Commit graph

14760 commits

Author SHA1 Message Date
alexey.lysiuk
af321b36a1 - updated Cocoa backend to follow single exit point workflow 2020-01-06 01:11:06 +01:00
alexey.lysiuk
2b4a071b81 - deleted leftovers of exit refactoring 2020-01-06 01:11:04 +01:00
alexey.lysiuk
14b07ee45f - cleanup SDL fatal error reporting
Output error text to terminal if SDL message box cannot be shown
Removed wrong "No IWAD found" message
2020-01-06 01:10:59 +01:00
alexey.lysiuk
ad07c6fcdb - fixed potential crashes in Linux crash reporter
Do not access various global objects at early stage of initialization and late stage of shutdown

# Conflicts:
#	src/posix/sdl/i_main.cpp

# Conflicts:
#	src/posix/sdl/i_main.cpp
2020-01-06 01:08:16 +01:00
alexey.lysiuk
b5d2cc4778 - call SDL_Quit() from main() instead of atexit()
This should help with crash reporting during SDL shutdown
2020-01-06 00:55:51 +01:00
alexey.lysiuk
a5d3be2569 - fixed crash on exiting from IWAD selector
https://forum.zdoom.org/viewtopic.php?t=66073
2020-01-06 00:55:49 +01:00
alexey.lysiuk
6c78556c09 - restored command line arguments initialization in SDL backend 2020-01-06 00:55:47 +01:00
drfrag
cfeacc485b - Try to fix compilation on non windows platforms.
# Conflicts:
#	src/d_main.cpp
2020-01-06 00:51:04 +01:00
alexey.lysiuk
f334400d48 - fixed compilation of POSIX targets
src/posix/cocoa/i_main.mm:152:2: error: use of undeclared identifier 'ShutdownJoysticks'
src/posix/sdl/i_system.cpp:128:3: error: ‘I_FatalError_Gtk’ was not declared in this scope
src/posix/sdl/st_start.cpp:329:8: error: ‘CExitEvent’ was not declared in this scope
2020-01-06 00:48:14 +01:00
drfrag
bda11c6401 - Fixed compilation.
# Conflicts:
#	src/win32/win32video.cpp
2020-01-06 00:46:30 +01:00
Christoph Oelckers
191b958791 - the big cleanup of the exit cleanup is done!
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.

# Conflicts:
#	src/CMakeLists.txt
#	src/atterm.cpp
#	src/atterm.h
#	src/d_main.cpp
#	src/dobjtype.cpp
#	src/g_mapinfo.cpp
#	src/g_statusbar/sbarinfo.cpp
#	src/gamedata/g_mapinfo.h
#	src/i_net.cpp
#	src/p_setup.cpp
#	src/posix/cocoa/i_video.mm
#	src/posix/sdl/hardware.cpp
#	src/posix/sdl/i_main.cpp
#	src/r_utility.cpp
#	src/rendering/v_video.cpp
#	src/sound/s_advsound.cpp
#	src/sound/s_sound.cpp
#	src/swrenderer/r_swcolormaps.cpp
#	src/win32/hardware.cpp
#	src/win32/i_input.cpp

# Conflicts:
#	src/CMakeLists.txt
#	src/i_net.cpp
#	src/posix/sdl/i_system.cpp
#	src/r_utility.cpp
#	src/win32/i_system.cpp
2020-01-05 23:57:44 +01:00
drfrag
5b31393b90 - Fixed compilation.
# Conflicts:
#	src/win32/st_start.cpp
2020-01-05 21:19:07 +01:00
Christoph Oelckers
7221068d68 - fixed compilation on Windows. 2020-01-05 21:14:00 +01:00
Christoph Oelckers
9ee1c88760 replaced all 'exit's with an ExitEvent exception
The main exits are initiated from code that cannot filter this back to D_DoomMain easily so the exception is the only way to get there.

The 3 main points of exit are:

* quit/exit CCMD
* quitting the menu through ST_Endoom
* receiving a quit message on the main window.

# Conflicts:
#	src/posix/cocoa/st_start.mm
2020-01-05 21:13:56 +01:00
Christoph Oelckers
7a307ff8a9 - don't exit from within a window proc.
This should be handled by the message pump evaluating WM_QUIT which is how Windows suggests this to be done.
2020-01-05 21:12:23 +01:00
Christoph Oelckers
dd47803906 - missed one exit. 2020-01-05 21:12:20 +01:00
Christoph Oelckers
abd98688e1 - refactored the exit calls out of the networking code
These ones were particularly bad examples of misusing the exit handlers by temporarily installing one themselves and then calling exit to clean stuff up.

Now they just return an error code to D_DoomMain to perform a regular exit.
2020-01-05 21:12:18 +01:00
Christoph Oelckers
f52c217234 - moved all exception handling out of the backends
The main catch is now in D_DoomMain, only calling platform specific functions to handle the output for the error.

As a nice side effect, -norun can now be done without an exception, just by exiting D_DoomMain with a special exit code.

# Conflicts:
#	src/win32/i_main.cpp
2020-01-05 21:12:16 +01:00
Christoph Oelckers
e8332b299e - consolidated I_FatalError functions
This also removes the handling from thr Posix backend and will not compile on non-Windows.
2020-01-05 21:09:36 +01:00
Christoph Oelckers
f84c0790ea - consolidated the 3 I_Error implementations
Debug output is now being handled by the respective interface functions, not by the Windows I_Error itself.
2020-01-05 21:09:34 +01:00
alexey.lysiuk
4c099300ca - implemented str(n)icmp function definitions via CMake macro 2020-01-05 21:07:58 +01:00
alexey.lysiuk
a4930f9d8b - restored ability to link with thirdparty sound libraries explicitly
DYN_SNDFILE=NO and DYN_MPG123=NO were ignored while DYN_FLUIDSYNTH=NO broke compilation
These options should be applied to ZMusic target instead of the main executable
As a bonus, it's now possible to build GZDoom without FluidSynth
2020-01-05 21:06:37 +01:00
alexey.lysiuk
875a136b34 - fixed compilation of Cocoa backend
src/posix/cocoa/st_start.mm:63:7: error: redefinition of 'FBasicStartupScreen'
2020-01-05 21:04:42 +01:00
Christoph Oelckers
26c435c69e - split up st_start.cpp into one file with the Windows interface code and a second one which only contains platform independent code.
Since this made heavy use of Windows type, those were duplicated to avoid rewriting the entire interface.
This split at least reduces the amount of code needed to refactor for making the screens work on other platforms than Windows.

# Conflicts:
#	src/CMakeLists.txt
2020-01-05 21:04:39 +01:00
Christoph Oelckers
ba071d7044 - eliminate a little bit of redundancy. 2020-01-05 21:04:12 +01:00
Christoph Oelckers
89d7330ba9 - cleanup of the sound init/exit code.
Now there is only one single entry point for both, instead of previously 2 entry and 4 exit points.
This also eliminates the explicit shutdown of ZMusic. Timidity++'s two buffers have been put in containers that self-destruct on shutdown and calling dumb_exit is not necessary because the only feature requiring it is not used by any code in the music library.
2020-01-05 21:04:09 +01:00
Christoph Oelckers
55831a264a - some reformatting on exit code, mainly to make searching for the content easier.
# Conflicts:
#	libraries/asmjit/asmjit/core/compiler.h
#	libraries/glslang/spirv/SpvBuilder.h
#	src/posix/sdl/hardware.cpp
#	src/rendering/v_video.cpp
#	src/win32/hardware.cpp
#	src/win32/i_main.cpp
2020-01-05 21:03:41 +01:00
Christoph Oelckers
fcfff6f6f6 - sanitized exit code a bit
Instead of trying a homegrown way to avoid recursive exceptions, let's do it with the defined procedure C++ has for this case: call std::terminate.

This allowed removing some old hackery inherited from Boom and will now hopefully allow sanitizing the exit procedure to the point that it can be done without depending on exit handlers.

# Conflicts:
#	src/files_decompress.cpp

# Conflicts:
#	src/d_main.cpp
2020-01-05 21:03:07 +01:00
Christoph Oelckers
1f15bc5b0d - moced I_DetectOS call into D_DoomMain
This requires the console and was the reason for this strange setup.

# Conflicts:
#	src/posix/cocoa/i_main.mm
2020-01-05 21:00:19 +01:00
Christoph Oelckers
5293b8b281 - moved the initial C_InitConsole call into D_DoomMain
The only difference here were the size values on Windows but for this initial call they have been useless for a long time. When this code was written the console buffer still had a fixed width that needed to be set before adding any text.
2020-01-05 21:00:16 +01:00
Christoph Oelckers
f0d68efb88 - also put the Windows system specific exit handlers into atexit's list
Again, these have no place in the game's own uninit code.
2020-01-05 21:00:15 +01:00
Christoph Oelckers
818302e02f - put SDL_Quit into the atexit queue instead of atterm
System exit procedures should not go in there.
2020-01-05 21:00:12 +01:00
Christoph Oelckers
c272315ca3 - new exception class for quitting the game
This will eventually replace the atexit mess, right now it isn't used.

# Conflicts:
#	src/doomerrors.h

# Conflicts:
#	src/doomerrors.h
2020-01-05 20:58:39 +01:00
Christoph Oelckers
62141910a4 - copied the restart cleanup code into its own function
# Conflicts:
#	src/d_main.cpp

# Conflicts:
#	src/d_main.cpp
2020-01-05 20:56:30 +01:00
drfrag
ce31c46d60 Revert "Use signal handler to invoke call_terms() before exit when possible"
This reverts commit 457dc8b5a9.
2020-01-05 19:56:24 +01:00
drfrag
2bf731cfa9 Revert "- Made VMFrameStack GlobalVMStack a non thread_local variable for MinGW since that helps to prevent crashes on exit."
This reverts commit 429bd5d843.
2020-01-05 19:55:15 +01:00
drfrag
b78978fa7b Revert "- Addressed crash on exit with MinGW. This is a hack and i've reported it as a bug in the MinGW C runtime."
This reverts commit 0e25e40deb.
2020-01-05 19:54:54 +01:00
drfrag
fce7af81af - Try to fix compilation on POSIX targets, i mean for real compilers thanks again to the broken VS preprocessor. 2020-01-05 19:44:18 +01:00
Christoph Oelckers
44f668c6d9 - added a mapping table from DOS-IBM-437 to Unicode
This is for future use, added now so that it won't get lost.
2020-01-05 14:43:59 +01:00
Christoph Oelckers
ed0e671281 - added missing return to the GENMIDI loader. 2020-01-05 14:39:14 +01:00
Braden Obrzut
04ca5946d9 - Document limitation of TArray and silence warnings about non-trivial types being trivially moved 2020-01-05 14:39:12 +01:00
Christoph Oelckers
7bd8abc074 - fixed crash with non-looping music ending.
In this case it was the song terminating the stream, with the new setup the main music code has to do this itself.
2020-01-05 14:39:09 +01:00
Christoph Oelckers
1616bc93a7 - fixed compilation on Windows.
# Conflicts:
#	libraries/zmusic/musicformats/win32/i_cd.cpp

# Conflicts:
#	libraries/zmusic/musicformats/win32/i_cd.cpp
2020-01-05 14:39:08 +01:00
alexey.lysiuk
0d3e78f748 - disabled code signing in Xcode by default
It’s impossible to build GZDoom without valid code signing identity with Xcode 11 using a project

# Conflicts:
#	src/CMakeLists.txt
2020-01-05 14:39:06 +01:00
Christoph Oelckers
555b847323 - removed the remains of the FModEx-style stream implementation
FMod had MP3/Ogg playback integrated right into itself, and the OpenAL backend tried to replicate this functionality.

This functionality, however, has been removed over two years ago when FMod started breaking things more and more, it was only this backing implementation that was left in.
2020-01-05 14:39:04 +01:00
Christoph Oelckers
ee4bf9670e - renamed a few functions in the public interface of ZMusic. 2020-01-05 14:39:03 +01:00
Christoph Oelckers
16212e946b - moved the music loader code to ZMusic.
This was the final piece of code reorganization.

What's left is cleaning up the interface.
2020-01-05 14:39:01 +01:00
Christoph Oelckers
09fe55d462 - cleanup of the remaining music code in the main project
# Conflicts:
#	src/menu/menudef.cpp
#	src/scripting/vmthunks.cpp

# Conflicts:
#	src/p_acs.cpp
2020-01-05 14:39:00 +01:00
Christoph Oelckers
d7db010217 - moved the CD Audio code to ZMusic, too.
This was the last player class.
This code was also cleaned up for non-Windows systems where CD Audio is not implemented.
Instead of providing an empty implementation, all related code is now explicitly deactivated.

# Conflicts:
#	src/CMakeLists.txt
2020-01-05 14:38:27 +01:00
Christoph Oelckers
01de5a071b - moved the main music classes to ZMusic
What's left is the CD-Audio playback and some global functions.

# Conflicts:
#	src/CMakeLists.txt
2020-01-05 14:02:12 +01:00
Christoph Oelckers
cf16dc510a - fixed compilation with XCode and silenced several warnings 2020-01-05 13:38:07 +01:00
Christoph Oelckers
768a7bdd18 - hooked up a few more CVARs and other values the music backend needs to know about and moved the MusInfo base class into zmusic.
# Conflicts:
#	src/sound/musicformats/music_midistream.cpp
2020-01-05 13:37:50 +01:00
Christoph Oelckers
08d2ac0eee - moved the sound system's sound stream for the music out of the song objects.
It is now being handled by the controlling code.
While of no benefit for GZDoom itself, this finally allows to separate the entire music code into a separate, engine independent project that merely provides streamed music data when not playing on a hardware device (WinMM Midi or CD Audio.)
The tight coupling of the music code with the sound backend made this nearly impossible before
2020-01-05 12:56:39 +01:00
Christoph Oelckers
fce866054e - reordering code a bit to see where the stream must be started. 2020-01-05 12:56:37 +01:00
Christoph Oelckers
e3bb9332d0 - a bit of cleanup - moving internal class declarations into the sources.
Now i_musicinterns.h doesn't bleed the entire implementation everywhere anymore.
2020-01-05 12:56:35 +01:00
Christoph Oelckers
0f7886326d - renamed the configuration file. 2020-01-05 12:56:33 +01:00
Christoph Oelckers
e76f590df8 - moved all configuration code to zmusic project.
The CVARs are now just getting forwarded without any own logic.
2020-01-05 12:56:30 +01:00
Christoph Oelckers
5d73f09ebf - first state of music configuration refactor.
# Conflicts:
#	src/sound/music/midi_cvars.cpp
2020-01-05 12:56:28 +01:00
Christoph Oelckers
d44d3b353d - did a bit of reordering on I_RegisterSong.
The way CDDA was treated as an afterthought made handling of stream songs somewhat problematic, because the state could be unclear.
CDDA is an easily identifiable format so it should be tested first.
2020-01-05 12:33:51 +01:00
Christoph Oelckers
eccff92420 - moved MIDI format detection and source creation into zmusic project. 2020-01-05 12:33:48 +01:00
Christoph Oelckers
531a5a8857 - moved the stream sources to zmusic project.
# Conflicts:
#	src/CMakeLists.txt
2020-01-05 12:32:47 +01:00
Christoph Oelckers
09993ca39b - removed ZDoom dependencies from music_libsndfile.cpp
# Conflicts:
#	src/sound/musicformats/music_libsndfile.cpp
2020-01-05 12:32:43 +01:00
Christoph Oelckers
f3f2ec5cb1 - moved the sound decoding code to the zmusic project.
Since this gets used by both the sound backend and the music code it needs to be in a place accessible to both.

# Conflicts:
#	src/CMakeLists.txt

# Conflicts:
#	libraries/zmusic/decoder/mpg123_decoder.cpp
#	libraries/zmusic/decoder/sndfile_decoder.cpp
#	src/CMakeLists.txt
2020-01-05 12:29:15 +01:00
Christoph Oelckers
fb3b6a0407 - XA, too. 2020-01-05 11:53:06 +01:00
Christoph Oelckers
3837cf8f0f - ... and the raw OPL format. 2020-01-05 11:53:04 +01:00
Christoph Oelckers
182f48c2c4 - gave music_gme.cpp the treatment.
# Conflicts:
#	src/sound/musicformats/music_gme.cpp
2020-01-05 11:53:00 +01:00
Christoph Oelckers
e3d9c6a19e - dependency cleanup in music_dumb.cpp.
# Conflicts:
#	src/sound/musicformats/music_dumb.cpp

# Conflicts:
#	src/sound/musicformats/music_dumb.cpp
2020-01-05 11:50:07 +01:00
Christoph Oelckers
b5ebe264ab - consolidated the different file access interfaces in the backends into one shared version.
This was getting a bit unwieldy. The include path setup is not perfect yet, that's work for later.
(It's about time we're getting C++20 with modules so that this include path madness can be put to an end.)
2020-01-05 11:46:28 +01:00
Christoph Oelckers
c56bf30cc2 - uncoupled the stream sources from the low level implementation. The entire setup had the stream sources depend on the SoundStream class, severely limiting reusability. This was changed that there is one SoundStream class that uses the StreamSources as mere data source that has no knowledge and no connection to the underlying system, similar to how the MIDI system works. With this there are only 3 top level music classes left - MIDIStreamer, StreamSong and CDSong.
Also made the decode_vorbis function in DUMB a function pointer so that the library does not depend on high level code and can just ignore the vorbis case if no supported.
2020-01-05 11:46:24 +01:00
Christoph Oelckers
5743a56ef4 - created a new zmusic library which will eventually contain all the music playback code.
Currently all it contains are the MIDI sources and the MIDI devices, the rest needs to be reworked first.

# Conflicts:
#	libraries/zmusic/i_module.cpp
#	libraries/zmusic/i_module.h
#	src/CMakeLists.txt
#	src/i_module.cpp
#	src/i_module.h
#	src/sound/music/midi_cvars.cpp
#	src/utility/i_module.cpp
#	src/utility/i_module.h

# Conflicts:
#	src/CMakeLists.txt
#	src/sound/musicformats/music_opl.cpp
2020-01-05 11:46:20 +01:00
Christoph Oelckers
c52b516c6f - more dependency removal, this time from the MIDI devices.
# Conflicts:
#	src/sound/mididevices/music_win_mididevice.cpp

# Conflicts:
#	src/sound/mididevices/music_softsynth_mididevice.cpp
#	src/sound/mididevices/music_timidity_mididevice.cpp
#	src/sound/mididevices/music_timiditypp_mididevice.cpp
#	src/sound/mididevices/music_wavewriter_mididevice.cpp
2020-01-05 02:43:50 +01:00
Christoph Oelckers
d3bfffbdab - removed all dependencies on ZDoom code from the MIDI sources (including TArray and FileReader.) 2020-01-05 02:36:35 +01:00
Christoph Oelckers
4068febc5e - fixed typo. 2020-01-05 02:36:32 +01:00
Christoph Oelckers
5460c72ee9 - moved the stream handling out of the MIDI device into the MIDIStreamer class.
This isn't the final location but this means that the device is merely a data provider, with the sole exception of the Win32 MIDI device whose unwieldy usage requirements unfortunately dictate much of the needed interface here.
2020-01-05 02:36:30 +01:00
Christoph Oelckers
f15be8b270 - split out the MIDIDevice implementation into its own source file. 2020-01-05 02:36:27 +01:00
Christoph Oelckers
447290aa4f - WildMidi also done. 2020-01-05 02:31:56 +01:00
Christoph Oelckers
30f23738b3 - Timidity++ done. 2020-01-05 02:31:53 +01:00
Christoph Oelckers
e75da52448 - fixed the GUS MIDI device.
The sound font reader may not be deleted because its ownership is transferred to the instrument set.
The gus_patchdir variable was not transferred to the config struct.
2020-01-05 02:31:47 +01:00
Christoph Oelckers
08f3a349e8 - work on GUS MIDI device plus some cleanup
This is not tested yet!
2020-01-05 02:31:42 +01:00
Christoph Oelckers
309a45ed48 - Gave OPN device the same treatment
Also made some improvements to the interface.

# Conflicts:
#	src/sound/mididevices/midi_cvars.cpp
2020-01-05 02:31:38 +01:00
alexey.lysiuk
850975cbc4 - fixed compilation on Linux
libraries/oplsynth/oplio.cpp:59:32: error: ‘memset’ was not declared in this scope
src/sound/mididevices/midi_cvars.cpp:43:31: error: expected initializer before ‘GetSystemDirectoryA’
2020-01-05 02:17:59 +01:00
Christoph Oelckers
f6eedb737b - same treatment for the OPL Midi player.
# Conflicts:
#	src/sound/mididevices/music_opl_mididevice.cpp
2020-01-05 02:17:53 +01:00
Christoph Oelckers
9585ca5984 - missed an 'else'. 2020-01-05 02:16:33 +01:00
Christoph Oelckers
4aca10e062 - cleared FluidSynthMIDIDevice of most ZDoom dependencies.
# Conflicts:
#	src/sound/mididevices/music_fluidsynth_mididevice.cpp

# Conflicts:
#	src/sound/mididevices/music_fluidsynth_mididevice.cpp
2020-01-05 02:16:30 +01:00
Christoph Oelckers
726f65e91b - more work on music code
- renamed the FluidSetting functions to ChangeSetting so that they can be used as a generic means to change music player options without overloading the virtual function table for each minor thing.
- pass Printf as a parameter to the MIDI renderer to uncouple it from the main GZDoom code.
- throw exceptions when setting up the renderer fails so that this can be handled consistently for all construction errors here.
- delete FluidSynth handles before the constructor aborts.
2020-01-05 02:14:14 +01:00
drfrag
8b6af8726e Revert "- added dynamic loading of FluidSynth 2.x"
This reverts commit 399bc4cffa9401b6ea4b88ff6d2206e80f835efc.
2020-01-05 02:13:44 +01:00
Christoph Oelckers
9437bcda64 - removed most dependencies on ZDoom code in ADL Midi device. 2020-01-05 02:11:52 +01:00
Christoph Oelckers
f2840d4942 - made the OPL synth backend a separate library.
# Conflicts:
#	src/CMakeLists.txt
#	src/sound/mididevices/music_opl_mididevice.cpp

# Conflicts:
#	libraries/oplsynth/OPL3.cpp
#	libraries/oplsynth/dosbox/opl.cpp
2020-01-05 02:11:51 +01:00
Christoph Oelckers
a63d90034b - cleaned up the dependencies of the OPL interface layer.
This also removes the OPL dumper because I wasn't able to get any non-broken output from it and have no desire to fix such a niche feature.

# Conflicts:
#	src/sound/mididevices/music_opldumper_mididevice.cpp
2020-01-05 02:11:49 +01:00
Christoph Oelckers
01624eddf2 - removed all ZDoom dependencies from the OPL backend code.
# Conflicts:
#	src/sound/oplsynth/opl_mus_player.cpp
2020-01-05 02:11:03 +01:00
Christoph Oelckers
d212c84392 - removed the global current_opl_core variable and pass the needed info as function parameters
because using global variables for this is really bad style!
This also removes the unused OPLMUSDumper class.
2020-01-05 02:02:01 +01:00
Christoph Oelckers
cf105c8720 - gave the Timidity error functions better names and hooked up the WildMidi version. 2020-01-05 01:53:54 +01:00
alexey.lysiuk
2428cc4b1e - fixed compilation with Apple Clang as well
src/utility/basictypes.h:39:23: error: unknown type name 'size_t'; did you mean 'time_t'?
2020-01-05 01:53:50 +01:00
Christoph Oelckers
166e390ad9 - changed MIDI sources so that they do not have to include i_musicinterns.h anymore.
They were already clean of unwanted external references, but including this file made it hard to keep it that way.
This also moves a few useful definitions around to less 'dirty' headers.

# Conflicts:
#	src/rendering/swrenderer/textures/warptexture.cpp

# Conflicts:
#	src/doomtype.h
#	src/sound/midisources/midisource.cpp
#	src/sound/midisources/midisource_smf.cpp
#	src/sound/midisources/midisource_xmi.cpp
2020-01-05 01:53:45 +01:00
Christoph Oelckers
3b5e8f8011 - made WildMidi a library.
# Conflicts:
#	src/CMakeLists.txt
#	src/sound/musicformats/music_xa.cpp
2020-01-05 01:40:41 +01:00
Christoph Oelckers
1816c17ffd - fixed WildMidi. 2020-01-05 01:40:38 +01:00
Christoph Oelckers
f76f3d0e0a - refactoring of WildMidi to have proper instrument management
Not tested yet, it compiles but may not work as-is.

# Conflicts:
#	src/sound/wildmidi/file_io.cpp
2020-01-05 01:40:34 +01:00
Christoph Oelckers
00048ddf7e - started cleanup work on WildMidi code.
# Conflicts:
#	src/sound/mididevices/music_wildmidi_mididevice.cpp

# Conflicts:
#	src/sound/mididevices/music_wildmidi_mididevice.cpp
2020-01-05 01:38:19 +01:00
Christoph Oelckers
2ddc9ee1f3 - made the Timidity(GUS) device a separate library.
# Conflicts:
#	src/CMakeLists.txt
2020-01-05 01:22:14 +01:00
Christoph Oelckers
f59aa69d95 - cleaned up the includes in timidity.cpp.
# Conflicts:
#	src/sound/timidity/timidity.cpp
2020-01-05 01:22:12 +01:00
Christoph Oelckers
1b1fabd5c2 - cleanup of the TimidityMIDIDevice(GUS) backend code to eliminate the storage in global variables and to remove the dependencies on core ZDoom code.
The organization here is now the same as for the Timidity++ device, i.e. it is the device owning the instruments to give better control over their lifecycle.

# Conflicts:
#	src/sound/timidity/instrum_font.cpp
#	src/sound/timidity/instrum_sf2.cpp
#	src/sound/timidity/mix.cpp
#	src/sound/timidity/playmidi.cpp
#	src/sound/timidity/resample.cpp
2020-01-05 01:22:10 +01:00
Christoph Oelckers
8542d73994 - removed some ZDoomd dependencies from Timidity(GUS) backend
* use std::string instead of FString
* replaced the single use of clamp with std::min/std::max.
* copied MAKE_ID macro into the source.
* use snprintf instead of mysnprintf
* use std::runtime_error instead of I_Error to abort on failed memory allocations.

# Conflicts:
#	src/sound/timidity/common.cpp

# Conflicts:
#	src/sound/timidity/common.cpp
#	src/sound/timidity/instrum.cpp
#	src/sound/timidity/instrum_dls.cpp
2020-01-05 01:22:06 +01:00
Christoph Oelckers
4fccadff7e - made the Timidity++ backend a library, now that it has no dependencies on GZDoom anymore.
# Conflicts:
#	src/CMakeLists.txt

# Conflicts:
#	src/CMakeLists.txt
2020-01-05 01:21:32 +01:00
Christoph Oelckers
5a3b544ba6 - handled the final piece where Timidity++ had a direct dependency on GZDoom - the error logging function.
This is npw a function pointer so that a simple stdout printout can be used as default, but allows to override it.
Also added the missing timidity_file.h header.

# Conflicts:
#	src/sound/timiditypp/common.cpp
2020-01-04 23:41:22 +01:00
Christoph Oelckers
ebdab4fd23 - moved the CVars out of the Timidity++ backend. 2020-01-04 23:39:51 +01:00
Christoph Oelckers
2dd6c14865 - implemented an abstract sound font reader interface for Timidity++.
The only dependency left on the main GZDoom code are the CVars, which will be dealt with next.

# Conflicts:
#	src/sound/mididevices/music_timiditypp_mididevice.cpp
2020-01-04 23:39:48 +01:00
Christoph Oelckers
9d5f4969e7 - thinned out the FSoundFontReader interface a bit more by moving the file open code into the FSoundFontReader class itself. 2020-01-04 23:39:45 +01:00
Christoph Oelckers
e968ef9ded - moved the instrument set maintenance out of the Timidity++ library into the player class.
This removes the dependency on the sound font manager from the low level library, reducing the direct dependencies to FileReader and SoundFontReader.
2020-01-04 23:39:43 +01:00
Christoph Oelckers
64e0b151fb - removed a few dependencies of the Timidity++ code from the main GZDoom code base.
The big issues, i.e. FileReader and SoundFontReader still need to be handled to make this a standalone library.

# Conflicts:
#	src/sound/timiditypp/configfile.cpp
2020-01-04 23:39:39 +01:00
Christoph Oelckers
4d2d143422 - gave libopen the same treatment and made it its own subproject
# Conflicts:
#	src/CMakeLists.txt
#	src/sound/mididevices/music_opnmidi_mididevice.cpp

# Conflicts:
#	src/sound/mididevices/music_opnmidi_mididevice.cpp
2020-01-04 22:59:26 +01:00
Christoph Oelckers
a4f05f5741 - made libadl its own library subproject.
This is to improve compile times because the MSVC compiler tends to become slow with large lists of source files in a single project.
This new project is still our stripped down copy of libadl, not the original, because that project contains a large amount of baggage we do not need.

# Conflicts:
#	src/CMakeLists.txt

# Conflicts:
#	src/sound/mididevices/music_adlmidi_mididevice.cpp
2020-01-04 22:56:56 +01:00
drfrag
bcbf914f5b - Added I_Error prototypes to doomerrors.h. 2020-01-04 21:44:07 +01:00
Christoph Oelckers
c05e3ebf31 Made several classes trivially copyable,
Many had leftover non-default constructors/ assignment operators, and some were initialized, even though the initialized data was never used.

In case of FCycler this even caused a default setting to be overwritten when used inside FDynamicLight.

# Conflicts:
#	src/g_shared/a_dynlight.cpp
#	src/sound/s_sndseq.cpp
2020-01-04 21:32:10 +01:00
Christoph Oelckers
f09e887a69 - removed redundant include. 2020-01-04 21:32:07 +01:00
alexey.lysiuk
a095ffde39 - fixed compilation of Linux targets
src/../libraries/gdtoa/gdtoa.h:67:19: fatal error: arith.h: No such file or directory
# Conflicts:
#	src/CMakeLists.txt
2020-01-04 21:32:06 +01:00
Christoph Oelckers
1556e6620c - move sound files to sound folder.
# Conflicts:
#	src/CMakeLists.txt
2020-01-04 21:32:04 +01:00
Christoph Oelckers
81d54959af - sorted sound backend code into subdirectories.
# Conflicts:
#	src/CMakeLists.txt
2020-01-04 21:32:02 +01:00
Christoph Oelckers
d9168aeeff - deleted unused mus2midi.cpp file.
# Conflicts:
#	src/sound/i_music.cpp
2020-01-04 21:31:59 +01:00
Christoph Oelckers
040cb17370 - moved third party library projects to a subfolder to reduce size of the root.
# Conflicts:
#	CMakeLists.txt
#	libraries/glslang/OGLCompilersDLL/CMakeLists.txt
#	libraries/glslang/OGLCompilersDLL/InitializeDll.cpp
#	libraries/glslang/OGLCompilersDLL/InitializeDll.h
#	libraries/glslang/glslang/CMakeLists.txt
#	libraries/glslang/glslang/GenericCodeGen/CodeGen.cpp
#	libraries/glslang/glslang/GenericCodeGen/Link.cpp
#	libraries/glslang/glslang/Include/BaseTypes.h
#	libraries/glslang/glslang/Include/Common.h
#	libraries/glslang/glslang/Include/ConstantUnion.h
#	libraries/glslang/glslang/Include/InfoSink.h
#	libraries/glslang/glslang/Include/InitializeGlobals.h
#	libraries/glslang/glslang/Include/PoolAlloc.h
#	libraries/glslang/glslang/Include/ResourceLimits.h
#	libraries/glslang/glslang/Include/ShHandle.h
#	libraries/glslang/glslang/Include/Types.h
#	libraries/glslang/glslang/Include/arrays.h
#	libraries/glslang/glslang/Include/intermediate.h
#	libraries/glslang/glslang/Include/revision.h
#	libraries/glslang/glslang/Include/revision.template
#	libraries/glslang/glslang/MachineIndependent/Constant.cpp
#	libraries/glslang/glslang/MachineIndependent/InfoSink.cpp
#	libraries/glslang/glslang/MachineIndependent/Initialize.cpp
#	libraries/glslang/glslang/MachineIndependent/Initialize.h
#	libraries/glslang/glslang/MachineIndependent/IntermTraverse.cpp
#	libraries/glslang/glslang/MachineIndependent/Intermediate.cpp
#	libraries/glslang/glslang/MachineIndependent/LiveTraverser.h
#	libraries/glslang/glslang/MachineIndependent/ParseContextBase.cpp
#	libraries/glslang/glslang/MachineIndependent/ParseHelper.cpp
#	libraries/glslang/glslang/MachineIndependent/ParseHelper.h
#	libraries/glslang/glslang/MachineIndependent/PoolAlloc.cpp
#	libraries/glslang/glslang/MachineIndependent/RemoveTree.cpp
#	libraries/glslang/glslang/MachineIndependent/RemoveTree.h
#	libraries/glslang/glslang/MachineIndependent/Scan.cpp
#	libraries/glslang/glslang/MachineIndependent/Scan.h
#	libraries/glslang/glslang/MachineIndependent/ScanContext.h
#	libraries/glslang/glslang/MachineIndependent/ShaderLang.cpp
#	libraries/glslang/glslang/MachineIndependent/SymbolTable.cpp
#	libraries/glslang/glslang/MachineIndependent/SymbolTable.h
#	libraries/glslang/glslang/MachineIndependent/Versions.cpp
#	libraries/glslang/glslang/MachineIndependent/Versions.h
#	libraries/glslang/glslang/MachineIndependent/attribute.cpp
#	libraries/glslang/glslang/MachineIndependent/attribute.h
#	libraries/glslang/glslang/MachineIndependent/gl_types.h
#	libraries/glslang/glslang/MachineIndependent/glslang.y
#	libraries/glslang/glslang/MachineIndependent/glslang_tab.cpp
#	libraries/glslang/glslang/MachineIndependent/glslang_tab.cpp.h
#	libraries/glslang/glslang/MachineIndependent/intermOut.cpp
#	libraries/glslang/glslang/MachineIndependent/iomapper.cpp
#	libraries/glslang/glslang/MachineIndependent/iomapper.h
#	libraries/glslang/glslang/MachineIndependent/limits.cpp
#	libraries/glslang/glslang/MachineIndependent/linkValidate.cpp
#	libraries/glslang/glslang/MachineIndependent/localintermediate.h
#	libraries/glslang/glslang/MachineIndependent/parseConst.cpp
#	libraries/glslang/glslang/MachineIndependent/parseVersions.h
#	libraries/glslang/glslang/MachineIndependent/pch.cpp
#	libraries/glslang/glslang/MachineIndependent/pch.h
#	libraries/glslang/glslang/MachineIndependent/preprocessor/Pp.cpp
#	libraries/glslang/glslang/MachineIndependent/preprocessor/PpAtom.cpp
#	libraries/glslang/glslang/MachineIndependent/preprocessor/PpContext.cpp
#	libraries/glslang/glslang/MachineIndependent/preprocessor/PpContext.h
#	libraries/glslang/glslang/MachineIndependent/preprocessor/PpScanner.cpp
#	libraries/glslang/glslang/MachineIndependent/preprocessor/PpTokens.cpp
#	libraries/glslang/glslang/MachineIndependent/preprocessor/PpTokens.h
#	libraries/glslang/glslang/MachineIndependent/propagateNoContraction.cpp
#	libraries/glslang/glslang/MachineIndependent/propagateNoContraction.h
#	libraries/glslang/glslang/MachineIndependent/reflection.cpp
#	libraries/glslang/glslang/MachineIndependent/reflection.h
#	libraries/glslang/glslang/OSDependent/Unix/CMakeLists.txt
#	libraries/glslang/glslang/OSDependent/Unix/ossource.cpp
#	libraries/glslang/glslang/OSDependent/Windows/CMakeLists.txt
#	libraries/glslang/glslang/OSDependent/Windows/main.cpp
#	libraries/glslang/glslang/OSDependent/Windows/ossource.cpp
#	libraries/glslang/glslang/OSDependent/osinclude.h
#	libraries/glslang/glslang/Public/ShaderLang.h
#	libraries/glslang/glslang/updateGrammar
#	libraries/glslang/spirv/CMakeLists.txt
#	libraries/glslang/spirv/GLSL.ext.AMD.h
#	libraries/glslang/spirv/GLSL.ext.EXT.h
#	libraries/glslang/spirv/GLSL.ext.KHR.h
#	libraries/glslang/spirv/GLSL.ext.NV.h
#	libraries/glslang/spirv/GLSL.std.450.h
#	libraries/glslang/spirv/GlslangToSpv.cpp
#	libraries/glslang/spirv/GlslangToSpv.h
#	libraries/glslang/spirv/InReadableOrder.cpp
#	libraries/glslang/spirv/Logger.cpp
#	libraries/glslang/spirv/Logger.h
#	libraries/glslang/spirv/SPVRemapper.cpp
#	libraries/glslang/spirv/SPVRemapper.h
#	libraries/glslang/spirv/SpvBuilder.cpp
#	libraries/glslang/spirv/SpvBuilder.h
#	libraries/glslang/spirv/SpvPostProcess.cpp
#	libraries/glslang/spirv/SpvTools.cpp
#	libraries/glslang/spirv/SpvTools.h
#	libraries/glslang/spirv/bitutils.h
#	libraries/glslang/spirv/disassemble.cpp
#	libraries/glslang/spirv/disassemble.h
#	libraries/glslang/spirv/doc.cpp
#	libraries/glslang/spirv/doc.h
#	libraries/glslang/spirv/hex_float.h
#	libraries/glslang/spirv/spirv.hpp
#	libraries/glslang/spirv/spvIR.h
#	src/CMakeLists.txt
2020-01-04 21:30:08 +01:00
drfrag
bdcb9fcbcd - Version 3.84. 2019-12-16 12:18:17 +01:00
alexey.lysiuk
1ca7786650 - added 'damageonland' property to terrain definition
This property helps to replicate vanilla Hexen behavior of damaging player right after touching lava floor

https://forum.zdoom.org/viewtopic.php?t=66512
2019-12-12 20:35:44 +01:00
Christoph Oelckers
d56e519bc7 - do not allow summon CCMD to spawn abstract classes 2019-12-12 20:35:42 +01:00
drfrag
e4c1b1413e - Replaced the useless 160x200 scale preset with widescreen 356x200. 2019-12-12 12:57:35 +01:00
Fabian Greffrath
78ace538a6 do not expect user input if stdin is redirected
If GZDoom is built on a POSIX system without the GTK frontend and not
run from a KDE session, an IWAD picker is presented on the terminal
and expects the user to select a game wad. However, if stdin is
redirected, this won't work, so start with the default IWAD instead.
2019-12-12 11:44:06 +01:00
drfrag
efb3465921 - Add option to reset controls to defaults. 2019-12-07 22:23:02 +01:00
alexey.lysiuk
73e6da259e - handle mirroring in MNTR sprite renaming
https://forum.zdoom.org/viewtopic.php?t=66583
2019-12-07 19:47:32 +01:00
alexey.lysiuk
d37ebc65f0 - updated xBRZ scaler to 1.8
Removed all C++17 features: std::clamp(), attribute [[likely]], terse static asserts, ...

https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.8.zip/download
2019-12-07 00:42:45 +01:00
Chronos Ouroboros
ab617c3a91 Fixed the JIT's OP_VTBL check not checking if it's already at the start of the code. 2019-12-07 00:42:41 +01:00
alexey.lysiuk
f463cf3e73 - fixed wrong display of Hexen AC for SBARINFO
Do not use BasicArmor's save percentage when no armor present
Applied change from 34c2c65bb6 to old status bar definitions
2019-12-01 10:59:12 +01:00
Christoph Oelckers
fd4473d7d2 - fixed: AActor::Revive did not restore flags8. 2019-12-01 10:59:05 +01:00
ZZYZX
0953f11a04 Normalize mouse events received by the modder through EventHandlers 2019-11-30 15:15:28 +01:00
alexey.lysiuk
e67e6b21c0 - added ability to force internal alternative HUD
Set hud_althud_forceinternal CVAR to disable unwanted HUD customizations
2019-11-26 16:48:08 +01:00
alexey.lysiuk
1a4f62c54f - added ability to set custom alternative HUD
Use GAMEINFO key 'althudclass' to specify own class derived from AltHud

https://forum.zdoom.org/viewtopic.php?t=66422
2019-11-26 16:47:54 +01:00
Rachael Alexanderson
ed654150eb - add cvar 'cl_customizeinvulmap' - changes the invulnerability… (#972)
* - add cvar 'cl_disableinvertedcolormap' - changes the invulnerability sphere to instead be a regular desaturated colormap that transitions from deep blue to pale yellow

* - add menu option for cl_disableinvertedcolormap

* - added customization for invulnerability colormap

* - fixed custom colormap being calculated incorrectly

* - disable custom invulnerability map before the main game loop

# Conflicts:
#	src/d_main.cpp
2019-11-26 14:53:19 +01:00
alexey.lysiuk
7160219b63 - exported several Wads.GetLump...() methods to ZScript
* GetLumpName() returns 8-characters lump name
* GetLumpFullName() returns full name with path and extension
* GetLumpNamespace() returns lump's namespace
* GetNumLumps() returns total number of lumps

https://forum.zdoom.org/viewtopic.php?t=66285
2019-11-25 18:16:42 +01:00
Player701
d7542a8cd9 - Implemented scale parameter for BaseStatusBar::DrawString
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp

# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-11-25 12:10:58 +01:00
drfrag
0228a596de - Allow joystick input in the background by default. It's always allowed for XInput controllers and they work as DInput ones with DInput support disabled.
Besides on SDL1 they always worked like that.
2019-11-22 19:44:22 +01:00
alexey.lysiuk
21079752ba - fixed missing checks for function calls from DECORATE
State functions could call ZScript code with incompatible self pointer, e.g. weapon's function could be called with self pointed to player pawn
DECORATE scripts that contain such errors are no longer accepted

https://forum.zdoom.org/viewtopic.php?t=66429
2019-11-21 18:04:03 +01:00
drfrag
4977e6af1f - add native FlipLineSideRefs(line)
- FlipLineSideRefs should only work on single-sided lines
(patch by Rachael)
2019-11-16 14:01:47 +01:00
drfrag
74aa1763e6 Revert "- no, we do not want to use global variables to pass parameters around..."
This reverts commit 26a782031c.

Not applicable and caused lighting problems with models.
2019-11-16 13:35:23 +01:00
PaulyB
787f06d7f3 Added 'NoKeyboardCheats' option to IWADINFO
This is useful for IWADs that do not want to use the hardcoded engine cheats. This can still be overriden with the 'allcheats' CVAR
2019-11-13 19:34:44 +01:00
Rachael Alexanderson
3c030527af - cl_blockcheats added to 'nocheat' check 2019-11-13 19:34:41 +01:00
Rachael Alexanderson
4878da381b - new zscript function 'SetLineVertexes(line, v1, v2)'
- scriptify 'FlipLine' completely using new function, remove native version

# Conflicts:
#	src/maploader/postprocessor.cpp
2019-11-13 19:34:39 +01:00
3saster
7b454ef6c2 Added 'nocheats' CVAR (#969)
This CVAR disables all classic cheats (i.e. keyboard cheats). This prevents keypresses from being eaten due to attempting to read cheats
2019-11-13 19:34:34 +01:00
drfrag
44aeb56932 - add 'FlipLine' to 'LevelPostProcessor'
(patch by Rachael)
2019-11-13 19:34:28 +01:00
alexey.lysiuk
05f36cafc8 - extended level post-processing with special string arguments
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:26 +01:00
alexey.lysiuk
dca15d56c8 - extended level post-processing with thing IDs
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:23 +01:00
alexey.lysiuk
814483f5b8 - level post-processor cleanup
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:21 +01:00
alexey.lysiuk
7f1166e833 - level post-processor can now add new things
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:18 +01:00
alexey.lysiuk
05f0b76f8e - extended level post-processing with specials and arguments
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:16 +01:00
alexey.lysiuk
09e7fe5fb4 - extended level post-processing with editor numbers and angles
# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:13 +01:00
alexey.lysiuk
20098ca90b - added things related getters to level post-processing
New functions cover existing interface only
Unsigned integers are now used instead signed for indices and bitfields

# Conflicts:
#	src/maploader/maploader.cpp
2019-11-13 19:34:11 +01:00
drfrag
91859bc6fa - added generic level post-processing script class
It was extracted from LevelCompatibility class, and native code was moved accordingly
(original patch by _mental_)

# Conflicts:
#	src/compatibility.cpp
2019-11-13 19:33:49 +01:00
drfrag
033f0ca43e Revert "- add 'flipline' function to levelcompatibility"
This reverts commit 1a85206983.

Revert "- implement the following functions under LevelCompatibility:"

This reverts commit 6537eca669.
2019-11-13 19:31:42 +01:00
alexey.lysiuk
29e4f34de6 - improved handling of return value mismatches
Prohibit returning more values than declared in function
The exception is a void function returning one value, but only for compatibility with old scripts

https://forum.zdoom.org/viewtopic.php?t=66341
2019-11-13 19:29:45 +01:00
Player701
f2202cca4f - Fixed erroneous "Return type mismatch error" when returning value of derived type 2019-11-13 19:29:42 +01:00
Chronos Ouroboros
7bc42a30be Fixed mixins. 2019-11-06 17:51:00 +01:00
alexey.lysiuk
4e5ffb5db9 - fixed: IfGame else branch was ignored in MENUDEF
https://forum.zdoom.org/viewtopic.php?t=66282
2019-11-06 17:50:57 +01:00
Christoph Oelckers
a487829932 - fixed bad variable name for lump filter 2019-11-06 17:50:54 +01:00
Christoph Oelckers
fb14f39d88 - fixed: lump filters without any dot in the name did not work. 2019-11-06 17:50:51 +01:00
drfrag
2e336b756a - Fixed stretching for 256 and 240 pixels tall skies in software. 2019-11-02 21:13:15 +01:00
Chronos Ouroboros
9403fa2f48 Fixed a bug in the flagdef processing code. 2019-11-02 10:48:09 +01:00
Chronos Ouroboros
8b52477cd5 Added mixins for classes. 2019-11-02 10:48:05 +01:00
alexey.lysiuk
85fe6c5aaa - adjusted collision detection for item pickups
Use vanilla condition for a thing with MF_SPECIAL flag to fix inability to grab it when item's top is at the same height as sector's floor from it can be picked up

https://forum.zdoom.org/viewtopic.php?t=60181&start=88#p1122935
2019-10-31 17:40:03 +01:00
drfrag
3e0fa5cc1b - Bumped ZScript version to be the same as in GZDoom as Graf suggested. 2019-10-31 17:37:54 +01:00
drfrag
9ea43c4b14 - Fixed taking screenshots in menus with Space when Sys_Rq is set as screenshot key.
Thanks randi!
2019-10-31 17:05:33 +01:00
alexey.lysiuk
015eb3404a - fixed radius attack that may inflict damage twice
https://forum.zdoom.org/viewtopic.php?t=66191
2019-10-28 12:14:32 +01:00
drfrag
46ebeeb7d5 - After the ill-fated 3.83 this is 3.83a. 2019-10-27 19:45:24 +01:00
Christoph Oelckers
2ec4331afe - sort CVAR output in config alphabetically instead of randomly dumping them in their internal order. 2019-10-27 14:07:04 +01:00
Chronos Ouroboros
2351ae8317 Fixed ZScript's Screen.DrawLine using the wrong color when drawing pure black. 2019-10-26 23:09:25 +02:00
alexey.lysiuk
edcc0dc4ab - fixed usage of uninitialized object in BlockLinesIterator
DBlockLinesIterator::check was used by FMultiBlockLinesIterator before it was constructed

https://forum.zdoom.org/viewtopic.php?t=66224

# Conflicts:
#	src/scripting/vmiterators.cpp
2019-10-26 12:15:00 +02:00
drfrag
0907972c2f Revert "- allow the language table to supersede the title patches, if appropriate"
This reverts commit 2b51e8d5dd.

# Conflicts:
#	src/g_hub.cpp
#	src/g_level.cpp
#	src/p_setup.cpp
#	src/wi_stuff.cpp
#	src/wi_stuff.h
#	wadsrc/static/zscript/ui/statscreen/types.zs

Revert "- fixed: The wbstartstruct that gets passed to the level summary screen needs to be static"

This reverts commit 4a563f449d.

# Conflicts:
#	src/g_level.cpp

Revert "- Fixed compilation."

This reverts commit 149a294a49.

# Conflicts:
#	src/g_level.cpp

Revert "- Fixed game finales not being shown after the intermission."

This reverts commit 55af0b11c6.

All this didn't make sense without localization and caused problems with intermissions and endings, it was incompatible with the old code without the level refactor.
2019-10-25 16:23:42 +02:00
alexey.lysiuk
d2fe30cd93 - added Visual Studio debugger visualization for several types 2019-10-24 13:25:22 +02:00
alexey.lysiuk
cde65bbfe9 - removed hardcoded width limit for screenshots
https://forum.zdoom.org/viewtopic.php?t=66204
2019-10-24 13:25:19 +02:00
Chronos Ouroboros
632708bccb Fixed dynamic arrays as function arguments. 2019-10-24 13:25:16 +02:00
drfrag
68569d14c3 - Change how the 'randi' cheat works. 2019-10-23 11:52:49 +02:00
alexey.lysiuk
62d3f61bac - do not accept read-only variable as out argument
https://forum.zdoom.org/viewtopic.php?t=66179
2019-10-22 10:59:34 +02:00
alexey.lysiuk
c9641ce335 - fixed variable's stack offset for implicit dynarray clearing
https://forum.zdoom.org/viewtopic.php?t=66187
https://forum.zdoom.org/viewtopic.php?t=66189
https://forum.zdoom.org/viewtopic.php?t=66198
2019-10-22 10:59:31 +02:00
Chronos Ouroboros
93d111ef29 Fixed Vector2/3 out parameters in the ZScript compiler. 2019-10-22 10:59:28 +02:00
alexey.lysiuk
ef06ef5977 - added explicit clearing of global VM stask
When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown

https://forum.zdoom.org/viewtopic.php?t=66172

# Conflicts:
#	src/dthinker.cpp
2019-10-22 10:59:25 +02:00
Christoph Oelckers
5ded0aadf0 - fixed GetLineX/GetLineY ACS implementation
# Conflicts:
#	src/p_acs.cpp
2019-10-22 10:59:16 +02:00
Christoph Oelckers
f15a52b1e7 - when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor. 2019-10-22 10:59:13 +02:00
Christoph Oelckers
1170e07124 - fixed: MF8_RECREATELIGHTS must be processed in pause mode as well.
When issuing a netevent from the console the game is in pause mode, and if this removes a light it would have crashed the game.
2019-10-22 10:59:09 +02:00
alexey.lysiuk
9aff83cfdc - implicitly clear local dynamic arrays
https://forum.zdoom.org/viewtopic.php?t=62710
2019-10-20 12:30:00 +02:00
drfrag
b52ac9b556 Revert "AsmJit update"
This reverts commit 275ecb2623.

This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
2019-10-20 11:34:23 +02:00
alexey.lysiuk
a6eb3f3016 - added access check for state functions
Private functions cannot be called from derived classes anymore

https://forum.zdoom.org/viewtopic.php?t=66158
2019-10-19 16:47:59 +02:00
alexey.lysiuk
7132b1a67c - fixed SPC music looping after update to GME 0.6.2
Why was the default player setup changed at all?

https://forum.zdoom.org/viewtopic.php?t=65863
2019-10-18 11:19:27 +02:00
Christoph Oelckers
e2387d0741 - fixed: The dynamic lights must be initialized before the first frame is ticked.
Otherwise they only show up after the first frame.

# Conflicts:
#	src/p_setup.cpp
2019-10-17 11:10:19 +02:00
Major Cooke
62b3ed7d75 Fixed CheckBossDeath not checking for actor replacements.
- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
2019-10-15 22:57:55 +02:00
drfrag
80442db4fe - Yet even more missing null pointer checks, PB still crashed. 2019-10-15 14:45:52 +02:00
alexey.lysiuk
8c110541b1 - fixed crash with DMSS_INFLICTORDMGTYPE flag and no inflictor
https://forum.zdoom.org/viewtopic.php?t=66110
2019-10-14 12:18:11 +02:00
alexey.lysiuk
d5451fd281 - added dynamic loading of FluidSynth 2.x
# Conflicts:
#	src/sound/mididevices/music_fluidsynth_mididevice.cpp
2019-10-14 12:01:03 +02:00
drfrag
af566f2d52 - More missing null pointer checks. 2019-10-14 11:49:06 +02:00
drfrag
0a9b20062a - Fixed compilation on non Windows platforms. 2019-10-13 12:54:16 +02:00
alexey.lysiuk
5691d1d3b9 - made GL nodes loader more resilient to broken data
https://forum.zdoom.org/viewtopic.php?t=66086

# Conflicts:
#	src/p_glnodes.cpp
2019-10-13 11:44:43 +02:00
drfrag
7ae0df931e - Added the 'quickunsetslot' command to unset the quicksave slot. 2019-10-09 16:01:58 +02:00
drfrag
cc22109e95 - Fixed capped tall skies not working (Heretic and Hexen). 2019-10-09 13:10:52 +02:00
drfrag
302b9a768a - Fixed sky stretching for the new freelook limit. 2019-10-09 13:10:35 +02:00
drfrag
d48a886f8b - Added missing null pointer checks to fix the PB crash. 2019-10-07 20:36:08 +02:00
drfrag
d200c171ca Revert "- Fixed bad NULL return value in AActor::StaticSpawn."
This reverts commit d5352fa550.

In master AActor::StaticSpawn now can't return NULL but there are still some null pointer checks.
2019-10-07 20:04:00 +02:00
drfrag
d5352fa550 - Fixed bad NULL return value in AActor::StaticSpawn.
Fixes crash with PB.
2019-10-07 11:50:42 +02:00
drfrag
4a8d216f94 - This is version 3.83. 2019-10-06 21:11:48 +02:00
drfrag
8227e795c5 - Fixed crash with quicksave rotation enabled (read out of array bounds). 2019-10-04 17:07:39 +02:00
Alexander
a44f80c19d add m_quickexit option for quick exit in game menu
Default: off (false)

When this option is enabled (true), then exiting the game from
main menu and by menu_quit command doesn't require confirmation
and doesn't play sound.

# Conflicts:
#	wadsrc/static/menudef.txt
2019-09-30 21:38:51 +02:00
Rachael Alexanderson
6537eca669 - implement the following functions under LevelCompatibility:
GetNumMapThings, GetMapThingPos, GetMapThingAngle, SetMapThingAngle

# Conflicts:
#	src/maploader/compatibility.cpp
2019-09-28 15:01:23 +02:00
Rachael Alexanderson
1a85206983 - add 'flipline' function to levelcompatibility
# Conflicts:
#	src/maploader/compatibility.cpp
2019-09-28 14:56:12 +02:00
Christoph Oelckers
fd072db274 - adapted the PSX XA decoder from EDuke32 as a music format in GZDoom.
Libsndfile cannot decode this format but tries to play these files as regular WAVs and turns them into noise (Both are in a RIFF container.)

# Conflicts:
#	src/sound/musicformats/music_xa.cpp
2019-09-28 14:20:29 +02:00
Christoph Oelckers
09d26a9e64 - moved a few CCMDs from i_sound.cpp to s_sound.cpp. 2019-09-28 14:20:26 +02:00
Christoph Oelckers
bd3e8c0a99 - split off all music code from s_sound.cpp
# Conflicts:
#	src/CMakeLists.txt
#	src/fragglescript/t_func.cpp
#	src/fragglescript/t_load.cpp
#	src/g_level.cpp
#	src/g_levellocals.h
#	src/g_shared/a_dynlight.cpp
#	src/intermission/intermission.cpp
#	src/p_saveg.cpp
#	src/posix/cocoa/i_main.mm
#	src/s_sound.cpp
#	src/win32/st_start.cpp

# Conflicts:
#	src/win32/st_start.cpp
2019-09-28 14:20:21 +02:00
drfrag
c12d5795d2 - Block the scale factor for low detail mode. 2019-09-25 12:33:24 +02:00
alexey.lysiuk
6a3b50c561 - fixed potential resetting of bindings
Quitting GZDoom during initialization could lead to unbound game controls

https://forum.zdoom.org/viewtopic.php?t=65945
2019-09-25 11:58:03 +02:00
drfrag
7f3616e8d8 Added low detail mode (160x200) to the preset scale modes.
UI looks horizontally stretched tough.
2019-09-25 11:46:55 +02:00
alexey.lysiuk
2e87aef815 - fixed C++ compilation flags applied to C files
This had an effect on 32-bit targets without SSE support
2019-09-24 13:51:06 +02:00
alexey.lysiuk
1871350c59 - fixed crash when setting sound pitch on non-existing channel
This applies to a lack of free channels, -nosound command line switch, missing OpenAL library, sound initialization failures, ...

https://forum.zdoom.org/viewtopic.php?t=65926
2019-09-23 15:10:58 +02:00
drfrag
9a3d87cafb - Added PrtSc key support for Linux and MacOS, at least in theory. 2019-09-22 22:55:44 +02:00
drfrag
a1e19657f9 - Added support for PrtSc and cosmetic changes. 2019-09-22 19:34:56 +02:00
Alexander
6535f837b7 implement taking screen shots in menus
# Conflicts:
#	wadsrc/static/zscript/ui/menu/menu.zs
2019-09-22 12:45:32 +02:00
drfrag
55af0b11c6 - Fixed game finales not being shown after the intermission. 2019-09-21 14:27:13 +02:00
Christoph Oelckers
6d69785838 - fixed uninitialized variable.
# Conflicts:
#	src/gamedata/fonts/font.cpp
#	src/v_text.cpp
2019-09-21 12:33:00 +02:00
drfrag
734225e67f - Fixed compilation. 2019-09-20 22:20:08 +02:00
Christoph Oelckers
a82ee857e5 - fixed a few warnings.
# Conflicts:
#	src/scripting/vmthunks.cpp
2019-09-20 22:20:05 +02:00
alexey.lysiuk
9b84a97a1d - fixed compilation with MSVC
src\gamedata\resourcefiles\resourcefile.h(77): error C4716:  'FResourceLump::FillCache': must return a value
2019-09-20 22:18:36 +02:00
Christoph Oelckers
3aa615e960 - extended lump injection to allow injecting data into a PWAD's directory, not just the IWAD.
# Conflicts:
#	src/w_wad.cpp
#	src/w_wad.h
2019-09-20 22:18:33 +02:00
Christoph Oelckers
8980ff688c - generate a hash identifier for each loaded resource file.
This is not useful by itself but can be used for adding new features later, e.g. mod-wide compatibility settings or file specific lump replacement or injection.

# Conflicts:
#	src/resourcefiles/resourcefile.cpp

# Conflicts:
#	src/resourcefiles/resourcefile.cpp
2019-09-20 22:18:29 +02:00
drfrag
b5bb5fa0bd - Fixed another crash in the software renderer now with transparent sprites (Stronghold STR12), it's a bit hacky and now you get a white flash instead. 2019-09-17 18:48:31 +02:00
Christoph Oelckers
f25dadbaf2 - fixed: sector lights could access the sector before it was set. 2019-09-16 18:42:07 +02:00
Marisa Kirisame
ca35bdc33c Fix for LineTrace not setting its starting sector based on its offset. 2019-09-16 01:28:11 +02:00
drfrag
400444f7df - Fixed savegame slot selection for real: wrong check and ancient bug. 2019-09-16 01:01:40 +02:00
drfrag
974d11a161 - Fixed savegame slot selection bug. 2019-09-15 15:56:28 +02:00
drfrag
ca537d716b - Disable models by default only for the classic software renderer with the r_models_carmack CVAR. Performance is not affected in SoftPoly. 2019-09-15 12:54:59 +02:00
drfrag
2f425dbc72 - Disable models by default for the software renderer as they make it much slower. 2019-09-14 18:44:39 +02:00
drfrag
9ee78de8fe - Fixed crash drawing fog boundaries in the software renderer hopefully this time for real. Based on Rachael's "do a texture check when drawing fog borders" commit. Now it crashes somewhere else tough. 2019-09-13 18:47:35 +02:00
Conn O'Griofa
457dc8b5a9 Use signal handler to invoke call_terms() before exit when possible
It's not advisable to rely on atexit() to invoke SDL_Quit(), as it
causes a segmentation fault on exit for the SDL2 KMSDRM driver due to
a conflict with the Mesa drivers* which upstream Mesa may not elect to fix.

The issue can be resolved by replacing the atexit() call with a signal
handler that will interrupt the D_DoomMain() and D_DoomLoop()
functions, then invoke call_terms() within the main thread before exiting.

We can leave the atexit() hook intact to handle edge cases such as abnormal
process exit, or exit methods which do not produce signals such as Alt+F4 or
window close via GUI (neither of which are possible in a KMS context, so
should not affect KMSDRM sessions).

Fixes a segmentation fault/uninterruptible application hang on exit
for all KMS targets, including Raspberry Pi 4B, 3B and Intel i965.

* See: https://bugzilla.libsdl.org/show_bug.cgi?id=4530 and
https://lists.freedesktop.org/archives/mesa-users/2019-March/001519.html
2019-09-12 23:34:17 +02:00
drfrag
b2aa973396 - Fixed warnings. 2019-09-11 14:34:09 +02:00
Marisa Kirisame
aa06b2f62c Squashed commit of the following:
commit 6ecd831eb45a8258995c02664450c3ca8cfe5b48
Merge: a4fb1f61c afbd7f7a2
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 28 22:02:19 2019 +0200

    Merge branch 'master' of github.com:coelckers/gzdoom into f3dfloor_export

commit a4fb1f61c0532d3a6051d4c1fca4ac72ec33e060
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Fri Jul 12 15:43:25 2019 +0200

    Renamed EFFloorType enum in ZScript to the more descriptive EF3DFloorFlags

commit 9ad1c3b5625d53c06229be2a94d44fa0f36f41fd
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 20:25:31 2019 +0200

    Add bounds checks to Get3DFloor/GetAttached

commit dd2a7956a887b92ed24ce5e79f10b1a445664d6c
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 17:13:44 2019 +0200

    Correct handling of 3d floor plane texture getting.

commit 9b748287892c8fdee9ac67019bf1f66bc4b69eab
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 16:14:45 2019 +0200

    Implemented requested changes to F3DFloor exports.
    * Getters for ffloors/attached arrays.
    * Getter for 3D floor top/bottom texture.

commit 6a1482bb0637a70890629e4c13e8759c7a3673f3
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sat Jul 6 13:42:52 2019 +0200

    Renamed exported extsector pointer in Sector struct to something more descriptive.

commit 7c6783d43b898cbd7a01fb2191fd401ed8e8c300
Merge: ff64e04b2 8d36f0a0c
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Mon Apr 29 12:40:44 2019 +0200

    Merge branch 'master' into f3dfloor_export

commit ff64e04b251f23325d2f72bc25c59f34b4cab6fa
Merge: a90947392 5b6bae409
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Apr 21 16:56:18 2019 +0200

    Merge branch 'master' into f3dfloor_export

commit a90947392a27eb1c2dac7005614592ec2f410274
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Mon Feb 4 17:47:25 2019 +0100

    Export F3DFloor structure and related data.
    Small changes to Trace code to better use this struct.
2019-09-11 14:18:28 +02:00
drfrag
4aa8243adc - Allow disabling mirrors for the GL renderer as some maps abuse them and portals are much slower in the old renderer. Also reduce the number of default recursions since in software mirrors are less demanding. 2019-09-10 14:52:31 +02:00
Christoph Oelckers
d1859d363a - give P_ExplodeMissile a damage type when being called from P_DamageMobj 2019-09-09 16:49:22 +02:00
Christoph Oelckers
5999d7508f - rename sprite names with '^' in the hires namespace. 2019-09-09 14:43:33 +02:00
drfrag
ccadafb5df - Disabled enhanced nightvision by default, some mods use a different effect. 2019-09-08 21:43:10 +02:00
drfrag
38d6008149 - Missed this. 2019-09-08 10:06:31 +02:00
Christoph Oelckers
f95f0257b0 - reinstated the old scriptwait implementation as a compatibility option.
Daedalus's MAP19 needs this.
2019-09-07 12:44:43 +02:00
drfrag
e94d18ab02 - Change how render cull sliders work: only allow reasonable values. 2019-09-06 20:58:59 +02:00
drfrag
6879817cd8 - Enabled gl_sprite_distance_cull and added slider to menu. 2019-09-04 22:31:56 +02:00
drfrag
ba835a14a4 - Added GL version of sprite distance culling. 2019-09-04 22:14:44 +02:00
drfrag
d47af90a56 - Enabled gl_line_distance_cull and added slider to menu. 2019-09-04 17:13:11 +02:00
drfrag
2b27cb0bba - Fill the gaps with the sky or ceiling texture. 2019-09-04 16:39:51 +02:00
Rachael Alexanderson
47c51f437e - make GL version of line distance culling use a separate CVAR, which, for now, is turned off. 2019-09-03 13:47:42 +02:00
Rachael Alexanderson
373870787f - activate r_line_distance_cull in the hardware renderer
# Conflicts:
#	src/gl/scene/gl_bsp.cpp
2019-09-03 13:19:01 +02:00
Christoph Oelckers
358718de05 - removed the playernum parameter from CheckLocalView
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.

In particular, this makes no real sense in case of secondary maps where it should always return false.

# Conflicts:
#	src/fragglescript/t_func.cpp
#	src/g_inventory/a_keys.cpp
#	src/p_acs.cpp
#	src/p_mobj.cpp
#	src/p_user.cpp
#	src/r_data/r_interpolate.cpp
#	src/r_data/r_interpolate.h
2019-09-02 21:17:19 +02:00
alexey.lysiuk
79eadafa6b - fixed initial setup for dynamic light actors
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them

https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 13:58:49 +02:00
Jan Engelhardt
02ca2b7c4a Make the build work with fluidsynth 2.x. 2019-09-01 00:09:15 +02:00
alexey.lysiuk
f212220dcd - do thinker profiling of internal dynlights only when they are present
There is no point to output zero calls and/or handle such case in profiling stats calculation

# Conflicts:
#	src/dthinker.cpp
2019-09-01 00:05:31 +02:00
drfrag
99c7be3f2e - Fixed compilation for non windows targets. 2019-08-31 19:23:06 +02:00
alexey.lysiuk
338e599de8 - fixed: saving game to read-only file was erroneously reported as succeeded 2019-08-29 20:21:26 +02:00
hdr88
f27afdb0d2 Add current, max and average velocity as stat (#912)
* Add current, max and average velocity as stat

# Conflicts:
#	src/p_setup.cpp
#	src/p_tick.cpp

# Conflicts:
#	src/p_setup.cpp
#	src/statistics.cpp
2019-08-28 21:51:55 +02:00
alexey.lysiuk
a2d52f4958 - added ability to specify deprecation messages in ZScript
It's an optional extension of deprecated keyword:
    deprecated("2.4", "use ModernFunction instead") int OldFunction();
    deprecated("3.5", "use ModernVariable instead") int OldVariable;

Usage of such members will produce the following report:
    Script warning, ":zscript.txt" line 123:
    Accessing deprecated function OldFunction - deprecated since 2.4.0, use ModernFunction instead
    Script warning, ":zscript.txt" line 456:
    Accessing deprecated member variable OldVariable - deprecated since 3.5.0, use ModernVariable instead

# Conflicts:
#	src/scripting/zscript/zcc_compile.cpp
2019-08-28 21:49:20 +02:00
Vitaly Novichkov
ff78550895 GME update with bug-fixes
- True fix for infinite loops [please verify!]
- True fix for KSS silence
- Fix for HES distorted and unstable/random tempo
2019-08-26 00:51:45 +02:00
Christoph Oelckers
4cae269d83 - changed license of portal.cpp to GPLv3
- list Eternity Engine as a source of some code in the main README.
2019-08-26 00:38:13 +02:00
Marisa Kirisame
7792a435d7 The wrong pointer was passed to ProcessMidPrint, which resulted in a crash. 2019-08-21 15:03:04 +02:00
drfrag
d299576eb0 - Fixed vanilla light mode being available for GL2 when it's not supported without shaders. 2019-08-21 14:17:59 +02:00
drfrag
45abf1a5c9 - Added support for up to 4 DirectInput joysticks at the same time for fake splitscreen. But with more than 32 buttons per device they will overlap as before and you'll get wrong labels. 2019-08-21 14:06:29 +02:00
Petr Kobalicek
275ecb2623 AsmJit update
# Conflicts:
#	.gitignore
2019-08-20 13:08:18 +02:00
Marisa Kirisame
b08ba350d3 Allow custom status bars to override notifications, centered prints and chat prompt.
# Conflicts:
#	src/c_console.cpp
#	src/ct_chat.cpp
2019-08-20 13:06:52 +02:00
drfrag
f63f833ed1 - Consolidated C_MidPrint and C_MidPrintBold. 2019-08-20 13:06:48 +02:00
drfrag
488627d3b2 Revert "- Changed default GL sprite billboard mode to X/Y axis."
This reverts commit 5b76d7563b.
2019-08-20 10:17:25 +02:00
Christoph Oelckers
e7d5b85234 - changed colors for crosshair health display to keep this in line with other health indicators on the HUD.
Use green for 100% health, not 200% and move toward blue for higher health.
2019-08-19 00:25:05 +02:00
Hugo Locurcio
1c8c8224be Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-19 00:25:03 +02:00
Christoph Oelckers
0b1b78c725 - fixed the PR.
# Conflicts:
#	src/g_game.cpp
2019-08-19 00:25:00 +02:00
cuttlefish
a516b2c872 - Converts keyboard turnspeeds into global CVars
# Conflicts:
#	src/g_cvars.cpp
2019-08-19 00:24:57 +02:00
Christoph Oelckers
20e574058e - removed the internal WildMidi player object cleanup code.
This was solely meant for the original WildMidi player but got seriously in the way of how this code gets used by GZDoom. In GZDoom the player object is owned by the MIDI devive which should be the only instance which is allowed to destroy it.
2019-08-19 00:24:54 +02:00
Christoph Oelckers
163d26ff2b - fixed bad default alpha for 3D floors.
This is a byte value, therefore the default must be 255, not 65536.
2019-08-19 00:24:51 +02:00
Christoph Oelckers
ac484634b3 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.

# Conflicts:
#	src/p_effect.cpp
#	src/p_effect.h
#	src/p_tick.cpp

# Conflicts:
#	src/p_mobj.cpp
2019-08-18 21:33:42 +02:00
drfrag
6b20de2b63 - Block scaling for the classic software renderer, it didn't work and caused some serious glitches. 2019-08-18 13:07:24 +02:00
alexey.lysiuk
7dd227bde0 - added missing space character to script parser's message 2019-08-17 13:29:42 +02:00
alexey.lysiuk
f2e034b969 - added check for multiple parsing of the same MAPINFO
Warning message is issued when such case is detected

# Conflicts:
#	src/g_mapinfo.cpp
2019-08-17 13:29:40 +02:00
alexey.lysiuk
3eb96eeeff - remove '... is already the default skill' error 2019-08-17 13:29:37 +02:00
drfrag
9639956fa4 - Now the quicksave slot must be selected explicitly like in original Doom. 2019-08-16 17:28:34 +02:00
alexey.lysiuk
7b8754c740 - added ability to enter main menu from credits screen via controller
There was only one way to enter main menu (by pressing Escape button) from the last intermission screen after episode's end
Controller's buttons that are usually assigned to this action, Start and Back by default, now open main menu as well

https://forum.zdoom.org/viewtopic.php?t=65632
2019-08-16 12:25:40 +02:00
Rachael Alexanderson
35d0bcb1d5 - fix typo 2019-08-16 12:25:36 +02:00
alexey.lysiuk
12dee6ca91 - fixed doubling of deprecation warnings for ZScript code
https://forum.zdoom.org/viewtopic.php?t=65617
2019-08-15 21:12:10 +02:00
drfrag
54d0ed23e9 - Fixed compilation. 2019-08-15 12:48:11 +02:00
alexey.lysiuk
728390ce48 - exposed xBRZ scaler options as CVARs
Added 5 xbrz_... CVARs to control various settings of upscaling process

Added xbrz_colorformat CVAR for buffered (zero) and unbuffered (any other value) color format
The first one requires a restart because settings are applied once to a precalculated buffer
The second one has reduced performance with ability to apply settings on-the-fly
2019-08-15 12:43:49 +02:00
alexey.lysiuk
e93d8395bc - updated xBRZ scaler to version 1.7
https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.7.zip

https://forum.zdoom.org/viewtopic.php?t=65596
2019-08-15 12:43:45 +02:00
alexey.lysiuk
6b70620bb9 - removed type punning from xBRZ scaler integration
it was a hack that wouldn't work with xBRZ 1.7
2019-08-15 12:43:41 +02:00
drfrag
67fb719a7c Revert "- Now the quicksave slot must be selected explicitly like in original Doom."
This reverts commit 9f0d5ac113.

Else you'd need to select it twice.
2019-08-14 14:17:39 +02:00
drfrag
b3c4e24b58 - Fall back to D3D for software on systems without GL2 support. 2019-08-13 22:04:05 +02:00
drfrag
9f0d5ac113 - Now the quicksave slot must be selected explicitly like in original Doom. 2019-08-13 21:15:09 +02:00
drfrag
1f7c241eb8 - Changed how the old quicksave works. Now you select the slot using quicksave like in original Doom. 2019-08-13 20:32:41 +02:00
Christoph Oelckers
13ee3e3484 - added checks for the special hacky quicksave marker. 2019-08-11 18:51:35 +02:00
Christoph Oelckers
d13499d2b7 - fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 14:28:51 +02:00
alexey.lysiuk
e4ef998dc2 - exposed Append() method to ZScript dynamic array
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-11 00:09:51 +02:00
Christoph Oelckers
1161a17f00 - do not blur the background for portrait-less conversations.
- Fixed the mHasBackdrop flag. (drfrag)

# Conflicts:
#	wadsrc/static/zscript/ui/menu/conversationmenu.zs

# Conflicts:
#	src/menu/menu.cpp
2019-08-10 12:47:41 +02:00
Christoph Oelckers
d6e7e68bfa - fixed: The frozen state was not reset when the global level variable was reset.
# Conflicts:
#	src/g_level.cpp
2019-08-09 13:16:27 +02:00
drfrag
2c014e63ac - Unicode fix.
(patch by Graf)
2019-08-09 13:16:24 +02:00
Christoph Oelckers
d9f3fdd293 - fixed handling of the "ouch" face.
This depended on order of execution, taking the health values to compare from variables which were not synchronized properly.
Now both the last and current health being used here are being retrieved in the same place so that further changes cannot break this again.

But here it worked. (drfrag)
2019-08-09 13:16:22 +02:00
Christoph Oelckers
61a849b439 - fixed an inconsistency with missiles bouncing off actors.
They exploded when hitting a side but not when hitting top or bottom. Changed so that they always explode now.
2019-08-09 13:16:19 +02:00
Christoph Oelckers
15cf157877 - removed the ActiveSequences counter.
It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation.
On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.

# Conflicts:
#	src/g_levellocals.h
#	src/s_sndseq.cpp
2019-08-09 13:16:17 +02:00
Christoph Oelckers
9a4959c82e - fixed incorrect write barrier in sound sequence code.
# Conflicts:
#	src/s_sndseq.cpp
2019-08-09 13:16:14 +02:00
Christoph Oelckers
f6234d08fa - optionally disallow showing the autor's name
# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-07 13:42:05 +02:00
Christoph Oelckers
78fa0a6f95 - added option to print a map author's name on the summary screen
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.

# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	src/gi.cpp
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-06 18:46:23 +02:00
drfrag
149a294a49 - Fixed compilation. 2019-08-06 17:27:12 +02:00
Christoph Oelckers
4a563f449d - fixed: The wbstartstruct that gets passed to the level summary screen needs to be static
This variable is needed long after the function which sets it up will be exited. So this either needs to be dynamically allocated or static, and in this case using a static variable is simpler.  However, unlike before, it is only being accessed in the one function that needs to initialize it and pass to the summary screen and nowhere else.

# Conflicts:
#	src/g_level.cpp
2019-08-06 17:13:30 +02:00
Christoph Oelckers
2b51e8d5dd - allow the language table to supersede the title patches, if appropriate
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.

This also required removing the 'en' label from the default table,  because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.

Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.

# Conflicts:
#	src/g_hub.cpp
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	src/gi.h
#	src/p_setup.cpp
#	src/stringtable.cpp
#	src/stringtable.h
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
#	wadsrc_extra/static/iwadinfo.txt

# Conflicts:
#	src/gi.h
#	wadsrc_extra/static/iwadinfo.txt
2019-08-06 17:13:21 +02:00
drfrag
2172b1bd63 - Changed GAMEINFO flags to an enum. 2019-08-06 17:08:33 +02:00
Christoph Oelckers
070dde2e2b - made adjustments to the text placement on the summary screen.
With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.

Without the adjustments, just added GetMaxAscender for compatibility. (drfrag)

# Conflicts:
#	src/gamedata/fonts/font.cpp
#	src/scripting/vmthunks.cpp
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-05 13:28:43 +02:00
drfrag
dadbc828dc - Take quicksave slots into account for the new savegame list order. 2019-07-29 20:12:04 +02:00
Kevin Hutchins
ac238545fd Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created. 2019-07-29 18:54:43 +02:00
Christoph Oelckers
6a647afff1 - changed subtitle duration to last at least 7 seconds, even for shorter sounds so that there is sufficient time to read them. 2019-07-26 21:59:46 +02:00
alexey.lysiuk
c7516a0fc5 - added ability to specify display duration of subtitles
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box

https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 21:59:43 +02:00
drfrag
1f54466e33 - Fixed fuzz style fallback not working in GL legacy mode.
- Changed default since software style was too expensive on old cards.
2019-07-26 14:08:18 +02:00
Christoph Oelckers
c31b4f0b9b - fixed line breaking on non-spaces for multi-byte UTF-8 characters.
This needs to backtrack the entire code point, not just one byte.

# Conflicts:
#	src/gamedata/fonts/v_text.cpp
2019-07-25 00:06:14 +02:00
Major Cooke
7f5a2d3a11 Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.

# Conflicts:
#	src/s_sound.cpp
#	wadsrc/static/zscript/base.zs
2019-07-25 00:06:12 +02:00
alexey.lysiuk
4f56ab45ad - fixed crash on player unmorph after falling death
Rearranged conditions to avoid accessing player from obsolete morphed pawn
Unmorphing upon death resets player in morphed actor, so player alive state should be tested first
Removed duplicate health check as well

https://forum.zdoom.org/viewtopic.php?t=65429
2019-07-25 00:06:08 +02:00
drfrag
77c5ec0e23 - New version. 2019-07-19 13:30:41 +02:00
Christoph Oelckers
6999c89cbb - moved several IWAD dependent files into the game_support resource
* sprite offset definitions, which are IWAD dependent
* Freedoom's decal overrides
* conversation ID definitions for the Strife teasers
* the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.

# Conflicts:
#	src/gamedata/fonts/v_font.cpp
2019-07-18 14:28:40 +02:00
Christoph Oelckers
1d8f735a27 - renamed zd_extra.pk3 to game_support.pk3
# Conflicts:
#	src/version.h
2019-07-18 14:28:35 +02:00
Christoph Oelckers
cf88ecf36a - remove test code. 2019-07-18 13:53:24 +02:00
Christoph Oelckers
7757798d22 - moved iwadinfo.txt to zd_extra.pk3.
This was done for two reasons:

1. It forces loading of zd_extra.pk3 for the stock IWADs, eliminating a certain kind of user error.
2. It removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
2019-07-18 13:53:20 +02:00
Christoph Oelckers
e51f9a6c13 - allow setting the font used for the status screen's content text.
But only works partially for Raven games (hacked). (drfrag)

# Conflicts:
#	src/gi.cpp
#	wadsrc/static/mapinfo/chex.txt
#	wadsrc/static/mapinfo/doomcommon.txt
#	wadsrc/static/mapinfo/heretic.txt
#	wadsrc/static/mapinfo/hexen.txt
#	wadsrc/static/mapinfo/mindefaults.txt
#	wadsrc/static/mapinfo/strife.txt
#	wadsrc/static/zscript/ui/statscreen/statscreen_sp.zs
#	wadsrc_hacxextra/static/zmapinfo.txt
2019-07-18 13:22:44 +02:00
alexey.lysiuk
2b3d0467e7 - fixed: subtitles background renains visible on new game
https://forum.zdoom.org/viewtopic.php?t=65366

# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-18 12:35:01 +02:00
Christoph Oelckers
fd3c760244 - fixed: The countdown for the subtitles display was never counted down so the messages remained forever. 2019-07-18 12:34:36 +02:00
Christoph Oelckers
65a054ba88 - implemented subtitle display for Blackbird's voiceover messages.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-18 12:33:48 +02:00
drfrag
b92ceac25f - Fixed compilation.
# Conflicts:
#	src/c_console.cpp
2019-07-18 12:32:33 +02:00
Christoph Oelckers
1fb5361a82 - implemented subtitles for intermission slideshows.
# Conflicts:
#	src/d_main.cpp
#	wadsrc/static/language.csv
2019-07-18 12:30:19 +02:00
drfrag
74d8fa8a28 - added printlocalized CCMD to check strings in-game.
(patch by Graf)
2019-07-18 00:10:25 +02:00
Rachael Alexanderson
c992604b7f - set language cvar to global config, it should not be game-specific
# Conflicts:
#	src/g_cvars.cpp
2019-07-18 00:10:23 +02:00
alexey.lysiuk
fa7dae2676 - fixed compilation error with GCC and Clang
src/intermission/intermission_parse.cpp:941:2: error: no matching function for call to 'F_StartFinale'
2019-07-18 00:10:18 +02:00
Christoph Oelckers
b6799e7843 - added a 'testfinale' CCMD, so that the layout of finale texts can be tested more easily
# Conflicts:
#	src/gamedata/stringtable.cpp
#	src/gamedata/stringtable.h

# Conflicts:
#	src/intermission/intermission_parse.cpp
2019-07-18 00:10:14 +02:00
drfrag
ef1047db20 - Changes to the language table.
(patch by Graf)
2019-07-18 00:04:31 +02:00
drfrag
8c941ba1cf - A few more missing things for compatibility.
# Conflicts:
#	wadsrc/static/language.enu
2019-07-17 23:58:09 +02:00
alexey.lysiuk
cedc5a9702 - fixed UMAPINFO episode parsing
* bounds checking for accessing episode tokens
* support empty tokens in episode definition
* handle upper cased episode shortcut

https://forum.zdoom.org/viewtopic.php?t=65364

# Conflicts:
#	src/gamedata/umapinfo.cpp
2019-07-17 18:15:09 +02:00
alexey.lysiuk
95f0f7eadd - cleaned up language detection leftovers
# Conflicts:
#	src/posix/sdl/i_system.cpp
2019-07-17 18:14:53 +02:00
Christoph Oelckers
9c25d75f65 - removed a few obsolete definitions from basictypes.h
# Conflicts:
#	src/win32/i_specialpaths.cpp
2019-07-17 17:54:30 +02:00
Christoph Oelckers
1697e6ff3a - eliminated dependency of CVar code on AActor.
As a low level feature, the CVAR management should not access game structures like actors, just to retrieve a player index. The index should be calculated by the calling code instead and passed into the function.

# Conflicts:
#	src/win32/i_specialpaths.cpp

# Conflicts:
#	src/p_acs.cpp
2019-07-17 17:54:28 +02:00
alexey.lysiuk
bb946348da - fixed compilation with GCC 5 and newer
src/r_data/a_dynlightdata.cpp:72:44: error: no matching function for call to ‘FSerializer::Array(const char [5], int [5], int, std::nullptr_t)’
2019-07-17 17:54:08 +02:00
Christoph Oelckers
26863bfd94 - tested and fixed the attachable lights.
# Conflicts:
#	src/g_shared/a_dynlight.cpp
2019-07-17 17:53:43 +02:00
Christoph Oelckers
0c4fc385cc - User definable dynamic lights
This hasn't been tested yet!

# Conflicts:
#	src/g_shared/a_dynlight.h

# Conflicts:
#	src/g_shared/a_dynlightdata.cpp
2019-07-17 17:51:28 +02:00
drfrag
7b3d02dfec Revert "- fixed layout issues with Strife's dialogues."
This reverts commit 963d1b682c.

Partial revert.
2019-07-16 00:00:58 +02:00
drfrag
25ffe28abe Revert "- fixed lifetime of ScaleOverrider for Strife dialogues."
This reverts commit 6c14fe7202.
2019-07-15 23:23:55 +02:00
drfrag
87e8200277 Revert "- changed calculation of the scaling value for the option menu."
This reverts commit 6c869f123d.
2019-07-15 23:23:53 +02:00
drfrag
40875d1697 Revert "- make the clean scaling system more consistent."
This reverts commit cdcc8996a7.
2019-07-15 23:23:52 +02:00
Christoph Oelckers
bba2854796 - reimplemented new player setup menu as an OptionsMenu.
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.

# Conflicts:
#	src/menu/menudef.cpp
#	src/namedef.h
#	wadsrc/static/zscript/ui/menu/optionmenu.zs
2019-07-15 20:37:36 +02:00
Christoph Oelckers
3700b0c7b8 - replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.

# Conflicts:
#	src/CMakeLists.txt
#	src/textures/backdroptexture.cpp
#	src/v_2ddrawer.cpp
2019-07-15 19:55:51 +02:00
alexey.lysiuk
15dbacca01 - added validation for presence of drop item classes
https://forum.zdoom.org/viewtopic.php?t=65307
2019-07-12 22:11:54 +02:00
drfrag
19df6559a8 - Print a warning instead of error out on unsupported ZScript version. 2019-07-11 18:20:57 +02:00
drfrag
1d77f880a4 - Fixed hack: CanPrint must return 0 or it'd signal to the mods that NO FONT can print the text (what Graf said). 2019-07-11 14:07:47 +02:00
drfrag
e5f7bf068c - Some ugly hackery to try to make it more compatible. 2019-07-11 14:07:20 +02:00
Christoph Oelckers
da5c1c90dc - let IWAD and PWAD BigFonts override BigUpper for consistency.
# Conflicts:
#	src/gamedata/fonts/font.cpp
#	src/gamedata/fonts/singlelumpfont.cpp
#	src/gamedata/fonts/v_font.cpp
2019-07-11 13:41:45 +02:00
Christoph Oelckers
8ff421104d - fixed: The lump renaming was not performed for Doom, even for those pieces where needed. 2019-07-11 13:26:37 +02:00
Christoph Oelckers
d14a48f8f4 - use BigUpper font for option menu captions.
# Conflicts:
#	src/gamedata/fonts/v_font.cpp

There's actually no BigUpper font here. (drfrag)
2019-07-11 13:24:40 +02:00
alexey.lysiuk
660d930cf6 - do not set crouch player sprites on voodoo dolls
https://forum.zdoom.org/viewtopic.php?t=65257
2019-07-10 22:04:20 +02:00
alexey.lysiuk
c4780495e1 - fixed linking without DYN_FLUIDSYNTH defined
Undefined symbols for architecture x86_64:
  "CreateFluidSynthMIDIDevice(char const*, int)", referenced from:
      MIDIStreamer::CreateMIDIDevice(EMidiDevice, int) in music_midistream.o
2019-07-09 22:58:11 +02:00
Christoph Oelckers
d018b430f7 - made the class definitions of the MIDI devices private to the implementations. 2019-07-09 22:58:08 +02:00
alexey.lysiuk
a646b9cfa2 - fixed crash on starting ACS script without level
https://forum.zdoom.org/viewtopic.php?t=65287
2019-07-08 13:56:45 +02:00
alexey.lysiuk
0dbf2e3df7 - fixed LevelLocals.isFrozen() return value with JIT disabled
No more 'Number of parameters returned differs from what was expected by the caller' assertion failures
2019-07-08 13:56:35 +02:00
drfrag
ca9967d13b - Made automatic level compatibility optional.
As Enjay requested and Rachael suggested.
 I don't think i'm opening Pandora's box, what could go wrong?
2019-07-05 14:45:01 +02:00
alexey.lysiuk
9d8b4f6c05 - fixed missing dive and surface player sounds
https://forum.zdoom.org/viewtopic.php?t=65233
2019-07-05 13:33:55 +02:00
Major Cooke
e332d405f6 Re-ordered drawing a little.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-03 21:48:04 +02:00
Major Cooke
dfe8f19dd5 Added RenderUnderlay.
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.

# Conflicts:
#	src/events.cpp
#	src/events.h
2019-07-03 21:48:01 +02:00
drfrag
c3482b75fc - Make joystick input in the background CVAR controlled. 2019-07-03 20:52:03 +02:00
alexey.lysiuk
f340d411c3 - added validation of LevelCompatibility.Apply() signature
# Conflicts:
#	src/compatibility.cpp
2019-07-03 13:49:36 +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
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
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
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
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
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
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
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