Commit graph

17249 commits

Author SHA1 Message Date
alexey.lysiuk
1efb9f4def - cleaned and minimized SDL2 version check 2021-05-02 13:05:20 +03:00
Cacodemon345
e4ada10e78
Remove support for SDL2 2.0.5 and earlier 2021-05-02 12:59:38 +03:00
William Breathitt Gray
f676cd81d2 Remove FindSDL2 find-module, use sdl2-config.cmake instead
This requires SDL >= 2.0.4.

Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in
SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was
not itself built using CMake: it installs a sdl2-config.cmake file to
${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and
library, analogous to a pkg-config .pc file.

As a result, we no longer need to copy/paste a "find-module package"
to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2).
Find-module packages are now discouraged by the CMake developers, in
favour of having upstream projects behave as config-file packages.

This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR
and SDL2_LIBRARY, but the standard behaviour for config-file packages is
to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword
to make sure we search in config-file package mode, and will not find a
FindSDL2.cmake in some other directory that implements the old interface.

In addition to deleting redundant code, this avoids some assumptions in
FindSDL2 about the layout of a SDL installation. The current libsdl2-dev
package in Debian breaks those assumptions; this is considered a bug
and will hopefully be fixed soon, but it illustrates how fragile these
assumptions can be. We can be more robust against different installation
layouts by relying on SDL's own CMake integration.

When linking to a copy of CMake in a non-standard location, users can
now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point
to it; previously, these users would have used the SDL2DIR environment
variable. This continues to be unnecessary if using matching system-wide
installations of CMake and SDL2, for example both from Debian.

This is based on the patch written by Simon McVittie for OpenJK:
52030235f0
2021-05-02 12:45:45 +03:00
Rachael Alexanderson
153968dc7c - change vid_allowtrueultrawide - -1 allows for any arbitrary ratio for hud aspects, 0 changed to old behavior (max 16:9), 1 changed to old behavior except at 21:9, 1 is now the default.
- `vid_allowtrueultrawide` is now placed in game-specific config, instead of global.
2021-05-02 01:25:21 -04:00
nashmuhandes
ff35ea9ac7 Don't print the weapon tag if the game is paused 2021-04-27 00:07:24 +02:00
nashmuhandes
afd7b2e954 Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString 2021-04-26 23:04:39 +02:00
alexey.lysiuk
8695325383 - fixed saving game to wrong save slot
This is a temporary solution as it makes GZDoom and Raze code bases incompatible

https://forum.zdoom.org/viewtopic.php?t=72085
2021-04-26 09:46:20 +03:00
Rachael Alexanderson
a2d3dbf74e - Change VKHardwareTexture::CreateTexture to allow a null buffer to be passed. This is used by the software renderer to create an arbitrary texture for screen rendering. 2021-04-25 02:06:40 -04:00
nashmuhandes
bfb83abbc2 Default Heretic's, Hexen's and Strife's default screen wipe styles to match their original counterparts. 2021-04-24 22:46:03 -04:00
nashmuhandes
15159a3c19 Add sprite shadows for the hardware renderer 2021-04-24 22:40:54 -04:00
nashmuhandes
5446a1a355 Add sprite shadows for the software renderer 2021-04-24 22:40:54 -04:00
Marisa Kirisame
a172513535 Expose level_info_t to scripting + helper functions. 2021-04-24 22:37:50 -04:00
James Le Cuirot
90381c4ad6 Allow ACS SpawnDecal zoffset and distance args to be fixed point
The wiki currently says they should be fixed point but the code
currently treats them as integers. Given that they are placed with
double precision horizontally, it is odd that the same precision
cannot be applied vertically. Changing this would break existing maps
so add two flags to support both types.
2021-04-24 14:37:20 -04:00
Nikolay Ambartsumov
cf30982ddf Add Polyobj_StopSound special 2021-04-24 15:31:04 -03:00
alexey.lysiuk
4bcea0ab78 - handle empty command names when getting key binds
See https://github.com/Realm667/WolfenDoom/issues/498
2021-04-19 18:09:20 +03:00
alexey.lysiuk
de0361842f - removed useless initializations in binds printing ACS code
variables are initialized by FKeyBindings::GetKeysForCommand() anyway
2021-04-19 18:05:52 +03:00
emily
e24ff0ac9c Don't warn about UDMF comments or user fields 2021-04-19 14:07:54 +02:00
Christoph Oelckers
ba146ed5e5 - Backend update from Raze 2021-04-19 12:58:35 +02:00
Rachael Alexanderson
0ecd35b0b4 - remove Vulkan button on startup if Vulkan compilation is disabled 2021-03-31 18:39:52 -04:00
drfrag
25ab8e20ba - Fix crash with fog and software light modes. 2021-03-29 09:38:51 -04:00
Magnus Norddahl
4e503a1d1b Removed depthClamp requirement (note: portals will not render correctly on such devices)
Added format fallback support for VK_FORMAT_A2R10G10B10_UNORM_PACK32 since the pi4 doesn't support it
2021-03-28 18:26:23 +02:00
Rachael Alexanderson
ad8ae0f146 - set libADL and libOPN bank settings (only) to game specific 2021-03-28 09:01:54 -04:00
Erick Vasquez Garcia
03473abea2 A software implementation for gamma, brightness, contrast and saturation effects on SoftPoly. Based on original code by @dpjudas, thanks for the code. 2021-03-27 10:35:41 +01:00
Erick Vasquez Garcia
bf3018cc84 Bug fix in invulnerability in Doom Software Render Mode and True Color SW Render in SoftPoly. 2021-03-27 10:35:41 +01:00
nashmuhandes
4d353318d9 Don't let the game start if the saved game passed to -loadgame is invalid. Often times, especially during a multiplayer game, a player can accidentally pass an invalid save file to load at the command line, which results in the netgame starting anyway before immediately desyncing. This aims to address that. 2021-03-26 07:13:39 -04:00
Magnus Norddahl
61d49a2007 Fix texture loading race condition and improve performance by only locking the load mutex if data hasn't already been updated for this frame 2021-03-26 07:09:33 -04:00
Magnus Norddahl
d1f47afd96 Add debug code for showing the render slices 2021-03-26 07:09:33 -04:00
Magnus Norddahl
272ca6cd92 Fix truecolor drawer crash 2021-03-26 07:09:33 -04:00
Magnus Norddahl
e7476e5dac Fix fullbright shade bug 2021-03-26 07:09:33 -04:00
Magnus Norddahl
bdb35e5e86 Fix some r_scene_multithreaded crashes 2021-03-26 07:09:33 -04:00
Magnus Norddahl
fb87f90d86 Fix some r_scene_multithreaded related bugs 2021-03-26 07:09:33 -04:00
Magnus Norddahl
4cd994c027 Remove threading from the drawers 2021-03-26 07:09:33 -04:00
Rachael Alexanderson
6e5dbbc8ec Revert "Merge dpJudas's renderslices branch (#1356)"
This reverts commit a5cba1aba5.
2021-03-26 07:08:31 -04:00
Xaser Acheron
a5cba1aba5
Merge dpJudas's renderslices branch (#1356)
* Remove threading from the drawers

* Fix some r_scene_multithreaded related bugs

* Fix some r_scene_multithreaded crashes

* Fix fullbright shade bug

* Fix truecolor drawer crash

* Add debug code for showing the render slices

* Fix texture loading race condition and improve performance by only locking the load mutex if data hasn't already been updated for this frame

Co-authored-by: Magnus Norddahl <dpjudas@users.noreply.github.com>
2021-03-25 20:58:08 -04:00
emily
c6073d9c9d Make i_timescale cvar virtual
Changing i_timescale in a netgame would cause its callback to recurse
into itself infinitely. CVAR_VIRTUAL prevents this.
2021-03-24 19:03:41 +01:00
Cacodemon345
3b50f7dfa6 SDL: Don't write garbage to output if it is redirected 2021-03-21 12:09:19 +02:00
sgrunt
0c776e3acd Move the modified behaviour to a new "resetvel" parameter 2021-03-19 20:12:20 +01:00
sgrunt
3873ad6151 Fix behaviour of VelIntercept's oldvel parameter
Previously Vel would be reset only if the target was moving. This change
ensures that Vel is always reset, as seems to be the intent of the
oldvel parameter.
2021-03-19 20:12:20 +01:00
drfrag
cdbae4b5d9 - Fixed crash with voodoo dolls in MP after players quit the game. 2021-03-19 20:10:39 +01:00
James Le Cuirot
8ef02544a7 Fix camera texture aspect ratio in hardware renderer
It wasn't respecting the map's pixel ratio setting. This wouldn't have
been very noticeable with the default pixel ratio of 1.2 but it was
very obvious with 1.8.
2021-03-19 00:04:46 +01:00
nashmuhandes
b28e5cb917 Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag(). 2021-03-15 21:31:16 +01:00
Christoph Oelckers
798604e6de - removed config updates for pre-GZDoom versions of ZDoom.
GZDoom 0.9 had config version 205, so the adapters for 202-204 are not needed.
2021-03-14 08:44:30 +01:00
Christoph Oelckers
a80775a1e8 - adapt mod_dumb_mastervolume to the increased default volume in ZMusic. 2021-03-14 08:40:34 +01:00
Christoph Oelckers
f0ddc063b0 - do not sort level names in the statistics output when saving.
Instead do this when creating the data to avoid trashing manual edits. The old sorter resorted all data loaded from the old file as well.
2021-03-13 13:11:03 +01:00
Christoph Oelckers
fa0be28af1 - print a message if saving the statistics file fails. 2021-03-13 12:21:35 +01:00
Christoph Oelckers
ae09ca7a48 - moved EColorManipulation into the backend. 2021-03-13 12:21:07 +01:00
Christoph Oelckers
a0cffca3bb - restore accidentally deleted 'testmusicvol' CCMD. 2021-03-12 08:48:59 +01:00
Christoph Oelckers
3d55c76a89 Merge branch 'replaygain' 2021-03-12 08:48:00 +01:00
Christoph Oelckers
d1023046ba - default replay gain to 'off'. 2021-03-11 15:47:05 +01:00
Christoph Oelckers
b9dafaaa6b - fill in the MIDI defaults for generating the lookup string for replay gain.
Both synth and sound font can be very relevant here for the final volume so using the same song with different settings needs to create different strings.
2021-03-11 00:20:19 +01:00
Christoph Oelckers
f11780600f - implemented replay gain calculation and management.
This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
drfrag
12aa7a8ff6 - Fix crash with wind effect on special water sectors. 2021-03-10 13:37:57 +01:00
nashmuhandes
b7bbfd4efd Add SetSubtitleNumber(int num, str sound) ACS function. Works exactly like its ZScript counterpart. The activator of the script must be a player. 2021-03-09 09:37:10 +01:00
Christoph Oelckers
ba618d308c - bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
3.1.0 is the highest minimum set in the existing subprojects so this will not exclude anything that hadn't been already.
2021-03-08 13:58:29 +01:00
alexey.lysiuk
952d43b884 - escape double quotes in Cocoa IWAD picker's extra arguments
https://forum.zdoom.org/viewtopic.php?t=71675
2021-03-08 11:44:14 +02:00
Christoph Oelckers
d18b74b537 Merge branch 'master' of https://github.com/Chernoskill/gzdoom 2021-03-06 11:32:31 +01:00
Chernoskill
bb18bbaff4
Update models.cpp 2021-03-06 11:28:13 +01:00
Chernoskill
d1ea33a815
Update models_obj.cpp 2021-03-06 11:27:23 +01:00
Chernoskill
27cf152438
Update models_ue1.cpp 2021-03-06 11:26:53 +01:00
Chernoskill
4e583772d7
Update models_md3.cpp 2021-03-06 11:26:31 +01:00
Chernoskill
72787c2c4c
Update model.h 2021-03-06 11:18:45 +01:00
Christoph Oelckers
8feba7dff9 - fixed: line portal rendering PR was missing handling for portals with z offset.
Since it used the back sector's height directly the needed offsetting was not applied to the upper and lower texture.
2021-03-05 17:19:02 +01:00
Timothy Quinn
fa2228d523 - Line_QuickPortal must check the partner line's special. 2021-03-05 16:40:12 +01:00
Christoph Oelckers
0c0ef4f938 - reinstated rendering of mid textures over two-sided wall portals.
This was removed in the last PR due to z-fighting problems which now have also been addressed
2021-03-05 12:25:41 +01:00
Timothy Quinn
a15216c90f - fixed rendering of one-sided line portals in the hardware renderer
# draw upper and lower textures when the back sector does not properly match
# do not draw middle textures on portal lines
# minor optimization to 'is***Portal' functions to avoid memory access in the most common case of no portal being present.
2021-03-05 12:02:31 +01:00
nashmuhandes
16b0dd2fe8 Fix random crash when travelling between hub maps in multiplayer. 2021-03-05 10:56:51 +01:00
Timothy Quinn
7e74d1c4a1 - ported Eternity's Line_QuickPortal 2021-03-04 22:54:36 +01:00
Christoph Oelckers
ecc4d31aa5 - fixed memory leak in UDMF loader.
When the extsector allocation was moved, this hadn't been adjusted yet, it still allocated its own buffer which never got freed again.
2021-03-04 16:55:50 +01:00
Christoph Oelckers
357163c60d - Backend update from Raze. 2021-03-04 14:45:29 +01:00
Magnus Norddahl
996b4f9f5c Implement depth clamp 2021-03-02 03:22:18 +01:00
Magnus Norddahl
d6f8e80177
Fix portals not working in softpoly (#1323) 2021-02-28 20:24:15 -05:00
Chernoskill
fa2058004b The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message).

modelIDs are given a default value of -1.

Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances.

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]
Used TArray.Alloc to make TArrays have the correct size depending on the number of models.

Also removed MAX_MODELS_PER_FRAME.
Edited skinSurfaceIDs access for one-dimensional TArray

Added MD3_MODELS_MIN
To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
2021-02-26 22:22:33 +01:00
Christoph Oelckers
feb3520ee9 - added m_swapbuttons CVAR for the Windows RawInput and DirectInput backends.
The problem I discovered is that these backends do not respect the GUI-side system setting for swapping the buttons, so this needs to be done in-application so that swapped buttons can behave the same in the menu and the game.
2021-02-26 10:37:55 +01:00
Gutawer
73dc528112
- fix some crashes in the Shape2D VBO code due to unsound pointer usage (#1318) 2021-02-25 10:49:41 -05:00
Rachael Alexanderson
d6987ff6b2 Revert "Dynamic number of models per frame instead of a hard limit of four. (#1298)"
This reverts commit 769d60a64f.
2021-02-25 09:58:17 -05:00
Xaser Acheron
4b7560cd36 fix: MBF's A_Spawn DEH codepointer should use misc2 as spawnheight, not distance 2021-02-25 08:05:10 +01:00
Cacodemon345
a531c9c35f
Properly abort the program if the SDL window can't be created at all (#1296) 2021-02-24 15:27:42 -05:00
Chernoskill
769d60a64f
Dynamic number of models per frame instead of a hard limit of four. (#1298)
* Changed model-related arrays to TArrays.

* Update models.cpp

Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, it's size is now (models * MD3_MAX_SURFACES)
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case sSurfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Changed model-related arrays to TArrays.

Also removed MAX_MODELS_PER_FRAME.

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Update models.h

* Edited MAX_MODELS_MD3

* Update models_obj.cpp
2021-02-24 15:26:47 -05:00
nashmuhandes
4d56754171 Made Strife NPC's dialog voice audible for all players. 2021-02-24 08:18:53 +01:00
Nash Muhandes
21ea68d552
Fix player not being able to talk to a Strife NPC during netplay, if another player talked to that NPC first. (#1312)
The ConversationNPC and ConversationPC fields were not cleared if the conversation was closed by selecting the goodbye option, or if the conversation was closed from the item checks.

https://forum.zdoom.org/viewtopic.php?f=2&t=53655
2021-02-23 12:35:06 -05:00
DarkOK
1cf0b18897 Fix typo with name in copyright
The first 'h' in Christopher is capitalized when it shouldn't be
2021-02-20 20:25:24 +01:00
alexey.lysiuk
e6810620cd - restored sound-related developer messages
https://forum.zdoom.org/viewtopic.php?t=71486
2021-02-20 11:00:12 +02:00
Erick Vasquez Garcia
65b0047b26 SoftPoly: Fixed the md3 models, you can now correctly display the frame of the model, in addition, interpolation is added to the model.
This error is mentioned by drfrag in the following link https://forum.zdoom.org/viewtopic.php?f=336&t=71228
2021-02-20 09:14:18 +01:00
dondiego
395fc28e12
SoftPoly: Fixed the screen turning white with invulnerability sphere in Doom and in Heretic avoiding color errors in some pixels when activating the "ring of invincibility". (#1307)
Co-authored-by: Erick Vasquez Garcia <erickv5394@gmail.com>
2021-02-18 23:37:53 -05:00
Player701
387abf81a0
- Added a new intrinsic for class pointers to check if the class is abstract (#1308) 2021-02-18 11:17:23 +01:00
Erick Vasquez Garcia
78c0ec0470 - Fixed sprites were not affected by dynamic lights on SoftPoly. 2021-02-16 08:27:02 -05:00
alexey.lysiuk
d23755f76b - fixed missing 'player left the game' message 2021-02-15 11:18:06 +02:00
Magnus Norddahl
3b7ada83bf Fix black wall sprites 2021-02-14 14:05:52 -05:00
Magnus Norddahl
2855b1c4ae Fix line portal clipping bug 2021-02-14 13:59:35 -05:00
Rachael Alexanderson
c86715e521 - add -noautoexec command line parameter to disable the execution of autoexec.cfg files 2021-02-14 10:47:00 -05:00
drfrag
97a4080496 - Amend previous commit: fix the wallsprites crash. 2021-02-13 12:34:31 -05:00
Magnus Norddahl
1a5f0fd40a Fix Additive Shaded renderstyle for UDMF things bugged 2021-02-13 12:32:28 -05:00
Raccoon
59fcf45222
Add Warnings for when PNG loads fail due to unsupported flags (#1302)
This was the result of an issue which stumped the entire Discord, which led to me having to debug from source to find why some relatively standard publicly available PBR materials work.  GZDoom is the ONLY program in the typical development stack (GIMP, Slade, UDB) with this narrow of support for the PNG format. As such, the average developer will have no other way to figure out what's going wrong without these: these CANNOT be allowed to fail silently.  As things like PNG-compression and 64-bit color become more common in royalty-free PBR materials, support should be an eventual target.  Even then, these warnings should remain to prevent this from being an issue the next time things change.
2021-02-12 19:37:18 +01:00
Christoph Oelckers
c9ed4293f7 - backend update from Raze. 2021-02-12 14:40:34 +01:00
Rachael Alexanderson
4100251e25 - another wallsprite crash fix: https://forum.zdoom.org/viewtopic.php?f=56&t=71450 2021-02-12 06:49:47 -05:00
Magnus Norddahl
7e68223794 Add support for zero size buffers as the hwrenderer uses that!
Also add a sanity check on zero size textures just in case that ever happens!
2021-02-12 06:38:26 -05:00
Cacodemon345
f2469c6dcf Change _access to _waccess 2021-02-12 09:07:09 +01:00
Cacodemon345
349a2e9235 Fix crash when trying to open unreadable IWAD files 2021-02-12 09:07:09 +01:00
Cacodemon345
0a30c19138 Fix crash when following symlinks to nonexistent IWAD files 2021-02-12 09:07:09 +01:00
alexey.lysiuk
6bc82bdeff - fixed incorrect extension of overridden function prototype
Prototype of overridden function with optional argument(s) missing could extend unrelated prototype of previously defined function when their arguments and return value(s) match

https://forum.zdoom.org/viewtopic.php?t=71340
2021-02-12 08:42:57 +01:00