Commit Graph

8478 Commits

Author SHA1 Message Date
Christoph Oelckers bc2a5b3f16 - fixed typo in automap background position calculation. 2016-04-17 10:19:56 +02:00
Christoph Oelckers 430f3419b0 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-17 01:24:41 +02:00
Christoph Oelckers 6a27267500 - changed handling of one-time, one-way door polyobjects to be more efficient.
The old code kept the dead thinker, resulting in constant deletion and recreation of the subsector links and PolyBSP because the interpolation kept running.
Changed it so that the thinker is destroyed and the polyobject gets blocked by setting a new flag.
2016-04-17 01:24:07 +02:00
Christoph Oelckers 95de1faa80 - fixed: The portal coverage builder initialized node_t::len differently than the polyobject splitter.
This was creating quite a mess when loading savegames with both portals and polyobjects.
2016-04-17 01:16:46 +02:00
Christoph Oelckers 01983cdee1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-16 22:58:39 +02:00
Christoph Oelckers 7ac0cfbbb9 - added support for angle changing portals to P_AimCamera. 2016-04-16 22:54:47 +02:00
Christoph Oelckers e7c0fd26ba - restored an accidentally deleted line in the Heresiarch code. 2016-04-16 21:28:08 +02:00
Christoph Oelckers 6db95182cf Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-16 19:42:12 +02:00
Christoph Oelckers 0f6a567055 - added portal-awareness to the railgun trail.
This required some changes to the Trace function because it turned out that the original was incapable of collecting the required information:

* actors are now also linked into blockmap blocks on both sides if they occupy the boundary of a sector portal.
* Trace will no longer set up parallel traces in all parts connected with sector portal, but only use one trace and relocate that on the actual boundary.
2016-04-16 19:41:33 +02:00
Christoph Oelckers eb30bf6e14 - fixed: Offsetting a vector by portals did not properly adjust the trace after crossing a portal. 2016-04-16 00:17:12 +02:00
Christoph Oelckers cd75a46917 - fixed incorrect use of 'frac' in Trace's EnterLinePortal function.
How did this go wrong...?
2016-04-15 22:22:38 +02:00
Christoph Oelckers b345c8c377 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-15 21:15:06 +02:00
Christoph Oelckers 6dfb4bdd41 - changed floor and ceiling movers so that portal planes do not block movement of the opposite plane, even if they are on the wrong side of it.
This fixes the cross-portal lift to the blue key in Vaporware.
2016-04-15 20:42:40 +02:00
Christoph Oelckers dce9bf2760 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-15 19:46:41 +02:00
Christoph Oelckers b73c6e847a - fixed: A_CheckRange calculated the square twice, resulting in a far too large value that got checked. 2016-04-15 18:46:31 +02:00
Christoph Oelckers 24776edd13 - fixed one of the most glaring omissions in the portal code: The wall clipper completely ignored portals when deciding how to treat a sector boundary, and ended up merging portal with non-portal planes.
This check is only active for linedef based portals, due to the large amount of maps that did it wrong with thing based portals.
Although it may well be that there are some maps that abuse this omission for linedef portals as well, these are better handled with a compatibility option if the need arises.

The main reason this was added is to streamline and optimize the portal handling between renderers in ZDoom and GZDoom. For that both need to show the same general behavior and for linedef portals it is also important to handle the same as in Eternity.
2016-04-15 16:39:58 +02:00
Christoph Oelckers 94cec02acc - fixed: FPNGTexture must readjust the file pointer after deciding to skip the tRNS chunk. 2016-04-15 15:15:34 +02:00
Christoph Oelckers ed211ecbab - fixed positioning of portal things
In some situations it can happen that the sector here is not the frontsector of the anchor linedef, because some colinear node line with opposite direction causes this to be positioned on the wrong side. The only remedy here is to explicitly set the correct sector after spawning these things.
2016-04-15 15:02:28 +02:00
Christoph Oelckers f0c2cd2d50 - fixed: 24 bit PNGs with transparent color need to set transpal to true in FPNGTexture::CopyTrueColorPixels. 2016-04-15 10:45:31 +02:00
Christoph Oelckers a0a530945d - added new sector type 90 which designates a sector that is being used as a cubemapped skybox, in case someone wants to make one of those without using an actual sky for this. 2016-04-14 13:22:15 +02:00
Christoph Oelckers 328047ea28 - fixed issues with recent Stereo3D submission:
* there was a CVAR that was only defined in Windows
 * code did not compile with GCC.
 * due to bad setup it disabled multisampling.
2016-04-14 10:16:04 +02:00
Christoph Oelckers 77f05a0010 - fixed spawn positions for Korax's missiles. 2016-04-14 00:21:38 +02:00
Christoph Oelckers caf80e74c4 - fixed multiplication/division mixup in TextureAdjustWidth.
- fixed: For top textures an incorrect ceiling height was passed to DoTexture.
2016-04-13 23:09:45 +02:00
Christoph Oelckers bac3f1ee9b - removed redundant quote. 2016-04-13 21:10:42 +02:00
nashmuhandes ee3712ffeb Exported all OpenGL menu options into the LANGUAGE lump. 2016-04-13 19:34:57 +02:00
Christoph Oelckers 812cdc86fb Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-13 19:33:56 +02:00
Christoph Oelckers bffb7444a0 - removed portal check for distance check in GL code. 2016-04-13 19:33:45 +02:00
Christoph Oelckers 0f7fce8bbb - removed portal offsetting from the sprite distance check.
This isn't necessary. When rendering no actors from other groups may ever come into view directly - only when the respective part of the level is rendered through a portal. But at that point the camera is in a position where it's already correctly placed with relation to that actor.
2016-04-13 19:32:54 +02:00
Christoph Oelckers d657692229 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-13 16:24:44 +02:00
Christoph Oelckers d66a28fcde - fixed offsetting of player weapon sprites. 2016-04-13 16:24:25 +02:00
Christoph Oelckers d0b30f31e1 - fixed: Checking for slopes at untextured bottom parts of the wall checked the ceiling's slope not the floor's. 2016-04-13 11:41:51 +02:00
Christoph Oelckers 37f43617d9 - make distance check 3D and use proper viewpoint. 2016-04-13 11:35:05 +02:00
Christoph Oelckers d88a5ac353 - make distancecheck 3D and use the actual view position for calculation. 2016-04-13 10:48:39 +02:00
Christoph Oelckers 45cfea17f5 - removed unused variable. 2016-04-13 10:34:04 +02:00
Christoph Oelckers efce248a98 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-12 22:42:33 +02:00
Christoph Oelckers 21b45fc0eb - fixed: distancecheck as a class property needs to be copied manually to subclasses. 2016-04-12 22:42:02 +02:00
Christoph Oelckers bec3208efd - added support for distancecheck property. 2016-04-12 19:50:29 +02:00
Christoph Oelckers a1a022581d Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-12 19:44:34 +02:00
Christoph Oelckers 3f0ed5d252 - added a distancecheck property to AActor that allows a given CVAR to be used as maximum display distance for actors of this type.
This is for WolfenDoom: BOA, which has some scripted sprite distance checks that very negatively affected performance.
2016-04-12 19:44:12 +02:00
Christoph Oelckers a411b93e1d - fixed: The dynamic pulse light should always use its maximum size for linking into the sector lists, just like the other types with changing size do.
These limking operations are not cheap so it's preferable to have them affect a bit more geometry than running the linking code each tic.
2016-04-12 16:01:08 +02:00
Christoph Oelckers e1a683b9ec - fixed minimum damage check in PowerDamage. 2016-04-12 15:49:13 +02:00
Christoph Oelckers 5d528fe317 - fixed: PCD_ENDTRANSLATION was missing a NULL pointer check. 2016-04-12 01:23:12 +02:00
Christopher Bruns 09d0cb5fd5 Merge branch 'master' of https://github.com/coelckers/gzdoom into two_more_stereo_modes
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
2016-04-11 18:25:54 -04:00
Christoph Oelckers 7a2e957225 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-11 23:14:53 +02:00
Christoph Oelckers a97f67edb6 - fixed: P_GetMidTexturePosition needs to divide by scale, not multiply, to get the proper offset. 2016-04-11 23:12:35 +02:00
Christoph Oelckers aec1c85c08 - fixed: alpha for patches needs to be multiplied by 65536, not divided by. 2016-04-11 22:21:17 +02:00
Christoph Oelckers ae6df617ba - fixed: The FPathTraverse call in P_UsePuzzleItem was missing the PT_DELTA flag. 2016-04-11 22:10:46 +02:00
Christoph Oelckers e72bfa8add - fixed: For finding the listener's sector the sound code used the wrong coordinate. 2016-04-11 21:02:44 +02:00
Christoph Oelckers 99ca649930 - fixed NULL pointer access in SetAmmoCapacity. 2016-04-11 20:42:43 +02:00
Christoph Oelckers 56f8974b66 - removed debug code. 2016-04-11 19:59:57 +02:00