nashmuhandes
5bcbe1718b
New "Translatable" property in DECALDEF which is just an alias for "OpaqueBlood" to reflect its general use, and also to support the new translation parameter of A_SprayDecal. "OpaqueBlood" should be considered deprecated. Note that specifying a translation directly in the DECALDEF will be added in future, in another commit.
2025-01-30 13:32:18 -03:00
Rachael Alexanderson
f3b0c3ac5e
- Roll back filesystem changes. These were causing instabilities in the master branch that were interfering with development.
2025-01-04 11:27:21 -05:00
Christoph Oelckers
634a646c2d
take namespace enum out of namespace and added CheckNumForAnyName and CheckNumForFullNameInFile to clarify the meaning of CheckNumForFullName.
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This is to take some renaming noise out of the upcoming refactoring.
2024-11-24 17:59:16 +01:00
Boondorl
3ea5be1ea7
Reworked FRandom constructors
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Removes ambiguity while keeping old constructor syntax in check for better overall portability.
2024-11-15 23:56:23 -03:00
Boondorl
597b06ae52
Added CRandom functions
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Unique RNG namespace for client-side effects and HUDs. Identifiers for these cannot clash with identifiers that affect the playsim making them completely safe to use in HUD elements. They also won't be saved.
2024-11-15 23:56:23 -03:00
Boondorl
8c10ac6f38
Added GetDecalName()
2024-09-24 23:38:43 -04:00
Christoph Oelckers
8c5eb2c807
use FTranslationID in all places where strict type checking is needed.
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This means all properties in serializable classes now use this wrapper type. The backend hasn't been changed yet
2023-11-09 23:04:10 +01:00
Professor Hastig
ab8711b57a
removed several bad casts to 'long'.
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The 'long' type should generally be avoided because its size differs on Windows and Linux/Mac so it is almost guaranteed to cause undefined behavior
2023-10-04 16:47:43 +02:00
Christoph Oelckers
48ba63c022
added even more explicit GetChars() calls.
2023-10-03 15:55:08 +02:00
Christoph Oelckers
ebb71cebf1
- put the entire filesystem code into a namespace and created some subdirectories.
2023-08-22 22:54:54 +02:00
Rachael Alexanderson
08b5f95e07
Revert "Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example."
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This reverts commit ee0330b0b1 .
2022-02-09 09:11:07 -05:00
nashmuhandes
ee0330b0b1
Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example.
2022-02-09 07:26:06 -05:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Christoph Oelckers
c9d9982b68
- fixed: Decal things did not spawn their lower decals.
2021-09-17 00:48:12 +02:00
Christoph Oelckers
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
Christoph Oelckers
f8e9cb8fbc
- major dependency reduction of the texture system.
2020-04-11 20:20:37 +02:00
Christoph Oelckers
05d8856fe0
- moved file system implementation to 'common'.
2020-04-11 14:00:20 +02:00
Christoph Oelckers
6bccde3b51
- renamed the file system related classes to actually use the term "FileSystem".
2020-04-11 14:00:18 +02:00
Christoph Oelckers
ace3e29473
- removed the implicit conversion operators from FName.
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These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
2020-04-11 14:00:13 +02:00
nashmuhandes
dd0769de80
Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF
2020-03-23 12:50:17 +01:00
Christoph Oelckers
a1cc548af4
- moved some more code into the gamedata folder.
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Two files were split:
g_level.h contained both the game data definitions and some prototypes belonging to the game logic. These were split up.
decallib.cpp contained both the data and the animation thinkers. The thinkers are now in their own file.
2019-02-01 19:20:58 +01:00