Ricardo Luís Vaz Silva
7baa25e993
allow getting checksum for current map
2024-10-17 17:01:30 -04:00
Ricardo Luís Vaz Silva
758c0dbc7e
allow getting checksum for current map
2024-10-17 22:07:21 +02:00
Christoph Oelckers
bf84d8152b
do not set console mode from an uninitialized variable.
2024-10-16 17:30:21 -04:00
Magnus Norddahl
fee5e3a58b
Fix lightmap lights not updating
2024-10-16 21:38:30 +02:00
Christoph Oelckers
261881e0d7
do not set console mode from an uninitialized variable.
2024-10-16 16:54:15 +02:00
Magnus Norddahl
bb1174172a
Don't render the lightmap lights as dynlights in gl_levelmesh
2024-10-16 15:01:37 +02:00
Rachael Alexanderson
2a8b629a12
- keep ENABLE_VIRTUAL_TERMINAL_PROCESSING mode in isolated console mode
2024-10-16 06:05:15 -04:00
Rachael Alexanderson
3af3b2e742
- keep ENABLE_VIRTUAL_TERMINAL_PROCESSING mode in isolated console mode
2024-10-16 06:05:05 -04:00
Rachael Alexanderson
e242330c96
- we don't need these includes anymore
2024-10-16 06:02:05 -04:00
Rachael Alexanderson
fcf65bee27
- we don't need these includes anymore
2024-10-16 06:01:34 -04:00
Rachael Alexanderson
0a9eb474cd
- fix isolated console mode (i.e. launching from explorer.exe)
2024-10-16 05:59:59 -04:00
Rachael Alexanderson
86cd212d7f
- fix isolated console mode (i.e. launching from explorer.exe)
2024-10-16 05:59:40 -04:00
Kaelan
81f2bef4ac
Further cleanup as per recommendations
2024-10-16 00:39:32 -03:00
Kaelan
b4d214a0cf
add PARAM_PROLOGUE
2024-10-16 00:39:32 -03:00
Kaelan
9d725276ac
Add manual config saving to CVar struct
...
Allows for calling to save custom cvars manually to ensure they're reliably stored. As is, the only way to ensure that cvars are saved is to safely/manually close out GZDoom, meaning if a crash occurs, that data is lost.
THis is very detrimental to mods/standalone projects that rely on CVars for storing custom data, and or data that transcends save games.
2024-10-16 00:39:32 -03:00
nashmuhandes
83b988c76e
Merge branch '4.13' of https://github.com/ZDoom/gzdoom
2024-10-16 02:31:44 +08:00
Ricardo Luís Vaz Silva
38b8c7bed9
switch defines to template
2024-10-15 19:37:38 +02:00
Ricardo Luís Vaz Silva
44e69451cf
Hook up 3d floor updates to the level mesh
2024-10-15 18:33:30 +02:00
Rachael Alexanderson
9a9440a6f7
- enable console subsystem processing for Windows, enable runtime detection
2024-10-15 10:56:57 -04:00
Rachael Alexanderson
ffcce790de
- Actor.GetSpecies() is a non-destructive function
2024-10-15 10:56:50 -04:00
Major Cooke
cca1946201
Added (SPF_)STRETCHPIXELS.
...
This counteracts the squaring implied by rolling sprites.
2024-10-15 10:56:43 -04:00
Rachael Alexanderson
2f30f720a4
- simplify and deconstruct logic for applying sector damage - also fixes voodoo doll sector damage in TNT MAP30
2024-10-15 10:56:27 -04:00
Jan Engelhardt
0785038120
Resolve compiler warning about destructor syntax
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gcc-14 warns:
tarray.h:927:9: warning: template-id not allowed for destructor in C++20 [-Wtemplate-id-cdtor]
927 | ~TDeletingArray<T, TT> ()
2024-10-15 10:56:13 -04:00
Rachael Alexanderson
70eb4b974d
- enable console subsystem processing for Windows, enable runtime detection
2024-10-15 10:50:24 -04:00
Rachael Alexanderson
ee5442c06b
- Actor.GetSpecies() is a non-destructive function
2024-10-14 17:31:18 -04:00
Major Cooke
fa467073eb
Added (SPF_)STRETCHPIXELS.
...
This counteracts the squaring implied by rolling sprites.
2024-10-14 16:14:25 -04:00
Rachael Alexanderson
3e33e31d19
- simplify and deconstruct logic for applying sector damage - also fixes voodoo doll sector damage in TNT MAP30
2024-10-14 03:48:02 -04:00
inkoalawetrust
9df656a9cf
Added LookForEnemiesEx() for returning all enemies in an area. ( #2753 )
...
* Compartmentalized the LookForEnemiesInBlock checks
* Added LookForEnemiesEx().
This function allows for ZScript code to get an array with all enemies of the caller found in range. Using similar sight logic as functions like LookForEnemies().
* Added noPlayers parameter to LookForEnemiesEx().
This parameter allows the function to also find players around it.
* Added VM abort to LookForEnemiesEx().
Prevent crashes by passing a null array by reference.
2024-10-14 03:47:53 -04:00
Cacodemon345
c603494057
Interpolate non-Burn screen wipes
2024-10-14 03:47:41 -04:00
inkoalawetrust
12d1afcc4e
Fixed WalkStepTics & RunStepTics in terrain parser
...
Fixed the discrepancy where WalkStepTics and RunStepTics were called, well, that. In the terrain struct in both C++ and ZScript. While the terrain parser looked for WALKINGSTEPTIME and RUNNINGSTEPTIME instead.
Also made the parse not multiply these time values by the ticrate to treat them as seconds instead of tics.
Added flags for P_HitWater().
Added optional overridable footsteps for players.
Added an overridable MakeFootsteps() virtual in PlayerPawn. Which allows for adding totally custom footstep logic for players. By default, it comes with a basic footstep system that uses the footstep properties of whatever terrain the pawn is standing on. bMakeFootsteps must be enabled on the pawn for the virtual to run.
Added generic StepSound TERRAIN property.
Added a generic step sound TERRAIN property, for defining foot-agnostic step sounds. Used by the built-in footstep system over the individual foot ones.
Simplified MakeFootsteps().
Also removed a leftover debug message.
2024-10-14 03:47:02 -04:00
Jan Engelhardt
8e4080f8d1
Resolve compiler warning about destructor syntax
...
gcc-14 warns:
tarray.h:927:9: warning: template-id not allowed for destructor in C++20 [-Wtemplate-id-cdtor]
927 | ~TDeletingArray<T, TT> ()
2024-10-12 12:00:32 -03:00
Rachael Alexanderson
573cd2f12c
g4.14pre
Continuous Integration / Linux Clang 12 | AppImage (push) Has been cancelled
Continuous Integration / macOS | Debug (push) Has been cancelled
Continuous Integration / Linux Clang 11 | Debug (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Debug (push) Has been cancelled
Continuous Integration / Linux GCC 12 | MinSizeRel (push) Has been cancelled
Continuous Integration / Linux GCC 9 | RelWithDebInfo (push) Has been cancelled
Continuous Integration / macOS | Release (push) Has been cancelled
Continuous Integration / Linux Clang 15 | Release (push) Has been cancelled
Continuous Integration / Visual Studio 2019 | Release (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Release (push) Has been cancelled
2024-10-12 01:30:20 -04:00
Rachael Alexanderson
1a699c08af
- this is version 4.13.0
Continuous Integration / Linux Clang 12 | AppImage (push) Has been cancelled
Continuous Integration / macOS | Debug (push) Has been cancelled
Continuous Integration / Linux Clang 11 | Debug (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Debug (push) Has been cancelled
Continuous Integration / Linux GCC 12 | MinSizeRel (push) Has been cancelled
Continuous Integration / Linux GCC 9 | RelWithDebInfo (push) Has been cancelled
Continuous Integration / macOS | Release (push) Has been cancelled
Continuous Integration / Linux Clang 15 | Release (push) Has been cancelled
Continuous Integration / Visual Studio 2019 | Release (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Release (push) Has been cancelled
2024-10-12 01:28:09 -04:00
Rachael Alexanderson
e562111a51
- don't show iwad box if priority iwad has been located for the currently loaded mods gameinfo
2024-10-12 01:25:21 -04:00
Ricardo Luís Vaz Silva
74a49ca919
change light strength to light linearity 0.0 = inverse square, 1.0 = linear
2024-10-11 11:43:09 +02:00
nashmuhandes
55940ba21d
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-10-10 22:04:23 +08:00
Rachael Alexanderson
24792913ca
- don't spam the console log if there's math errors - mostly affects Linux/MacOS because there is no distinction from console apps or GUI apps so they put all the data in the console which can cause lag
2024-10-10 07:28:29 -04:00
inkoalawetrust
61bd3a739a
Added MF9_FORCESECTORDAMAGE.
...
This flag forces non-player actors to take damage from hurt floors even if SECMF_HURTMONSTERS isn't true.
2024-10-09 13:51:48 -03:00
Christoph Oelckers
d90de3a8a1
avoid floats in integer math.
2024-10-09 09:15:29 -04:00
Ricardo Luís Vaz Silva
c1442f1c21
clean up HWViewpointUniforms
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
4615a8e103
update GetDynSpriteLight to use new strength field
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
479e0c301e
add light_noshadowmap/light_dontlightactors/light_dontlightmap to UDMF
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
56787bbc17
Add LightStrength to UDMF, move SoftShadowRadius from AActor to DynamicLight
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
159ae02a2a
fix includes
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
f226d6a00f
improve strength for small lights
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
f11ed26eb8
deduplicate code
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
a79ea9414b
inverse square lights for sprites
...
had to add a minimum distance to make sure smaller lights don't completely blow out actors nearby
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
04ee3c335e
switch from uniform to shader keys
2024-10-09 04:44:51 +02:00
Ricardo Luís Vaz Silva
37a7907221
Allow setting light attenuation mode from mapinfo
2024-10-09 04:44:51 +02:00
Dileep V. Reddy
f9a59a989b
Orthographic projection Widescreen aspect ratio horizontal clipping fixed. This one-line change only affects ortho viewpoints. Easy to verify in windowed mode.
2024-10-08 12:36:00 -04:00