by Major Cooke » Tue Nov 19, 2019 2:36 pm

***NOTICE***

anything

any given time

Spoiler: New Features Guide Here is a detailed guide on how each new feature works.

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ViewPos

Adds Vector3 ViewPos to actors. Changing this will offset the view of the camera if viewed from this actor. This takes into account pitch and roll by default when offsetting, and is by default done via the actor's primary angles, NOT view angles. Those are applied last.



X: +Forward | -Back

Y: +Left | -Right

X: +Up | -Down



ViewPos can be manipulated by the following flags:

VIEWPOSNOANGLES: Does not take yaw/pitch/roll into account for offsetting and simply adds onto the position, leaving the rotating to the modder.

ABSVIEWPOS: Overrides the above flag. ViewPos becomes absolute position for the camera.

Some notes:

You cannot see your body as you are technically still in first person view. This is intentional. The idea behind this is to keep it that way so players can offset without relying on work-arounds to make it perform as expected.

The idea behind this is to keep it that way so players can offset without relying on work-arounds to make it perform as expected. ViewPos is not taken into account in chase mode.

Do not perform portal handling for anything other than ABSVIEWPOS flag. Portal handling is already done for everything else. -----

A_RadiusThrust Species Parameter

Adds a new parameter to filter by species if defined.

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SpecialMissileHit Zero Damage Fix

SpecialMissileHit now calls even when damage is 0.

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RandomSpawner Expansion

If given the BOSS(DEATH) flags, RandomSpawners will remain as if the spawned had those flags.

Now records the selected name from ChooseSpawn to Chosen variable, and the newly created actor to Spawned.

Original actor and Chosen name can be retrieved with GetSpawn().

Both are protected to help identify difference between the main spawned and the tracer in the event the latter is changed.

BOSS flag will transfer to future RandomSpawners, but BOSSDEATH won't. -----

WorldThingGround

Event hook. Called when something is crushed into gibs.

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Return Type Covariance

See PR for details.

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Service Interface

See PR for details.

----- Here is a detailed guide on how each new feature works.-----Adds Vector3 ViewPos to actors. Changing this will offset the view of the camera if viewed from this actor. This takes into account pitch and roll by default when offsetting, and is by default done via the actor's primary angles, NOT view angles. Those are applied last.X: +Forward | -BackY: +Left | -RightX: +Up | -DownViewPos can be manipulated by the following flags:Some notes:-----Adds a new parameter to filter by species if defined.-----SpecialMissileHit now calls even when damage is 0.----------Event hook. Called when something is crushed into gibs.---------------

As some of you may have noticed on Discord, QZDoom devbuilds have begun to roll out recently.These contain a selected 'batch' of features that have been merged into QZDoom for testing, and they certainly could use it. The sooner they're tested, the sooner bugs can be culled and the feature can be certified as ready for GZDoom itself.Since they're in batches, not all of them have been pulled in yet to ensure QZDoom can keep up with changes made by GZDoom. This post will continuously be updated with information pertaining to what features are in and how they work.-----Please bear in mind, QZDoom is an experimental testing ground. Therefor, changes tocan happen atwith each new DRD build being released. This is much more volatile and can certainly break the new features.I will post updates when something changes and detail all you need to know.-----Here is what's in so far:If you find any issues or bugs, please make sure to include [QZDoom] in the title of the bug report for clarity.