Commit graph

1,436 commits

Author SHA1 Message Date
Dileep V. Reddy
d3405837ce Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 12:13:42 -05:00
Rachael Alexanderson
af08413e10
- reverting pull request #2361 - apparently pull request #2364 changed some behaviour and these two do not play nice together. One or the other unfortunately has to be rolled back to allow GZDoom to build properly again.
Revert "Restored r_orthographic behavior."

This reverts commit 26908f5bc5.

Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."

This reverts commit dc897eacc0.

Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."

This reverts commit d2c2c93cf1.
2024-01-21 08:18:16 -05:00
Dileep V. Reddy
dc897eacc0 Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars. 2024-01-21 03:34:00 -05:00
Major Cooke
278ebf3202 Aded FLIPSPRITEOFFSET<X/Y> for actors and bFlipOffset<X/Y> for visual thinkers.
- Inverts the direction that (Sprite)Offset pushes the sprite without affecting *any* other offsets, allowing them to combine seemlessly.
2024-01-21 03:33:48 -05:00
inkoalawetrust
ce2a0c9295 Added LightningSound MAPINFO property.
Also added a tempSound parameter to ForceLightning(). Allowing for changing the specific sound that particular thunderbolt makes when it hits.
2024-01-05 17:35:03 +01:00
Boondorl
4b3cfc6ab7 Converted NetworkBuffer to Object
Fixed a memory leak with _buffer in DNetworkBuffer. Added more wrapper functions to ZScript for basic scenarios.
2024-01-05 16:42:13 +01:00
Boondorl
202d0d747f Added NetworkBuffer
Allows for a command to be built before sending it off. Added wrapper functions for certain data types. Changed command from a number to a Name.
2024-01-05 16:42:13 +01:00
Boondorl
9565c94cd2 Added SendNetworkCommand
Allows for a custom message to be sent over the network without the need for SendNetworkEvent. This includes all the possible valid types of byte, word, long, float, and string.
2024-01-05 16:42:13 +01:00
Rachael Alexanderson
b4d5c7d669 - add actor flag +BILLBOARDNOFACECAMERA which forces sprite aimed at camera heading instead of camera position when gl_billboard_faces_camera is true
```
class ZombieManNoFaceCamera : Zombieman replaces Zombieman
{
	default
	{
		+BILLBOARDNOFACECAMERA;
	}
}
```
2023-12-09 05:57:51 -05:00
Rachael Alexanderson
3caa6247be - add flag +BILLBOARDFACECAMERA - renders actor billboard to always face the camera
tested with this code snippet:
```
class ZombieManFaceCamera : Zombieman replaces Zombieman
{
	default
	{
		+BILLBOARDFACECAMERA;
	}
}
```
2023-12-08 10:12:58 -05:00
Ricardo Luís Vaz Silva
aed85a25a2 serialize cvars 2023-11-25 21:06:39 -05:00
Rachael Alexanderson
4b54aac288 - rename ZSprites to VisualThinkers 2023-11-22 12:11:57 -05:00
Ricardo Luís Vaz Silva
4ec76afc40 move all doom-specific loops out of common code 2023-11-20 22:11:05 -05:00
Ricardo Luís Vaz Silva
c58bd6efb5 add foreach k,v loop for maps
* make FxFunctionCall and FxMemberFunctionCall take a temporary for args, since they always move it
* fix type for cast
2023-11-20 22:11:05 -05:00
Ricardo Luís Vaz Silva
5d5e7ca042 Decoupled IQM Model Animations 2023-11-20 22:08:33 -05:00
Major Cooke
b6b1b25035 Added ZSprites.
- Effectively similar to Actors, but without the excess.
- Can be created with either the `level` function or the static `Spawn` function in ZSprite.
- STAT_SPRITE belongs to ZSprites only; ZSprites cannot be moved out of, nor can anything else be moved in to, this statnum.

Misc:

- Fixed (Sprite)Offset taking roll into account.

Crediting phantombeta, RicardoLuis0 and RaveYard for assistance.
2023-11-17 08:06:11 -05:00
Christoph Oelckers
8c5eb2c807 use FTranslationID in all places where strict type checking is needed.
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
Christoph Oelckers
bdee1f3d34 added per-sector sky UDMF properties.
(Hardware rendering only, the SW renderer is not in a state where this is easily done.)
2023-10-29 17:49:59 +01:00
Ricardo Luís Vaz Silva
c935a95cb0 Add function pointer Properties 2023-10-11 19:12:48 +02:00
Ricardo Luís Vaz Silva
e3704605d8 Implement Static Function Pointers 2023-10-11 19:12:48 +02:00
Christoph Oelckers
79f2fc6553 backend update from Raze.
Mainly a VMFunction script type and some associated utilities.
2023-10-09 18:45:30 +02:00
Christoph Oelckers
6055ff029d the remaining GetChars additions.
The offending operator const char * no longer exists.
2023-10-07 23:44:01 +02:00
Christoph Oelckers
48ba63c022 added even more explicit GetChars() calls. 2023-10-03 15:55:08 +02:00
Christoph Oelckers
1717ff47b2 add GetChars() accessors to many FString uses where const char* is wanted.
By no means complete, it's just a start to get rid of that automatic type conversion operator.
2023-10-03 14:27:39 +02:00
Ricardo Luís Vaz Silva
e61ab4cbe2 Expose OF_Transient to actors as bNoSaveGame 2023-09-14 16:28:23 +02:00
Christoph Oelckers
8a5d3c096b - return a std::string from GetFileFullPath 2023-08-22 22:18:54 +02:00
Boondorl
fe1acc7f40 Localized fix to its own field 2023-08-02 00:41:39 -04:00
Ricardo Luís Vaz Silva
793d6af5d1 add CountSectorTags/CountSectorTags/CountLineIDs/GetLineID 2023-08-02 00:41:10 -04:00
Boondorl
239a288a9a Exported reflection functionality
Localized reflection code to a single function. Fixed an error where NOSHIELDREFLECT was being checked on the wrong Actor. Fixed an oversight where MIRRORREFLECT was checking for valid target despite not needing one.
2023-08-02 00:40:01 -04:00
inkoalawetrust
150e893c67 Added ShadowAimFactor and ShadowPenaltyFactor.
These properties allow to specify how much an actors' aim is degraded when shooting at a shadow actor. And how much the shadow actor itself affects the shooters' aim, respectively.
2023-08-02 00:39:35 -04:00
inkoalawetrust
814c6f2188 Added MF9_SHADOWAIMVERT.
This flag causes the vertical aiming of monsters to also be affected when they aim at shadow actors.
2023-08-02 00:39:35 -04:00
inkoalawetrust
c729b831af Added MF9_SHADOWBLOCK.
Actors in the line of fire with this flag trigger the MF_SHADOW aiming penalty. The shooter needs to have MF9_DOSHADOWBLOCK to check for actors with this flag.
2023-08-02 00:39:35 -04:00
inkoalawetrust
162dbf0554 Added MF9_SHADOWAIM.
This flag allows actors with MF6_SEEINVISIBLE to still get an aim penalty by trying to shoot at a shadow actor.
2023-08-02 00:39:35 -04:00
inkoalawetrust
d882a41824 Added a ninth actor flag field. 2023-08-02 00:39:35 -04:00
inkoalawetrust
194f73a94b Added (XF/RADF)_CIRCULAR.
This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
2023-08-02 00:37:58 -04:00
Christoph Oelckers
81fb9a26b2 - backend update from Raze.
* add QualifiedName to VMFunction and allocate these static names from the class data memory arena instead of using FStrings.
* null pointer type checks in the VM added to avoid crash on bad codegen.
2023-07-22 09:55:49 +02:00
Christoph Oelckers
c1cb7783a6 - fixed a few more leftover Clang warnings. 2023-03-26 09:27:46 +02:00
CandiceJoy
89fb5d0a92 Fixed incorrect parameter type in A_CheckForResurrection. 2023-03-18 08:47:19 +01:00
Rachael Alexanderson
4475240da8 - rename the flags MNOTVISIBLE and VISALWAYSFAIL to MINVISIBLE and MVISBLOCKED respectively, to reflect what they really do 2023-02-15 11:51:48 -05:00
Rachael Alexanderson
45f67bdd50 - add +VISALWAYSFAIL flag 2023-02-14 23:14:35 -05:00
Rachael Alexanderson
8af2f5aaf6 - add +mnotvisible flag as per feature suggestion: https://forum.zdoom.org/viewtopic.php?t=77277 2023-02-13 13:32:44 -05:00
Boondorl
f6128f0e9e Fixed global TerrainDef array not being exported correctly 2023-01-20 22:33:12 +01:00
Boondorl
dd7cb8649f Exported LinePortals
Added helper functions for lines related to portals
2023-01-15 22:01:37 +01:00
Boondorl
3dce874621 Exported bounce functions 2023-01-12 17:44:28 +01:00
6f8901ea87 Rename ValidLock to IsLockDefined (more descriptive). 2022-12-23 22:48:01 +01:00
b85add01c7 Additional lock-related ZScript functions.
* Key.ValidLock: returns whether a lock number is valid (can be unlocked) or belongs to a "does not work" door.
* Key.GetMapColorForLock: returns the automap color for a lock number (or -1 if the lock isn't valid).
* Key.GetMapColorForKey: likewise, but for a specific key.
2022-12-23 17:47:31 +01:00
Christoph Oelckers
941c0850ba - Backend update from Raze.
Mainly optimizations for the sound system and texture manager.
2022-12-18 16:19:18 +01:00
Boondorl
0d4d5587b5 Added FOV Interpolation 2022-12-18 08:23:19 +01:00
Ricardo Luís Vaz Silva
dce456783d Add support for Vector types as properties 2022-12-08 18:12:27 +01:00
Ricardo Luís Vaz Silva
cd46f97dcc Structified A_SpawnParticle/Ex 2022-12-03 23:54:52 +01:00