Commit Graph

4328 Commits

Author SHA1 Message Date
Christoph Oelckers 7b59293995 - properly deal with 'gototitle'. 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 1bb750c061 Screenjob WIP stuff 2022-04-26 20:50:35 +02:00
Christoph Oelckers 0d23db5b4a - wrapper classes to run existing intermissions and status screens as screenjobs. 2022-04-26 20:50:35 +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 339419240c - added compat_nombf21 for cchest2.wad, map 19. 2022-04-25 20:52:24 +02:00
Christoph Oelckers a491085822 - added missing range check for scrolling down an option menu with the mouse wheel. 2022-04-18 00:09:38 +02:00
Christoph Oelckers 05260d8e8a - don't let "give weapons" hand out abstract weapons. 2022-04-16 22:19:38 +02:00
Christoph Oelckers d24f41a595 - Remain 3, MAP11 also needs compat_nombf21. 2022-04-15 23:20:37 +02:00
Christoph Oelckers 446a24d095 - added nombf21 compat setting for Heroes Tales MAP31 2022-04-15 23:01:58 +02:00
Emile Belanger 3724f8a67c GLES: Fix blend flags 2022-04-15 21:06:27 +02:00
Christoph Oelckers 8b1d671f6b - fixed y-offsets of bal7scr* decal images. 2022-04-13 08:10:20 +02:00
Rachael Alexanderson 36245ae598 - allow artifacts that do not automatically activate to be given by the 'give artifacts' cheat 2022-04-11 15:59:20 -04:00
Lippeth af957b438a reverted language change 2022-04-09 22:46:20 +02:00
Lippeth 9de7721e62 reverted language change 2022-04-09 22:46:20 +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
Gibbon 4d3f767f47 typo 'Yea' instead of 'Yes' 2022-04-02 19:21:37 +02:00
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
Christoph Oelckers c98c93914d - text update 2022-03-18 18:17:02 +01:00
Rachael Alexanderson 6cc03aba16 - add gl_satformula == 2 - an optional 'more accurate' desaturation 2022-03-16 13:33:29 -04:00
Christoph Oelckers a20d519488 - text update. 2022-03-09 22:16:53 +01:00
Rachael Alexanderson a245e4faad - remove default lost soul translucency 2022-03-08 10:57:48 -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 421c40e929 Replaced GetTerrainDef with the global Terrains array. 2022-02-22 19:35:50 +01:00
Major Cooke 8a61badcad Removed some residuals. 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
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
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
Rachael Alexanderson 64ee08d80b - fix: player landing sound was not properly playing, error in morph logic check 2022-02-14 10:17:52 -05:00
Rachael Alexanderson add4ff12ac - virtualize player landing on thing sound 2022-02-14 08:07:10 +01:00
Emile Belanger 5939f1947f Fix func_paletted.fp to use alpha channel for index. This was needed due to GLES renderer change from Raze 2022-02-10 23:46:23 +01:00
Emile Belanger 93b62d4f15 Fix Texture Mode 7 shader compilation bug 2022-02-10 23:46:23 +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 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 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 2ab4539d40 - fix logic error with shader compatibility layer 2022-01-21 16:40:04 -05:00
nashmuhandes f79bbed130 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-20 14:19:45 +08:00
Xaser Acheron 0d8d4a2ad7 fix mbf21 A_FindTracer fov cone being twice as big as intended 2022-01-18 08:06:29 +01:00
Xaser Acheron efbb31fa39 add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy 2022-01-18 08:06:29 +01:00
Xaser Acheron 40a5c4c1c5 fix mbf21 A_SeekTracer not working (arg type shenanigans) 2022-01-18 08:06:29 +01:00
Xaser Acheron a4b124bff8 fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set 2022-01-18 08:06:29 +01:00
Xaser Acheron cf04ebb774 fix MBF21 A_WeaponProjectile spawn position 2022-01-18 08:06:29 +01:00
Christoph Oelckers 84458ddb9f - redid postprocessing shader interface to be free of the player dependency.
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
nashmuhandes 57112742fe Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
# Conflicts:
#	src/common/rendering/gl/gl_shader.cpp
#	src/common/rendering/hwrenderer/data/buffers.h
#	src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers be103bd9dc - fixed: the powerup item for respawn invulnerability was never given to the player. 2022-01-07 00:39:22 +01:00
Christoph Oelckers 32de663210 - fixed MBF21's A_SeekTracer.
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Rachael Alexanderson e6403197eb - drop yet another option from the simple mouse menu 2022-01-05 12:17:28 -05:00
Rachael Alexanderson 68d4c3f19c - drop more options from the simple mouse menu 2022-01-05 12:13:48 -05:00
Rachael Alexanderson ea9d945ff3 - create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning 2022-01-05 11:10:28 -05:00
drfrag 2945e10a0e - More wrong tracer flags in ActorMover. 2021-12-24 16:37:58 +01:00
drfrag 395b5695ad - Fixed: ActorMover was not changing its tracer's flags. 2021-12-23 21:28:27 +01:00
Player701 2ce5b49cab - Exported the "paused" global variable to ZScript 2021-12-06 16:26:34 +01:00
Rachael Alexanderson 4db7a20f7a - apply clearscope to `ApplyDamageFactor` as well 2021-11-18 21:29:08 -05:00
Xaser Acheron 0b93aef776 add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites 2021-11-14 23:21:07 -06:00
nashmuhandes 879c514120 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-14 22:01:03 +08:00
Rachael Alexanderson 01b825b181 - apply clearscope for ApplyDamageFactor - https://forum.zdoom.org/viewtopic.php?f=15&t=73830 2021-11-13 11:07:42 -05:00
nashmuhandes 9b853dd275 - Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes 1b95f2515b Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-10 19:57:49 +08:00
nashmuhandes c2b3600981 Add a render style parameter to Screen.Dim 2021-10-29 21:08:32 +02:00
nashmuhandes 5c20a5918e Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2 2021-10-20 21:59:37 +08:00
Marisa Kirisame 58e66f4805 ReadThisMenu / MenuDelegate overriding. 2021-10-19 11:43:27 +02:00
Christoph Oelckers 8149c3e936 - text update. 2021-10-16 21:52:36 +02:00
nashmuhandes 12c509cc46 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-17 03:42:15 +08:00
Marisa Kirisame 95b8629fe0 Allow customization of pause screen. 2021-10-16 11:33:30 +02:00
Marisa Kirisame d5ad8b28ec PreTravelled virtual for player and inventory. 2021-10-15 17:37:19 +02:00
Marisa Kirisame bc75dc056e Compat patch for misplaced items in Hexen MAP08. 2021-10-14 21:35:32 +02:00
nashmuhandes 96383792fa Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-14 12:20:42 +08:00
Hugo Locurcio d0975467f5 Add cvars to control automap line alpha and thickness
This can be used to improve automap readability on high-resolution
displays.

Some automap options in the menu were reordered to follow a more
logical order.
2021-10-11 22:30:31 +02:00
Marisa Kirisame 7c591cd0e9 Allow map markers to scale relative to automap zoom. 2021-10-08 16:03:51 +02:00
nashmuhandes 82a3036429 Set the ZDRay-specific things to not spawn in the MAPINFO 2021-10-05 18:17:28 +08:00
nashmuhandes 52004f36b4 Add sunlight actor for ZDRay 2021-10-05 18:09:00 +08:00
nashmuhandes d35cd9549f Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-10-05 12:53:05 +08:00
Christoph Oelckers 3c961a2aa2 - avoid multiple Dehacked mappings to the same function.
Due to some MBF21 related changes these would cause interference.
Instead the two affected functions, A_NailBomb and A_RadiusDamage are now separate script functions that just call A_Explode with the correct parameters.
2021-10-03 18:16:37 +02:00
Christoph Oelckers 6e9e75c02c - disallow changing the line spacing for option menus.
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Marisa Kirisame 457f7c31c3 Allow WorldUnloaded events to know the next map name (if any). 2021-10-01 20:18:36 +02:00
Blue Shadow f517d33ecf - fixed A_Punch having a short attack range (take 2).
The previous attempt to fix this did so partially; the range was fixed for AimLineAttack, but not for LineAttack, too.
2021-10-01 20:13:51 +02:00
nashmuhandes 70b72a2157 - Recognize the new lightmap UDMF keywords
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes ae50fcdf8b Don't let LightProbes spawn in the world. We don't want unnecessary actors ticking in the map. 2021-09-29 17:00:10 +08:00
nashmuhandes ff3cdb7e56 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-09-27 07:32:30 +08:00
nashmuhandes e74b338b79 - Gave the light probes NOINTERACTION to decrease ticking costs and also to stop it from falling to the ground - useful to debug mid-air light probes
- Changed the light probe sprite to better match the actor size
2021-09-26 02:10:12 +08:00
nashmuhandes b3a2b9b2a5 Adjust the light probe assets to better aid debugging 2021-09-26 01:20:10 +08:00
nashmuhandes d2b8f1aaff Add light probe actor 2021-09-25 12:00:25 +08:00
Magnus Norddahl 604c4ff8e0 Fix vertex layout locations and add lightmap to vulkan shader 2021-09-24 16:21:23 +02:00
Blue Shadow 3b31dda6b8 - resolved a VM abort upon morphing while the tome of power is active 2021-09-24 13:34:35 +02:00
nashmuhandes 2f8cff90b6 - Add lightmaps to the main shader (currently only OpenGL)
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
Christoph Oelckers 7ce5bb4861 - re-enable light attenuation. 2021-09-22 12:14:29 +02:00
Christoph Oelckers 0db7a6206b - fixed shader compilation. 2021-09-21 21:07:46 +02:00
Christoph Oelckers 6c12a8de12 - properly track whether some action in the current frame may have triggered a dynamic light activation. 2021-09-21 20:31:43 +02:00
Christoph Oelckers da806b354d - cleanup of the revised y-clamping feature.
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger 76875f0a3c Fix spot lights for GLES 2021-09-20 18:12:20 -04:00