Zombie
8c7d3b6ab8
Add RenderStyle API
2018-08-05 09:44:05 -04:00
Marisa Kirisame
51b57cebb1
Additional blocking-related flags for Actor.LineTrace()
2018-08-05 09:42:40 -04:00
Marisa Kirisame
a2f7d36dc3
Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated.
2018-08-05 09:40:01 -04:00
Magnus Norddahl
48c83d36b5
- add post processing support to the software renderer and softpoly
2018-08-04 14:58:55 +02:00
David Carlier
1e11ce3bee
Texture data overlap occuring here, using memmove instead.
2018-08-04 09:21:55 +03:00
alexey.lysiuk
9d2b7e560b
- fixed compilation warning reported by MSVC
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src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-03 16:29:13 +03:00
alexey.lysiuk
eeec943cc0
- bump version number
2018-08-03 16:27:37 +03:00
Rachael Alexanderson
bc9ba4d306
- these should not be here. they are just unused templates I forgot to remove
2018-08-02 09:54:55 -04:00
Rachael Alexanderson
29bb32c039
- export resolution strings to the language file
2018-08-02 09:53:34 -04:00
Rachael Alexanderson
bd1e484c1e
- redo the menu a bit, add in some C++ support code to make it a little bit more flexible
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- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Sterling Parker
68bd618aaa
Initial "resolution mode selector" implementation
2018-08-01 07:20:35 -06:00
Magnus Norddahl
00ada6cf56
fix: softpoly TEXTURES sprites with scale of 2 are tiled
2018-07-30 22:09:40 +02:00
Magnus Norddahl
5b8a016cad
- add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
2018-07-30 22:01:05 +02:00
Christoph Oelckers
a516210b18
- always retrieve uniform buffer properties.
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They are sometimes needed even if shader storage buffers are available.
2018-07-29 21:31:16 +02:00
Christoph Oelckers
6634416b89
- allow skipping optional arguments of the parent function in a virtual override definition.
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This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
2018-07-29 17:00:05 +02:00
Christoph Oelckers
ff69d945e1
- fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
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The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.
# Conflicts:
# src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
alexey.lysiuk
269ca3155a
- fixed buffer overflow in saved game comment
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https://forum.zdoom.org/viewtopic.php?t=61465
2018-07-29 11:29:29 +03:00
alexey.lysiuk
e9041c0697
- fixed potential garbage collection of still referenced objects
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Objects from dynamic array stored in items of array of structures were incorrectly treated as unreachable
https://forum.zdoom.org/viewtopic.php?t=61354
2018-07-28 19:34:20 +02:00
Christoph Oelckers
7e69cd862e
- restore the viewport after the SSAO pass.
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This runs through the generic postprocessing code which restores the screen's viewport but since this is run in the middle of the scene it needs to restore the scene's viewport (i.e. the window controlled by screenblocks.)
2018-07-28 19:01:34 +02:00
Marisa Kirisame
66f616dc1a
Set default window size to 80% of current display in SDL.
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Make vid_setsize center window on current display in SDL.
2018-07-28 17:45:19 +02:00
alexey.lysiuk
477d2d0389
- center Cocoa window on vid_setsize CCMD
2018-07-28 18:17:25 +03:00
Christoph Oelckers
7c39773f98
- somehow the fullscreen default got reset...
2018-07-28 14:28:48 +02:00
alexey.lysiuk
8fab9f8c13
- set default window size to 80% of screen in Cocoa backend
2018-07-28 15:05:06 +03:00
Christoph Oelckers
9768698eda
- do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
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This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.
2018-07-28 12:43:35 +02:00
Christoph Oelckers
843e9e950f
- make the non-fullscreen window default to 80% of the current display size on Windows.
2018-07-28 11:57:51 +02:00
alexey.lysiuk
d58fe1f78a
- fixed compilation of Cocoa backend
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src/posix/cocoa/i_main.mm:262:2: error: use of undeclared identifier 'fullscreen'
2018-07-28 12:24:23 +03:00
Christoph Oelckers
0d8d860c93
- moved the win_* CVARs to a single platform independent location.
2018-07-28 10:27:41 +02:00
Christoph Oelckers
3b53f31da3
- default to fullscreen display.
2018-07-28 10:05:50 +02:00
Magnus Norddahl
990f02d7c5
- add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded
2018-07-28 04:57:23 +02:00
Christoph Oelckers
c60b4239ed
- more parentheses.
2018-07-27 20:55:57 +02:00
Christoph Oelckers
bb5dc92225
- added information about full OpenGL features support to survey code.
2018-07-27 20:47:23 +02:00
alexey.lysiuk
5011f1b33b
- updated Travis CI configuration with Xcode 9.4 and GCC 8
2018-07-27 16:34:18 +03:00
Christoph Oelckers
9653aa95a4
- fixed: The BossCube must account for its target being gone.
2018-07-27 08:46:28 +02:00
Marisa Kirisame
79f0deaff4
Implement vid_setsize on SDL backend.
2018-07-25 10:34:52 +03:00
Christoph Oelckers
96bb8a779c
- fixed incomplete reordering of code.
2018-07-23 21:17:57 +02:00
Christoph Oelckers
6076f0a69d
- disable any texture clamping for textures with a user shader.
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This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
alexey.lysiuk
3a6e05710a
- fixed missing decals on 3D floors with hardware renderer
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https://forum.zdoom.org/viewtopic.php?t=61404
2018-07-23 16:46:51 +03:00
Rachael Alexanderson
63393e8f1a
- fixed: use templates.h
function for minimal value check
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- fixed: it was `MAX` all along, not `min` :P
2018-07-22 18:08:54 -04:00
Magnus Norddahl
b1468d9dcc
- somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL!
2018-07-22 22:51:08 +02:00
Christoph Oelckers
2382b9a238
- fixed: GLScenePortal did not forward IsSky to its backing object.
2018-07-22 21:18:00 +02:00
Rachael Alexanderson
fccb0b76c6
- fixed: correct the functionality of the 'min' function in the scaling code
2018-07-22 12:34:33 -04:00
Rachael Alexanderson
8cb281bf42
- fixed: I misnamed the function in my last commit, it should've been called 'min' not 'max'
2018-07-22 12:07:46 -04:00
Rachael Alexanderson
682b0ebf48
- enforce 320x200 minimum in actual scaling code
2018-07-22 12:05:16 -04:00
Christoph Oelckers
d84497c85a
- don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds.
2018-07-22 11:40:12 +02:00
Christoph Oelckers
6d0b172762
- added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations.
2018-07-22 11:32:45 +02:00
alexey.lysiuk
051521a898
- set minimum size for Cocoa window
2018-07-22 12:10:06 +03:00
alexey.lysiuk
43d472328c
- implemented vid_setsize CCMD in Cocoa backend
2018-07-22 11:16:48 +03:00
alexey.lysiuk
4bb125d76c
- removed obsolete list of video modes
2018-07-22 11:04:38 +03:00
Rachael Alexanderson
f71b5154c7
- fix vid_showcurrentscaling so that it works even when vid_scalemode is 2 or greater.
2018-07-21 22:27:43 -04:00
Rachael Alexanderson
e4fd6ee03f
- the error checking on the previous commit should've been done slightly differently
2018-07-21 21:51:37 -04:00