alexey.lysiuk
f8dfdbd4a4
Extracted fullscreen and windowed modes handling to separate methods
2014-08-10 11:12:35 +03:00
alexey.lysiuk
406ee9234a
Added two SDL functions needed for GZDoom
2014-08-09 16:27:07 +03:00
alexey.lysiuk
efdfeeec90
Distinguish SDL and Cocoa back-ends in startup log
2014-08-09 15:51:39 +03:00
alexey.lysiuk
b6404180bb
Merge branch 'master' of https://github.com/rheit/zdoom into z_osx_clean
2014-08-09 13:34:06 +03:00
alexey.lysiuk
18c9caf68d
Enhanced Cocoa version of IWAD picker window
...
Added ability to specify custom command line parameters
Added ability to browse for user files
Improved handling of restart console command
Improved layout for window
2014-08-09 13:32:32 +03:00
alexey.lysiuk
82e8c514e9
Renamed SDL specific source file with GUI related code
2014-08-09 13:20:52 +03:00
Christoph Oelckers
1fcde91298
- BlueShadow's GetArmorInfo submission.
2014-08-08 09:25:35 +02:00
Randy Heit
bf0856aef5
Remove DepthScale and DepthOrg from FWallTmapVals
2014-08-07 22:58:11 -05:00
Randy Heit
891b3da103
Remove extra magnitude from magic texture mapping values
...
- These used to be fixed point, but now they're floating point, so the
excess magnitude is unneeded.
2014-08-07 22:43:23 -05:00
Randy Heit
fefe6aa2c1
Specie -> Species
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- specie: money in the form of coins rather than notes
- species: a group of living organisms consisting of similar individuals
capable of exchanging genes or interbreeding
2014-08-07 22:40:12 -05:00
Randy Heit
75dc7de632
Merge branch 'master' of github.com:rheit/zdoom
2014-08-07 22:28:35 -05:00
Randy Heit
46592f5f6d
Don't clamp SHADE2LIGHT
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- Light levels aren't stored in bytes anymore, so there's no reason to
clamp it anymore when loading Build maps.
2014-08-07 22:27:48 -05:00
Randy Heit
fbb5689f29
Eliminate extra vars from FWallCoords
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- cx1, cx2, cy1, and cy2 are not used anywhere, so get rid of them.
- Also annotated the comments to indicate the corresponding arrays in the Build engine.
2014-08-07 22:26:24 -05:00
Randy Heit
e6a1d6b516
Parse more info from Blood's map header
2014-08-07 22:00:02 -05:00
Randy Heit
9659b894a3
Skip neardepth/fardepth checking in R_DrawSprite
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- Wall sprites now clip much, much better than before.
2014-08-07 20:43:09 -05:00
Randy Heit
7b02027ba7
Fixed: Wall sprites cut off one pixel short of the window's right border
2014-08-07 20:00:49 -05:00
Randy Heit
6303935ad6
Use wall sprite Y scale
2014-08-07 19:57:55 -05:00
Randy Heit
0aa67c68ab
Redo lighting for each wall sprite
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- Because previously it just reused whatever the most recently drawn wall
used.
2014-08-07 17:23:06 -05:00
Randy Heit
e1ee80661e
Make FWallCoords' members lowercase
...
because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
it's getting crammed into a vissprite now.
2014-08-07 17:12:04 -05:00
Leonard2
8c4c011ca2
MTHRUSPECIES on puffs
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You were right it's cleaner that way
2014-08-07 18:05:39 +02:00
Leonard2
5400ce1a21
+MTHRUSPECIES on puffs
2014-08-07 15:50:21 +02:00
Christoph Oelckers
b9ffb51d0c
- small but important optimization: Two-sided lines with both sides in the same sector don't really require vertex splitting for precise rendering.
2014-08-04 23:00:40 +02:00
Christoph Oelckers
00e4d4e2df
Merge branch 'master' into v2.x
...
Conflicts:
src/gl/shaders/gl_shader.cpp
2014-08-03 18:16:15 +02:00
Christoph Oelckers
09a68e8c93
- fixed incorrect function call in shader compiler.
2014-08-03 18:14:19 +02:00
Christoph Oelckers
370582d2fa
- corrected versioning info for development branch.
2014-08-03 12:25:59 +02:00
Christoph Oelckers
19cfffebb3
- fixed: the WallTypes enum contained a value that no longer was valid. This was fixed orignally last week but it seems to have gotten lost.
2014-08-03 12:21:05 +02:00
alexey.lysiuk
313173aa32
Added support for clipboard operations on OS X
2014-08-03 12:40:14 +03:00
alexey.lysiuk
4fb1e7517c
Added support for VSync option in Cocoa back-end
2014-08-03 12:39:42 +03:00
Braden Obrzut
177112603d
Added support for Cocoa back-end in CMake build system
2014-08-03 12:38:56 +03:00
alexey.lysiuk
e12f860f1b
Added native Cocoa back-end implementation
2014-08-03 12:36:02 +03:00
alexey.lysiuk
fecd1b6401
Moved cursor and timer implementations into separate files
2014-08-03 12:33:29 +03:00
alexey.lysiuk
d6cc6ee452
Added notification dialog in case of fatal error
2014-08-03 12:26:17 +03:00
alexey.lysiuk
906102c3b6
Added HID Utilities source code
...
https://developer.apple.com/library/mac/samplecode/HID_Utilities/Introduction/Intro.html
https://developer.apple.com/library/mac/samplecode/HID_Utilities/HID_Utilities.zip
2014-08-03 12:23:08 +03:00
alexey.lysiuk
2efb62e8ef
Added work-around for vectorization issue in Apple's GCC 4.x
2014-08-03 12:21:00 +03:00
alexey.lysiuk
0a5dd94072
Fixed whole program (link-time) optimization build with Clang
2014-08-03 12:20:30 +03:00
alexey.lysiuk
39e2ebe425
Fixed GNU inline assembly for Clang
2014-08-03 12:19:07 +03:00
alexey.lysiuk
32af6cb0cf
Added support for Command/Meta key
2014-08-03 12:18:15 +03:00
Christoph Oelckers
c98e3ca99d
Merge branch 'master' into v2.x
2014-08-03 10:58:41 +02:00
Christoph Oelckers
b3e0d93385
- implemented rendering of wall sprites.
2014-08-03 10:57:58 +02:00
Christoph Oelckers
398d902e7e
- split off sprite clipping adjustment code into its own function.
2014-08-03 10:22:12 +02:00
Christoph Oelckers
1b55c17379
Merge branch 'master' of https://github.com/rheit/zdoom
2014-08-03 10:08:05 +02:00
Randy Heit
1d02ad3aa2
Merge branch 'master' of github.com:rheit/zdoom
2014-08-02 22:40:02 -05:00
Randy Heit
d0043bed78
Q&D port of decal code to draw generic wall sprites
...
- This still doesn't use all the sprite properties correctly. It also
looks like they're going to need different code to build the clipping
arrays. But at least wall sprites are drawn at the proper angle now!
2014-08-02 22:35:57 -05:00
Christoph Oelckers
a1b579e5fc
- added menu entry for newly added hud_showweapons CVAR.
2014-08-03 01:20:12 +02:00
Christoph Oelckers
eef4d1fac1
Merge branch 'fix_build_nonmsvc' of https://github.com/alexey-lysiuk/gzdoom
2014-08-03 01:17:15 +02:00
Christoph Oelckers
cd5e429d3b
- adjust version number.
2014-08-02 23:12:08 +02:00
Christoph Oelckers
a63871d170
- at least for Intel GMA we need shaders without 'discard' to render non-transparent stuff. The performance penalty is rather hefty here.
2014-08-02 21:06:34 +02:00
Christoph Oelckers
a97b58fa27
- added check for light uniform buffer overflows, because uniform buffers on Intel are rather small.
2014-08-02 20:41:13 +02:00
alexey.lysiuk
6ef67e1d3e
Fixed build on compilers other than MSVC
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No more "Call to 'LittleShort' is ambiguous" error
2014-08-02 13:14:25 +03:00
Christoph Oelckers
e35fefdc06
- better rebind the active shader after updating the matrices.
2014-08-02 11:59:04 +02:00