Commit graph

14330 commits

Author SHA1 Message Date
drfrag
2f425dbc72 - Disable models by default for the software renderer as they make it much slower. 2019-09-14 18:44:39 +02:00
drfrag
9ee78de8fe - Fixed crash drawing fog boundaries in the software renderer hopefully this time for real. Based on Rachael's "do a texture check when drawing fog borders" commit. Now it crashes somewhere else tough. 2019-09-13 18:47:35 +02:00
Conn O'Griofa
457dc8b5a9 Use signal handler to invoke call_terms() before exit when possible
It's not advisable to rely on atexit() to invoke SDL_Quit(), as it
causes a segmentation fault on exit for the SDL2 KMSDRM driver due to
a conflict with the Mesa drivers* which upstream Mesa may not elect to fix.

The issue can be resolved by replacing the atexit() call with a signal
handler that will interrupt the D_DoomMain() and D_DoomLoop()
functions, then invoke call_terms() within the main thread before exiting.

We can leave the atexit() hook intact to handle edge cases such as abnormal
process exit, or exit methods which do not produce signals such as Alt+F4 or
window close via GUI (neither of which are possible in a KMS context, so
should not affect KMSDRM sessions).

Fixes a segmentation fault/uninterruptible application hang on exit
for all KMS targets, including Raspberry Pi 4B, 3B and Intel i965.

* See: https://bugzilla.libsdl.org/show_bug.cgi?id=4530 and
https://lists.freedesktop.org/archives/mesa-users/2019-March/001519.html
2019-09-12 23:34:17 +02:00
drfrag
b2aa973396 - Fixed warnings. 2019-09-11 14:34:09 +02:00
Marisa Kirisame
aa06b2f62c Squashed commit of the following:
commit 6ecd831eb45a8258995c02664450c3ca8cfe5b48
Merge: a4fb1f61c afbd7f7a2
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 28 22:02:19 2019 +0200

    Merge branch 'master' of github.com:coelckers/gzdoom into f3dfloor_export

commit a4fb1f61c0532d3a6051d4c1fca4ac72ec33e060
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Fri Jul 12 15:43:25 2019 +0200

    Renamed EFFloorType enum in ZScript to the more descriptive EF3DFloorFlags

commit 9ad1c3b5625d53c06229be2a94d44fa0f36f41fd
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 20:25:31 2019 +0200

    Add bounds checks to Get3DFloor/GetAttached

commit dd2a7956a887b92ed24ce5e79f10b1a445664d6c
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 17:13:44 2019 +0200

    Correct handling of 3d floor plane texture getting.

commit 9b748287892c8fdee9ac67019bf1f66bc4b69eab
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Jul 7 16:14:45 2019 +0200

    Implemented requested changes to F3DFloor exports.
    * Getters for ffloors/attached arrays.
    * Getter for 3D floor top/bottom texture.

commit 6a1482bb0637a70890629e4c13e8759c7a3673f3
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sat Jul 6 13:42:52 2019 +0200

    Renamed exported extsector pointer in Sector struct to something more descriptive.

commit 7c6783d43b898cbd7a01fb2191fd401ed8e8c300
Merge: ff64e04b2 8d36f0a0c
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Mon Apr 29 12:40:44 2019 +0200

    Merge branch 'master' into f3dfloor_export

commit ff64e04b251f23325d2f72bc25c59f34b4cab6fa
Merge: a90947392 5b6bae409
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Sun Apr 21 16:56:18 2019 +0200

    Merge branch 'master' into f3dfloor_export

commit a90947392a27eb1c2dac7005614592ec2f410274
Author: Marisa Kirisame <marisa@sayachan.org>
Date:   Mon Feb 4 17:47:25 2019 +0100

    Export F3DFloor structure and related data.
    Small changes to Trace code to better use this struct.
2019-09-11 14:18:28 +02:00
drfrag
4aa8243adc - Allow disabling mirrors for the GL renderer as some maps abuse them and portals are much slower in the old renderer. Also reduce the number of default recursions since in software mirrors are less demanding. 2019-09-10 14:52:31 +02:00
Christoph Oelckers
d1859d363a - give P_ExplodeMissile a damage type when being called from P_DamageMobj 2019-09-09 16:49:22 +02:00
Christoph Oelckers
5999d7508f - rename sprite names with '^' in the hires namespace. 2019-09-09 14:43:33 +02:00
drfrag
ccadafb5df - Disabled enhanced nightvision by default, some mods use a different effect. 2019-09-08 21:43:10 +02:00
drfrag
38d6008149 - Missed this. 2019-09-08 10:06:31 +02:00
Christoph Oelckers
f95f0257b0 - reinstated the old scriptwait implementation as a compatibility option.
Daedalus's MAP19 needs this.
2019-09-07 12:44:43 +02:00
drfrag
e94d18ab02 - Change how render cull sliders work: only allow reasonable values. 2019-09-06 20:58:59 +02:00
drfrag
6879817cd8 - Enabled gl_sprite_distance_cull and added slider to menu. 2019-09-04 22:31:56 +02:00
drfrag
ba835a14a4 - Added GL version of sprite distance culling. 2019-09-04 22:14:44 +02:00
drfrag
d47af90a56 - Enabled gl_line_distance_cull and added slider to menu. 2019-09-04 17:13:11 +02:00
drfrag
2b27cb0bba - Fill the gaps with the sky or ceiling texture. 2019-09-04 16:39:51 +02:00
Rachael Alexanderson
47c51f437e - make GL version of line distance culling use a separate CVAR, which, for now, is turned off. 2019-09-03 13:47:42 +02:00
Rachael Alexanderson
373870787f - activate r_line_distance_cull in the hardware renderer
# Conflicts:
#	src/gl/scene/gl_bsp.cpp
2019-09-03 13:19:01 +02:00
Christoph Oelckers
358718de05 - removed the playernum parameter from CheckLocalView
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.

In particular, this makes no real sense in case of secondary maps where it should always return false.

# Conflicts:
#	src/fragglescript/t_func.cpp
#	src/g_inventory/a_keys.cpp
#	src/p_acs.cpp
#	src/p_mobj.cpp
#	src/p_user.cpp
#	src/r_data/r_interpolate.cpp
#	src/r_data/r_interpolate.h
2019-09-02 21:17:19 +02:00
alexey.lysiuk
79eadafa6b - fixed initial setup for dynamic light actors
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them

https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 13:58:49 +02:00
Jan Engelhardt
02ca2b7c4a Make the build work with fluidsynth 2.x. 2019-09-01 00:09:15 +02:00
alexey.lysiuk
f212220dcd - do thinker profiling of internal dynlights only when they are present
There is no point to output zero calls and/or handle such case in profiling stats calculation

# Conflicts:
#	src/dthinker.cpp
2019-09-01 00:05:31 +02:00
drfrag
99c7be3f2e - Fixed compilation for non windows targets. 2019-08-31 19:23:06 +02:00
alexey.lysiuk
338e599de8 - fixed: saving game to read-only file was erroneously reported as succeeded 2019-08-29 20:21:26 +02:00
hdr88
f27afdb0d2 Add current, max and average velocity as stat (#912)
* Add current, max and average velocity as stat

# Conflicts:
#	src/p_setup.cpp
#	src/p_tick.cpp

# Conflicts:
#	src/p_setup.cpp
#	src/statistics.cpp
2019-08-28 21:51:55 +02:00
alexey.lysiuk
a2d52f4958 - added ability to specify deprecation messages in ZScript
It's an optional extension of deprecated keyword:
    deprecated("2.4", "use ModernFunction instead") int OldFunction();
    deprecated("3.5", "use ModernVariable instead") int OldVariable;

Usage of such members will produce the following report:
    Script warning, ":zscript.txt" line 123:
    Accessing deprecated function OldFunction - deprecated since 2.4.0, use ModernFunction instead
    Script warning, ":zscript.txt" line 456:
    Accessing deprecated member variable OldVariable - deprecated since 3.5.0, use ModernVariable instead

# Conflicts:
#	src/scripting/zscript/zcc_compile.cpp
2019-08-28 21:49:20 +02:00
Vitaly Novichkov
ff78550895 GME update with bug-fixes
- True fix for infinite loops [please verify!]
- True fix for KSS silence
- Fix for HES distorted and unstable/random tempo
2019-08-26 00:51:45 +02:00
Christoph Oelckers
4cae269d83 - changed license of portal.cpp to GPLv3
- list Eternity Engine as a source of some code in the main README.
2019-08-26 00:38:13 +02:00
Marisa Kirisame
7792a435d7 The wrong pointer was passed to ProcessMidPrint, which resulted in a crash. 2019-08-21 15:03:04 +02:00
drfrag
d299576eb0 - Fixed vanilla light mode being available for GL2 when it's not supported without shaders. 2019-08-21 14:17:59 +02:00
drfrag
45abf1a5c9 - Added support for up to 4 DirectInput joysticks at the same time for fake splitscreen. But with more than 32 buttons per device they will overlap as before and you'll get wrong labels. 2019-08-21 14:06:29 +02:00
Petr Kobalicek
275ecb2623 AsmJit update
# Conflicts:
#	.gitignore
2019-08-20 13:08:18 +02:00
Marisa Kirisame
b08ba350d3 Allow custom status bars to override notifications, centered prints and chat prompt.
# Conflicts:
#	src/c_console.cpp
#	src/ct_chat.cpp
2019-08-20 13:06:52 +02:00
drfrag
f63f833ed1 - Consolidated C_MidPrint and C_MidPrintBold. 2019-08-20 13:06:48 +02:00
drfrag
488627d3b2 Revert "- Changed default GL sprite billboard mode to X/Y axis."
This reverts commit 5b76d7563b.
2019-08-20 10:17:25 +02:00
Christoph Oelckers
e7d5b85234 - changed colors for crosshair health display to keep this in line with other health indicators on the HUD.
Use green for 100% health, not 200% and move toward blue for higher health.
2019-08-19 00:25:05 +02:00
Hugo Locurcio
1c8c8224be Improve crosshair health color to be more informative
With `crosshairhealth 2`, the crosshair will now
go from white to yellow, then yellow to red as the player's health
decreases. As the player's health increases up to 200, the crosshair
will also go from white to green to indicate overheal.
This is similar to the implementation in games like Xonotic.

The old behavior (`crosshairhealth 1`) is still the default.
2019-08-19 00:25:03 +02:00
Christoph Oelckers
0b1b78c725 - fixed the PR.
# Conflicts:
#	src/g_game.cpp
2019-08-19 00:25:00 +02:00
cuttlefish
a516b2c872 - Converts keyboard turnspeeds into global CVars
# Conflicts:
#	src/g_cvars.cpp
2019-08-19 00:24:57 +02:00
Christoph Oelckers
20e574058e - removed the internal WildMidi player object cleanup code.
This was solely meant for the original WildMidi player but got seriously in the way of how this code gets used by GZDoom. In GZDoom the player object is owned by the MIDI devive which should be the only instance which is allowed to destroy it.
2019-08-19 00:24:54 +02:00
Christoph Oelckers
163d26ff2b - fixed bad default alpha for 3D floors.
This is a byte value, therefore the default must be 255, not 65536.
2019-08-19 00:24:51 +02:00
Christoph Oelckers
ac484634b3 - fixed attached dynamic light setup.
This was only run on a state change and missed every external light change.
Any place which wants to flag a light change now only will set a flag and at the end of the thinker loop all flagged actors will be processed.
For performance reasons this was merged with the P_RunEffects iterator loop.

# Conflicts:
#	src/p_effect.cpp
#	src/p_effect.h
#	src/p_tick.cpp

# Conflicts:
#	src/p_mobj.cpp
2019-08-18 21:33:42 +02:00
drfrag
6b20de2b63 - Block scaling for the classic software renderer, it didn't work and caused some serious glitches. 2019-08-18 13:07:24 +02:00
alexey.lysiuk
7dd227bde0 - added missing space character to script parser's message 2019-08-17 13:29:42 +02:00
alexey.lysiuk
f2e034b969 - added check for multiple parsing of the same MAPINFO
Warning message is issued when such case is detected

# Conflicts:
#	src/g_mapinfo.cpp
2019-08-17 13:29:40 +02:00
alexey.lysiuk
3eb96eeeff - remove '... is already the default skill' error 2019-08-17 13:29:37 +02:00
drfrag
9639956fa4 - Now the quicksave slot must be selected explicitly like in original Doom. 2019-08-16 17:28:34 +02:00
alexey.lysiuk
7b8754c740 - added ability to enter main menu from credits screen via controller
There was only one way to enter main menu (by pressing Escape button) from the last intermission screen after episode's end
Controller's buttons that are usually assigned to this action, Start and Back by default, now open main menu as well

https://forum.zdoom.org/viewtopic.php?t=65632
2019-08-16 12:25:40 +02:00
Rachael Alexanderson
35d0bcb1d5 - fix typo 2019-08-16 12:25:36 +02:00
alexey.lysiuk
12dee6ca91 - fixed doubling of deprecation warnings for ZScript code
https://forum.zdoom.org/viewtopic.php?t=65617
2019-08-15 21:12:10 +02:00
drfrag
54d0ed23e9 - Fixed compilation. 2019-08-15 12:48:11 +02:00
alexey.lysiuk
728390ce48 - exposed xBRZ scaler options as CVARs
Added 5 xbrz_... CVARs to control various settings of upscaling process

Added xbrz_colorformat CVAR for buffered (zero) and unbuffered (any other value) color format
The first one requires a restart because settings are applied once to a precalculated buffer
The second one has reduced performance with ability to apply settings on-the-fly
2019-08-15 12:43:49 +02:00
alexey.lysiuk
e93d8395bc - updated xBRZ scaler to version 1.7
https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.7.zip

https://forum.zdoom.org/viewtopic.php?t=65596
2019-08-15 12:43:45 +02:00
alexey.lysiuk
6b70620bb9 - removed type punning from xBRZ scaler integration
it was a hack that wouldn't work with xBRZ 1.7
2019-08-15 12:43:41 +02:00
drfrag
67fb719a7c Revert "- Now the quicksave slot must be selected explicitly like in original Doom."
This reverts commit 9f0d5ac113.

Else you'd need to select it twice.
2019-08-14 14:17:39 +02:00
drfrag
b3c4e24b58 - Fall back to D3D for software on systems without GL2 support. 2019-08-13 22:04:05 +02:00
drfrag
9f0d5ac113 - Now the quicksave slot must be selected explicitly like in original Doom. 2019-08-13 21:15:09 +02:00
drfrag
1f7c241eb8 - Changed how the old quicksave works. Now you select the slot using quicksave like in original Doom. 2019-08-13 20:32:41 +02:00
Christoph Oelckers
13ee3e3484 - added checks for the special hacky quicksave marker. 2019-08-11 18:51:35 +02:00
Christoph Oelckers
d13499d2b7 - fixed the extremely long standing bug that Lost Souls didn't reacquire their target when slamming into something.
This was one of that annoying old design mistakes where Doom and Heretic features were poorly merged together. The Heretic Gargoyle uses very similar coding but performs a subtly different action when actually hitting another actor. This different action was made the default, even for the Lost Soul.
It has now been changed that both monsters use their original action, being distinguished by an actor flag. For compatibility with custom definitions Heretic's behavior, which has been the default in ZDoom will be the preferred one. The one of the Lost Soul can be reactivated by a flag.
2019-08-11 14:28:51 +02:00
alexey.lysiuk
e4ef998dc2 - exposed Append() method to ZScript dynamic array
https://forum.zdoom.org/viewtopic.php?t=65570
2019-08-11 00:09:51 +02:00
Christoph Oelckers
1161a17f00 - do not blur the background for portrait-less conversations.
- Fixed the mHasBackdrop flag. (drfrag)

# Conflicts:
#	wadsrc/static/zscript/ui/menu/conversationmenu.zs

# Conflicts:
#	src/menu/menu.cpp
2019-08-10 12:47:41 +02:00
Christoph Oelckers
d6e7e68bfa - fixed: The frozen state was not reset when the global level variable was reset.
# Conflicts:
#	src/g_level.cpp
2019-08-09 13:16:27 +02:00
drfrag
2c014e63ac - Unicode fix.
(patch by Graf)
2019-08-09 13:16:24 +02:00
Christoph Oelckers
d9f3fdd293 - fixed handling of the "ouch" face.
This depended on order of execution, taking the health values to compare from variables which were not synchronized properly.
Now both the last and current health being used here are being retrieved in the same place so that further changes cannot break this again.

But here it worked. (drfrag)
2019-08-09 13:16:22 +02:00
Christoph Oelckers
61a849b439 - fixed an inconsistency with missiles bouncing off actors.
They exploded when hitting a side but not when hitting top or bottom. Changed so that they always explode now.
2019-08-09 13:16:19 +02:00
Christoph Oelckers
15cf157877 - removed the ActiveSequences counter.
It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation.
On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.

# Conflicts:
#	src/g_levellocals.h
#	src/s_sndseq.cpp
2019-08-09 13:16:17 +02:00
Christoph Oelckers
9a4959c82e - fixed incorrect write barrier in sound sequence code.
# Conflicts:
#	src/s_sndseq.cpp
2019-08-09 13:16:14 +02:00
Christoph Oelckers
f6234d08fa - optionally disallow showing the autor's name
# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-07 13:42:05 +02:00
Christoph Oelckers
78fa0a6f95 - added option to print a map author's name on the summary screen
For now only with font-printed map names. Allowing this with titlepatches will require more work and an option to disable.

# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	src/gi.cpp
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-06 18:46:23 +02:00
drfrag
149a294a49 - Fixed compilation. 2019-08-06 17:27:12 +02:00
Christoph Oelckers
4a563f449d - fixed: The wbstartstruct that gets passed to the level summary screen needs to be static
This variable is needed long after the function which sets it up will be exited. So this either needs to be dynamically allocated or static, and in this case using a static variable is simpler.  However, unlike before, it is only being accessed in the one function that needs to initialize it and pass to the summary screen and nowhere else.

# Conflicts:
#	src/g_level.cpp
2019-08-06 17:13:30 +02:00
Christoph Oelckers
2b51e8d5dd - allow the language table to supersede the title patches, if appropriate
For the Doom IWADs the provided font looks almost identical to the characters used on the title patches. So, for any level name that got replaced in some language, it will now check if the retrieved name comes from the default table, and if not, ignore the title patch and print the name with the specified font.

This also required removing the 'en' label from the default table,  because with this present, the text would always be picked from 'en' instead of 'default'. Since 'en' and 'default' had the same contents, in any English locale the 'default' table was never hit, so this won't make any difference for the texts being chosen.

Last but not least, wminfo has been made a local variable in G_DoCompleted. There were two places where this was accessed from outside the summary screen or its setup code, and both were incorrect.

# Conflicts:
#	src/g_hub.cpp
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
#	src/gi.h
#	src/p_setup.cpp
#	src/stringtable.cpp
#	src/stringtable.h
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
#	wadsrc_extra/static/iwadinfo.txt

# Conflicts:
#	src/gi.h
#	wadsrc_extra/static/iwadinfo.txt
2019-08-06 17:13:21 +02:00
drfrag
2172b1bd63 - Changed GAMEINFO flags to an enum. 2019-08-06 17:08:33 +02:00
Christoph Oelckers
070dde2e2b - made adjustments to the text placement on the summary screen.
With extended fonts much of the old code did not work anymore, this needed more precise checks for the sources of the printed texts.

Without the adjustments, just added GetMaxAscender for compatibility. (drfrag)

# Conflicts:
#	src/gamedata/fonts/font.cpp
#	src/scripting/vmthunks.cpp
#	wadsrc/static/zscript/ui/statscreen/statscreen.zs
2019-08-05 13:28:43 +02:00
drfrag
dadbc828dc - Take quicksave slots into account for the new savegame list order. 2019-07-29 20:12:04 +02:00
Kevin Hutchins
ac238545fd Adds option to use a rotation of quicksaves instead of having one quicksave slot that needs to be manually created. 2019-07-29 18:54:43 +02:00
Christoph Oelckers
6a647afff1 - changed subtitle duration to last at least 7 seconds, even for shorter sounds so that there is sufficient time to read them. 2019-07-26 21:59:46 +02:00
alexey.lysiuk
c7516a0fc5 - added ability to specify display duration of subtitles
Duration of sound playback and subtitles display will be synchronized if sound id is specified
For existing Strife messages this works out of the box

https://forum.zdoom.org/viewtopic.php?t=65379
2019-07-26 21:59:43 +02:00
drfrag
1f54466e33 - Fixed fuzz style fallback not working in GL legacy mode.
- Changed default since software style was too expensive on old cards.
2019-07-26 14:08:18 +02:00
Christoph Oelckers
c31b4f0b9b - fixed line breaking on non-spaces for multi-byte UTF-8 characters.
This needs to backtrack the entire code point, not just one byte.

# Conflicts:
#	src/gamedata/fonts/v_text.cpp
2019-07-25 00:06:14 +02:00
Major Cooke
7f5a2d3a11 Added A_SoundPitch and an optional pitch parameter to A_PlaySound and S_Sound.
- Note: Because sound channels are not in zscript, there's no way to modify a sound made by S_Sound.

# Conflicts:
#	src/s_sound.cpp
#	wadsrc/static/zscript/base.zs
2019-07-25 00:06:12 +02:00
alexey.lysiuk
4f56ab45ad - fixed crash on player unmorph after falling death
Rearranged conditions to avoid accessing player from obsolete morphed pawn
Unmorphing upon death resets player in morphed actor, so player alive state should be tested first
Removed duplicate health check as well

https://forum.zdoom.org/viewtopic.php?t=65429
2019-07-25 00:06:08 +02:00
drfrag
77c5ec0e23 - New version. 2019-07-19 13:30:41 +02:00
Christoph Oelckers
6999c89cbb - moved several IWAD dependent files into the game_support resource
* sprite offset definitions, which are IWAD dependent
* Freedoom's decal overrides
* conversation ID definitions for the Strife teasers
* the fallback BigFont now can also be loaded by IWADs which declare themselves as GAME_Heretic or GAME_Hexen.

# Conflicts:
#	src/gamedata/fonts/v_font.cpp
2019-07-18 14:28:40 +02:00
Christoph Oelckers
1d8f735a27 - renamed zd_extra.pk3 to game_support.pk3
# Conflicts:
#	src/version.h
2019-07-18 14:28:35 +02:00
Christoph Oelckers
cf88ecf36a - remove test code. 2019-07-18 13:53:24 +02:00
Christoph Oelckers
7757798d22 - moved iwadinfo.txt to zd_extra.pk3.
This was done for two reasons:

1. It forces loading of zd_extra.pk3 for the stock IWADs, eliminating a certain kind of user error.
2. It removes the stock IWAD definitions for custom games that distribute the engine along with their data, so that it doesn't pick up on Steam and GOG installations and shows an inappropriate IWAD picker.
2019-07-18 13:53:20 +02:00
Christoph Oelckers
e51f9a6c13 - allow setting the font used for the status screen's content text.
But only works partially for Raven games (hacked). (drfrag)

# Conflicts:
#	src/gi.cpp
#	wadsrc/static/mapinfo/chex.txt
#	wadsrc/static/mapinfo/doomcommon.txt
#	wadsrc/static/mapinfo/heretic.txt
#	wadsrc/static/mapinfo/hexen.txt
#	wadsrc/static/mapinfo/mindefaults.txt
#	wadsrc/static/mapinfo/strife.txt
#	wadsrc/static/zscript/ui/statscreen/statscreen_sp.zs
#	wadsrc_hacxextra/static/zmapinfo.txt
2019-07-18 13:22:44 +02:00
alexey.lysiuk
2b3d0467e7 - fixed: subtitles background renains visible on new game
https://forum.zdoom.org/viewtopic.php?t=65366

# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-18 12:35:01 +02:00
Christoph Oelckers
fd3c760244 - fixed: The countdown for the subtitles display was never counted down so the messages remained forever. 2019-07-18 12:34:36 +02:00
Christoph Oelckers
65a054ba88 - implemented subtitle display for Blackbird's voiceover messages.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-18 12:33:48 +02:00
drfrag
b92ceac25f - Fixed compilation.
# Conflicts:
#	src/c_console.cpp
2019-07-18 12:32:33 +02:00
Christoph Oelckers
1fb5361a82 - implemented subtitles for intermission slideshows.
# Conflicts:
#	src/d_main.cpp
#	wadsrc/static/language.csv
2019-07-18 12:30:19 +02:00
drfrag
74d8fa8a28 - added printlocalized CCMD to check strings in-game.
(patch by Graf)
2019-07-18 00:10:25 +02:00
Rachael Alexanderson
c992604b7f - set language cvar to global config, it should not be game-specific
# Conflicts:
#	src/g_cvars.cpp
2019-07-18 00:10:23 +02:00
alexey.lysiuk
fa7dae2676 - fixed compilation error with GCC and Clang
src/intermission/intermission_parse.cpp:941:2: error: no matching function for call to 'F_StartFinale'
2019-07-18 00:10:18 +02:00
Christoph Oelckers
b6799e7843 - added a 'testfinale' CCMD, so that the layout of finale texts can be tested more easily
# Conflicts:
#	src/gamedata/stringtable.cpp
#	src/gamedata/stringtable.h

# Conflicts:
#	src/intermission/intermission_parse.cpp
2019-07-18 00:10:14 +02:00
drfrag
ef1047db20 - Changes to the language table.
(patch by Graf)
2019-07-18 00:04:31 +02:00
drfrag
8c941ba1cf - A few more missing things for compatibility.
# Conflicts:
#	wadsrc/static/language.enu
2019-07-17 23:58:09 +02:00
alexey.lysiuk
cedc5a9702 - fixed UMAPINFO episode parsing
* bounds checking for accessing episode tokens
* support empty tokens in episode definition
* handle upper cased episode shortcut

https://forum.zdoom.org/viewtopic.php?t=65364

# Conflicts:
#	src/gamedata/umapinfo.cpp
2019-07-17 18:15:09 +02:00
alexey.lysiuk
95f0f7eadd - cleaned up language detection leftovers
# Conflicts:
#	src/posix/sdl/i_system.cpp
2019-07-17 18:14:53 +02:00
Christoph Oelckers
9c25d75f65 - removed a few obsolete definitions from basictypes.h
# Conflicts:
#	src/win32/i_specialpaths.cpp
2019-07-17 17:54:30 +02:00
Christoph Oelckers
1697e6ff3a - eliminated dependency of CVar code on AActor.
As a low level feature, the CVAR management should not access game structures like actors, just to retrieve a player index. The index should be calculated by the calling code instead and passed into the function.

# Conflicts:
#	src/win32/i_specialpaths.cpp

# Conflicts:
#	src/p_acs.cpp
2019-07-17 17:54:28 +02:00
alexey.lysiuk
bb946348da - fixed compilation with GCC 5 and newer
src/r_data/a_dynlightdata.cpp:72:44: error: no matching function for call to ‘FSerializer::Array(const char [5], int [5], int, std::nullptr_t)’
2019-07-17 17:54:08 +02:00
Christoph Oelckers
26863bfd94 - tested and fixed the attachable lights.
# Conflicts:
#	src/g_shared/a_dynlight.cpp
2019-07-17 17:53:43 +02:00
Christoph Oelckers
0c4fc385cc - User definable dynamic lights
This hasn't been tested yet!

# Conflicts:
#	src/g_shared/a_dynlight.h

# Conflicts:
#	src/g_shared/a_dynlightdata.cpp
2019-07-17 17:51:28 +02:00
drfrag
7b3d02dfec Revert "- fixed layout issues with Strife's dialogues."
This reverts commit 963d1b682c.

Partial revert.
2019-07-16 00:00:58 +02:00
drfrag
25ffe28abe Revert "- fixed lifetime of ScaleOverrider for Strife dialogues."
This reverts commit 6c14fe7202.
2019-07-15 23:23:55 +02:00
drfrag
87e8200277 Revert "- changed calculation of the scaling value for the option menu."
This reverts commit 6c869f123d.
2019-07-15 23:23:53 +02:00
drfrag
40875d1697 Revert "- make the clean scaling system more consistent."
This reverts commit cdcc8996a7.
2019-07-15 23:23:52 +02:00
Christoph Oelckers
bba2854796 - reimplemented new player setup menu as an OptionsMenu.
This is both for consistency and better localizability. The old code is retained to ensure that mods inheriting from the old menu continue to work.

# Conflicts:
#	src/menu/menudef.cpp
#	src/namedef.h
#	wadsrc/static/zscript/ui/menu/optionmenu.zs
2019-07-15 20:37:36 +02:00
Christoph Oelckers
3700b0c7b8 - replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.

# Conflicts:
#	src/CMakeLists.txt
#	src/textures/backdroptexture.cpp
#	src/v_2ddrawer.cpp
2019-07-15 19:55:51 +02:00
alexey.lysiuk
15dbacca01 - added validation for presence of drop item classes
https://forum.zdoom.org/viewtopic.php?t=65307
2019-07-12 22:11:54 +02:00
drfrag
19df6559a8 - Print a warning instead of error out on unsupported ZScript version. 2019-07-11 18:20:57 +02:00
drfrag
1d77f880a4 - Fixed hack: CanPrint must return 0 or it'd signal to the mods that NO FONT can print the text (what Graf said). 2019-07-11 14:07:47 +02:00
drfrag
e5f7bf068c - Some ugly hackery to try to make it more compatible. 2019-07-11 14:07:20 +02:00
Christoph Oelckers
da5c1c90dc - let IWAD and PWAD BigFonts override BigUpper for consistency.
# Conflicts:
#	src/gamedata/fonts/font.cpp
#	src/gamedata/fonts/singlelumpfont.cpp
#	src/gamedata/fonts/v_font.cpp
2019-07-11 13:41:45 +02:00
Christoph Oelckers
8ff421104d - fixed: The lump renaming was not performed for Doom, even for those pieces where needed. 2019-07-11 13:26:37 +02:00
Christoph Oelckers
d14a48f8f4 - use BigUpper font for option menu captions.
# Conflicts:
#	src/gamedata/fonts/v_font.cpp

There's actually no BigUpper font here. (drfrag)
2019-07-11 13:24:40 +02:00
alexey.lysiuk
660d930cf6 - do not set crouch player sprites on voodoo dolls
https://forum.zdoom.org/viewtopic.php?t=65257
2019-07-10 22:04:20 +02:00
alexey.lysiuk
c4780495e1 - fixed linking without DYN_FLUIDSYNTH defined
Undefined symbols for architecture x86_64:
  "CreateFluidSynthMIDIDevice(char const*, int)", referenced from:
      MIDIStreamer::CreateMIDIDevice(EMidiDevice, int) in music_midistream.o
2019-07-09 22:58:11 +02:00
Christoph Oelckers
d018b430f7 - made the class definitions of the MIDI devices private to the implementations. 2019-07-09 22:58:08 +02:00
alexey.lysiuk
a646b9cfa2 - fixed crash on starting ACS script without level
https://forum.zdoom.org/viewtopic.php?t=65287
2019-07-08 13:56:45 +02:00
alexey.lysiuk
0dbf2e3df7 - fixed LevelLocals.isFrozen() return value with JIT disabled
No more 'Number of parameters returned differs from what was expected by the caller' assertion failures
2019-07-08 13:56:35 +02:00
drfrag
ca9967d13b - Made automatic level compatibility optional.
As Enjay requested and Rachael suggested.
 I don't think i'm opening Pandora's box, what could go wrong?
2019-07-05 14:45:01 +02:00
alexey.lysiuk
9d8b4f6c05 - fixed missing dive and surface player sounds
https://forum.zdoom.org/viewtopic.php?t=65233
2019-07-05 13:33:55 +02:00
Major Cooke
e332d405f6 Re-ordered drawing a little.
# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-07-03 21:48:04 +02:00
Major Cooke
dfe8f19dd5 Added RenderUnderlay.
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.

# Conflicts:
#	src/events.cpp
#	src/events.h
2019-07-03 21:48:01 +02:00
drfrag
c3482b75fc - Make joystick input in the background CVAR controlled. 2019-07-03 20:52:03 +02:00
alexey.lysiuk
f340d411c3 - added validation of LevelCompatibility.Apply() signature
# Conflicts:
#	src/compatibility.cpp
2019-07-03 13:49:36 +02:00
drfrag
29264b764b - Allow background gamepad input on linux as well. 2019-07-02 13:54:05 +02:00
drfrag
3f9643e1ca - Clarify ZScript version error message. 2019-07-01 11:35:54 +02:00
Magnus Norddahl
fc38b6bbf9 - fix querying for the wrong interface when the UNICODE define is set 2019-06-30 21:41:28 +02:00
Magnus Norddahl
36b7a7d189 - remove dead code 2019-06-30 21:41:25 +02:00
alexey.lysiuk
d90d590484 - added detection of macOS Catalina 2019-06-29 13:09:27 +02:00
drfrag
ed0890c7b6 - Allow acquiring DirectInput joysticks in the background for fake splitscreen. 2019-06-28 02:47:42 +02:00
Christoph Oelckers
f1126bf70e - removed unnecessary variable clear.
It actually broke multiplayer since "replaced the assignment operator in player_t with a named function." (drfrag)
2019-06-28 00:03:37 +02:00
Christoph Oelckers
7d168c0146 - removed UTF-8 marker. 2019-06-26 14:28:03 +02:00
Rachael Alexanderson
1215653941 - add missing newline to PrintMiscActorInfo 2019-06-26 14:27:51 +02:00
drfrag
82d7419d34 - Hopefully fixed dithering in the present shader so it works on older hardware. 2019-06-26 11:46:11 +02:00
alexey.lysiuk
102cd3855c - fixed: endgame menu no longer resets player's userinfo
User CVARs can be stored in member variables for quicker access
Unconditional call to G_CheckDemoStatus() destructs and recreates such CVARs
Dangling pointers could be accessed during the last game tick, e.g. from event handlers

https://forum.zdoom.org/viewtopic.php?t=65150
2019-06-23 18:52:45 +02:00
Kevin Caccamo
3923a92f11 Expand UDMF and ZScript API for side's own additive colors
Add 'useowncoloradd_{top,mid,bottom}' sidedef properties to the UDMF 
spec
Only use side's additive colors if 'useowncoloradd_(top|mid|bottom)' is 
set.
Rename UseOwnColors flag to UseOwnSpecialColors
Add UseOwnAdditiveColor flag to side_t::part
Add EnableAdditiveColor to side_t
Add Side.EnableAdditiveColor to ZScript API
2019-06-23 14:11:08 +02:00
Kevin Caccamo
2c08a77f2c Minor fixes for additive colour ZScript API
Sector.SetAdditiveColor actually called Sector.SetSpecialColor
Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.
2019-06-23 14:11:06 +02:00
Kevin Caccamo
6ae47bad88 Rework implementation as per the new specification
The new specification is more flexible, and allows assigning additive
colors to individual parts of a sector (walls, sprites, flats) and even
individual parts of a side (top, middle, bottom)

Add AdditiveColors arrays to sector_t and side_t::part
Initialize AdditiveColors arrays to 0
Export AdditiveColors to ZScript
Save AdditiveColors in saved game files
Use colors from AdditiveColors arrays when setting the additive color
for the render state
Add code to parse the new UDMF additive color properties
Remove additive color slot from sector color/part enum
Add SetAdditiveColor to sector_t and side_t
Add GetAdditiveColor to side_t
Export new methods and additive color arrays to ZScript

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_walls.cpp
#	src/hwrenderer/scene/hw_weapon.cpp

# Conflicts:
#	src/gl/scene/gl_walls_draw.cpp
#	src/gl/scene/gl_weapon.cpp
#	src/hwrenderer/scene/hw_flats.cpp
#	src/r_defs.h
2019-06-23 14:10:41 +02:00
Kevin Caccamo
1a29fb9616 Change some of the names of the additive color properties 2019-06-23 13:40:19 +02:00
drfrag
e7ecdc9f9e - Fixed compilation but i don't think this will work. 2019-06-23 13:39:24 +02:00
Kevin Caccamo
866c6e13a6 Implement additive colours on HUD sprites
Also, make sure the alpha for the additive colour is 255.

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_walls.cpp
#	src/hwrenderer/scene/hw_weapon.cpp

# Conflicts:
#	src/gl/scene/gl_weapon.cpp
2019-06-23 12:50:19 +02:00
Kevin Caccamo
16a52cd8c8 Implement additive colour on walls and sprites
Also, don't modify the alpha channel when adding the additive colour.

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_walls.cpp
#	src/hwrenderer/scene/hw_weapon.cpp

# Conflicts:
#	src/gl/scene/gl_weapon.cpp
2019-06-23 12:46:54 +02:00
Kevin Caccamo
edb3f8a448 Forcibly assign 0 to the additive special color 2019-06-23 11:46:59 +02:00
Kevin Caccamo
575b660b20 Rename ColorAdd to AddColor, and use it ingame
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/scene/hw_flats.cpp
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/utility/hw_draw2d.cpp

# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/hwrenderer/scene/hw_flats.cpp
2019-06-23 11:45:03 +02:00
Kevin Caccamo
8dd306a081 Initial work on Doom64-style fade/glow
# Conflicts:
#	src/hwrenderer/scene/hw_renderstate.h

# Conflicts:
#	src/r_defs.h
2019-06-23 11:30:29 +02:00
Christoph Oelckers
5f231473fd - defaulted a few empty constructors.
# Conflicts:
#	src/gamedata/g_mapinfo.h
2019-06-21 17:51:39 +02:00
drfrag
9585ae9c6e - Code cleanup. 2019-06-21 14:26:18 +02:00
Magnus Norddahl
98607f594e - use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case
# Conflicts:
#	src/rendering/gl/renderer/gl_postprocess.cpp
#	src/rendering/gl/renderer/gl_stereo3d.cpp
#	src/rendering/hwrenderer/postprocessing/hw_postprocess.h
#	src/rendering/vulkan/renderer/vk_postprocess.cpp
#	wadsrc/static/shaders/glsl/present.fp

# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/stereo3d/gl_interleaved3d.cpp
#	src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-21 14:21:03 +02:00
Magnus Norddahl
011176668a - Add missing screenshot sRGB gamma when vid_hdr is active
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp

# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
2019-06-21 13:02:18 +02:00
alexey.lysiuk
a6038dc773 - creation of dither texture no longer affects active unit
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2019-06-20 22:13:16 +02:00
Rachael Alexanderson
1a26946e5b - Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
# Conflicts:
#	src/gl/renderer/gl_stereo3d.cpp
#	wadsrc/static/menudef.txt

# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/stereo3d/gl_interleaved3d.cpp
2019-06-20 22:12:48 +02:00
Magnus Norddahl
7021e612b0 - add gl_dither for toggling dithered output on and off
# Conflicts:
#	src/gl/renderer/gl_stereo3d.cpp
#	wadsrc/static/menudef.txt

# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/stereo3d/gl_interleaved3d.cpp
#	src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-20 21:27:17 +02:00
Magnus Norddahl
4cd535b3b6 - add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
# Conflicts:
#	src/v_video.cpp
#	src/win32/win32glvideo.cpp

# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
2019-06-20 20:48:42 +02:00
Christoph Oelckers
73ed375b6f Make dither texture data constant 2019-06-20 19:29:14 +02:00
Rachael Alexanderson
fd83903841 - replace dither texture with a hand pre-calculated table) 2019-06-20 19:29:12 +02:00
drfrag
0b76305e8e - Fixed compilation. 2019-06-20 19:28:24 +02:00
Magnus Norddahl
888fba12ea - use a texture for the dither matrix
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderbuffers.h

# Conflicts:
#	wadsrc/static/shaders/glsl/present.fp
2019-06-20 18:20:33 +02:00
drfrag
7fdf558ad6 Revert "- add gl_dither for toggling dithered output on and off"
This reverts commit 770c676ac9.

# Conflicts:
#	wadsrc/static/menudef.txt
2019-06-20 18:04:30 +02:00
drfrag
8b7c5242cb Revert "Revert "- add dithering to present shader""
This reverts commit c2a3895bfe.

# Conflicts:
#	wadsrc/static/menudef.txt
2019-06-20 18:03:24 +02:00
Christoph Oelckers
300f4adea8 - fixed incorrect implementation of "episode = clear" in UMAPINFO. 2019-06-19 21:59:56 +02:00
alexey.lysiuk
a334d08a7b - fixed incomplete parsing of UMAPINFO when map already exists
https://forum.zdoom.org/viewtopic.php?t=65100
2019-06-19 21:59:53 +02:00
alexey.lysiuk
8ec249077d - fixed missing skill menu for episodes defined by UMAPINFO
https://forum.zdoom.org/viewtopic.php?t=65096
2019-06-19 21:59:51 +02:00
alexey.lysiuk
633900ef15 - fixed: all UMAPINFO definitions were applied to default map slot
https://forum.zdoom.org/viewtopic.php?t=65102
2019-06-19 21:59:48 +02:00
Christoph Oelckers
bf767dd560 - give UMAPINFO the ability to disable cluster-based exit texts.
# Conflicts:
#	src/g_level.cpp
#	src/gamedata/g_mapinfo.h
2019-06-19 21:59:46 +02:00
alexey.lysiuk
8735dd18ad - exported unconditional level exit to ZScript
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-17 22:03:28 +02:00
drfrag
336a9f9015 - More helpful unsupported version error message. 2019-06-16 14:44:28 +02:00
Chronos Ouroboros
65a3322166 Fixed "if (!(lhs ~== rhs))" breaking with vectors. 2019-06-14 13:34:06 +02:00
drfrag
a7bcd8ff52 - Take vanilla light mode into account for MAPINFO but they never worked. 2019-06-14 13:33:28 +02:00
Rachael Alexanderson
fb326b2780 - add nullptr checks for double-frame model interpolation 2019-06-13 15:54:17 +02:00
Christoph Oelckers
06c0dbe71e - on second thought, better call M_ClearMenus instead of calling Destroy directly. 2019-06-10 20:58:38 +02:00
Christoph Oelckers
96d857cd78 - fixed: DeinitMenus must explicitly destroy the active menu before taking down the descriptors.
Otherwise the menu will only be collected by the garbage collector and no longer find all relevant data.
2019-06-10 20:58:34 +02:00
drfrag
36020225eb - Added DEG2RAD function. 2019-06-10 20:54:47 +02:00
alexey.lysiuk
1e496d2d6f - fixed compilation of Cocoa backend
src/posix/cocoa/i_main.mm:225:12: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:247:17: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:545:2: error: expected '}'
2019-06-10 20:52:50 +02:00
Christoph Oelckers
b473fc936c - consolidated the 3 atterm implementations.
Each platform had its own copy. Why?

# Conflicts:
#	src/CMakeLists.txt
#	src/dobjtype.cpp
#	src/g_mapinfo.cpp
#	src/g_statusbar/sbarinfo.cpp
#	src/i_net.cpp
#	src/menu/menudef.cpp
#	src/p_setup.cpp
#	src/posix/cocoa/i_video.mm
#	src/posix/i_system.h
#	src/posix/sdl/i_main.cpp
#	src/r_utility.cpp
#	src/s_advsound.cpp
#	src/s_sound.cpp
#	src/v_video.cpp
#	src/win32/i_input.cpp
#	src/win32/i_system.h

# Conflicts:
#	src/CMakeLists.txt
#	src/doomtype.h
#	src/i_net.cpp
#	src/posix/sdl/i_system.cpp
#	src/win32/i_system.cpp
#	src/win32/win32video.cpp
2019-06-10 20:52:02 +02:00
alexey.lysiuk
d76c7306ca - removed explicit self null tests from dynarray native wrappers
They are useless since d3e6ed3c9b in which generation of implicit self null pointer check was added to JIT
2019-06-10 20:12:03 +02:00
drfrag
4e3f294453 - Extended fake Shape2D. 2019-06-10 20:07:47 +02:00
Gutawer
9df4683056 - cleaned up SDL mouse event handling
* Right/middle clicking no longer cancels out the mouse motion events
* The events for the side mouse buttons (EV_GUI_BackButtonDown/Up, EV_GUI_FwdButtonDown/Up) were never fired
* The EV_GUI_WheelRight/Left events were never fired
* The key bindings for mouse buttons above 3 (from 4-8) were broken - pressing MOUSE4 would bind to MOUSE6, for example
2019-06-08 13:11:00 +02:00
alexey.lysiuk
b3f18e5e47 - report implicitly initialized variable in code generator once
Vectors are no longer reported several times
Previously, warnings were issued per every register
2019-06-08 13:10:58 +02:00
alexey.lysiuk
279bac7fe9 - fixed access to wrong event data in SDL backend
Wrong button state event data were read on mouse motion

https://forum.zdoom.org/viewtopic.php?t=64950
2019-06-08 13:10:55 +02:00
alexey.lysiuk
f0b156c5e1 - added implicit initialization of reused register variables in ZScript 2019-06-07 20:23:31 +02:00
alexey.lysiuk
0103f9976e - added null check for self pointer before calling a native function
With JIT enabled, an implicit test for null self pointer is added to generated code
This has no effect without JIT as VM verifies a pointer before calling a native method

https://forum.zdoom.org/viewtopic.php?t=64961
2019-06-07 20:23:28 +02:00
alexey.lysiuk
977eac8672 - fixed hires texture lookup in Doomsday style .pk3
IWAD wasn't detected properly, and wrong texture can be picked as a hires replacement (e.g., SLADRIP1 from Ultimate Doom instead of TNT)

https://forum.zdoom.org/viewtopic.php?t=64915
2019-06-06 18:43:27 +02:00
Christoph Oelckers
4b598d4976 - fixed the write barriers for the HUD message linked list.
To ensure that no broken relations occur, any change in the list must be handled by a write barrier, not just the single message that gets added.

# Conflicts:
#	src/g_statusbar/shared_sbar.cpp
2019-06-06 18:43:26 +02:00
drfrag
b0d98425a6 - Fixed Strife dialogues. 2019-06-06 18:43:24 +02:00
Chronos Ouroboros
e4f0c366c4 Really fixed arrays of dynarrays this time. 2019-06-05 12:47:01 +02:00
William Breathitt Gray
666bf57d5f Cephes code is released under BSD license
The Cephes Mathematical Library author Steve Moshier has released the
Cephes Mathematical Library under the BSD license. This patch patch
replaces the cephes license with the BSD license for all Cephes
Mathematical Library code.

See also: https://bugs.gentoo.org/687276
See also: https://lists.debian.org/debian-legal/2004/12/msg00295.html
See also: https://github.com/deepmind/torch-cephes/blob/master/LICENSE.txt
See also: https://github.com/nearform/node-cephes/blob/master/LICENSE

# Conflicts:
#	src/math/readme.txt
2019-06-05 12:46:59 +02:00
Rachael Alexanderson
c6c8f514fb - added a third state for cl_blockcheats. ==2 now blocks them silently. 2019-06-05 12:46:57 +02:00
Alexander
3e3097fe71 added native double round(double) function 2019-06-05 12:46:56 +02:00
alexey.lysiuk
ff92b4b5d7 - reset internal console state on clear CCMD
'last line needs update' flag cannot be set when console is empty as there are no lines at all in this case

https://forum.zdoom.org/viewtopic.php?t=64909

# Conflicts:
#	src/c_consolebuffer.cpp
2019-06-03 12:47:29 +02:00
drfrag
6dd1d5eb38 - Fixed uninitialized variable in case GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS does not exist.
Old graphics, like mine (Intel Sandybridge Mobile, GL 3.0 Mesa) do not support this, therefore most of the time RFL_SHADER_STORAGE_BUFFER wasn't unset (I found no consequence of this on my machine, but better safe than sorry).

Found out by Valgrind. (patch by edward-san)
2019-06-02 22:01:18 +02:00
Edoardo Prezioso
768dc56ac0 - Fixed a buffer overflow with Timidity++ when playing Sigil e5m5 music.
See https://forum.zdoom.org/viewtopic.php?f=2&t=64910 .
2019-06-02 22:01:01 +02:00
Kevin Caccamo
9e9bc7fb7f Fix OBJ face normal direction
https://forum.zdoom.org/viewtopic.php?f=2&t=64740
2019-06-02 22:00:59 +02:00
drfrag
5153d19af0 - Fixed compilation with gcc and clang. 2019-05-30 12:23:38 +02:00