Magnus Norddahl
eadeccd709
Fix typo
2017-01-30 20:23:50 +01:00
Magnus Norddahl
0c61b56655
Clean up SkyDrawerArgs interface
2017-01-30 20:21:18 +01:00
Christoph Oelckers
7c5e3fb677
- disabled angular interpolation again.
...
This can only be used if the entirety of the game code is aware and dealing with this properly. However, that isn't the case so the amount of glitches this causes far exceeds the number of desired interpolations.
2017-01-30 14:19:50 +01:00
Magnus Norddahl
98fa2976fa
Clean up the SpanDrawerArgs interface a bit
2017-01-30 12:46:17 +01:00
Magnus Norddahl
c574b0ad3f
Remove R_InitColumnDrawers and only allow DrawerArgs classes to call drawers
2017-01-30 11:53:11 +01:00
Magnus Norddahl
c486892c4a
Make colfunc, wallfunc, spanfunc private and remove the rest
2017-01-30 11:43:15 +01:00
Magnus Norddahl
2f365e7d2b
Rename ColumnDrawerArgs to SpriteDrawerArgs
2017-01-30 11:27:58 +01:00
Magnus Norddahl
e17c8c1678
Split wall drawer selection from sprite
2017-01-30 11:25:25 +01:00
ZZYZX
5751f84350
Moved empty virtual methods to script side
2017-01-30 11:56:03 +02:00
ZZYZX
2382a76be5
Made separate .Find in Static handlers for convenience.
2017-01-30 09:33:06 +02:00
ZZYZX
c7e3ff2356
Static event handlers can create/register/unregister other static event handlers.
2017-01-30 09:28:27 +02:00
ZZYZX
e8a0eda476
AddEventHandlers in GameInfo
2017-01-30 09:19:42 +02:00
ZZYZX
414d16a0f7
Reverted spriteID part - can't be a string
2017-01-30 09:11:10 +02:00
ZZYZX
83f868a049
Implemented WorldThingSpawned hook. Also changed Console.Printf to automatically add \n. Also fixed vararg calls with names.
2017-01-30 09:10:33 +02:00
ZZYZX
0598c18ad8
Added WorldEventHandler with WorldThingSpawned. WorldThingDestroyed is not implemented because you already can attach an object that would check master's state.
2017-01-30 08:47:15 +02:00
ZZYZX
fd282d3001
Fixed map/global static handlers; map handlers should not receive WorldLoaded/WorldUnloaded on load/save anymore.
2017-01-30 08:19:38 +02:00
ZZYZX
09ca1f610d
Removed World*Unsafe handlers (merged with WorldLoaded/WorldUnloading); Removed the concept of 'map-local static' handlers, static handlers are now only those that run globally.
2017-01-30 07:50:09 +02:00
Magnus Norddahl
36a23d60b8
Make spanfunc private and local to SpanDrawerArgs
2017-01-30 05:26:57 +01:00
Magnus Norddahl
81a20213a7
Force colormap/light selection to go through function calls
2017-01-30 05:07:07 +01:00
ZZYZX
3e44109ad1
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-01-30 05:39:01 +02:00
Magnus Norddahl
fd459b1f13
Remove redundant span drawer args
2017-01-30 04:35:28 +01:00
Christoph Oelckers
ba629379ca
- fixed: for levels with 0-length lines the allocation size of the lines array was too large because it didn't subtract those deleted lines.
2017-01-30 00:25:40 +01:00
Rachael Alexanderson
0af86efb17
Merge https://github.com/coelckers/gzdoom
2017-01-29 18:17:09 -05:00
Christoph Oelckers
b93c3619e9
- fixed: The implementation for Doom64 colors did not handle particles.
2017-01-29 18:57:47 +01:00
Christoph Oelckers
729eade8f5
- enable terrain splashes for non-solid non-swimmable 3D floors.
2017-01-29 18:46:35 +01:00
Christoph Oelckers
2883b113f3
- fixed bad scale setting for SBarInfo.
2017-01-29 18:33:19 +01:00
Christoph Oelckers
eef91463ab
- fixed: Non-actor classes never called InitializeDefaults to set up their special variables.
...
- fixed: DThinkerIterator and DBlockThingsIterator did not have a default constructor that was safe to call from an out-of-game context.
2017-01-29 18:23:39 +01:00
Christoph Oelckers
c0ef052d07
- added interpolation for actor angles which for models is needed.
2017-01-29 13:13:00 +01:00
Christoph Oelckers
1884c8a98d
- ensure that the radius of a dynamic light remains positive to avoid problems with the assumption that a light has an actual size.
...
- extended the maximum settable light size in GLDEFS to 1024 throughout.
- fixed: A fullbright flat should not be subjected to a sector's material color.
2017-01-29 12:00:05 +01:00
Christoph Oelckers
a2a1d214c0
- extended give and take cheat's arguments to full integers.
2017-01-29 11:45:28 +01:00
Magnus Norddahl
162f469630
Remove unused variables from the old 4 column drawers
2017-01-29 10:25:32 +01:00
Magnus Norddahl
7c7d6e99e9
Split DrawerArgs into WallDrawerArgs, ColumnDrawerArgs, SpanDrawerArgs and SkyDrawerArgs
2017-01-29 10:05:37 +01:00
Christoph Oelckers
8e469c1343
Corrected bad 'or' operation
2017-01-29 09:57:55 +01:00
Magnus Norddahl
92bd752935
Move drawerargs globals into a class and make them local
2017-01-29 07:49:04 +01:00
ZZYZX
9a54a5affe
Merge remote-tracking branch 'gz/master' into thereisnospoon
2017-01-29 01:01:28 +02:00
Rachael Alexanderson
0c101102dc
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_bsp.cpp
# src/r_main.cpp
# src/r_segs.cpp
# src/r_things.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2017-01-28 17:39:55 -05:00
Rachael Alexanderson
2fb82aaa9f
Revert "- Fully implemented Graf's level.PreserveSectorColor() changes into the software renderers."
...
This reverts commit 2f9453bc86
.
# Conflicts:
# src/swrenderer/line/r_line.cpp
# src/swrenderer/line/r_renderdrawsegment.cpp
# src/swrenderer/things/r_decal.cpp
# src/swrenderer/things/r_wallsprite.cpp
2017-01-28 17:37:57 -05:00
Christoph Oelckers
4f5d5d5de7
- this should have been in the last commit.
2017-01-28 21:49:52 +01:00
Christoph Oelckers
95afc97d48
- ok, that color_absolute option was pretty much redundant, considering that it is already possible to explicitly set a fog density per sector - it was only necessary to give that priority over standard depth fade calculations for fog-less sectors.
2017-01-28 21:42:58 +01:00
Christoph Oelckers
476aceb5d7
- added new properties to UDMF spec.
...
- implemented color_absolute flag,
2017-01-28 21:22:48 +01:00
Christoph Oelckers
e96f231420
- added Doom64 colors for sprites.
2017-01-28 21:02:03 +01:00
Christoph Oelckers
ee22a9371b
- use Doom64 colors on sectors and linedefs.
2017-01-28 20:44:46 +01:00
Christoph Oelckers
12d073a27d
- objectcolor stuff.
...
# Conflicts:
# src/gl/renderer/gl_renderstate.cpp
2017-01-28 19:06:21 +01:00
Christoph Oelckers
dbbd797baa
- added the needed properties for Doom64 colors and a little FraggleScript hack to test it with existing maps.
2017-01-28 19:05:39 +01:00
Christoph Oelckers
1d2ae53ecb
Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."
...
This reverts commit dd03bb1fcb
.
Turns out that making this work in GL will create a complete mess so better remove the option as it would only cause problems.
2017-01-28 18:26:52 +01:00
Magnus Norddahl
4afac0f2cc
Force all drawing to go through DrawerStyle
2017-01-28 16:36:39 +01:00
Rachael Alexanderson
2f9453bc86
- Fully implemented Graf's level.PreserveSectorColor() changes into the software renderers.
2017-01-28 09:53:24 -05:00
Rachael Alexanderson
d27a152d9b
Merge https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/r_bsp.cpp
# src/r_main.cpp
# src/r_segs.cpp
# src/r_things.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.txt
2017-01-28 09:38:10 -05:00
Christoph Oelckers
dd03bb1fcb
- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly.
2017-01-28 12:20:18 +01:00
Rachael Alexanderson
c923f8c5e1
- fixed: If GLRenderer is uninitialized (i.e. using software renderer, or during startup), gl_paltonemap_* CVARs would crash the game.
2017-01-28 10:04:22 +01:00