that slope copies are the last thing being done.
2022-03-16 08:06:59 +01:00
Marisa Kirisame
7ba5a74f2e
correct preprocessor fall-through for stats.h
(linux)
2022-03-15 18:12:53 -04:00
Marisa Kirisame
0937068dad
Fix compilation on GCC7.
2022-03-15 18:12:53 -04:00
Marisa Kirisame
9578c23aa1
Use RDTSC on Linux if possible for stats.
2022-03-15 18:12:53 -04:00
Rachael Alexanderson
d348bad823
- only overwrite rpath if not already defined
2022-03-11 23:11:08 -05:00
Rachael Alexanderson
3723b79b3b
- fix DiscordAppId and SteamAppId from GameInfo
2022-03-11 10:43:50 -05:00
Rachael Alexanderson
add069885f
- add i_discordrpc (defaults false) to control Discord Presence
2022-03-10 14:12:19 -05:00
Rachael Alexanderson
8fe07f1449
- add steamappid field for DRPC
2022-03-10 00:03:50 -05:00
Rachael Alexanderson
f5eab7d3e8
- oops, add missing file
2022-03-09 22:53:30 -05:00
Rachael Alexanderson
85c432c699
- Discord RPC presence. Adds new IWADINFO and GAMEINFO keys: DiscordAppId - this should point to your AppId for your game. It will use a default GZDoom one if not found.
2022-03-09 22:45:59 -05:00
Rachael Alexanderson
550e1212af
- add $ORIGIN to rpath in Linux
2022-03-09 17:31:06 -05:00
Rachael Alexanderson
eb6aa9f5d3
- correct the processor fall-through on stats.h
2022-03-08 17:17:09 -05:00
nashmuhandes
1785788bdc
- Added 'ScaleWeaponFOV' flag to MODELDEF. Affects weapon models only; will scale the model along with the user's FOV to reduce distortion.
...
- Additionally, a 'cl_scaleweaponfov' CVar has been added to allow users to further fine-tune the weapon model scale with higher FOVs
2022-03-08 07:43:39 +01:00
Rachael Alexanderson
ab27d1dd33
- don't modify gl_customshader
cvar in GLES backend; the backend will not show custom shaders anyhow
2022-03-07 08:46:45 -05:00
Rachael Alexanderson
254da4b769
- fix function pointer for player landing sound
2022-02-24 17:20:39 -05:00
Rachael Alexanderson
36629d2f80
- revert the previous two commits for now - needs further optimization and testing
2022-02-23 06:00:14 -05:00
Major Cooke
992141d8e3
Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds.
2022-02-23 05:20:09 -05:00
Major Cooke
bb862098ea
Added CanCrossLine virtual for actors.
...
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-02-23 05:20:09 -05:00
Major Cooke
c75a6c1e7d
Terrain small splashes and splash bases now set their target to the thing that spawned them, allowing for extra customization.
2022-02-23 10:00:52 +01:00
Major Cooke
421c40e929
Replaced GetTerrainDef with the global Terrains array.
2022-02-22 19:35:50 +01:00
Major Cooke
579c4152d2
Added GetTerrainDef and Sector variant of GetFloorTerrain.
...
- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
2022-02-22 19:35:50 +01:00
Nikolay Ambartsumov
85d68b30bb
Fix 3d floor-related crash in software renderer
...
3d floors can cause the software renderer to set incorrect
sprite clipping values that trigger a buffer overflow (and
a subsequent crash) when rendering sprites. This commit
keeps the clipping values within the view area.
2022-02-20 08:11:26 +01:00
nashmuhandes
6caa491595
ZDRay keyword updates.
2022-02-19 22:04:36 +01:00
Rachael Alexanderson
c926b7533f
- play both land and grunt sound if not the same, even if grunted (emulates pre-virtual behavior)
2022-02-17 01:36:38 -05:00
Rachael Alexanderson
28d9fe68ae
- add duplication checking to file list, prevent loading the same file twice unless explicitly asked by the user
2022-02-17 01:05:39 -05:00
Chronos Ouroboros
590f45441f
- fix the wrong register type being freed when initializing arrays.
2022-02-17 00:19:34 -05:00
nashmuhandes
1919534298
Remove more unused UDMF keywords for ZDRayInfo. Sun direction is now determined by the actor's angle and pitch
2022-02-16 08:48:47 +01:00
nashmuhandes
01876dfcec
Remove some of the recognized UDMF keys for static lights, as ZDRay no longer uses them for light baking.
2022-02-16 08:48:47 +01:00
Christoph Oelckers
bba806f43e
- initialize FSwitchDef::QuestPanel when reading a Boom SWITCHES lump.
2022-02-15 17:22:05 +01:00
Christoph Oelckers
e6184ccb96
- silence some warnings.
2022-02-14 20:05:42 +01:00
Christoph Oelckers
c48de5d8d3
- added a 'no MBF21' compatibility flag.
...
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +01:00
nashmuhandes
396bac5e4f
- Initialize some variables in FModelVertex::Set
...
- Fix wrong normal vector in the FModelVertexBuffer constructor
This fixes models having strange flickering when the model animation frame changes
2022-02-14 12:16:45 -05:00
Rachael Alexanderson
add4ff12ac
- virtualize player landing on thing sound
2022-02-14 08:07:10 +01:00
Chronos Ouroboros
238952da35
- fixed local array initialization for const values.
2022-02-13 22:42:15 -05:00
Chronos Ouroboros
2f56ff3833
- fixed local vector array initialization.
2022-02-12 10:44:58 -05:00
Emile Belanger
3ff27b4281
GLES: Fix data buffer resize
2022-02-10 23:46:52 +01:00
Rachael Alexanderson
08b5f95e07
Revert "Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example."
...
This reverts commit ee0330b0b1
.
2022-02-09 09:11:07 -05:00
nashmuhandes
ee0330b0b1
Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example.
2022-02-09 07:26:06 -05:00
Rachael Alexanderson
084c4f84bd
- another fix
2022-02-09 07:20:34 -05:00
Rachael Alexanderson
1b9148a443
- fix a few glaring issues with cvar uniforms
2022-02-09 07:05:21 -05:00
Rachael Alexanderson
eae2704a9b
- allow floats for uniform cvar defaults
2022-02-06 10:33:35 -05:00
Rachael Alexanderson
751f859c7a
- fix compile on clang
2022-02-01 12:50:51 -05:00
Rachael Alexanderson
e7e5bd99fc
- fix compiling on Linux/et-al
2022-02-01 12:32:44 -05:00
Rachael Alexanderson
267e714bf1
- implement direct cvar linking to custom shader uniforms
2022-02-01 11:42:55 -05:00
Rachael Alexanderson
95c5449a75
- silence some warning spam in textures.h
2022-01-26 18:30:55 -05:00
Nikolay Ambartsumov
df976e218e
Add per-tier sidedef light levels to UDMF maps
2022-01-26 18:25:04 -05:00
Rachael Alexanderson
a9eaae074f
- move lightmaps warning down the return chain a bit to show only when a map has valid lightmaps
2022-01-24 13:44:42 -05:00
Rachael Alexanderson
f0c5328481
- lock lightmaps behind a command line argument with a warning
2022-01-24 13:39:17 -05:00
Christoph Oelckers
78c8aa6e62
- file update.
2022-01-24 19:05:47 +01:00
Christoph Oelckers
6a92470846
- made a few more names common.
...
These are needed by the ZScript compiler backend.
2022-01-24 19:05:46 +01:00
Christoph Oelckers
673f06c05f
- make m_alloc optional for tarray and memarena
2022-01-24 19:05:46 +01:00
Rachael Alexanderson
410c35b942
Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom
2022-01-24 12:30:59 -05:00
emily
20d16381f8
Add TexMan.SetCameraTextureAspectRatio
...
Allows ZScript to change the aspect ratio of a camera texture.
2022-01-24 12:18:55 -05:00
Major Cooke
6432e4f6a8
Optimized P_TestMobjZ by not running the iterator if actor
also has THRUACTORS.
2022-01-24 12:17:52 -05:00
Rachael Alexanderson
688e5ac694
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps-new
2022-01-24 12:10:18 -05:00
drfrag
6112307cc8
- Fix decals in Softpoly.
...
(partial revert of "- cleanup of the revised y-clamping feature.")
2022-01-24 12:01:34 -05:00
Blue Shadow
fefb0e9702
- make m_quickexit
a global CVAR
2022-01-24 12:01:04 -05:00
Major Cooke
046799db68
Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem.
2022-01-24 12:00:33 -05:00
Major Cooke
4e8d59951b
Added A_SetViewPos(Vector3 Offset, int Flags = -1)
...
- Offset: The offset from the actor's view to move the camera about.
- Flags: (Default is -1, which means don't change flags)
- VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
- VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!
Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.
**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Xaser Acheron
a07e16099d
move WeaponScaleX/Y namedefs to namedef_custom.h; clean unwanted stuff from merge
2022-01-23 20:05:32 -06:00
Xaser Acheron
bfb79e5b32
Merge branch 'master' into feature_weaponscale
2022-01-23 20:01:59 -06:00
Xaser Acheron
e9c86017e4
apply WeaponScaleX/Y to all PSprites on a weapon
2022-01-23 19:59:06 -06:00
nashmuhandes
db92e63e22
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-22 18:06:05 +08:00
Rachael Alexanderson
4c4fafc2c0
- add debug ccmds to manipulate custom postprocess shaders and their uniforms from the console
2022-01-20 22:38:46 -05:00
Rachael Alexanderson
64f4332b43
- add cmath includes to fix the mac compile std::floor errors
2022-01-20 13:31:57 -05:00