Commit graph

14663 commits

Author SHA1 Message Date
David Carlier
ce4d1fc1e4 Texture data overlap occuring here, using memmove instead. 2018-08-04 09:51:26 +02:00
alexey.lysiuk
44084f81af - fixed compilation warning reported by MSVC
src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-04 09:51:22 +02:00
Magnus Norddahl
d0ea9d7329 fix: softpoly TEXTURES sprites with scale of 2 are tiled 2018-07-30 23:35:58 +02:00
drfrag666
ad4cf1a41b - Update ZScript version. 2018-07-30 02:03:53 +02:00
Christoph Oelckers
a7a350d37e - always retrieve uniform buffer properties.
They are sometimes needed even if shader storage buffers are available.

# Conflicts:
#	src/gl_load/gl_interface.cpp
2018-07-29 22:34:11 +02:00
Christoph Oelckers
8c144881a8 - allow skipping optional arguments of the parent function in a virtual override definition.
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 19:30:30 +02:00
Christoph Oelckers
f48b2d8b71 - fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
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 19:30:28 +02:00
alexey.lysiuk
1906245368 - fixed buffer overflow in saved game comment
https://forum.zdoom.org/viewtopic.php?t=61465
2018-07-29 11:10:33 +02:00
drfrag666
65bed492a2 - Scale status bar to fullscreen by default. 2018-07-28 21:41:29 +02:00
alexey.lysiuk
baf0b8ee5f - fixed potential garbage collection of still referenced objects
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 19:51:21 +02:00
Christoph Oelckers
425d756f04 - do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
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.

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/gl_load/gl_interface.cpp
2018-07-28 19:38:47 +02:00
drfrag666
195a54e0d1 - Fixed compilation of previous commit. 2018-07-28 12:42:14 +02:00
Magnus Norddahl
7144ac6897 - add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded 2018-07-28 12:30:10 +02:00
alexey.lysiuk
90ee8a6033 - updated Travis CI configuration with Xcode 9.4 and GCC 8 2018-07-28 01:29:56 +02:00
alexey.lysiuk
febc3154a3 - set macOS deployment target to 10.9 in Travis CI config 2018-07-28 01:29:55 +02:00
Christoph Oelckers
e09ed1026c - fixed: The BossCube must account for its target being gone. 2018-07-27 10:03:13 +02:00
drfrag666
4ed793eb3b - Disabled truecolor rendering and dynamic lights for software by default. 2018-07-27 02:04:18 +02:00
drfrag666
03dbd1b4a7 - Made 160x100 the minimum scaling, UI looks too big tough. 2018-07-23 00:58:00 +02:00
Christoph Oelckers
9fc839b34a - added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations. 2018-07-22 18:23:40 +02:00
drfrag666
f19e9f24d2 - Fixed: in2D was not always reset in OpenGLSWFrameBuffer::Update(), caused (!in2D) assertion failure. 2018-07-22 18:21:45 +02:00
Christoph Oelckers
6f322940fe - 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.
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
#	src/v_video.cpp
2018-07-22 12:49:47 +02:00
Rachael Alexanderson
75a8c4da3e - the error checking on the previous commit should've been done slightly differently 2018-07-22 12:46:57 +02:00
Rachael Alexanderson
9b26fba11b - implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-22 12:46:57 +02:00
Christoph Oelckers
2ac665f950 - fixed: Inventory items that have been modified with Dehacked to be monsters should not be killed by P_Massacre when being owned. 2018-07-20 12:42:10 +02:00
Christoph Oelckers
08a1cc0e7e - allow temporary strings to be used as self pointer for String's member functions.
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
2018-07-20 12:42:08 +02:00
drfrag666
d5a15c66ad - Some cosmetic changes to the startup console. 2018-07-20 12:33:49 +02:00
drfrag666
9c1969e63a - OpenGLSWFrameBuffer: draw directly to the PBO again (GL_DYNAMIC_DRAW) for Intel GPUs, apparently it's faster. 2018-07-20 12:10:59 +02:00
drfrag666
09d9386350 - Made software sector light mode the default for the GL renderer. 2018-07-19 22:20:22 +02:00
drfrag666
b3e2a8ab7f - Changed buffer type for OpenGLSWFrameBuffer to use GL_STREAM_DRAW and a memcpy from system memory on non Nvidia GPUs. 2018-07-19 18:05:13 +02:00
alexey.lysiuk
b94801b994 - fixed crash on accessing state owner during VM abort
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 17:26:00 +02:00
alexey.lysiuk
52f6592996 - load common conversation lumps regardless of map naming scheme
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:54:31 +02:00
alexey.lysiuk
c55cf00c8e - added missing null pointer checks to VM ops 2018-07-16 19:11:20 +02:00
Christoph Oelckers
c519239a1b - fixed: The stencil cap may never write to the depth buffer.
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.

# Conflicts:
#	src/gl/scene/gl_portal.cpp
2018-07-16 14:51:29 +02:00
Christoph Oelckers
d36c839475 - fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.

(cherry picked from commit 79b3c41677)
2018-07-16 01:45:35 +02:00
Christoph Oelckers
8420459aa0 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.

(cherry picked from commit 7a692b1557)

# Conflicts:
#	src/v_2ddrawer.cpp
#	src/v_video.h
#	wadsrc/static/zscript/base.txt
2018-07-16 01:44:04 +02:00
Christoph Oelckers
917d698a87 - call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
The old code did this right in the middle of map initialization where not everything had been set up yet.

(cherry picked from commit 7c527de374)
2018-07-15 12:14:37 +02:00
Christoph Oelckers
0d9deb35aa - fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.

(cherry picked from commit 2c86c4e942)
2018-07-15 12:14:36 +02:00
drfrag666
1f5da940ca - Added dummy 2D shape drawer so scripts using it won't make the engine crash. 2018-07-15 11:22:26 +02:00
drfrag666
9dc67c7944 - Back to old version numbering scheme. 2018-07-14 11:42:44 +02:00
Erick Tenorio
0b4d8d7a8e TNT.WAD fixes
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.

(cherry picked from commit dfe635dd4a)
2018-07-13 01:12:24 +02:00
alexey.lysiuk
d2143edb60 - skipped owned items in proximity test
https://forum.zdoom.org/viewtopic.php?t=61224
(cherry picked from commit 23a4daac23)
2018-07-11 20:18:40 +02:00
argv-minus-one
0d9685f25c Move RandomSpawner's random selection logic into a virtual method.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).

(cherry picked from commit ce1aa7e962)
2018-07-09 20:51:06 +02:00
argv-minus-one
ab64eb0473 Move RandomSpawner's recursion check into PostBeginPlay.
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.

(cherry picked from commit 6239796b92)
2018-07-09 20:51:04 +02:00
drfrag666
5a5d2593a5 - Replaced medikit with mugshot in HUD. 2018-07-08 00:51:59 +02:00
David Carlier
4902143d7b foo being allocated with metadata based allocator needs to
be freed similarly.

(cherry picked from commit 2a59327aeb)
2018-07-06 11:04:56 +02:00
Marisa Kirisame
286e1ded88 UE1: Clean up and restructure model class.
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.

(cherry picked from commit e5249f302a)
2018-07-05 02:07:24 +02:00
drfrag666
0d6566f973 - Fixed wrong ZScript version but it was harmless. 2018-07-02 18:55:13 +02:00
Magnus Norddahl
399ce3cfbf - softpoly: fix sprites still lit when dynlights off
(cherry picked from commit 2e5b7a7d8b)
2018-07-01 21:14:36 +02:00
Magnus Norddahl
f0edfcf819 - softpoly: fix normal walls not getting rendered for subsectors with poly objects in them
(cherry picked from commit 6d6ee1281e)
2018-07-01 18:47:47 +02:00
alexey.lysiuk
99c66e1bcc - fixed crash when actor is destroyed during spawning
This only applies to spawning via summon... CCMDs
Now 'summon decal 0' no longer crashes the game

(cherry picked from commit 43b94d829e)
2018-06-30 14:35:00 +02:00