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
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.
* 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>
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.
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.
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.
# 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.
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.
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.
* 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
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
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.
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