Boondorl
134e8f2d60
Fixed potential softlock in packet-server mode
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Make sure to send over the lowest player's data we got as the ack and not whatever the host specifically had
2025-03-24 22:42:04 -03:00
Boondorl
5b1023c447
Fixed inventory ticking when playing online
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No longer tied to the player's latency value as it now runs in the client-side logic.
2025-03-24 22:40:49 -03:00
Christoph Oelckers
302d279785
forgot to save the MAPINFO part.
2025-03-24 09:44:14 +01:00
Christoph Oelckers
c91912567e
disable Build light mode due to being broken.
2025-03-24 09:40:30 +01:00
nashmuhandes
2d42438ebd
Properly assign tags to various Raven game items
2025-03-22 14:49:27 -03:00
Boondorl
f5a96237e5
You client-side flag instead of storing ACS controller
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Prevents old save files from breaking if they were running ACS.
2025-03-20 14:48:55 -03:00
Magnus Norddahl
92cc96a672
Add VMCallScript template for calling ZScript functions with type checking
2025-03-20 00:10:50 -03:00
Magnus Norddahl
b4c3d2331e
Fix memory leak in mixins
2025-03-20 00:10:50 -03:00
Boondorl
43031375f4
Added missing return values in VM calls
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These are not supported by the JIT and must always be passed.
2025-03-19 15:17:29 -03:00
Boondorl
02b5f9a2c5
Fixed player respawning
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Pass appropriate information to the VM
2025-03-19 15:17:29 -03:00
Boondorl
1542ca8e8c
Added missing serializing for level script controller
2025-03-19 11:17:40 -03:00
Boondorl
d33df9dba8
Fixed crash with teamplay and the scoreboard
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Now checks to make sure the player is on a valid team before fetching its info.
2025-03-17 14:06:36 -03:00
Boondorl
345926f057
Fixed setinv cheat
2025-03-14 21:10:44 -03:00
Boondorl
d0e056565b
Exported episode and skill infos
2025-03-13 14:08:25 -03:00
Boondorl
7e410fd5d8
Added cvar for cool downs on repeatable actions when playing online
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Currently only applies to doors.
2025-03-12 13:05:31 -03:00
Boondorl
a07a6e7922
Fixed first consistency check
2025-03-12 13:05:24 -03:00
Boondorl
a7fd3852e2
Slow down host if they're too far ahead of the world
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Makes packet splitting recover more elegantly during rough net conditions.
2025-03-12 13:05:24 -03:00
Boondorl
918b4a8834
Fixed clients after host not getting quitters
2025-03-12 13:05:24 -03:00
Boondorl
b213b81c92
Auto split packets in packet-server mode
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Avoid fragmentation by trying to keep data in each packet to <1500b. Helps avoid possible issues with fragmentation with large player counts and bad network conditions.
2025-03-12 13:05:24 -03:00
Boondorl
a7a9cbe30a
Move particle thinking back to server
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These need to be ran before anything has spawned them but after the game's pause state has been confirmed
2025-03-12 13:01:14 -03:00
Boondorl
69b0932f23
Use unique flag for clientside Actor handling in GZDoom
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This offers different behaviors from Zandronum so should be made exclusive.
2025-03-11 10:14:28 -03:00
Boondorl
f7e62a8cd6
Added client-side Thinkers
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Adds support for client-side Thinkers, Actors, and ACS scripts (ACS uses the existing CLIENTSIDE keyword). These will tick regardless of the network state allowing for localized client handling and are put in their own separate lists so they can't be accidentally accessed by server code. They currently aren't serialized since this would have no meaning for other clients in the game that would get saved. Other logic like the menu, console, HUD, and particles have also been moved to client-side ticking to prevent them from becoming locked up by poor network conditions. Additionally, screenshotting and the automap are now handled immediately instead of having to wait for any game tick to run first, making them free of net lag.
2025-03-11 10:14:28 -03:00
Boondorl
e4081df0db
Run net events on load barriers
2025-03-10 17:59:38 -04:00
James Le Cuirot
e2103d2508
Fix building with GCC 15
2025-03-10 03:06:50 -03:00
Ricardo Luís Vaz Silva
49e47fe81c
fix non-void forward declarations as well
2025-03-10 03:06:50 -03:00
Ricardo Luís Vaz Silva
ce18a556b6
remove K&R C function declaration bullshit from lemon.c
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should be enough to fix GCC15 compilation without fucking up size_t/etc
2025-03-10 03:06:50 -03:00
MajorCooke
210ee1780e
Added particle rendering to VisualThinkers.
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To activate, use `SetParticleType(int type)`. To deactivate, use `DisableParticle()`.
Types are:
- PT_DEFAULT (default value; uses `gl_particles_style`)
- PT_SQUARE
- PT_ROUND
- PT_SMOOTH
While in this mode:
- `Texture` & `Translation` are ignored
- `Scale.X` sets the size
- `SColor` sets the color
Misc changes:
- Removed warning on textureless destruction
2025-03-09 16:17:07 -03:00
dileepvr
74594e4c34
Remove bitwise opeartion on bool
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Visual Studio compiler was giving the warning:
`warning C4805: '|=': unsafe mix of type 'bool' and type 'int' in operation`
2025-03-08 13:01:39 -03:00
dileepvr
e24c6fa4db
Update hw_portal OoB height clip
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Hopefully the last bug squash.
2025-03-08 13:01:39 -03:00
Boondorl
3c470019de
Fixed default value of consoleplayer
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Needs to be 0 since certain cvars will try and use it on initial callback when the engine boots up.
2025-03-08 02:18:50 -05:00
Dileep V. Reddy
60ebd71fea
Handle sectors within sectors for stacked portals and plane mirrors (affects OoB only).
2025-03-08 02:16:31 -05:00
Dileep V. Reddy
def3082ed8
Forgot to account for when both floor and ceiling of a sector are portals.
2025-03-08 02:16:31 -05:00
Boondorl
ad3bcfddba
Lobby Overhaul
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Rewrote lobby to unify common and Doom-specific packet structure, allowing for saner handling of in-game joining. Added a new per-client stage system that allows individual clients to be handled at a time when gathering and sharing info. Reworked lobby UI to display user info and added kick/ban functionalities. Bans are only a temporary per-game IP ban (use passwords to keep unwanted users out). Increased max player count to 64 and unified engine constant.
2025-03-07 20:32:52 -05:00
Boondorl
80d5450af9
Updated ZWidget ListView
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Added column support for consistent spacing between elements. Improved item adding functionality. Added Update and Remove item functionalities. Update ListView scrollbar on item add/remove.
2025-03-07 20:32:52 -05:00
Ricardo Luís Vaz Silva
c82c6bff16
fix function-pointer cast parsing
2025-03-07 17:22:24 -03:00
nashmuhandes
2e05e196db
Interpolate turning 180 degrees
2025-03-07 14:35:08 -03:00
Dileep V. Reddy
0b30b4a493
Revert using older stencil method for stacked sectors (and reflective flats) if viewpoint is not allowed OoB. There was some bug with nearby skyplanes otherwise.
2025-03-06 23:29:12 -03:00
Ricardo Luís Vaz Silva
b0889b9814
Fix deprecation version checks on class fields/pointers
2025-03-06 08:59:02 -03:00
inkoalawetrust
ecdfe39ddf
Exposed DElevator to ZScript.
2025-03-05 12:54:49 -05:00
inkoalawetrust
f0d0f259f7
Exposed more of the Floor thinker.
2025-03-05 12:54:49 -05:00
inkoalawetrust
8299f91cd1
Exposed more of the Ceiling thinker.
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- Exposed the rest of the ceiling member fields and getters.
- Added an IsCrusher() method.
- Added getOldDirection() getter.
- Fixed Door direction enum.
- Forgot to make Plat readonly on previous commit.
2025-03-05 12:54:49 -05:00
inkoalawetrust
b0e7a698f6
Exposed DPlat to ZScript.
2025-03-05 12:54:49 -05:00
inkoalawetrust
b80572e400
Exposed DDoor to ZScript.
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Also added a ZScript-only enum for the movement direction..
2025-03-05 12:54:49 -05:00
Dileep V. Reddy
093d3e32e6
Small correction to OoB viewpoint stacked-sector portal visibility. OoB is not the same as Ortho.
2025-03-05 12:54:34 -05:00
Dileep V. Reddy
2c4ac886aa
Stacked sector portals now render for OoB viewpoints.
2025-03-05 12:54:34 -05:00
Dileep V. Reddy
dc5a250797
Reflective flats now work with OoB viewpoints, including ortho. Had to create a new type of portal stencil for the HWPlaneMirrorPortal. Stacked sector portals could be made to work the same way, but there are clipper issues, revealing out-of-view sections of the map on the other side. Hence sector portal rendering is still disabled in OoB viewpoints.
2025-03-05 12:54:34 -05:00
Dileep V. Reddy
0acfd9661b
Making 3D-floors respond to r_dithertransparency properly.
2025-03-05 12:54:34 -05:00
Dileep V. Reddy
42947d04dc
Added visual rendering for LinePortals and SkyPortals for OoB viewpoints. SkyPortals will be stenciled, and will always use perspective projection. Disabled interpolation when portalgroup changes (portal transition occurs) if viewpoint is OoB (was necessary for fog of war when r_radarclipper is set to true). Tightened up radar clipper by making it more aggressive. Voided walls wont' get filled in by a floor or ceiling sky (because of the stencil). Ceiling sky will be half-infinitely tall upwards, and floor sky will be half-infinitely tall downwards. Use only floor skies and a good GLSKYBOX for top-down/isometric cameras. Level.ReplaceTextures("F_SKY1", "SKY1", TexMan.NOT_FLOOR); (zscript) is a nice trick for WorldLoaded().
2025-03-05 12:54:34 -05:00
Dileep V. Reddy
2223ea6227
3D floor flats now respect r_dithertransparency flag (how did this make it into vkdoom but not gzdoom?)
2025-03-05 12:54:34 -05:00
Dileep V. Reddy
232b93534d
Better flat visibility checks for Ortho projection.
2025-03-05 12:54:34 -05:00