alexey.lysiuk
778a7c370d
- added 5x and 6x upscaling with xBRZ
2018-10-04 08:43:02 -04:00
alexey.lysiuk
36adbcd9ed
- localized names for xBRZ scaling modes
2018-10-04 08:43:02 -04:00
alexey.lysiuk
e111e2251c
- cleaned up old xBRZ 1.0 upscaler
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Removed obsolete header comments and support for C++98
Disabled Windows only debug features
2018-10-04 08:43:02 -04:00
alexey.lysiuk
30c3f4f597
- update xBRZ upscaler to version 1.6
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Fixed build with all suported toolchains thanks to incomplete implementation of C++14 in MSVC 2015 and GCC 4.9
Removed obsolete header comments and support for C++98
Disabled Windows only debug features
https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.6.zip
2018-10-04 08:43:02 -04:00
Magnus Norddahl
d65d462268
- add some comments to shadowmap.fp
2018-10-04 01:29:25 +02:00
Magnus Norddahl
36946a47fe
- fix diagonal linear shadow map artifact
2018-10-04 00:46:17 +02:00
Rachael Alexanderson
51dfc82153
- fix missing curly brace
2018-10-03 09:39:32 -04:00
Christoph Oelckers
92e419d65c
- toned down the intensity of the dynamic lights for Doom's torches.
2018-10-03 13:46:25 +02:00
Christoph Oelckers
797f88a6c8
- some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
2018-10-03 13:45:54 +02:00
Christoph Oelckers
35bb2d3079
- add new option to menu
2018-09-29 13:31:13 +02:00
Christoph Oelckers
c8852b8fea
- enabled the linear shadowmap filter.
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Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers
86c7e87767
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-29 12:59:11 +02:00
Marisa Kirisame
670c86cd47
Fix a major oversight that caused UE1 models to use the normals of the first frame for all frames.
2018-09-25 21:00:04 +02:00
Marisa Kirisame
a9b25242cd
Hotfix: The output from CheckReplacement no longer permanently overrides an actor's replacement.
2018-09-23 23:40:58 +02:00
Magnus Norddahl
3b8b312fae
- clamp the software light to never get brighter than the initial light level
2018-09-23 17:58:17 +02:00
Christoph Oelckers
bc1e659c7b
Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
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This reverts commit 8b26b6dd1e
.
This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Marisa Kirisame
38c8f0d585
Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory.
2018-09-16 17:58:57 +02:00
Christoph Oelckers
4c13a8df6e
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-16 13:52:13 +02:00
Christoph Oelckers
e13d1e4d0d
- do not render lights from uninitialized data.
2018-09-16 13:52:02 +02:00
David Carlier
58c6614c03
silent few warnings
2018-09-16 09:09:47 +02:00
Rachael Alexanderson
74d939c0d2
- archive 'multiplayer' flag in savegames. https://forum.zdoom.org/viewtopic.php?f=2&t=61980
2018-09-15 08:16:02 -04:00
Major Cooke
1210e1a951
Added DMG_EXPLOSION flag.
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- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 13:23:11 +02:00
Major Cooke
c988a0b3a4
Allow LineAttack's LAF_NOINTERACT to fill FTranslatedLineTarget's information.
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- Originally when the flag was made, LineAttack was not yet exported. This can now be benefitted directly from ZScript.
2018-09-15 13:22:26 +02:00
ZippeyKeys12
60f82d1eb9
Make StatusScreen::End virtual
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https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 13:21:13 +02:00
ZippeyKeys12
7885a22cad
Add NewGame to EventHandler
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https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 13:20:41 +02:00
alexey.lysiuk
7d1af25b46
Fixed code generation of infinite for loop
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https://forum.zdoom.org/viewtopic.php?t=62023
2018-09-15 13:19:28 +02:00
Christoph Oelckers
3046a7dd81
- be more thorough with 'in menu' checks for certain protected functions.
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They would also pass the test if a menu just was open but not the actual invoker.
Also error out if this happens so that modders can see that they are doing unsupported things. Silent failure is not a good idea here.
2018-09-15 12:30:05 +02:00
Christoph Oelckers
53ee7cfc7b
- fixed some warnings in OBJ model code.
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(This clearly shows that using 'long' as parameters in any interface must be stopped. It is fundamentally unsafe to have a type whose size is not reliable - it's either an int-sized nor a pointer sized value, depending on the platform, and essentially worthless.)
2018-09-15 12:27:14 +02:00
Christoph Oelckers
2d53ad6f10
- fixed misplaced parenthesis.
2018-09-09 19:18:22 +02:00
Christoph Oelckers
1eb1d8d280
- fixed math imprecisions in horizon vertex generation.
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Floats are not precise enough to be used as a loop counter.
2018-09-09 08:57:50 +02:00
Christoph Oelckers
1c3d4b46c6
- fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
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Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.
2018-09-08 13:08:04 +02:00
Christoph Oelckers
3dcaa509ef
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-09-08 12:10:34 +02:00
Christoph Oelckers
dd971805af
- fixed: The viewpoint buffer was mapped write only but read from. On old hardware it wasn't even mapped.
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Changed to cache the needed value in a CPU-side array so that the buffer access is not needed.
2018-09-08 10:16:31 +02:00
Christoph Oelckers
8b26b6dd1e
- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer.
2018-09-06 19:14:30 +02:00
alexey.lysiuk
0e6af71376
- improved SDL_GetWindowBordersSize() pointer loading
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https://forum.zdoom.org/viewtopic.php?t=61913
2018-09-04 18:19:01 +03:00
Christoph Oelckers
7cbc98e1d0
- fixed incorrect trigger types in compatibility setter.
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These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-03 23:06:32 +02:00
Christoph Oelckers
f007473a9f
- fixed memory leak with wipes set to pff.
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In this case the start screen's texture wasn't destroyed.
2018-09-02 21:13:58 +02:00
Christoph Oelckers
22e8c57a59
- reset the viewpoint buffer only once per scene, not per viewpoint.
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This doesn't work for camera textures because they are a separate viewpoint.
2018-09-02 20:05:36 +02:00
Christoph Oelckers
5e39890118
- use a uniform buffer for per-scene data like rotation matrices.
2018-09-02 18:40:36 +02:00
Christoph Oelckers
4571aa52f0
- fixed bad code for OP_SRL_KR.
2018-09-02 18:20:38 +02:00
alexey.lysiuk
207988bb1b
- fixed crash when wipe type is set to none
2018-09-02 15:15:38 +03:00
Christoph Oelckers
b570f28597
- restored block of code that got deleted by a bad merge of a cherry-picked commit.
2018-09-02 12:43:13 +02:00
Christoph Oelckers
bec1825e8c
- fixed: The wipe textures need to be rendered with DTA_Masked set to false because they contain bogus alpha values where a stencil got rendered.
2018-09-02 12:30:40 +02:00
Christoph Oelckers
bec588eaf4
- moved the two remaining functions from gl_wipe.cpp to gl_framebuffer.cpp and deleted the file.
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The single most hideous thing in the GL renderer is finally gone. :)
2018-09-02 12:03:18 +02:00
Christoph Oelckers
775ddfa0a8
- fixed the melt wipe.
2018-09-02 12:03:18 +02:00
Christoph Oelckers
6e0ed3e930
- crossfade wipe is working again.
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The other two types still need work.
2018-09-02 12:03:17 +02:00
Christoph Oelckers
29a54c33b2
- temporarily disabled wipe code and removed old function stubs.
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This still needs work.
# Conflicts:
# src/gl/data/gl_attributebuffer.cpp
2018-09-02 12:02:59 +02:00
Christoph Oelckers
e4a40c98ce
- wasn't saved
2018-09-02 12:02:36 +02:00
Christoph Oelckers
9af01c4667
- Untested wipe refactor
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# Conflicts:
# src/gl/renderer/gl_renderer.cpp
# src/gl/system/gl_wipe.cpp
# src/hwrenderer/scene/hw_attributebuffer.cpp
2018-09-02 12:02:36 +02:00
Christoph Oelckers
ecf6e3f620
Sanitized the Being/End2D interface so that it can be used to keep the attribute buffer mapped while processing 2D commands.
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For this to work the 2D mode has to be properly set and unset at the right places so that no double mapping occurs and no render operation can happen while in 2D mode.
# Conflicts:
# src/d_main.cpp
# src/v_video.h
2018-09-02 11:59:01 +02:00