Commit graph

15117 commits

Author SHA1 Message Date
Christoph Oelckers
f221a2bdb4 - fixed allocation mismatch in WildMidi. 2019-04-19 17:46:25 +02:00
Christoph Oelckers
5e8aa0a963 - removed InitPalette call from OpenGLFrameBuffer's constructor.
This was destroying some already set up data like the special colormaps.
2019-04-19 10:36:34 +02:00
Christoph Oelckers
cd929e0c76 - reinstated the old clean scaling factor calculation just for the status bar.
Some mods took the lack of validation in this code for granted.
2019-04-19 09:33:04 +02:00
Christoph Oelckers
0105bb7564 - fixed uninitialized variable in scoreboard code. 2019-04-19 08:30:06 +02:00
Christoph Oelckers
0837178518 - do proper checks for chat string length.
The counter variable was not only used incorrectly, it was completely redundant.
This still has a byte limit due to how the network code works so for non-Latin languages may result in shorter strings.
2019-04-19 08:27:31 +02:00
Christoph Oelckers
ac9133eda0 - fixed radius use in dynamic light traversal for models. 2019-04-19 08:23:08 +02:00
Christoph Oelckers
327a83a54b - fixed: GetDisplayDeviceName must always pick a valid monitor.
There is no default here, so if vid_adapter is invalid for whatever reason the engine would crash without a defined setting.
2019-04-19 07:33:51 +02:00
Magnus Norddahl
5171f90e35 - add r_ticstability for a smoother experience playing mods with high think times 2019-04-17 16:07:32 +02:00
Christoph Oelckers
a8c47408fa - implemented 'deletelumps' feature and add Chex Quest 3 texts.
The episode titles required a workaround because the CQ3 episodes do not contain names in text form: If this is the case, the patch name will be used as a string table identifier to get a matching text for localization.
2019-04-14 22:46:03 +02:00
Christoph Oelckers
dd61222c6a - reset RF_NOINTERPOLATEVIEW when unpredicting a player. 2019-04-14 14:11:34 +02:00
Christoph Oelckers
c45c7cdb4b - reimplemented as an OptionsMenu.
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.
2019-04-14 14:03:24 +02:00
Player701
8ab6747d77 - Added "const" qualifiers to the new UTF-8-aware string methods 2019-04-13 22:13:52 +02:00
Player701
747906730c Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString (#810)
* - Added support for monospacing alignment modes to HUDFont / BaseStatusBar.DrawString

* - added underlying type declaration for EMonospacing

* - replaced "#include v_video.h" with a declaration of EMonospacing
2019-04-13 18:10:58 +02:00
Christoph Oelckers
4668fa95e3 - when altering the default string table, make sure that all existing text for the given label is removed that comes from an older resource file.
If this isn't done there can be a mix of content from different sources, depending on the language. It's better to have correct English text than unfitting localized versions.
2019-04-13 14:43:49 +02:00
Christoph Oelckers
5f2d41884c - make sure that the global and default language tables are always separate, if some other tables is being attempted to be filled in along with them, these tables should be ignored. 2019-04-13 13:58:37 +02:00
Christoph Oelckers
d73f8faafa - added monospacing support to Screen.DrawText and its native counterparts. 2019-04-13 12:17:38 +02:00
Christoph Oelckers
3938119192 - added CharUpper and CharLower functions to ZScript.
These, like MakeUpper and MakeLower, use the internal Unicode case conversion tables.
2019-04-13 10:26:55 +02:00
Christoph Oelckers
f7561f25d6 - added Unicode aware MakeUpper/MakeLower functions to FString and ZScript's String and deprecated ToUpper/ToLower because their semantics did not allow fixing them. 2019-04-13 10:12:33 +02:00
Christoph Oelckers
bcf7bc8d34 - added some UTF-8 utilities to FString.
This deprecated CharAt and CharCodeAt for being unsuitable for text processing and in the case of CharCodeAt also for being buggy.
A new replacement, ByteAt has been added that reads a string byte by byte, as well as CodePointCount, which counts the amount of Unicode code points in a string and GetNextCodePoint which reads the string code point by code point.
Note that while this woll work as intended with the currently supported languages as a means to read single characters, there is no guarantee that this will remain so if Unicode support gets extended to things which break the "one code point == one character" assumption.
2019-04-13 09:31:36 +02:00
alexey.lysiuk
61a8f122f0 - fixed crash caused by broken saved game picture
https://forum.zdoom.org/viewtopic.php?t=64244
2019-04-12 18:20:27 +03:00
Christoph Oelckers
c0b322c51a - make the switch between game and generic fonts automatic by adding a key value to the language table 2019-04-12 00:20:42 +02:00
Christoph Oelckers
c792234965 Merge branch 'master' of https://github.com/coelckers/gzdoom 2019-04-11 16:08:23 +02:00
alexey.lysiuk
8bf2683b4a - added message about missing texture for material definition
https://forum.zdoom.org/viewtopic.php?t=64234
2019-04-11 14:48:45 +03:00
alexey.lysiuk
ab53509774 - fixed crash in GLDEFS parser caused by missing texture
https://forum.zdoom.org/viewtopic.php?t=64234
2019-04-11 13:26:10 +03:00
Christoph Oelckers
b1ca746af3 - added a "DeleteLumps" list to IWADINFO
This is for IWADs that contain content which clashes with the engine and must be removed. The primary reason are the unimplemented characters in Raven's BigFont.
2019-04-11 03:02:23 +02:00
Christoph Oelckers
0200edd392 - added a few more character fallbacks and fixed the StringWidth function
This checked character size without substituting missing characters, resulting in bad return values.
2019-04-11 02:01:41 +02:00
Christoph Oelckers
772cb276ee - changed text scaling for intermission screen to ensure that long texts are not cut off.
22 lines of text need to fit and to avoid packing the text too tightly onto the screen and have a little headroom, a virtual size of 400x250 is needed.
2019-04-11 01:28:47 +02:00
Christoph Oelckers
28c8bb47fb - added generic font support for intermission text screen. 2019-04-11 00:14:53 +02:00
Christoph Oelckers
2747eef0e0 - enable Unicode font on cast call. 2019-04-10 22:32:58 +02:00
Christoph Oelckers
b423caa8d6 - removed the rather pointless hud_althudfont CVAR and the tiny piece of code it activated.
This was meant for using the VGA font in the alternative HUD but this never went beyond the Kill/Item/Secret display which isn't useful for localization.
2019-04-10 21:57:24 +02:00
Christoph Oelckers
6acfbf8e02 - cleaned out the unneeded scaling hacks from the HUD messages. 2019-04-10 21:23:27 +02:00
Christoph Oelckers
9e096c62fd - allow the automap HUD to use the VGA font. 2019-04-10 20:39:15 +02:00
Christoph Oelckers
85a762f294 Merge branch 'master' of https://github.com/coelckers/gzdoom 2019-04-10 15:58:11 +02:00
Rachael Alexanderson
ab6ed0949f - fixed: PlayerEntered for bots should occur after Level->DoReborn 2019-04-10 06:24:57 -04:00
Christoph Oelckers
f1105f2e13 - further work on generic HUD
Some reorganization to avoid code duplication plus making the log screen capable of using the generic font. This also means that the popup for the log in Strife's status bar will be disabled when in generic mode - this popup with its special font would be a bit problematic.
2019-04-10 00:45:32 +02:00
Christoph Oelckers
fe37c3bc4f - allow all DHUDMessage calls to substitute SmallFont
This is a preparation for setting a generic HUD mode where all these should be able to use the VGA font instead, and not just C_MidPrint.
2019-04-10 00:28:40 +02:00
Christoph Oelckers
8b0dd1376f - changed the filter name for Doom IWADs
It's "doom.id.doom1/2" instead of "doom.doom1/2" now.
The config file's content will be renamed and for lump filtering a fallback has been added - note that you cannot combine both naming schemes! The old one has to be considered deprecated now.

This also removes the duplicated content necessitated by the old naming scheme.
2019-04-10 00:15:16 +02:00
Christoph Oelckers
8182c80f1e - use the Unicode font for the scoreboard. 2019-04-10 00:16:03 +02:00
Christoph Oelckers
f1408bfb5b - allow retroactive substitution of cluster texts
This is needed to localize Harmony without swapping out the MAPINFO.
2019-04-09 00:21:06 +02:00
Christoph Oelckers
c788da46fb - Localization helper code for level names that haven't been exported to the string table. 2019-04-08 22:07:09 +02:00
Christoph Oelckers
d308a1223b - fixed the calculations which decide whether to use an options menu for skills and episodes. 2019-04-08 22:04:47 +02:00
Christoph Oelckers
3c07485d11 - fixed: Replacing a text image with actual text may only happen if the text comes from the string table. 2019-04-07 23:54:39 +02:00
Christoph Oelckers
f6d3de76cf - fixed: ACS's APROP_ViewHeight needs to check if a real player is attached to a PlayerPawn. 2019-04-07 23:45:08 +02:00
Christoph Oelckers
f4f1c4abbf - fixed scale calculations for option menus. 2019-04-07 13:34:00 +02:00
Rachael Alexanderson
c3b927e502 - complete the changes from the previous commit for the SDL backend 2019-04-07 06:59:34 -04:00
Rachael Alexanderson
f4ea44b760 - consolidate minimum screen resolution so that it's easier to change 2019-04-07 06:56:06 -04:00
Christoph Oelckers
b60024b9c8 - fixed: The WideString conversion function was missing a null check. 2019-04-07 12:06:03 +02:00
Rachael Alexanderson
1096c14a3a - remove 320x240 from the list of resolution presets
- enforce a minimum CleanXfac scaling in the menu to prevent accidental divide by 0's
2019-04-07 06:02:36 -04:00
Christoph Oelckers
45c3558692 - 4.1pre 2019-04-07 09:31:32 +02:00
Christoph Oelckers
a166af82f8 - added layout adjustment to the skill menu as well and shortened the Italian text for "I'm too young to die" because it did not fit the minimum available space. 2019-04-07 09:11:16 +02:00