Commit graph

17642 commits

Author SHA1 Message Date
Hugo Locurcio
61badfd694 Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-18 19:09:52 +02:00
Christoph Oelckers
94179a11f5 - fixed the PR. 2019-08-18 18:45:18 +02:00
cuttlefish
e4896e343b - Converts keyboard turnspeeds into global CVars 2019-08-18 18:30:37 +02:00
Christoph Oelckers
1dde2ef597 - added obituary fallbacks for actors that do not have any defined.
This is mainly for Dehacked mods which redefine decorations as monsters.
The fallback names are DEFOB_{classname} or DEFITOB_{classname}.
2019-08-18 18:28:09 +02:00
Christoph Oelckers
5c4e8783e9 - removed the internal WildMidi player object cleanup code.
This was solely meant for the original WildMidi player but got seriously in the way of how this code gets used by GZDoom. In GZDoom the player object is owned by the MIDI devive which should be the only instance which is allowed to destroy it.
2019-08-18 16:12:52 +02:00
Christoph Oelckers
ca805016c8 - fixed bad default alpha for 3D floors.
This is a byte value, therefore the default must be 255, not 65536.
2019-08-18 15:04:34 +02:00
Christoph Oelckers
9210811b74 - patch the token 'texture2d' in GLSL sources.
This builtin function no longer exists outside of backwards compatible GLSL compilers so it needs to be remapped to 'texture' so that user shaders still using it can compile.
2019-08-18 14:50:37 +02:00
Christoph Oelckers
ae57bc71d4 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.
2019-08-18 13:48:52 +02:00
alexey.lysiuk
6e8ee9a684 - applied texture use type to special font with translation disabled 2019-08-18 11:44:00 +03:00
alexey.lysiuk
ce536485e1
- fixed typo in MAPINFO parser warning 2019-08-18 08:58:18 +03:00
alexey.lysiuk
a892e1f506 - added missing space character to script parser's message 2019-08-17 11:55:35 +03:00
alexey.lysiuk
c95a555f5e - added check for multiple parsing of the same MAPINFO
Warning message is issued when such case is detected
2019-08-17 11:53:29 +03:00
alexey.lysiuk
a5e10fd863 - remove '... is already the default skill' error 2019-08-17 11:49:16 +03:00
alexey.lysiuk
7e9a777b45 - fixed loading of HacX 2.0 IWAD
Doom II MAPINFO (which is used as base for HacX 2.0 IWAD) was processed twice
This fixes Script error, "gzdoom.pk3:mapinfo/doomcommon.txt"line 199: Normal is already the default skill
2019-08-17 11:21:22 +03:00
alexey.lysiuk
fb71fdfe06 - use Xcode 10.3 for "up-to-date" Travis target 2019-08-17 11:07:59 +03:00
Patryk Obara
4c98b69b6b - use fallback implementation for C++ aligned_alloc
This function was introduced in C++17, then backported to older versions
of glibc++ library, but is not available in older releases (it's missing
from Ubuntu 12.04 derived SteamRT for example).
2019-08-16 20:44:29 +03:00
alexey.lysiuk
f317f69776 - added ability to enter main menu from credits screen via controller
There was only one way to enter main menu (by pressing Escape button) from the last intermission screen after episode's end
Controller's buttons that are usually assigned to this action, Start and Back by default, now open main menu as well

https://forum.zdoom.org/viewtopic.php?t=65632
2019-08-16 10:45:19 +03:00
Rachael Alexanderson
0d2bdfca99 - fix typo 2019-08-15 21:27:11 -04:00
alexey.lysiuk
28ea567c22 - fixed doubling of deprecation warnings for ZScript code
https://forum.zdoom.org/viewtopic.php?t=65617
2019-08-15 16:31:50 +03:00
alexey.lysiuk
06e0c88622 - exposed xBRZ scaler options as CVARs
Added 5 xbrz_... CVARs to control various settings of upscaling process

Added xbrz_colorformat CVAR for buffered (zero) and unbuffered (any other value) color format
The first one requires a restart because settings are applied once to a precalculated buffer
The second one has reduced performance with ability to apply settings on-the-fly
2019-08-14 23:00:53 +03:00
alexey.lysiuk
afab181505 - updated xBRZ scaler to version 1.7
https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.7.zip

https://forum.zdoom.org/viewtopic.php?t=65596
2019-08-14 22:51:44 +03:00
alexey.lysiuk
0cae5fc6e4 - removed type punning from xBRZ scaler integration
it was a hack that wouldn't work with xBRZ 1.7
2019-08-14 22:50:38 +03:00
Christoph Oelckers
347f6cf89a - 4.3pre 2019-08-13 17:48:36 +02:00
alexey.lysiuk
1bd249677b - fixed core script warnings with developer CVAR set to 2 or greater
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 159:
Truncation of floating point value
Script warning, "gzdoom.pk3:zscript/ui/menu/conversationmenu.zs" line 161:
Truncation of floating point value
2019-08-13 14:48:40 +03:00
Christoph Oelckers
6cce1f1e52 - fixed uninitialized alpha channel in palette for savegame images. 2019-08-11 21:26:08 +02:00
Christoph Oelckers
5e4de10f97 - fixed survey data retrieval for Vulkan. 2019-08-11 21:26:08 +02:00
Christoph Oelckers
6cc9434788 - added checks for the special hacky quicksave marker. 2019-08-11 18:37:32 +02:00
Christoph Oelckers
a53861e27e - text update. 2019-08-11 18:28:50 +02:00
Rachael Alexanderson
c029f02b90 - add missing break statements 2019-08-11 03:23:50 -04:00
Rachael Alexanderson
9c3cdd1462 - fix a couple issues with sigil.wad:
- e5m2: floating skulls disappear on lower skill levels
- e5m4: the platform with the baron of hell that led to the invulnerability secret had a missing texture
2019-08-11 03:22:00 -04:00
Christoph Oelckers
cf74118d53 - fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 09:00:29 +02:00
Christoph Oelckers
5953f492c1 - fixed: The OriginalSmallFont must always be created, even when the actual SmallFont is not the IWAD default. 2019-08-10 20:09:04 +02:00
Christoph Oelckers
1e1ec2d59b
Merge pull request #903 from alexey-lysiuk/array_append
Expose Append() method to ZScript dynamic array
2019-08-10 18:40:48 +02:00
alexey.lysiuk
07a2331ca3 - exposed Append() method to ZScript dynamic array
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-10 16:37:40 +03:00
Christoph Oelckers
34c2c65bb6 - fixed: Do not use BasicArmor's save percentage when no armor present.
This function is only for the Hexen status bar and printed incorrect values.
2019-08-10 08:26:55 +02:00
Christoph Oelckers
541dcab89a - for debug builds run the survey code every time if enabled, but do not send survey data. 2019-08-09 23:18:28 +02:00
Christoph Oelckers
817190458d - fixed survey request. 2019-08-09 21:42:00 +02:00
Christoph Oelckers
3b4184816b - do not blur the background for portrait-less conversations. 2019-08-09 15:22:52 +02:00
Christoph Oelckers
1e4a32004b - fixed bad texture canvas checks when in truecolor software rendering. 2019-08-09 13:59:54 +02:00
Christoph Oelckers
53c2d7e8d2 - fixed: in order to ensure that all font characters are of texture type FontChar it is necessary to clone the texture instead of changing its use type.
The use type is being used for texture lookup, so changing this alters the texture lookup rules and may cause return of incorrect textures.
This also ensures that context depending upscaling rules get used, because FontChars are separate from regular textures.
2019-08-09 11:40:21 +02:00
Christoph Oelckers
afe4a45a76 - fixed: The frozen state was not reset when the global level variable was reset. 2019-08-09 10:39:09 +02:00
Christoph Oelckers
14a21c2a7e - made some changes to the survey code to give clearer output and removed a few obsolete things that are no longer relevant. 2019-08-09 10:18:15 +02:00
Christoph Oelckers
c3e3fda94a - fixed handling of the "ouch" face.
This depended on order of execution, taking the health values to compare from variables which were not synchronized properly.
Now both the last and current health being used here are being retrieved in the same place so that further changes cannot break this again.
2019-08-09 09:58:40 +02:00
Christoph Oelckers
5ca1bb3979 - fixed an inconsistency with missiles bouncing off actors.
They exploded when hitting a side but not when hitting top or bottom. Changed so that they always explode now.
2019-08-09 09:36:50 +02:00
Christoph Oelckers
a239675fb5 - fixed incorrect write barrier in sound sequence code. 2019-08-09 08:42:36 +02:00
Christoph Oelckers
8447525019 - fixed: Takedown of an expired HUD message did not properly detach it from the list. 2019-08-09 08:32:23 +02:00
Magnus Norddahl
d1026e4b5b - call vkDeviceWaitIdle before RAII tears down buffers 2019-08-08 20:56:11 +02:00
Christoph Oelckers
bf9c5849e8 - merged all useful parts from https://github.com/coelckers/gzdoom/pull/725 2019-08-08 08:09:31 +02:00
Christoph Oelckers
352d5d098d - fixed mouse coordinate checks when using the generic VGA font with Strife conversations. 2019-08-07 20:24:45 +02:00
Christoph Oelckers
3c449f3908 - delete the teaser logs from SVE.WAD.
The way Strife has been set uo, it is not possible to have the full game and the teaser coexist without hackery.
2019-08-07 19:22:06 +02:00