Mekboss
6e30ac5f3c
Replace function variables to DVector3
...
# Conflicts:
# src/g_shared/a_sharedglobal.h
2020-05-08 14:52:53 +02:00
Mekboss
bfe367fb20
Add optional direction parameters for SprayDecal and its A_SprayDecal zscript counterpart
...
# Conflicts:
# src/g_shared/a_sharedglobal.h
2020-05-08 14:52:51 +02:00
Cacodemon345
19b125ca3a
Fix bouncing missiles not dealing damage when hitting top/bottom ( #1068 )
...
* Fix bouncing missiles not dealing damage when hitting top/bottom
2020-04-30 11:45:45 +02:00
arookas
dec6a03caf
Add option to invert mouse x
2020-04-30 11:45:43 +02:00
Christoph Oelckers
ae882d983a
- fixed ZScript compiler crash with dereferencing null pointers
2020-04-30 11:45:37 +02:00
PaulyB
df1e469163
Properly namespaced UDMF flag
2020-04-28 02:23:07 +02:00
PaulyB
acdf18bc75
Exposed MTF_NOCOUNT to UDMF
2020-04-28 02:23:05 +02:00
PaulyB
e59fe8e01f
Added MTF_NOCOUNT to spawn flags
2020-04-28 02:22:44 +02:00
drfrag
0d8d51f0b4
- Bump LASTRUNVERSION for defcvars. Missed this.
2020-04-23 14:03:13 +02:00
alexey.lysiuk
1e9f0700f0
- added validation of game skill when changing a level
2020-04-20 12:47:24 +02:00
alexey.lysiuk
c6514e4438
- fixed potential crash on intermission cast screen
2020-04-20 12:47:23 +02:00
Christoph Oelckers
411b287cd9
- block off the Substitute function by making it private to the 3 classes that really need it.
2020-04-19 21:39:25 +02:00
Christoph Oelckers
11106a08b5
- relax pointer substitution restriction for morphed monsters.
...
# Conflicts:
# src/p_mobj.cpp
2020-04-19 21:39:23 +02:00
Christoph Oelckers
896e4f6d6a
- let TeleportSpecial universally map to Teleport when checking action special names.
2020-04-19 19:50:30 +02:00
Christoph Oelckers
27aa39fb59
- apply aspect ratio compensation for all fullscreen images with a height of 200 and 400, and not just to 320x200 and 640x400.
2020-04-19 16:13:53 +02:00
Christoph Oelckers
c7a41eb73d
- fixed incorrect value range for particle's depth value, used for sorting.
...
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
2020-04-19 16:12:33 +02:00
Christoph Oelckers
a953578484
- made 3D floor damage transfers optional by adding a new flag bit (2048) and made that mode automatic for the old ZDoom-based light only transfer special.
...
# Conflicts:
# src/maploader/specials.cpp
2020-04-19 15:18:54 +02:00
Christoph Oelckers
9ca1e43292
- fixed text size calculations in the status bar.
...
To avoid errors, all spacing calculations have been added to FFont::StringWidth which already performs proper escape filtering.
# Conflicts:
# src/common/fonts/font.cpp
2020-04-17 01:17:42 +02:00
Christoph Oelckers
086327666f
- fixed: Setting 'noallies' on the level cleared the player's friendly flag.
...
The check was for mobj->player, which at this point wasn't set yet so the check failed.
# Conflicts:
# src/p_mobj.cpp
2020-04-17 01:17:40 +02:00
Blue
86927074c9
Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp
2020-04-08 23:32:40 +02:00
Magnus Norddahl
7d4603f4c1
Revert "- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events"
...
This reverts commit b4424b2d4d
.
2020-04-08 23:32:38 +02:00
drfrag
6d3fc6b38a
- Clarify error message.
2020-04-06 11:21:54 +02:00
drfrag
7b66bdf35c
- Add hint on error for some Intel cards.
2020-04-04 20:09:33 +02:00
drfrag
0669a3f589
Revert "- Change OS type for stats, but that code is disabled and outdated anyway."
...
This reverts commit 7bc2983ecc
.
Revert "- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers."
This reverts commit 007576416c
.
2020-04-04 19:20:38 +02:00
drfrag
6dffeea88c
- Add fake vid_rendermode CVAR.
2020-04-04 18:34:57 +02:00
drfrag
7bc2983ecc
- Change OS type for stats, but that code is disabled and outdated anyway.
2020-03-30 21:26:36 +02:00
drfrag
007576416c
- Removed Win 10 compatibility from the manifest to address a bug in old intel drivers.
2020-03-30 18:56:12 +02:00
Major Cooke
7b2b7325ab
- Fixed: SPECTRAL flag didn't check for DMG_FORCED before aborting DamageMobj.
2020-03-30 13:00:13 +02:00
Magnus Norddahl
69f50e2056
- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events
...
- Remove the need to center the mouse by specifying RIDEV_INPUTSINK (RIDEV_CAPTUREMOUSE does not take effect unless it is also an input sink)
2020-03-29 13:04:03 +02:00
Christoph Oelckers
9b5b6342ce
- There's really no need anymore to dynamically load RawInput, considering it has been in Windows since XP.
...
# Conflicts:
# src/win32/i_keyboard.cpp
# src/win32/i_mouse.cpp
2020-03-29 13:03:49 +02:00
drfrag
efe87adcf2
- Fix compilation on Linux.
2020-03-25 15:54:48 +01:00
nashmuhandes
47b4ce1a3e
Don't draw weapon tags when player tries to switch weapons while they're dead
2020-03-25 15:41:39 +01:00
Rachael Alexanderson
758e27e9b2
- remove assumption in DFrameBuffer::FillBorder that ultrawide screens will stretch an image, since it is no longer the case.
2020-03-25 13:58:54 +01:00
Christoph Oelckers
90823fb824
- clear the screen before drawing content, not afterward.
...
The intermission screens got it wrong and drew the black border over the image.
# Conflicts:
# src/wi_stuff.cpp
2020-03-25 13:58:52 +01:00
Christoph Oelckers
2489809e67
- fixed typo.
2020-03-25 13:58:47 +01:00
Christoph Oelckers
3dabf62be8
- forgot to remove the test settings for the fullscreen feature.
2020-03-25 13:58:45 +01:00
Christoph Oelckers
accd7d8c8a
- implemented better aspect ratio control for fullscreen images.
...
Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):
0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.
A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
# Conflicts:
# src/rendering/v_video.cpp
# src/v_draw.cpp
# Conflicts:
# src/v_video.h
2020-03-25 13:58:27 +01:00
drfrag
b131230fe3
- Prevent crash on exit trying to load the unsupported sheet fonts.
2020-03-25 12:05:24 +01:00
nashmuhandes
72ecc11e8d
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-24 01:36:58 +01:00
nashmuhandes
105d14358e
Move the opaqueBlood member definition so that object size remains unchanged
2020-03-24 01:36:56 +01:00
nashmuhandes
1f0f9e1d9b
Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF
2020-03-24 01:36:55 +01:00
nashmuhandes
152ae71a4f
Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF.
...
# Conflicts:
# src/g_shared/a_decals.cpp
# src/g_shared/a_sharedglobal.h
# src/p_map.cpp
2020-03-24 01:36:53 +01:00
Magnus Norddahl
1770cead0c
Fix compile error when using std::sort with Visual Studio 16.5.0
2020-03-24 01:36:39 +01:00
Christoph Oelckers
f4995a2005
- block StaticPointerSubstitution for non-player objects.
...
The only safe use of this function is to swap out PlayerPawns for morphing or respawning.
2020-03-24 01:36:37 +01:00
Nash Muhandes
2f2cb9c1c5
Print weapon name tag when switching with "slot" command ( #1048 )
2020-03-16 11:07:35 +01:00
alexey.lysiuk
eaa7e392d7
- fixed FLineTraceData scripting definition
...
https://forum.zdoom.org/viewtopic.php?t=67795
# Conflicts:
# src/scripting/thingdef_data.cpp
2020-03-14 19:15:27 +01:00
alexey.lysiuk
e276f70dfa
- replaced assert() in ZScript fields compilation code
...
Field pointer can be null if error occurred while compiling its definition
2020-03-14 19:11:45 +01:00
alexey.lysiuk
6622801ad5
- added line break to 'No GENMIDI lump' message
...
'ST_Init: Init startup screen.' is no longer concatenated with the given line
2020-03-14 19:11:43 +01:00
Christoph Oelckers
4e40c4dfa9
- fixed: player_t::GetPSprite cannot guarantee success
...
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 20:18:43 +01:00
Christoph Oelckers
8b976e4222
- default terrain's DamageTimeMask to a reasonable value.
...
Use 31, which is the default for damaging floor specials instead of 0.
2020-03-11 20:18:39 +01:00
Alexander Kromm
e3baacd9f6
bring minimal save version back, as most of the savegames load fine
...
# Conflicts:
# src/version.h
2020-03-09 00:36:55 +01:00
Alexander Kromm
dee1e6d675
aggregate TMap into Dictionary instead of deriving from it
2020-03-09 00:33:51 +01:00
Alexander Kromm
c91c542c23
fix Dictionary and DictionaryIterator memory leaks
...
# Conflicts:
# src/version.h
2020-03-09 00:33:48 +01:00
drfrag
dde31dcac4
- Forgot the defines.
2020-03-06 15:36:37 +01:00
drfrag
d8d72f5d75
- Blind attempt at fixing wrong mouse position in OpenGLFrameBuffer and OpenGLSWFrameBuffer
2020-03-06 13:57:52 +01:00
alexey.lysiuk
5946744039
- fixed infinite loop reporting '... before first state' errors
...
https://forum.zdoom.org/viewtopic.php?t=67729
2020-03-06 13:38:21 +01:00
Rachael Alexanderson
673e52f02f
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-04 09:46:09 +01:00
Rachael Alexanderson
c72b64790b
- fixed: removed startTime from the wrong function internally.
2020-03-03 10:58:51 +01:00
Rachael Alexanderson
c9476e6188
- remove addition from deprecated A_PlaySound
2020-03-03 10:58:50 +01:00
Rachael Alexanderson
19233e6a82
- add checking in S_StartSound for startTime length
2020-03-03 10:58:48 +01:00
Rachael Alexanderson
4625925a69
- ported over Nash's startTime for A_StartSound
2020-03-03 10:58:46 +01:00
Major Cooke
45c80916bc
Added A_StopSounds(int chanmin, int chanmax).
...
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 20:27:03 +01:00
Major Cooke
3e77f9a6bd
Added A_StopAllSounds.
2020-02-29 20:02:17 +01:00
drfrag
6fd642ed48
Revert "Revert "Stop sources immediately when the sound is forced to stop""
...
This reverts commit 82c4750710
.
2020-02-29 19:35:22 +01:00
drfrag
767a9b6e1b
- This is 3.85.
2020-02-29 13:35:05 +01:00
drfrag
797037fcde
Oops, fixed default bindings not being loaded from pwads.
...
# Conflicts:
# src/console/c_bind.cpp
2020-02-28 19:14:52 +01:00
drfrag
fa5902b538
- Add support for several control layouts.
2020-02-28 12:44:13 +01:00
Christoph Oelckers
d27d2b0e1c
- fixed: Windows must call the wide version of _mkdir for Unicode support.
2020-02-26 12:49:15 +01:00
alexey.lysiuk
b99da999a5
- stop all sounds after exiting level regardless of intermission screen
...
https://forum.zdoom.org/viewtopic.php?t=67521
# Conflicts:
# src/g_level.cpp
# src/wi_stuff.cpp
2020-02-23 18:46:36 +01:00
alexey.lysiuk
ffc3c4a530
- fixed comparison with uninitialized data in MAPINFO parser
...
This issue was reported by Valgrind
2020-02-23 18:46:34 +01:00
Rachael Alexanderson
dfcd5d1dd5
- use GAMENAMELOWERCASE macro for music config defaults
...
# Conflicts:
# src/sound/music/music_config.cpp
2020-02-23 11:59:04 +01:00
alexey.lysiuk
d1786bc0c0
- fixed arguments order for ZMusic_Start() function
2020-02-23 11:59:02 +01:00
drfrag
82c4750710
Revert "Stop sources immediately when the sound is forced to stop"
...
This reverts commit 6b8cebe979
.
2020-02-18 15:35:03 +01:00
drfrag
f5f766b948
- Rename the soundfont.
2020-02-17 19:46:48 +01:00
Christoph Oelckers
87875a52ba
- backported a few sound code fixes from Raze.
2020-02-15 17:55:42 +01:00
Christoph Oelckers
462368b61d
- use floats for sprite depth sorting in the hardware renderer.
...
Fixed point is clearly insufficient here.
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_drawstructs.h
# Conflicts:
# src/hwrenderer/scene/hw_drawlist.cpp
# src/hwrenderer/scene/hw_sprites.cpp
2020-02-15 17:55:41 +01:00
Chronos Ouroboros
2d1e19dc4b
Fixed a crash when trying to include a missing mixin.
2020-02-15 17:55:40 +01:00
Major Cooke
116a935b71
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-11 00:55:21 +01:00
Chronos Ouroboros
0716594437
Mixins now perform a deep copy of the AST. (Fixes default blocks in mixins)
2020-02-11 00:55:19 +01:00
drfrag
71440ac4e8
- Print game version in console at startup, this is for those posting only the startup log.
2020-02-06 20:08:34 +01:00
Braden Obrzut
8e2a21fbfb
- Change updaterevision to a CMake script
...
The benefit to this is fairly small, but it does mean a little less work needs
to be done in the build scripts for cross compiling. The C version wasn't
especially concise so it was not obviously better in any way.
2020-02-02 13:58:10 +01:00
alexey.lysiuk
95f4f38695
- moved showing of start window banner to proper location in Cocoa backend
2020-02-02 13:58:07 +01:00
Christoph Oelckers
16d9da97eb
- backported fix for loading VOC files.
...
In NAM there is one that needed a bit of extra treatment.
2020-02-01 20:34:42 +01:00
Chris Robinson
350d57e8db
Remove FSoundLoadBuffer since it wasn't doing anything
2020-02-01 20:34:40 +01:00
Chris Robinson
c37caf4498
Remove LoadSoundBuffered since its no longer called
2020-02-01 20:34:37 +01:00
Chris Robinson
435a3885ca
Get rid of the LoadSound3D method
...
It no longer does anything since there's no separate buffer for 3D sfx.
2020-02-01 20:34:35 +01:00
Chris Robinson
1065d18bc4
Update a couple comments about monoized sounds
2020-02-01 20:34:33 +01:00
Chris Robinson
6b8cebe979
Stop sources immediately when the sound is forced to stop
...
The reason for the previous delay was to allow OpenAL Soft to fade the sound to
silence and avoid a sudden amplitude change, which can cause a "click" or "pop"
noise. However, with OpenAL Soft 1.20, this is a built-in feature of the mixer
so the extra complexity is unnecessary.
2020-02-01 20:34:30 +01:00
Chris Robinson
e7c035ff81
Remove the 'monoize' option from sound loading
...
Unnecessary with the AL_SOFT_source_spatialize extension, which has been
available for over a year.
2020-02-01 20:34:28 +01:00
Chris Robinson
427b6a0d14
Remove the fallback for lack of AL_EXT_SOURCE_RADIUS
...
It's been available in OpenAL Soft for years and the fallback method wasn't very good.
2020-02-01 20:34:25 +01:00
alexey.lysiuk
c088d1ec01
- fixed usage of floor sound with Plat_DownWaitUpStayLip special
...
https://forum.zdoom.org/viewtopic.php?t=67126
# Conflicts:
# src/p_plats.cpp
# src/playsim/mapthinkers/a_plats.h
2020-01-31 13:37:05 +01:00
alexey.lysiuk
36cb6b7050
- fixed code generation for very special if+switch combination
...
CheckReturn() must be called before emitting code, otherwise it will always return false for switch statements
Redundant jump instruction added because of that will point right after the end of function's code when if statement is the last one in the given function
This wasn't a problem for VM because bytecode in question was unreachable
JIT compiler tries to generate native code for a bogus jump destination, and this leads to out-of-bounds read from labels array
https://forum.zdoom.org/viewtopic.php?t=67149
2020-01-30 23:09:43 +01:00
alexey.lysiuk
8b5131eeaa
- fixed I_FindAttr() to handle symlinks on POSIX platforms
2020-01-28 20:18:27 +01:00
alexey.lysiuk
3b89c2fd34
- put common POSIX system code to a separate file
...
# Conflicts:
# src/posix/sdl/i_system.cpp
# Conflicts:
# src/posix/cocoa/i_system.mm
# src/posix/sdl/i_system.cpp
2020-01-28 20:18:13 +01:00
alexey.lysiuk
7d0df9fe3f
- exposed Level.MusicVolume to ZScript
2020-01-21 12:17:54 +01:00
alexey.lysiuk
a09d8e40f1
- fixed calling a function on string CVar
...
https://forum.zdoom.org/viewtopic.php?t=66768
2020-01-19 20:26:37 +01:00
alexey.lysiuk
f42f20ccd3
- added ability to filter VM disassembly dump
...
Use '-dumpdisasm something' to output functions with 'something' in their printable names
Open and close output file only once when processing code generated by Dehacked, and calculate its sizes as well
2020-01-19 20:26:34 +01:00
Rachael Alexanderson
dd61101193
- add check for unity version of Nerve.wad
...
- infrastructure in place in case Nerve.wad changes again, this can be extended
2020-01-19 01:33:49 +01:00
alexey.lysiuk
63df9b13d0
- customized invulnerability colormap does not interfere with Powerup.ColorMap
...
https://forum.zdoom.org/viewtopic.php?t=66955
2020-01-19 01:33:47 +01:00
Alexander Kromm
dbc91da9c5
save and restore config-only variables from proper sections
2020-01-17 20:41:23 +01:00
Alexander Kromm
0ca1809f3e
make nosave standalone CVar flag, alongside server and user
2020-01-17 13:02:10 +01:00
Alexander Kromm
1f1da5ba31
make nosave cvars set their value bypassing network code
...
This may look as a workaround, it is not.
nosave cvars are meant to be used as a storage for statistical data that doesn't
affect gameplay. That's why this data isn't saved to the savefile in the first
place. Therefore, there is no point in sending this data over network. It would
have no meaning on machines other than local.
2020-01-17 13:02:08 +01:00
drfrag
1fed15efc2
- Fixed crash exiting from the iwad selector.
2020-01-13 13:53:19 +01:00
drfrag
004b48d62f
- Blind attempt at adding support for 4 XInput controllers.
2020-01-13 13:19:34 +01:00
alexey.lysiuk
8a0581481b
- fixed Linux and macOS implementations of I_FindAttr()
...
At the moment, we assume that dirent struct has d_type member, and DT_DIR is defined
This is true for supported versions of macOS, and Linux with glibc
https://forum.zdoom.org/viewtopic.php?t=66945
2020-01-12 22:26:09 +01:00
Christoph Oelckers
a9df2427ca
- compatibility workaround for using Scroll_Texture_Model with a line id of 0.
...
This would do very bad things if not being checked for.
# Conflicts:
# src/maploader/specials.cpp
2020-01-12 16:09:07 +01:00
Christoph Oelckers
ae36003901
- store CVARs non-destructively in savegames.
...
The old method using a single string with a backslash as separator is unable to handle anything with actual backslashes in the data.
It now uses a JSON object with each CVAR being a separate key.
# Conflicts:
# src/version.h
2020-01-12 16:09:05 +01:00
drfrag
c5aa482437
- Fixed compilation with XP toolsets.
2020-01-12 15:22:07 +01:00
alexey.lysiuk
ab4594e2f7
- fixed A_PlaySound() called from Dehacked
...
The recently added argument was missing from PlaySound code pointer handling
Verified other Dehacked functions, and changed one incorrect comment
2020-01-12 12:59:44 +01:00
Christoph Oelckers
2d4accf437
- missed a warning.
2020-01-12 12:59:42 +01:00
Christoph Oelckers
f7ead44168
- fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
...
Both now use the Unicode capable I_Find* interface instead of duplicating all its functionality in multiple platform dependent incarnations.
# Conflicts:
# src/cmdlib.cpp
# src/gamedata/textures/image.cpp
# src/resourcefiles/file_directory.cpp
# Conflicts:
# src/resourcefiles/file_directory.cpp
2020-01-12 12:59:40 +01:00
Kevin Caccamo
db66f78c16
Attempt to optimize check for ML_DRAWFULLHEIGHT
...
It is less likely that a line will have the ML_DRAWFULLHEIGHT flag than its' ceiling will be above the neighbouring sector's ceiling and vice versa.
2020-01-12 11:39:21 +01:00
Kevin Caccamo
c75ec6f59f
Use != 0 after ANDing with the relevant flags
...
This is mostly a "just in case" measure, in case I did something wrong with the previous commits.
# Conflicts:
# src/hwrenderer/scene/hw_sky.cpp
2020-01-12 11:39:18 +01:00
Kevin Caccamo
4335233a49
Fix ML_DRAWFULLHEIGHT flag check
2020-01-12 11:39:16 +01:00
Kevin Caccamo
477381f210
Add handling for drawfullheight flag
...
Parse drawfullheight flag in UDMF
Draw full height for walls if the linedef has this flag
2020-01-12 11:39:03 +01:00
Kevin Caccamo
d69becfa57
Change ML_NOSKYWALLS and add ML_DRAWFULLHEIGHT
...
ML_DRAWFULLHEIGHT will be used to draw walls from the front/back sector's floor to the other sector's ceiling.
2020-01-12 11:38:51 +01:00
Kevin Caccamo
43264d9366
Add more ways to prevent GZDoom from drawing skybox walls
...
Add noskywalls flag to sectors and linedefs
# Conflicts:
# src/hwrenderer/scene/hw_sky.cpp
# src/p_udmf.cpp
2020-01-12 11:37:39 +01:00
alexey.lysiuk
068f0420a8
- restored old values for CHAN_... constants
...
https://forum.zdoom.org/viewtopic.php?t=66929
2020-01-12 00:49:20 +01:00
drfrag
8764f15555
- Set default GL texture filtering mode to none.
2020-01-11 22:54:50 +01:00
drfrag
1ca4e0c98a
- Removed ZScript warning.
2020-01-07 20:27:16 +01:00
Alexander Kromm
c96cdc6c35
fix nosave cvar keyword (saved to config, not saved to savegame)
2020-01-07 19:56:00 +01:00
alexey.lysiuk
fd5889e200
- fixed resolving of music aliases with full filenames
...
https://forum.zdoom.org/viewtopic.php?t=66815
2020-01-07 19:55:59 +01:00
Chronos Ouroboros
fea9814d19
Disabled default blocks in mixins for now.
2020-01-07 19:55:58 +01:00
Alexander Kromm
721faee4d8
add "nosave" cvar token
...
It makes a cvar value not be saved in a save file.
2020-01-07 19:55:58 +01:00
Christoph Oelckers
f9976fbf25
- reverted the clamping when assigning to FScanner::Number.
...
This broke unsigned integer parsing without explicitly declaring the constant unsigned.
2020-01-07 19:55:57 +01:00
Christoph Oelckers
176144e0a1
- cleanup.
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(The Raven license got removed from sc_man after checking that no Raven code is still present here, this file got a nearly complete overhaul over all those years.)
# Conflicts:
# src/textures/texturemanager.cpp
2020-01-07 19:55:56 +01:00
Petr Mrázek
848438839b
- Run the Alsa MIDI thread every 40ms or so, use non-blocking sequencer
2020-01-07 19:55:55 +01:00
Chronos Ouroboros
24a11f7a9a
Fixed some incorrect parentheses in S_PlaySoundPitch.
2020-01-07 19:55:54 +01:00
Chronos Ouroboros
3c71f23afd
Removed a redundant switch and added a default case to the mixin parsing code to shut GCC up.
2020-01-07 19:55:53 +01:00
drfrag
87bb63a61a
- Bumped ZScript version.
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# Conflicts:
# src/version.h
2020-01-07 19:55:51 +01:00
Christoph Oelckers
ce1f4427cc
- cleaned up the parameters of A_StartSound.
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There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-07 19:36:52 +01:00
Christoph Oelckers
ff3606e44e
- refactored the MIDI list code.
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Let's hope nothing got broken on the Linux side, the recent submission's code was not usable.
# Conflicts:
# libraries/zmusic/zmusic/configuration.cpp
# src/sound/music/i_music.cpp
# src/sound/music/music_midi_base.cpp
2020-01-07 18:36:55 +01:00
Christoph Oelckers
dee8af1902
- made the sound decoding interface DLL friendly and added compile switches to the MIDI players so that different licenses can be uses as compile target.
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# Conflicts:
# src/sound/backend/i_sound.h
# Conflicts:
# libraries/zmusic/mididevices/music_timiditypp_mididevice.cpp
2020-01-07 18:22:15 +01:00
Christoph Oelckers
e89cc73f80
- rewrote the ZMusic interface so that it is free of C++ constructs.
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Now it is ready to put in a DLL.
# Conflicts:
# libraries/zmusic/zmusic/mididefs.h
# libraries/zmusic/zmusic/zmusic.h
2020-01-07 18:07:26 +01:00
Christoph Oelckers
f2a3a70aec
- replaced the C++ based file access wrapper in ZMusic with a C compatible version.
2020-01-07 18:07:23 +01:00
Christoph Oelckers
7e01b19753
- there's no need to let the XM Vorbis decoder run through the client - all related functionality is part of ZMusic itself.
2020-01-07 18:07:21 +01:00
Christoph Oelckers
e5faff8cbb
- made adjustments to the remaining parts of the function interface.
2020-01-07 18:07:19 +01:00
Christoph Oelckers
4e8359100f
- made the ZMusic interface more DLL friendly: Reworked all functions not to throw exceptions across the library boundary and made a few definitions internal.
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Not complete yet.
# Conflicts:
# libraries/zmusic/zmusic/zmusic.h
2020-01-07 18:07:17 +01:00
drfrag
38c1b2e207
Update and clarify the licenses for the postprocess part.
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(dpJudas)
Cherry-picked from commit fca3da8af4
2020-01-07 18:04:33 +01:00
Petr Mrázek
b07254507a
- Support for MIDI on Linux via alsa sequencer
2020-01-07 18:04:28 +01:00
Rachael Alexanderson
aa6cb4815f
- oops, missed this one
2020-01-06 21:58:51 +01:00
Rachael Alexanderson
b75665983c
- relicense some of my past work under BSD
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# Conflicts:
# src/rendering/r_videoscale.cpp
2020-01-06 21:58:48 +01:00
Alexander Kromm
032c6a534b
export dictionary iterator
2020-01-06 21:57:02 +01:00
Alexander Kromm
9ca3f98419
dictionary from empty string is not an error, but empty dictionary
2020-01-06 21:56:59 +01:00
Rachael Alexanderson
12f356f24e
- bump version requirement to 219 for defcvars
2020-01-06 21:56:57 +01:00
Rachael Alexanderson
6f24cc29c9
- forbid defcvars from a wadfile
2020-01-06 21:53:05 +01:00
Rachael Alexanderson
93dfdc1c33
- tell the user the game version number when version is not specified as a hint
2020-01-06 21:52:22 +01:00
Rachael Alexanderson
1154207ec0
- implement 'defcvars'
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# Conflicts:
# src/d_main.cpp
# Conflicts:
# src/d_main.cpp
2020-01-06 21:50:49 +01:00
Cacodemon345
5ed070964c
Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
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# Conflicts:
# src/hwrenderer/scene/hw_weapon.cpp
# src/r_data/models/models.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp
2020-01-06 21:50:14 +01:00
Alexander Kromm
4f5218cc8f
add Dictionary.Remove(String key) function
2020-01-06 19:49:25 +01:00
Alexander Kromm
81744d5b7a
fix crash with saving null Dictionary
2020-01-06 19:49:23 +01:00
Marisa Kirisame
ebc6fcccd7
Additional CHAN_OVERLAP awareness for StartSound and ChangeSoundVolume/Pitch.
2020-01-06 19:49:21 +01:00
Christoph Oelckers
7919c86f3e
- elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP.
2020-01-06 19:49:18 +01:00
Christoph Oelckers
0d3a62f73a
- fixed: A_StartSound was still masking the sound channel value for checking if it plays something.
2020-01-06 19:49:15 +01:00
Major Cooke
96153e7e7e
- Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended.
2020-01-06 19:20:44 +01:00
Major Cooke
234e690f77
Added STOPRAILS actor flag.
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- An actor with this flag will prevent railgun shots from penetrating further.
2020-01-06 19:20:41 +01:00
Alexander Kromm
a7e6552f0f
export TMap<FString, FString> to ZScript
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# Conflicts:
# src/CMakeLists.txt
# src/serializer.h
2020-01-06 19:18:22 +01:00
Christoph Oelckers
35379e1e5d
- let a sight check that gets lost return failure.
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This way these cannnot unwantedly wake up monsters.
2020-01-06 19:14:53 +01:00
Cacodemon345
d6a23065d1
Implement renderstyle and transparent actor sprite rendering in automap ( #997 )
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* Implement renderstyle and transparent actor sprite rendering in automap
* Add "am_advspriterender" CVAR and add invisible actor checks.
* Rename cvar to `am_thingrenderstyles`
# Conflicts:
# src/am_map.cpp
2020-01-06 19:14:51 +01:00
Rachael Alexanderson
528550c4ef
- changing vid_scalefactor now always shows current scaling data unless it gets set to "1"
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- vid_scaletoheight/width now works in all scaling modes, and can now also scale on custom resolutions directly
# Conflicts:
# src/r_videoscale.cpp
2020-01-06 19:05:13 +01:00
Rachael Alexanderson
278c7db215
- fix vid_showcurrentscaling so that it works even when vid_scalemode is 2 or greater.
...
# Conflicts:
# src/r_videoscale.cpp
2020-01-06 18:53:47 +01:00
alexey.lysiuk
0ee488633b
- fixed compilation warning reported by MSVC
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src\r_videoscale.cpp(105): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data
# Conflicts:
# src/r_videoscale.cpp
2020-01-06 18:51:17 +01:00
Rachael Alexanderson
792871a380
- add 'vid_showcurrentscaling' ccmd, expanded output for 'vid_scaletowidth' and 'vid_scaletoheight' commands
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- made the vid_scaleto____ commands less hacky - after finding out I could route the calls through screen->, found the correct screen-> commands, and do scaling based on the real screen dimensions
2020-01-06 18:48:49 +01:00
alexey.lysiuk
e4110ded3c
- precache switch textures from ANIMATED lump
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For example, SW1SKULL and SW2SKULL switches are animated in TNT: Evilution
Their frames are defined in ANIMATED lump which is old BOOM binary format
Textures other than base were not cached because the corresponding switch definitions (in ANIMDEFS lump) have one frame only and BOOM style animations were not taken into account
https://forum.zdoom.org/viewtopic.php?t=66652
# Conflicts:
# src/p_setup.cpp
2020-01-06 18:23:31 +01:00
drfrag
38c5e84b82
- Adjust minimum scaling for 320x200.
2020-01-06 18:23:28 +01:00
Rachael Alexanderson
5906701a7d
- implement vid_scalemode = 6 - sets absolute minimum scaling to fill entire screen - useful for speeding up software rendering
...
# Conflicts:
# src/r_videoscale.cpp
# Conflicts:
# src/r_videoscale.cpp
2020-01-06 18:23:11 +01:00
alexey.lysiuk
b246eb20fa
- upsample texture if width * height is less or equal to gl_texture_hqresize_maxinputsize squared
...
https://forum.zdoom.org/viewtopic.php?t=66652
# Conflicts:
# src/textures/hires/hqresize.cpp
2020-01-06 18:05:54 +01:00
alexey.lysiuk
7dd5d3ce61
- added minimal time profiling of texture precaching
...
# Conflicts:
# src/hwrenderer/textures/hw_precache.cpp
# Conflicts:
# src/hwrenderer/textures/hw_precache.cpp
2020-01-06 18:04:54 +01:00
alexey.lysiuk
d2101bf700
- improved normalNx scaling performance by ~10%
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Actual boost heavily depends on platform's memory architecture, made it a bit more cache friendly in general
# Conflicts:
# src/textures/hires/hqresize.cpp
2020-01-06 17:53:09 +01:00
alexey.lysiuk
69d39bcd44
- move setting status bar defaults to proper location
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BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code
https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:35 +01:00
Christoph Oelckers
1cacd3e3de
- sound engine update.
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Notable changes:
* IsSourcePlayingSomething had undefined behavior when checking unattached and unpositioned sounds.
* loading Blood RAW sounds with different sample rates but the same backing lump may not use the same hardware sound buffer.
* when playing an unpositioned sound the attenuation is irrelevant and must be ignored. This resulted in a 3D sound being started which was mostly inaudible due to lack of valid origin.
2020-01-06 15:08:32 +01:00
Marisa Kirisame
9e212c3582
Change IsSourcePlayingSomething to handle overlapping sounds.
2020-01-06 15:08:30 +01:00
Christoph Oelckers
bc1d728140
- made FSoundChan::EntChannel a full int and reordered the structure for better packing.
2020-01-06 15:08:28 +01:00
Christoph Oelckers
25288d5cea
- renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope.
2020-01-06 15:08:26 +01:00
Christoph Oelckers
35e38bc8eb
- fixed inverted listener check when using compatibility options.
2020-01-06 15:08:24 +01:00
Christoph Oelckers
38aa6c4281
- the old bit masking for the channel needs to go, of course.
2020-01-06 15:08:22 +01:00
Christoph Oelckers
9c825ea090
- fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
...
- removed a few MAX calls with std::max.
2020-01-06 15:08:20 +01:00
Christoph Oelckers
c3759f389c
- separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
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- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.
The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.
# Conflicts:
# src/bbannouncer.cpp
# src/fragglescript/t_func.cpp
# src/g_shared/a_lightning.cpp
# src/p_effect.cpp
# src/p_mobj.cpp
# src/p_switch.cpp
# src/playsim/p_spec.cpp
# src/sound/s_doomsound.cpp
# src/sound/s_doomsound.h
# wadsrc/static/zscript/base.zs
# Conflicts:
# src/intermission/intermission.cpp
# src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
Christoph Oelckers
ba006cbc5c
- sound engine update.
2020-01-06 14:50:50 +01:00
alexey.lysiuk
7277717b32
- fixed linked sound resolving
...
Hash indices and sound ids were used interchangeably but they are different entities
https://forum.zdoom.org/viewtopic.php?t=66618
2020-01-06 14:50:48 +01:00
Christoph Oelckers
b0d38adb25
- made the sound resolving a virtual method
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This way the player sounds can be done in the proper place without infesting the core.
# Conflicts:
# src/sound/s_doomsound.cpp
2020-01-06 14:50:46 +01:00
alexey.lysiuk
a7796b8ffb
- fixed debugger visualization for FSoundID
2020-01-06 14:38:54 +01:00
alexey.lysiuk
179c4dd238
- rewrote test for occupied sound channel without special types
...
https://forum.zdoom.org/viewtopic.php?t=66613
2020-01-06 14:38:39 +01:00
alexey.lysiuk
3c157a4f2c
- restored stopping of channel by new sound
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If source actor/sector/polyobject is playing something on the selected channel, stop it before playing a new sound
https://forum.zdoom.org/viewtopic.php?t=66613
2020-01-06 14:38:37 +01:00
alexey.lysiuk
ea85cd18dd
- remove redundant call to SoundRenderer::UpdateSounds()
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At that point SoundEngine::StopAllChannels() did this already
2020-01-06 14:38:35 +01:00
alexey.lysiuk
da7515c0ce
- moved sound engine cleanup calls to own function
...
https://forum.zdoom.org/viewtopic.php?t=66605#p1127457
2020-01-06 14:38:33 +01:00
alexey.lysiuk
9b2054ad4d
- fixed crash when exiting before sound engine initialization
...
https://forum.zdoom.org/viewtopic.php?t=66605
2020-01-06 14:38:30 +01:00
alexey.lysiuk
fbe696935d
- removed redundant call to S_StopAllChannels()
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It's the first thing that S_ClearSoundData() does anyway
2020-01-06 14:38:28 +01:00
Magnus Norddahl
bd80a16312
Fix include error
2020-01-06 14:32:33 +01:00
Christoph Oelckers
6c4a6def62
- cleaned the includes of the sound backend code of unwanted content.
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Also simplified the sound init decision making. With FMod gone there is no reason to be pedantic here. Even the check of snd_backend for the Null device could be omitted here, its only realistic use is '-nosound'.
# Conflicts:
# src/sound/s_environment.cpp
2020-01-06 13:55:51 +01:00
Christoph Oelckers
fb42e6d92e
- separated reverb data and reverb editor.
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Again, isolating the part that is game independent from parts that are specific to GZDoom.
2020-01-06 13:45:37 +01:00
Christoph Oelckers
8adf2c34cd
- continued refactoring on sound code.
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The game independent part of the code has been mostly isolated.
# Conflicts:
# src/sound/s_doomsound.cpp
# src/sound/s_sound.cpp
# src/sound/s_sound.h
# Conflicts:
# src/sound/s_sound.cpp
2020-01-06 13:45:19 +01:00
Christoph Oelckers
89bffd17bc
- reduced the dependency of the sound system on game state.
...
Many of the simple wrappers have been moved to a separate file and the sound source handling has been abstracted.
This is only the first phase, the work is not complete yet.
Also changed the license of the sound code to BSD after verifying that this code bears no similarity to id's original sound code anymore, save for a few function names (which are due to be refactored out anyway.)
# Conflicts:
# src/sound/s_sound.cpp
# src/sound/s_sound.h
2020-01-06 13:35:40 +01:00
Christoph Oelckers
3501ffd743
- started separating the sound engine code from game dependent parts.
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First step: Split the header. Todo: Abstract listener and sound source specifics out of the sound engine.
2020-01-06 13:35:38 +01:00
alexey.lysiuk
2535b4ef63
- pass master volume to ZMusic library on startup
...
MIDI devices that don't output music through the sound system (like WinMM) ignored master volume setting
https://forum.zdoom.org/viewtopic.php?t=66510
2020-01-06 01:32:08 +01:00
alexey.lysiuk
e5bb66eb4f
- removed unused code from serializer
2020-01-06 01:32:05 +01:00
alexey.lysiuk
505902b141
- fixed selection of system MIDI device on startup
...
https://forum.zdoom.org/viewtopic.php?t=66150
2020-01-06 01:30:51 +01:00
alexey.lysiuk
79b39648d7
- fixed compilation of Cocoa backend with 10.9 SDK
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src/posix/cocoa/i_video.mm:68:31: error: property 'delegate' not found on object of type 'id'
src/posix/cocoa/st_console.mm:464:37: error: property 'delegate' not found on object of type 'id'
2020-01-06 01:30:50 +01:00
Christoph Oelckers
5544e50ca4
- fixed: ZMusic_Close may not lock the mutex because it will delete it.
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Here the calling code must ensure that the music object won't be accessible anymore before it gets deleted.
2020-01-06 01:30:47 +01:00
Christoph Oelckers
6b098107ce
- ZMusic interface refactoring.
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Use global functions instead of the class interface which exposed too many implementation details.
2020-01-06 01:30:43 +01:00