Mitchell Richters
a4bca328bc
- SW: Remove Player::siang
since we have the same data in
2023-03-15 19:57:45 +11:00
Mitchell Richters
7da3c62ea8
- Blood: Repair velocity scaling in ConcussSprite()
.
...
* Issue originates back from 645c606e39
.
* During initial floatification, the velocity addition was changed a mulscale of 16 to 12, quadrupling the amplification.
* A lot's changed since then, but we can restore the size of the velocity by simply dividing the size value by 4x.
* Turned into a reciprocal as well to avoid division.
* Fixes #860 .
2023-03-15 19:42:33 +11:00
Mitchell Richters
39624da390
- SW: Remove getViewHeightDiff()
call in player sprite draw code.
...
* I added this when removing the player's pos vector in lieu of the sprite vector to further smooth out the sprite's Z in chase cam mode, but it just doesn't look good.
2023-03-15 19:42:33 +11:00
sirlemonhead
fb97e3c6ca
PCExhumed: Fixed Ignited sprite anim issue that could cause invalid array access.
...
* Fixes #638 .
2023-03-15 17:20:29 +11:00
Mitchell Richters
0dba1af7c0
- Move canslopetilt
test for PlayerAngles::doViewPitch()
.
2023-03-15 16:36:56 +11:00
Mitchell Richters
2162e51424
- Blood: Amend how QAVs process when game is paused.
...
* Repair of initial implementation in ebdc9c31f2
.
* Fixes #883 .
2023-03-14 21:45:47 +11:00
Mitchell Richters
016016b7ab
- Blood: Fix max weapons slot test preventing slot 12
from being called.
...
* Fixes #891 .
2023-03-14 21:45:46 +11:00
Mitchell Richters
a90665732c
- Clean up other PlayerAngles interfaces for consistency.
2023-03-14 21:45:38 +11:00
Mitchell Richters
62561d863e
- Tidy up PlayerAngles::doPitchKeys()
interface by passing the whole sync packet through.
2023-03-14 21:45:37 +11:00
Mitchell Richters
9ffc65fa48
- Exhumed: Eliminate PlayerInput
struct in favour of InputPacket
object PlayerList::input
.
2023-03-14 21:45:37 +11:00
Mitchell Richters
67c7dd65f9
- Exhumed: Remove PlayerInput::vel
in favour of just using actor's velocity.
2023-03-14 21:45:37 +11:00
Mitchell Richters
73acffac2c
- Exhumed: Move PlayerInput::nItem
to Player
struct as Player::nCurrentItem
.
2023-03-14 21:45:37 +11:00
Mitchell Richters
f77b1007be
- Exhumed: Remove unused PlayerInput::buttons
2023-03-14 21:45:37 +11:00
Mitchell Richters
c73ee5f848
- Exhumed: Move PlayerInput::pTarget
to Player
struct.
2023-03-14 21:45:37 +11:00
Mitchell Richters
c1f52b1137
- Adjust PlayerAngles::doViewPitch()
so that view pitch always resets to 0 upon enabling mouse aiming.
2023-03-14 21:45:36 +11:00
Mitchell Richters
18ef460a99
- Tidy up interface for PlayerAngles::doViewPitch()
since we have internal access to the player's actor.
2023-03-14 21:45:36 +11:00
alexey.lysiuk
41d7118099
- fixed compilation error
...
source\core\razefont.cpp(60,3): error C2181: illegal else without matching if
2023-02-21 10:30:44 +02:00
Christoph Oelckers
07d87940f2
- completed all of Blood's and Duke's fonts.
2023-02-20 16:52:51 +01:00
Christoph Oelckers
b645929035
- fixed some message mappings.
2023-02-19 13:01:20 +01:00
Christoph Oelckers
6729c342af
- undid bad code from a broken GZDoom PR.
2023-02-11 19:49:49 +01:00
Christoph Oelckers
09c8430e4e
- removed bad include.
2023-02-11 12:36:31 +01:00
Christoph Oelckers
8c99d7b034
- Backend update from GZDoom
...
* scriptable CVARs.
* GLES update
* various ZScript improvements.
2023-02-11 12:06:58 +01:00
Christoph Oelckers
fd04cda324
- added a font option to have lower case for Latin only.
...
This is meant for SW's SmallFont to avoid creating lowercase Greek or Cyrillic letters. The font is too small to render them adequately.
2023-02-11 10:43:59 +01:00
Christoph Oelckers
29de90beb6
- Duke: disable the 1.5 BigFont for languages using the Cyrillic or Greek alphabet
...
This font is incomplete, unlike the 1.3 variant, so for these languages use the font that can render them.
2023-02-11 10:43:09 +01:00
Rachael Alexanderson
3c4ab95664
- reflect https://github.com/ZDoom/gzdoom/pull/1983
2023-02-09 18:30:55 -05:00
Christoph Oelckers
6c77d1c39e
- Duke: fixed setup of purely scripted enemies,
...
Some band-aid is still needed for the time being.
2023-02-09 17:34:59 +01:00
Mitchell Richters
17392fe400
- Change viewport aspect calculation from 6aa94a9b8e
to be a reciprocal multiplication.
2023-02-06 19:58:08 +11:00
Mitchell Richters
f8035bb4ba
- Re-calculate the sector for each eye if it has a shift factor applied.
2023-02-06 19:55:46 +11:00
Mitchell Richters
2020860ffe
- For I_GetInputFrac()
, just have the caller check if input is synchronised.
2023-02-05 08:40:25 +11:00
Mitchell Richters
9961a66a1f
- Remove inputScale
global and make static in mainloop.cpp
.
2023-02-05 08:37:37 +11:00
Mitchell Richters
1938efabe6
- Fix bad return in scaletozero()
from 924b601199
.
2023-02-05 08:27:44 +11:00
Mitchell Richters
924b601199
- Change scaletozero()
to return true when back at 0 to save callers having to test angle's signum again.
2023-02-04 19:01:01 +11:00
Mitchell Richters
cbcc4f7729
- SW: Repair pitch setup for all weapons not accounting for the player's view pitch offset.
...
* Long-standing omission from back in 0e3604ac9e
.
2023-02-04 17:18:47 +11:00
Simon
e28088380f
Fix crash in Shadow Warrior when player dies
2023-02-04 17:05:20 +11:00
Mitchell Richters
5fd4fbfde5
- Remove some leftover debug code.
2023-02-04 17:05:20 +11:00
Mitchell Richters
ca4b9c5044
- Slight tidy-up in vectors.h.
2023-02-04 17:05:20 +11:00
Mitchell Richters
30de9c1922
- Factor in view pitch when clamping player's actor pitch.
2023-02-04 17:05:19 +11:00
Mitchell Richters
991ef5c27f
- Minor input tidy-up.
2023-02-04 17:05:18 +11:00
Christoph Oelckers
8052bc7e46
- fixed bad vector addition to incorrect variable.
2023-01-29 09:05:35 +01:00
Christoph Oelckers
4328016963
- move the remaining parts of spawninitdefault to DukeActor::Initialize.
...
This ensures proper execution of all code - spawninitdefault was designed to be the fallback for actors without a special case in spawninit.
2023-01-28 16:33:35 +01:00
Christoph Oelckers
38b278b12d
- fixed enemy setup.
...
All enemies now run a native init function to reduce script-induced problems.
this required adding a NOGRAVITY flag so that the recon can use the same code as well which was the only enemy relying on custom code.
2023-01-28 16:33:15 +01:00
Christoph Oelckers
0db441accb
- scriptified the native parts of the powder keg.
...
This was the last remaining actor with its own native ticking part.
2023-01-28 16:31:46 +01:00
Christoph Oelckers
9f01c87ccb
- scriptified the native part of FireflyFlyingEffect.
2023-01-28 16:31:45 +01:00
Christoph Oelckers
9783b8c402
- scriptified World Tour's flamethrowerflame.
...
The first of 3 mixed native/CON items which are the last things remaining in the main thinker loops.
2023-01-28 16:31:45 +01:00
Christoph Oelckers
dce0afe499
- Blood: fixed application of push velocity.
2023-01-28 12:43:46 +01:00
Christoph Oelckers
432021b8e7
- Exhumed: avoid shade hacks with palette emulation on.
...
This code only makes sense with true color rendering.
2023-01-28 11:44:05 +01:00
Christoph Oelckers
fc547f5ada
- Blood: fixed bad array resize.
2023-01-28 10:59:27 +01:00
Christoph Oelckers
3b8956c728
- Blood: make sure that tracking condition data is always properly initialized.
2023-01-28 10:11:34 +01:00
Christoph Oelckers
acac74715f
partially Revert "- pass shade values to sky renderer"
...
This reverts commit 380864d6fb
.
The report this was supposed to address was bogus.
2023-01-28 09:21:53 +01:00
Rachael Alexanderson
2778ee72cd
- fix commit 532a726ae3
- i_pauseinbackground is not supposed to bypass menu/console pause
2023-01-27 03:02:13 -05:00