Commit graph

311 commits

Author SHA1 Message Date
05642fcf86 Use GetDefaultByType for copying blood colors instead of spawning and then destroying the reference actors. 2025-06-27 21:02:25 +02:00
4374d54f27 Setting up for faster PRNG experimentation. 2025-06-25 14:30:48 +02:00
0526658745 Oops typo. 2025-06-07 14:30:30 +02:00
8a04ef9074 Don't use InPlayerFOV for anything that affects gameplay 2025-06-03 23:13:06 +02:00
c192c22b9b As of a recent VKDoom update, Heretic and Hexen keys now have actual tags. 2025-05-02 23:48:45 +02:00
b5e655cf08 Make the April Fools bit somewhat more authentic aesthetically. 2025-04-01 17:13:44 +02:00
9757aed5e6 Add blood pools to the effect queue system. 2025-03-16 21:02:13 +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
f89393ca81 Unconditional blood replacement, new blood decals, corpse blood pools.
TODO: bloodied footsteps, can still re-use code from Soundless Mound there.
2025-03-07 17:27:59 +01:00
339fd58507 Small tweak to HUD score display:
* Accumulators fade out sooner
 * Score interpolator does not tick until accumulators start fading
2025-02-20 15:20:43 +01:00
722121e21a I want to fucking die. 2025-02-13 11:00:19 +01:00
7581cc12f0 Remove some leftover debug text. 2025-02-06 20:13:06 +01:00
8526c2ffb0 Add generic warning when loading other weapon mods.
(Plus small tweaks to the anti-BD script)
2025-02-06 11:51:14 +01:00
f90c16b36d More robust Demolitionist Menu item use/drop handling. 2025-01-25 14:18:42 +01:00
67d8235459 Overhaul the "swap weapon" prompt display. 2025-01-15 16:49:55 +01:00
8f4b962ed1 Commence VKDoom exclusivity. 2024-11-06 13:18:57 +01:00
d47eb2f1e3 Add support for E1M4B and E1M8B as part of Wadfusion. 2024-10-20 13:58:22 +02:00
d3ce281abb Eviternity 2 changed some monsters. 2024-09-30 21:24:34 +02:00
816d9b6b25 Eviternity 2 final release, update map checksums. 2024-09-30 20:47:23 +02:00
f62cbb51bd Main Handler: Missed a couple checksums to update here. 2024-09-07 13:07:27 +02:00
fe4cc2bd13 Remove unused command. 2024-08-02 15:27:21 +02:00
68c01dbd63 Implement score increase/decrease accumulator in HUD. 2024-07-18 14:22:35 +02:00
46dca37ae5 GZDoom is removing the ability to disable network prediction, so... No more multiplayer. 2024-07-07 10:25:49 +02:00
f38db38751 Updates for GZDoom 4.12, part 1 (new functions, variables, flags, etc.). 2024-04-22 14:35:02 +02:00
1fb4c27383 Tiny Nashgore compat fix. 2024-04-18 20:02:26 +02:00
fd179fe12a Gamepad support for weapon wheel. 2024-03-20 13:43:38 +01:00
e50d186a09 Combat Hammer plunging attack (release alt fire while falling). 2024-03-17 20:58:31 +01:00
38cd7df826 Small scorenum/damnum refactor. 2024-01-16 10:17:28 +01:00
cbb1b2a8cb Sigil 2 (v1.0) and Eviternity 2 (RC5) support.
+ Invinciball activation now voiced by Demo (thanks, Vyolette).
+ Retooled exit line merging (should fix those pesky duplicate exit markers).

Note: Oneliners for the Eviternity 2 final boss are not voiced yet.
2024-01-04 19:50:26 +01:00
1a0b5b6d07 Cleaning up various debug prints. 2023-12-26 11:41:49 +01:00
308636000f More Eviternity 2 MAP33 compat work. 2023-12-24 17:56:05 +01:00
98b5ebecac Rework how level stats are handled.
(Note: this WILL break old saves)
2023-12-24 15:02:10 +01:00
bc00b01a0f Low floor friction fix and other things.
- Unbreak inventory resets in Eviternity.
- Hotfix for Eviternity II MAP33, lava sections should be beatable now.
2023-12-23 15:33:20 +01:00
6b0f37a045 nvm they fixed it 2023-12-22 08:18:51 +01:00
6af5629d8b I'm dumb, the flag name is DONTSPLASH, not NOSPLASH. 2023-12-20 16:30:57 +01:00
858cd4e4c2 Eviternity 2 hotfix while I playtest this damn thing. 2023-12-20 16:28:56 +01:00
230d7192c3 Missed a null check. 2023-12-19 16:39:35 +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
a2b6ec001b Draw boss healthbar with the same scaling factor as other healthbars. 2023-12-16 08:54:35 +01:00
adb0eac431 Enemy healthbar redesign. 2023-12-11 10:56:47 +01:00
13b2cb53b3 Add player path tracing in minimap. 2023-12-07 23:17:27 +01:00
820f10c9f8 Crosshair rendering tweaks. 2023-12-07 18:12:07 +01:00
cca0492de5 Shorten boss bar by 50px when using tight scaling. 2023-12-07 13:23:25 +01:00
e53b6c1ca7 Implement alternate, less visually intense All Clear fx. 2023-12-02 13:47:00 +01:00
2db08970f6 Oh god how did I not notice this 2023-11-28 17:10:15 +01:00
6a6c26f307 Reset weapon pickup voicelines only when inventory is wiped. 2023-11-27 15:44:23 +01:00
aa2921e67e Some ultrawide accommodations. 2023-11-25 22:56:24 +01:00
b7493d867d Tweak kill oneliner chances. 2023-11-20 11:51:34 +01:00