Commit graph

7640 commits

Author SHA1 Message Date
alexey.lysiuk
2b74ee1eef Fixed assertion failure caused by a missing class to spawn
This fixes debugging troubles with states that have action functions like A_SpawnItem("MissingClass")
2016-02-29 12:54:30 +01:00
Christoph Oelckers
2321c9973f - fixed some serious efficiency problems with clipping masked geometry against portals.
The function to do the work scanned the full list of drawsegs to find portals, which with a large amount of masked geometry and/or drawsegs could become extremely slow.
Changed it so that R_DrawMasked collects all portal related drawsegs up front so that the actual clipping code can
 a) scan a far shorter list and
 b) can skip half of the validation.

Also using P_PointOnLinePrecise to shave off a small bit of additional time.
2016-02-29 12:39:03 +01:00
Christoph Oelckers
0cf9cae7f3 - added some #pragma warnings to i_crash.cpp to silence a warning message in Microsoft's headers. 2016-02-29 10:48:51 +01:00
Christoph Oelckers
6c37ab2310 - changed: If the IWAD contains a MENUDEF lump the one in zdoom.pk3 should not print texture warnings.
The reason is that in such a case it is very likely that the IWAD defines its own menu and will most likely not provide all assets for the base definitions. See 'Adventures of Square' for an example.
2016-02-29 10:45:14 +01:00
Christoph Oelckers
7242a0ef94 - fixed: Rendering 2-sided walls with 3D floor light effects had the 'is3dfloor' flag of GetLightLevel inverted. 2016-02-29 10:26:07 +01:00
Christoph Oelckers
fadc7de636 - added a sight check to A_Blast for cross-portal effects. 2016-02-29 01:36:39 +01:00
alexey.lysiuk
0822485593 Used ISO Latin 1 encoding for text in startup window on OS X
Attempts to output errors with bad characters encountered during text lumps parsing were failed miserably because of UTF-8 conversion
Example: loading of GZ-Models-r16.pk3 with GZDoom caused 'NSConcreteAttributedString initWithString:: nil value' exception
2016-02-28 23:15:23 +01:00
alexey.lysiuk
243f59d96d Made sure that the last text line is always visible in OS X startup window
These case are handled specifically:
* When waiting for clients or host to join
* When showing a fatal error
2016-02-28 23:15:22 +01:00
alexey.lysiuk
067b421f39 Fixed default width of progress bar in OS X startup window
If window was resized before progress bar appears it will have hardcoded and so incorrect width
2016-02-28 23:15:21 +01:00
alexey.lysiuk
64f80456ad Initialized scroll view with the same rectangle as other controls in OS X startup window 2016-02-28 23:15:20 +01:00
alexey.lysiuk
145b7be0a1 Fixed particular slowdown in OS X startup window
During loading of .pk3 that stores hundred of .wad's significant amount of time were spent on scrolling text to the last line
The same applies to other cases like output of thousands warnings/errors
2016-02-28 23:15:19 +01:00
alexey.lysiuk
c687394f72 Added generic way to do periodic updates of OS X startup window
It's used to avoid updating of window (progress bar in particular) too often
Most of time were spent on UI events processing but not on data loading
2016-02-28 23:15:18 +01:00
alexey.lysiuk
0fba6563c7 Disabled fullscreen mode for OS X startup window
There is no use for auxiliary fullscreen window because it behaves really weird
2016-02-28 23:15:17 +01:00
Christoph Oelckers
d4f87203bd - added portal awareness to several functions.
* Arch-Vile resurrection
 * Boom point pushers (due to complete lack of z-handling only for line portals.)
 * A_RadiusGive

These also require a more thorough collection of portal groups than simple position checks.
2016-02-28 23:08:32 +01:00
Christoph Oelckers
8be690fbf2 - fixed type truncation warning. 2016-02-28 21:16:16 +01:00
Christoph Oelckers
27ac207f4c - added oortal handlong to P_RecursiveSound. 2016-02-28 18:03:42 +01:00
Christoph Oelckers
4bb0ca5889 - consolidated some nearly identical code repetitions in Hexen's attack functions. 2016-02-28 16:06:48 +01:00
Christoph Oelckers
c390b98966 - fixed: Not all paths in A_CStaffCheck did proper checks on the player's health. 2016-02-28 15:14:05 +01:00
Christoph Oelckers
94f37bde30 - Forgot changing two comparisons when cleaning up the if statement in FindRefPoint. 2016-02-28 14:03:57 +01:00
Christoph Oelckers
e9fa53c54d - fixed dropoff calculation over portals.
It can easily happen that the lower sector has no lines below the checked area, in which case it would not set the dropoffz correctly. To prevent this, P_LineOpening must, when it checks the opening over a sector portal, actually calculate the dropoff to the lower portal itself by calling sector_t::NextLowestPointAt. It also means that FindRefPoint must calculate a proper reference point when one side of the line to be checked is part of a floor portal.
2016-02-28 13:59:15 +01:00
Christoph Oelckers
b0f1e9b8f3 - fixed typo in portal blockmap code. 2016-02-28 12:16:58 +01:00
Christoph Oelckers
9e3bde0913 - fixed: invisible line within a portal could affect floor height checks in P_CheckPosition. 2016-02-28 12:14:37 +01:00
Christoph Oelckers
3272f180cb - added missing damagemod sector property to extradata parser. 2016-02-28 09:32:10 +01:00
Edoardo Prezioso
cd85f6768c - Improve Mac GCC errors fix to work only for GCC.
This fixes Clang complaining about unknown command option '-Wno-unused-but-set-variable' when compiling dumb.
Also I got no new warnings on Clang by excluding '-Wno-unused-result'.
2016-02-27 23:49:02 +01:00
Christoph Oelckers
a9ca53bc00 - added a check for the destination of a portal to P_CheckPosition. This needs to run a separate BlockLinesIterator that only sets selected fields. 2016-02-27 23:35:13 +01:00
Christoph Oelckers
047070d180 - made arbitrary portals passable.
This includes:

* allow one sided portal linedefs to be crossable when part of a polyobject. Due to the limitations, two-sided linedefs won't work here. For general use this is still not allowed because making them passable would require some crippling fudging.
* delay portal finalization until after polyobjects have been spawned.
* the camera interpolation also needs to handle angle differences.

The code is still not 100% complete - the most important thing that is still missing is proper handling of P_CheckPosition through arbitrary portals.
2016-02-27 18:07:39 +01:00
alexey.lysiuk
fcb38a9419 Made index of VM intrinsic functions unsigned
No more 'comparison of integers of different signs: int and unsigned long' warning
2016-02-27 15:14:13 +02:00
alexey.lysiuk
d49f4a5d84 Removed redundant comparison
No more 'comparison of unsigned expression >= 0 is always true' warning
2016-02-27 15:05:01 +02:00
alexey.lysiuk
3c044ebd5e Removed usage of register keyword
No more 'register storage class specifier is deprecated' warnings
2016-02-27 15:03:44 +02:00
alexey.lysiuk
9e016bbfc3 Removed useless operations from OS X system code
No more 'expression result unused' warnings
2016-02-27 12:48:26 +02:00
alexey.lysiuk
202aea61e5 Fixed incorrect comparison in OS X console window
No more 'comparison between pointer and integer' error
2016-02-27 12:48:12 +02:00
Braden Obrzut
6baa1b0674 - Compile with -std=c++14 or -std=c++11 on GCC/Clang.
- Fixed initialization crossing goto.
2016-02-27 02:20:34 -05:00
Christoph Oelckers
8d58d63b60 - implemented line portal transition. Not yet tested for arbitrary portals but for static ones it is working - including camera interpolation. 2016-02-27 01:23:43 +01:00
Christoph Oelckers
451cac457b - added NULL pointer check in AActor::ClearInterpolation. 2016-02-26 18:05:58 +01:00
Christoph Oelckers
7da8112f12 - now that C++11 is allowed, these annoying 'narrowing conversion' warnings can finally be fixed... 2016-02-26 18:03:45 +01:00
Christoph Oelckers
f7a3314a0a - added an iterator to TArray so that it can be used with range-bases 'for' statements. 2016-02-26 16:20:27 +01:00
Christoph Oelckers
60c2a55ec4 - added P_GetOffsetPosition calls to all needed functions. 2016-02-26 11:52:53 +01:00
Christoph Oelckers
d46e109a5b - prevent Visual C++ from making stupid code. 2016-02-26 11:52:52 +01:00
Christoph Oelckers
eafd2519b4 - fixed a few incorrect uses of AngleTo function.
- added portal offsetting to all AproxDistance, AngleTo and Vec*To members of AActor.
- optimized displacement retrieval so that the most common case with no offset retrieves a constant null-vector which can be optimized away fully by the compiler.
- early out in P_GetOffsetPosition if there's no portal lines nearby, so that the common case can skip the traverser completely even on maps with line portals.
2016-02-26 11:52:50 +01:00
Randy Heit
fd78686679 Add clamp() to DECORATE 2016-02-25 14:31:37 -06:00
Randy Heit
7f57f68ce1 Added GetSpawnHealth() and GetGibHealth() for DECORATE 2016-02-25 10:08:08 -06:00
Randy Heit
a862f728b6 Add remaining VM-supported floating point operations to DECORATE
- These are:
  * exp
  * log
  * log10
  * ceil
  * floor
  * acos
  * asin
  * atan
  * tan
  * cosh
  * sinh
  * tanh
2016-02-25 09:41:49 -06:00
Randy Heit
8ee820042f Tablified the DECORATE floating point operations (sqrt,cos,sin) 2016-02-25 09:23:46 -06:00
Christoph Oelckers
d8d3889452 - removed PortalGroup == 0 check. This would only be valid if there's only linked portals in the map. 2016-02-25 13:36:27 +01:00
Christoph Oelckers
c7bce8b346 - added a special portal blockmap. This only contains all lines which have a crossable line portal assigned. This is to speed up offset calculations because those are quite frequent and would be too inefficient with the full blockmap.
- made some minor changes to FPathTraverse so that the Add*Intercepts methods can be virtually overridden.
- removed the PortalTracer class because in its existing form it was too costly. Replaced with a P_GetOffsetPosition function that does the minimum required work to get to the translated destination and that's better suited for being called from the Vec*Offset methods. Other use cases will require some changes to FPathTraverse anyway, or some wrapping class like the FMultiBlock iterators.
2016-02-25 13:00:23 +01:00
Christoph Oelckers
a9db998700 - did some refactoring on FPathTraverse to allow inheriting from that class with different collection functions.
This will be needed to implement an efficient portal checker that doesn't run through the entire blockmap to find the portals.
2016-02-25 09:54:09 +01:00
Christoph Oelckers
0f871a1d21 - fixed some language issues with the menu. 2016-02-25 09:27:30 +01:00
Christoph Oelckers
208ad14bad - this wasn't saved when I committed the interpolation stuff. 2016-02-25 01:24:09 +01:00
Christoph Oelckers
5b99691fd4 - updated xlat/eternity.txt 2016-02-25 01:09:01 +01:00
Christoph Oelckers
e11da06e69 - some preparations for actor interpolation through wall portals. 2016-02-25 00:41:31 +01:00