Commit graph

179 commits

Author SHA1 Message Date
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
nashmuhandes
58ddcd4806 Merge commit '6b5be653dc' 2024-10-06 21:29:38 +08:00
Christoph Oelckers
ccbebfcf34 fix kill count management in CopyFriendliness when used on corpses. 2024-10-04 18:33:53 +02:00
Christoph Oelckers
8354c4a5c3 Replaced MISSILE(EVEN)MORE with a real property and added related Dehacked options from Crispy Doom.
This also adds proper deprecation messages to the deprecated flags which were missing due to a bad definition macro.
2024-10-03 12:24:16 +02:00
Ricardo Luís Vaz Silva
f8b68a6927 Serialize damagesource, fix bad character in actor.zs 2024-10-01 11:53:11 -03:00
jekyllgrim
83165dccbf Add damagesource 2024-10-01 11:53:11 -03:00
jekyllgrim
f13bc09840 Add bIsPuff flag 2024-10-01 11:53:11 -03:00
Boondorl
8e1b25803e Fix for NoLocalRender not snapshotting between hub levels 2024-09-30 02:21:52 -04:00
inkoalawetrust
391f496512 Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE.
- Added SECMF_HURTMONSTERS, which allows monsters in the flagged sector to be hurt with the same behavior as players (i.e damage leaking).
- Added SECMF_HARMINAIR, which allows players (And monsters with SECMF_HURTMONSTERS) to be hurt when they're inside the sector in general, instead of only when they're walking on it. Replicates the behavior of the DAMAGE_IN_AIR flag that SectorDamage() uses.
- Added NOSECTORDAMAGE, which makes actors with the flag immune to any harmful floors.
2024-09-29 18:12:30 -04:00
jekyllgrim
994078feae Added FloatBobFactor
This adds a new actor property: `FloatBobFactor` (default 1.0). This will be a multiplier for level.time in `AActor::GetBobOffset`, which finally allows to control not only the range of float bobbing (which is FloatBobStrength) but also the frequency of bobbing.
2024-09-29 16:08:02 -04:00
nashmuhandes
1fae4b9d4a Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-09-24 15:31:08 +08:00
Ricardo Luís Vaz Silva
1429e22441 rework interpolation to allow for precalculated frames 2024-09-13 17:05:22 -03:00
nashmuhandes
fa0a88f85e Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-09-11 00:11:39 +08:00
nashmuhandes
58fecd4b92 Move depth fade definition to GLDEFS 2024-09-09 18:57:07 +08:00
nashmuhandes
27058efe85 Rename "depth fade falloff" to "depth fade threshold" as it makes more sense 2024-09-09 17:06:04 +08:00
Ricardo Luís Vaz Silva
afcd38907c add SpawnMultiCoopOnly mapinfo flag to spawn **only** coop spawns in single-player 2024-09-08 17:10:33 -03:00
nashmuhandes
8f9cc1bc65 Prepare to add Actor depth fade 2024-09-09 02:38:22 +08:00
Rachael Alexanderson
f28cc14dd9
Merge commit '8043370' 2024-08-15 13:09:55 -04:00
nashmuhandes
8043370ef1 Export PlayDiveOrSurfaceSounds to ZScript and made it virtual for mods to customize the diving and surfacing sounds 2024-08-11 14:34:53 -04:00
Magnus Norddahl
bde15af593 Merge remote-tracking branch 'gzdoom/master' 2024-07-23 19:23:26 +02:00
Ricardo Luís Vaz Silva
7ddd4ec245 handle freeze in decoupled animations 2024-07-09 12:25:28 -03:00
Major Cooke
3e91d38582 Fixed Pre(Un)Morph being called out of order.
- This had broken several mods that relied on the inventory being in place before the switch, which was the intended way to begin with.
2024-06-24 10:37:12 -04:00
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
nashmuhandes
ae28eeae94 Scriptified the view squatting. 2024-05-26 21:06:20 -03:00
Boondorl
da4752d7ec Fixed unmorphed Actors still ticking 2024-05-11 06:37:37 -04:00
Boondorl
3f07d4e689 View fixes when predicting
View interpolation paths are now reset properly when predicting, fixing portals. Teleporters disabling view interpolation is now handled before every movement instead of only once at the start of predicting. Enabled FoV interpolation when playing online.
2024-04-27 12:31:14 +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
Boondorl
ca95e18742 View fixes when predicting
View interpolation paths are now reset properly when predicting, fixing portals. Teleporters disabling view interpolation is now handled before every movement instead of only once at the start of predicting. Enabled FoV interpolation when playing online.
2024-04-25 17:19:27 -03:00
Boondorl
cf6bad97e8 Fixes for client network IDs
Fixed an off-by-one error on client IDs (these need to start at 1 as 0 is an invalid network ID). Morphing will now swap the client body's ID so it remains in the first 1 - MAXPLAYERS slots.
2024-04-25 14:08:31 -03:00
Christoph Oelckers
7c9c7fa1f7 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.
2024-04-25 18:15:47 +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
Christoph Oelckers
ebd4ebf298 StringTable cleanup and improvements
cleaned up function interface to avoid referencing the file system in the worker functions.
replaced StringTable's operators with functions.. The main reason is that these are far easier to look up when browsing the source.
This also fixes a premature translation in SBARINFO that was done in the parsing stage, not the printing stage.
2024-04-21 10:34:44 +02:00
Boondorl
8d0d130dc9
New API for assigning unique network ids to objects 2024-04-20 19:14:29 -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
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
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
Boondorl
29a2ca0b13 Added co-op option to remember last used weapon when respawning 2024-03-28 15:48:56 -04:00
Boondorl
442ac3f78b Updated substitution logic to only replace pointers if safe 2024-03-28 15:48:23 -04:00
Ricardo Luís Vaz Silva
ce479e09ff Fix A_ChangeModel serialization
I overlooked this part on my first A_ChangeModel fix
2024-03-17 18:07:50 -03:00
nashmuhandes
a72057945b Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-16 04:37:28 +08:00
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
Magnus Norddahl
ab537a4879 Hook up SourceRadius 2024-03-05 16:37:59 +01:00
Boondorl
12dc5c1506 Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
2024-03-01 08:35:31 -05:00
Boondorl
2c09a443b4 Reworked Morphing
Removed StaticPointerSubstitution in favor of a much safer function that only changes select pointers. As a result the ability to properly modify morphing has been opened back up to ZScript. Many missing virtual callbacks were amended and MorphedDeath has been reworked to only be called back on an actual morphed death. MorphedMonster is no longer required to morph an Actor. CheckUnmorph virtual added that gets called back on morphed Actors. Fixed numerous bugs related to morph behavior.
2024-03-01 08:35:31 -05:00
Boondorl
e37c19b5b4 New API for assigning unique network ids to objects 2024-02-26 06:23:12 -05:00
Boondorl
e4ea5ad307 Fixes for SCALEDNOLERP
No longer relies on last input fraction to determine offset on frame (now uses TicFrac). No longer modifies Actor angle in real-time. Fixed offsetting breaking when other viewports are being renderer.
2024-02-23 22:44:18 +01:00