Christoph Oelckers
4446922f26
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-23 21:01:00 +01:00
Christoph Oelckers
d1cca79c31
- Use SpawnHealth() when calling A_ResetHealth.
2015-01-23 20:29:38 +01:00
MajorCooke
301c061ec3
- Added pointer for A_SetRoll.
2015-01-23 10:24:23 -06:00
MajorCooke
19b43d4752
- Added A_ResetHealth(ptr). Defaults to AAPTR_DEFAULT (the action caller).
...
- Added pointers to the following functions, all of them set to AAPTR_DEFAULT:
- A_SetAngle
- A_SetPitch
- A_SetScale
- A_SetSpeed
- A_ScaleVelocity
2015-01-23 09:26:34 -06:00
Christoph Oelckers
7157db89b7
- fixed: A_VileAttack didn't check for MF7_DONTTHRUST.
...
This is a fixed version of Major Cookes pull request.
2015-01-22 14:13:25 +01:00
Christoph Oelckers
73bdd06ceb
- removed bogus angle modification from reflection code.
2015-01-22 14:10:55 +01:00
Christoph Oelckers
667c4ba5fc
Merge branch 'reflectfixsolo' of https://github.com/MajorCooke/zdoom
2015-01-22 14:01:27 +01:00
Christoph Oelckers
ae282eea53
Merge branch 'sethealthredux' of https://github.com/MajorCooke/zdoom
2015-01-22 13:59:59 +01:00
Christoph Oelckers
afb90040c2
Merge branch 'changevelptr' of https://github.com/MajorCooke/zdoom
2015-01-22 13:58:20 +01:00
MajorCooke
4fd87a1ce9
- Redid A_SetHealth.
...
- This function will not take the actor's health below 1, and any attempts to do so will simply set it to 1 in its place.
2015-01-20 22:54:30 -06:00
MajorCooke
fa411af1da
- Fixed: Reflected projectiles were always changing their angles to 0.
2015-01-20 09:10:58 -06:00
Christoph Oelckers
2a0fc16ce3
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-20 10:26:30 +01:00
Christoph Oelckers
67312b907b
- fixed: AInventory::AbsorbDamage may only be called for positive damage values, otherwise it ends up adding armor points.
2015-01-20 10:25:58 +01:00
Benjamin Moir
6dff8da503
Added +NODECAL and +FORCEDECAL actor flags
...
Added FHF_NOIMPACTDECAL for LineAttack
2015-01-20 12:05:00 +10:30
MajorCooke
105a62cc20
- Added pointer field to A_ChangeVelocity.
...
- Defaults to AAPTR_DEFAULT, otherwise known as the calling actor.
2015-01-19 14:54:20 -06:00
Edward Richardson
455e6cd214
Improved NewChaseDir performance by cutting repeats
2015-01-19 23:57:15 +13:00
Braden Obrzut
845bcdf14c
- Attempt to disable all comparison operators on FString since unless we decide otherwise, it's a programming error to use them (caused implicit conversion to const char* and then the built in comparision was called).
2015-01-16 19:13:51 -05:00
Braden Obrzut
4bae3f9976
- Fixed: SDLVideo::CreateFrameBuffer cleared "retry" too soon resulting in infinite recursion if the code was used.
2015-01-16 18:58:23 -05:00
Braden Obrzut
1c2a6e8457
- Fixed: fullscreenoffset coordinates were determined by translated (offsets) coordinates instead of input coordinates.
2015-01-16 13:12:18 -05:00
Chris Robinson
1d20152aee
Fix an errant use of FMODMIDIDevice
2015-01-15 13:25:02 -08:00
Chris Robinson
a8348b13de
Merge remote-tracking branch 'zdoom/master' into openal
...
Conflicts:
output_sdl/CMakeLists.txt
src/namedef.h
2015-01-15 13:08:05 -08:00
Edward Richardson
db25322b4c
P_SpawnPuff MF4_RANDOMIZE behaviour
...
- Doom's BulletPuff random spawn tics behaviour was lost at some point.
2015-01-13 21:01:00 +13:00
alexey.lysiuk
9df56216b3
Reworked check for embedded WADs put inside directory within archive
...
Any WAD from directory named the same as archive are treated as embedded
Fixed the issue with archive filename that wasn't taken into account
2015-01-12 11:28:40 +02:00
alexey.lysiuk
7ae3678abc
Extended check for embedded WADs with one special case
...
Added loading of embedded WAD file if `myfile.wad` is placed in `myfile` directory inside `myfile.zip`
This helps with an unpleasant and very annoying fashion to zip a folder instead of just .wad and .txt files.
Recent examples include
Monster Hunter Ltd.: http://www.doomworld.com/idgames/?id=17601 and http://www.doomworld.com/idgames/?id=17625
Hell Awakened 2 Episode 1: http://www.doomworld.com/idgames/?id=17795
Bauhaus: http://www.doomworld.com/idgames/?id=17954
2015-01-11 11:43:43 +02:00
alexey.lysiuk
5336f1085c
Fixed incorrect value that I_FPSTime() may return when OS X thread-based timer implementation is used
2015-01-11 10:30:30 +02:00
Randy Heit
bd3e49c0e8
Make actor damages readable from DECORATE (again)
2015-01-10 23:02:00 -06:00
Randy Heit
9b81e0e597
16-byte align frames on the VMFrameStack
...
- Fixed: Don't assume operator new will return a pointer with 16-byte
alignment when allocating a block for the VMFrameStack. Because it seems
it's actually guaranteed to be 8-byte aligned. Don't know where I got
the idea it would always be 16-byte aligned.
2015-01-10 23:00:45 -06:00
Randy Heit
649875b17e
Add if/else blocks for action sequences
...
- So now you can do something like this for an action:
{
if (health > 1000)
{
A_Scream;
}
else
{
A_XScream;
}
}
Yes, the braces are required. Because I see too many instances where
somebody writes an if statement in ACS and doesn't understand why it
doesn't work right because they forgot braces.
- Fixed: Not actually putting an action between { and } would crash.
2015-01-08 21:36:42 -06:00
Christoph Oelckers
43ea0250d1
Merge branch 'SDL2_gz_fix' of https://github.com/edward-san/zdoom
2015-01-08 20:02:06 +01:00
Christoph Oelckers
df2e7c37fb
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-08 20:01:29 +01:00
Christoph Oelckers
67b68e6b48
Merge branch 'pillar_tag0' of https://github.com/edward-san/zdoom
2015-01-08 20:00:43 +01:00
Christoph Oelckers
e569c3ab39
Merge branch 'pillar_tag0' of https://github.com/edward-san/zdoom
2015-01-08 19:59:03 +01:00
Edoardo Prezioso
c3c22315d9
- Added zero tag handling for Pillar actions.
...
Pillar actions will refer to the back sector if the tag is set to 0.
2015-01-08 19:52:23 +01:00
Christoph Oelckers
d4d041d5fc
- fixed: FMaterial::ValidateTexture must determine whether to expand sprites before actually constructing the FMaterial object.
2015-01-08 18:44:55 +01:00
Edoardo Prezioso
fb3bf0eb58
- Oops, forgot to reinclude missing SDL header.
...
Strangely it compiled fine for me, though.
2015-01-08 13:18:00 +01:00
alexey.lysiuk
f3cc872677
Added Retina/HiDPI option to video mode menu (OS X only)
2015-01-08 12:50:23 +02:00
Christoph Oelckers
df93d1a9f1
Merge branch 'SDL2_gz' of https://github.com/edward-san/zdoom
2015-01-08 09:27:42 +01:00
Christoph Oelckers
1c3561d71e
Merge branch 'master' of https://github.com/rheit/zdoom
2015-01-08 09:27:30 +01:00
Randy Heit
7d0faa5bd5
Allow multiple actions per frame
...
- You can now call several actions from one frame by grouping them between
curly braces. i.e. :
POSS G 3 { A_Pain; A_Log("Ow! That hurt!"); }
I will probably add an `if (something) { blah; blah; } else { wah; wah; }`
construct later, but that's the extent of the munging I plan for DECORATE. The
real work goes to the scripting language, not here. But if this branch is
getting merged to master sooner than later, here's an immediate benefit
from it right now.
2015-01-07 22:42:03 -06:00
Randy Heit
9044ac9503
Don't free non-registers.
...
- Fixed: ExpEmit::Free() would try to free REGT_NIL registers, which
don't really exist
2015-01-07 22:31:48 -06:00
Edoardo Prezioso
cab509c4d2
Various improvements to SDL2 video code.
...
- Ported the missing resolutions from zdoom.
- Remove unneeded code which was removed also from zdoom.
- Uncomment DOUBLEBUFFER GL attribute. It was present in the old SDL_SetVideoMode call code, so why not.
2015-01-08 01:39:29 +01:00
Edoardo Prezioso
37321d1d48
- Implement SDL2 into GZDoom (needs improvements).
...
Make also minor fixes.
Now it compiles and runs fine for me, except for the invisible cursor in the menu (no idea why).
2015-01-08 00:23:14 +01:00
Edoardo Prezioso
c9150497e3
- Move sdlglvideo code from sdl to posix/sdl.
...
Re-add sdlglvideo.cpp path in CMakeLists.txt . Warning: it won't compile yet.
2015-01-07 21:07:40 +01:00
alexey.lysiuk
83c6798651
Fixed a very slim chance that window will be white and empty after startup
...
There are a few quite specific steps to reproduce this issue:
* 640x480 video resolution
* -iwad ... -warp ... command line parameters
* OS X 10.4 or 10.5 PowerPC, maybe performance related
When all these requirements are met, content view doesn't show up sometimes
The simplest solution for this issue is to set initial window size to non-existent video resolution
2015-01-07 14:50:55 +02:00
Randy Heit
00274c5e4c
Split action parsing out of ParseStates() and into ParseAction()
2015-01-06 20:02:22 -06:00
Randy Heit
910451a351
Return a FxVMFunctionCall from DoActionSpecials()
...
- DoActionSpecials no longer sets the function call in FStateTempCall.
Instead, it returns the function so the caller can do it.
2015-01-06 19:50:01 -06:00
Randy Heit
320fb9aec5
Allow empty parameter lists for action functions without parameters
...
- Using A_Scream() in a state instead of A_Scream is now valid.
2015-01-06 19:44:20 -06:00
Randy Heit
f71b1a8983
Whoops.
2015-01-06 19:34:11 -06:00
Randy Heit
b2abf224b5
Save function name for error message in ParseStates()
...
- The error "You cannot pass parameters to..." used the most recent token,
which was always ( and not the function name. (Note that this was
already fixed in the scripting branch, so this is probably going to be a
conflict. Meh.)
2015-01-06 19:31:00 -06:00
Edoardo Prezioso
4ea918ab3b
- Fixed bad characters in the info command string.
2015-01-06 23:16:25 +01:00