Commit graph

14550 commits

Author SHA1 Message Date
Christoph Oelckers
f7ead44168 - fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
Both now use the Unicode capable I_Find* interface instead of duplicating all its functionality in multiple platform dependent incarnations.

# Conflicts:
#	src/cmdlib.cpp
#	src/gamedata/textures/image.cpp
#	src/resourcefiles/file_directory.cpp

# Conflicts:
#	src/resourcefiles/file_directory.cpp
2020-01-12 12:59:40 +01:00
Kevin Caccamo
db66f78c16 Attempt to optimize check for ML_DRAWFULLHEIGHT
It is less likely that a line will have the ML_DRAWFULLHEIGHT flag than its' ceiling will be above the neighbouring sector's ceiling and vice versa.
2020-01-12 11:39:21 +01:00
Kevin Caccamo
c75ec6f59f Use != 0 after ANDing with the relevant flags
This is mostly a "just in case" measure, in case I did something wrong with the previous commits.

# Conflicts:
#	src/hwrenderer/scene/hw_sky.cpp
2020-01-12 11:39:18 +01:00
Kevin Caccamo
4335233a49 Fix ML_DRAWFULLHEIGHT flag check 2020-01-12 11:39:16 +01:00
Kevin Caccamo
477381f210 Add handling for drawfullheight flag
Parse drawfullheight flag in UDMF
Draw full height for walls if the linedef has this flag
2020-01-12 11:39:03 +01:00
Kevin Caccamo
d69becfa57 Change ML_NOSKYWALLS and add ML_DRAWFULLHEIGHT
ML_DRAWFULLHEIGHT will be used to draw walls from the front/back sector's floor to the other sector's ceiling.
2020-01-12 11:38:51 +01:00
Kevin Caccamo
43264d9366 Add more ways to prevent GZDoom from drawing skybox walls
Add noskywalls flag to sectors and linedefs

# Conflicts:
#	src/hwrenderer/scene/hw_sky.cpp
#	src/p_udmf.cpp
2020-01-12 11:37:39 +01:00
alexey.lysiuk
068f0420a8 - restored old values for CHAN_... constants
https://forum.zdoom.org/viewtopic.php?t=66929
2020-01-12 00:49:20 +01:00
drfrag
8764f15555 - Set default GL texture filtering mode to none. 2020-01-11 22:54:50 +01:00
drfrag
1ca4e0c98a - Removed ZScript warning. 2020-01-07 20:27:16 +01:00
Alexander Kromm
c96cdc6c35 fix nosave cvar keyword (saved to config, not saved to savegame) 2020-01-07 19:56:00 +01:00
alexey.lysiuk
fd5889e200 - fixed resolving of music aliases with full filenames
https://forum.zdoom.org/viewtopic.php?t=66815
2020-01-07 19:55:59 +01:00
Chronos Ouroboros
fea9814d19 Disabled default blocks in mixins for now. 2020-01-07 19:55:58 +01:00
Alexander Kromm
721faee4d8 add "nosave" cvar token
It makes a cvar value not be saved in a save file.
2020-01-07 19:55:58 +01:00
Christoph Oelckers
f9976fbf25 - reverted the clamping when assigning to FScanner::Number.
This broke unsigned integer parsing without explicitly declaring the constant unsigned.
2020-01-07 19:55:57 +01:00
Christoph Oelckers
176144e0a1 - cleanup.
(The Raven license got removed from sc_man after checking that no Raven code is still present here, this file got a nearly complete overhaul over all those years.)

# Conflicts:
#	src/textures/texturemanager.cpp
2020-01-07 19:55:56 +01:00
Petr Mrázek
848438839b - Run the Alsa MIDI thread every 40ms or so, use non-blocking sequencer 2020-01-07 19:55:55 +01:00
Chronos Ouroboros
24a11f7a9a Fixed some incorrect parentheses in S_PlaySoundPitch. 2020-01-07 19:55:54 +01:00
Chronos Ouroboros
3c71f23afd Removed a redundant switch and added a default case to the mixin parsing code to shut GCC up. 2020-01-07 19:55:53 +01:00
drfrag
87bb63a61a - Bumped ZScript version.
# Conflicts:
#	src/version.h
2020-01-07 19:55:51 +01:00
Christoph Oelckers
ce1f4427cc - cleaned up the parameters of A_StartSound.
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-07 19:36:52 +01:00
Christoph Oelckers
ff3606e44e - refactored the MIDI list code.
Let's hope nothing got broken on the Linux side, the recent submission's code was not usable.

# Conflicts:
#	libraries/zmusic/zmusic/configuration.cpp
#	src/sound/music/i_music.cpp
#	src/sound/music/music_midi_base.cpp
2020-01-07 18:36:55 +01:00
Christoph Oelckers
dee8af1902 - made the sound decoding interface DLL friendly and added compile switches to the MIDI players so that different licenses can be uses as compile target.
# Conflicts:
#	src/sound/backend/i_sound.h

# Conflicts:
#	libraries/zmusic/mididevices/music_timiditypp_mididevice.cpp
2020-01-07 18:22:15 +01:00
Christoph Oelckers
e89cc73f80 - rewrote the ZMusic interface so that it is free of C++ constructs.
Now it is ready to put in a DLL.

# Conflicts:
#	libraries/zmusic/zmusic/mididefs.h
#	libraries/zmusic/zmusic/zmusic.h
2020-01-07 18:07:26 +01:00
Christoph Oelckers
f2a3a70aec - replaced the C++ based file access wrapper in ZMusic with a C compatible version. 2020-01-07 18:07:23 +01:00
Christoph Oelckers
7e01b19753 - there's no need to let the XM Vorbis decoder run through the client - all related functionality is part of ZMusic itself. 2020-01-07 18:07:21 +01:00
Christoph Oelckers
e5faff8cbb - made adjustments to the remaining parts of the function interface. 2020-01-07 18:07:19 +01:00
Christoph Oelckers
4e8359100f - made the ZMusic interface more DLL friendly: Reworked all functions not to throw exceptions across the library boundary and made a few definitions internal.
Not complete yet.

# Conflicts:
#	libraries/zmusic/zmusic/zmusic.h
2020-01-07 18:07:17 +01:00
drfrag
38c1b2e207 Update and clarify the licenses for the postprocess part.
(dpJudas)
Cherry-picked from commit fca3da8af4
2020-01-07 18:04:33 +01:00
Petr Mrázek
b07254507a - Support for MIDI on Linux via alsa sequencer 2020-01-07 18:04:28 +01:00
Rachael Alexanderson
aa6cb4815f - oops, missed this one 2020-01-06 21:58:51 +01:00
Rachael Alexanderson
b75665983c - relicense some of my past work under BSD
# Conflicts:
#	src/rendering/r_videoscale.cpp
2020-01-06 21:58:48 +01:00
Alexander Kromm
032c6a534b export dictionary iterator 2020-01-06 21:57:02 +01:00
Alexander Kromm
9ca3f98419 dictionary from empty string is not an error, but empty dictionary 2020-01-06 21:56:59 +01:00
Rachael Alexanderson
12f356f24e - bump version requirement to 219 for defcvars 2020-01-06 21:56:57 +01:00
Rachael Alexanderson
6f24cc29c9 - forbid defcvars from a wadfile 2020-01-06 21:53:05 +01:00
Rachael Alexanderson
93dfdc1c33 - tell the user the game version number when version is not specified as a hint 2020-01-06 21:52:22 +01:00
Rachael Alexanderson
1154207ec0 - implement 'defcvars'
# Conflicts:
#	src/d_main.cpp

# Conflicts:
#	src/d_main.cpp
2020-01-06 21:50:49 +01:00
Cacodemon345
5ed070964c Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
# Conflicts:
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/r_data/models/models.cpp

# Conflicts:
#	src/gl/scene/gl_weapon.cpp
2020-01-06 21:50:14 +01:00
Alexander Kromm
4f5218cc8f add Dictionary.Remove(String key) function 2020-01-06 19:49:25 +01:00
Alexander Kromm
81744d5b7a fix crash with saving null Dictionary 2020-01-06 19:49:23 +01:00
Marisa Kirisame
ebc6fcccd7 Additional CHAN_OVERLAP awareness for StartSound and ChangeSoundVolume/Pitch. 2020-01-06 19:49:21 +01:00
Christoph Oelckers
7919c86f3e - elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP. 2020-01-06 19:49:18 +01:00
Christoph Oelckers
0d3a62f73a - fixed: A_StartSound was still masking the sound channel value for checking if it plays something. 2020-01-06 19:49:15 +01:00
Major Cooke
96153e7e7e - Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended. 2020-01-06 19:20:44 +01:00
Major Cooke
234e690f77 Added STOPRAILS actor flag.
- An actor with this flag will prevent railgun shots from penetrating further.
2020-01-06 19:20:41 +01:00
Alexander Kromm
a7e6552f0f export TMap<FString, FString> to ZScript
# Conflicts:
#	src/CMakeLists.txt
#	src/serializer.h
2020-01-06 19:18:22 +01:00
Christoph Oelckers
35379e1e5d - let a sight check that gets lost return failure.
This way these cannnot unwantedly wake up monsters.
2020-01-06 19:14:53 +01:00
Cacodemon345
d6a23065d1 Implement renderstyle and transparent actor sprite rendering in automap (#997)
* Implement renderstyle and transparent actor sprite rendering in automap

* Add "am_advspriterender" CVAR and add invisible actor checks.

* Rename cvar to `am_thingrenderstyles`

# Conflicts:
#	src/am_map.cpp
2020-01-06 19:14:51 +01:00
Rachael Alexanderson
528550c4ef - changing vid_scalefactor now always shows current scaling data unless it gets set to "1"
- vid_scaletoheight/width now works in all scaling modes, and can now also scale on custom resolutions directly

# Conflicts:
#	src/r_videoscale.cpp
2020-01-06 19:05:13 +01:00
Rachael Alexanderson
278c7db215 - fix vid_showcurrentscaling so that it works even when vid_scalemode is 2 or greater.
# Conflicts:
#	src/r_videoscale.cpp
2020-01-06 18:53:47 +01:00
alexey.lysiuk
0ee488633b - fixed compilation warning reported by MSVC
src\r_videoscale.cpp(105): warning C4244: 'initializing': conversion from 'float' to 'int', possible loss of data

# Conflicts:
#	src/r_videoscale.cpp
2020-01-06 18:51:17 +01:00
Rachael Alexanderson
792871a380 - add 'vid_showcurrentscaling' ccmd, expanded output for 'vid_scaletowidth' and 'vid_scaletoheight' commands
- made the vid_scaleto____ commands less hacky - after finding out I could route the calls through screen->, found the correct screen-> commands, and do scaling based on the real screen dimensions
2020-01-06 18:48:49 +01:00
alexey.lysiuk
e4110ded3c - precache switch textures from ANIMATED lump
For example, SW1SKULL and SW2SKULL switches are animated in TNT: Evilution
Their frames are defined in ANIMATED lump which is old BOOM binary format
Textures other than base were not cached because the corresponding switch definitions (in ANIMDEFS lump) have one frame only and BOOM style animations were not taken into account

https://forum.zdoom.org/viewtopic.php?t=66652

# Conflicts:
#	src/p_setup.cpp
2020-01-06 18:23:31 +01:00
drfrag
38c5e84b82 - Adjust minimum scaling for 320x200. 2020-01-06 18:23:28 +01:00
Rachael Alexanderson
5906701a7d - implement vid_scalemode = 6 - sets absolute minimum scaling to fill entire screen - useful for speeding up software rendering
# Conflicts:
#	src/r_videoscale.cpp

# Conflicts:
#	src/r_videoscale.cpp
2020-01-06 18:23:11 +01:00
alexey.lysiuk
b246eb20fa - upsample texture if width * height is less or equal to gl_texture_hqresize_maxinputsize squared
https://forum.zdoom.org/viewtopic.php?t=66652

# Conflicts:
#	src/textures/hires/hqresize.cpp
2020-01-06 18:05:54 +01:00
alexey.lysiuk
7dd5d3ce61 - added minimal time profiling of texture precaching
# Conflicts:
#	src/hwrenderer/textures/hw_precache.cpp

# Conflicts:
#	src/hwrenderer/textures/hw_precache.cpp
2020-01-06 18:04:54 +01:00
alexey.lysiuk
d2101bf700 - improved normalNx scaling performance by ~10%
Actual boost heavily depends on platform's memory architecture, made it a bit more cache friendly in general

# Conflicts:
#	src/textures/hires/hqresize.cpp
2020-01-06 17:53:09 +01:00
alexey.lysiuk
69d39bcd44 - move setting status bar defaults to proper location
BaseStatusBar.Init() method isn't suitable for this because it will override SBarInfoWrapper setup done in native code

https://forum.zdoom.org/viewtopic.php?t=66676
https://forum.zdoom.org/viewtopic.php?t=66339

# Conflicts:
#	wadsrc/static/zscript/ui/statusbar/statusbar.zs
2020-01-06 17:48:35 +01:00
Christoph Oelckers
1cacd3e3de - sound engine update.
Notable changes:
* IsSourcePlayingSomething had undefined behavior when checking unattached and unpositioned sounds.
* loading Blood RAW sounds with different sample rates but the same backing lump may not use the same hardware sound buffer.
* when playing an unpositioned sound the attenuation is irrelevant and must be ignored. This resulted in a 3D sound being started which was mostly inaudible due to lack of valid origin.
2020-01-06 15:08:32 +01:00
Marisa Kirisame
9e212c3582 Change IsSourcePlayingSomething to handle overlapping sounds. 2020-01-06 15:08:30 +01:00
Christoph Oelckers
bc1d728140 - made FSoundChan::EntChannel a full int and reordered the structure for better packing. 2020-01-06 15:08:28 +01:00
Christoph Oelckers
25288d5cea - renamed IsActorPlayingSomething to IsActorPlayingSound and made it clearscope. 2020-01-06 15:08:26 +01:00
Christoph Oelckers
35e38bc8eb - fixed inverted listener check when using compatibility options. 2020-01-06 15:08:24 +01:00
Christoph Oelckers
38aa6c4281 - the old bit masking for the channel needs to go, of course. 2020-01-06 15:08:22 +01:00
Christoph Oelckers
9c825ea090 - fixed VOC loader. Its 16 bit code did not work because it set the variable to -16 instead of 16.
- removed a few MAX calls with std::max.
2020-01-06 15:08:20 +01:00
Christoph Oelckers
c3759f389c - separated the channel number from the flags in the sound interface so that the 8 channel limit can be eliminated.
- added Marisa Kirisame's CHAN_OVERLAP flag.
- exported S_IsActorPlayingSomething to ZScript.

The sound API change required deprecating A_PlaySound and S_Sound. There are now new variants S_StartSound and A_StartSound which have two distinct parameters for channel and flags.

# Conflicts:
#	src/bbannouncer.cpp
#	src/fragglescript/t_func.cpp
#	src/g_shared/a_lightning.cpp
#	src/p_effect.cpp
#	src/p_mobj.cpp
#	src/p_switch.cpp
#	src/playsim/p_spec.cpp
#	src/sound/s_doomsound.cpp
#	src/sound/s_doomsound.h
#	wadsrc/static/zscript/base.zs

# Conflicts:
#	src/intermission/intermission.cpp
#	src/sound/s_doomsound.cpp
2020-01-06 15:00:05 +01:00
Christoph Oelckers
ba006cbc5c - sound engine update. 2020-01-06 14:50:50 +01:00
alexey.lysiuk
7277717b32 - fixed linked sound resolving
Hash indices and sound ids were used interchangeably but they are different entities

https://forum.zdoom.org/viewtopic.php?t=66618
2020-01-06 14:50:48 +01:00
Christoph Oelckers
b0d38adb25 - made the sound resolving a virtual method
This way the player sounds can be done in the proper place without infesting the core.

# Conflicts:
#	src/sound/s_doomsound.cpp
2020-01-06 14:50:46 +01:00
alexey.lysiuk
a7796b8ffb - fixed debugger visualization for FSoundID 2020-01-06 14:38:54 +01:00
alexey.lysiuk
179c4dd238 - rewrote test for occupied sound channel without special types
https://forum.zdoom.org/viewtopic.php?t=66613
2020-01-06 14:38:39 +01:00
alexey.lysiuk
3c157a4f2c - restored stopping of channel by new sound
If source actor/sector/polyobject is playing something on the selected channel, stop it before playing a new sound

https://forum.zdoom.org/viewtopic.php?t=66613
2020-01-06 14:38:37 +01:00
alexey.lysiuk
ea85cd18dd - remove redundant call to SoundRenderer::UpdateSounds()
At that point SoundEngine::StopAllChannels() did this already
2020-01-06 14:38:35 +01:00
alexey.lysiuk
da7515c0ce - moved sound engine cleanup calls to own function
https://forum.zdoom.org/viewtopic.php?t=66605#p1127457
2020-01-06 14:38:33 +01:00
alexey.lysiuk
9b2054ad4d - fixed crash when exiting before sound engine initialization
https://forum.zdoom.org/viewtopic.php?t=66605
2020-01-06 14:38:30 +01:00
alexey.lysiuk
fbe696935d - removed redundant call to S_StopAllChannels()
It's the first thing that S_ClearSoundData() does anyway
2020-01-06 14:38:28 +01:00
Magnus Norddahl
bd80a16312 Fix include error 2020-01-06 14:32:33 +01:00
Christoph Oelckers
6c4a6def62 - cleaned the includes of the sound backend code of unwanted content.
Also simplified the sound init decision making. With FMod gone there is no reason to be pedantic here. Even the check of snd_backend for the Null device could be omitted here, its only realistic use is '-nosound'.

# Conflicts:
#	src/sound/s_environment.cpp
2020-01-06 13:55:51 +01:00
Christoph Oelckers
fb42e6d92e - separated reverb data and reverb editor.
Again, isolating the part that is game independent from parts that are specific to GZDoom.
2020-01-06 13:45:37 +01:00
Christoph Oelckers
8adf2c34cd - continued refactoring on sound code.
The game independent part of the code has been mostly isolated.

# Conflicts:
#	src/sound/s_doomsound.cpp
#	src/sound/s_sound.cpp
#	src/sound/s_sound.h

# Conflicts:
#	src/sound/s_sound.cpp
2020-01-06 13:45:19 +01:00
Christoph Oelckers
89bffd17bc - reduced the dependency of the sound system on game state.
Many of the simple wrappers have been moved to a separate file and the sound source handling has been abstracted.
This is only the first phase, the work is not complete yet.
Also changed the license of the sound code to BSD after verifying that this code bears no similarity to id's original sound code anymore, save for a few function names (which are due to be refactored out anyway.)

# Conflicts:
#	src/sound/s_sound.cpp
#	src/sound/s_sound.h
2020-01-06 13:35:40 +01:00
Christoph Oelckers
3501ffd743 - started separating the sound engine code from game dependent parts.
First step: Split the header. Todo: Abstract listener and sound source specifics out of the sound engine.
2020-01-06 13:35:38 +01:00
alexey.lysiuk
2535b4ef63 - pass master volume to ZMusic library on startup
MIDI devices that don't output music through the sound system (like WinMM) ignored master volume setting

https://forum.zdoom.org/viewtopic.php?t=66510
2020-01-06 01:32:08 +01:00
alexey.lysiuk
e5bb66eb4f - removed unused code from serializer 2020-01-06 01:32:05 +01:00
alexey.lysiuk
505902b141 - fixed selection of system MIDI device on startup
https://forum.zdoom.org/viewtopic.php?t=66150
2020-01-06 01:30:51 +01:00
alexey.lysiuk
79b39648d7 - fixed compilation of Cocoa backend with 10.9 SDK
src/posix/cocoa/i_video.mm:68:31: error: property 'delegate' not found on object of type 'id'
src/posix/cocoa/st_console.mm:464:37: error: property 'delegate' not found on object of type 'id'
2020-01-06 01:30:50 +01:00
Christoph Oelckers
5544e50ca4 - fixed: ZMusic_Close may not lock the mutex because it will delete it.
Here the calling code must ensure that the music object won't be accessible anymore before it gets deleted.
2020-01-06 01:30:47 +01:00
Christoph Oelckers
6b098107ce - ZMusic interface refactoring.
Use global functions instead of the class interface which exposed too many implementation details.
2020-01-06 01:30:43 +01:00
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