Commit graph

2757 commits

Author SHA1 Message Date
Christoph Oelckers
85300993af - replaced gl_PatchMenu with an MMX 'ifoption' check. 2018-04-25 19:36:48 +02:00
Christoph Oelckers
1648fc6a07 Fixed initialization issues with dynamic lights.
Actors get initialized from their defaults so anything done in the constructor or some explicit member initialization will be overwritten.
They must use their properties for setting up configurable fields and do the rest in BeginPlay.
2018-04-25 09:14:01 +02:00
Kevin Caccamo
1c58093fc8 Add info about UseSpecial flag feature conflict above Actor.Used 2018-04-24 05:56:07 -04:00
alexey.lysiuk
ee9fa7c33e Made 100% kills possible on Altar of Evil, easy skill
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/altar666
2018-04-22 17:49:13 +03:00
alexey.lysiuk
df634539a0 Made 100% kills possible and unstuck imp on Valhalla map
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
2018-04-16 14:34:07 +03:00
alexey.lysiuk
87d164ee59 Added ability to set thing position in compatibility layer 2018-04-16 14:30:21 +03:00
Christoph Oelckers
8a2e52d651 Removed gl_lights_checkside which essentially was just a pointless piece of cruft inherited from ZDoomGL. 2018-04-16 08:45:50 +02:00
alexey.lysiuk
bb037635a8 Fixed missing textures on Valhalla with hardware renderer
It works fine with software renderer regardless of this compatibility entry because of texture bleeding
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
-iwad doom2 -file ma_val.pk3 -nomonsters +map map01 "+warp -450 -2300"
2018-04-15 16:41:24 +03:00
Christoph Oelckers
8b4c74fad8 - the global portal data table also needs to be protected. 2018-04-15 12:16:46 +02:00
Christoph Oelckers
cf8447d19c -protected critical portal data from getting written to by user code.
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk
ba4cc1a6ca Added activation type to WorldLine(Pre)Activated events
https://forum.zdoom.org/viewtopic.php?t=60232
2018-04-14 11:52:09 +03:00
Christoph Oelckers
13567f2505 - added a compatibility handler for Kama Sutra MAP01's ending area. 2018-04-13 20:27:21 +02:00
Christoph Oelckers
ac98e5a4f8 - fixed last change of compatibility branch. 2018-04-13 19:28:35 +02:00
Christoph Oelckers
71a6cc4625 Merge branch '2D_Refactor' 2018-04-13 17:52:58 +02:00
Christoph Oelckers
387827555f - added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild. 2018-04-11 23:08:59 +02:00
Christoph Oelckers
3988e27059 - scriptified the last remaining definition (BTSX MAP12 beta)
- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00
alexey.lysiuk
6631f208b1 Scriptified remaining compatibility entries 2018-04-11 17:01:57 +03:00
alexey.lysiuk
6480946d40 Scriptified more compatibility entries 2018-04-11 15:57:27 +03:00
alexey.lysiuk
5f5adbe161 Scriptified compatibility of Strife level along with needed functions 2018-04-11 13:02:26 +03:00
alexey.lysiuk
950443683b Scriptified compatibility of more Heretic levels 2018-04-11 12:35:45 +03:00
alexey.lysiuk
69222c3c36 Fixed missing texture with hardware renderer on Jenesis MAP16
https://forum.drdteam.org/viewtopic.php?t=7337
2018-04-11 11:54:27 +03:00
alexey.lysiuk
05dcd30838 Made 100% secrets possible on The Realm of Parthoris E1M5
https://forum.zdoom.org/viewtopic.php?t=60181#p1049393
2018-04-11 11:52:07 +03:00
Christoph Oelckers
0ecbf07769 -ported a large part of compatibility.txt 2018-04-10 23:19:22 +02:00
Christoph Oelckers
65a219eecc - sorted compatibility.txt so that levels which only have flags set are at the top of the file. 2018-04-10 20:02:41 +02:00
Christoph Oelckers
9daad477c3 - some improvements to compatibility scripts:
* use names, not strings, to allow use of switch/case.
* avoid creating the checksum a second time per level.
* do an early-out check for maps that do not have scripted compatibility.
2018-04-09 22:09:28 +02:00
alexey.lysiuk
640948703f Level compatibility via ZScript -- PoC 2018-04-09 17:54:12 +03:00
drfrag666
80f57dfaf0 - Increased size of the savegame comment area. 2018-04-08 21:56:35 +02:00
Marisa Kirisame
08f3afab0b Separated P_ActivateLine ZScript export into two functions, one with and one without a vector parameter. 2018-04-08 21:53:20 +02:00
Marisa Kirisame
5d0ff4c8ba Exports P_ActivateLine to ZScript (along with constants for activation type) 2018-04-08 21:53:20 +02:00
Christoph Oelckers
94e8d59dde - implemented shader support for rendering the SW renderer canvas with legacy OpenGL. 2018-04-08 13:05:20 +02:00
Christoph Oelckers
5eb898107f - now that all 2D is guaranteed to be drawn in true color, the Heretic E2 end pic can be handled with less hacks.
This removes the entire palette switch and all the special checks to ensure that no menu can be drawn over this image.
Instead it gives this texture its special palette in the texture manager so that the proper image is created right away.

I decided against exposing this as an editing feature because it is far too specific to this particular image and the raw page format it uses.
A quick check of /idgames shows no project ever replacing it - especially no ZDoom-based project - so no extended handling is needed to make this work with other texture formats.
2018-04-08 10:10:26 +02:00
Christoph Oelckers
df4f435952 - merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Christoph Oelckers
adbeb3f251 Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor 2018-04-07 18:50:24 +02:00
Christoph Oelckers
221beec979 - added palette shader and fixed a few things. 2018-04-07 12:17:23 +02:00
Christoph Oelckers
b34d7f9e08 - added a software scene drawer to the GL renderer.
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
Christoph Oelckers
9ba32cb994 - with the new order of things we need the software renderer to be always available. 2018-04-03 20:14:26 +02:00
alexey.lysiuk
d3cacbf246 Fixed potential crash on usage of Mystic Ambit Incant
https://forum.zdoom.org/viewtopic.php?t=60080
2018-04-03 12:41:51 +03:00
Christoph Oelckers
3671fd7f97 Merge branch 'master' into 2D_Refactor 2018-04-01 08:44:39 +02:00
Christoph Oelckers
23146c9b18 - made all elements of DehInfo and State read-only.
This data must be immutable, if any mod plays loose here, very bad things can happen, so this hole got plugged, even at the expense risking to break some badly behaving mods.
2018-04-01 08:41:06 +02:00
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
ZippeyKeys12
0441994106 Default newradius in A_SetSize 2018-03-30 18:06:46 -05:00
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
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
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
Christoph Oelckers
811d96e07e D3D 2D code refactored but not tested yet. 2018-03-29 23:21:25 +02:00
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
Christoph Oelckers
70b6754299 - implemented the 2D drawer for the hardware renderer. Not tested yet. 2018-03-28 21:38:00 +02:00
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