vkdoom_m/src/scripting
2025-09-10 07:10:13 -03:00
..
backend Fixed invalid name for state parameter 2025-07-19 11:23:52 -03:00
decorate - 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
zscript Allow property-less flagdefs for non-actors 2024-11-13 15:47:22 -03:00
thingdef.cpp remove "DECORATE" from error string 2024-12-13 16:46:48 -03:00
thingdef.h Replaced MISSILE(EVEN)MORE with a real property and added related Dehacked options from Crispy Doom. 2024-10-03 12:24:16 +02:00
thingdef_data.cpp Export DecalBase 2025-07-28 15:24:04 -03:00
thingdef_properties.cpp Sprite lean/angled roll with geometric consistency in multiplayer and mirrors. An ANGLEDROLL flag ties actor's sprite-rolling axis to physical direction instead of viewpoint. Y-Billboarding occurs about a rolled axis (unlike flatsprites which don't billboard). This makes roll consistent when viewed from all angles and in reflections. Useful for sprite-based laser beams and lean mechanics with third-person cameras and/or multiplayer mods. 2025-07-22 10:36:07 -03:00
vmiterators.cpp Added support for client-side Behaviors 2025-07-08 11:34:04 -03:00
vmthunks.cpp Fix for WorldPaused 2025-07-04 09:24:57 -03:00
vmthunks_actors.cpp Allow particle fade-out and fade-in to be defined individually for FSpawnParticleParams and A_SpawnParticleEx. Requires either SPF_FADE_IN_OUT or SPF_FADE_IN_HOLD_OUT flags to be enabled first, and startalpha to be 0 for fading in. The old fadestep parameter serves as the fade-in time, while the new fadeoutstep parameter controls the fade-out time. SPF_FADE_IN_HOLD_OUT ensures the particle will stay solid for the duration of its lifetime before starting to fade out. 2025-09-10 07:10:13 -03:00