Commit graph

31 commits

Author SHA1 Message Date
af27fbd987 Player blood footprints now implemented. 2025-03-09 14:17:35 +01:00
f38db38751 Updates for GZDoom 4.12, part 1 (new functions, variables, flags, etc.). 2024-04-22 14:35:02 +02:00
b7493b7735 Small cleaning up. 2024-03-21 12:04:07 +01:00
e5362f673a Analog player movement toggle, for gamepad users. 2024-03-20 13:45:22 +01:00
8cdfa2ad89 Implement crouch jumping and separate crouch/uncrouch speeds. 2024-01-17 14:07:32 +01:00
dae091c7dc Cancel any active dash if the player does a ground stomp. 2024-01-02 22:34:15 +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
673cdc6d8f Bypass A_SetViewPitch to not trigger the "never-will-be-fixed" bug. 2023-12-08 22:56:41 +01:00
13b2cb53b3 Add player path tracing in minimap. 2023-12-07 23:17:27 +01:00
adaf35eeb0 Fix "longest journey" achievement breaking due to movement glitches. 2023-10-10 17:25:58 +02:00
8f93448a32 Corner case where gathered targets for splash damage may become null. 2023-08-20 12:04:01 +02:00
ea7582852b Retire the "suckables list" + some fixes. 2023-07-29 14:44:34 +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
e69dfa7e1f (WIP) View sway, shake, etc. in weapon animations. 2023-03-10 19:37:09 +01:00
a3e7e4a622 Even less slippery player movement. 2023-03-09 23:58:43 +01:00
d71d5b665c Fix incorrect check for viewpitch workaround. 2023-03-03 20:50:50 +01:00
be405824c2 Experimental bob-synced footsteps in first person. 2023-03-03 20:23:17 +01:00
c05c638a6a Proper fix for erratic ViewPitch. 2023-02-11 19:13:38 +01:00
5e552e7607 Fix erratic ViewPitch when loading saves. 2023-02-11 18:47:48 +01:00
b0ae0d2153 More voice changes:
* Additional kiss voices
* Mirror interaction lines (not yet implemented)
* Intonation changes for two existing lines
* Fix randomization of some voices (grunts and whatnot)
2023-01-19 09:47:00 +01:00
525b9e33eb Use new let syntax for multiple returns. 2023-01-14 19:14:39 +01:00
55fbfd86c0 Floating point quake intensities. 2023-01-14 18:06:52 +01:00
d0fddbf8a3 Testing changes for GZDoom 4.11/5.0. 2023-01-08 14:58:06 +01:00
f3946f832b Fix magnetized items being blocked by "monster block" lines. 2022-12-30 23:16:16 +01:00
2b41ba0225 CVar caching is no longer needed. 2022-12-29 13:20:08 +01:00
9f529afb3c Set DROPOFF flag on magnetized items, hopefully fixes them getting stuck on some lines. 2022-12-29 10:44:53 +01:00
9135f594f1 BobWeapon3D implemented (but commented out for now). 2022-12-24 15:16:13 +01:00
9ac0cb2a6f Proper SCALEDNOLERP usage. 2022-12-19 16:46:13 +01:00
44f39d1024 Split player and utility code. 2022-12-15 17:12:53 +01:00