Christoph Oelckers
d667f8f23f
- some British English.
2016-04-19 09:58:08 +02:00
Randy Heit
c795f29cc4
Reduce calling overhead for A_SetUser* functions by making them non-action functions
2016-04-18 23:18:34 -05:00
Randy Heit
e83bc53678
Add atan2, which was conspicuously absent, to the VM
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- DECORATE now has atan2(y,x) and VectorAngle(x,y) functions. They are
identical except for the order of their parameters. The returned angle
is in degrees (not radians).
2016-04-18 23:06:17 -05:00
Christoph Oelckers
30a530b178
- fixed: TAG_BLASTERP was on the wrong actor.
2016-04-19 02:06:36 +02:00
Christoph Oelckers
8b35c08aa0
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-19 01:02:30 +02:00
Christoph Oelckers
e48c4d3e44
- added tag strings for Heretic's powered weapon versions.
2016-04-19 01:00:09 +02:00
Christoph Oelckers
69cbb7a382
- fixed: The pitch calculation did not check the calling actor's height when retrieving the position to calculate the pitch from.
2016-04-19 00:52:08 +02:00
Christoph Oelckers
b13c265ff4
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-19 00:28:00 +02:00
Christoph Oelckers
573d80f144
- render sproites through sector portals.
2016-04-18 23:52:15 +02:00
Christoph Oelckers
d2735d7632
- fixed: Trace considered any water surface a hit if nothing else was found.
2016-04-18 18:31:19 +02:00
Christoph Oelckers
5e822fd60b
- fixed: The starting position of sight checks was inconsistent in different parts of p_sight.cpp.
2016-04-18 16:46:56 +02:00
Edoardo Prezioso
8dee0be9ab
- Fixed the morphed player actor friendliness.
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It wasn't inherited from the original player actor object.
2016-04-18 16:30:13 +02:00
nashmuhandes
a30eb4d709
Fixed a potential NULL assignment in FOptionMenuItemSafeCommand::Activate
2016-04-18 16:30:13 +02:00
nashmuhandes
6bfdd10a5c
Show the command label when choosing a SafeCommand (like Reset2Defaults) in the menu.
2016-04-18 16:30:12 +02:00
Christoph Oelckers
741f054601
- clip sprites to linked sector portal planes.
...
This is the first part of properly handling those transitions.
2016-04-18 16:27:04 +02:00
Christoph Oelckers
990f5a79b4
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-18 15:29:45 +02:00
Christoph Oelckers
2327107f32
- fixed: Actors cannot be linked into the world until after all actors and sectors have been deserialized.
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Two issues:
Portal linking requires all skyboxes in the sectors to be present, without them some info is not there when needed.
UpdateWaterLevel was called in AActor::Serialize, which operated on the freshly loaded level where lots of things haven't been set up yet and plane heights may be wrong.
2016-04-18 15:27:19 +02:00
Christoph Oelckers
467f833773
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/r_defs.h
2016-04-18 13:47:41 +02:00
Christoph Oelckers
155efb249a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-18 13:46:06 +02:00
Christoph Oelckers
961a4c8524
- optimized sector portal checks.
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All the PortalBlocks* functions were turned into real function calls which for such a frequent check should be avoided. So now any linked portal sets a flag in the attached sectors so that it isn't necessary to check the skybox pointer each time which makes the functions subject to inlining again.
2016-04-18 13:40:09 +02:00
Christoph Oelckers
42e88ef120
- removed sector_t::FloorDisplacement and CeilingDisplacement.
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Using the values these return directly is just as much code.
2016-04-18 13:40:09 +02:00
Christoph Oelckers
c30d5d42a2
- fixed: UpdateSectorRenderList may not be called when spawning mapthings.
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At this time the portals have not been initialized yet and doing this here would trash the cached previous coordinate.
2016-04-18 13:40:08 +02:00
Christoph Oelckers
8c1eb201eb
- optimized P_PointInSubsector.
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It costs more to convert the floating point coordinate for each node check than to convert it once up front and only use fixed point math afterward.
2016-04-18 13:40:08 +02:00
Christoph Oelckers
a90bef9c68
- 64 bit doesn't require NO_ASM.
2016-04-18 10:38:27 +02:00
Randy Heit
c5c032911c
Let the temporary vissprite be stack local
2016-04-17 20:59:08 -05:00
Randy Heit
66c4bc1fee
Fixed various problems when drawing psprites in a camera texture
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- When the camera texture for a player view was rendered, its psprites
would overwrite the ones stored for hardware acceleration.
* Use a temporary vissprite in R_DrawPSprite() until it's known that it
will be accelerated.
* Do not write to any of the VisPSprites*[] arrays until it's known that
the sprite will be accelerated.
2016-04-17 20:55:07 -05:00
Randy Heit
bf629d2590
Use a range instead of strict equality when deciding head sounds
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- See http://forum.zdoom.org/viewtopic.php?f=7&t=51583
2016-04-17 20:14:25 -05:00
Christoph Oelckers
2661a94fe9
- call UpdateSectorRenderList from LinkToWorld as well, because this can be called from outside the actor's Tick function.
2016-04-18 01:35:37 +02:00
Christoph Oelckers
8f61c1cdd8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-18 00:02:55 +02:00
Christoph Oelckers
89b2cc45a2
- reverted P_CreateSecNodes to the regular FBlockLinesIterator.
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This got accidentally committed. Even if this gets extended to reach through portals it needs to be done differently. FMultiBlockLinesIterator can't guarantee to get every sector that's being touched.
2016-04-18 00:02:07 +02:00
Christoph Oelckers
54d78df267
- added a new sector list to AActor that collects all portal-linked sectors the actor's center is in. (Inspired by Eternity's solution to the same problem.)
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This is for rendering the sprite properly in all areas the actor touches. The original thinglist is not sufficient for this and Boom's touching thinglist has other purposes and collects too much data.
This new list will only get filled in when the actor is actually crossing a portal plane, for the normal sector thinglist will still be used.
This piggybacks on the msecnode_t code which has been extended to be able to handle more than one list by passing the sector's membert pointers as parameters.
2016-04-17 23:48:04 +02:00
Christoph Oelckers
f66202aef1
- fixed: If due to portal transitions, the chasecam cannot be interpolated, the entire view interpolation must be disabled for the current frame.
2016-04-17 18:42:54 +02:00
Christoph Oelckers
08514de768
- fixed A_WraithFX2 which had an incomplete floating point conversion.
2016-04-17 18:19:46 +02:00
Christoph Oelckers
3ed7a25d61
- added polyportal offset updates.
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- removed the nodebuilder message for splitting polyobject subsectors because it is no longer relevant.
2016-04-17 17:10:11 +02:00
Christoph Oelckers
0d7bd368fa
- added some fudging to draw the outer linedefs of a portal area.
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This is needed so that polyportals get rendered correctly. For non-polyportals these will normally be outside the portal window and just be discarded.
2016-04-17 15:46:04 +02:00
Christoph Oelckers
faeb0303fe
- renamed ADynamicLight's intensity properties to radius, to have their name match their meaning.
2016-04-17 13:53:29 +02:00
Christoph Oelckers
357869a7b5
Merge branch 'zmaster'
2016-04-17 12:29:59 +02:00
Christoph Oelckers
f27c762319
- fixed: The Heresiarch's check for full rotation of its balls depended on BAM semantics so it should still be checked as such to ensure consistent behavior.
2016-04-17 12:28:35 +02:00
Christoph Oelckers
59133a7009
- fixed bad merge in p_saveg.cpp
2016-04-17 12:09:04 +02:00
Christoph Oelckers
dcc77e5fb2
Merge remote-tracking branch 'remotes/zdoom/master'
2016-04-17 12:06:26 +02:00
Christoph Oelckers
a199fe1825
- fixed: loading polyobjects from a savegame was incomplete.
2016-04-17 12:04:32 +02:00
Christoph Oelckers
8a010ab871
- allow 90° rotations in skybox sectors.
2016-04-17 11:58:26 +02:00
Christoph Oelckers
a1e8d83724
- added SetMusicVolume ACS function.
2016-04-17 10:56:46 +02:00
Christoph Oelckers
5e73cdc670
- deleted leftover label in trace code.
2016-04-17 10:41:13 +02:00
Christoph Oelckers
0a35027f67
- fixed use of validcount for the GL renderer.
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This needs to be incremented more locally to the place where it is used, so that it is guaranteed that each viewpoint that needs to be rendered increases it.
As a result the uses in the portal code could be removed.
2016-04-17 10:39:29 +02:00
Christoph Oelckers
bc2a5b3f16
- fixed typo in automap background position calculation.
2016-04-17 10:19:56 +02:00
Christoph Oelckers
430f3419b0
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-17 01:24:41 +02:00
Christoph Oelckers
6a27267500
- changed handling of one-time, one-way door polyobjects to be more efficient.
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The old code kept the dead thinker, resulting in constant deletion and recreation of the subsector links and PolyBSP because the interpolation kept running.
Changed it so that the thinker is destroyed and the polyobject gets blocked by setting a new flag.
2016-04-17 01:24:07 +02:00
Christoph Oelckers
95de1faa80
- fixed: The portal coverage builder initialized node_t::len differently than the polyobject splitter.
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This was creating quite a mess when loading savegames with both portals and polyobjects.
2016-04-17 01:16:46 +02:00
Christoph Oelckers
01983cdee1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-16 22:58:39 +02:00