Boondorl
d527829ee3
Added NOAUTOOFFSKULLFLY flag
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Disables resetting skullfly and state when velocity is zero while charging.
2025-01-30 13:33:33 -03:00
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
Boondorl
864fe1f66f
Added translation argument for A_SprayDecal
2025-01-30 13:32:18 -03:00
nashmuhandes
aae8c12cdf
Add a particle flag to allow user shaders on the sprites
2025-01-29 17:00:12 -03:00
Adam Kaminski
162ab3c4ec
Fixed ACS scripts executing a function from another library that cause a division/modulus of zero from aborting the game.
2025-01-27 21:27:39 -03:00
Boondorl
e0394ef16a
Added flags for angle handling on bounce
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Allows for keeping the current angle on bounce or modifying the pitch.
2025-01-27 21:27:03 -03:00
Ricardo Luís Vaz Silva
3d2f9e06ed
remove bone component cache to decrease memory consumption
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caching this is entirely unnecessary, as it changes every frame
2025-01-27 17:04:46 -03:00
Boondorl
3db1ee9a1e
Improvements for VisualThinkers
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Added BeginPlay virtual that's called after construction. Added getter for render style in ZScript.
2025-01-24 22:53:19 -05:00
nashmuhandes
27b6cb2f72
Allow passing sound volume to PlayBounceSound in ZScript
2025-01-23 13:54:26 -03:00
nashmuhandes
9e3db4f147
Added HasConversation
2025-01-22 13:18:45 -03:00
nashmuhandes
92dbdd3f39
Exported conversation behaviors
2025-01-22 13:18:45 -03:00
Boondorl
dad8e4719c
Don't create thing iterator if THRUACTORS is set when moving
2025-01-14 15:10:15 -05:00
nashmuhandes
f5bf1d0497
Exported thing activation function
2025-01-14 02:21:50 -05:00
Boondorl
c87dc5ccad
Updated VisualThinker render linkage
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Now uses its own self-managed linked list with its level tracking the head pointer. Allows for VisualThinkers to be moved to any desired stat instead of being stuck in STAT_VISUALTHINKER.
2025-01-13 19:26:05 -05:00
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
Ricardo Luís Vaz Silva
d61ec1722a
Fix damage being skipped for spectral puffs
2024-12-16 17:12:25 -03:00
Boondorl
c6eba62f73
Fixed A_SprayDecal not working on 3D floors
2024-12-02 02:30:22 -03:00
Ricardo Luís Vaz Silva
8311e77a26
misc decoupled animation fixes
2024-11-29 13:54:35 -03:00
Boondorl
72ed0c4377
Various bouncing fixes
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Fixed bounce flag checks being inversed on 3D floors. Decoupled wall bouncing flag from floor/ceiling flags since they relied on it in the case of hitting steep ramps. Fixed wall bounces that actually bounce off planes not returning the correct value.
2024-11-27 22:37:01 -05:00
Boondorl
0010f22faa
Fixed successful bounces on Actor tops not damaging them
2024-11-27 22:36:48 -05:00
Boondorl
882017f4be
Added ripper damage logic to DoMissileDamage
2024-11-27 22:36:48 -05:00
Boondorl
15fcf60489
Fixed angleOffsetTargets not being initialized
2024-11-27 22:36:38 -05:00
Boondorl
4726cc9ec5
Fixes for serializing and initializing
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Fixed missing DViewPosition serializing. Fixed missing initializers in player_t.
2024-11-27 22:36:38 -05:00
Cacodemon345
26cff374de
Add WorldRailgunFired
2024-11-26 18:48:17 -05:00
Cacodemon345
db6294c48a
Add WorldRailgunPreFired for railgun attacks
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Add AttackLineFlags for WorldHitscanPreFired
Indentation fixes in event.zs
2024-11-26 18:48:17 -05:00
Boondorl
1d35ff8bc7
Fixed incorrect autooff behavior on ceiling bounce ( #2837 )
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* Fixed incorrect autooff behavior on ceiling bounce
* Fixed incorrect Actor bouncing behavior
2024-11-26 05:59:20 -05:00
Boondorl
f911088074
Bandaid fix for 3D floor collision detection in traces
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Correctly evaluate if a 3D floor starts above the ceiling/below the ground when testing against them, that way they won't be ignored on line hit. This fixes a lot of edge cases with ramps in particular.
2024-11-26 03:43:52 -05:00
Boondorl
5240c52b07
Fixed bouncing on 3D floors ( #2835 )
2024-11-26 03:43:09 -05:00
Christoph Oelckers
d1abc3eb8c
renamed things in file system to reduce Doom specific terminology.
2024-11-24 18:05:11 +01:00
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
Christoph Oelckers
ba2800d698
renamed GetFileFullName to GetFileName
2024-11-24 17:59:15 +01:00
Boondorl
941f9502e9
Improved "respawn where died" functionality ( #2831 )
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Now uses a "last safe position" system instead. This:
-Prevents players from slipping into places they shouldn't via their dead body and then respawning there
-No longer sends players back to spawn if they fall into kill pits
-Adds a safety feature where the kill command always resets back to spawn should a player ever get stuck somewhere
2024-11-24 09:44:47 -05:00
Christoph Oelckers
f2b52f620b
move game-specific CVAR out of low level system code.
2024-11-23 20:39:22 +01:00
Boondorl
878c5f0857
Fixed missing checks in P_TestMobjZ ( #2827 )
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Adds in missing missile checks and fixes ordering to match P_CheckPosition to give more consistency.
2024-11-22 06:23:53 -05:00
Boondorl
1825c8ba77
Fixed poison not clearing on revive
2024-11-21 12:32:47 -03:00
jekyllgrim
99c058d168
Added WorldHitscanFired and WorldHitscanPreFired ( #2432 )
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* Added WorldHitscan events
* DVector3 → const DVector3&
2024-11-20 10:26:00 -05:00
Boondorl
268dad18f7
Discs no longer blast players with collision disabled
2024-11-15 23:58:28 -03:00
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
a1a4a97dcd
Added RNG snapshotting for predicting
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Allows RNG seeds to be played back in a predictive way paving the road for predictive behaviors that rely on RNG.
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
Rachael Alexanderson
ccd38afbcb
- revert adding in the sprite/frame support for visual thinkers
2024-11-13 16:16:36 -05:00
Ricardo Luís Vaz Silva
a0c1f5b1b7
fix compilation
2024-11-13 17:02:50 -03:00
Rachael Alexanderson
ad40299da4
- add sprite/frame support for VisualThinkers
2024-11-13 14:39:40 -05:00
Ricardo Luís Vaz Silva
6a067a7630
export UpdateSpriteInfo
2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
925b62b8c5
serialize animData, update subsector on deserialize
2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
d94a596bc2
move crucial functions out of Tick, so that light custom tick overrides can be done without calling super.Tick for non-moving visualthinkers
2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
9466c2d138
remove unecessary allocations
2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
174344ddf1
move visual thinker definition into its own header
2024-11-13 15:47:22 -03:00
Ricardo Luís Vaz Silva
3622e2bb2a
Compress visualthinker bools into a flags field
2024-11-13 15:47:22 -03:00
Rachael Alexanderson
bb5c8d8124
- don't fudge light position out of the floor for +NOINTERACTION actors
2024-11-12 06:25:30 -05:00