Commit graph

15862 commits

Author SHA1 Message Date
alexey.lysiuk
994960627b - added explicit clearing of global VM stask
When exception is thrown from JITed code, VM stask isn't cleared during unwinding
It needs to be clear explicitly to avoid memory leaks and references to destructed objects on shutdown

https://forum.zdoom.org/viewtopic.php?t=66172
2019-10-21 15:54:13 +03:00
Rachael Alexanderson
ed337b3ecc - fixed: Made "Col2RGB8_2" a global variable, since "Col2RGB8_LessPrecision[]" references it by pointer. 2019-10-21 08:45:48 -04:00
Rachael Alexanderson
d20601d65e - fixed: made Col2RGB8_2[] in BuildTransTable() static, the array was originally designed to be used in the global in scope but when it was moved to be local it did not init properly, causing transparency issues in the software renderer. 2019-10-21 05:32:58 -04:00
Christoph Oelckers
777798ede4 - fixed GetLineX/GetLineY ACS implementation 2019-10-20 14:32:11 +02:00
Christoph Oelckers
8b10d231cd - when adding some minmum lateral movement to trigger collision detection, do not just set Vel.X but actually use a vector pointing in the proper facing direction of the actor. 2019-10-20 14:02:28 +02:00
Christoph Oelckers
19c7e24d69 - fixed: MF8_RECREATELIGHTS must be processed in pause mode as well.
When issuing a netevent from the console the game is in pause mode, and if this removes a light it would have crashed the game.
2019-10-20 12:55:24 +02:00
alexey.lysiuk
ce8b235d0b - implicitly clear local dynamic arrays
https://forum.zdoom.org/viewtopic.php?t=62710
2019-10-20 12:20:18 +02:00
alexey.lysiuk
5a6d8035d0 - added access check for state functions
Private functions cannot be called from derived classes anymore

https://forum.zdoom.org/viewtopic.php?t=66158
2019-10-19 14:50:36 +02:00
alexey.lysiuk
c3dc8ea837 - fixed selection of system MIDI device on startup
https://forum.zdoom.org/viewtopic.php?t=66150
2019-10-18 15:22:58 +03:00
Christoph Oelckers
f7f51e1964 - fixed: The dynamic lights must be initialized before the first frame is ticked.
Otherwise they only show up after the first frame.
2019-10-17 00:11:38 +02:00
alexey.lysiuk
c45e8b32d0 - fallback to console font in case of missing small font
https://forum.zdoom.org/viewtopic.php?t=66102
2019-10-16 09:46:23 +02:00
alexey.lysiuk
d44d91d6a4 - fixed compilation of Cocoa backend with 10.9 SDK
src/posix/cocoa/i_video.mm:68:31: error: property 'delegate' not found on object of type 'id'
src/posix/cocoa/st_console.mm:464:37: error: property 'delegate' not found on object of type 'id'
2019-10-15 22:31:02 +03:00
Major Cooke
d0a256b51c Fixed CheckBossDeath not checking for actor replacements.
- A_BossDeath relies upon this function in particular.
- This completes CheckReplacee's purpose, allowing for varied actors to count as one particular actor, such as a Fatso for map07 and avoid lowering the walls until they are all dead.
2019-10-15 20:44:21 +02:00
Christoph Oelckers
e166563ac9 - removed redundant resource reading. 2019-10-15 18:46:53 +02:00
Christoph Oelckers
4d8f0fc014 - fixed: ZMusic_Close may not lock the mutex because it will delete it.
Here the calling code must ensure that the music object won't be accessible anymore before it gets deleted.
2019-10-15 01:16:02 +02:00
Christoph Oelckers
dc32c2148a - ZMusic interface refactoring.
Use global functions instead of the class interface which exposed too many implementation details.
2019-10-15 00:23:03 +02:00
alexey.lysiuk
30f2ac1e89 - fixed crash with DMSS_INFLICTORDMGTYPE flag and no inflictor
https://forum.zdoom.org/viewtopic.php?t=66110
2019-10-14 13:01:13 +03:00
alexey.lysiuk
29e3222fb3 - updated Cocoa backend to follow single exit point workflow 2019-10-12 14:44:13 +03:00
alexey.lysiuk
bb5ca2ce39 - deleted leftovers of exit refactoring 2019-10-12 12:43:49 +03:00
alexey.lysiuk
b40e0ae38d - made GL nodes loader more resilient to broken data
https://forum.zdoom.org/viewtopic.php?t=66086
2019-10-12 12:41:14 +03:00
alexey.lysiuk
b68a9ebef5 - cleanup SDL fatal error reporting
Output error text to terminal if SDL message box cannot be shown
Removed wrong "No IWAD found" message
2019-10-11 12:03:23 +03:00
alexey.lysiuk
279b327c6c - fixed potential crashes in Linux crash reporter
Do not access various global objects at early stage of initialization and late stage of shutdown
2019-10-11 12:01:36 +03:00
alexey.lysiuk
08a66abde9 - call SDL_Quit() from main() instead of atexit()
This should help with crash reporting during SDL shutdown
2019-10-11 11:56:38 +03:00
drfrag
525d678219 - Fixed capped tall skies not working (Heretic and Hexen).
- Fixed sky stretching for the new freelook limit.
2019-10-09 15:08:39 -04:00
alexey.lysiuk
bfa8e25100 - fixed crash on exiting from IWAD selector
https://forum.zdoom.org/viewtopic.php?t=66073
2019-10-09 15:05:20 +03:00
alexey.lysiuk
d3c50eadaa
- removed test code
https://forum.zdoom.org/viewtopic.php?t=66065
2019-10-08 22:23:43 +03:00
alexey.lysiuk
d87170ed9e
- restored command line arguments initialization in SDL backend 2019-10-08 22:18:47 +03:00
alexey.lysiuk
f678b5d4d6 - fixed crash on closing fatal error window
Framebuffer was accessed after its destruction
2019-10-08 12:39:45 +02:00
alexey.lysiuk
d87f7593b8 - fixed compilation of POSIX targets
src/posix/cocoa/i_main.mm:152:2: error: use of undeclared identifier 'ShutdownJoysticks'
src/posix/sdl/i_system.cpp:128:3: error: ‘I_FatalError_Gtk’ was not declared in this scope
src/posix/sdl/st_start.cpp:329:8: error: ‘CExitEvent’ was not declared in this scope
2019-10-08 10:48:43 +03:00
Christoph Oelckers
523fd0bf3a Revert "AsmJit update"
This reverts commit 747b3dfcfe.

# Conflicts:
#	libraries/asmjit/asmjit/core/compiler.h

This had to be reverted because it breaks exception handling which is a critical problem.
With the updated code any exception thrown inside code that had a JITed call stack would crash.
2019-10-07 20:34:55 +02:00
Christoph Oelckers
2e7af1338c - the big cleanup of the exit cleanup is done!
atterm is gone and only a few system-side functions use atexit.
All game side cleanup is performed in D_DoomMain now.
2019-10-07 20:28:55 +02:00
Christoph Oelckers
6f821a9198 - fixed compilation on Windows. 2019-10-07 18:59:18 +02:00
Christoph Oelckers
ff379e7c0c replaced all 'exit's with an ExitEvent exception
The main exits are initiated from code that cannot filter this back to D_DoomMain easily so the exception is the only way to get there.

The 3 main points of exit are:

* quit/exit CCMD
* quitting the menu through ST_Endoom
* receiving a quit message on the main window.
2019-10-07 01:24:51 +02:00
Christoph Oelckers
5d265d2d88 - don't exit from within a window proc.
This should be handled by the message pump evaluating WM_QUIT which is how Windows suggests this to be done.
2019-10-07 01:11:53 +02:00
Christoph Oelckers
c95a07d2c4 - missed one exit. 2019-10-07 01:10:37 +02:00
Christoph Oelckers
0a611e1992 - refactored the exit calls out of the networking code
These ones were particularly bad examples of misusing the exit handlers by temporarily installing one themselves and then calling exit to clean stuff up.

Now they just return an error code to D_DoomMain to perform a regular exit.
2019-10-07 00:55:14 +02:00
Christoph Oelckers
96006eb94f - moved all exception handling out of the backends
The main catch is now in D_DoomMain, only calling platform specific functions to handle the output for the error.

As a nice side effect, -norun can now be done without an exception, just by exiting D_DoomMain with a special exit code.
2019-10-07 00:37:56 +02:00
Christoph Oelckers
b5fa08bf15 - consolidated I_FatalError functions
This also removes the handling from thr Posix backend and will not compile on non-Windows.
2019-10-07 00:20:07 +02:00
Christoph Oelckers
cd086ae1da - consolidated the 3 I_Error implementations
Debug output is now being handled by the respective interface functions, not by the Windows I_Error itself.
2019-10-07 00:01:12 +02:00
Christoph Oelckers
5a72e0bfb7 - added a new texture class using stb_image to read a more formats.
This implementation only reads GIF, BMP and PIC formats. No animated GIF support because stb_image does not handle that.
PNG, JPG and TGA are still being handled by the existing dedicated implementations.
PSD and HDR are impractical for reading texture data and thus are disabled.
PnM could be enabled, if its identification semantics were stronger. stb_image only checks the first two characters which simply would falsely identify several flats with the right colors in the first two bytes.

This is more or less a waste product of getting stb_image to work with something actually testable, so it is just provided as-is.
2019-10-06 08:37:23 +02:00
Rachael Alexanderson
5cbb1c86ab - add missing information for the drawers, from the wallsprite code. this reverts a revert.
This reverts commit 338430995e.
2019-10-05 14:51:48 -04:00
drfrag
e6c6b617e2 - Fixed crash with wallsprites in the software renderer for real. 2019-10-05 19:18:00 +02:00
drfrag
338430995e Revert "- fixed a crash in the software renderer that caused wallsprites to crash"
This reverts commit 0dea6fcecc.
2019-10-05 19:18:00 +02:00
alexey.lysiuk
46270326be - implemented str(n)icmp function definitions via CMake macro 2019-10-05 14:47:36 +03:00
alexey.lysiuk
9332316c2a - set initial vsync state after creation of framebuffer
https://forum.zdoom.org/viewtopic.php?t=66020
2019-10-04 10:46:52 +03:00
Rachael Alexanderson
0dea6fcecc - fixed a crash in the software renderer that caused wallsprites to crash
(note: there is still a bug with grabbing the texture for these)
2019-10-03 23:32:14 -04:00
alexey.lysiuk
1d9b5cb239 - restored ability to link with thirdparty sound libraries explicitly
DYN_SNDFILE=NO and DYN_MPG123=NO were ignored while DYN_FLUIDSYNTH=NO broke compilation
These options should be applied to ZMusic target instead of the main executable
As a bonus, it's now possible to build GZDoom without FluidSynth
2019-10-03 12:22:46 +03:00
alexey.lysiuk
ad3327bdf5 - fixed compilation of Cocoa backend
src/posix/cocoa/st_start.mm:63:7: error: redefinition of 'FBasicStartupScreen'
2019-10-02 10:57:39 +03:00
Christoph Oelckers
b0acfc3ce6 - split up st_start.cpp into one file with the Windows interface code and a second one which only contains platform independent code.
Since this made heavy use of Windows type, those were duplicated to avoid rewriting the entire interface.
This split at least reduces the amount of code needed to refactor for making the screens work on other platforms than Windows.
2019-10-01 23:00:13 +02:00
Christoph Oelckers
5179a69fdb - don't let Vulkan access the vid_vsync variable directly.
Since the FrameBuffers have a SetVsync method anything these last set must count, not the global variable directly.
2019-10-01 20:50:15 +02:00