Commit graph

15344 commits

Author SHA1 Message Date
drfrag666
f19e9f24d2 - Fixed: in2D was not always reset in OpenGLSWFrameBuffer::Update(), caused (!in2D) assertion failure. 2018-07-22 18:21:45 +02:00
Christoph Oelckers
6f322940fe - don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds.
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
#	src/v_video.cpp
2018-07-22 12:49:47 +02:00
Rachael Alexanderson
75a8c4da3e - the error checking on the previous commit should've been done slightly differently 2018-07-22 12:46:57 +02:00
Rachael Alexanderson
9b26fba11b - implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-22 12:46:57 +02:00
Christoph Oelckers
2ac665f950 - fixed: Inventory items that have been modified with Dehacked to be monsters should not be killed by P_Massacre when being owned. 2018-07-20 12:42:10 +02:00
Christoph Oelckers
08a1cc0e7e - allow temporary strings to be used as self pointer for String's member functions.
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
2018-07-20 12:42:08 +02:00
drfrag666
d5a15c66ad - Some cosmetic changes to the startup console. 2018-07-20 12:33:49 +02:00
drfrag666
9c1969e63a - OpenGLSWFrameBuffer: draw directly to the PBO again (GL_DYNAMIC_DRAW) for Intel GPUs, apparently it's faster. 2018-07-20 12:10:59 +02:00
drfrag666
09d9386350 - Made software sector light mode the default for the GL renderer. 2018-07-19 22:20:22 +02:00
drfrag666
b3e2a8ab7f - Changed buffer type for OpenGLSWFrameBuffer to use GL_STREAM_DRAW and a memcpy from system memory on non Nvidia GPUs. 2018-07-19 18:05:13 +02:00
alexey.lysiuk
b94801b994 - fixed crash on accessing state owner during VM abort
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 17:26:00 +02:00
alexey.lysiuk
52f6592996 - load common conversation lumps regardless of map naming scheme
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:54:31 +02:00
alexey.lysiuk
c55cf00c8e - added missing null pointer checks to VM ops 2018-07-16 19:11:20 +02:00
Christoph Oelckers
c519239a1b - fixed: The stencil cap may never write to the depth buffer.
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.

# Conflicts:
#	src/gl/scene/gl_portal.cpp
2018-07-16 14:51:29 +02:00
Christoph Oelckers
d36c839475 - fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.

(cherry picked from commit 79b3c41677)
2018-07-16 01:45:35 +02:00
Christoph Oelckers
8420459aa0 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.

(cherry picked from commit 7a692b1557)

# Conflicts:
#	src/v_2ddrawer.cpp
#	src/v_video.h
#	wadsrc/static/zscript/base.txt
2018-07-16 01:44:04 +02:00
Christoph Oelckers
917d698a87 - call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
The old code did this right in the middle of map initialization where not everything had been set up yet.

(cherry picked from commit 7c527de374)
2018-07-15 12:14:37 +02:00
Christoph Oelckers
0d9deb35aa - fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.

(cherry picked from commit 2c86c4e942)
2018-07-15 12:14:36 +02:00
drfrag666
1f5da940ca - Added dummy 2D shape drawer so scripts using it won't make the engine crash. 2018-07-15 11:22:26 +02:00
drfrag666
9dc67c7944 - Back to old version numbering scheme. 2018-07-14 11:42:44 +02:00
Erick Tenorio
0b4d8d7a8e TNT.WAD fixes
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.

(cherry picked from commit dfe635dd4a)
2018-07-13 01:12:24 +02:00
alexey.lysiuk
d2143edb60 - skipped owned items in proximity test
https://forum.zdoom.org/viewtopic.php?t=61224
(cherry picked from commit 23a4daac23)
2018-07-11 20:18:40 +02:00
argv-minus-one
0d9685f25c Move RandomSpawner's random selection logic into a virtual method.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).

(cherry picked from commit ce1aa7e962)
2018-07-09 20:51:06 +02:00
argv-minus-one
ab64eb0473 Move RandomSpawner's recursion check into PostBeginPlay.
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.

(cherry picked from commit 6239796b92)
2018-07-09 20:51:04 +02:00
drfrag666
5a5d2593a5 - Replaced medikit with mugshot in HUD. 2018-07-08 00:51:59 +02:00
David Carlier
4902143d7b foo being allocated with metadata based allocator needs to
be freed similarly.

(cherry picked from commit 2a59327aeb)
2018-07-06 11:04:56 +02:00
Marisa Kirisame
286e1ded88 UE1: Clean up and restructure model class.
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.

(cherry picked from commit e5249f302a)
2018-07-05 02:07:24 +02:00
drfrag666
0d6566f973 - Fixed wrong ZScript version but it was harmless. 2018-07-02 18:55:13 +02:00
Magnus Norddahl
399ce3cfbf - softpoly: fix sprites still lit when dynlights off
(cherry picked from commit 2e5b7a7d8b)
2018-07-01 21:14:36 +02:00
Magnus Norddahl
f0edfcf819 - softpoly: fix normal walls not getting rendered for subsectors with poly objects in them
(cherry picked from commit 6d6ee1281e)
2018-07-01 18:47:47 +02:00
alexey.lysiuk
99c66e1bcc - fixed crash when actor is destroyed during spawning
This only applies to spawning via summon... CCMDs
Now 'summon decal 0' no longer crashes the game

(cherry picked from commit 43b94d829e)
2018-06-30 14:35:00 +02:00
alexey.lysiuk
e0b5af42f3 - disabled default values for out parameters
https://forum.zdoom.org/viewtopic.php?t=61128
(cherry picked from commit 5d27c16f30)
2018-06-30 12:50:32 +02:00
alexey.lysiuk
340afa4a40 - removed Class identifier workaround from Cocoa backend
(cherry picked from commit 1d937b9f3c)
2018-06-30 12:50:30 +02:00
alexey.lysiuk
1629b25bfb - added extra validation for status bar classes
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration

(cherry picked from commit 907ce777a3)
2018-06-29 14:02:04 +02:00
alexey.lysiuk
16c23869f2 - simplified key repeat detection in SDL backend
(cherry picked from commit 0703030be3)
2018-06-29 11:46:53 +02:00
alexey.lysiuk
a9804d04cf - fixed excess keyboard events in SDL backend
https://forum.zdoom.org/viewtopic.php?t=61104
(cherry picked from commit 0342bf532d)
2018-06-29 11:46:52 +02:00
alexey.lysiuk
ef69c049c8 - disabled annoying macOS spaces in SDL backend
(cherry picked from commit 6e4c0fc416)
2018-06-29 11:46:51 +02:00
alexey.lysiuk
4cb4d65698 - fixed excess keyboard events in Cocoa backend
https://forum.zdoom.org/viewtopic.php?t=61104
(cherry picked from commit c30505d02a)
2018-06-29 11:46:50 +02:00
alexey.lysiuk
2b27531b53 - added detection of macOS Mojave
(cherry picked from commit a968aeba8a)
2018-06-28 10:45:12 +02:00
Erick Tenorio
9c062d7f0f Removed useless SetLineActivation
SPAC_Use removed as the line in fth666.wad MAP12 is not facing front.

(cherry picked from commit 245801ca17)
2018-06-28 10:45:11 +02:00
Erick Tenorio
49c2b0810f Various map fixes
Map fixes for the following maps:

MAP33: Betray (Doom II: BFG Edition)
Icarus: https://www.doomworld.com/idgames/themes/TeamTNT/icarus/icarus
Flashback to Hell: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/fth666
Hell to Pay (HTP-RAW.WAD)

(cherry picked from commit 43919ead40)
2018-06-28 10:45:10 +02:00
Alexander
b64057b738 add tags for Doom and Heretic monsters
Why? So mods that reveal enemy names don't show internal monster class names.

Tags are based on language.enu lump:
- Tags for Doom/Doom 2 monsters are referring directly to CC_* strings.
- Tags for Heretic monsters are based on obituaries.
- All tags match corresponding obituaries.

(cherry picked from commit 97aba0c416)
2018-06-28 10:45:09 +02:00
Christoph Oelckers
bf632cc31a Added lump size validation to the WAD loader
(cherry picked from commit cbe4c9c5c1)
2018-06-27 12:36:15 +02:00
drfrag666
021f5cf656 - Enabled render distance cull options by default. 2018-06-27 12:35:48 +02:00
Christoph Oelckers
833006b5d9 Fixed: Software rendered models checked the wrong CVAR for enabled dynamic lights.
(cherry picked from commit e402babfc0)
2018-06-26 11:21:22 +02:00
Magnus Norddahl
96c1156cf4 - make softpoly use the r_dynlights cvar
(cherry picked from commit f8272287d2)
2018-06-26 11:21:21 +02:00
Christoph Oelckers
c52d93ab36 - calculate a proper opening range when encountering a sector portal on a one-sided line in the sight checking code
(cherry picked from commit ff1eb7f3f2)
2018-06-25 12:01:08 +02:00
drfrag666
37b89faeb4 - Missed a graphic. 2018-06-23 08:56:47 +02:00
Vitaly Novichkov
6d7d1213c2 ADLMIDI: Fix one small MSVC Win64 warning
(cherry picked from commit a5b4d9d9a9)
2018-06-22 19:50:35 +02:00
Vitaly Novichkov
4807ac9e6b Upgrade libADLMIDI and libOPNMIDI
Added ability to switch emulator and it's accuracy level ("enabling of 'run at PCM rate' reduces accuracy, and also reduces CPU usage")
Added draft code for future external banks support (WOPL format for ADLMIDI and WOPN format for OPNMIDI)

ADLMIDI 1.3.3   2018-06-19
 * Fixed an inability to load another custom bank without of library re-initialization
 * Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fixed incorrect 4-op counter which is still catch 4-op instruments on 2-op banks
 * Fixed an incorrect processing of auto-flags
 * Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
 * Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
 * Updated DosBox OPL3 emulator up to r4111 of official DosBox trunk (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * The automatical choosing of 4 operator channels count has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

ADLMIDI 1.3.2   2018-04-24
 * Added ability to disable MUS and XMI converters
 * Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
 * Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
 * Added support for real-time switching the emulator
 * Added support for CC-120 - "All sound off" on the MIDI channel
 * Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
 * Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

OPNMIDI 1.3.0   2018-06-19
 * Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
 * Fixed an incorrect processing of auto-flags
 * MAME YM2612 now results a more accurate sound as internal using of native sample rate makes more correct sound generation
 * Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
 * Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

OPNMIDI 1.2.0   2018-04-24
 * Added ability to disable MUS and XMI converters
 * Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
 * Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
 * Added support for real-time switching the emulator
 * Added support for MAME YM2612 Emulator
 * Added support for CC-120 - "All sound off" on the MIDI channel
 * Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
 * Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)

(cherry picked from commit ceec12056a)
2018-06-22 19:50:32 +02:00