Christoph Oelckers
8fc9f1e5ef
- avoid double linking to and unlinking from the world for actors.
...
Some people apparently have to toy around with the engine's innards without fully understanding them. :(
When properly used the saveguards should never be triggered.
2020-09-26 19:09:00 +02:00
Christoph Oelckers
084c2cc7f5
- fixed broken 'y' detection in Doom-style small fonts.
2020-09-26 18:53:42 +02:00
Christoph Oelckers
2ffb447f9e
- let non-solid teleporting actors not actually telefrag.
...
Since they are non-solid they may just be allowed to teleport, even when a monster or player is in the way.
2020-09-26 18:46:39 +02:00
Rachael Alexanderson
c3dc84297e
- flat tile backgrounds in intermission now respects 'inter_classic_scaling' cvar
2020-09-24 23:45:51 -04:00
Player701
ec3cd68c1f
Fixed extra player translations not working in Heretic with predefined color sets
2020-09-22 18:34:06 +02:00
Player701
58f56bbea6
Fixed: extra player translation tables were not fully initialized.
2020-09-22 13:59:33 +02:00
Player701
c60e026334
Fixed decals not appearing when firing at walls point-blank ( #1186 )
2020-09-22 07:03:37 -04:00
Player701
734b15e412
Exported FLevelLocals::ChangeLevel to ZScript
2020-09-20 23:12:01 +02:00
Cacodemon345
4374b8017e
Fix FreeBSD compilation ( #1184 )
2020-09-20 14:47:05 -04:00
alexey.lysiuk
8a4b686881
- fixed constant propagation for operator && in ZScript
...
https://forum.zdoom.org/viewtopic.php?t=69912
2020-09-20 10:51:04 +03:00
vidaritos
0adbb8d631
pass ScriptPosition down to color parser functions
2020-09-18 20:07:41 +02:00
Cacodemon345
e74b9f1955
Add FALLDAMAGE flag and add property to properly apply falling damage… ( #1153 )
...
* Add FALLDAMAGE flag and add property to properly apply falling damage to the monsters
* Change name of propermonsterdamage property to propermonsterfallingdamage
2020-09-15 15:38:51 +02:00
alexey.lysiuk
776e3b10da
- fixed setting of skill level via action special
...
https://forum.zdoom.org/viewtopic.php?t=69858
2020-09-14 10:47:29 +03:00
Kyle Johnson
e281f992af
Disallow sound to be played on destroyed actors
...
It's possible for an actor to call Destroy() in a ZScript method (such
as Tick()) and then subsequently call A_StartSound() to play a sound.
Generally speaking this doesn't happen within a given class, but with a
class hierarchy, Destroy() may be called unbeknownst to a mod developer.
Even though checking bDestroyed is likely good practice, this ensures
that sounds won't be started on actors flagged for cleanup.
2020-09-12 21:38:56 +02:00
AFADoomer
e9af7e7096
Add string table lookup to SECRETS lump handling
...
- If the hint text portion of a STRINGS lump entry begins with a '$', the value is treated as a string table lookup
Allows SECRETS strings to be translated via LANGUAGE lump. Reference: https://forum.zdoom.org/viewtopic.php?f=15&t=69827
2020-09-11 08:36:24 +02:00
Rachael Alexanderson
b11298afd5
- rename 'AlwaysCenterStatusBar' to 'FixUnityStatusBar', original name became a misnomer especially with updates that made it more specific in its use
2020-09-07 23:30:40 -04:00
alexey.lysiuk
c46dcd03a3
- fixed a few dangling pointers on traveling between levels
...
https://forum.zdoom.org/viewtopic.php?t=69747
2020-09-06 17:14:15 +03:00
alexey.lysiuk
0ab2ddca4c
- fixed: additional command line was not stored on macOS
...
Replaced explicit save of configuration file, which doesn't work after recent backend refactoring, with passing of CVARs we need to store to a new GZDoom process
https://forum.zdoom.org/viewtopic.php?t=69790
2020-09-06 15:50:06 +03:00
alexey.lysiuk
0f880bdb50
- removed obsolete code path in Cocoa IWAD picker
...
Always use arch executable to restart GZDoom with additional command line parameters
2020-09-06 15:42:52 +03:00
Rachael Alexanderson
91a4e6aed4
- do unity data status bar correction only if stbar is in an iwad
2020-09-05 06:18:41 -04:00
Rachael Alexanderson
d1a6831f06
- disallow unity iwad status bar adjustment if offset is already set
2020-09-04 21:30:31 -04:00
Rachael Alexanderson
6c514a4cc4
- For status bars for the Unity iwad - only force offsets if the width is greater than 320.
2020-09-04 08:39:01 -04:00
Rachael Alexanderson
0204051381
- add support for the (as of now) newest version of the Unity re-releases
2020-09-03 23:40:00 -04:00
alexey.lysiuk
adfd5de166
- do not abort saving and loading on pointer serialization errors
...
Attempt to serialize invalid pointer is reported, and its value is treated as null
2020-09-02 15:21:00 +03:00
Marisa Kirisame
58f5c030fe
Add Travelled virtual for PlayerPawn, akin to the same function for Inventory. ( #1169 )
2020-09-02 06:12:58 -04:00
Marisa Kirisame
e0aa8db616
Add Pre/PostTeleport virtuals, for special handling of actor teleportation.
2020-09-02 12:02:09 +02:00
alexey.lysiuk
53199e4553
- reset player's blocking line on traveling between levels
...
It's not obvious where we can reset blocking line in a more generic way, and whether it's possible at all, because this member is exposed to scripting
https://forum.zdoom.org/viewtopic.php?t=69747
2020-09-01 15:02:02 +03:00
Maarten Lensink
34dd9625fc
Display other kills in coop tally screen ( #1167 )
...
* Display other kills in coop tally screen
* Showing other when skipping counter
2020-08-30 09:34:53 -04:00
3saster
11cecf7f22
Removed some time specifiers that aren't standard and can crash GZDoom ( #1166 )
...
A number of the specifiers were GNU extensions that aren't actually standard
2020-08-29 15:55:51 -04:00
dondiego
560bbf0a9c
- Add the DF2_NO_COOP_THING_SPAWNDM flag to prevent spawning MP things in coop. ( #1165 )
2020-08-29 15:08:08 -04:00
alexey.lysiuk
254489e34c
- fixed compilation warnings reported by MSVC
...
src\common\audio\sound\s_sound.cpp(556,27): warning C4244: '=': conversion from 'double' to 'float', possible loss of data
src\scripting\vmthunks.cpp(2678,13): warning C4244: 'return': conversion from 'time_t' to 'int', possible loss of data
2020-08-29 14:42:19 +03:00
alexey.lysiuk
60886f389c
- fill array of objects with nulls on reserve
...
When item of object array is reserved but not written, it contains random garbage that is treated as valid pointer by VM and GC
https://forum.zdoom.org/viewtopic.php?t=69703
2020-08-29 13:06:46 +03:00
alexey.lysiuk
f46e3bacb2
- fixed getting state name with incomplete list of actor classes
...
https://forum.zdoom.org/viewtopic.php?t=69713
2020-08-29 11:08:31 +03:00
alexey.lysiuk
fb20730960
- fixed compilation warnings introduced recently
...
src/console/c_cmds.cpp:690:11: warning: format string is not a string literal (potentially insecure) [-Wformat-security]
src/scripting/vmthunks.cpp:2698:21: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
2020-08-29 10:36:29 +03:00
MajorCooke
eaba63e13b
View Angles (Part 1 - Redux) ( #1002 )
...
* Added ViewAngle/Pitch/Roll properties to actors.
- These are offsets for camera angles that allow turning the camera without affecting aim or movement direction.
- Added A_SetView<Angle/Pitch/Roll>, which will set the view direction.
- Added ABSVIEWANGLES flag, used to make the view absolute instead of an offset.
* Converted functions to be direct-native.
2020-08-27 13:03:06 -04:00
MajorCooke
c57e669044
Added an optional extra float parameter to $pitchshift. ( #1150 )
...
- This allows for setting a randomized range for the pitch each time the sound is initialized.
2020-08-27 12:49:59 -04:00
3saster
5803b78147
Implemented Clock Class ( #977 )
...
* Simplified some stuff, made up-to-date
* Dealt with DST problems
* Made SystemTime.Format clearscope, as there is no reason for this function to be limited to the ui
2020-08-27 12:43:50 -04:00
MajorCooke
85759e3bd0
Added A_SpriteOffset. ( #895 )
...
- Coordinates work akin to A_OverlayOffset: +X shifts to the right, +Y shifts down.
2020-08-27 12:43:09 -04:00
William Breathitt Gray
3e69e44763
Install soundfonts and WOPL/WOPN banks ( #874 )
...
The INSTALL_SOUNDFONT_PATH cache entry is used to configure the
installation directory.
2020-08-27 12:39:56 -04:00
MajorCooke
4cbcb84dc9
Optimized P_CheckPosition. ( #1161 )
...
- If the actor passed into the function has THRUACTORS, PIT_CheckThing won't be called anymore.
- Moved THRUACTORS check to just under the self clipping check in PIT_CheckThing.
2020-08-27 12:37:39 -04:00
alexey.lysiuk
fc1f14b2eb
- extended error messages in pointers serialization
2020-08-27 10:13:18 +03:00
alexey.lysiuk
dad0a6f977
- fixed typo in serialization error message
2020-08-27 09:57:36 +03:00
Chronos Ouroboros
2e2ee33a98
Fixed an incorrect abort message on out of bounds array access.
2020-08-26 18:16:04 -03:00
Rachael Alexanderson
54a630c3cf
- amend last commit: rename the variable to something slightly more meaningful
2020-08-25 19:48:25 -04:00
Rachael Alexanderson
28f7728980
- fix a bug in the png renderer of the software renderer with decals: if the palette remap is missing, don't attempt to use it. (fix null pointer)
2020-08-25 19:10:22 -04:00
alexey.lysiuk
dfd5726eb0
- added bounds checks for serialization of pointers
...
Bogus pointers and offsets were serialized silently
This will to find other cases of dangling pointers, and protect from loading of broken saved games
https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-25 21:54:36 +03:00
alexey.lysiuk
f9708e225c
- added initialization for line and sector portals
...
Resizing of portal arrays during serialization could lead to processing of junk data
https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-25 21:54:36 +03:00
alexey.lysiuk
05f9df7057
- update floor/ceiling for inventory items after traveling
...
Inventory items had dangling floor and ceiling sector pointers after transition to a new level
This could cause random issues with serialization
https://forum.zdoom.org/viewtopic.php?t=67494
2020-08-25 21:54:36 +03:00
Alexander Kromm (m8f)
83ffcbf692
autosave and make screenshot only if there is no other game actions ( #1126 )
...
In-game fix for this bug: https://forum.zdoom.org/viewtopic.php?f=43&t=59889&start=60#p1121698
because it may be also caused by other scripts or even manually.
2020-08-25 11:54:57 -04:00
Sterling Parker
d2a9de0012
Add PlayerSpawned() event ( #1118 )
...
* Add PlayerSpawned() event
* add playerspawned to DStaticEventHandler
* Define PlyerSpawned() correctly
2020-08-25 11:54:20 -04:00
Rachael Alexanderson
5f9377ae2a
Merge commit 'refs/pull/980/head' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# wadsrc/static/menudef.txt
2020-08-25 11:32:10 -04:00
Magnus Norddahl
8306af298f
Switch to use a single triangle when drawing screen quads for a slight cache locality improvement
2020-08-18 11:42:50 +02:00
Chronos Ouroboros
0f86f3a62a
Fixed nested structs breaking the ZScript compiler under certain circumstances.
2020-08-15 16:25:59 +02:00
RockstarRaccoonAlt
b8bf812433
Fix obscure error in Animated Doors where the Actor can be NULL
...
This is a quick fix for an error in which Animated Doors crash the game by trying to check "actor->player" when "actor" itself is NULL. Deleting the check entirely also worked, but I worried it might be there for some higher-level scripting reason. This just puts in a check to make sure actor isn't NULL before checking actor->player, and keeps the behavior in that case the same.
I think this was happening because I had doors being opened by projectiles (like in Metroid) which were being despawned into NULL pointers when they hit the doors, as this was an issue when initially programming said doors..
2020-08-15 09:06:58 +02:00
MajorCooke
7e4a996cd4
P_BounceActor now calls SpecialMissileHit before any other bouncing effects are processed. Return values are as such: ( #1156 )
...
- 1: The missile will continue moving through the actor, and it's down to the modder to handle bouncing.
- 0: The missile will explode.
- Any other value will process a bouncing actor as normally done in the engine.
2020-08-14 02:01:32 -04:00
alexey.lysiuk
24200c0c3f
- fixed ARM64 compilation issues reported by Xcode 12 beta 4
...
src/common/engine/stats.h:139:31: error: invalid output constraint '=A' in asm
src/common/platform/posix/osx/iwadpicker_cocoa.mm:379:1: warning: non-void function does not return a value [-Wreturn-type]
2020-08-09 15:40:38 +03:00
Cacodemon345
b0e2c993f7
- added macOS Big Sur and ARM64 detection ( #1151 )
2020-08-09 15:06:11 +03:00
Perry Fraser
86cf5c9e53
- added native fullscreen mode option to Cocoa backend ( #1154 )
2020-08-09 14:41:29 +03:00
alexey.lysiuk
5f8b313446
- fixed: UMAPINFO partime was multiplied by ticrate
...
https://www.doomworld.com/forum/post/2167749
2020-08-03 12:45:20 +03:00
Rachael Alexanderson
bda49d0bf7
- demote pwad defcvars error to a warning
2020-08-01 06:01:29 -04:00
Rachael Alexanderson
86bac6bfcf
- sv_leveltally has been removed from the config file and is now session-only
2020-07-25 10:28:08 -04:00
Major Cooke
a85ee5826e
Added $PitchSet <logical name> <float> for SNDINFO.
...
- Sets the direct pitch of the sound to the specific float. Default is 0.0, meaning do not set a specific pitch. Regular pitch is 1.0.
- Only works for direct sound definitions.
- Overrides $PitchShift unless value is <= 0.0
- Overridden by A_StartSound's pitch parameter if the value > 0.0.
2020-07-24 08:05:44 +02:00
Magnus Norddahl
01eeb8f7c5
Add vk_memstats ccmd
2020-07-23 16:02:14 +02:00
alexey.lysiuk
04f327677d
- fixed incomplete special menu handling
...
Redirections to textual main menu and new player menu were not functional
https://forum.zdoom.org/viewtopic.php?t=69369
2020-07-22 16:26:27 +03:00
Rachael Alexanderson
810e240f89
- add 'sv_alwaystally' defaults to 0 with the following states:
...
* 0: previous behavior (completely MAPINFO controlled)
* 1: always show level tally at the end of an episode
* 2: always show level tally even when changing levels within a hub
2020-07-21 13:53:27 -04:00
alexey.lysiuk
fcb6e1b18c
- merge whitespaces before comparing Dehacked texts
...
With introduction of localization support, several strings are no longer identical to the original messages
Double spaces were removed, and letter case was changed
The latter is already handled, extra whitespaces are now deleted to deal with the former
https://forum.zdoom.org/viewtopic.php?t=69236
2020-07-12 11:07:49 +03:00
Marisa Kirisame
6e79209931
Optimize UE1 vertex normal computation.
2020-07-11 08:07:38 -03:00
dondiego
c8fe5bcb2e
Bumped version number to 4.5pre. ( #1132 )
...
* - Bumped version number to 4.5pre.
* - Delete superfluous include.
2020-07-08 23:24:36 -04:00
drfrag
d1373c7ffd
- Fix am_zoom and adjust am_zoomout speed for the automap.
2020-07-07 20:30:33 +02:00
alexey.lysiuk
cc07c56c36
- made mouse scaling in Cocoa backend match other platforms
2020-07-05 11:32:45 +03:00
Cacodemon345
61641bd45e
Disable JIT VM by default when compiling for DragonFly BSD
2020-07-05 08:53:46 +02:00
Mitchell Richters
8578c11789
- make SDL mouse scaling match that of Windows for consistency.
2020-07-04 18:25:44 +02:00
Rachael Alexanderson
383f3e5fd6
- change recent /0 fix to conform to UDMF specs
2020-06-25 09:30:52 -04:00
Rachael Alexanderson
f47055bca6
- amend previous commit: do the same for healing sectors, as well
2020-06-23 13:37:56 -04:00
Rachael Alexanderson
90895d154b
- when a damaging sector's damage interval is 0, instantly kill the player instead of dividing by 0
2020-06-23 13:12:25 -04:00
alexey.lysiuk
ece526a99c
- fixed freeze with StartSlideshow called for undefined intermission
...
https://forum.zdoom.org/viewtopic.php?t=69079
2020-06-23 10:15:15 +03:00
lucy phipps
53ad870581
escape the escape character
2020-06-21 15:55:42 +03:00
Hugo Locurcio
f7bec90e74
Interpolate positions and angles in the automap for smoother appearance
2020-06-20 19:49:48 +02:00
alexey.lysiuk
9629a737b9
- added mixin support to AST output
2020-06-20 16:53:30 +03:00
alexey.lysiuk
18f2cf0fdc
- exposed menu blur amount to engine interface
...
https://forum.zdoom.org/viewtopic.php?t=69056
2020-06-20 12:06:49 +03:00
alexey.lysiuk
04992f2bc8
- fixed leaking full VM frames
...
https://forum.zdoom.org/viewtopic.php?t=69055
2020-06-20 11:34:04 +03:00
Cacodemon345
da04616b7d
Update am_map.cpp
2020-06-20 09:10:05 +02:00
alexey.lysiuk
0d3134d825
- assigned endoom lump name after mapinfo is parsed
...
https://forum.zdoom.org/viewtopic.php?t=69032
2020-06-19 10:53:28 +03:00
alexey.lysiuk
f2ddbeeb81
- fixed crash when loading empty resource directory
...
https://forum.zdoom.org/viewtopic.php?t=69004
2020-06-18 11:32:16 +03:00
Cacodemon345
a713a895a7
Get rid of color lookup, reverse red and green bits
2020-06-17 08:08:58 +02:00
Cacodemon345
8952e598a4
Add color output for SDL backend using ANSI escapes
2020-06-17 08:08:58 +02:00
Rachael Alexanderson
6a5315bf76
- Rename 'Play GZDoom' button to something more generic to more easily allow for use in forks or other projects
2020-06-16 08:04:19 -04:00
Christoph Oelckers
cfd8d07bf8
- added missing target check to A_RadiusDamageSelf.
2020-06-16 00:16:22 +02:00
Christoph Oelckers
9c7bc99201
- use a full ClearScreen when drawing fullscreen images.
...
This removes the FillBorder function which was only used to clear the border around those images - but due to imprecisions can leave garbage behind.
2020-06-16 00:11:06 +02:00
Christoph Oelckers
d1cbabff66
- backend update from Raze.
...
(No, the AnimTexture isn't used yet.)
2020-06-16 00:09:19 +02:00
Rachael Alexanderson
2c57d5e768
- fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized
2020-06-14 15:33:26 -04:00
Rachael Alexanderson
b441d8c399
- add "restart" button to error pane in Windows
...
- add keyboard accelerator shortcuts to many Windows-specific dialogs
2020-06-14 14:28:29 -04:00
Christoph Oelckers
97d515005b
- moved the menu code back to the game side.
...
This isn't really shareable. Although major parts may be identical, the specifics are not.
2020-06-14 18:37:06 +02:00
Christoph Oelckers
cf6bcf4d2b
- re-added a 'break' that got lost somehow.
2020-06-14 18:36:12 +02:00
Christoph Oelckers
75cd00a340
- fixed some issues with setup parts for ZScript in the wrong place.
...
This never showed on GZDoom as an error but on Raze which has no actor classes it caused incompletely set up class descriptors.
2020-06-14 18:35:58 +02:00
Christoph Oelckers
248aa8b5a7
- moved s_reverbedit.cpp to 'common'.
2020-06-14 12:39:59 +02:00
Christoph Oelckers
46dc77cc64
- fixed some issues in the menu code.
2020-06-14 12:20:07 +02:00
Christoph Oelckers
82e4104900
- moved several VM exports for game independent objects to 'common'.
2020-06-14 12:16:22 +02:00
Christoph Oelckers
3b7e236971
- moved menudef.cpp to "common", as the last piece of the menu code.
2020-06-14 00:42:01 +02:00
Christoph Oelckers
712d80006a
- split game dependent parts out of menudef.cpp.
2020-06-14 00:27:32 +02:00
Christoph Oelckers
475f740058
- moved base menu code to "common".
2020-06-13 23:04:10 +02:00
Christoph Oelckers
90befff479
- moved out the Doom specific parts from menu.cpp and messagebox.cpp.
2020-06-13 22:43:35 +02:00
Christoph Oelckers
86e5f5a4cb
- fixed missing include.
2020-06-13 20:57:13 +02:00
Christoph Oelckers
5dfe9918d0
- moved some event related code to 'common'.
2020-06-13 20:31:57 +02:00
Christoph Oelckers
e47f016b23
- fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
2020-06-12 23:11:45 +02:00
Christoph Oelckers
a3c100a2ed
- deleted the duplicate start screen class.
2020-06-12 23:10:19 +02:00
Christoph Oelckers
2f692e1f7b
Revert "- disabled the non-functional sidedef range check."
...
This reverts commit 8e46f235a6
.
2020-06-12 17:05:08 +02:00
Christoph Oelckers
91a21e9cf1
- fixed: FGameTexture's GlowHeight was not initialized.
2020-06-12 16:43:27 +02:00
Christoph Oelckers
efbd80c325
- fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
2020-06-12 15:16:50 +02:00
Christoph Oelckers
80b5a66635
- fixed bad range check in shadowmap code.
...
Since the last refactoring this only counts lights, not occupied entries in the array, but the check wasn't adjusted for that.
2020-06-12 15:07:13 +02:00
Christoph Oelckers
8e46f235a6
- disabled the non-functional sidedef range check.
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Due to how sidedefs are decompressed this must not be checked in the linedef loader.
2020-06-12 14:26:34 +02:00
drfrag
476ab9caea
- Fixed: check for bad sidedefs was not taking into account sidedef compression.
2020-06-12 14:14:46 +02:00
Christoph Oelckers
fe19aec059
- backend update from Raze.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
646457eb03
- fixed: The scale vector for detail maps was not passed to the shader.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
b0964101a5
- fixed: The flags for texture colorization were not passed to the backend.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
95c232d31a
- fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
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Negative coordinates are treated as "disable scissor", so if some transformation results in something off-screen it needs to be handled before passing it to the backend.
2020-06-11 14:12:05 +02:00
Cacodemon345
b22ed9f237
Fix startup crash on DragonFly BSD
2020-06-11 21:41:00 +03:00
Mitchell Richters
8af21a13e7
- fix missing terminator in vk_shader.cpp on #ifdef guarded line.
2020-06-11 13:33:19 +03:00
Christoph Oelckers
b20de184a0
- made the new Build light mode operational
2020-06-11 08:48:33 +02:00
Christoph Oelckers
62138c66b8
- added a CCMD that lists all CVARS which don't have a description.
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This way it should be easier to fill in the missing texts.
2020-06-10 13:05:00 +02:00
Christoph Oelckers
82af7f4f68
- mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
...
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
Cacodemon345
20381a5929
Fix compilation on DragonFly BSD
2020-06-10 10:59:33 +03:00
Christoph Oelckers
60a20af8ff
- fixed code that deternines when to upscale a texture.
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This was very much non-functional.
2020-06-10 00:21:19 +02:00
Christoph Oelckers
2d13dcfc81
- fixed fallback lookup for multipatch textures referencing themselves as patch.
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The code hadn't been properly updated to the new 3-layer texture system.
2020-06-09 23:18:55 +02:00
Christoph Oelckers
af7c2fb4e9
- fixed the burn shader.
2020-06-09 22:06:19 +02:00
Christoph Oelckers
b41ae2dfdd
- do not allow playing sounds during PlayerFinishLevel.
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This gets called right before the level ends, any sound in here would play during the intermission or at the start of the next level.
2020-06-09 21:01:14 +02:00
Christoph Oelckers
c9833a811e
- added 3 more texture samplers to the shaders to compensate for the now always occupied slots for brightmap, glow and detail.
2020-06-09 20:40:43 +02:00
alexey.lysiuk
18371fb27a
- fixed calculation of allocated memory for garbage collection
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https://forum.zdoom.org/viewtopic.php?t=68897
2020-06-09 16:48:51 +03:00
Christoph Oelckers
3a23cc69d6
- since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided.
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This also necessitated localization support for CVAR descriptions because menu content is multi-language.
2020-06-08 23:37:22 +02:00
Christoph Oelckers
bb3e100c54
- fixed bad bit operations when calculating the base palette remap.
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The code assumed that the alpha channel is empty, but at this point it already contains the base palette's transparency info and needs to be masked out when using it differently.
2020-06-08 23:37:22 +02:00
Christoph Oelckers
a330b46d1a
- fixed: The mutipatch texture builder did not set the source lump.
2020-06-08 23:37:21 +02:00
Christoph Oelckers
58bc12ee19
- fixed: When reopening a lump, the full file name must be used.
2020-06-08 23:37:21 +02:00
Christoph Oelckers
666b6b7007
- moved m_joy to common.
2020-06-08 23:37:21 +02:00
Christoph Oelckers
5896f24eba
- added a new light mode that emulates Build's depth fading.
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Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
9e51a2f63c
- added Build's NPOT emulation to the backend.
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For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
drfrag
65df05cba2
- fixed crash with texture upscaling in the truecolor software renderer.
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Based on: 4746d0c626
2020-06-08 22:37:23 +02:00
drfrag
68e0e52aaf
- Fixed crash rendering 3D floors without ceiling or floor textures in software.
2020-06-08 19:04:38 +02:00
nashmuhandes
6371fa91f9
Fixed wrong MINDEMOVERSION which was committed in 95f447927a
2020-06-08 15:10:00 +02:00
alexey.lysiuk
4c3c32dca6
- fixed compilation of non-x86 targets
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src/common/utility/x86.cpp:48:6: error: ambiguating new declaration of ‘void DumpCPUInfo(const CPUInfo*)’
2020-06-07 21:52:58 +03:00
Christoph Oelckers
3fc0d0d794
- backend changes from Raze, mainly to properly load keyboard presets.
2020-06-07 15:09:10 +02:00
Marisa Kirisame
e81641dd01
Hotfix: LineTrace now reports the correct number of portal crossings.
2020-06-07 15:04:44 +02:00
alexey.lysiuk
0e8473906e
- tighten rules for action functions called from Decorate
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FxVMFunctionCall (previously used to call action functions from Decorate) skipped self pointer compatibility checks
https://forum.zdoom.org/viewtopic.php?t=68678
2020-06-07 15:00:32 +03:00
Christoph Oelckers
5220a01070
- fixed: The full dotted lump filter string was never used.
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The code added all partial matches to the file system but not the full match.
2020-06-07 11:56:07 +02:00
alexey.lysiuk
8a1091c6fe
- fixed (un)morphing of more than one actor from ACS
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https://forum.zdoom.org/viewtopic.php?t=68847
2020-06-07 12:16:46 +03:00
alexey.lysiuk
11ba0be4c2
- fixed setup of JIT functions that require extra frame space
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https://forum.zdoom.org/viewtopic.php?t=68816
2020-06-07 11:34:58 +03:00
alexey.lysiuk
718e2ea0f5
- fixed compilation warnings reported by Clang
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src/g_level.cpp:1575:16: warning: delete called on non-final 'DoomLevelAABBTree' that has virtual functions but non-virtual destructor [-Wdelete-non-abstract-non-virtual-dtor]
src/p_setup.cpp:367:16: warning: delete called on non-final 'DoomLevelAABBTree' that has virtual functions but non-virtual destructor [-Wdelete-non-abstract-non-virtual-dtor]
2020-06-07 11:32:35 +03:00
Alexander Kromm
928c738e19
make various getter and pure-math methods clearscope, and where applicable, const
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Original PR: https://github.com/coelckers/gzdoom/pull/532
Status of the original PR
1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen
2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen
3. C++ methods, to match ZScript:
- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers
b06af634e2
- added a flash component to the colormap shader.
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Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers
db93f2969e
- fixed offsets for hires replacements of already scaled textures.
2020-06-06 19:01:11 +02:00
Cacodemon345
9c7f5e941e
Fix compilation on NetBSD
2020-06-06 19:38:47 +03:00