Commit graph

179 commits

Author SHA1 Message Date
Magnus Norddahl
3fdd22ef91 Merge remote-tracking branch 'gzdoom/master' into big_beautiful_merge 2025-08-06 21:06:53 +02:00
nashmuhandes
47f6f4cb1c Allow the blood splat decal distance to be customizable in MAPINFO's GameInfo block 2025-07-22 10:37:22 -03:00
Magnus Norddahl
ed0db43eaa Add PBR lightprobe thing and always bake probes if encountered 2025-07-10 03:10:15 +02:00
Owlet7
fc7e4c768e Use correct ID24 actors ednums 2025-05-06 11:49:33 -03:00
Owlet7
54a100d975 Add support for ID24 monsters and decorations 2025-05-06 11:49:33 -03:00
nashmuhandes
799011d327 Merge branch '4.14.1' of https://github.com/ZDoom/gzdoom 2025-03-13 03:00:11 +08:00
Ricardo Luís Vaz Silva
987a07bcdf add fuel/calamity blade/incinerator from id24 2025-01-30 13:34:25 -03:00
Adam Kaminski
aa190dffc9 Fixed the registered or shareware versions of Doom not using the correct chat sound. 2025-01-08 17:19:06 -05:00
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
Major Cooke
1620d405c6 Added OrthographicCamera actor. Arguments are:
- 0: Offset. This pushes the camera further away, going behind the camera. Default is 1.0 (converted to negative - the value cannot go lower than that).
2024-11-04 16:23:34 -03:00
nashmuhandes
4d4a5ec440 - Make the default dimcolor match VKDoom's titular orange tone
- Change Doom's gold-ish dim color to a more darker red (that gold-ish color is a leftover from ancient ZDoom days... time to move on away from it)
2024-07-04 17:21:11 +08:00
nashmuhandes
a72057945b Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-16 04:37:28 +08:00
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
nashmuhandes
74a27be3fd Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-03-10 03:34:37 +08:00
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
Major Cooke
b2cb4b0a6d Begin adding PathNodes. 2024-03-05 13:44:38 -05:00
Kevin Caccamo
6de9d83b81 Allow GZDoom to use custom Doom 1 E4 soundtracks
Attempt to fix #2403 by assigning E4 music to Doom 1 E4 maps, and adding a SNDINFO lump with $musicalias commands, which will use the existing songs if a custom E4 soundtrack isn't available for Doom 1.
2024-02-17 07:24:33 +01:00
nashmuhandes
17aac06007 - Use the Fogball's 4th arg for the radius
- Add Fogball DoomEdNum
2023-12-11 11:37:24 +01:00
nashmuhandes
4817ea2d8c Rename "static lights" to "lightmap lights" -- they're technically not limited to being completely static anymore... 2023-09-24 20:34:35 +08:00
nashmuhandes
c27beb0be8 Delete the light probe DoomEdNum 2023-09-16 20:10:49 +02:00
nashmuhandes
aec39ef90b - Add static variants of pulsing and flickering lights
- Clean up and reorganize dynlights.zs
2023-09-16 15:12:34 +02:00
nashmuhandes
ce61cb0ac7 Delete the light probe DoomEdNum 2023-09-16 14:24:08 +08:00
Magnus Norddahl
815720f4db Switch actors from using light probes to performing trace visibility tests 2022-08-18 04:11:04 +02:00
Christoph Oelckers
7b59293995 - properly deal with 'gototitle'. 2022-04-26 20:50:36 +02:00
nashmuhandes
9b853dd275 - Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes
5c20a5918e Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2 2021-10-20 21:59:37 +08:00
58e66f4805 ReadThisMenu / MenuDelegate overriding. 2021-10-19 11:43:27 +02:00
nashmuhandes
82a3036429 Set the ZDRay-specific things to not spawn in the MAPINFO 2021-10-05 18:17:28 +08:00
nashmuhandes
52004f36b4 Add sunlight actor for ZDRay 2021-10-05 18:09:00 +08:00
nashmuhandes
70b72a2157 - Recognize the new lightmap UDMF keywords
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes
d2b8f1aaff Add light probe actor 2021-09-25 12:00:25 +08:00
Christoph Oelckers
e2e8ec8b3e - MBF21: implemented thing flags. 2021-06-29 21:08:58 +02:00
Rachael Alexanderson
e8f007c6ce - fix missing border flat on heretic shareware 2021-06-11 09:17:49 -04:00
Christoph Oelckers
8bb36bd479 - do not use M_EPI1 and M_EPI2 in any Doom 2 context.
Their content is inconsistent across versions, so better always use the text version of the names.
2021-05-19 18:38:36 +02:00
Christoph Oelckers
6071cf66cc - added proper string labels for Doom 2 episodes. 2021-05-17 13:02:01 +02:00
drfrag
4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Kevin Caccamo
d813425a8d Fix MAPINFO definitions for "enableskyboxao"
enableskyboxao is a map flag, so it goes in the "gamedefaults", "defaultmap", or "map" section. I decided to put it in the gamedefaults section for each game.
2020-12-31 08:18:49 +01:00
Rachael Alexanderson
df4f41f4e8 - Modified commit from @OrdinaryMagician #1261
- Always allow skyboxes by default
- Add option to disable skyboxes through mapinfo
Squashed commit of the following:

commit d4c4d9310d0157ce575f52989b5b080398cf7629
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Wed Dec 30 09:58:39 2020 +0100

    Disable AO for skybox portals (can be forced back with MAPINFO flag).
2020-12-30 11:08:43 -05:00
Rachael Alexanderson
a2b8ad79ed - implement slider background color change - https://forum.zdoom.org/viewtopic.php?f=15&t=70616 2020-11-17 11:29:39 -05:00
Christoph Oelckers
25485e05bc - changed border flat for Chex Quest, because at least CQ3 does not have FLOOR7_1. 2020-10-25 14:44:14 +01:00
Christoph Oelckers
79944ca76a - made status bar offset fixing unconditional.
I think it is inevitable that such status bars will appear in mods sooner or later and with the old code it is virtually impossible to create a wide status bar that displays properly but gets subjected to this code.
2020-10-24 16:59:57 +02:00
Rachael Alexanderson
0204051381 - add support for the (as of now) newest version of the Unity re-releases 2020-09-03 23:40:00 -04:00
Farkas Péter
4de8851e06
Rename MAP31 and MAP32 back in Doom 2: Unity Edition (#1127) 2020-06-24 10:58:19 -04:00
Rachael Alexanderson
e8c69d2757 - add support for xbox 360 versions of Doom/Doom2 2020-01-23 18:23:25 +01:00
Rachael Alexanderson
09016b7c05 - fixed: oops, show NRFTL on the episode selection menu for Doom2:Unity, if nerve.wad is loaded 2020-01-18 17:55:43 -05:00
Christoph Oelckers
9bbd09b78f - precache a few sounds being referenced in common game code.
- define misc/secret for Hexen, too. By now there are some mods defining secrets for the game so this sound should be present there.
2020-01-18 09:28:39 +01:00
Rachael Alexanderson
6df9e39152 - add support for new Bethesda.Net Unity Edition wads
- they can be extracted with this utility: https://github.com/kevansevans/Unity-Doom-Ripper
2020-01-10 16:36:01 -05:00
Christoph Oelckers
3e99216967 - added option to print a map author's name on the summary screen
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.
2019-08-02 09:11:40 +02:00
Christoph Oelckers
56cb7cbaea - did a bit of cleanup on the MAPINFO organization
What could be done has been moved into the filter directory of game_support.pk3

Unfortunately most of the rest is needed as presets even for custom games so it cannot be fully cleaned up, because the dependencies here and the filter structure do not align 100%.
2019-07-17 01:05:58 +02:00
Christoph Oelckers
2fd170b06e - allow setting the font used for the status screen's content text.
This was needed to give Hacx's screen the proper colors.
2019-07-14 09:08:19 +02:00