Commit graph

5233 commits

Author SHA1 Message Date
Randy Heit
ca16d99445 Fixed: FOptionMenuItem::GetIndent() did not handle localized strings 2015-04-22 22:57:15 -05:00
Randy Heit
0cbb3132e6 Don't spam Dropped packet messages for disconnected players 2015-04-22 22:35:38 -05:00
Randy Heit
d6b8603cb6 Ignore sv_unlimited_pickup on items that stay
- See http://forum.zdoom.org/viewtopic.php?f=2&t=47790
2015-04-22 22:27:56 -05:00
Randy Heit
03c3621bb4 Use a different var to track unset DTA_FillColor instead of a default value
- If palette index 255 happens to be white (e.g. as in Hexen), trying to
  use white with DTA_FillColor would treat it as if you had never passed
  it to DrawTexture().
2015-04-22 22:18:44 -05:00
Randy Heit
a7ff9478a7 Fixed: S_PrecacheLevel() could create orphan channels
- S_PrecacheLevel() must also mark currently playing sounds as
  used. If we don't, the sound could be unloaded and the underlying
  channel stopped without triggering a channel callback. That would leave
  the code in s_sound.cpp thinking the sound is still playing even though
  it isn't.
- Added an invalid channel check to FMODSoundRenderer::StopChannel() so
  that orphan channels passed to it will be returned at least when
  S_StopAllChannels() is called.
2015-04-22 20:33:08 -05:00
Randy Heit
7ee1853403 Remove OpenAL and Sound Manager output options for FMOD
- OpenAL never actualy worked properly and was removed in later FMODs.
- Sound Manager was deprecated by Apple long ago and is not supported for
  64-bit applications. It was also removed in later FMODs.
2015-04-22 19:09:33 -05:00
Randy Heit
dba76c1aea Disable PCM-8 output when not using DirectSound
- PCM-8 sounds like garbage with WASAPI and WaveOut, so force anything not
  DirectSound to use PCM-16 if PCM-8 is selected.
2015-04-22 18:32:45 -05:00
Randy Heit
f7bd3acec4 Add OpenString to FScanner class 2015-04-22 17:34:36 -05:00
Randy Heit
3061bcf604 Add p_tags.(cpp|h) to solution 2015-04-22 17:22:57 -05:00
Christoph Oelckers
3300817d65 - removed some leftover code from initial development in the DoomEdNum parser. 2015-04-20 23:20:56 +02:00
Christoph Oelckers
cad282142d - fixed some last issues with the tag manager. 2015-04-19 18:22:39 +02:00
Christoph Oelckers
db61c1cb57 - allow multiple line IDs as well using the same method as for sector tags. 2015-04-19 17:51:34 +02:00
Christoph Oelckers
b921157f57 - uncouple sector tag storage from the sector data to allow multiple tags per sector.
Tags are now handled by a tag manager class which stores sector/tag pairs. This way multiple entries can be added per sector.
Since UDMF does not have any arrays the additional tags are stored as a space separated string as 'MoreIDs'.
2015-04-19 12:33:27 +02:00
Christoph Oelckers
6326cd74b4 - moved tag iterators to their own file. 2015-04-19 09:07:05 +02:00
Christoph Oelckers
2719ce86dc Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-19 08:48:41 +02:00
Christoph Oelckers
f65a07c952 - minor bit of cleanup of tags code. 2015-04-19 08:48:20 +02:00
Randy Heit
b3c7b9679a Fixed: writeopl broke when the OPL3 cores were added
- When the OPL3 cores were added, DiskWriterIO was never updated to take
  into account things like more than two OPL2 chips can be configured.
- DiskWriterIO no longer does any file writing directly. That function has
  been split off into an OPLDump class, which has two specializations: one
  for RDOS Play, and the other for DOSBox. If one chip is configured, it
  dumps for a single OPL2, otherwise it dumps for an OPL3 (effectively
  dual OPL2).
- TODO: Figure out why playback of raw OPL files doesn't sound nearly as
  good as playing MIDI with the OPL emulation. It's probably something
  simple I overlooked.
2015-04-18 22:51:28 -05:00
Christoph Oelckers
f983f778f2 - moved ScaleCoordsFromWindow to the BaseWinFB base class to eliminate two identical implementations.
(GZDoom would have had to implement a third identical copy in its GL framebuffer as well.)
2015-04-17 21:39:07 +02:00
Christoph Oelckers
f57e08102c Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-17 19:41:08 +02:00
Christoph Oelckers
6e28963141 - added a sanity check to GL nodes loader for a potential crash. 2015-04-17 19:40:45 +02:00
Braden Obrzut
1fa1e26cf9 - SDL backend could use the new ScaleCoordsFromWindow since it does similarly for fullscreen. 2015-04-17 00:24:33 -04:00
Randy Heit
9b6756114b Scale mouse coordinates based on window size
- Fixed: If you enlarged the game window (in windowed mode) so that the
  window is bigger than the selected resolution, the menu would still take
  its inputs from the portion in the upper left that matched the
  resolution.
2015-04-16 17:45:57 -05:00
Christoph Oelckers
d166211ce0 - reverted changes from copying over p_3dfloors.cpp with GZDoom's version. 2015-04-16 19:55:46 +02:00
Christoph Oelckers
e30958f443 - fixed: The check for completely invisible 3D floor in the sorting code checked the wrong flags. 2015-04-16 18:07:45 +02:00
Christoph Oelckers
3cb4eb44a8 - fixed: APowerRegeneration::DoEffect did not call the super method. 2015-04-16 08:29:21 +02:00
Christoph Oelckers
203f88ce6e - some sanitizing of sector tag/line id management:
* make setting the line ID with P_TranslateLineDef explicit because there's one FraggleScript function that needs to work around the changes caused by this. There's also some functions setting only a temporary linedef. These would inevitably cause problems if the underlying data gets changed.
* remove FS function 'ChangeTag'. Fortunately this was just some long forgotten test stuff that can be removed without affecting any maps, but the feature would cause some serious problems in a more complex system.

With these changes it is guaranteed that after map setup the tag/ids won't change anymore.
2015-04-15 20:10:27 +02:00
Christoph Oelckers
5d819036b3 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-15 09:45:09 +02:00
Christoph Oelckers
418e6a16b8 - fixed UDMF user variables could be set for the base namespaces which do not define them. 2015-04-15 09:43:43 +02:00
Christoph Oelckers
902593198b - wrapped all line ID accesss just like sector tags 2015-04-15 09:37:06 +02:00
Randy Heit
006868c072 Miscellaneous warning fixes 2015-04-14 18:02:15 -05:00
Christoph Oelckers
47543bb766 - while we're at it, let's also wrap line ID searches in an iterator class so that we can do multiple IDs per line later as well. 2015-04-15 00:47:06 +02:00
Christoph Oelckers
425e5b9ffc - replaced P_FindSectorFromTag with an FSectorTagIterator class.
This is done to encapsulate the gory details of tag search in one place so that the implementation of multiple tags per sector remains contained to a few isolated spots in the code.
This also moves the special 'tag == 0 -> activate backsector' handling into the iterator class.
2015-04-14 22:39:57 +02:00
coelckers
7b4f950330 Merge pull request #314 from Blue-Shadow/conv_id_fix
Fixed: missing '=' in conversation ID defs
2015-04-14 19:51:37 +02:00
Christoph Oelckers
2faf836aa1 - some minor rework of tag access interface after I realized that some stuff (e.g. Strife's scrolling sector special) need the primary tag to treated specially. 2015-04-14 18:48:19 +02:00
Christoph Oelckers
238046655c - wrapped all accesses to the sector tag into accessor functions, as preparation for allowing multiple tags per sector. 2015-04-14 18:32:14 +02:00
Blue-Shadow
ccb49a4242 Fixed: missing '=' in conversation ID defs
Conversation ID definitions in strifeteaser1 were missing the equal sign
between the ID and actor class name.
2015-04-14 19:13:25 +03:00
Christoph Oelckers
d7092f40a3 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-13 22:09:18 +02:00
Christoph Oelckers
6fc63daabd - fixed: Zips whose central directory cannot be read need to print an error message. 2015-04-13 22:08:44 +02:00
Braden Obrzut
7217c69be4 - Fixed portability issue in ANIMATED with systems that treat char as unsigned. 2015-04-12 15:22:39 -04:00
arezey
810a1dc28d Fixed the way mt.exe is invoked 2015-04-12 02:44:12 +03:00
arezey
e40f3c7350 Merge branch 'master' of https://github.com/crimsondusk/zdoom 2015-04-12 02:16:34 +03:00
arezey
a6287a4706 Fix compilation with CMake on Windows when some other building tool than
msbuild is used.
2015-04-12 02:11:51 +03:00
Christoph Oelckers
9f2b3efd13 - fixed: The terrain types array needs to be extended if a texture outside its bounds is processed - this can happen for textures with long names. 2015-04-11 18:09:18 +02:00
Christoph Oelckers
0a1d1db0ba - fixed missing #incöudes of version.h for GAMENAME. 2015-04-11 17:40:26 +02:00
Christoph Oelckers
a81dd798a8 - fixed incorrect memset argument. 2015-04-11 14:35:32 +02:00
rheit
1e8f362217 Merge pull request #312 from edward-san/gamename_more
- More GAMENAME replacements in strings.
2015-04-10 18:29:40 -05:00
Edoardo Prezioso
0c5d55d0a3 - More GAMENAME replacements in strings.
These changes will change only some displayed messages.
2015-04-09 21:16:59 +02:00
Christoph Oelckers
9b95c134a7 - fixed: Lumps from a directory need to store the full file path so that they still can be accessed when the internal path is changed due to a filter directory. 2015-04-09 09:14:53 +02:00
Randy Heit
6428b399d6 Try to sanitize the exec+pullin mess
- Old mess:
  * Execute autoexec files right away.
  * Execute -exec files right away.
  * Execute command line commands right away.
    - If, during any of the above, an unknown command or a set of an
      unknown variable is encountered, store it for later.
    - Pullin commands are directly executed and add to the list of files
      to load.
  * Do a little setup, including parsing CVARINFOs.
  * Retry saved commands in case CVARINFO added a cvar they refer to.
- New, less messy, mess:
  * Parse autoexec files into an array.
  * Parse -exec files.
  * Parse command line commands.
    - During all of the above, exec commands are also parsed into the
      array immediately rather than being saved for execution later.
    - Pullin commands are parsed into a different array. The pullin
      command doesn't actually do anything directly anymore.
  * Add all the pullin files to the list of files to load.
  * Do a little setup, including parsing CVARINFOs.
  * Execute every command that was parsed in the preceding steps.
2015-04-07 12:55:50 -05:00
MajorCooke
1799ae91c9 - Allow teleport fogs to set the teleporting actors as their targets, so modders can create interactions between the two.
- Fixed: P_MoveThing had source and destination fog spawning backwards.
- Fixed a case where the NOTELEPORT flag would be ignored on A_Teleport.
- Added pointer selection to A_Teleport. Defaults to AAPTR_DEFAULT (calling actor). State jumps will only be done by the calling actor.
2015-04-07 11:14:02 -05:00