Commit graph

248 commits

Author SHA1 Message Date
3c2b083aa1 Possibly fix an esoteric bug with the Lämp? 2024-07-18 15:38:19 +02:00
77b1ad89a9 Begin VisualThinker migration. Some effects still pending. 2024-06-21 19:32:13 +02:00
d2bb60b559 Oops... Forgot to change some references here. 2024-05-04 18:37:52 +02:00
2246b83de2 Trigger chancebox specials AFTER drop, avoids repeated all clear/unclear events. 2024-05-02 10:19:12 +02:00
f38db38751 Updates for GZDoom 4.12, part 1 (new functions, variables, flags, etc.). 2024-04-22 14:35:02 +02:00
f96d35c003 Even more tweaking to those fabricators.
(There is no way I'll ever get these just right)
2024-01-18 01:26:11 +01:00
4d454037d0 Try to rebalance ammo fabricators. 2024-01-18 01:09:06 +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.
+ 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
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
ca2df207cb Try to make slot 5 ammo spawns more generous. 2023-12-09 09:35:09 +01:00
560b3c8f80 Fix incorrect ')' placement in chancebox spark unit requirement. 2023-11-29 10:26:35 +01:00
a9b69e37f0 Consistently declare damagetypes as names. 2023-11-28 11:23:44 +01:00
18894663e5 Tiny rebalancing of Eviscerator and Hellblazer ammo caps. 2023-11-27 18:09:19 +01:00
62bd871741 Slightly reduce max ammo amounts for slot 9. 2023-11-20 13:03:00 +01:00
67e637bd94 Some cleaning up. 2023-10-18 22:51:34 +02:00
aae213fd1c Fix moths getting stuck to befriended cacos. 2023-10-16 20:11:18 +02:00
f78b747ff7 Add secret difficulty for a dragon.
Remove 2x speed mult from hardest skill(s) (causes glitches).
Allow moths to still attack while following the lamp.
(Still do not know what causes moths to print "asin domain error" to terminal).
2023-10-16 14:00:46 +02:00
eb3cae5d43 Cap minimap zoom like in sidemods. Removes need for a CVar. 2023-10-13 12:11:13 +02:00
a483d45fca Rebalance ammo spawns of BFG-tier weapons. 2023-10-10 18:06:14 +02:00
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
da48b8ea63 Chanceboxes won't drop ammo that's already full. 2023-09-24 18:43:53 +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
f69e02735d Do not auto-use Elemental Coating if invulnerable. 2023-08-21 11:28:41 +02:00
b014a26965 Hide Lämp after 10 seconds of inactivity. 2023-08-21 11:23:32 +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
fa0796396e Restrict Golden Shell pickups to single units. 2023-07-04 17:35:57 +02:00
8522b47e69 Fix Grilled Cheese Sandwich teleporting player out of bounds after a death exit. 2023-07-04 13:51:25 +02:00
e35f78035e Make items drop in "Unreal style" from the player. 2023-07-01 14:12:36 +02:00
9ef480adfd Stuff I missed. 2023-03-18 22:20:21 +01:00
a2f245b189 More stuff I missed. 2023-03-17 13:31:10 +01:00
7f5125b523 An important rewrite that was a long time coming.
First, a message: There is a time and a place for everything, and understanding
what is and is not appropriate is a fundamental aspect of how one should behave
in society. I must take steps in correcting my behavior, how I act both through
my interactions with others and through my own creations as well. While this is
only one step in a very, very long road, it is hopefully a step in the right
direction.

Various aspects of the story and lore, dialogues, character interactions, etc.
have been sanitized to be less explicit. I cannot in good conscience have
something like this in a project I'm creating, especially one with such a broad
audience as the one it has garnered.

A couple other things have been removed, such as direct references to
problematic media, and I've decided to forego the H-Doom compatibility that was
added "as a joke".

These changes will also be later applied to the side mods as well.

Should I have still missed anything, I please ask that people notify me and I
will address it as soon as I possibly can.

Furthermore, if any of the people still credited in this mod wish to have their
name and anything they contributed removed from it, I will do so.
2023-03-17 13:30:04 +01:00
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
844201260a VISALWAYSFAIL has been renamed to MVISBLOCKED (just bleeding edge things™). 2023-02-15 18:48:56 +01:00
b080a8283a Splash damage issue was quickly addressed. 2023-02-15 16:59:12 +01:00
10d463ae65 Use VISALWAYSFAIL to make the Ghost Artifact not suck. 2023-02-15 16:02:38 +01:00
35b8b986db Cleaning up. 2023-02-11 17:03:43 +01:00
4a5093dbb5 Tweak ammo spawns again. 2023-01-20 22:32:16 +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
7ca40eb252 Ghost Artifact no longer changes player render style. 2023-01-16 13:27:25 +01:00
a342651842 Revert IsActorPlayingSound hotfix, not needed in this branch. 2023-01-14 19:19:08 +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
d4cbbd15b5 Merge branch 'devel' into experimental 2023-01-13 19:23:12 +01:00
06e2e2c55c Deprecate use of ROTATING. Fix rotation of many items. 2023-01-11 20:05:53 +01:00