Commit graph

211 commits

Author SHA1 Message Date
f4b345bcde Speed up reloading of Slot 6 weapons. 2023-12-19 19:23:52 +01:00
508bc4711b Increase max capacity of Sheen HMG ammo by 100. 2023-12-19 13:33:47 +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
38ae42c8dd Even more tweaks to the overpressure shot. 2023-12-10 10:56:48 +01:00
625feb0c6e Mortal Rifle overpressure shot was accidentally too OP. 2023-12-10 10:48:24 +01:00
a855a632d6 Fix incorrect draw offset of hammer charge bar. 2023-11-29 11:32:43 +01:00
a9b69e37f0 Consistently declare damagetypes as names. 2023-11-28 11:23:44 +01:00
c35261a34f Additional slot 5 trail colors. 2023-11-27 16:04:44 +01:00
62bd871741 Slightly reduce max ammo amounts for slot 9. 2023-11-20 13:03:00 +01:00
2d91274e1f Various graphical adjustments.
+ Add lore for 1.4 collectible.
2023-11-16 19:55:32 +01:00
9eb1de4a66 Ray-Khom is open bolt (also remove unused second clipcount variable). 2023-11-06 23:50:09 +01:00
865b1794b2 Some text updates. Added dev notes to unimplemented weapons so I don't forget. 2023-11-05 11:08:43 +01:00
e0e9b27121 Nerf Mortal Rifle so most fire modes two-shot cybies. 2023-11-02 20:12:19 +01:00
d3d503cd81 Disable unimplemented weapons and ammo for now. 2023-10-10 14:39:12 +02:00
fbf3e9fee3 Small cleanup. More credits. 2023-09-24 23:35:48 +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
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
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
5ce6c2fe6e Small visual tweaks to Mortal Rifle canvas. 2023-07-01 14:11:47 +02:00
8dfbda6a85 Fix Quadravol casing skin assignment. 2023-04-12 21:20:49 +02:00
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
e69dfa7e1f (WIP) View sway, shake, etc. in weapon animations. 2023-03-10 19:37:09 +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
525b9e33eb Use new let syntax for multiple returns. 2023-01-14 19:14:39 +01:00
c636e0e787 Make use of new LineTracer.Trace() parameters. 2023-01-14 18:30:22 +01:00
55fbfd86c0 Floating point quake intensities. 2023-01-14 18:06:52 +01:00
03dc2d8c7d Fix for rare Quadravol crash corner case. 2022-12-30 23:30:52 +01:00
aa591989be Fix some sprite conflicts with monster mods. 2022-12-28 22:18:03 +01:00
b1683dae8e Generalized hitnormal functions (where possible). 2022-12-18 20:03:36 +01:00
4ad2e4c7ba Replace 8-unit shell pickup with a 6-unit one.
Some other tweaks to ammo as well.
2022-12-13 19:16:41 +01:00
80fb76c000 ViewAngles + ViewPos awareness in various places. 2022-12-10 22:17:06 +01:00
a632c8edf7 Projectiles/explosions should use AMF_EMITFROMTARGET flag on A_AlertMonsters. 2022-12-08 20:06:41 +01:00
eabd26d5bb Small Puntzer Gamma correction. 2022-12-06 00:29:36 +01:00
46bfd84a0c Use SendInterfaceEvent for weapon firemode tags. 2022-12-06 00:20:17 +01:00
02dd50101e Use CORRECTPIXELSTRETCH where needed. 2022-12-05 14:50:16 +01:00
8e952f412f 4.10 support update (unfinished and untested). 2022-12-05 02:10:56 +01:00
eb624f15e3 Fix zero-damage hits spawning blood.
(Can't apply to Spreadgun/Wallbuster due to Damage Accumulator use)
2022-12-03 15:05:09 +01:00
3373a53a21 Convert all weapon pickups to IQM. 2022-11-28 22:11:11 +01:00
23947d8471 Remove unnecessary uses of "action" and "invoker". 2022-11-26 11:57:17 +01:00
7f6b66b149 The Silver Bullet is an AMR, not a sniper rifle.
Unify YBeam size/orientation math into one utility function.
2022-11-22 23:05:20 +01:00
d4e8cf7844 Tweak hammer spin to make it slightly less chaotic. 2022-11-17 16:54:08 +01:00
706a3488d1 Adjust ammo amounts again. Remove 12/16 shell pickups. 2022-11-16 22:35:32 +01:00
31ea4f73b1 Fix wacky-ass water physics for projectiles. 2022-11-11 01:46:39 +01:00