Commit graph

14563 commits

Author SHA1 Message Date
Christoph Oelckers
d466ea155f - Exhumed: Avoid masking bits into the sector index as well.
# Conflicts:
#	source/games/exhumed/src/player.cpp
2021-09-12 18:28:47 +02:00
Christoph Oelckers
9991e6665c - Exhumed: Avoid masking sound flags into the sprite index.
This put a hard 4096 sprites limit into the engine. It's also a blocker for refactoring.
2021-09-12 18:27:30 +02:00
Christoph Oelckers
d82b7ff51c - Exhumed: renamed disassembly variable. 2021-09-12 18:27:30 +02:00
Christoph Oelckers
f7a475aa94 - Exhumed: fixed sound origin in DoRegenerates.
Should be the actual sprite, not the table index...

# Conflicts:
#	source/games/exhumed/src/items.cpp
2021-09-12 18:27:17 +02:00
Christoph Oelckers
7f485bfab1 - split off the extended sprite flags into their own word.
Some code overwrites the cstat field entirely (thanks Duke, for being sloppy with this...!)
2021-09-12 18:26:35 +02:00
Christoph Oelckers
99ecfe133d - flag sprites for automapping regardless of the 'automapping' variable's value.
Duke should show its floor sprites, too.
2021-09-12 18:22:38 +02:00
Kevin Caccamo
2297c9351a Attempt to fix music replacement definitions again
Store per-map music replacements in a TMap, and perform the replacements after parsing the MAPINFO
2021-09-12 18:21:42 +02:00
arrowgent
f675adebbd feature missed games, removed conduct guideline 2021-09-12 18:18:32 +02:00
arrowgent
8d2f8bd40d missing games, removed conduct guideline 2021-09-12 18:18:32 +02:00
arrowgent
bbebc15fb2 reminder title 2021-09-12 18:18:32 +02:00
arrowgent
8795390e28 create feature form 2021-09-12 18:18:31 +02:00
arrowgent
68cd915a78 add game & remove other config (wip) 2021-09-12 18:18:31 +02:00
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