Commit graph

19,424 commits

Author SHA1 Message Date
nashmuhandes
a72057945b Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-16 04:37:28 +08:00
Ricardo Luís Vaz Silva
cc88dfbe50 Unrevert two changes
* Sorted Delete for TArray
* Typed constructor for TObjPtr
2024-03-15 17:21:59 -03:00
Ricardo Luís Vaz Silva
0092aa0772 Fix crash with DecoupledModels flag defined but no actual model 2024-03-15 21:08:59 +01:00
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
Magnus Norddahl
b9cd2ecd75 Change the default sound effects volume to 50% 2024-03-15 20:17:24 +01:00
nashmuhandes
9c24639c1d Half the default master volume 2024-03-16 03:04:11 +08:00
Ricardo Luís Vaz Silva
c9e678b60e
Fix missing newlines in animation messages 2024-03-15 14:33:17 -03:00
RaveYard
1f5e752f48 Fix shader custom texture filtering not set to default and overriding first texture slot settings on failure 2024-03-15 11:28:52 +01:00
dpjudas
2c9f7c8c3e Turn on the output limiter 2024-03-15 09:41:25 +01:00
Major Cooke
fe0de5053a - Fixed: ROLLCENTER was always being applied even when the flag wasn't present. 2024-03-15 01:17:19 -03:00
Ricardo Luís Vaz Silva
341c1bbede Fix crash with DecoupledModels flag defined but no actual model 2024-03-14 18:52:04 -03:00
Major Cooke
6d99395b68 - Fixed: Fear checks were incorrect when accounting for player being present or not. 2024-03-13 15:40:24 -03:00
Major Cooke
4682b7172e Fixed typo 2024-03-13 13:12:09 -03:00
Magnus Norddahl
bdbacee28a Don't call V_Init2 twice 2024-03-12 23:38:44 +01:00
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
Boondorl
730ef1a23a Adjusted view angle interpolation
Now uses deltaangle to get the shortest interpolation path for angles.
2024-03-10 13:48:25 -03:00
nashmuhandes
74a27be3fd Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-10 03:34:37 +08:00
Magnus Norddahl
192cdcd9cb Fix null pointer crash for translucent flats with no texture 2024-03-09 13:28:50 +01:00
Boondorl
0ef042562e Fix for Morph virtual
Allows class<MorphedMonster> to be used as an argument type in place of class<Actor> within the third argument for backwards compatibility.
2024-03-08 20:10:40 +01:00
dpjudas
c7cee9e527 Fix corona texture mode bug 2024-03-06 04:21:45 +01:00
Major Cooke
05167fd4ef Missed this one. 2024-03-05 13:44:38 -05:00
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
257ddb520a Extra safety checks. 2024-03-05 13:44:38 -05:00
Major Cooke
79fb3dfd31 Implemented KEEPPATH flag. 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
Ricardo Luís Vaz Silva
ad52e2cc1e AStar 2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
3348822390 ... 2024-03-05 13:44:38 -05:00
Ricardo Luís Vaz Silva
cc51b486e0 TArray Binary Search 2024-03-05 13:44:38 -05:00
Major Cooke
b2cb4b0a6d Begin adding PathNodes. 2024-03-05 13:44:38 -05:00
Magnus Norddahl
ab537a4879 Hook up SourceRadius 2024-03-05 16:37:59 +01:00
dpjudas
5f65e2914d Adjust the comment about lightmap tile differences between zdray and the internal lightmapper 2024-03-03 02:04:42 +01:00
Magnus Norddahl
6a7c17dfd6 Fix 3d floor sides not getting lit 2024-03-01 19:30:36 +01:00
Boondorl
3033fafaa7 Improvements to death and cheat handling
Extra safety to ensure dummy Actor deaths properly emulate a real death and aren't duplicate called. Fixed a crash when using the kill command while set to unmorph on death. Super morphing is now possible while using the morphme cheat if passing the morph class directly. Added a flag to ignore player invulnerability completely when morphing.
2024-03-01 08:35:31 -05:00
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
30730647fe Fixed inconsistencies between player and monster morphing
The Tome of Power and Chaos Device will now work on non-players. The STAYMORPHED flag will now work on players.
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
b469770ecc Reworked view offsetting
View offsets are now added after the base position and angles (accounting for interpolation) are calculated. Behavior was centralized into a singular tracer that all view offsets now use to prevent clipping out of the map. Cleaned up camera rendering behavior. Angles are now properly normalized after all offsetting is accounted for. The chase cam can now update in real-time instead of forcing interpolation.
2024-03-01 07:10:26 -05:00
Rachael Alexanderson
08a093ffda
- merge pull request https://github.com/ZDoom/gzdoom/pull/1577/files 2024-03-01 05:56:15 -05:00
Magnus Norddahl
2ba2553c60 Fix sample distance 2024-03-01 11:55:15 +01:00
Magnus Norddahl
08e06b399b Default ambient occlusion, soft shadows and bounces to be off for the internal light mapper 2024-02-28 01:03:06 +01:00
Magnus Norddahl
c98930a88c Atlas tile adjustments 2024-02-28 00:59:41 +01:00
Christoph Oelckers
ef4c4ee503 fixed resource leak in OpenDecompressor 2024-02-27 07:20:40 +01:00
RaveYard
205d4b5ff3 Support negative fadestep for particles 2024-02-27 07:03:16 +01:00
Rachael Alexanderson
47be9c1e54
- fix https://github.com/ZDoom/gzdoom/issues/2415 - wait to call V_Init2() until after exec commands are processed 2024-02-26 13:55:54 -05:00
Magnus Norddahl
60cdb871d2 Add light bounce 2024-02-26 17:00:28 +01:00
Magnus Norddahl
ccc5c259ad Grab the light list from the surfaces in the shader 2024-02-26 16:15:14 +01:00
Magnus Norddahl
68f9fee55b Make the light list part of the level mesh 2024-02-26 15:57:32 +01:00
Boondorl
49cac88c12 Improvements to Network Commands/Buffers
Fixed a memory leak in DNetworkBuffer. Added native function support to FNetworkCommand and DNetworkBuffer. Exposed EndOfStream() for FNetworkCommand.
2024-02-26 06:23:25 -05:00