Christoph Oelckers
3e94832bfd
- use the correct reference heights for positioning textures.
2016-04-08 01:58:13 +02:00
Christoph Oelckers
4d5671d654
- floatified the texture coordinate code.
2016-04-08 01:42:43 +02:00
Christoph Oelckers
eaf055dff4
- floatified the remaining parts of gl_walls.cpp.
2016-04-08 00:19:51 +02:00
Christoph Oelckers
4ac3734375
- floatified more of gl_wall.cpp.
2016-04-07 23:19:37 +02:00
Christoph Oelckers
ddbb8d79c1
- handle the player sprite when crossing a portal.
2016-04-07 21:13:37 +02:00
Christoph Oelckers
5cd9e58af5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-07 21:12:31 +02:00
Christoph Oelckers
58002f7f96
- fixed: an 'if' that gets completely optimized away by a constant 'false' condition should not make the entire function disappear.
2016-04-07 20:31:12 +02:00
Christoph Oelckers
0cbdb9ab72
- handle display of player sprite during portal transition properly.
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This checks if the current viewpoint lies on the interpolation path, translated by all active portals.
2016-04-07 19:35:01 +02:00
Christoph Oelckers
7df1a8ae81
- adjusted FGLLinePortal to recent changes in line_t.
2016-04-07 17:41:06 +02:00
Christoph Oelckers
47e20aead4
- disallow crossable portals on one-sided linedefs which do not belong to a polyobject.
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Sadly the mappers cannot be trusted to use a feature correctly. Despite repeatedly telling that portals on one-sided lines are problematic, everybody seems to do it this way - and then report bugs if it doesn't work. Under such circumstances the only safe option is to block such portals entirely.
See http://forum.zdoom.org/viewtopic.php?f=2&t=51511&p=898522#p898522 for a typical example of the problems this might cause.
2016-04-07 17:13:56 +02:00
Christoph Oelckers
ee3e3e35e6
- partial floatification of wall texturing code.
2016-04-07 17:00:13 +02:00
Christoph Oelckers
485a1bd0a5
- fixed: The 3D-floor plane renderer mixed float and fixed point.
2016-04-07 16:25:30 +02:00
Christoph Oelckers
32bbec7cad
- fixed: the random offset that gets used when spawning blood applies to both sprites and particles, not just sprites.
2016-04-07 14:14:44 +02:00
Christoph Oelckers
4af859094c
- fixed: sprite clipping did not work anymore because the 'invalid' value was inconsistent.
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- cleaned up the 'if' condition in PerformSpriteClipAdjustment,
- enabled weapon bobbing interpolation.
2016-04-07 14:09:07 +02:00
Christoph Oelckers
88542bed78
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-07 13:43:00 +02:00
Christoph Oelckers
1d286d5bd5
- added APROP_MaxStepHeight + APROP_MaxDropOffHeight.
2016-04-07 13:41:54 +02:00
Christoph Oelckers
ddb2f6b6cb
- fixed: P_SpawnPlayerMissile still used the angle_t values for offsetting the autoaim traces.
2016-04-07 13:11:23 +02:00
Christoph Oelckers
1eeaee1ac7
- completely reviewed and fixed all codes using angles in the automap.
2016-04-07 13:05:29 +02:00
Christoph Oelckers
a1c03c9a62
- fixed: P_AimCamera inverted the pitch.
2016-04-07 12:44:46 +02:00
Christoph Oelckers
790e13e5cb
fixed: For sight checks the 'eye' of the seeing thing should be placed at 3/4 height, not half its height.
2016-04-07 12:14:34 +02:00
Christoph Oelckers
7ebb961917
- added weapon bobbing interpolation.
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This was so ridiculously simple that I really fail to understand why the previous attempt was so overcomplicated that it just failed for that.
2016-04-07 11:48:23 +02:00
Christoph Oelckers
7f23a91488
- fixed: smooth bobbing uses the full angular range to calculate its position.
2016-04-07 11:14:39 +02:00
Christoph Oelckers
14b370df66
- fixed automap rotation to point upward, not downward when am_rotate is on.
2016-04-07 10:39:15 +02:00
Christoph Oelckers
37ddd20b56
- removed leftover debug code from yesterday's particle fix.
2016-04-07 10:28:43 +02:00
Christoph Oelckers
5409ada0e3
let WM_DISPLAYCHANGE and WM_STYLECHANGED call DefWindowProc.
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At least on GZDoom it seems to be important on some systems.
2016-04-07 10:26:57 +02:00
Randy Heit
4b10177e46
Make the firelines fudging more "streamlined"
2016-04-06 20:09:42 -05:00
Christoph Oelckers
3923039a1b
- fixed: a sight check that starts right on a linedef should ignore that linedef.
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Trying to calculate a slope to the target from this linedef's opening will always result in failure because it'd involve a division by zero.
2016-04-07 01:16:07 +02:00
Christoph Oelckers
3d44613377
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-06 22:09:47 +02:00
Christoph Oelckers
dbad946fe3
- revert default planes to static in gl_sprite.cpp
2016-04-06 22:09:21 +02:00
Christoph Oelckers
b774fed93e
- fixed: P_DrawSplash2's z-velocity was too high.
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This code was ported from the 2005 floating point version, at one point it replaced 128 with 0.5, but 128 as a fixed point value needs to be 1/512. as a floating point value.
2016-04-06 18:46:52 +02:00
Christoph Oelckers
b93d4a796a
- fixed angles for am_rotate.
2016-04-06 17:28:31 +02:00
Randy Heit
b796a5fed6
Fixed: segangle is only 16-bits, so AngleToFloat won't work on it directly
2016-04-06 08:45:07 -05:00
Christoph Oelckers
a0d0d9339e
- fixed some uninitialized stuff in particle rendering.
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- added gl_ClampLight to all places where the light level is set.
2016-04-06 14:03:21 +02:00
Christoph Oelckers
9196683e4f
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-06 13:27:23 +02:00
Christoph Oelckers
8ad49f5d33
- removed a leftover line from before the floating point conversion in p_user.cpp.
2016-04-06 13:21:17 +02:00
Christoph Oelckers
8cbdbdaf70
- fixed: The PathTraverse and sight checking code may not assume that ceiling(x) == floor(x)+1.
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This will fail when a trace starts directly on a block boundary in which case x is a whole number. It should always use 'floor(x)+1' to ensure that the calculated point is at the right or upper edge of a block.
2016-04-06 13:19:09 +02:00
Christoph Oelckers
d4a2e9696e
- removed 'inline' from P_Teleport declaration.
2016-04-05 22:27:11 +02:00
Christoph Oelckers
1a5a00a76e
Merge branch 'floatcvt'
2016-04-05 21:42:09 +02:00
Christoph Oelckers
04b0a13bd3
- some optimization of FPathTraverse:
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* we do not really need compatibility PointOnLineSide here. Unlike the movement code it'd only affect some extreme edge cases.
* removed the special case for very short traces. This was a result of the original and very imprecise PointOnLine functions. Since those no longer get used here and floating point precision is a lot higher there is no need for this kind of treatment.
* PointOnLine checks for the sides of an actor's bounding box don't need a full PointOnLineSide call, a simple coordinate comparison is fully sufficient, and this can easily be done in the existing switch/case block.
2016-04-05 16:29:07 +02:00
Christoph Oelckers
ad13a55f0d
- floatified line_t::dx and dy.
2016-04-05 14:03:08 +02:00
Christoph Oelckers
f606ba315f
- fixed: The return value of sector_t::FindHighestFloorPoint lost its '-' sign during the floating point conversion.
2016-04-05 10:55:13 +02:00
Christoph Oelckers
1d83ea6177
- fixed: ACS's SpawnProjectile and Thing_Projectile2 functions were treated as fixed point even though they are not.
2016-04-05 10:16:48 +02:00
Christoph Oelckers
55cbeb0253
- fixed pitch calculation in P_SeekerMissile with SMF_PRECISE.
2016-04-04 23:07:21 +02:00
Randy Heit
d39694a33d
Fixed: DoTakeInventory() indicated success when passed an invalid item type
2016-04-04 15:51:03 -05:00
Randy Heit
3c8423d810
Print only one error message when PlayerPawn.Face is not 3 chars long
2016-04-04 15:17:58 -05:00
Randy Heit
57e0c97867
Fixed: DECORATE property error messages fail to show the file information
2016-04-04 15:16:29 -05:00
Randy Heit
6f60253590
Don't waste time looking for variables to (de)init in native classes
2016-04-04 14:57:43 -05:00
Christoph Oelckers
2dff6a08d1
- fixed: P_RadiusAttack passed the wrong radius value to the BlockThingsIterator.
2016-04-04 16:51:25 +02:00
Christoph Oelckers
21692359cc
- fixed A_Face angle calculation.
2016-04-04 15:59:59 +02:00
Christoph Oelckers
7586320038
Merge branch 'master' into floatcvt
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# Conflicts:
# src/p_map.cpp
2016-04-04 14:19:34 +02:00