Commit graph

3328 commits

Author SHA1 Message Date
Magnus Norddahl
10702928ae Only call seterror if the context creation fails 2020-01-02 20:21:38 +01:00
Magnus Norddahl
6450bdcc67 Improve error message if OpenGL context creation fails 2020-01-02 19:45:45 +01:00
ZZYZX
0ba5870dfc Merge branch 'shadercompiler' 2020-01-02 20:22:49 +02:00
Magnus Norddahl
d71da60c40 Lower depth bits requirement 2020-01-02 19:07:31 +01:00
Magnus Norddahl
82db74b17a Fix profile not being used 2020-01-02 18:55:53 +01:00
Magnus Norddahl
d49a6e228b Work a little harder to find an usable OpenGL version 2020-01-02 18:53:37 +01:00
ZZYZX
0fbebbe759 Allow functions block in a shader, error out on duplicate functions 2020-01-02 02:56:27 +02:00
biwa
e4e05542ec Fixed a problem where negative Y scales of sidedefs would result in a wrong offset when auto-aligning 2020-01-02 01:32:55 +01:00
ZZYZX
e015cc6fb1 Fixed token position for named tokens 2020-01-02 01:51:54 +02:00
ZZYZX
6374b498ab Added GLSL shader preprocessor 2020-01-01 22:41:04 +02:00
Magnus Norddahl
73364a130e Remove UTF-8 BOM if found 2020-01-01 09:21:41 +01:00
ZZYZX
7b5506363e Fixed F10 key focusing the menu on key release 2019-12-31 15:32:57 +02:00
ZZYZX
c00e2a8074 Fixed F10 key focusing the menu instead of opening the script editor as intended 2019-12-31 14:57:29 +02:00
ZZYZX
e092235262 Removed the remains of resource editing 2019-12-31 14:16:13 +02:00
ZZYZX
961b5fdb33 Actually fixed PK3 synchronization 2019-12-31 13:46:30 +02:00
ZZYZX
fa053bc097 Prevent closing the PK3 stream before read operation has completed 2019-12-31 13:35:43 +02:00
ZZYZX
e61937c7b7 Removed the capability to open any file from the script editor 2019-12-31 13:18:39 +02:00
biwa
d7e259bc7e Compute the length of the line in Plotter.DrawLine3DFloor with a method that actually works on big numbers 2019-12-31 10:57:29 +01:00
Magnus Norddahl
a18e165d99 Fix geometry constantly being rebuilt in some situations 2019-12-31 03:44:36 +01:00
biwa
1e90500a3f Call RedrawSurface in OnRedrawDisplay of NodesViewerMode, SoundPropagationMode and SoundEnvironmentMode so that the map gets updated properly and not being stretched/squished when the windows is resized 2019-12-30 11:28:08 +01:00
Magnus Norddahl
f6dd787f0d Present maps slightly faster to the user 2019-12-30 06:41:52 +01:00
Magnus Norddahl
c95e5af46d Reduce memory usage during preview image loading 2019-12-30 06:22:32 +01:00
Magnus Norddahl
65fdafafd8 Fix TransformPatch using bitmap from the main thread 2019-12-29 23:24:08 +01:00
Magnus Norddahl
03e50615f6 Remove explicit image unloading and fix previews 2019-12-29 22:59:57 +01:00
Magnus Norddahl
f97f2d36b1 Remove preview manager and remove CreateTexture 2019-12-29 20:48:11 +01:00
biwa
a024ac9f47 Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder 2019-12-29 19:05:26 +01:00
biwa
c46e548a73 - Fixed vertical grid lines being 1 pixel off in their horizontal position
- Fixed a bug where lines with 3D floor indicators were 1 pixel off in their horizontal position
2019-12-29 19:04:33 +01:00
ZZYZX
5dc2ab7b28 Supposedly fixed sprites not loading if reloaded resources from visual mode 2019-12-29 19:59:52 +02:00
Magnus Norddahl
ca3fa76e32 Rename the sampler filters so that they use the same naming convention as modern graphics APIs 2019-12-29 18:54:22 +01:00
ZZYZX
12fd006c61 Removed dynamic resource reloading for resource writing 2019-12-29 16:38:53 +02:00
ZZYZX
8990cc57b0 Fixed code folding in script editor 2019-12-29 15:58:53 +02:00
ZZYZX
87f74cb9c3 Trashed embedded resource editing UI 2019-12-29 15:27:29 +02:00
ZZYZX
58d2d67e77 Do not try to continuously reload failed textures 2019-12-29 14:25:53 +02:00
biwa
30819b3b0c Merge branch 'master' of https://github.com/jewalky/UltimateDoomBuilder 2019-12-29 13:01:25 +01:00
biwa
1786ab525e Changed checkdistance in ThingTypeInfo from int to double so that doesn't overflow 2019-12-29 13:00:10 +01:00
ZZYZX
62cddff505 Use nearest filtering if nearest is specified 2019-12-29 13:02:03 +02:00
biwa
8f9d840aeb Use map boundaries defined in the game's config instead of static values in VisualBlockMap 2019-12-29 11:03:42 +01:00
Magnus Norddahl
5082d7c308 Alter the nearest filter to not have noise in it 2019-12-29 06:52:39 +01:00
Magnus Norddahl
d46c72b04a Refactor the ImageData load code so that the UI thread requires no locks 2019-12-29 03:54:12 +01:00
ZZYZX
f41c5bdd6f Used slightly better approach for executing stuff in the main thread 2019-12-28 22:01:57 +02:00
ZZYZX
bd811aac7d Fixed deadlock caused by errors displayed by texture loading 2019-12-28 21:37:05 +02:00
ZZYZX
78fe6c306e Fixed UI thread becoming unresponsible in case of missing textures 2019-12-28 20:12:22 +02:00
ZZYZX
866facf80b Fixed: not all cases of static FontFamily were addressed 2019-12-28 10:22:32 +02:00
Magnus Norddahl
3cae8740ef Prevent Image.FromStream from closing the stream if the image isn't recognized 2019-12-28 05:34:38 +01:00
biwa
0ebba7bdb9 Fixed a bug where flats on a 3D floor could not be auto-aligned (auto-aligning the flats of the tagged sector instead). Fixes #338. 2019-12-27 18:49:12 +01:00
biwa
9b256efdbb Fixed an issue where selected objects were unnecessarily cleared in visual mode, resulting in slowdowns. Partly addresses #337. 2019-12-27 17:00:13 +01:00
ZZYZX
197f96a059 Unfix MaxED's TGA fix 2019-12-27 12:43:06 +02:00
Magnus Norddahl
af3d74d186 Fix DevIL crash by protecting it with a mutex lock
Use the .net framework image loaders if they work. They do for the sane formats (PNG and JPEG) and they are faster, too.
Enable usage of multiple threads for resource loading now that it no longer crashes
2019-12-27 07:45:44 +01:00
Magnus Norddahl
11b5cb4e8f Fix crash if entering 3D mode early
Remove thread priority settings (this is not the right way to do it)
Stop brain dead busy looping and use Monitor.Wait + Monitor.Pulse
Only call Control.Invoke if its a worker thread calling RunOnUIThread
Add the code for running multiple background threads (unfortunately blocked by DevIL apparently not being thread safe, gg!)
2019-12-27 07:21:43 +01:00
Magnus Norddahl
7e0ea54254 Don't use SendMessage when the built-in Invoke function does the same 2019-12-27 04:37:10 +01:00