Commit graph

2,665 commits

Author SHA1 Message Date
5a5e3175eb Tip mentioning that you can do a plunging attack with the hammer altfire. 2026-02-28 10:00:20 +01:00
46ebfed28b Legacy of Rust mission/dialogue Spanish localization. 2026-02-23 16:43:05 +01:00
4c847db83d Remove fast PRNG, it won't be necessary. 2026-02-23 16:18:38 +01:00
e4cadae5ef You know what?
Let's make things a bit more direct about why the keychain has a trans flag in it.
2026-02-02 14:31:59 +01:00
4a716e1df4 Fix bad shading in MiniHUD font. 2026-02-02 14:31:41 +01:00
515af97ca7 Beginning of "development limbo" phase, I guess. 2025-12-03 20:47:55 +01:00
f6db0674a8 Fix missing dynamic light Z offsets in some powerups. 2025-10-29 14:41:00 +01:00
124f9edac0 Update patron credits... 2025-09-06 16:36:26 +02:00
cf17e889d8 Use InterfaceEvents instead of PostUiTick for oneliners, more reliable.
Due to some arbitrary change in GZDoom, which was later merged into VKDoom as
well, PostUiTick no longer consistently gets called after WorldTick.
This is kind of funny and also disappointing and sad because I intentionally
designed that feature this way, on purpose, and now it no longer works as
intended. Who knows how many other mods are affected by this now.
2025-08-21 01:31:55 +02:00
8b01bc95fa Fix missing barrier overlay on mugshot. 2025-08-21 01:17:09 +02:00
11cc137183 Implement self obituaries (4.15 feature). 2025-08-20 18:09:53 +02:00
e166c0aaa2 CheckReplacee additions needed for LoR MAP14 boss deaths to work. 2025-08-20 16:54:45 +02:00
058fb20fa9 Oops, should be using the ID24 classes there. 2025-08-20 16:49:00 +02:00
2aa0ea4680 More work towards Legacy of Rust support (with caveats).
As of this commit, do not consider the experience when playing that new
expansion to be complete. I've only partially written some of the mission texts
and rudimentarily enhanced some boss fights.

Currently there is one major limitation in that the intermission texts cannot
be replaced, as they're hardcoded inside the UMAPINFO. I don't know if I can
work around that.
2025-08-20 16:47:24 +02:00
7a3e0ae413 Just ignore prediction entirely in custom player code, who cares. 2025-08-18 23:29:49 +02:00
276d280cef Quick fix for recent VKDoom. 2025-08-13 14:03:13 +02:00
879a679820 Found one (1) typo, and I just had to fix it 2025-07-29 20:30:09 +02:00
d47a0d2f1b The jpg renders can be optimized by a lot, apparently. 2025-07-12 13:21:47 +02:00
3d3f9d0da7 Small bit of lore library cleanup. 2025-07-10 23:49:48 +02:00
05642fcf86 Use GetDefaultByType for copying blood colors instead of spawning and then destroying the reference actors. 2025-06-27 21:02:25 +02:00
128f3dd69e Add missing end text edit for SIGIL 2. 2025-06-25 15:43:59 +02:00
4374d54f27 Setting up for faster PRNG experimentation. 2025-06-25 14:30:48 +02:00
7ecbb680f1 Tweakin' some intermission tips. 2025-06-12 23:11:50 +02:00
243de0f2d4 Lore library updates:
- New Doomguy profile pic + declassified info post-Doom.
 - Articles for Cinnamon Valentine, Dana Blackwood (unfinished) and Rika Isuzu.
2025-06-09 21:41:15 +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
92a6e8302e Ouch left/right face expressions added. 2025-06-03 10:45:42 +02:00
e0d10f44e1 Very aggressive PNG optimization pass. 2025-06-03 10:31:07 +02:00
b7b07dfe22 Small wording tweak to X'Animen Coalition lore file.
The leading Bleaknet engineer may be the only remaining inhabitant of Buran, but the wording implied that he was the last of his species, which is not the case.
2025-05-20 13:08:28 +02:00
aa7fd5d9b0 (Try to) reduce bullet trail perf hit for some hitscan weapons. 2025-05-20 12:05:47 +02:00
93cd809660 Please don't mind these (yet). 2025-05-20 12:05:32 +02:00
e8e577ef81 README update. 2025-05-20 12:05:25 +02:00
ad82ce14d2 README tweaks. 2025-05-08 19:11:48 +02:00
87522cab3d Tweak the F1 menu to always scale to factors of 640x360. 2025-05-03 18:44:18 +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
fb835a478f README update, a couple other things, and more partial progress on the Visual Thinker migration. 2025-04-28 10:08:05 +02:00
5ac55058b4 Remove entirely unnecessary texture and shader. 2025-04-04 20:51:37 +02:00
b5e655cf08 Make the April Fools bit somewhat more authentic aesthetically. 2025-04-01 17:13:44 +02:00
79ba548a98 Fix up blood decals. 2025-03-26 01:05:27 +01:00
3606758804 Add a bunch of materials to the texture precache list to see if this helps with initial shader compilation stuttering. 2025-03-20 21:41:56 +01:00
5133d077f7 Fix "The Longest Journey" achievement progress not increasing at large values.
The counter is now an int that increases per kilometer traveled, rather than
accruing even the tiniest increase in map units, as after a while, these
increments would become insignificant even for a double precision number.
2025-03-18 22:44:26 +01:00
466869045a Missing Sunder TERRAIN defs. 2025-03-18 22:44:17 +01:00
9757aed5e6 Add blood pools to the effect queue system. 2025-03-16 21:02:13 +01:00
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
cbf72492f7 Tweak green, blue and purple blood color replacements. 2025-03-14 23:57:32 +01:00
a88f6d168c Remove README note on sprite lighting, it can have a major perf impact. 2025-03-14 18:22:40 +01:00
8d0a087e6c Reduce perf hit of bullet trails by only spawning underwater bubbles actually underwater, instead of always spawning them and then relying on them despawning themselves after checking their own water level.
Further optimization could be possible if I found a way to divide the trace results into segments based on intersections with water volumes. This would save on countless calls to Vec3Offset and PointInSector. Something to keep in mind, I suppose.
While I was at it, I did make the underwater check into a new utility function. It is more or less based on how updating water level is done internally, but saves time by just checking a single point rather than an actor's full height.
Not sure if I'll need to use it elsewhere, but if that turns out to not be the case I'll change it to a private function of the SWWMBulletTrail class afterwards.
2025-03-14 16:23:20 +01:00
9060702e19 Fix massive oopsie in blood pool linked list handling. 2025-03-14 15:59:42 +01:00