ZZYZX
4b86389a5c
Clarified credits a bit
2019-12-24 15:28:31 +02:00
ZZYZX
cd9da4b4a1
Changed splash image and icons
2019-12-24 11:59:58 +02:00
ZZYZX
d995f983fc
Rebranding
2019-12-24 09:14:28 +02:00
Magnus Norddahl
11aa31452b
Remove more dictionaries from the render loop
2019-12-21 05:43:16 +01:00
Magnus Norddahl
28406cf1a7
Declare the uniform variables in C#
2019-12-21 02:14:42 +01:00
Magnus Norddahl
a21edf78da
Misc adjustments to make the cherry-picked 'C# shader resources' commit work
2019-12-21 01:47:27 +01:00
Magnus Norddahl
3de2427e7c
Removed -f suffixes for floats (not supported on AMD)
2019-12-21 01:34:51 +01:00
Magnus Norddahl
7f6ff8929d
Move the shaders to C# resources
2019-12-21 01:26:58 +01:00
ZZYZX
da57945db7
Merge branch 'master' into slimgl_merge
2019-12-20 16:41:38 +02:00
ZZYZX
e187872553
Add fps counter in visual mode
2019-12-20 16:39:01 +02:00
ZZYZX
5d3e78ad8f
Add FPS counter for visual mode
2019-12-20 16:17:32 +02:00
Magnus Norddahl
c8237b0e64
Speed up linedef processing by not relying on a hashmap
2019-12-20 05:12:39 +01:00
Magnus Norddahl
28f01517d3
Trade some memory for speed
2019-12-20 04:50:43 +01:00
Magnus Norddahl
80f815cad9
Fix the error handling: only create one call unless there's an error and only check for errors in functions that can fail
2019-12-20 03:39:06 +01:00
biwa
9c8f8916e6
Fixed a crash that would happen in the texture set editor when double-clicking on the last texture
2019-12-19 15:46:02 +01:00
Magnus Norddahl
4274ee2893
Use C++ and SSE code to do matrix math
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Avoid copying by passing matrices by reference to RenderDevice
Use fasttrig from GZDoom for faster cos/sin
Don't set matrices unless they changed. Even though the memcmp prevents it from being pushed to OpenGL it is still a waste.
2019-12-19 03:12:44 +01:00
ZZYZX
2bce3f06a4
Flip GDI bitmap in model loading before feeding it to OpenGL
2019-12-18 21:27:09 +02:00
ZZYZX
4de0d96d13
Only set uniform for world matrix if it was the only one that changed
2019-12-18 15:24:54 +02:00
Magnus Norddahl
de2e336cb1
Use OpenGL sampler objects
2019-12-18 03:24:09 +01:00
ZZYZX
bd967138f2
Return old code for grid drawing on the renderer side
2019-12-16 08:32:01 +02:00
ZZYZX
4cb6d68c45
Use PBO to stream texture data for software rendering
2019-12-16 06:54:44 +02:00
ZZYZX
5fbedaf8fc
Fixed: don't reduce alpha twice in 2D render layers
2019-12-16 04:52:42 +02:00
ZZYZX
19718cd464
Fixed: skybox generated from Doom texture was misplaced
2019-12-16 04:18:19 +02:00
ZZYZX
8ac7e40754
Returned CodeImp's software renderer for line plotting
2019-12-16 04:15:53 +02:00
ZZYZX
81c8cdeec6
Added credit to Talon1024 & dpJ
2019-12-16 00:27:29 +02:00
ZZYZX
bd6d21773e
Deleted SlimDX; returned pre-build event to copy appropriate DevIL version
2019-12-16 00:20:48 +02:00
ZZYZX
eafce14a9a
Merge remote-tracking branch 'origin/master' into slimgl_merge
2019-12-16 00:00:01 +02:00
ZZYZX
502b641967
Improved error reporting
2019-12-15 23:53:33 +02:00
ZZYZX
7f09dd2aec
Reenabled point filtering in visual mode
2019-12-15 22:47:06 +02:00
biwa
4febbdadf6
Zscript bool user variables are now treated as bool instead of int
...
Added support for int8, int16, uint, uint8, and uint16 user variables
2019-12-15 20:31:13 +01:00
ZZYZX
6f122d28c3
Fixed: alpha in the plotter was applied twice
2019-12-15 08:09:41 +02:00
ZZYZX
d1ff6bcc36
Fixed: line can be either dotted or smoothed
2019-12-15 07:20:54 +02:00
ZZYZX
ca75897bc5
Make grid dotted again
2019-12-15 03:45:21 +02:00
ZZYZX
d843a61d61
Replaced line intersection with something that does not cause infinite loops
2019-12-15 02:32:02 +02:00
ZZYZX
554ccc442f
Fixed plotting from plugins, fixed transformed grid
2019-12-15 01:58:11 +02:00
ZZYZX
24c28e921f
Fixed untransformed grid being Y-inverted
2019-12-15 01:16:04 +02:00
ZZYZX
714bb84204
Implemented alternate fix for Linux paths (2)
2019-12-14 23:52:12 +02:00
ZZYZX
f0aee1e174
Merge branch 'master' into slimgl_merge
2019-12-14 23:50:40 +02:00
ZZYZX
5295f7f590
Implemented alternate fix for Linux paths (to-do: add case-insensitive hack later)
2019-12-14 23:43:20 +02:00
ZZYZX
2c3013f74c
Make everything build with VS2015 again
2019-12-14 23:42:44 +02:00
biwa
31eaf98cbe
Using --- and +++ now also works correctly for the height offset in the edit sector properties dialog
2019-12-14 11:52:46 +01:00
biwa
c9e7551ca3
Added ZScript mixin class support
2019-12-08 01:14:21 +01:00
biwa
2699f5793b
Fixed an issue where the ZScript parser aborted with a cryptic error message when encountering a number that was too small or big. It now clamps the value to min/max for the data type and prints a warning
2019-12-03 15:23:49 +01:00
biwa
8824a2bb94
Fixed a bug where the wrong texture/flat with the same name would be displayed in the texture browser when they were loaded from a PK3 or directory
2019-11-30 17:49:21 +01:00
biwa
cbaa0c030c
Long names can now used for flats (again)
2019-11-30 17:05:00 +01:00
biwa
b94dd31fdb
- Fixed a bug where the wrong sectors and linedefs were highlighted in UDMF under certain conditions. Fixes #307 .
2019-10-31 21:16:59 +01:00
biwa
4b86f5458f
- Increased max view distance from 9000 to 64000 map units. Step size increased from 200 to 500 map units
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@ Improved performance of VisualBlockMap.GetFrustumRange so that high view distances is actually usable. This does not do anything to the rendering speed, so that's still slow
2019-10-19 16:52:02 +02:00
biwa
ba6dc546ba
- (Hopefully) addressed a problem where images failed to load when opening another map in the 64 bit version
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@ This is a workaround for #295 .
2019-10-13 13:47:29 +02:00
biwa
67a6818632
- UDMF vertex heights are now preserved in a more sensible way when joining vertices. Fixes #299 .
2019-09-20 23:14:53 +02:00
Kevin Caccamo
b5bd90c0ce
Attempt to fix grid being vertically inverted
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I don't know exactly where the root cause of the problem lies, but this solution works for me, even if it is a bit of a hack.
Fixes #1
2019-09-10 19:28:43 -04:00