Rachael Alexanderson
b85b7c18da
Merge branch '4.14' of c:/projects/gzdoom into gzd4-14-merge
2024-12-18 10:23:00 -05:00
Ricardo Luís Vaz Silva
b5b3fe1b5e
remove "DECORATE" from error string
...
* print warning count as well
* allow treating warnings as errors
2024-12-16 04:36:48 -05:00
Boondorl
488d4f0c71
Fixed bouncing on 3D floors ( #2835 )
2024-12-10 01:27:55 -05:00
nashmuhandes
2e09abc4e8
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental
2024-11-16 13:16:21 +08:00
Boondorl
3ea5be1ea7
Reworked FRandom constructors
...
Removes ambiguity while keeping old constructor syntax in check for better overall portability.
2024-11-15 23:56:23 -03:00
Boondorl
597b06ae52
Added CRandom functions
...
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
nashmuhandes
1770bbc0d0
Merge branch 'master' of https://github.com/ZDoom/gzdoom into gzd-master-experimental
2024-11-15 00:42:38 +08:00
Ricardo Luís Vaz Silva
3a83762c51
Allow property-less flagdefs for non-actors
2024-11-13 15:47:22 -03:00
nashmuhandes
5464090800
Merge branch 'post-4.13' of https://github.com/madame-rachelle/gzdoom into gzd-master-experimental
2024-11-05 21:51:43 +08:00
Christoph Oelckers
a899571d8c
got rid of strlwr.
...
The 3 remaining uses were completely redundant.
2024-11-02 09:07:07 +01:00
nashmuhandes
2c45d9aa99
Merge remote-tracking branch 'remotes/ZDoom/gzdoom/4.13'
2024-11-01 21:17:09 +08:00
Major Cooke
0c29e3a778
Fixed STRETCHPIXELS flag not being exposed.
Continuous Integration / Linux Clang 12 | AppImage (push) Has been cancelled
Continuous Integration / macOS | Debug (push) Has been cancelled
Continuous Integration / Linux Clang 11 | Debug (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Debug (push) Has been cancelled
Continuous Integration / Linux GCC 12 | MinSizeRel (push) Has been cancelled
Continuous Integration / Linux GCC 9 | RelWithDebInfo (push) Has been cancelled
Continuous Integration / macOS | Release (push) Has been cancelled
Continuous Integration / Linux Clang 15 | Release (push) Has been cancelled
Continuous Integration / Visual Studio 2019 | Release (push) Has been cancelled
Continuous Integration / Visual Studio 2022 | Release (push) Has been cancelled
2024-10-31 07:57:41 -04:00
Major Cooke
9ca5bef4ea
Fixed STRETCHPIXELS flag not being exposed.
2024-10-30 18:54:23 -03:00
Ricardo Luís Vaz Silva
b84d28e9a7
Allow using Self as the class name in the default block to refer to the current class
2024-10-28 12:07:49 -04:00
Ricardo Luís Vaz Silva
7b95977e2a
Allow using Self as the class name in the default block to refer to the current class
2024-10-26 22:59:33 -03:00
Kaelan
8b73332366
Proper static function use
2024-10-26 00:21:16 -03:00
Kaelan
d9fa7c3894
Re-move bounds checks out of core engine per request
2024-10-26 00:21:16 -03:00
Kaelan
275635adc5
add set/get plane reflectivity
2024-10-26 00:21:16 -03:00
Professor Hastig
40546420b0
fixed UMAPINFO's label field to allow 'clear' as argument.
2024-10-21 12:22:20 -03:00
Rachael Alexanderson
7980d351b7
Merge branch '4.13' of ../gzdoom into gz4.13.1-merge
2024-10-20 10:25:15 -04:00
inkoalawetrust
34dc204517
Re-added sector damage for non-players. ( #2773 )
...
* Re-add non-player sector damage.
Reimplements SECMF_HURTMONSTERS and SECMF_HARMINAIR.
* Fixed 3D floor handling for sector damage.
Fixes sector damage to either monsters or players not working on (non-)solid 3D floors.
2024-10-20 07:51:36 -04:00
nashmuhandes
a45bf49616
Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
2024-10-19 18:36:34 -04:00
nashmuhandes
12c6d1361a
Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later.
2024-10-19 18:35:54 -04:00
Rachael Alexanderson
5fb83d4762
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
...
This reverts commit 391f496512 .
2024-10-19 10:25:19 -04:00
Rachael Alexanderson
4ba53e34e4
Revert "Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE."
...
This reverts commit 391f496512 .
2024-10-19 10:25:03 -04:00
Rachael Alexanderson
3b07747af4
Revert "- simplify and deconstruct logic for applying sector damage - also fixes voodoo doll sector damage in TNT MAP30"
...
This reverts commit 3e33e31d19 .
Revert "Added MF9_FORCESECTORDAMAGE."
This reverts commit 61bd3a739a .
2024-10-19 10:17:52 -04:00
Rachael Alexanderson
dd740b59e0
Revert "- simplify and deconstruct logic for applying sector damage - also fixes voodoo doll sector damage in TNT MAP30"
...
This reverts commit 3e33e31d19 .
Revert "Added MF9_FORCESECTORDAMAGE."
This reverts commit 61bd3a739a .
2024-10-19 10:17:22 -04:00
nashmuhandes
55940ba21d
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-10-10 22:04:23 +08:00
inkoalawetrust
61bd3a739a
Added MF9_FORCESECTORDAMAGE.
...
This flag forces non-player actors to take damage from hurt floors even if SECMF_HURTMONSTERS isn't true.
2024-10-09 13:51:48 -03:00
nashmuhandes
58ddcd4806
Merge commit ' 6b5be653dc'
2024-10-06 21:29:38 +08:00
Christoph Oelckers
3798fd815f
the MISSILE(EVEN)MORE flags still need to be accessible by ZScript for backwards compatibility.
...
Since these do not exist anymore an internal interface to Handle/CheckDeprecatedFlags was added.
2024-10-03 12:32:09 +02:00
Christoph Oelckers
8354c4a5c3
Replaced MISSILE(EVEN)MORE with a real property and added related Dehacked options from Crispy Doom.
...
This also adds proper deprecation messages to the deprecated flags which were missing due to a bad definition macro.
2024-10-03 12:24:16 +02:00
Professor Hastig
2decf10863
add missing 'author' and 'label' UMAPINFO fields.
2024-10-01 12:23:27 -04:00
jekyllgrim
1392db2f5b
Made DamageSource and bIsPuff readonly
2024-10-01 11:53:11 -03:00
jekyllgrim
83165dccbf
Add damagesource
2024-10-01 11:53:11 -03:00
jekyllgrim
f13bc09840
Add bIsPuff flag
2024-10-01 11:53:11 -03:00
inkoalawetrust
391f496512
Added SECMF_HURTMONSTERS, SECMF_HARMINAIR and NOSECTORDAMAGE.
...
- Added SECMF_HURTMONSTERS, which allows monsters in the flagged sector to be hurt with the same behavior as players (i.e damage leaking).
- Added SECMF_HARMINAIR, which allows players (And monsters with SECMF_HURTMONSTERS) to be hurt when they're inside the sector in general, instead of only when they're walking on it. Replicates the behavior of the DAMAGE_IN_AIR flag that SectorDamage() uses.
- Added NOSECTORDAMAGE, which makes actors with the flag immune to any harmful floors.
2024-09-29 18:12:30 -04:00
jekyllgrim
994078feae
Added FloatBobFactor
...
This adds a new actor property: `FloatBobFactor` (default 1.0). This will be a multiplier for level.time in `AActor::GetBobOffset`, which finally allows to control not only the range of float bobbing (which is FloatBobStrength) but also the frequency of bobbing.
2024-09-29 16:08:02 -04:00
nashmuhandes
fa0a88f85e
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-09-11 00:11:39 +08:00
nashmuhandes
58fecd4b92
Move depth fade definition to GLDEFS
2024-09-09 18:57:07 +08:00
nashmuhandes
27058efe85
Rename "depth fade falloff" to "depth fade threshold" as it makes more sense
2024-09-09 17:06:04 +08:00
nashmuhandes
8f9cc1bc65
Prepare to add Actor depth fade
2024-09-09 02:38:22 +08:00
Rachael Alexanderson
5895f9b1b1
- implement +SQUAREPIXELS flag
2024-09-07 23:09:36 -04:00
Ricardo Luís Vaz Silva
8f79753dc0
make sure all texZ functions update the levelmesh
2024-08-11 17:50:36 +02:00
dileepvr
95b264bdb6
Isometric Mode and Robin ( #2618 )
...
* Feature-complete isometric mode fork.
* Dithered transparency condition tweaks.
* Dithered transparency for non-corpse monsters only (and missiles).
* SpectatorCamera vertical shift.
* Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.
* retrigger checks
* Have correct sprite angle-frame face the camera with orthographic projection enabled.
* Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code.
* Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps.
* Non-linux checks don't like uint. Changed to unsigned int.
* Small change of a float to camera.zs. Ignore for testing. Should make no difference.
* Update actor.h to remain mergeable
RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
2024-08-11 10:04:40 -04:00
Dileep V. Reddy
8a5e7449c1
Consolidated isometric mode commits.
2024-08-11 15:55:21 +02:00
nashmuhandes
a5b08f0fb1
Merge branch 'master' of https://github.com/ZDoom/gzdoom
2024-08-04 07:21:43 +08:00
nashmuhandes
593e1c0225
Add SPF_NOMIPMAP to force actor sprites or particles to have no mipmaps. This makes tiny sprites/particles look more crisp and legible in the distance. Mipmapping causes the sprites/particles to have an inconsistent look where they'd sometimes be clearly visible and sometimes less visible depending on camera distance and movement.
2024-08-03 18:45:48 -03:00
Magnus Norddahl
330ec45d84
Merge tag 'g4.12.2'
2024-06-23 22:27:45 +02:00
Christoph Oelckers
347cb724e3
fixed: AActor's members must all be native.
...
The morph code added 4 scripted ones, but AActor's size must be known at compile time.
2024-04-27 12:30:55 +02:00