alexey.lysiuk
f9708e225c
- added initialization for line and sector portals
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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
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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 )
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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 )
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* 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
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# 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
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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 )
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- 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
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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
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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.
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- 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
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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:
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* 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
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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 )
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* - 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
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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
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https://forum.zdoom.org/viewtopic.php?t=69056
2020-06-20 12:06:49 +03:00
alexey.lysiuk
04992f2bc8
- fixed leaking full VM frames
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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
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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
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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.
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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.
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(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
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- 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.
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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.
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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