Ricardo Luís Vaz Silva
88a55be561
add TryEmplace to TMap
2025-04-16 23:45:16 -03:00
Gene
e2026dca38
Only allocate when needed
2025-04-07 13:57:28 -07:00
Gene
9e32e58c8f
Try TMap
2025-04-07 04:21:35 -07:00
Gene
81165facf2
Actually null the pointer
2025-04-07 02:47:46 -07:00
Gene
4fb4e18594
Don't inline AddLightNode
2025-04-06 22:05:49 -07:00
Gene
20c234b90f
Scrap dlight lighthead link lists
2025-04-06 13:06:57 -07:00
Peppersawce
a02892389d
Haiku support patch
2025-04-05 20:49:45 -04:00
Christoph Oelckers
6481f8cce9
rewrote XY and XYZ accessors for vectors to be read-only and not use type punning.
2025-04-03 07:51:03 +02:00
Ricardo Luís Vaz Silva
8019b56823
fix comment
2025-04-01 17:19:03 -03:00
Ricardo Luís Vaz Silva
6cdcad425a
convert g_game.cpp VMCalls to use VMCallSingle/VMCallVoid (as an example)
2025-04-01 17:19:03 -03:00
Ricardo Luís Vaz Silva
d8651420cc
fix parameter/return checking
2025-04-01 17:19:03 -03:00
Ricardo Luís Vaz Silva
278bd0fb7d
finish implementing VMCallSingle
2025-04-01 17:19:03 -03:00
Ricardo Luís Vaz Silva
1f1c271883
VMCallScript -> VMCallSingle
2025-04-01 17:19:03 -03:00
DyNaM1Kk
a0ab9ba25c
Added autoSwitch parameter to A_ReFire
2025-03-30 21:59:41 -04:00
MajorCooke
6f3032dc54
Exported:
...
* GetLumpContainer
* GetContainerName
* GetLumpFullPath
for WADS struct, useful for debugging custom-made parsers and identifying where problems may arise.
All credit goes to Jay for the code.
2025-03-30 20:36:13 -03:00
Dileep V. Reddy
da6730d0a7
Addressing some small regression by conditioning a few calculations on OoB viewpoints. Branching Frustum calculation to old method.
2025-03-29 13:22:23 -03:00
Rachael Alexanderson
3d0663d299
- add new dsquake by Enjay
2025-03-25 13:17:46 -04:00
Sally Coolatta
ac42aa8337
cl_debugprediction console variable
...
Makes `gametic` run behind `ClientTic` by n ticks, and forces player prediction code to run. Only works if you are in a singleplayer session.
This is intended to be useful for mod development, as you can quickly test prediction issues without creating a multiplayer server. It may also come in handy if any improvements are made to the prediction code in the future.
2025-03-25 10:24:44 -04:00
Boondorl
154eea56e6
Update all players' acks in packet-server mode
...
Fixes potential issue when host switching in packet-server mode
2025-03-24 22:42:04 -03:00
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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
...
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.
...
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