Commit graph

14710 commits

Author SHA1 Message Date
Simon
4afc538f88 Localize the word “for” in Strife’s trading dialogs
This deals with what seems to be the only hardcoded piece of text in Strife. Also added a translation to the French file and removed a few superfluous line breaks in the English one.
2018-03-31 18:57:00 +02:00
alexey.lysiuk
b36fc82fff Removed check for duplicate IWADs
Skipping of duplicate IWADs seems to serve a cosmetic purpose only but it caused troubles with custom IWADs
https://forum.zdoom.org/viewtopic.php?t=58333
2018-03-31 15:34:55 +03:00
alexey.lysiuk
ca0e39cd0c Added ability to load any IWAD without extension
Previously, only .wad files can specified without file extension for -iwad command line option
For example, -iwad square1 will load square1.pk3 as IWAD
2018-03-31 15:32:28 +03:00
Christoph Oelckers
410d6817b2 - minor cleanup on the texture layer data in FTexture. 2018-03-31 12:27:41 +02:00
alexey.lysiuk
17bc9c3f69 Fixed handling of default value in Actor.Vec3Angle() 2018-03-31 11:46:06 +03:00
Christoph Oelckers
6d6196388e - made SPROFS a more usable feature.
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00
Christoph Oelckers
fb263a0fe5
Merge pull request #454 from ZippeyKeys12/master
Default newradius in A_SetSize
2018-03-31 08:55:12 +02:00
ZippeyKeys12
0441994106 Default newradius in A_SetSize 2018-03-30 18:06:46 -05:00
Christoph Oelckers
5bdea6278c - removed RequireGLNodes from FRenderer interface.
It returned true for both renderers anyway.
2018-03-31 00:33:09 +02:00
Christoph Oelckers
6cd26dec01 - remove some dead code. 2018-03-31 00:25:15 +02:00
Christoph Oelckers
a001a5304d - removed the old software renderer framebuffers for Windows
This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
1e5fbc1423 Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
# Conflicts:
#	src/posix/cocoa/i_video.mm
2018-03-30 22:06:17 +02:00
Christoph Oelckers
ec8804cfd8 - added missing virtual destructor to DFrameBuffer.
Previously it inherited this from DCanvas but now both classes are no longer related.
2018-03-30 22:03:50 +02:00
Christoph Oelckers
ff19627251 - fixed legacy version of color overlay to use the correct blend settings. 2018-03-30 21:34:04 +02:00
Christoph Oelckers
00c66f42d3 - made DTA_SpecialColormap work, both for GL3+ and GL2 render paths.
This will only be used for HUD sprites. At the moment it will ignore sprite translations, though, when running in OpenGL 2 legacy mode.
2018-03-30 21:14:49 +02:00
Christoph Oelckers
832df6d43a - implemented desaturation for the legacy GL renderer's 2D.
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
alexey.lysiuk
709bbe3db0 Fixed crash on accessing player sprite's state in software renderer
https://forum.zdoom.org/viewtopic.php?t=60034
2018-03-30 16:40:31 +03:00
alexey.lysiuk
408a2f6dab Fixed uninitialized members in DPSprite class
https://forum.zdoom.org/viewtopic.php?t=60034
2018-03-30 16:38:51 +03:00
alexey.lysiuk
84e9017a5f Fixed infinite loop with zero height fast projectile
https://forum.zdoom.org/viewtopic.php?t=60019
2018-03-30 12:49:35 +03:00
alexey.lysiuk
a6738fd139 Fixed infinite loop with None class in random spawner
actor NoneSpawner : RandomSpawner
{
    DropItem "None"
}

https://forum.zdoom.org/viewtopic.php?t=60027
2018-03-30 10:44:42 +03:00
alexey.lysiuk
140ad241c4 Adjusted validation limit for sound velocity again :(
https://forum.zdoom.org/viewtopic.php?t=59979
2018-03-30 10:42:22 +03:00
Vitaly Novichkov
74c5bab075 Attempt to fix a blank banks list of ADLMIDI
That happen because of silly dependency on soundfonts list which is totally unneeded to ADLMIDI as it uses embedded banks or external banks in a different format.
https://forum.zdoom.org/viewtopic.php?f=104&t=59997&p=1047184
2018-03-29 23:39:15 -04:00
Christoph Oelckers
811d96e07e D3D 2D code refactored but not tested yet. 2018-03-29 23:21:25 +02:00
alexey.lysiuk
b952653303 Set more suitable limit for sound velocity validation
https://forum.zdoom.org/viewtopic.php?t=59979
2018-03-29 17:37:36 +03:00
Christoph Oelckers
a40e085a46 - 2D drawer implementation complete for hardware renderer.
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
alexey.lysiuk
cbad9ac219 Fixed crash when event handler class isn't derived from StaticEventHandler 2018-03-29 16:41:29 +03:00
Christoph Oelckers
9feccac8cd
Merge pull request #452 from Wohlstand/master
ADLMIDI: Update the DMXOPL3 bank by Sneakernets and minor changes
2018-03-29 13:22:31 +02:00
Christoph Oelckers
077df87704 - 2D code works in GL legacy mode.
Not tested yet with shaders.
2018-03-29 11:58:28 +02:00
Christoph Oelckers
0ff1426b23 - fixed: The index info for the 2D lists was not set. 2018-03-29 07:55:35 +02:00
Christoph Oelckers
fa6ba84094 - fixed untextured vertex order and removed some test code. 2018-03-29 00:38:31 +02:00
Christoph Oelckers
a253b15334 - more fixes. 2018-03-28 23:57:50 +02:00
Christoph Oelckers
3ca3193379 - fixed a few things, but still not working. 2018-03-28 23:42:06 +02:00
Christoph Oelckers
b194f2c466 - game starts, but no 2D visible yet. 2018-03-28 22:04:28 +02:00
Christoph Oelckers
70b6754299 - implemented the 2D drawer for the hardware renderer. Not tested yet. 2018-03-28 21:38:00 +02:00
Wohlstand
2d79d187d5 OPNMIDI: Remove std:: from all snprintf calls 2018-03-28 20:37:55 +03:00
Wohlstand
9c1cf72175 Merge branch 'master' of git@github.com:Wohlstand/gzdoom.git 2018-03-28 20:36:16 +03:00
Wohlstand
6a497a0b92 ADLMIDI: Update latest update of DMXOPL3 bank by @sneakernets
And a small polishing of bank names to keep the informative, but much shorter
2018-03-28 20:34:28 +03:00
Wohlstand
99e24efc2c ADLMIDI: Remove std:: from all snprintf-s 2018-03-28 20:33:02 +03:00
Christoph Oelckers
25999c1c6a - looks like the 2D drawer sources did not get committed...
- This also adds the missing draw modes to the GLSL shader.
2018-03-28 19:07:43 +02:00
Christoph Oelckers
16480a3f4b - it compiles again.
This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
alexey.lysiuk
fdd93d704d Merged list of video modes for Cocoa and SDL backends
https://forum.zdoom.org/viewtopic.php?t=59990
2018-03-28 15:12:07 +03:00
Vitaly Novichkov
6278c8fb81 Merge branch 'master' of git@github.com:coelckers/gzdoom.git 2018-03-27 23:44:58 +03:00
Christoph Oelckers
33289ade49 - renamed the 2D drawer in the GL renderer so that the same name can be used for the device-independent replacement. 2018-03-27 21:44:58 +02:00
Christoph Oelckers
29ad081368 - removed remaining DirectDraw code and a few other things that are no longer being used. 2018-03-27 21:04:01 +02:00
Christoph Oelckers
2ed744963c - Changed frame buffer locking mechanism so that the only place where a lock is needed is when the software renderer wants to access the render buffer, which is precisely for the duration of the RenderView function.
No more locking insanity! :)
There are no locking counters or other saveguards here that would complicate the implementation because there's precisely two places where this buffer must be locked - the RenderView functions of the regular and poly SW renderer which cannot be called recursively.
2018-03-27 20:02:44 +02:00
Christoph Oelckers
0c3635e22c - removed vid_hw2d CVar. 2018-03-27 17:58:25 +02:00
Christoph Oelckers
62f073ef60 - removed Accel2D variable and a little bit of locking cruft. 2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7 - removed DFrameBuffer's locking mechanism.
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c - separated DFrameBuffer from DCanvas.
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.

Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
bb9283a9af - work on separating DFrameBuffer from DCanvas.
2D works in D3D backend, but 3D crashes because not all pointers have been rerouted yet.
2018-03-27 13:50:31 +02:00