Magnus Norddahl
91d180bec6
Fix render to texture
2016-11-23 21:10:19 +01:00
Christoph Oelckers
1a20a5b999
- scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now.
2016-11-23 19:47:09 +01:00
Christoph Oelckers
f8c6adb7eb
- completely redid how A_PainShootSkull checks the legality of the LS spawn.
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It turned out that the Boom method does not work well with portals and fixing it while keeping it doesn't look feasible - the entire approach was bad from the start.
Instead, let's use the same approach as P_XYMovement: Spawn the Lost Soul at the center of the PE, and then use multiple P_TryMoves to get it to its intended location.
This will check all blocking lines, just like Boom did, but it will also properly handle z-positioning and portal transitions.
2016-11-23 18:54:16 +01:00
Christoph Oelckers
7325e3f0f8
- exported all member fields that make sense. Entirely private ones or classes that are not supposed to be extended were left out.
2016-11-23 17:34:36 +01:00
Rachael Alexanderson
2e7c512891
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-23 11:09:46 -05:00
Christoph Oelckers
d1f5d916c2
Merge branch 'master' into zscript
2016-11-23 14:39:14 +01:00
Christoph Oelckers
9bd19c2d2e
- ensure that the MAPINFO parser never mixes HexenHack parsing with the new format.
2016-11-23 14:38:45 +01:00
alexey.lysiuk
e138a3ffbc
Fixed infinite recursion with self-referencing multipatch textures
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See http://forum.zdoom.org/viewtopic.php?t=54355
2016-11-23 14:33:31 +01:00
Christoph Oelckers
5b059971f0
- fixed: P_SpawnMapThing forced gravity instead of disabling it when being given Gravity = 0 from UDMF.
2016-11-23 14:32:18 +01:00
Christoph Oelckers
6ae266c76e
- fixed: The check for identical floor planes on an opening should never allow it to be narrowed down.
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This can cause problems in rare situations where a sloped plane is checked outside its sector boundaries.
2016-11-23 14:27:08 +01:00
Edoardo Prezioso
0489b6e7c5
- Fixed missing newlines to the conversation error message.
2016-11-23 10:19:52 +01:00
Christoph Oelckers
649c96261a
- clarified error messages for bogus conversation scripts.
2016-11-23 10:13:50 +01:00
Rachael Alexanderson
78db0a0d06
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-23 01:43:12 -05:00
Braden Obrzut
789315bb4a
- Fixed build with MinGW-w64 (TDM-GCC 5.1). Note that the resulting binary will crash under -O3 until the alignment violation is taken care of in FRemapTable::Alloc.
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- It appears that CMake added native support for building rc files with MinGW at some point so removed manual rc compiling code.
2016-11-22 22:41:32 -05:00
Christoph Oelckers
0c95568d98
- exported native fields of several more classes.
2016-11-23 01:31:48 +01:00
Magnus Norddahl
ff738de279
Bgra support
2016-11-23 01:01:28 +01:00
Magnus Norddahl
f313bfd2cc
Merge branch 'gl_swframebuffer' into qzdoom
2016-11-23 00:56:39 +01:00
Magnus Norddahl
7beac65471
Add Linux support for GLSWFrameBuffer
2016-11-23 00:55:07 +01:00
Christoph Oelckers
46757ff8bf
- exported the native fields of FState and FLevelLocals as well.
2016-11-23 00:35:06 +01:00
Christoph Oelckers
099b9970ef
- added proper definitions for all exported native fields.
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- synthesize native fields for all declared flags, not just for AActor.
2016-11-22 23:43:32 +01:00
Edoardo Prezioso
e1c4e4939a
- Fixed the order of the MS sections.
2016-11-22 21:20:42 +01:00
Edoardo Prezioso
e2167c661c
- Fixed GCC/Clang compile errors.
2016-11-22 21:16:13 +01:00
Christoph Oelckers
980c986305
- allow defining native fields through scripts. Internally this only requires exporting the address, but not the entire field.
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- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code.
- defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?)
- exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
2016-11-22 19:20:31 +01:00
Christoph Oelckers
ab5c11064a
- added a few missing tildes.
2016-11-22 13:03:46 +01:00
Christoph Oelckers
03a02a2036
- updated copyrights in a few files.
2016-11-22 12:28:11 +01:00
Christoph Oelckers
bbb0778fd4
- scriptified Chicken and Pig - not tested yet, because other things have priority.
2016-11-22 12:21:55 +01:00
Magnus Norddahl
dacb985878
Fix texture mapping bug
2016-11-22 01:59:28 +01:00
Christoph Oelckers
3db712cd73
- fixed: Switch statement without a default jumped to the first first case label instead.
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- removed placeholder code from scripted Marine.
2016-11-21 22:20:25 +01:00
Christoph Oelckers
135cfcf016
- implemented State as an actual native struct, so that its fields can be accessed from scripts.
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- refactored state bitfield members into a flag word because the address of a bitfield cannot be taken, making such variables inaccessible to scripts.
- actually use PNativeStruct for representing native structs defined in a script.
2016-11-21 21:34:34 +01:00
Magnus Norddahl
7af504df58
Draw 3d floor sides
2016-11-21 20:50:54 +01:00
Christoph Oelckers
ff3baac8a7
- made PStatePointer a real pointer pointing to a native struct named 'state', because that's what it really is and what it needs to be if we want to use a state as more than an opaque identifier in the VM
2016-11-21 19:36:14 +01:00
Christoph Oelckers
6cc00e79a6
- made all internal struct types NativeStructs so that all variables of their types are made references.
2016-11-21 19:20:27 +01:00
Christoph Oelckers
360436c201
- scriptified the scripted marines.
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- fixed symbol name generation for native functions.
- moved PrintableName to VMFunction so that native functions also have this information.
2016-11-21 19:09:58 +01:00
Magnus Norddahl
ddb0161f9c
Sub pinkie crashes the pal drawer :(
2016-11-21 15:40:42 +01:00
Magnus Norddahl
0108ff89d7
Bug fixes
2016-11-21 15:20:07 +01:00
Magnus Norddahl
fabac78ea8
Add poly renderer to the menus
2016-11-21 15:19:24 +01:00
Christoph Oelckers
97763b5a2b
- added scriptable virtual overrides for PostBeginPlay, Tick, BeginPlay, Activate and Deactivate.
2016-11-21 14:59:17 +01:00
Christoph Oelckers
7d99552903
- added two new integral types SpriteID and TextureID, both are needed to allow proper serialization as they require something different to be written out than a regular integer.
2016-11-21 13:45:33 +01:00
Christoph Oelckers
7c122d03e9
- renamed all instances of 'float' parameters to 'double', so that the Float32 type can be made usable for structs.
2016-11-21 13:04:27 +01:00
Christoph Oelckers
de2eb18727
- added per-channel access for color variables. However, since they are locally stored in registers, it required a minor bit of fudging for this case.
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- make sure that a PFunction's implementation is always initialized before starting the code generator.
2016-11-21 12:38:39 +01:00
Christoph Oelckers
393bcf9e91
- extended ExpEmit::RegNum to 16 bits so that it can hold larger values for constant registers.
2016-11-21 10:50:09 +01:00
Christoph Oelckers
188c0ee932
- removed the REGT_NIL check from the PARAM_EXISTS macro, because with the implemented handling of named arguments it isn't possible that REGT_NIL can end up in the parameters without a programming error..
2016-11-21 10:28:06 +01:00
Magnus Norddahl
5e9c9c825d
Add stencil blend mode as apparently the shaded mode uses indices whiles stencil uses mask/alpha..
2016-11-21 05:52:02 +01:00
Magnus Norddahl
e7d64a380a
Fix AABB culling bug
2016-11-21 05:09:53 +01:00
Kyle Evans
3270b20045
Remove non-existant source file
2016-11-20 21:33:23 -06:00
Magnus Norddahl
2ba2dc7611
Change shaded blend mode use srcalpha and destalpha.
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Fix blending error in add/sub/revsub
2016-11-21 03:49:55 +01:00
Magnus Norddahl
144c7f4139
Flip sub and revsub TC drawers in the old renderer
2016-11-21 01:56:54 +01:00
Magnus Norddahl
29005b5ce6
Compile fix for older versions of LLVM
2016-11-21 01:40:08 +01:00
Christoph Oelckers
e7f6bae83e
- implemented named arguments.
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- fixed flag CVAR access. As it turned out, OP_LBIT is a bit messy to set up properly when accessing integers that may or may not be big endian, so it now uses a shift and bit masking to do its work.
- used the SpawnPlayerMissile call in A_FireBFG to test named arguments.
2016-11-21 01:32:01 +01:00
Rachael Alexanderson
dadee080e4
- Implemented Wall blend modes
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- fixed: set color for "shaded" modes - though it's still not yet properly implemented.
2016-11-20 18:36:26 -05:00