891b69d3da
Additional rules for BeautifyClassName().
2024-01-22 18:35:54 +01:00
751215c5d3
DoKnockback/DoExplosion: Reduce momentum transfer for crouching targets.
2024-01-17 12:39:00 +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.
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+ 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
230d7192c3
Missed a null check.
2023-12-19 16:39:35 +01:00
e5e6ce619c
Fix severe performance issues in large maps.
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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
13b2cb53b3
Add player path tracing in minimap.
2023-12-07 23:17:27 +01:00
6a6c26f307
Reset weapon pickup voicelines only when inventory is wiped.
2023-11-27 15:44:23 +01:00
b7493d867d
Tweak kill oneliner chances.
2023-11-20 11:51:34 +01:00
b72bd2dde1
Re-render all README.md images.
2023-11-18 20:55:46 +01:00
67e637bd94
Some cleaning up.
2023-10-18 22:51:34 +02:00
adaf35eeb0
Fix "longest journey" achievement breaking due to movement glitches.
2023-10-10 17:25:58 +02:00
d3d503cd81
Disable unimplemented weapons and ammo for now.
2023-10-10 14:39:12 +02:00
8f93448a32
Corner case where gathered targets for splash damage may become null.
2023-08-20 12:04:01 +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."
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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
b643167bb1
Fix potential division by zero in DoExplosion.
...
(It has never happened in practice, but just in case)
2023-06-26 23:54:48 +02:00
a2f245b189
More stuff I missed.
2023-03-17 13:31:10 +01:00
35b8b986db
Cleaning up.
2023-02-11 17:03:43 +01:00
525b9e33eb
Use new let syntax for multiple returns.
2023-01-14 19:14:39 +01:00
d0fddbf8a3
Testing changes for GZDoom 4.11/5.0.
2023-01-08 14:58:06 +01:00
eff2a9a69b
Add MapRange utility function (currently unused).
2022-12-30 23:16:36 +01:00
116bca4b0b
Show "all keys" doors as multicolor in the minimap.
...
Deprecate IsValidLockNum and GetLockColor utility functions.
2022-12-23 18:26:12 +01:00
dd7070b453
UseLinePos doesn't need to be play scoped.
2022-12-18 21:42:00 +01:00
e5cb32bc02
Remove redundant "clearscope" from utility functions.
2022-12-18 20:12:17 +01:00
b1683dae8e
Generalized hitnormal functions (where possible).
2022-12-18 20:03:36 +01:00
44f39d1024
Split player and utility code.
2022-12-15 17:12:53 +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.
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(Can't apply to Spreadgun/Wallbuster due to Damage Accumulator use)
2022-12-03 15:05:09 +01:00
9ce5ee591f
Fix very wrong™ fract() implementation.
2022-11-28 17:54:45 +01:00
c5f9e3b5a7
Fix incorrect YBeam math.
2022-11-25 20:55:19 +01:00
7f6b66b149
The Silver Bullet is an AMR, not a sniper rifle.
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Unify YBeam size/orientation math into one utility function.
2022-11-22 23:05:20 +01:00
4bb3a1e85a
Several optimizations on non-interactive actors.
2022-10-14 21:45:21 +02:00
c7d741853e
Missed a lil' thing.
2022-10-08 17:50:05 +02:00
92f59e4449
Revert "Pistol start tweaks."
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This reverts commit 564c99782a .
This actually doesn't work that well, so return to the original method.
2022-10-08 17:47:35 +02:00
0fbbb91b8e
Revert "Remove ZPolyobject due to licensing concerns."
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This reverts commit f134375f7e .
Library is now MIT licensed and can be included.
2022-10-08 15:55:42 +02:00
564c99782a
Pistol start tweaks.
2022-10-08 15:45:19 +02:00
c0dccaf870
Reimplement Hellblazer. Everything's working again.
2022-10-08 01:51:06 +02:00
146531003e
Trim excess ammo types. Some guns not reimplemented yet.
2022-10-07 19:12:41 +02:00
f134375f7e
Remove ZPolyobject due to licensing concerns.
2022-10-07 00:55:20 +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
fbf6b3b82a
Add TraceExit. Determines trace exit point for actors.
2022-09-28 13:49:54 +02:00
6928249118
Fix rare case where chainsaw spawns before players exist.
2022-09-24 02:11:07 +02:00
5c19c6fe50
Clean up and streamline thousands separator function.
2022-09-20 16:01:57 +02:00
6baa8b8215
Allow embiggener to give mag ammo like in the sidemods.
2022-09-15 13:46:46 +02:00
2c0c1df7f3
Mortal Rifle grenades now implemented.
2022-09-14 19:25:48 +02:00
e99ea75808
The Mortal Rifle is becoming good.
2022-09-14 00:21:28 +02:00
398955bda2
Oops
2022-08-30 17:44:34 +02:00