raa-eruanna
15c08f73d5
Merge http://github.com/coelckers/gzdoom
2016-10-12 03:15:03 -04:00
Major Cooke
3de83b8943
Added PSPF_FLIP.
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Flips the overlay on the X axis.
2016-10-11 17:20:58 -05:00
Magnus Norddahl
aae4571c95
Changed column drawers to use true color textures
2016-10-07 12:45:21 +02:00
raa-eruanna
cc5f3a0ec0
Merge http://github.com/rheit/zdoom
2016-10-03 23:49:31 -04:00
Marisa Heit
594b344be9
Don't use MIN<short> when clamping topclip.
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- This was fine with fixed point numbers, since they could never be
outside of short range when converted to regular ints. With floating
point numbers now, that condition no longer holds.
2016-10-03 22:05:02 -05:00
raa-eruanna
9ecb7d44f7
Merge http://github.com/coelckers/gzdoom
2016-09-24 23:36:47 -04:00
Major Cooke
dfa4f38c8f
Updated to new save game code.
2016-09-24 09:17:18 +02:00
raa-eruanna
004c7de89b
Part 1 of code merge
2016-09-14 04:03:39 -04:00
raa-eruanna
81545d9b4e
Merge http://github.com/rheit/zdoom
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# Conflicts:
# src/v_video.cpp
2016-09-14 02:24:59 -04:00
Magnus Norddahl
5b438d220f
Switch from ratio enum to float
2016-09-12 15:51:50 +02:00
raa-eruanna
32f758de41
Merge branch 'truecolor' of https://github.com/dpjudas/zdoom
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# Conflicts:
# src/v_video.cpp
2016-09-08 03:19:08 -04:00
Christoph Oelckers
e04055dbb2
- added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
...
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
Magnus Norddahl
9953d70eaa
Merge remote-tracking branch 'upstream/master' into truecolor
2016-08-06 20:45:35 +02:00
alexey.lysiuk
cbe0a34f0b
Fixed usages of abs() function with double arguments
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Clang no longer issues "warning: using integer absolute value function 'abs' when argument is of floating point type"
2016-07-30 14:03:57 +02:00
Christoph Oelckers
5ddee98e70
- fixed: Voxels with scaled to 0 caused a division by zero crash.
2016-07-30 13:19:02 +02:00
Major Cooke
dfed6ac1fb
Added SpriteAngle and SpriteRotation properties.
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- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
Magnus Norddahl
50f59bd3c7
Merge remote-tracking branch 'upstream/master' into truecolor
2016-07-28 10:54:44 +02:00
alexey.lysiuk
4345623e28
Fixed incorrect scaling of particles
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http://forum.zdoom.org/viewtopic.php?t=52906
2016-07-24 14:25:31 +03:00
Magnus Norddahl
698b5f3db1
Simplify drawer code by creating loop iterators
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Fixed blending bug
2016-06-24 11:37:51 +02:00
Magnus Norddahl
e294906d69
Voxel support in true color mode
2016-06-22 00:22:06 +02:00
Magnus Norddahl
b322043724
Merge remote-tracking branch 'upstream/master' into truecolor
2016-06-19 23:13:16 +02:00
Christoph Oelckers
018615ca0d
- fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter.
2016-06-17 14:14:35 +02:00
Magnus Norddahl
3369a2747c
Merge remote-tracking branch 'upstream/master' into truecolor
...
# Conflicts:
# src/r_things.cpp
2016-06-17 08:23:42 +02:00
Christoph Oelckers
7ccdbf9b62
Merge branch 'PSprites'
2016-06-16 16:16:16 +02:00
Magnus Norddahl
77c4786b9d
Minor code cleanup
2016-06-14 23:05:20 +02:00
Magnus Norddahl
586d5cdf1e
Normalize naming convention a little
2016-06-13 23:33:52 +02:00
Magnus Norddahl
69b2fa72e8
Moved RGBA draw stuff to its own header file
2016-06-13 23:10:54 +02:00
Magnus Norddahl
0f0859b0b2
Special colormap support for when no hw accel is available
2016-06-12 22:54:23 +02:00
Magnus Norddahl
42efc7334e
Fix missing particles in true color mode
2016-06-12 00:50:43 +02:00
Magnus Norddahl
351874be30
Merge remote-tracking branch 'upstream/master'
2016-06-12 00:08:05 +02:00
Christoph Oelckers
db2cef96d6
- removed unnecessary FLOAT2FIXED call in particle code.
2016-06-11 23:43:07 +02:00
Magnus Norddahl
c5fcfb664f
Changed rgba renderer to use a command queue system for its drawers
2016-06-07 00:55:52 +02:00
Magnus Norddahl
0c8c9e0aea
Added FDynamicColormap support to true color mode
2016-06-05 14:08:03 +02:00
Leonard2
eeff17c550
Account for this on the renderer's side instead
...
This fixes the weapon's layer behaving differently when called from
A_Overlay (the flag would be set in this case breaking the offsets)
2016-06-03 00:50:12 +02:00
Leonard2
e1f139ddcd
The targeter layers now use a proper Caller
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This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
2016-06-03 00:50:10 +02:00
Leonard2
f14a840777
The ReadyWeapon is now assumed to not be null
2016-06-03 00:37:54 +02:00
Leonard2
d933f77bf5
Fixed: the game could crash if some inventory items were destroyed in a
...
certain way
2016-06-02 20:00:22 +02:00
Magnus Norddahl
672b80898b
Moved ColormapNum to visstyle_t and changed colormap to BaseColormap
2016-06-02 19:26:27 +02:00
Magnus Norddahl
41537a50ab
Fix true color light calculation bug for decals
2016-06-02 16:52:41 +02:00
Magnus Norddahl
47f32d03cd
Fixed some light and blending functions for the true color mode
2016-06-02 14:49:03 +02:00
Magnus Norddahl
05220a7133
Added IsBgra() to DCanvas
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Changed SWRender output format to be decided by IsBgra()
2016-05-31 09:36:18 +02:00
Magnus Norddahl
045bad1b52
Removed the need for the pixel_canvas_t typedef
2016-05-31 05:31:32 +02:00
Magnus Norddahl
20b7743ec3
Added R_SetColorMapLight and R_SetDSColorMapLight
2016-05-31 01:49:39 +02:00
Magnus Norddahl
8aabc26cd9
Created standalone rgba drawing functions
2016-05-30 05:52:15 +02:00
Magnus Norddahl
6e53c1bd12
Change render target output from PAL8 to BGRA8
2016-05-28 20:40:33 +02:00
Leonard2
2f5ae3b51e
Changed the default layer indices and renamed them
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Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c
Added A_OverlayFlags
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Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Leonard2
1966b61b8f
Generalized the psprites implementation
2016-05-20 17:04:44 +02:00
Christoph Oelckers
8171637a57
- removed the last remaining uses of the finesine table from the rendering code.
2016-04-28 11:37:02 +02:00
Randy Heit
3cabd5f0ed
Fix compilation with GCC
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- GCC is pickier than Visual C++. GCC requires that structs with constructors, etc that are
used in a union must be defined outside the union. VC++ lets you do it inline.
2016-04-23 20:58:15 -05:00