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14551 commits

Author SHA1 Message Date
arrowgent
1d3ff006b1 bug form 2021-09-12 18:18:31 +02:00
arrowgent
d36caf6151 move template to forms
name: Bug Report
description: File a Bug report
title: '[BUG] '
labels: bug
#assignees: 'anonymous@temp'

body:
  - type: markdown
    attributes:
      value: |
        ## Please fill out forms as cleanly as possible.
        #### Make sure that you have
        * properly edited & filled in the title of this bug report
  - type: dropdown
    id: version
    attributes:
      label: Raze version
      description: |
        What version are you using?
        Run `raze --version`
        Make sure to update to latest [release](https://github.com/coelckers/Raze/releases) version and test again before continuing.
      multiple: false
      options:
        - 1.1.3
        - 1.1.2
        - 1.1.1
        - 1.1.0
        - 1.0.3
        - 1.0.2
        - 1.0.1
        - Git
        - Other
    validations:
      required: true
  - type: dropdown
    id: OS
    attributes:
      label: What Operating System are you using?
      multiple: false
      options:
        - Windows 11
        - Windows 10
        - Windows 8
        - Windows 7
        - Windows Other
        - Mac OS
        - Linux x86
        - Linux x86_64
        - Linux ARM (Raspberry Pi)
        - Other
    validations:
      required: false
  - type: input
    id: other
    attributes:
      label: If Other OS, please describe
      description: Other details
      placeholder: "Windows, Mac OSX version, Debian, Ubuntu, Arch, etc."
    validations:
      required: false
  - type: input
    id: hardware
    attributes:
      label: Relevant hardware info
      description: Hardware
      placeholder: "CPU, GPU, device brand/model: e.g. Intel, AMD, Nvidia, etc"
    validations:
      required: false
  - type: checkboxes
    id: checked
    attributes:
      label: Have you checked that no other similar issue already exists?
      description: Searched issues before creating report?
      options:
        - label: I have searched and not found similar issues.
          required: true
  - type: textarea
    id: description
    attributes:
      label: A clear and concise description of what the bug is.
      description: Describe what happens, what software were you running? _Include screenshot if possible_
      placeholder: "How & When does this occur?"
    validations:
      required: true
  - type: textarea
    id: steps
    attributes:
      label: Steps to reproduce the behaviour.
      description: How can we reproduce this?
      placeholder: "Explain how to reproduce"
      value: |
        Explain how to reproduce
        1. 
        2.
        3.
    validations:
      required: false
  - type: textarea
    id: config_file
    attributes:
      label: Your configuration
      description: |
        Share the config file(s) you've been using to run the program. (`dosbox-staging.conf`) 
        Please avoid pasting the full config, _use attachments or links_
      placeholder: "example: texture_renderer = opengl"
      render: ini # syntax highlighting
    validations:
      required: false
  - type: textarea
    id: log
    attributes:
      label: Provide a Log
      description: Please avoid pasting the full log, _use attachments or links_
      placeholder: "Copy & paste error log section or provide link"
    validations:
      required: false
  - type: checkboxes
    id: terms
    attributes:
      label: Code of Conduct & Contributing Guidelines
      description: By submitting this issue, you agree to follow our [contributing guidelines](https://docs.github.com/articles/github-community-guidelines) and code of conduct.
      options:
        - label: Yes, I agree.
          required: true
  - type: markdown
    attributes:
      value: |
        * Make sure you have properly filled in the title of this bug report
2021-09-12 18:18:31 +02:00
arrowgent
003fcd0364 begin template & move to forms 2021-09-12 18:18:31 +02:00
Christoph Oelckers
6dcd7e2557 - do not crash on badly defined walls where the end point is missing. 2021-09-12 18:18:26 +02:00
Christoph Oelckers
585f841f96 - core shader override block, backported from GZDoom. 2021-09-12 18:18:26 +02:00
Christoph Oelckers
61bc90949b - Blood: fixed super secret notification on the level summary screen. 2021-09-12 18:17:51 +02:00
Christoph Oelckers
2e451618f8 - Duke: fixed some incorrect cutscene playback speeds. 2021-09-12 18:17:51 +02:00
Christoph Oelckers
0e82d75325 - SW: fixed recursive saving of panel sprites 2021-09-12 18:17:50 +02:00
Christoph Oelckers
bad57f6a5f - clear pspAsArray at the beginning of a save/load operation, not at the end.
If done at the end it may leave behind some stale data if saving or loading fails for some reason.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
e13426ec6e - SW: avoid crashing when unwinding from a savegame loading error.
The linked list may be incomplete in this case.
Also kept the macro unmangling done to debug this code.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
3c3da13d3f - fixed seqKill actor variant. 2021-09-12 18:17:27 +02:00
Christoph Oelckers
fefc9e91da - rename weaponhit to DDukeActor.
Just make do with one name instead of aliasing it.
2021-08-30 08:12:39 +02:00
Christoph Oelckers
2b6bc414f5 - Duke: fixed a few places using a sprite index where a player index is needed. 2021-08-30 08:08:33 +02:00
Christoph Oelckers
0bd0923f44 - cleaned up some dirty code. 2021-08-30 08:07:40 +02:00
Christoph Oelckers
07eda3cb4a - Duke: don't process input when not in a game. 2021-08-30 08:06:26 +02:00
Mitchell Richters
a2f17b1de3 - Duke/RR: Fix clearing of weapons for RRRA E2L2 that should only be done for RR.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=73173.
2021-08-29 21:00:08 +10:00
Mitchell Richters
0a04f8d14e - Blood: Repair bad tile index swaps for frame 1 that were accidentally applied against frame 0.
* Fixes #527.
2021-08-29 19:42:24 +10:00
Christoph Oelckers
bac1480997 - Blood: fixed use of bad index variable in condCheckSector 2021-08-28 18:00:13 +02:00
Mitchell Richters
44e0da1212 - Blood: Remove the interpolate statement from all unused beast QAVs.
* These files are included so that all interpolated weapon QAVs from 0 - 124 can be easily init/load/precache using the same code the game uses to init/load/precache the original QAVs.
* These QAVs have not been tested or patched for any QAV interpolation issues, so best to not declare them interpolated in case a modder uses them and they're messed up.
2021-08-28 16:58:39 +10:00
carnivoroussociety
deefbcf431 Use PlayerName() 2021-08-28 16:46:01 +10:00
carnivoroussociety
2b44f8e79d Carry over team flag fix from nblood 2021-08-28 16:46:01 +10:00
carnivoroussociety
049665e03e Fixed bug collecting lifeleech with ignited tnt/spray 2021-08-28 16:46:01 +10:00
Mitchell Richters
2fbfa82fe8 - Blood: Add interpolated weapon QAVs to WeaponInit() and WeaponPrecache() functions. 2021-08-28 16:43:17 +10:00
Mitchell Richters
726edc199e - Blood: Add SetQAV() static function to abstract away from directly setting the player's weaponQav variable to allow us to properly reset the framerate QAV timer values to 0 as well. 2021-08-28 16:43:17 +10:00
Mitchell Richters
3c09f41b43 - Blood: Use more precision for flicker, quake and tilt effects. 2021-08-28 16:43:16 +10:00
Christoph Oelckers
dc0d201275 - Blood: added serialization for the tracking conditions array. 2021-08-27 18:23:04 +02:00
Mitchell Richters
656ec8ef06 - Blood: Apply a slightly better fix for the akimbo shotgun animation kQAV2SHOTF2 (res_id: 61).
* The issue here is that `pPlayer->weaponTimer` reaches 0 before the animation plays out. This is because the QAV timer has its own ticrate independent of the game's timer.
* A workaround like this is still the best approach for now as its not easily possible to remove `weaponTimer` within the game without messing up the trigger system that runs at ticrate.
2021-08-27 22:18:57 +10:00
Christoph Oelckers
f3e10a595d - Blood: fixed pod fireballs not exploding.
Looks like something went wrong with cleaning out the broken code that once was here.
2021-08-27 13:25:01 +02:00
Christoph Oelckers
e010dce812 - Blood: fixed occasionally disappearing sprites when hitting something with the tesla gun. 2021-08-26 09:31:32 +02:00
Christoph Oelckers
9b061f9829 - Blood: fixed crash with Gargoyle projectiles.
Thanks, MSVC, for not warning about this... :(
2021-08-26 08:18:24 +02:00
Christoph Oelckers
1fbaeceada - Blood: avoid double free of sprites.
This happened to me once in Death Wish.
2021-08-26 08:18:23 +02:00
carnivoroussociety
03e6bb3696 Skip CheckProximityWall when newSectCheckMethod is set
Fixes edge case where CheckProximityWall misses
2021-08-26 08:02:11 +02:00
Mitchell Richters
6d06f063f6 - Blood: Directly use the incoming loopable bool from gi->AddQAVInterpProps() in the QAVInterpProps struct.
* During the initial implementation, there were more flags than this single one. I don't foresee any further flags coming so lets go for cleaner code.
2021-08-26 11:20:26 +10:00
Mitchell Richters
37f8fc8b0d - Allow disabling of load screens like how they were before the move of ScreenJob from native code to ZScript. 2021-08-26 10:34:00 +10:00
Mitchell Richters
f44d695245 - Fix some warning messages in the defineqav DEF parser. 2021-08-26 10:33:24 +10:00
alexey.lysiuk
957a23d282 - updated continuous integration workflow
* Switch from macOS 10.15 to 11, Xcode 12.4 to 12.5
* Switch from Clang 11 to 12
* Remove no longer needed workaround for Clang 6 with GCC 11 deinstallation
2021-08-25 11:09:38 +03:00
Christoph Oelckers
c80831555c - Blood: fixed broken missile collision checks.
Curse that stupid bit masking madness in clipmove. As long as this code isn't properly abstracted, we still need to handle it on the game side.
2021-08-25 08:47:40 +02:00
Christoph Oelckers
0cad0b9258 - reformatting the mess created by TortoiseMerge. 2021-08-25 08:46:31 +02:00
Christoph Oelckers
c288de920d - Blood: don't abort the INI scanner if it finds a file with resource file index 0.
0 is also used for on-the-fly addition of data to the file system, so this must run through the entire directory to be safe.
2021-08-24 18:40:29 +02:00
Mitchell Richters
d5a4a17ced - Blood: Amend shade issues in QAVs for KQAVFLARFIR2 (res_id: 43) and kQAVFLAR2FIR (res_id: 48) now that we're interpolating shade. 2021-08-24 22:35:05 +10:00
Mitchell Richters
fd149e50ee - Remove early return from GrpScan() that was allowing addons to come through even if they weren't valid.
* Raze configured to only search $PROGDIR with a single `worldtour.grp` file would attempt to autoload even if its dependency CRC wasn't present. Attempted to re-arrange function but had mixed results. Removing this early return is what worked under all test cases.
2021-08-24 20:56:28 +10:00
Mitchell Richters
271eb16833 - Duke: Correctly mark Duke: Alien World Tour as a Duke add-on. 2021-08-24 20:54:33 +10:00
Christoph Oelckers
68387cd59e - fixed: List menus still allowed to select unselectable items with the mouse.
This was particularly noticable in SW's episode menu with the subtitles.
2021-08-24 10:08:25 +02:00
Christoph Oelckers
90b7524706 - SW: fixed episode indexing resulting in bad display on the automap. 2021-08-24 09:57:36 +02:00
Mitchell Richters
78b8f77850 - Remove duplicate grpinfo definition for "BLOOD: One Unit Whole Blood". 2021-08-24 11:22:44 +10:00
Mitchell Richters
5a32000d1e - Blood: Interpolate the alpha and shade values when interpolating QAVs. 2021-08-24 10:07:58 +10:00
Mitchell Richters
b1fa923f02 - Blood: Re-organise QAVInterpProps struct so that when statically declaring forcedinterpdata, only the required value needs passing. 2021-08-24 10:06:54 +10:00
Mitchell Richters
542f005565 - Blood: Fixed weapon switching while using Voodoo Doll playing its idle animation.
* Fixes #517.
2021-08-24 07:25:52 +10:00
Christoph Oelckers
feb11a2f9a - fixed one merge conflict that managed to slip through. 2021-08-23 19:24:56 +02:00
Christoph Oelckers
0e7c61dc33 - tabified code. 2021-08-23 19:21:41 +02:00