Commit graph

669 commits

Author SHA1 Message Date
Ricardo Luís Vaz Silva
f88decfd70 Add bounds checking to GetMidTexturePosition, add assert to P_GetMidTexturePosition 2024-10-06 22:36:49 +08:00
nashmuhandes
58ddcd4806 Merge commit '6b5be653dc' 2024-10-06 21:29:38 +08:00
Christoph Oelckers
ccbebfcf34 fix kill count management in CopyFriendliness when used on corpses. 2024-10-04 18:33:53 +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
Rachael Alexanderson
ad4eef3b6c
- SPAC_Walking should check for SPAC_MCross not SPAC_PCross 2024-10-01 17:38:58 -04:00
jekyllgrim
70ec8ce711 Fixed MF9_ISPUFF overlapping with MF9_NOSECTORDAMAGE 2024-10-01 11:53:11 -03:00
Ricardo Luís Vaz Silva
f8b68a6927 Serialize damagesource, fix bad character in actor.zs 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
2c9b8f4eec Fixed problem in CheckForShadows().
Fixed a regression in CheckForShadows() that made it always return a +SHADOW or +SHADOWBLOCK actor even when there were none. Causing monsters to always have messy aim if +DOSHADOWBLOCK is on.
2024-10-01 11:47:33 -03:00
Boondorl
8e1b25803e Fix for NoLocalRender not snapshotting between hub levels 2024-09-30 02:21:52 -04:00
Jon Heard
4c27b55eb9 SetSkin and GetSkinCount added to PlayerInfo class 2024-09-29 18:14:52 -04:00
inkoalawetrust
9b8c79d182 Added check for hurt floors in P_IsUnderDamage(). 2024-09-29 18:12:30 -04:00
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
RaveYard
a4c98d8dd9 Add RADF_CIRCULARTHRUST and matching XF_/RTF_ flags 2024-09-29 17:56:41 -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
Rachael Alexanderson
89ce70fd0b - implement SPAC_Walking, mostly useful for teleports or for line crossings that should not happen when the player is falling or flying
- update UDMF spec entry
2024-09-29 16:06:36 -04:00
Magnus Norddahl
1e23dcee7c Some initial decal rendering 2024-09-28 22:17:17 +02:00
Rachael Alexanderson
2c25cc1d9b
- well ... this was a lil redundant 2024-09-28 15:56:42 -04:00
nashmuhandes
564798502e Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-09-26 02:53:15 +08:00
Boondorl
8c10ac6f38 Added GetDecalName() 2024-09-24 23:38:43 -04:00
nashmuhandes
1fae4b9d4a Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-09-24 15:31:08 +08:00
Ricardo Luís Vaz Silva
79dacdf1b7 Properly fix double interpolation for IQM models 2024-09-13 17:05:22 -03:00
Ricardo Luís Vaz Silva
1429e22441 rework interpolation to allow for precalculated frames 2024-09-13 17:05:22 -03:00
Ricardo Luís Vaz Silva
b1318e4b22 quick fix for interpolation, TODO better fix 2024-09-13 12:17:09 -03:00
Ricardo Luís Vaz Silva
17d7006d72 replace naive interpolation logic with more exact logic 2024-09-13 12:17:09 -03:00
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
Ricardo Luís Vaz Silva
afcd38907c add SpawnMultiCoopOnly mapinfo flag to spawn **only** coop spawns in single-player 2024-09-08 17:10:33 -03:00
nashmuhandes
b8248a7744 Fix improper export of the DepthFadeFalloff variable 2024-09-09 03:13:46 +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
Boondorl
0d43272c8f Allow for Basic and Hexen armor replacing 2024-08-17 01:14:07 -04:00
Rachael Alexanderson
f28cc14dd9
Merge commit '8043370' 2024-08-15 13:09:55 -04:00
Rachael Alexanderson
a4e3aca33c
- add messages for sector light change, thinker creation, and destruction 2024-08-11 15:58:33 -04:00
nashmuhandes
8043370ef1 Export PlayDiveOrSurfaceSounds to ZScript and made it virtual for mods to customize the diving and surfacing sounds 2024-08-11 14:34:53 -04:00
Ricardo Luís Vaz Silva
7456c7685b make hooks more specific 2024-08-11 17:50:36 +02:00
Rachael Alexanderson
1d86d7080d - beginning levelmeshupdater work 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
Rachael Alexanderson
a0802d566f
- fix: check if bombsource exists when exploding a projectile with a XF_NOALLIES flag 2024-08-07 11:12:33 -04:00
Rachael Alexanderson
847f34f2c9
- fix: check if bombsource exists when exploding a projectile with a XF_NOALLIES flag 2024-08-07 11:12:13 -04:00
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
Boondorl
3d3cd88868 Disable effects on Actors set not to render locally
These are purely visual
2024-07-31 07:00:38 -04:00
nashmuhandes
a6fc168f0b Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-07-31 00:45:38 +08:00
Boondorl
d697eafbe1 Fixed subnormal float viewpos values breaking rendering 2024-07-29 03:10:50 -04:00
Magnus Norddahl
bde15af593 Merge remote-tracking branch 'gzdoom/master' 2024-07-23 19:23:26 +02:00
Ricardo Luís Vaz Silva
7ddd4ec245 handle freeze in decoupled animations 2024-07-09 12:25:28 -03:00