Rachael Alexanderson
0fc4640cc9
- fix building in 32 bit windows
2019-02-16 11:12:10 -05:00
Rachael Alexanderson
9f62289507
Merge branch 'master' of https://github.com/coelckers/gzdoom into localization
2019-02-16 10:50:49 -05:00
Christoph Oelckers
64685705d0
- made the console Unicode-capable.
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This also necessitated some character remapping in the console font to move the Windows-1252 extra characters to their proper Unicode code points.
2019-02-16 13:05:19 +01:00
Christoph Oelckers
8018ebfab5
- use the Unicode version of Windows's clipboard functions.
2019-02-16 09:50:00 +01:00
Christoph Oelckers
b4d96aaef9
- made Windows backend parts of the console Unicode capable.
2019-02-15 22:05:26 +01:00
Major Cooke
823eb90af8
- Fixed monsters waking up even if all the damage was absorbed without pain causing flags
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- Fixed FORCEPAIN not overriding PainThreshold property
2019-02-15 18:57:34 +01:00
alexey.lysiuk
769be00483
- fixed automap marks placement with custom fonts
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Automap rotation wasn't taken into account when drawing marks
https://forum.zdoom.org/viewtopic.php?t=63693
2019-02-15 17:21:59 +02:00
Christoph Oelckers
9fba9eee18
Merge branch 'localization' of https://github.com/coelckers/gzdoom into localization
2019-02-15 10:20:14 +01:00
Christoph Oelckers
c49665684b
- fixed DHudMessageTypeOnFadeOut's character counter to be UTF-8 compatible.
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This was reading the string by byte and not by character and could end up printing incomplete UTF-8 data.
2019-02-15 08:52:56 +01:00
Christoph Oelckers
340d7bce8d
- added some character counting utilities to FString.
2019-02-15 08:51:41 +01:00
Christoph Oelckers
868ac5adf8
- switched the Windows backend to use the Windows Unicode API.
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With localization for non-Latin languages on the support list the multibyte API doesn't cut it anymore. It neither can handle system text output outside the local code page nor can an ANSI window receive text input outside its own code page.
Similar problems exist for file names. With the multibyte API it is impossible to handle any file containing characters outside the active local code page.
So as of now, everything that may pass along some Unicode text will use the Unicode API with some text conversion functions. The only places where calls to the multibyte API were left are those where known string literals are passed or where the information is not used for anything but comparing it to other return values from the same API.
2019-02-14 22:23:33 +01:00
Christoph Oelckers
5f574033b5
pass full Unicode characters to EV_GUI_Char for Linux and macOS.
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The Linux backend looked like it didn't handle anything non-ASCII at all, but this all needs to be tested.
Windows will be a bit more work because it requires using the Unicode API for creating the main window.
2019-02-14 14:29:49 +01:00
Rachael Alexanderson
0d2a24876b
- Remove "gitversion.h" from "version.h" - should result in faster compiles after a commit in Windows
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- Fix zdoom.rc to show the actual git commit tag and id for the Product Version
- Made zdoom.rc "codepage 1252" compliant as dictated by the #pragma (if this needs changed the pragma should be updated, this was messing up the version strings in the final compile)
2019-02-13 21:34:44 -05:00
alexey.lysiuk
be6ce43045
- added ability to customize font of automap marks
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Set am_markfont CVAR to a desired font name
Use am_markcolor to select a text color, has no effect with the default font, AMMNUMx
2019-02-13 21:47:53 +01:00
Christoph Oelckers
8efc3188b9
- fixed map name setup
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This was broken when localization for Hexen was added.
2019-02-13 00:47:03 +01:00
Christoph Oelckers
ef050d700c
- Fixed loading of folder based fonts and added a config lump per font.
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This is done by putting a font.inf file into the folder.
Current options are "Kerning", "Scale", "FontHeight" and "SpaceWidth"
2019-02-13 00:02:39 +01:00
Christoph Oelckers
e526cebc8e
Merge remote-tracking branch 'origin/master' into localization
2019-02-12 00:20:00 +01:00
Christoph Oelckers
0b8fb3ac1a
- cleanup of font init to have less special cases
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To make things easier, DBIGFONT, SBIGFONT and HBIGFONT will now be renamed in the lump directory to make things a bit easier to handle.
Another change is to make font folders atomic units to prevent cross-pollution between incompatible fonts. The only exception to this are the def* folders because they need to piece together their fonts from both zd_extra.pk3 and the IWADs.
2019-02-12 00:19:44 +01:00
alexey.lysiuk
d4d010ac32
- added compatibility flag for buggy CheckSwitchRange behavior
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https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-02-11 17:57:03 +01:00
Christoph Oelckers
fe981c68d3
- changed font loader to detect fonts in folders and to find all default fonts in folders.
2019-02-11 01:58:51 +01:00
Christoph Oelckers
e4690b4cd8
- exported all Hexen map names and intermission texts to the language table.
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As IWAD content this is in zd_extra.pk3.
2019-02-11 01:33:09 +01:00
Christoph Oelckers
6d19374ae8
Only replace Strife dialogue content if the default strings from zd_extra.pk3 are present.
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If not, use the dialogue file's content directly.
2019-02-11 00:46:13 +01:00
Christoph Oelckers
af5a2fe522
- removed the ActiveSequences counter.
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It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation.
On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.
2019-02-10 20:30:40 +01:00
Christoph Oelckers
5e6a96d021
- fixed path of texture directory.
2019-02-10 14:08:27 +01:00
Christoph Oelckers
993a16787c
- removed the special exception for those weird "No..." messages and moved the only one that isn't garbage to the language lump.
2019-02-10 09:59:05 +01:00
Christoph Oelckers
e57b16b9e7
- exported the character names of Strife's dialogues.
2019-02-09 13:15:30 +01:00
Christoph Oelckers
b1820039d7
- exported Strife's log texts to the string table.
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This is dpne as a two-stage approach. TXT_LOGTEXTxxx will always take precedence over the log lumps, and TXT_ILOGxxx will only replace the original IWAD content.
This is so that PWADs replacing these lumps don't get overridden by the default texts.
2019-02-09 12:52:50 +01:00
Christoph Oelckers
88e227f1f3
Merge branch 'new_level_refactor' into localization
2019-02-09 12:22:15 +01:00
Christoph Oelckers
59954fa4f9
- fixed accidentally duplicated variable name in ChangeLevel function.
2019-02-09 12:07:30 +01:00
Christoph Oelckers
4642df3052
- fixed dropoff checks for portals and 3D floors in the same sector.
2019-02-09 10:39:08 +01:00
Christoph Oelckers
3d3f260137
- exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed.
2019-02-09 09:17:57 +01:00
Christoph Oelckers
8a28134254
Merge remote-tracking branch 'remotes/origin/master' into new_level_refactor
2019-02-09 08:47:07 +01:00
Christoph Oelckers
a5feff7aa0
- fixed: The level's local event manager wasn't fully taken down when freeing the level's data.
2019-02-09 08:46:48 +01:00
Major Cooke
acc510dfb3
Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.
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- The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
2019-02-08 20:07:49 +01:00
Major Cooke
1b97bae307
Added Z + camera roll relativity for A_QuakeEx's QF_RELATIVE flag.
2019-02-08 20:07:27 +01:00
Christoph Oelckers
449610496f
- fixed: 'level.frozen' still needs to be writable and have an effect.
2019-02-08 20:04:45 +01:00
Christoph Oelckers
584dae85f4
- fixed: LEVEL_USEPLAYERSTARTZ was checked on the wrong variable.
2019-02-08 19:58:15 +01:00
Christoph Oelckers
0b2494f9ca
- fixed: The global viewpoint's Level member was accessed before it was set.
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All affected code needs to get a Level parameter passed in through its arguments.
2019-02-08 13:12:46 +01:00
Christoph Oelckers
bd1f5d9750
- start the HUD message ticker at -1 to compensate for the additional tick they now receive due to the change at which time the status bar gets ticked.
2019-02-08 08:58:16 +01:00
Christoph Oelckers
bcc1aa95b2
- fixed: ACS calls need to explicitly pass the level into COPY_AAPTR.
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Unlike from an action function, this can be called with a null actor, which for the player constants still needs to return something valid.
2019-02-07 15:41:35 +01:00
Christoph Oelckers
c0bbb4fd0d
- fixed lowercase handling of non-basic-latin characters and added Undead's Russian translation.
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The added table may be overkill but this way the font engine is prepared for things to come.
Currently the text placement in the menu seems a bit broken, that's a task for later.
2019-02-07 13:49:54 +01:00
Christoph Oelckers
4d2bb11317
- reworked font loader to make adding multi-lump fonts easier.
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A multi-lump font can be created by putting all characters into a subdirectory of fonts/ with the intended name. Each character needs to be named by its character index as hex number.
So far this is only active for the predefined small fonts
2019-02-07 13:12:39 +01:00
Christoph Oelckers
eec53a6670
- print more meaningful info in countdecals CCMD.
2019-02-07 09:39:37 +01:00
Christoph Oelckers
4cdbc99877
- fixed creation of phased light sequences.
2019-02-07 09:39:36 +01:00
Christoph Oelckers
9dec214c15
- properly un-count faded out decals without involving the Destroy method.
2019-02-07 09:39:36 +01:00
Christoph Oelckers
97e3e858a1
- re-count impact decals each time a savegame is loaded.
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This counter is not always reliable, especially when running for longer periods, so putting it in a savegame is not a good idea.
2019-02-07 09:39:36 +01:00
Rachael Alexanderson
4f0850b098
Merge remote-tracking branch 'origin/new_level_refactor' into HEAD
2019-02-06 10:30:27 -05:00
Christoph Oelckers
74d34f6171
- fixed typo in ExitPic display.
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It read the EnterPic instead.
2019-02-06 15:40:49 +01:00
Christoph Oelckers
f38060d01b
- fixed: The static event manager never got a link to the primary level.
2019-02-06 15:40:49 +01:00
Rachael Alexanderson
0590de3be2
Merge remote-tracking branch 'origin/new_level_refactor' into HEAD
2019-02-06 08:05:45 -05:00