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.
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- 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.
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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
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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
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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
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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
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```
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
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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
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* 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.
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- 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.
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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
Christoph Oelckers
bdee1f3d34
added per-sector sky UDMF properties.
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(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.
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Mainly a VMFunction script type and some associated utilities.
2023-10-09 18:45:30 +02:00
Christoph Oelckers
6055ff029d
the remaining GetChars additions.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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* 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
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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.
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* 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.
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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