Latest Raze Changes
Latest 50 commits, skipping 150
Unofficial development builds at DRD Team
12-Mar-2024 (Tuesday) at 17:30:35 EDT by nashmuhandes
Expose LandingSpeed
to ZScript. This controls the minimum Z velocity from falling down that's needed to "squat" the player's view (defaults to -8).
10-Mar-2024 (Sunday) at 12:40:50 EDT by Boondorl
Adjusted view angle interpolation
Now uses deltaangle to get the shortest interpolation path for angles.
08-Mar-2024 (Friday) at 13:54:02 EST by Boondorl
Fix for Morph virtual
Allows class
27-Feb-2024 (Tuesday) at 19:46:38 EST by Major Cooke
Missed this one.
24-Feb-2024 (Saturday) at 20:44:57 EST by Major Cooke
Clear the path instead of advancing the node when crossing portals.
- If an actor crosses back over a portal because they're blocked, it will result in false positives.
- Fixed nodes not being targeted for aim direction.
22-Feb-2024 (Thursday) at 19:20:40 EST by Major Cooke
Extra safety checks.
22-Feb-2024 (Thursday) at 16:52:23 EST by Major Cooke
Comment warning to modders.
22-Feb-2024 (Thursday) at 09:41:50 EST by Major Cooke
Implemented KEEPPATH flag.
19-Feb-2024 (Monday) at 11:43:35 EST by Major Cooke
Added ExcludeNode virtual for actors to reject certain nodes of choice.
- Changed MeleeRange to FriendlySeeBlocks so it's supported by Doom Builder.
16-Feb-2024 (Friday) at 10:22:20 EST by Major Cooke
More progress.
- AMBUSH flag on nodes makes them blind and untargetable when getting
startnode
andgoalnode
forFindPath()
. 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.
13-Feb-2024 (Tuesday) at 15:54:07 EST by Ricardo Luís Vaz Silva
AStar
13-Feb-2024 (Tuesday) at 15:47:23 EST by Ricardo Luís Vaz Silva
...
13-Feb-2024 (Tuesday) at 14:44:10 EST by Ricardo Luís Vaz Silva
TArray Binary Search
12-Feb-2024 (Monday) at 19:57:16 EST by Major Cooke
Begin adding PathNodes.
07-Feb-2024 (Wednesday) at 17:56:38 EST by Boondorl
Improvements to death and cheat handling
Extra safety to ensure dummy Actor deaths properly emulate a real death and aren't duplicate called. Fixed a crash when using the kill command while set to unmorph on death. Super morphing is now possible while using the morphme cheat if passing the morph class directly. Added a flag to ignore player invulnerability completely when morphing.
14-Jan-2024 (Sunday) at 19:41:58 EST by Boondorl
Improved ZScript interface for morphing
Added getter and setter functions for handling whether or not the player fields should be gotten/set. Added MRF_KEEPARMOR flag to prevent stripping armor on morph. Optimized unmorphed Actor by setting it to NoInteraction and removing it from the blockmap and sector lists.
01-Jan-2024 (Monday) at 11:50:01 EST by Boondorl
Further morphing clean up
Players will now use their Alternative field to check if they're morphed instead of their MorphTics. This makes the current state of morphing more reliable, otherwise setting this to 0 manually without unmorphing could have very odd results. Both monsters and players consider 0 morph time to mean infinite now (previously this only applied to monsters). Player unmorphs no longer die in the case of a failed unmorph on death. Removed inventory swapping on player pointer substitution as it's too messy to do here.
01-Jan-2024 (Monday) at 01:31:25 EST by Boondorl
Fixed inconsistencies between player and monster morphing
The Tome of Power and Chaos Device will now work on non-players. The STAYMORPHED flag will now work on players.
31-Dec-2023 (Sunday) at 21:41:03 EST by Boondorl
Reworked Morphing
Removed StaticPointerSubstitution in favor of a much safer function that only changes select pointers. As a result the ability to properly modify morphing has been opened back up to ZScript. Many missing virtual callbacks were amended and MorphedDeath has been reworked to only be called back on an actual morphed death. MorphedMonster is no longer required to morph an Actor. CheckUnmorph virtual added that gets called back on morphed Actors. Fixed numerous bugs related to morph behavior.
28-Feb-2024 (Wednesday) at 00:32:15 EST by Boondorl
Reworked view offsetting
View offsets are now added after the base position and angles (accounting for interpolation) are calculated. Behavior was centralized into a singular tracer that all view offsets now use to prevent clipping out of the map. Cleaned up camera rendering behavior. Angles are now properly normalized after all offsetting is accounted for. The chase cam can now update in real-time instead of forcing interpolation.
01-Mar-2024 (Friday) at 05:56:15 EST by Rachael Alexanderson
- merge pull request https://github.com/ZDoom/gzdoom/pull/1577/files
27-Feb-2024 (Tuesday) at 01:20:12 EST by Christoph Oelckers
fixed resource leak in OpenDecompressor
26-Feb-2024 (Monday) at 21:01:37 EST by RaveYard
Support negative fadestep for particles
26-Feb-2024 (Monday) at 13:55:54 EST by Rachael Alexanderson
- fix https://github.com/ZDoom/gzdoom/issues/2415 - wait to call V_Init2() until after exec commands are processed
21-Feb-2024 (Wednesday) at 17:06:32 EST by Boondorl
Improvements to Network Commands/Buffers
Fixed a memory leak in DNetworkBuffer. Added native function support to FNetworkCommand and DNetworkBuffer. Exposed EndOfStream() for FNetworkCommand.
19-Feb-2024 (Monday) at 13:35:01 EST by Boondorl
New API for assigning unique network ids to objects
25-Feb-2024 (Sunday) at 17:52:27 EST by Boondorl
Fixed view position forcing camera interpolation
Fixed absolute view position not working. Camera Actor is no longer visible when using view offsets.
24-Feb-2024 (Saturday) at 11:20:44 EST by Boondorl
Added real-time client camera tracking for texture cams
23-Feb-2024 (Friday) at 14:39:58 EST by Boondorl
Fixes for SCALEDNOLERP
No longer relies on last input fraction to determine offset on frame (now uses TicFrac). No longer modifies Actor angle in real-time. Fixed offsetting breaking when other viewports are being renderer.
22-Feb-2024 (Thursday) at 20:03:01 EST by Ricardo Luís Vaz Silva
Fix readonly for SpecialBounceHit virtual
19-Feb-2024 (Monday) at 06:25:05 EST by Magnus Norddahl
Fix precache unload bug in FHardwareTextureContainer::UnmarkAll
19-Feb-2024 (Monday) at 04:16:36 EST by Magnus Norddahl
Fix memory leak due to IHardwareTexture forward declaration
16-Feb-2024 (Friday) at 17:08:19 EST by Kevin Caccamo
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.
16-Feb-2024 (Friday) at 16:49:36 EST by Ricardo Luís Vaz Silva
Fix structs missing readonly
16-Feb-2024 (Friday) at 16:43:23 EST by Ricardo Luís Vaz Silva
Fix readonly native structs
09-Feb-2024 (Friday) at 12:27:00 EST by Rachael Alexanderson
Revert "Squashed commit of the following:"
This reverts commit d8ef27e0edf0fe1dfa1eb79d19e37e633ea8e5b1.
09-Feb-2024 (Friday) at 12:15:17 EST by Rachael Alexanderson
Squashed commit of the following:
commit ad25b50089b6e01b8e4291e34cfe3a008af9128d Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 12:12:46 2024 -0500
Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."
This reverts commit d2c2c93cf145b89f4b81b4087e971e89640618eb.
commit 8537f0d8db804f0076b90daa66b750e44dccf44c Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 12:12:41 2024 -0500
Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."
This reverts commit dc897eacc0eb9bbd2cbeee8893db860219620017.
commit d45f6ebf11f31d246f2de4f3bbd11f7970783125 Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 12:10:21 2024 -0500
Revert "Restored r_orthographic behavior."
This reverts commit 26908f5bc58237d1662ca26182fc502f99d3be91.
commit be0836feef9b95f12828eeed4319c726ef13780d Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 12:09:15 2024 -0500
Revert "Adding isometric camera mode with orthographic projection to current state of master branch of GZDoom."
This reverts commit 08b03e6b1947c53b35efd17581f7396e3e7ea555.
commit 688288a9199b912203022cb4db37503f6270e0c3 Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 12:09:06 2024 -0500
Revert "Changed all of the isometric functionality to mapinfo and playerinfo variables. Retained function of most of the CVars."
This reverts commit d3405837ce63cadd48963bdd9ff160d29199eb63.
commit 72b7df9fa1841d665c2846dd31a89c6f48123e55 Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 12:08:59 2024 -0500
Revert "Restored r_orthographic behavior."
This reverts commit e171f4eb6adadb747b71826be22e2b5455b1a994.
commit aa954132bf29f2f8a51bf09dae127e5ffe2c5670 Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 12:08:48 2024 -0500
Revert "Merged with latest master and made small change (zcenter -> center.Z) to hw_sprites.cpp. Now compiles and works."
This reverts commit c8a7507e8e8e55c75fa35ea00d08a13a4524c650.
commit 3ce90e87a3a9956b615995b57b90619e89bbcff4 Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 12:00:46 2024 -0500
Revert "Cleaning up implementation of isometric camera with optional orthographic projection."
This reverts commit 25f1407228be4604693df78d1a771b78df1ce601.
commit 3aafd363e40c8d1d2ebbe3c61aeb2b80a74e565a Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 11:59:25 2024 -0500
Revert "Small change to SpectatorCamera actor."
This reverts commit 2b555d7556a20396fefb51381b4bd96e4920334a.
commit a41911f8907731c098de71ca3e14261ac432ec8c Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 11:59:16 2024 -0500
Revert "SpectatorCamera can now follow the 'tracer' actor. Also added a 'lagdistance' property for lazy follow."
This reverts commit 7fbb4cd06c64baa75549b1e62ad1a3f1698ebd1e.
commit 19398edd065b7b483b8c7be42cb16026695e241a Author: Rachael Alexanderson madame-rachelle@users.noreply.github.com Date: Fri Feb 9 11:59:05 2024 -0500
Revert "Minor addition toe SpectatorCamera. Added three chase modes to lazy follow. 0: Catch up until tracer is centered again. 1: Same but don't move if tracer isn't moving (camera moving when character is not is jarring). 2: Stop chasing if tracer is closer than lagdistance. Game modes benefit from a 'center camera' button but that doesn't have to be hard-baked into the engine."
This reverts commit c3ca564cfc91c4288af57a533e91d08aa864a44c.
05-Feb-2024 (Monday) at 07:38:22 EST by Ștefan Talpalaru
undo CI change
04-Feb-2024 (Sunday) at 20:06:28 EST by Ștefan Talpalaru
GCC-13 support, when precompiled headers are off
03-Feb-2023 (Friday) at 10:23:19 EST by Hugo Locurcio
Add a cvar to swap health and armor position on alternative HUD
When enabled, this makes the layout identical to the standard HUD (similar to how most other games lay out health and armor on a HUD).
04-Feb-2024 (Sunday) at 17:06:02 EST by Christoph Oelckers
fix uniform buffer size check
03-Feb-2024 (Saturday) at 11:43:05 EST by nashmuhandes
Fix the default controller axes on Linux. The third axis is actually the Left Trigger, which causes the player to uncontrollably look upwards. Fixed by mapping said axis to nothing.
03-Feb-2024 (Saturday) at 11:32:08 EST by nashmuhandes
Add more gamepad bindings for Joystick API devices. Most beneficial for Steam Deck and Linux users
04-Feb-2024 (Sunday) at 07:54:25 EST by Christoph Oelckers
moved a few things out of the common code that should be defined privately.
04-Feb-2024 (Sunday) at 07:36:25 EST by Christoph Oelckers
limit uniform blocks to 64kb.
The GL uniform code is not capable of dealing with large blocks, so restrict it to what most drivers report as their maximum.
03-Feb-2024 (Saturday) at 11:11:29 EST by Major Cooke
Fixed psprites & viewpos being completely broken for non-isometric mode.
This line of code was altering a global cvar.
11-Jan-2024 (Thursday) at 18:00:22 EST by Christoph Oelckers
remove unnecessary #defines
02-Feb-2024 (Friday) at 06:26:46 EST by nashmuhandes
Allow the Joy2 button to cancel binding a key in the controls menu
02-Feb-2024 (Friday) at 06:14:07 EST by nashmuhandes
Expose the main menu key in the controls menu so that it can be assigned (most useful for gamepad users)
02-Feb-2024 (Friday) at 05:37:36 EST by nashmuhandes
Swap the default binding for the "Start" and "Select" buttons on gamepads. Using "Start" to access the main menu is a more commonly-accepted standard set by most released games out there - players would tend to reach for that button first to access the menu.