Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.
# Conflicts:
# src/gl/scene/gl_portal.cpp
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
(cherry picked from commit 79b3c41677)
Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.
(cherry picked from commit 2c86c4e942)
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.
(cherry picked from commit e5249f302a)
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration
(cherry picked from commit 907ce777a3)
Added ability to switch emulator and it's accuracy level ("enabling of 'run at PCM rate' reduces accuracy, and also reduces CPU usage")
Added draft code for future external banks support (WOPL format for ADLMIDI and WOPN format for OPNMIDI)
ADLMIDI 1.3.3 2018-06-19
* Fixed an inability to load another custom bank without of library re-initialization
* Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Fixed incorrect 4-op counter which is still catch 4-op instruments on 2-op banks
* Fixed an incorrect processing of auto-flags
* Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
* Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
* Updated DosBox OPL3 emulator up to r4111 of official DosBox trunk (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* The automatical choosing of 4 operator channels count has been improved (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
ADLMIDI 1.3.2 2018-04-24
* Added ability to disable MUS and XMI converters
* Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
* Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
* Added support for real-time switching the emulator
* Added support for CC-120 - "All sound off" on the MIDI channel
* Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
* Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
OPNMIDI 1.3.0 2018-06-19
* Optimizing the MIDI banks management system for MultiBanks (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Fixed incorrect initial MIDI tempo when MIDI file doesn't includes the tempo event
* Fixed an incorrect processing of auto-flags
* MAME YM2612 now results a more accurate sound as internal using of native sample rate makes more correct sound generation
* Channel and Note Aftertouch features are now supported correctly! Aftertouch is the tremolo / vibrato, NOT A VOLUME!
* Added optional HQ resampler for Nuked OPL3 emulators which does usage of Zita-Resampler library (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
OPNMIDI 1.2.0 2018-04-24
* Added ability to disable MUS and XMI converters
* Added ability to disable embedded MIDI sequencer to use library as RealTime synthesizer only or use any custom MIDI sequencer plugins.
* Fixed blank instruments fallback in multi-bank support. When using non-zero bank, if instrument is blank, then, instrument will be taken from a root (I.e. zero bank).
* Added support for real-time switching the emulator
* Added support for MAME YM2612 Emulator
* Added support for CC-120 - "All sound off" on the MIDI channel
* Changed logic of CC-74 Brightness to affect sound only between 0 and 64 like real XG synthesizers. Ability to turn on a full-ranged brightness (to use full 0...127 range) is kept.
* Added support for different output sample formats (PCM8, PCM8U, PCM16, PCM16U, PCM32, PCM32U, Float32, and Float64) (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
* Reworked MIDI channels management to avoid any memory reallocations while music processing for a hard real time. (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
(cherry picked from commit ceec12056a)
It should check for the special "End" flag instead of trusting that if the last token was a closing brace, all was correct. This can fail if the last token in a multiline string is a brace.
(cherry picked from commit 243787d19a)
Incorrectly initialized or deliberately broken status bar could lead to integer division by zero and null pointer dereference
class BuggyStatusBar : DoomStatusBar
{
override void Init()
{
// No super.Init()
}
}
(cherry picked from commit 832de42c24)
This is needed so that MAPINFO settings for these flags don't get ignored.
(cherry picked from commit 1fdcacc337)
# Conflicts:
# src/scripting/backend/codegen.cpp
The abort condition for the extended checks must completely stop any further processing but the check for this was missing.
(cherry picked from commit 60b6dbadb2)
Unfortunately this turned out harder than expected because of FSharedStringArena making some strong assumptions about the underlying implementation.
(cherry picked from commit 2f6dc46f14)
These won't match the conditions.
Additionally this adds disassembly output for the synthesized replacement functions for diagnostics purposes.
(cherry picked from commit d18f5eecb4)
This gets exclusively used by portal borders which means that for walls the setting is irrelevant but for flats it is needed to cover the portal surface so that translucent parts of the outer scene do not bleed through.
(cherry picked from commit d0aacd3ba8)
# Conflicts:
# src/gl/scene/gl_scene.cpp
src/gl/scene/gl_flats.cpp:215:3: error: cannot jump from this goto statement to its label
src/r_data/models/models.cpp💯18: error: no member named 'floor' in namespace 'std'
(cherry picked from commit 81f042f08b)
# Conflicts:
# src/gl/scene/gl_flats.cpp
This violated an important rule that a cast may not alter the expression's type and led to failed asserts elsewhere.
(cherry picked from commit 7d515e72c2)
Workaround initially implemented for MSVC 2015 is enabled with all Windows XP compatible toolsets regardless of Visual Studio version
(patch by _mental_)
Still it's a VS bug.
Remaining object(s) led to a potential crash on the next garbage collection cycle
Assertion failure was triggered during restarting in Debug configuration
(cherry picked from commit e085a8d58a)
src\polyrenderer\scene/poly_portal.cpp(142): warning C4800: 'line_t *': forcing value to bool 'true' or 'false' (performance warning)
(cherry picked from commit 7576068202)
- rename gl_InitModels to InitModels
- add commented out support for #include in modeldefs (blocked by gene tech having broken #include statements in its modeldef files)
(cherry picked from commit 91aec1689e)
- remove gl_ prefix for model functions that are no longer GL specific
(cherry picked from commit 31abe3df7e)
# Conflicts:
# src/gl/models/gl_models.h
# src/gl/scene/gl_scene.cpp
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# src/hwrenderer/textures/hw_precache.cpp
At least on faster NVidia hardware, setting this to false and gl_finishbeforeswap to true gives a better experience because it reduces screen tearing - but the same setting will reduce frame rate quite dramatically on Intel and can cause bad stalls on some older GPUs when rendering camera textures.
(cherry picked from commit cc65490062)
src/r_data/models/models.cpp:418:33: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models.cpp:427:38: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
src/r_data/models/models_ue1.cpp:49:37: warning: comparison of integers of different signs: 'long' and 'unsigned long' [-Wsign-compare]
(cherry picked from commit 9257c9cc0c)
(concatenated "UMSH" signature + datafile + anivfile)
This is pretty much 100% functional by now.
Hasn't been tested on platforms other than Linux yet, though.
Code definitely deserves some cleaning.
(cherry picked from commit f285e550d6)
At least one version of Windows SDK (10.0.17134.0) has broken _pgmptr/_get_pgmptr()
It points to an empty string for multi-byte character set applications
GetModuleFileName() is now used instead regardless of compiler/toolchain
Added extra guard against unexpected program paths to avoid crashes
https://forum.zdoom.org/viewtopic.php?t=60598
(cherry picked from commit e1e441091d)
Parser of MAPINFO editor number definitions didn't assign line numbers, so 'Unknown actor class' fatal error displayed some garbage
(cherry picked from commit 751e318c4e)
The case with forward declared class used as a parent must be handled explicitly
actor MyWeapon : Weapon { Weapon.AmmoType "MyBaseAmmo" }
actor MyAmmo : MyBaseAmmo { }
actor MyBaseAmmo : Ammo { }
(cherry picked from commit ef536e7b00)
clang: warning: libstdc++ is deprecated; move to libc++ with a minimum deployment target of OS X 10.9
(cherry picked from commit ce18ff1df3)
# Conflicts:
# CMakeLists.txt
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
(cherry picked from commit 9bdb0f2e49)
This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.
(cherry picked from commit f49c6cbde2)
# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/hwrenderer/scene/hw_sprites.cpp
* only call hw_CheckViewArea if the result is not known yet.
* check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.
(cherry picked from commit 3c49804c6c)
# Conflicts:
# src/gl/scene/gl_bsp.cpp
# src/gl/scene/gl_fakeflat.cpp
# src/hwrenderer/scene/hw_fakeflat.h
This should fix bug reported in https://forum.zdoom.org/viewtopic.php?
f=104&t=56682.
There were two problems:
1. Algorithm to select a free voice was not appropriate. Changed to a
simple "least-recently-freed voice" algorithm.
2. Sustained voices were treated as used voices and never got replaced.
Now sustained voices are preferentially replaced when there are no free
voices.
(cherry picked from commit 07586af6d1)
It was impossible to complete Sin City 2 The Satan Complex without cheating since ZDoom 2.6.0
Change in applying of DeHackEd patches from 77a4b9a29b broke triggering of important linedef that pushes friendly marine to exit switch
https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/satanx
(cherry picked from commit 6d308ca67e)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi.cpp)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi.cpp)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi_midiplay.cpp)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi_load.cpp)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi_private.cpp)
src\sound\adlmidi\adlmidi_private.hpp(457): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\adlmidi\adlmidi_opl3.cpp)
src\sound\opnmidi\opnmidi.cpp(132): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\opnmidi\opnmidi.cpp(147): warning C4800: 'unsigned int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(168): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(177): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(186): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(195): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi.cpp(209): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi_midiplay.cpp(740): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi_midiplay.cpp(741): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi_midiplay.cpp(742): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\adlmidi\adlmidi_midiplay.cpp(743): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi_midiplay.cpp)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi_load.cpp)
src\sound\opnmidi\opnmidi_midiplay.cpp(697): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\opnmidi\opnmidi_midiplay.cpp(698): warning C4800: 'unsigned int': forcing value to bool 'true' or 'false' (performance warning)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi_opn2.cpp)
src\sound\opnmidi\opnmidi_private.hpp(404): warning C4800: 'int': forcing value to bool 'true' or 'false' (performance warning) (compiling source file src\sound\opnmidi\opnmidi_private.cpp)
(cherry picked from commit 671736ecdc)
This is for mitigating the recently discovered problem with attenuated lights getting reduced in size, even on OpenGL 3+. The intent of the shrinking was to account for higher brightness of non-attenuated lights on OpenGL 2 and was never meant to be active on more modern versions.
The factor will apply to any attenuated light defined after it and will be inherited by included sub-lumps, but it will only last for the lunp it is set in.
If you have a definition for the broken behavior, AddLightAssociation
'lightsizefactor 0.667' at the top of your GLDEFS.
(ported patch by Graf)
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
(cherry picked from commit cf8447d19c)
Portals disabled initially and activated by scripting must be fully restored after loading of saved game
https://forum.zdoom.org/viewtopic.php?t=59999
(cherry picked from commit 4ea16acef5)
# Conflicts:
# src/p_setup.cpp
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
(cherry picked from commit 2d51fa5b43)