Erick Tenorio
ce0b4b1ead
- DOOM2.WAD fixes
2019-07-02 14:50:15 +02:00
drfrag
29264b764b
- Allow background gamepad input on linux as well.
2019-07-02 13:54:05 +02:00
drfrag
3f9643e1ca
- Clarify ZScript version error message.
2019-07-01 11:35:54 +02:00
Magnus Norddahl
fc38b6bbf9
- fix querying for the wrong interface when the UNICODE define is set
2019-06-30 21:41:28 +02:00
Magnus Norddahl
36b7a7d189
- remove dead code
2019-06-30 21:41:25 +02:00
alexey.lysiuk
7a545226f1
- updated bzip2 to version 1.0.7
...
https://www.sourceware.org/bzip2/
https://www.sourceware.org/pub/bzip2/bzip2-1.0.7.tar.gz
2019-06-29 13:09:30 +02:00
alexey.lysiuk
d90d590484
- added detection of macOS Catalina
2019-06-29 13:09:27 +02:00
drfrag
ed0890c7b6
- Allow acquiring DirectInput joysticks in the background for fake splitscreen.
2019-06-28 02:47:42 +02:00
Christoph Oelckers
f1126bf70e
- removed unnecessary variable clear.
...
It actually broke multiplayer since "replaced the assignment operator in player_t with a named function." (drfrag)
2019-06-28 00:03:37 +02:00
Christoph Oelckers
7d168c0146
- removed UTF-8 marker.
2019-06-26 14:28:03 +02:00
Rachael Alexanderson
1215653941
- add missing newline to PrintMiscActorInfo
2019-06-26 14:27:51 +02:00
drfrag
82d7419d34
- Hopefully fixed dithering in the present shader so it works on older hardware.
2019-06-26 11:46:11 +02:00
drfrag
3ed0541647
Revert "- Fixed dithering in the present shader."
...
This reverts commit b359b65f35
.
It gave a shader compile error on hardware not supporting GL 4.2.
2019-06-26 03:26:57 +02:00
alexey.lysiuk
102cd3855c
- fixed: endgame menu no longer resets player's userinfo
...
User CVARs can be stored in member variables for quicker access
Unconditional call to G_CheckDemoStatus() destructs and recreates such CVARs
Dangling pointers could be accessed during the last game tick, e.g. from event handlers
https://forum.zdoom.org/viewtopic.php?t=65150
2019-06-23 18:52:45 +02:00
Kevin Caccamo
3923a92f11
Expand UDMF and ZScript API for side's own additive colors
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Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2019-06-23 14:11:08 +02:00
Kevin Caccamo
2c08a77f2c
Minor fixes for additive colour ZScript API
...
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
2019-06-23 14:11:06 +02:00
Kevin Caccamo
d503d1ce9b
Add additive color before applying object colors
...
Based on what I saw in this video (https://youtu.be/Yx1tflavea8 ), the
additive colors are applied before the object colors
2019-06-23 14:11:03 +02:00
Kevin Caccamo
6ae47bad88
Rework implementation as per the new specification
...
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)
Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_walls_draw.cpp
# src/gl/scene/gl_weapon.cpp
# src/hwrenderer/scene/hw_flats.cpp
# src/r_defs.h
2019-06-23 14:10:41 +02:00
Kevin Caccamo
1a29fb9616
Change some of the names of the additive color properties
2019-06-23 13:40:19 +02:00
Kevin Caccamo
ac1d23592e
Update additive colour info in GZDoom UDMF specs
2019-06-23 13:39:49 +02:00
Kevin Caccamo
1027687d9f
Add info about additive material colors to udmf_zdoom.txt
2019-06-23 13:39:46 +02:00
drfrag
e7ecdc9f9e
- Fixed compilation but i don't think this will work.
2019-06-23 13:39:24 +02:00
Kevin Caccamo
866c6e13a6
Implement additive colours on HUD sprites
...
Also, make sure the alpha for the additive colour is 255.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp
2019-06-23 12:50:19 +02:00
Kevin Caccamo
16a52cd8c8
Implement additive colour on walls and sprites
...
Also, don't modify the alpha channel when adding the additive colour.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp
2019-06-23 12:46:54 +02:00
Kevin Caccamo
edb3f8a448
Forcibly assign 0 to the additive special color
2019-06-23 11:46:59 +02:00
Kevin Caccamo
575b660b20
Rename ColorAdd to AddColor, and use it ingame
...
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/hwrenderer/scene/hw_flats.cpp
# src/hwrenderer/scene/hw_renderstate.h
# src/hwrenderer/utility/hw_draw2d.cpp
# Conflicts:
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/scene/hw_flats.cpp
2019-06-23 11:45:03 +02:00
Kevin Caccamo
8dd306a081
Initial work on Doom64-style fade/glow
...
# Conflicts:
# src/hwrenderer/scene/hw_renderstate.h
# Conflicts:
# src/r_defs.h
2019-06-23 11:30:29 +02:00
Christoph Oelckers
5f231473fd
- defaulted a few empty constructors.
...
# Conflicts:
# src/gamedata/g_mapinfo.h
2019-06-21 17:51:39 +02:00
drfrag
9585ae9c6e
- Code cleanup.
2019-06-21 14:26:18 +02:00
Magnus Norddahl
98607f594e
- use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case
...
# Conflicts:
# src/rendering/gl/renderer/gl_postprocess.cpp
# src/rendering/gl/renderer/gl_stereo3d.cpp
# src/rendering/hwrenderer/postprocessing/hw_postprocess.h
# src/rendering/vulkan/renderer/vk_postprocess.cpp
# wadsrc/static/shaders/glsl/present.fp
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
# src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-21 14:21:03 +02:00
Magnus Norddahl
11faa63009
- prevent excessively bright pixels as this is actually visible on a HDR monitor
2019-06-21 13:02:43 +02:00
Magnus Norddahl
011176668a
- Add missing screenshot sRGB gamma when vid_hdr is active
...
# Conflicts:
# src/gl/system/gl_framebuffer.cpp
# Conflicts:
# src/gl/system/gl_framebuffer.cpp
2019-06-21 13:02:18 +02:00
drfrag
b359b65f35
- Fixed dithering in the present shader.
2019-06-20 23:40:38 +02:00
alexey.lysiuk
a6038dc773
- creation of dither texture no longer affects active unit
...
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2019-06-20 22:13:16 +02:00
Rachael Alexanderson
1a26946e5b
- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
...
# Conflicts:
# src/gl/renderer/gl_stereo3d.cpp
# wadsrc/static/menudef.txt
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
2019-06-20 22:12:48 +02:00
Magnus Norddahl
7021e612b0
- add gl_dither for toggling dithered output on and off
...
# Conflicts:
# src/gl/renderer/gl_stereo3d.cpp
# wadsrc/static/menudef.txt
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
# src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-20 21:27:17 +02:00
Magnus Norddahl
4cd535b3b6
- add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
...
# Conflicts:
# src/v_video.cpp
# src/win32/win32glvideo.cpp
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
2019-06-20 20:48:42 +02:00
Christoph Oelckers
73ed375b6f
Make dither texture data constant
2019-06-20 19:29:14 +02:00
Rachael Alexanderson
fd83903841
- replace dither texture with a hand pre-calculated table)
2019-06-20 19:29:12 +02:00
drfrag
0b76305e8e
- Fixed compilation.
2019-06-20 19:28:24 +02:00
Magnus Norddahl
888fba12ea
- use a texture for the dither matrix
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderbuffers.h
# Conflicts:
# wadsrc/static/shaders/glsl/present.fp
2019-06-20 18:20:33 +02:00
drfrag
7fdf558ad6
Revert "- add gl_dither for toggling dithered output on and off"
...
This reverts commit 770c676ac9
.
# Conflicts:
# wadsrc/static/menudef.txt
2019-06-20 18:04:30 +02:00
drfrag
8b7c5242cb
Revert "Revert "- add dithering to present shader""
...
This reverts commit c2a3895bfe
.
# Conflicts:
# wadsrc/static/menudef.txt
2019-06-20 18:03:24 +02:00
Christoph Oelckers
300f4adea8
- fixed incorrect implementation of "episode = clear" in UMAPINFO.
2019-06-19 21:59:56 +02:00
alexey.lysiuk
a334d08a7b
- fixed incomplete parsing of UMAPINFO when map already exists
...
https://forum.zdoom.org/viewtopic.php?t=65100
2019-06-19 21:59:53 +02:00
alexey.lysiuk
8ec249077d
- fixed missing skill menu for episodes defined by UMAPINFO
...
https://forum.zdoom.org/viewtopic.php?t=65096
2019-06-19 21:59:51 +02:00
alexey.lysiuk
633900ef15
- fixed: all UMAPINFO definitions were applied to default map slot
...
https://forum.zdoom.org/viewtopic.php?t=65102
2019-06-19 21:59:48 +02:00
Christoph Oelckers
bf767dd560
- give UMAPINFO the ability to disable cluster-based exit texts.
...
# Conflicts:
# src/g_level.cpp
# src/gamedata/g_mapinfo.h
2019-06-19 21:59:46 +02:00
alexey.lysiuk
9dc98f304e
- updated Travis CI configuration
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Added GCC 9
Updated to Clang 8
Moved Windows targets to trigger them earlier
2019-06-19 21:59:42 +02:00
alexey.lysiuk
b0ac9e66a7
- switched to unconditional level exit in scriptified actors
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Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-17 22:03:32 +02:00