Commit graph

274 commits

Author SHA1 Message Date
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
d0fddbf8a3 Testing changes for GZDoom 4.11/5.0. 2023-01-08 14:58:06 +01:00
2b41ba0225 CVar caching is no longer needed. 2022-12-29 13:20:08 +01:00
8c9daed1b5 Remove XDeath injection. It is a gross hack and it should not be used. 2022-12-28 22:20:01 +01:00
fef9d69f46 Move some files around. 2022-12-15 17:15:42 +01:00
44f39d1024 Split player and utility code. 2022-12-15 17:12:53 +01:00
82a2da541e Removed accidentally left over debug print. 2022-12-06 19:46:11 +01:00
476d48391f Fix brutal doom "boot smearer" actors dropping golden shells. 2022-12-06 19:37:40 +01:00
57327fa8f6 Patch IsActorPlayingSound calls until next GZDoom update. 2022-12-06 18:47:26 +01:00
46bfd84a0c Use SendInterfaceEvent for weapon firemode tags. 2022-12-06 00:20:17 +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
bcc1f22153 Tiny insignificant change. 2022-11-28 00:35:00 +01:00
c77eaea56d More compatible nashgore footprints (load order agnostic). 2022-11-26 21:18:08 +01:00
7a1e7a41a4 Mikoportal compatibility for voodoo dolls.
Includes VM abort fix for KDiKDiZD (though both mods are incompatible).
2022-11-20 20:30:45 +01:00
24dfc887a9 Clean up no longer needed TRACE_HitNone special handing in various spots. 2022-11-14 00:18:38 +01:00
67a899aaa9 Fix crosshair drawing for scoped weapons. 2022-11-11 00:08:54 +01:00
a2509e76e1 Make some dialogues appear once per IWAD. 2022-11-06 19:21:52 +01:00
ab9023d3ee Add freezetics support to all actors that need it.
Remove Demoslayer fun option.
2022-10-31 15:08:30 +01:00
b4d1c05e28 Some stuff that was missed. Also, fuck Hexen. 2022-10-28 17:36:03 +02:00
c770276bd7 Various changes related to items:
- All items now have vanilla hitbox sizes for compatibility.
 - Removed extended hitboxes (no longer needed).
 - Blob shadows are now exclusive to players (and eventually monsters).
 - Glows and sparkles are no longer toggleable.
 - Glows and sparkles have fixed size/radius.
 - Item sparkles are now handled by the glows, rather than the player.
2022-10-28 16:49:14 +02:00
0414061cac Respect screen blend intensity cvars in various effects. 2022-10-25 10:55:54 +02:00
591e9dcf28 Don't track fall damage if monster fall damage is disabled. 2022-10-23 23:36:51 +02:00
db86853195 Allow debug view of player hitbox when using chasecam. 2022-10-21 12:43:41 +02:00
2f00137a30 Missing Plasma Blaster collision sizes. 2022-10-20 20:27:20 +02:00
4bb3a1e85a Several optimizations on non-interactive actors. 2022-10-14 21:45:21 +02:00
146531003e Trim excess ammo types. Some guns not reimplemented yet. 2022-10-07 19:12:41 +02:00
dbd887e8db Remove redundant second argument in various TexMan.CheckForTexture calls. 2022-09-30 12:53:56 +02:00
e571fccc4d Mortal Rifle fully implemented (oh my). 2022-09-28 21:00:24 +02:00
dffee0b43d Fixed portals breaking crosshairs (thanks again, Boondorl). 2022-09-28 17:58:30 +02:00
03616d51ce Remove some leftover code. 2022-09-27 21:44:21 +02:00
ed5f382ff9 Disappearing crosshair bug fixed. 2022-09-27 21:43:05 +02:00
5d443cf33c Tweak various interpolators. 2022-09-26 15:15:11 +02:00
0207a54da8 Add crosshair debug info until disappearing bug is fixed. 2022-09-26 11:12:33 +02:00
df3e43c935 Two-way crosshair merging. 2022-09-25 14:02:53 +02:00
aa3343c568 Some precise crosshair fixes. 2022-09-24 22:12:12 +02:00
9b3c2b6a74 Disable precise crosshair when using chasecam or cameras. 2022-09-24 21:56:21 +02:00
84fb9c036f Decouple precise crosshairs from weapons. 100% smoother now. 2022-09-24 21:33:48 +02:00
edbc19ce64 Unique voices for Mortal Rifle touchscreen and finger flick. 2022-09-24 14:56:35 +02:00
8833db9591 Voodoo dolls are annoying. 2022-09-24 01:21:03 +02:00
fd9de5756f Fix boss healthbars not handling fun tags. 2022-09-19 01:02:21 +02:00
a4830f6008 Mapper-settable boss healthbar support. 2022-09-11 13:58:49 +02:00
e9013694f0 Legion of Bones support. 2022-08-31 10:58:25 +02:00
f484de9b51 Block Demolitionist Menu and keyboard cheats while paused. 2022-08-27 22:50:52 +02:00
2f5ffdfe41 Use Vec3FromAngles to create random unit vectors. 2022-08-24 15:20:57 +02:00
b40d8d0633 Healthbar / Damnum backport from sidemods. 2022-08-22 17:39:10 +02:00
1ca5f97870 Use a localized string here for consistency 2022-08-20 19:59:18 +02:00
4230b3b062 Vector/Trig math refactor into utility functions. 2022-08-18 16:18:22 +02:00
5488bfce5d Remove code built on incorrect assumptions about UI events.
That is, remove code for closing menus with the key that's bound to open them.
As it turns out, UIEvent.keystring isn't 1:1 with key binds for a command.
This SEEMINGLY worked since the Demolitionist Menu is by default bound to Q,
and pressing Q does send an UIEvent to the menu with the string "Q". But if,
for example, the menu had been bound to Tab, this would fall apart because then
the key string sent is "	" (a literal tab character).
If there is a way to do this properly, I don't know about it. I've looked
everywhere in GZDoom's code for a solution, something that would let me do what
I need, but alas, there is nothing there. Better to get rid of this in its
entirety than keep the flaky code in the mod until someone with a special
setup that breaks it shows up to complain.
2022-08-13 14:28:09 +02:00