Commit graph

17188 commits

Author SHA1 Message Date
Cacodemon345
3c5f5f392f Add progress bar for SDL backend 2021-02-02 03:32:40 -05:00
drfrag
421b6a0343 - Fixed "Messages ON" not being printed. 2021-02-02 03:31:20 -05:00
alexey.lysiuk
9bd07e5c83 - improved JIT simple frame error message
https://forum.zdoom.org/viewtopic.php?t=71340
2021-01-31 14:47:33 +02:00
Rachael Alexanderson
ad66063354 - oops this was not supposed to be in master
Revert "- failed attempt at automap line thickness"

This reverts commit 9651dd3a48.
2021-01-31 06:24:43 -05:00
Rachael Alexanderson
8a4b5dfb77 - remove Raspberry Pi1/2 support completely 2021-01-31 06:18:21 -05:00
Rachael Alexanderson
6dc218062f Merge branch 'master' of https://github.com/coelckers/gzdoom 2021-01-30 23:28:51 -05:00
alexey.lysiuk
7e02c5f210 - replaced linked sector constructor with default initializers 2021-01-30 15:49:55 +02:00
alexey.lysiuk
ac05f0a6b2 - added initialization of linked sectors
Resizing of linked sectors arrays during serialization could lead to processing of pointers to junk data

https://forum.zdoom.org/viewtopic.php?t=71252
2021-01-30 15:09:35 +02:00
Rachael Alexanderson
b9e37ff0f4 Merge branch 'master' of https://github.com/coelckers/gzdoom 2021-01-29 22:52:33 -05:00
Rachael Alexanderson
9651dd3a48 - failed attempt at automap line thickness 2021-01-29 22:52:28 -05:00
drfrag
638c49fe0f - Fixed nodes were not rebuilt after loading broken extended nodes. 2021-01-29 20:39:27 +01:00
Christoph Oelckers
f108a106c9 - backend update from Raze. 2021-01-29 13:54:18 +01:00
Rachael Alexanderson
d3804911cf - Fix the previous commit
Revert "Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures."

This reverts commit 619f44decd.
2021-01-18 04:02:12 -05:00
Chronos Ouroboros
619f44decd Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures. 2021-01-17 22:22:40 -03:00
Rachael Alexanderson
c783b9dce9 - 21:9 improvements
- vid_aspect is now set to change to 21:9's ACTUAL aspect - 64:27
- screen elements now scale to 64:27 properly. to restore classic behavior, set cvar `vid_allowtrueultrawide` to false
2021-01-17 11:41:36 -05:00
Rachael Alexanderson
efa788cd5e - remove erroneous assert in the ZScript codegen compiler
- fixes issue #1279
2021-01-17 10:58:44 -05:00
Rachael Alexanderson
b70c66e2cc - make ARM compiler flags optional, detect based on ${ZDOOM_TARGET_ARCH}, do not activate on Apple build systems 2021-01-17 06:30:14 -05:00
Kevin Caccamo
26eac560dd Fix ScriptCall missing default arguments
There was one VMCall in DLevelScript::ScriptCall that didn't use default arguments. This was causing assertion failures in the GZDoom debug build when trying to run Wolfenstein: Blade of Agony on any map that wasn't TITLEMAP, because ACSTools.FindInventoryClass returns a boolean, and it has a default argument.
2021-01-16 17:11:39 +01:00
Marisa Kirisame
44b4359ba5 Add alternate "Full" mode for PowerIronFeet that prevents leaky damage. 2021-01-16 17:09:57 +01:00
drfrag
24cf27e9e2 - Fix ALWAYSFAST actor flag. 2021-01-13 20:13:52 +01:00
William E. Waterman
3261eb3643
Side By Side Letterbox Display mode (#1255)
* Added SBSLETTERBOX to menudef.txt

* Changed PresentSideBySide in gl_renderer

Needed for new side-by-side mode

* Added VR_SIDEBYSIDELETTERBOX to gl_stereo3d.cpp

For side by side letterbox display mode

* Added VR_SIDEBYSIDELETTERBOX to hw_modes.h

For new side by side letterbox display mode

* Added VR_SIDEBYSIDELETTERBOX to hw_vrmodes.cpp

For Side By Side Letterbox display mode
2021-01-13 07:09:13 -05:00
Rachael Alexanderson
476e59fbab - add sv_instantreaction dmflag 2021-01-13 07:04:18 -05:00
drfrag
4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Chronos Ouroboros
d8164e0050 - Fix the "Max" constant being incorrect for unsigned int types. 2021-01-06 15:50:58 -03:00
Rachael Alexanderson
7afae96530 - add new detection hashes for newer versions of nerve.wad
- partially fixes issue #1263
2021-01-06 07:05:40 -05:00
Rachael Alexanderson
65c7b77997 - update $musicalias to allow iwad remapping when used from game_support.pk3
- add music aliases for the unity version of Doom/Doom2 for digitized game soundtrack
- this fixes issue #1268
2021-01-06 06:32:04 -05:00
Rachael Alexanderson
e6c71c2f0c - reimplement fix #1267 from @drfrag666 differently - fix damagecount overflow 2021-01-05 11:09:19 -05:00
alexey.lysiuk
1767fdfe7a - extended operating system information with os-release's pretty name
https://www.freedesktop.org/software/systemd/man/os-release.html
2021-01-02 14:59:31 +02:00
Rachael Alexanderson
6089c34558 - oops forgot to add this file 2021-01-02 07:47:25 -05:00
Gutawer
276cdde112
Modify Shape2D so that it manages its own vertex buffer rather than using the draw list (#1249)
* - modify Shape2D so that it manages its own vertex buffer

* - fix the last commit failing on Shape2Ds that were modified after AddShape was called

* - make buffers an array of F2DVertexBuffers instead of an array of pointers

* - fix AddShape with the same VBO but different transformation crashing the game

* - formatting fixes
2021-01-02 07:41:32 -05:00
Emily
7db7b0c7e6
Fix IfItem amount not being checked (#1262) 2021-01-02 07:39:14 -05:00
Rachael Alexanderson
e917cd0a2c - oops, fix previous commit, that wasn't meant to be in there 2021-01-01 22:44:36 -05:00
Rachael Alexanderson
54fba4d642 - windows: create stub functions for the crash logger for ARM. this invites the possibility, hopefully, that if someone is inclined, to actually make one. it also cleans up the code a little bit for intel. 2021-01-01 20:52:18 -05:00
alexey.lysiuk
499df03821 - removed limitation on number of descriptor set layout bindings
https://forum.zdoom.org/viewtopic.php?t=70955
2021-01-01 14:46:24 +02:00
Cacodemon345
0dda8733db
Print name of OS on POSIX systems when using SDL
#1265
2020-12-31 14:48:48 +02:00
Rachael Alexanderson
df4f41f4e8 - Modified commit from @OrdinaryMagician #1261
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:

commit d4c4d9310d0157ce575f52989b5b080398cf7629
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Wed Dec 30 09:58:39 2020 +0100

    Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
dondiego
c59c2431ea
- Add autodetection for GOG's releases of Heretic and Hexen. (#1259) 2020-12-29 21:25:20 -05:00
Christoph Oelckers
6406427eb7 - added check for M_IsAnimated to TryRunTics. 2020-12-11 11:51:52 +01:00
Christoph Oelckers
6f4dfd9a61 - added the option to look for music by using a truncated 8-character variant of the given name.
This workaround is needed because there's known old mods depending on this legacy behavior.
2020-12-11 11:39:24 +01:00
Christoph Oelckers
423fe60080 - fixed: strbin did not check for a terminating 0-character right after an escaping backslash. 2020-12-11 11:22:07 +01:00
Rachael Alexanderson
64ff15b82b
Squashed commit of the following: (#1248)
commit bbfb934e808c6602d3a059adf270e997b71b900c
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Sun Dec 6 23:50:15 2020 -0500

    - and now it builds! but ... does it run?

commit 67096c8966f28dcff40c998d10e5510d6a689a13
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Sun Dec 6 22:25:13 2020 -0500

    - one more step closer to compile

commit 5a0c84dd2d3e1798e7a99f4ec1696f678708f0e6
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Sun Dec 6 22:13:39 2020 -0500

    - set up dynamic opengl load for windows

commit 6ef8118b801f305000ce881a4b04aaaef0196226
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Sat Dec 5 16:38:53 2020 -0500

    - allow compiling for win-arm64

commit 7d6f3797c4393fa7b0ed567b94d1de135ecb5ac6
Author: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
Date:   Fri Dec 4 05:18:29 2020 -0500

    - allow targeting ARM64 on Windows

Co-authored-by: Rachael Alexanderson <madame-rachelle@users.noreply.github.com>
2020-12-10 09:16:28 -05:00
Gutawer
f223005584 - fix keyboard repeat events not being sent to menus if TranslateKeyboardEvents is true 2020-12-09 16:20:42 -03:00
makise-homura
10c682acf6 Change type of ops[] to deal with goto *p for EDG compilers 2020-11-30 09:26:16 +02:00
Chris Robinson
51adcd45e6 Simplify manual sound rolloff handling 2020-11-25 16:26:38 +01:00
Rachael Alexanderson
93f023db80 - change all optional game support archive loaders to scan the program folder 2020-11-25 07:03:35 -05:00
Christoph Oelckers
e19b1b2ee7 - fixed: IceGuyFX2 set its owner too late. 2020-11-25 07:37:17 +01:00
Christoph Oelckers
9925cc380e - backend update from Raze. 2020-11-23 15:45:33 +01:00
Christoph Oelckers
58d8ce1a4f - cleanup of m_fixed.h.
With fixed point math barely being used anywhere with the vast majority of calls in the software voxel drawer it makes sense to reduce the function interface to the minimum possible and move the shift value into the function call as an argument.
2020-11-22 10:25:04 +01:00
Rachael Alexanderson
a2b8ad79ed - implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616 2020-11-17 11:29:39 -05:00
Player701
7ff79546e4 - Fixed: If AbsorbDamage resulted in an item having been destroyed, the following items in the inventory chain were not processed. 2020-11-17 12:54:05 +01:00
Chronos Ouroboros
75c791ecff Fixed the previous commit not accounting for mods that already fixed this internally. 2020-11-14 14:53:43 -03:00
Chronos Ouroboros
0aefc61f86 Fixed weapon bob jittering. 2020-11-14 14:34:09 -03:00
alexey.lysiuk
38d29c235b - fixed incorrect autosegs section addresses on macOS
It appeared that getsectbyname() returns address stored in executable header as is, i.e. without adjusting it for ASLR
2020-11-14 12:16:51 +02:00
alexey.lysiuk
18b5928f49 - eliminate dependency on linking order for autosegs registration 2020-11-13 11:03:16 +02:00
alexey.lysiuk
013078a02f - fixed compilation with MSVC 14.28.29333 from VS2019 16.8.0
include\algorithm(7419,17): error C3892: '_First': you cannot assign to a variable that is const (compiling source file src\rendering\hwrenderer\scene\hw_drawlist.cpp)
2020-11-12 12:06:03 +02:00
alexey.lysiuk
381d2bcd73 - do not keep impact decal that fails to stick to a wall
Such invisible decals were not taken into account when calculating their total number
Changing cl_maxdecals CVAR may not work as expected because of limit counter's inconsistent value

https://forum.zdoom.org/viewtopic.php?t=70457
2020-11-01 11:36:32 +01:00
alexey.lysiuk
18bf807ab3 - fixed crash when drawing status bar on automap
https://forum.zdoom.org/viewtopic.php?t=70480
2020-11-01 10:39:52 +02:00
alexey.lysiuk
ff9a56dc0b - fixed issue with parsing useowncoloradd UDMF flags 2020-10-31 19:14:22 +02:00
alexey.lysiuk
b8b93e0dd8 - fixed most of implicit fallthrough compilation warnings
src/common/console/c_console.cpp:1032:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/console/c_console.cpp:958:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/backend/codegen.cpp:2969:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:2656:4: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/frontend/zcc_compile.cpp:521:5: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/common/scripting/jit/jit_math.cpp:966:19: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1538:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:1549:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/d_main.cpp:3820:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gameconfigfile.cpp:544:25: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:193:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:200:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/gamedata/p_xlat.cpp:210:11: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/g_game.cpp:1145:20: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/maploader/maploader.cpp:2142:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/menu/doommenu.cpp:159:28: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/m_cheat.cpp:109:3: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_ceiling.cpp:254:24: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:322:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:330:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_floor.cpp:344:10: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:129:47: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/mapthinkers/a_plats.cpp:284:8: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:6302:18: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_acs.cpp:8111:16: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/playsim/p_spec.cpp:344:6: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/decorate/thingdef_parse.cpp:1343:9: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/scripting/zscript/zcc_compile_doom.cpp:298:12: warning: this statement may fall through [-Wimplicit-fallthrough=]
src/wi_stuff.cpp:463:14: warning: this statement may fall through [-Wimplicit-fallthrough=]
2020-10-31 13:37:51 +02:00
alexey.lysiuk
112640e6c0 - fixed compilation warnings reported by GCC and Clang
src/common/menu/menudef.cpp:785:19: warning: comparison of integers of different signs: 'int' and 'unsigned int' [-Wsign-compare]
src/playsim/p_pspr.cpp:178:3: warning: field 'processPending' will be initialized after field 'HAlign' [-Wreorder]
2020-10-31 13:37:51 +02:00
Christoph Oelckers
841a9b3017 - 4.6 pre 2020-10-31 12:29:47 +01:00
Christoph Oelckers
53a6b9ee59 - moved status bar base class to 'common'. 2020-10-31 12:24:15 +01:00
Christoph Oelckers
e6c96bcb75 - move VM exports to the proper class. 2020-10-31 12:24:14 +01:00
Christoph Oelckers
1169922bf0 - building the new base class. 2020-10-31 12:24:14 +01:00
Christoph Oelckers
783d532bbe - moved the script exports to the base class as wello. 2020-10-31 12:24:14 +01:00
Christoph Oelckers
196d3c32bb - moved the drawing utilities to the abstact base statusbar function. 2020-10-31 12:24:13 +01:00
Christoph Oelckers
3f61ab7fbf - moved FormatNumber to the generic base class. 2020-10-31 12:24:13 +01:00
Christoph Oelckers
fd6b7f9274 - split out the generic parts of the crosshair drawer. 2020-10-31 12:24:12 +01:00
Player701
08302146d7 - Extended AddOptionMenu to allow inserting items before or after a specific menu item 2020-10-29 11:21:39 +01:00
Player701
e276431336 - Implemented AddListMenu MENUDEF directive to allow extending list menus.
Syntax: AddListMenu "MenuName" [<before|after> "SubMenuName"] { ... }

By default, new items will be added to the end of the menu. Specifying before/after allows inserting items before or after a specific submenu item.
2020-10-28 21:45:04 +01:00
Christoph Oelckers
d4d187e27b - removed the limiter flags again and addressed the underlying problem properly.
The real issue is that the number of unattenuated sounds was unchecked and the near limit never kicked in.
To do this properly it is necessary to adjust the limit distance by the attenuation - zero attenuation must mean infinite distance and for high attenuations the distance must be lowered for limiting to work as intended.
The limit for the Doom boss sounds was increased to 4 to compensate for this change.

# Conflicts:
#	src/common/audio/sound/oalsound.cpp
2020-10-28 21:30:25 +01:00
alexey.lysiuk
2ebf38c9c9 - removed duplicated line of code 2020-10-28 09:52:56 +02:00
Rachael Alexanderson
ef47abda74 - remove the IWADINFO definition to fix an un-offsetted status bar, since it's done unconditionally now 2020-10-28 06:27:30 +01:00
Christoph Oelckers
fb0a40e0f0 - enable OpenAL's sound volume normalizer. 2020-10-27 20:36:17 +01:00
Christoph Oelckers
0b7fb453ab - normalize line endings. 2020-10-27 18:47:53 +01:00
Rachael Alexanderson
34c57ab6be - add 'loadwidescreen' to gameinfo, works exactly like 'loadbrightmaps' or 'loadlights' 2020-10-26 10:08:34 -04:00
Rachael Alexanderson
7479648083 - add widescreen loader, and a bare pk3 2020-10-26 09:56:58 -04:00
Marisa Kirisame
c933d02034
Linetrace properly reports 3D line hits as "middle" part (#1228)
* Linetrace properly reports 3D line hits as "middle" part, as was intended.

* Typo fix
2020-10-26 04:24:04 -04:00
Rachael Alexanderson
5b03e86a2b - add 'sv_alwaysspawnmulti' dmflags2 2020-10-26 03:33:02 -04:00
Christoph Oelckers
d850ca6a0e - fixed: MENUDEF did not take recusive parsing into account when checking the default scaling mode. 2020-10-26 06:27:24 +01:00
Christoph Oelckers
6a9bfa2cb3 - do not use the border flat for the fullscreen console. 2020-10-26 06:15:13 +01:00
Rachael Alexanderson
b3e020c087 - fixed: accidentally unconditional multiplayer spawns 2020-10-25 17:10:57 -04:00
nashmuhandes
6e692e5571 Allow retrieval of the custom Crush state in WorldThingGround 2020-10-25 20:10:52 +01:00
nashmuhandes
7285c5aca8 Added WorldThingGround event to hook into the actor at exact moment its corpse spawns gibs upon being crushed. 2020-10-25 20:10:52 +01:00
Christoph Oelckers
54f85d4caa - made the sinmple options menu switchable.
Also ensure that custom mods pick up the simple version if enabled.
2020-10-25 17:07:03 +01:00
Nikolay Ambartsumov
10c833f37e Raise SNDSEQ limit to 4096 sequences 2020-10-25 15:58:30 +01:00
Christoph Oelckers
3bd365f934 - Added the usable parts of Rachael's 'Spawnmulti' spawn flag PR.
This needed a small fix in SpawnMapThing to apply the correct flags for Hexen format maps.
2020-10-25 15:57:43 +01:00
Major Cooke
38eb6db9ce Disabled vertice off-screen check, but fixed it at the same time. If it's desired, the solution is simply commented out in the event its desired. 2020-10-25 15:42:12 +01:00
Major Cooke
18e7b56bdc Restored A_OverlayOffset's ability to cancel out interpolation without the interpolate/add flags. 2020-10-25 15:42:12 +01:00
Major Cooke
7477dfa922 Converted scale and pivot to vectors, and rotation to an angle. 2020-10-25 15:42:12 +01:00
Major Cooke
a6bbddf167 Finished implementing PSprite interpolation for vertices.
- Setting WOF_INTERPOLATE on any of the functions with flags (except A_OverlayFlags) will enable one tic for interpolating.
- Setting PSPF_INTERPOLATE with A_OverlayFlags will permanently enable it for that layer, but requires manual calling.
2020-10-25 15:42:11 +01:00
Major Cooke
c41733e436 Added support for PSPF_FLIP flag and cleaned up. 2020-10-25 15:42:11 +01:00
Major Cooke
7c4c0163a3 Added A_OverlayPivotAlign and A_OverlayVertexOffset.
A_OverlayPivotAlign(int layer, int halign, int valign)
- Aligns the pivot point origin to a corner of the PSprite before applying offsets.
- - halign: Horizontal. Applicable constants are PSPA_<LEFT/CENTER/RIGHT>.
- - valign: Vertical. Applicable constants are PSPA_<TOP/CENTER/BOTTOM>.
- - Default is top left.

A_OverlayVertexOffset(int layer, int index, double x, double y, int flags)
- Allows offsetting the corners of the psprite, granting modders the ability to skew weapon sprites as they see fit.
- - index: The index of the vertice. Valid ranges are between [0,3].
- - x/y: Offsets of vertices.
- - flags: Takes WOF_ flags.

Other changes:
- Removed pivot point interpolation since it's pointless.
- Removed PSPF_PIVOTSCREEN due to complications with it having relativity. This will be revisited either later or in another submission.
- Added ResetPSprite() to be called with BringUpWeapon(), A_Lower(), and morph weapon raising to reset all the new properties to 0.

Nearly ready now. Just some final testing needed.
2020-10-25 15:42:11 +01:00
Major Cooke
42902959a8 - Removed relativity from GetWeaponRect.
- Fixed PSPF_PIVOTPERCENT not being applied at start by default.
- Pivots now start in the upper left corner. Alignment flags are planned next for pivot point starting.

Significant progress made, but more testing still required.
2020-10-25 15:42:10 +01:00
Major Cooke
06b3e384a8 Apply WOF_Relative to A_Overlay/WeaponOffset as well if specified. 2020-10-25 15:42:10 +01:00
Major Cooke
f9f6e896f3 - Added functionality to WOF_Relative. Untested until the relative code from GetWeaponRect is taken out.
- Fixed A_OverlayPivot carrying over copying of X to Y if Y is zero. This is meant to be exclusive to A_OverlayScale only.
- Added WOF_ZeroY to prevent copying X to Y for A_OverlayScale when desired, mirroring A_SetScale's behavior.
2020-10-25 15:42:09 +01:00
Major Cooke
4a3a5c3877 Replaced PSPF_PIVOTOFFSETREL with WOF_RELATIVE.
The idea behind this is to outright remove the relative position adding from the engine side and let it happen with A_OverlayOffset instead. Still more work to do.
2020-10-25 15:42:09 +01:00
Major Cooke
8f74cebd44 Added code for rotating the PSprite, courtesy of IvanDobrovski.
- However, the XY offsets are relative as a result.This must be made toggleable.
2020-10-25 15:42:09 +01:00
Major Cooke
e5ca3caa6c Setting everything up. 2020-10-25 15:42:08 +01:00
Christoph Oelckers
14776aebb6 - some minor adjustments to the console init interface. 2020-10-25 15:41:30 +01:00
Major Cooke
e3d21d09c9 Renamed flag to ALLOWTHRUBITS and rearranged the checks so the flag comes after.
- Since most will have 0 for the property, this will not check for the flag unless the mask fits.
2020-10-25 15:37:15 +01:00
Major Cooke
85a121ad28 ThruBits is now opt-in for convenience with the +THRUBITS flag. 2020-10-25 15:37:15 +01:00
Christoph Oelckers
66abbf647c - this was in the wrong branch 2020-10-25 14:50:45 +01:00
Christoph Oelckers
964417947f - use the border flat as console fallback instead of the title pic.
This tends to work a lot better because it has far lower contrast.
2020-10-25 14:37:29 +01:00
Christoph Oelckers
0e4625867e - moved c_console.cpp to 'common'. 2020-10-25 13:25:31 +01:00
Christoph Oelckers
f912712f9d - cleaned up c_console.cpp to be moved into 'common'. 2020-10-25 13:14:19 +01:00
Christoph Oelckers
59701ddd81 - preparations for separating the notify buffer from the console. 2020-10-25 10:23:54 +01:00
Christoph Oelckers
840b8451bd - moved checks whether to draw the notify buffer out of the class into the calling function. 2020-10-25 09:29:01 +01:00
Christoph Oelckers
194824f810 - some fixes for the console.
* it is now possible to switch back to the main intro loop from the fullscreen console.
* do not distort the background of the fullscreen console. Always draw the console on top of what the main loop currently displays with a translucent black overlay.
* do not use the CONPIC for the fullscreen console as it tends to be more of a distraction than an asset when filling the entire screen.
* cleaned up c_console.cpp and moved several pieces of code unrelated to actual console management out of it.
2020-10-25 09:17:31 +01:00
azamorapl
7676ed641c Expose changing sidedef wallpart flags to zscript 2020-10-25 06:27:20 +01:00
Christoph Oelckers
eab3289043 - only return at the end of the MAP07SPECIAL block. 2020-10-24 21:19:52 +02:00
Christoph Oelckers
838733af4a - do not use the GetFullscreenRect function as a native scripting function 2020-10-24 21:19:20 +02:00
Christoph Oelckers
bc2b0a0252 - added flag option menu item by Accensus. 2020-10-24 17:49:56 +02:00
Christoph Oelckers
8872f863d4 - refinement of the statusbar offset fix to only affect unscaled textures. 2020-10-24 17:11:44 +02:00
Christoph Oelckers
79944ca76a - made status bar offset fixing unconditional.
I think it is inevitable that such status bars will appear in mods sooner or later and with the old code it is virtually impossible to create a wide status bar that displays properly but gets subjected to this code.
2020-10-24 16:59:57 +02:00
Christoph Oelckers
ce17f1aa49 - made the vertical scroller widescreen aware as well. 2020-10-24 15:47:13 +02:00
Christoph Oelckers
e1af278b37 - adapt the bunny scroller to widescreen images.
This only concerns the actual horizontal scroller. The vertical one still needs work and the "The End" screen only works if the second picture of the scroller is the full widescreen image because this page is done as a regular single image page which does not know anything about widescreen asset replacements.
2020-10-24 15:31:45 +02:00
Christoph Oelckers
30e71c7c16 - fixed: Crushing generic floors must use crush mode 2.
This is how Doom always worked. Mode 1 is not useful for one-time crushing effects.
2020-10-24 13:14:00 +02:00
Christoph Oelckers
148e7cd361 - fixed edge case where both Mancubus and Arachnotron have the same replacement and trigger a boss action. 2020-10-24 12:57:41 +02:00
Christoph Oelckers
54ddb400a5 - fixed fullscreen scaling for narrow aspect ratios. 2020-10-24 12:07:05 +02:00
Christoph Oelckers
74925783aa - default to fullscreen mode 3.
The option still remains for cases where it does not work but the cases where mode 3 causes real problems are rare.
All I could find were a handful of poor intermission pics in some old mods which aren't worth keeping this artificial limitation.
2020-10-24 11:36:50 +02:00
Player701
63035d5031 - Prevent calling abstract functions via Super or parent class name qualifiers at compile time 2020-10-19 11:20:50 +02:00
Player701
761dea8640 - Implemented ZScript abstract functions 2020-10-19 08:24:43 +02:00
Nikolay Ambartsumov
628d23a688 Fix crossing multiple lineportals on same tic 2020-10-19 08:21:08 +02:00
alexey.lysiuk
34a8a9302f - removed obsolete probing of C++ standard for GCC and Clang
CMake try_compile() function still requires explicit command line option
2020-10-18 11:34:39 +03:00
Nikolay Ambartsumov
5ece08d12e Make bMaskRotation angles portal-aware 2020-10-18 07:35:10 +02:00
Christoph Oelckers
565a5acd85 - changed order of identifier types to be checked to what it was in 4.3 2020-10-17 15:13:14 +02:00
Christoph Oelckers
28a12d2597 - fixed update check for shadow map tree.
This should only flag the tree as new if it is different from the last one.
This not only caused issues with dynamic updates but also made the renderer recreate the tree's data structures repeatedly.
2020-10-17 15:01:05 +02:00
Christoph Oelckers
14e94aa6c1 - added localization fallback handling for the BigFont in menu items and captions. 2020-10-17 14:00:29 +02:00
Christoph Oelckers
473072d556 - doubled the default for horizontal mouse sensitivity.
This seems to fit more systems.
2020-10-17 13:10:09 +02:00
Christoph Oelckers
fb8bc9876c - clear the button state when entering chat mode.
Since the game cannot be controlled while typing a chat the state must be reset to prevent residual state from triggering actions afterward.
2020-10-17 13:07:30 +02:00
alexey.lysiuk
d4bb2fa418 - fixed detection of Apple's Clang 2020-10-17 13:33:22 +03:00
Christoph Oelckers
0478838a9d fixed side_t::SetSpecialColor.
This never set the needed flags to make the color appear.
2020-10-17 12:28:22 +02:00
Christoph Oelckers
38df70f4bc - clear intermediate entries when inserting an object beyond the end of an array. 2020-10-17 12:08:55 +02:00
Christoph Oelckers
0526e0e04e - fixed: Array.Insert must zero all elements before the new one if something gets inserted outside the existing range. 2020-10-17 11:40:51 +02:00
Christoph Oelckers
d6e962c91e - upgraded code base to C++17.
Mainly to allow using 'if constexpr'.
Older CI compiler setups like GCC 5 for Linux were removed as a consequence.
Windows 32 bit was also removed because there are no plans to do any more 32 bit releases of GZDoom.
2020-10-17 11:39:59 +02:00
Christoph Oelckers
a89afe61f2 - use a few static asserts instead of runtime asserts in the VM's type code. 2020-10-17 10:18:37 +02:00
Christoph Oelckers
4ac7588488 - did a bit of AActor reshuffling so that the new thruBits can be placed into a previously existing alignment gap. 2020-10-17 09:54:31 +02:00
Major Cooke
60f0d35477 Added ThruBits. 2020-10-17 09:51:24 +02:00
Player701
69da5c23a3 - Fixed: Server CVars did not immediately revert to their saved values upon loading a save file.
https://forum.zdoom.org/viewtopic.php?f=2&t=70190
2020-10-17 09:23:39 +02:00
Christoph Oelckers
8e1b091cf3 - disabled negative gravity check.
According to reports on the forum this does not cause bad behavior.
2020-10-17 09:11:44 +02:00
Christoph Oelckers
e636c8044d - fixed menu sound. 2020-10-16 23:25:28 +02:00
Christoph Oelckers
65c52b9825 - Backend update. 2020-10-16 23:25:18 +02:00
Christoph Oelckers
ef7a7cc39d - moved console command line buffer tab completion into their own files.
- layout fixes in load/save menu and confirmation screen.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
a6842b6482 - ensure that sfxinfo_t is always fully initialized, regardless how the setup is performed.
The recent pitch additions did not do this on all possible paths.
2020-10-16 22:57:30 +02:00
Christoph Oelckers
4deb7593b5 - final update of menu code from Raze. 2020-10-16 22:57:30 +02:00
Christoph Oelckers
fa4ab53e7c - script side support for menu transitions. 2020-10-16 22:57:29 +02:00
Christoph Oelckers
cf7518fe43 - added two more system callbacks for menu customization. 2020-10-16 22:57:29 +02:00
Christoph Oelckers
881a77b3a1 - backport of menu transition code from Raze. 2020-10-16 22:57:29 +02:00
Christoph Oelckers
62138decfe - use Raze's layout for load and save game menus.
This has a lot less black void on screen.
2020-10-16 22:57:28 +02:00