Commit graph

4,590 commits

Author SHA1 Message Date
nashmuhandes
9c0cd454f0 Remove prediction toggles from the networking menu - unpredicted netgames are objectively inferior and it makes zero sense to allow users to disable them 2024-07-04 18:42:16 +08:00
nashmuhandes
e0af452118 Remove translucency effect from Doom's BulletPuff 2024-07-04 18:40:40 +08:00
nashmuhandes
4d4a5ec440 - Make the default dimcolor match VKDoom's titular orange tone
- Change Doom's gold-ish dim color to a more darker red (that gold-ish color is a leftover from ancient ZDoom days... time to move on away from it)
2024-07-04 17:21:11 +08:00
Magnus Norddahl
330ec45d84 Merge tag 'g4.12.2' 2024-06-23 22:27:45 +02:00
nashmuhandes
1a89307ee7 Rename SourceRadius to SoftShadowRadius 2024-06-15 18:08:37 +08:00
Magnus Norddahl
8d320ec31c Add textureGrad compatibility 2024-06-13 12:50:43 +02:00
Christoph Oelckers
387e59cba7 text update 2024-04-27 12:56:20 +02:00
Christoph Oelckers
0049a00fe5 added emulation of Final Doom's teleporter z glitch and activate it for Saturnia MAP10 2024-04-27 12:32:19 +02:00
Christoph Oelckers
347cb724e3 fixed: AActor's members must all be native.
The morph code added 4 scripted ones, but AActor's size must be known at compile time.
2024-04-27 12:30:55 +02:00
Rachael Alexanderson
112c6cbccf
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzdoom-update-4-12-1 2024-04-21 11:05:59 -04:00
Rachael Alexanderson
f6c02d459d
- minor language update 2024-04-21 10:17:58 -04:00
Boondorl
10a8a615cb
Fixed local copies of items not respecting their Amount value
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2024-04-21 10:06:20 -04:00
Boondorl
e6df94ca76 Fixed local copies of items not respecting their Amount value 2024-04-21 10:05:46 -04:00
Rachael Alexanderson
c3b9dd7c8f
- minor language update 2024-04-21 09:37:09 -04:00
Boondorl
661b1d128e
Added PSpriteTick virtual 2024-04-21 09:21:53 -04:00
Boondorl
7f3e014707
Exported FTeam getters 2024-04-21 09:21:53 -04:00
Boondorl
132a150aa1
Added pistol start gameplay option
Automatically resets the player's inventory and health when changing maps.
2024-04-21 09:16:46 -04:00
Boondorl
c622c63127 Added PSpriteTick virtual 2024-04-21 04:45:32 -04:00
Boondorl
b0137e50ee Exported FTeam getters 2024-04-21 04:44:54 -04:00
Boondorl
f4a42dae1d Added pistol start gameplay option
Automatically resets the player's inventory and health when changing maps.
2024-04-21 03:21:08 -04:00
Boondorl
8d0d130dc9
New API for assigning unique network ids to objects 2024-04-20 19:14:29 -04:00
Boondorl
5ed4f477ed
Fixed PowerMorph setting wrong Owner
Also sets default flash effects.
2024-04-20 01:15:47 -04:00
Boondorl
bcd6c6170e
Reapply "Improvements to death and cheat handling"
This reverts commit c7bba2a126.
2024-04-20 01:15:46 -04:00
Rachael Alexanderson
7a1342188a
- add cvar cl_restartondeath - bypasses autoloading savegame when pressing +use after dying - added https://github.com/ZDoom/gzdoom/issues/1563 2024-04-18 04:51:38 -04:00
jplebreton
9c01738b86
- add level compatibility fixes for Eternal Doom III 2024-04-18 03:39:11 -04:00
Rachael Alexanderson
c7bba2a126
Revert "Improvements to death and cheat handling"
This reverts commit 3033fafaa7.

Revert "Improved ZScript interface for morphing"

This reverts commit 6c64a4403c.

Revert "Further morphing clean up"

This reverts commit 12dc5c1506.

Revert "Fixed inconsistencies between player and monster morphing"

This reverts commit 30730647fe.

Revert "Reworked Morphing"

This reverts commit 2c09a443b4.

- fix compile
2024-04-17 17:55:24 -04:00
Rachael Alexanderson
5346ec81db
- language update 2024-04-17 16:18:36 -04:00
Rachael Alexanderson
ef10467ff8
- revert changes in backend code which will not sync properly with raze
This is a combination of 2 commits.

Revert "New API for assigning unique network ids to objects"

This reverts commit e37c19b5b4.

 This is the commit message #2:

Revert "Fix for Morph virtual"

This reverts commit 0ef042562e.
2024-04-17 14:48:02 -04:00
Rachael Alexanderson
b31c62568b
Merge http://github.com/ZDoom/gzdoom into gz2 2024-04-16 23:10:57 -04:00
jekyllgrim
0055042112 Add ApplyAirControl 2024-04-16 20:37:14 -03:00
Ricardo Luís Vaz Silva
7c93cfa97b Decoupled Animation fixes and improvements
* fixes looping that uses `loopFrame`
* adds `endFrame`
* adds `SAF_NOOVERRIDE`
* fixes crash on SetAnimation if a BaseFrame isn't defined
2024-04-16 20:27:44 -03:00
Boondorl
70a165b566 Fixed local items not copying properties properly
Revert "Fixed local items not copying properties properly"

This reverts commit 5f352df587c629545fafc09e80428e645f5e8df3.

...
2024-04-15 17:55:49 +02:00
Magnus Norddahl
250fe865c7 Disable anisotropic filtering for Intel hardware when not using linear min/mag filter since its broken
Change gl_texture_filter_anisotropic to use a default value that depends on whether the GPU is integrated or not
2024-04-10 17:38:41 +02:00
Magnus Norddahl
bf3ccad3e2 Add fizzlefade wipe effect 2024-03-30 10:50:23 +01:00
Boondorl
29a2ca0b13 Added co-op option to remember last used weapon when respawning 2024-03-28 15:48:56 -04:00
Boondorl
3e939b0ec1 Update quake radii from int -> double
Also enables static portal-aware distance checks as cam view offsets will now properly go through them when shaking
2024-03-28 15:48:45 -04:00
Boondorl
96594e0f34 Updated explosion distances from int -> double 2024-03-28 15:48:35 -04:00
Boondorl
6b7065899d Added interpolation to view position 2024-03-28 15:48:05 -04:00
Magnus Norddahl
1b6f98e673 Fix gl_ssao_debug 4 rendering glitch when multisample is active 2024-03-18 03:19:51 +01:00
Ricardo Luís Vaz Silva
caa4728bd4 Export A_DoChase to zscript and make A_Chase a direct native function 2024-03-17 21:02:52 +01:00
nashmuhandes
a72057945b Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-16 04:37:28 +08:00
Christoph Oelckers
520b960ca5 Reverted the path node system
Code reviews were unfavorable so better nix it before it finds wider use.
2024-03-15 20:24:39 +01:00
nashmuhandes
cafafbe3a0 The default bind was wrong here (supposed to be Pov1, not Pov2. Obviously a typo) 2024-03-13 23:48:56 -03:00
Major Cooke
f081ef1850 Enhanced pathing for floaters
Their checks are now 2D instead of 3D.
2024-03-12 18:09:02 -04:00
nashmuhandes
0d9855cfe7 Expose LandingSpeed to ZScript. This controls the minimum Z velocity from falling down that's needed to "squat" the player's view (defaults to -8). 2024-03-12 18:08:42 -04:00
nashmuhandes
74a27be3fd Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-10 03:34:37 +08:00
Major Cooke
d71af3683a Clear the path instead of advancing the node when crossing portals.
- If an actor crosses back over a portal because they're blocked, it will result in false positives.
- Fixed nodes not being targeted for aim direction.
2024-03-05 13:44:38 -05:00
Major Cooke
5abd7e1ebf Comment warning to modders. 2024-03-05 13:44:38 -05:00
Major Cooke
69001ad4f7 Added ExcludeNode virtual for actors to reject certain nodes of choice.
- Changed MeleeRange to FriendlySeeBlocks so it's supported by Doom Builder.
2024-03-05 13:44:38 -05:00
Major Cooke
81ebd8c8c4 More progress.
- AMBUSH flag on nodes makes them blind and untargetable when getting `startnode` and `goalnode` for `FindPath()`. This is useful for indicating a node should be skipped when tele/portaling, so the current path can be preserved.
- Setup is simple: place nodes behind lines that tele/portal entities and mark them as AMBUSH.

Other changes:

- Restored global array since blockmap is not a viable option here.
- Added MAPINFO `pathing` flag which enables pathing by default.
- Added NOPATHING flag to disable pathing entirely, useful for maps that have pathing enabled.
- Added `ReachedNode(Actor mo)` virtual, responsible for handling node traversal.
- Nodes now make use of MeleeRange to limit their sight checking functions.
2024-03-05 13:44:38 -05:00