Commit graph

324 commits

Author SHA1 Message Date
11cc137183 Implement self obituaries (4.15 feature). 2025-08-20 18:09:53 +02:00
aa7fd5d9b0 (Try to) reduce bullet trail perf hit for some hitscan weapons. 2025-05-20 12:05:47 +02:00
13ed4dee44 Rejoice, "hold to reload" is now optional and disabled by default. 2025-03-16 20:21:09 +01:00
884ad51aa4 Small fixups to new code. 2025-03-16 16:14:34 +01:00
a5e58add12 Remove Gutamatics, use bespoke projection code from UT99 modding days. 2025-03-16 15:50:48 +01:00
80db58b0d0 Bump zscript ver to 4.14.1, plus a whole lot of stuff.
- Try to get rid of all implicit casts from string to name, color or class.
 - Use FindClass where needed.
 - Used a map in a case where a dictionary was unneeded.
 - Use new bounce flags where needed.
 - Replace Legacy of Rust weapons/ammo.
2025-03-13 14:50:58 +01:00
bd55e2ad57 Bump ZScript ver to 4.14, address usage of deprecated actor flags (MISSILEMORE/MISSILEEVENMORE). 2025-02-20 16:01:59 +01:00
67d8235459 Overhaul the "swap weapon" prompt display. 2025-01-15 16:49:55 +01:00
77b1ad89a9 Begin VisualThinker migration. Some effects still pending. 2024-06-21 19:32:13 +02:00
f38db38751 Updates for GZDoom 4.12, part 1 (new functions, variables, flags, etc.). 2024-04-22 14:35:02 +02:00
aaa65af795 Add A_CanBob() function to weapons to force-enable bobbing within a state.
Use it sparingly in places where it should have been needed (Hellblazer and
Biospark pre/post fire, Hammer alt charge, MR overpressure charge).
Also, replace all instances of A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH) with it,
since that was basically the same thing but with extra steps (and with the side
effect of potentially resetting psprite offsets).
2024-01-24 13:32:24 +01:00
997823dd27 Wallbuster is now hold-to-reload. 2024-01-22 21:00:43 +01:00
38cd7df826 Small scorenum/damnum refactor. 2024-01-16 10:17:28 +01:00
f4b345bcde Speed up reloading of Slot 6 weapons. 2023-12-19 19:23:52 +01:00
e5e6ce619c Fix severe performance issues in large maps.
So... Remember that one decision I made about avoiding BlockThingsIterator as
much as possible? Turns out that was a stupid idea. There ARE situations where
it's better to iterate sector thinglists, yes, especially for things that are
NOT part of the blockmap, but in other cases, the excess allocations of new
iterators are a reasonable price to pay for the lower perf impact in extreme
cases, such as maps that have a gazillion sectors with gazillions of things in
them (I'm looking at you, UDMF mappers).
As a compromise, at least, in situations where the thinglists are needed, I did
add a sort of micro-optimization by implementing code to check if a bounding
box is inside a sector (would be nice if this was part of GZDoom itself, tho).
2023-12-19 11:46:29 +01:00
a9b69e37f0 Consistently declare damagetypes as names. 2023-11-28 11:23:44 +01:00
f9da352077 Fix unexpected rip sounds in Heretic and Hexen. 2023-11-28 11:23:31 +01:00
c35261a34f Additional slot 5 trail colors. 2023-11-27 16:04:44 +01:00
b1559e4b67 Additional explosion and ring sprite colors.
I will keep re-using and re-coloring these sprites forever, that is a fact.
2023-11-06 23:14:46 +01:00
bbad4d53d3 Two more MiniHUD colors + oxipng pass. 2023-10-13 13:28:59 +02:00
d3d503cd81 Disable unimplemented weapons and ammo for now. 2023-10-10 14:39:12 +02:00
aa10a38841 Tweak Candygun pops so they're more visibly flashy. 2023-09-30 00:08:15 +02:00
53f8776398 Remove unused Sector pointer from WaterHit class.
(This would eventually cause a type error in later GZDoom builds)
2023-09-20 22:16:31 +02:00
1d13d74f19 Slightly nerf Slot 5 (Eviscerator, Sheen HMG). 2023-09-05 23:33:46 +02:00
4ba1d51bcf Completely rewrite dialogue message system. 2023-08-27 13:52:44 +02:00
8f93448a32 Corner case where gathered targets for splash damage may become null. 2023-08-20 12:04:01 +02:00
ea7582852b Retire the "suckables list" + some fixes. 2023-07-29 14:44:34 +02:00
d4043c2353 Reimplement reverted commit but with some important safety checks. 2023-07-29 14:02:52 +02:00
3b10e684b6 Revert "Replace usage of ThinkerIterator and BlockThingsIterator in various places where we can instead loop through sector thing lists."
This reverts commit 2bd1cb0657.
2023-07-29 13:48:33 +02:00
2bd1cb0657 Replace usage of ThinkerIterator and BlockThingsIterator in various places where we can instead loop through sector thing lists.
While in the latter case this may result in longer loops, it also reduces GC thrashing by not needing to allocate an iterator every time.
This also simplifies the DoBlast code as there is no longer a need to manually traverse portals vertically.
2023-07-29 13:15:34 +02:00
f59c2bdf8d Fix crouch toggle not activating Silver Bullet prone mode. 2023-07-15 20:57:28 +02:00
608c554a40 Remove branching from big biospark arcs (causes an odd visual bug at times).
Mortal Rifle should make use of a unique muzzle flash for the overpressure shot.
Update Nana's profile picture so she's actually wearing a turtleneck sweater.
2023-07-15 20:38:49 +02:00
47b0cad882 Implement a "weapon bar" (optional). 2023-07-04 17:05:21 +02:00
098191dcc6 Fix for some weapon pickups "twitching". 2023-07-01 14:28:00 +02:00
e35f78035e Make items drop in "Unreal style" from the player. 2023-07-01 14:12:36 +02:00
7d2aec7053 More view sway progress. This is harder than it looks. 2023-05-10 22:04:27 +02:00
a2f245b189 More stuff I missed. 2023-03-17 13:31:10 +01:00
7f5125b523 An important rewrite that was a long time coming.
First, a message: There is a time and a place for everything, and understanding
what is and is not appropriate is a fundamental aspect of how one should behave
in society. I must take steps in correcting my behavior, how I act both through
my interactions with others and through my own creations as well. While this is
only one step in a very, very long road, it is hopefully a step in the right
direction.

Various aspects of the story and lore, dialogues, character interactions, etc.
have been sanitized to be less explicit. I cannot in good conscience have
something like this in a project I'm creating, especially one with such a broad
audience as the one it has garnered.

A couple other things have been removed, such as direct references to
problematic media, and I've decided to forego the H-Doom compatibility that was
added "as a joke".

These changes will also be later applied to the side mods as well.

Should I have still missed anything, I please ask that people notify me and I
will address it as soon as I possibly can.

Furthermore, if any of the people still credited in this mod wish to have their
name and anything they contributed removed from it, I will do so.
2023-03-17 13:30:04 +01:00
1af92aa95c Fix missing nextpos assignment for colliding Biospark beam. 2023-03-15 16:27:30 +01:00
b8313f1def Make hitscan treat skies as walls (the full unreal-like experience).
Also, fix incorrect bounce behavior of candy beams and biospark arcs.
2023-03-11 01:27:09 +01:00
56a8969e2f Make all projectiles bounce/explode on skies. 2023-03-11 01:07:15 +01:00
2d51dce26d Fix Candy Gun reselecting if dead mid-throw. 2023-03-11 01:06:32 +01:00
e69dfa7e1f (WIP) View sway, shake, etc. in weapon animations. 2023-03-10 19:37:09 +01:00
238dbd4340 Reduce momentum transfer of Hellblazer afterburn. 2023-03-10 11:00:12 +01:00
61f12c6c58 Player and base weapons converted to IQM. Gestures are next. 2023-02-27 23:54:59 +01:00
4226dd8c95 Migrate DLC1 first person models to IQM. 2023-02-25 20:50:14 +01:00
11c497178d Typo 2023-02-11 17:11:07 +01:00
35b8b986db Cleaning up. 2023-02-11 17:03:43 +01:00
2ca446506b Additional dialogue for cranking Deep Impact while full. 2023-01-21 01:09:46 +01:00
c8fdee21cc Unimplemented weapons trigger special on touch, to avoid potential softlocks. 2023-01-19 22:37:03 +01:00