Commit graph

13217 commits

Author SHA1 Message Date
Magnus Norddahl
9882cd9d6b - fix softpoly bug where sprites and translucent walls in front of models would disappear 2018-10-25 13:57:03 +02:00
Tommy Nguyen
0403fb5416 - use value initialization for secspecial_t 2018-10-23 21:31:26 +02:00
Magnus Norddahl
b011900f48 - fix null pointer crash 2018-10-23 13:39:01 +02:00
Magnus Norddahl
6ca14ac8c6 - portal check is overridden by a different inverted check in the software renderer 2018-10-23 13:38:58 +02:00
Magnus Norddahl
a8112d4815 - Cull two-sided lines using the same rules as the software renderer is using (as suspicious as they may be) 2018-10-23 13:38:51 +02:00
alexey.lysiuk
063efa1ccd - fixed default values for S_ChangeMusic
https://forum.zdoom.org/viewtopic.php?t=62323#p1076849
2018-10-22 10:28:22 +02:00
Rachael Alexanderson
35bf70456a - fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar. 2018-10-20 21:22:24 +02:00
Marisa Kirisame
100ad0ac6d Preserve line locknumber in savegames. 2018-10-16 20:50:52 +02:00
drfrag666
2183f71ec6 - Make 160x100 scaling actually work, not that it's really useful.
This partially reverts "- don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds."
2018-10-15 11:58:09 +02:00
Rachael Alexanderson
d3bdeacd09 - fixed: use 'setsizeneeded' more often in the scaling code. recalculating screen geometry for 2D elements when it changes never really hurts. 2018-10-15 11:32:34 +02:00
Rachael Alexanderson
24d42b74a7 - fixed: use templates.h function for minimal value check
# Conflicts:
#	src/r_videoscale.cpp
2018-10-15 11:32:06 +02:00
Rachael Alexanderson
c42c4afeeb - enforce 160x100 minimum in actual scaling code
# Conflicts:
#	src/r_videoscale.cpp
2018-10-15 11:28:08 +02:00
Christoph Oelckers
53c87fd5eb - extended the register limit for 'param'.
The instruction one free instruction byte so it's now using that to extend its argument's register range to 65535.
For param this is needed because it passes strings by reference and creating an implicit temporary copy for string constants does not work here.
2018-10-14 10:31:48 +02:00
player701
dcc2006c76 - Exported PickNewWeapon function from PlayerPawn to ZScript. 2018-10-14 10:31:46 +02:00
Christoph Oelckers
979c3022c4 - fixed: MD3s with a skin-less surface left the renderer in an undefined state.
The frame interpolation factor wasn't reset and rendering prematurely aborted with no chance to recover.
2018-10-09 22:00:04 +02:00
Magnus Norddahl
770c676ac9 - add gl_dither for toggling dithered output on and off
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_stereo3d.cpp
#	src/hwrenderer/postprocessing/hw_presentshader.h
2018-10-09 21:57:14 +02:00
Rachael Alexanderson
960661df49 - fixed: smooth teleporters could fudge the player over an adjacent line, causing the player to appear on top of a cliff that is much higher than the original teleport. 2018-10-09 13:01:00 +02:00
Kevin Caccamo
434ffe542a Attempt to fix warnings from VS2017 Win64 compiler 2018-10-05 22:24:39 +02:00
Kevin Caccamo
a628cff085 Calculate normals for OBJ models with smooth groups
Add smoothGroup member to OBJFace struct, and assign the current smooth group number to it
Move face normal calculation code to CalculateNormalFlat
Add AddVertFaces method, which initializes and populates the vertFaces array of arrays, which holds references to triangle references per vertex
Only initialize and populate vertFaces if the model has missing normals and smooth groups
Assign smooth groups to triangle data
Add CalculateNormalSmooth method, which calculates the normals for each face the vertex is attached to, depending on whether or not the faces are part of the given smooth group, and averages them out
Add OBJTriRef struct, which holds references to triangles on OBJ surfaces

Make {agg,cur}SurfFaceCount unsigned ints
Change nvec to a value instead of a pointer
2018-10-05 22:24:26 +02:00
Christoph Oelckers
6df918341a - be more thorough with 'in menu' checks for certain protected functions.
They would also pass the test if a menu just was open but not the actual invoker.
Also error out if this happens so that modders can see that they are doing unsupported things. Silent failure is not a good idea here.
2018-10-05 22:24:25 +02:00
Christoph Oelckers
4cd4e01fff - fixed some warnings in OBJ model code.
(This clearly shows that using 'long' as parameters in any interface must be stopped. It is fundamentally unsafe to have a type whose size is not reliable - it's either an int-sized nor a pointer sized value, depending on the platform, and essentially worthless.)
2018-10-05 22:24:23 +02:00
drfrag666
dfe032dc8a - Fixed no rendering with shadowmaps enabled and render buffers disabled. 2018-10-05 01:56:28 +02:00
Marisa Kirisame
c674c3ff72 Computed facet normals for UE1 models were not normalized when they were supposed to. 2018-10-05 01:23:38 +02:00
drfrag666
9d10545ff2 - Fixed non valid value. 2018-10-04 21:10:05 +02:00
Vitaly Novichkov
72affb2c2e Upgrade libADLMIDI and libOPNMIDI
Added full-panning stereo, improvement of channel management, and many other things.

Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.

ADLMIDI 1.4.0   2018-10-01
 * Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for GS way of custom drum channels (through SysEx events)
 * Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
 * Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
 * Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
 * Fixed correctness of CMF files playing
 * Fixed unnecessary overuse of chip channels by blank notes
 * Added API to disable specific MIDI tracks or play one of MIDI tracks solo
 * Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
 * Added working implementation of TMB's velocity offset
 * Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54) for a work!)
 * Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip

OPNMIDI 1.4.0   2018-10-01
 * Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for GS way of custom drum channels (through SysEx events)
 * Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
 * Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
 * Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
 * Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
 * Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
 * Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
 * Added support for full-panning stereo option

ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.

# Conflicts:
#	src/sound/mididevices/music_adlmidi_mididevice.cpp
#	src/sound/mididevices/music_opnmidi_mididevice.cpp
#	wadsrc/static/menudef.txt
2018-10-04 20:25:02 +02:00
Christoph Oelckers
48bf320570 - fixed warning in ADLMidi. 2018-10-04 19:53:21 +02:00
Marisa Kirisame
5877c0248d Exports various resurrection-related functions to ZScript. 2018-10-04 19:30:39 +02:00
Christoph Oelckers
24d09fe56a - some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings.
# Conflicts:
#	src/gl/system/gl_cvars.h
#	src/gl/system/gl_menu.cpp
2018-10-04 19:19:56 +02:00
drfrag666
58b7967eea - enabled the linear shadowmap filter.
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
(refactored patch by Graf)
2018-10-04 19:08:49 +02:00
drfrag666
a51151d563 - Bumped ZScript version number so it's the same as in GZDoom. 2018-09-30 21:23:38 +02:00
Rachael Alexanderson
92d631deb7 - changed macro into a regular function 2018-09-29 21:26:56 +02:00
Rachael Alexanderson
f06501da22 - implement normalNx scaling
# Conflicts:
#	wadsrc/static/menudef.txt
2018-09-29 21:26:54 +02:00
drfrag666
c1f0335bb4 - Do not allow the TC_USE_SSE2 option on 64 bit targets. 2018-09-28 13:04:32 +02:00
Marisa Kirisame
7b28c224f0 Fix a major oversight that caused UE1 models to use the normals of the first frame for all frames. 2018-09-26 10:34:45 +02:00
Marisa Kirisame
a7952bc49b Hotfix: The output from CheckReplacement no longer permanently overrides an actor's replacement. 2018-09-24 01:07:14 +02:00
Marisa Kirisame
9028bbd473 Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory. 2018-09-17 01:18:51 +02:00
Rachael Alexanderson
7227f54d1c - archive 'multiplayer' flag in savegames. https://forum.zdoom.org/viewtopic.php?f=2&t=61980 2018-09-15 20:41:18 +02:00
Major Cooke
78d4a87cd1 Added DMG_EXPLOSION flag.
- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 20:41:17 +02:00
Major Cooke
3d52b093a5 Allow LineAttack's LAF_NOINTERACT to fill FTranslatedLineTarget's information.
- Originally when the flag was made, LineAttack was not yet exported. This can now be benefitted directly from ZScript.
2018-09-15 20:41:16 +02:00
ZippeyKeys12
b26aad2741 Add NewGame to EventHandler
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 20:33:13 +02:00
alexey.lysiuk
7736504a22 Fixed code generation of infinite for loop
https://forum.zdoom.org/viewtopic.php?t=62023
2018-09-15 20:33:10 +02:00
drfrag666
c320a92dcf - Fixed gcc warning. 2018-09-09 13:35:50 +02:00
Christoph Oelckers
f039fabfb8 - fixed the use of Doom-Legacy-style 3D floor lighting in light mode 8.
Legacy used some strange blending formula to calculate its colormaps for colored 3D floor lighting, this is not available in the software lighting mode, so for these the engine has to temporarily revert to light mode 2 to render them correctly.

# Conflicts:
#	src/gl/compatibility/gl_20.cpp
#	src/gl/renderer/gl_lightdata.cpp
#	src/gl/renderer/gl_renderstate.h
#	src/gl/scene/gl_sprite.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
#	src/hwrenderer/utility/hw_lighting.cpp
#	src/hwrenderer/utility/hw_lighting.h
#	src/v_2ddrawer.cpp
2018-09-09 13:09:31 +02:00
Christoph Oelckers
7848bab7b3 - fixed math imprecisions in horizon vertex generation.
Floats are not precise enough to be used as a loop counter.
2018-09-09 11:29:19 +02:00
Christoph Oelckers
608e5f5bcf - fixed bad code for OP_SRL_KR. 2018-09-02 18:47:42 +02:00
Christoph Oelckers
1e487ee30a - added profiling for postprocessing code.
# Conflicts:
#	src/gl/scene/gl_scene.cpp
#	src/gl/utility/gl_clock.cpp
#	src/hwrenderer/utility/hw_clock.h
2018-09-02 13:07:02 +02:00
drfrag666
a2674eb4cf - Added fake DrawThickLine action function so mods using it don't crash. DrawLine will be called instead. 2018-09-02 00:29:11 +02:00
Kevin Caccamo
50327255ed Update usage of LastIndexOf
Now that LastIndexOf works properly, update the code that uses it to find OBJ models

Also, make UE1 model finder use LastIndexOf
2018-09-01 11:15:18 +02:00
Kevin Caccamo
639d68277e Fix OBJ rendering in software renderers, and other things
Pass surf->vbStart to SetupFrame instead of 0, and pass 0 to DrawArrays instead of surf->vbStart.

Use a potentially faster method of modifying the OBJ file text buffer by modifying it directly.

Add RealignVector and FixUV methods to begin work on re-aligning OBJ models to the same orientation as MD3 models.

Re-align OBJ models to match MD3 models

Fix normal calculation for re-aligned OBJs

Ensure AddSkins does not go out of bounds of surfaceskinIDs

Do not precache skins that were replaced by the user.

Fix OBJs with a large number of materials not being fully rendered

Print a warning message if a material referenced by the OBJ could not be found.

Free surface triangles once they are no longer needed

Also, use continue instead of return so that surfaces after those with missing materials are still rendered.

Fail if a face side has no vertex reference. Vertex references are required for a valid OBJ.

Clean up OBJ model code

Remove commented code, mainly Printf's that aren't used any more.

Add more documentation comments, and tweak existing documentation comments

Replace ParseVector2 and ParseVector3 with a template ParseVector function
2018-09-01 11:15:16 +02:00
Kevin Caccamo
f785886c4b Fix rendering and parsing of OBJ models
Create a new surface for each 'usemtl' statement in the OBJ file, and fix memory errors caused by TriangulateQuad.

Calculate missing normals, and fix incorrect UV coordinates

Fix construction of vertex buffer for objects with multiple surfaces

Localize curMtl, curSurface, aggSurfFaceCount, and curSurfFaceCount to FOBJModel::Load(), since they are not used anywhere else.

Fix parsing of OBJs without UV references

Internally, I replaced hashtag line comments with C-style line comments, and I replaced each forward slash with newSideSep.

If no UV coordinates are available, add a default vector of (0,0).

Also, remove "this->" from ResolveIndex to make the code a bit cleaner, and fix a minor garbage issue I failed to notice earlier (normref would pick up garbage if there was no normal reference).

Ensure usemtl statements remain intact

It may be a bit inefficient, but I tried modifying the buffer directly, and I got memory corruption errors. In this case, it's a lot better to be safe than sorry.
2018-09-01 11:15:15 +02:00
Kevin Caccamo
188d8704e1 Initial work on OBJ model support
What works:
- Parsing the model
- Constructing geometry (surfaces) for triangulated models

What doesn't:
- Rendering the model
- Building the vertex buffer
- Triangulating quads
2018-09-01 11:15:13 +02:00
ZippeyKeys12
564d0af331 Moved FConfigFile over to FileReader/FileWriter
Don't use new operator, use value instead
2018-08-31 21:04:17 +02:00
alexey.lysiuk
a75cd861c2 - fixed: always initialize active colors in special font
https://forum.zdoom.org/viewtopic.php?t=61859
2018-08-31 11:11:57 +02:00
Braden Obrzut
870228c833 - Added paths for all games on Steam for Linux since they now offer the ability to download all games for Proton/Wine.
- Check ~/.steam on Linux for the config since either they moved it at some point or my setup changed and that's where it is for me now.
2018-08-29 19:28:43 +02:00
Christoph Oelckers
4efb5187c7 - defaulted constructors and assignment operators of several trivial types.
# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
2018-08-28 13:43:51 +02:00
drfrag666
9677ffe5b0 - Bumped ZScript version. 2018-08-26 14:04:33 +02:00
Rachael Alexanderson
342b476781 - fixed: sound from poly objects through portals will now propegate properly 2018-08-26 13:52:25 +02:00
Christoph Oelckers
80da2e74c5 - removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now. 2018-08-26 13:51:30 +02:00
Christoph Oelckers
23f2d9aaa0 - renamed RIndexOf to RightIndexOf 2018-08-26 13:51:28 +02:00
Kevin Caccamo
b57d2f11f3 Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.

Deprecate the LastIndexOf method of StringStruct
2018-08-26 13:51:27 +02:00
Magnus Norddahl
908f7d639d - only render visual portals if they are front facing 2018-08-23 20:54:31 +02:00
argv-minus-one
66933d6b91 Add ZScript method LevelLocals.SphericalCoords.
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-22 12:14:19 +02:00
Christoph Oelckers
d729e31603 - made the MapSectionGenerator a class to remove a global array. 2018-08-22 12:02:16 +02:00
Christoph Oelckers
390c9117f1 - fixed bad comparators for std::sort 2018-08-22 02:16:19 +02:00
Christoph Oelckers
4ee0cc7841 - use std::sort to sort the draw lists to avoid having to go through global variables. 2018-08-22 01:53:55 +02:00
Christoph Oelckers
cad63e9b48 - removed access to deleted variable. 2018-08-22 01:49:53 +02:00
Christoph Oelckers
26a782031c - no, we do not want to use global variables to pass parameters around...
# Conflicts:
#	src/gl/models/gl_models.h
2018-08-22 01:49:33 +02:00
Christoph Oelckers
ec1c71feb1 - removed empty header gl_convert.h
# Conflicts:
#	src/gl/scene/gl_flats.cpp
#	src/gl/scene/gl_scene.cpp
2018-08-22 01:21:20 +02:00
Christoph Oelckers
542da7425c Fixed: DBaseStatusBar::Draw did not use its ticFrac parameter when being called from scripts
Instead it directly went to the global viewpoint again which would be inconsistent.
2018-08-22 01:01:47 +02:00
Christoph Oelckers
54e6922f28 Don't let DEarthquake depend on r_viewpoint.
The ticFrac value should be passed as a parameter, especially since this gets called from code that sets up r_viewpoint.
2018-08-22 00:51:59 +02:00
drfrag666
d79855d26b - disable any texture clamping for textures with a user shader.
This cannot be reliably determined so the least restrictive setting must be used.
(refactored patch by Graf)
2018-08-21 15:06:53 +02:00
Magnus Norddahl
a1c5194a25 - fix missing forward declaration when falling back to older user shaders 2018-08-20 20:11:36 +02:00
drfrag666
76dffaf658 - Fixed bad merge of "- rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function". 2018-08-20 12:50:54 +02:00
Magnus Norddahl
fb31572ba3 - fix user defines and textures not working 2018-08-20 01:43:22 +02:00
Magnus Norddahl
e59859e34d - improve the gldefs syntax by allowing the shader to be specified in the material section
# Conflicts:
#	src/r_data/gldefs.cpp
2018-08-20 01:43:02 +02:00
Magnus Norddahl
9c74c9629a - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function
# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/hwrenderer/textures/hw_material.cpp
#	src/r_data/gldefs.cpp
#	wadsrc/static/shaders/glsl/main.fp
2018-08-20 01:22:34 +02:00
usernameak
8f509bf784 Added ability to set defines in custom HW shaders 2018-08-19 21:50:44 +02:00
usernameak
57d4536f76 Fix codestyle; add ability to name the textures 2018-08-19 21:50:29 +02:00
usernameak
5cddbe4a16 Made ability to define custom material shaders for ProcessMaterial function
# Conflicts:
#	src/r_data/gldefs.cpp
2018-08-19 21:50:14 +02:00
usernameak
4c106de5d7 Custom hardware shaders now can use custom texture units
# Conflicts:
#	src/gl/textures/gl_material.cpp
#	src/textures/textures.h
2018-08-19 21:47:32 +02:00
Christoph Oelckers
81de21af18 - added a 'lightsizefactor' command to gldefs.
This is for mitigating the recently discovered problem with attenuated lights getting reduced in size, even on OpenGL 3+. The intent of the shrinking was to account for higher brightness of non-attenuated lights on OpenGL 2 and was never meant to be active on more modern versions.
The factor will apply to any attenuated light defined after it and will be inherited by included sub-lumps, but it will only last for the lunp it is set in.

If you have a definition for the broken behavior, AddLightAssociation

'lightsizefactor 0.667' at the top of your GLDEFS.
2018-08-19 20:59:46 +02:00
Christoph Oelckers
b03c329ec6 - moved all GLDEFS parsing into a dedicated source file.
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.

# Conflicts:
#	src/CMakeLists.txt
#	src/gl/dynlights/gl_glow.cpp
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/textures/gl_texture.cpp
2018-08-19 20:56:49 +02:00
drfrag666
1caf2cacbb Revert "- added a 'lightsizefactor' command to gldefs."
This reverts commit 538897430d.
2018-08-19 19:35:32 +02:00
Christoph Oelckers
0fd1909f2c - got rid of FNameNoInit and made the default constructor of FName non-initializing.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
2018-08-19 10:36:10 +02:00
alexey.lysiuk
7f864d563c - cleaned up inconsistent leading whitespaces
Bump copyright year as well
2018-08-18 19:46:05 +02:00
alexey.lysiuk
e84b360cb5 - prohibit assignment of dynamic arrays
https://forum.zdoom.org/viewtopic.php?t=61682
2018-08-18 19:45:52 +02:00
alexey.lysiuk
2ce7760e49 - support static const arrays inside structs
https://forum.zdoom.org/viewtopic.php?t=61677
2018-08-18 13:01:46 +02:00
Marisa Kirisame
8eaa0b17c6 Added missing check for HITOWNER on bouncers with 0 damage. 2018-08-18 00:52:37 +02:00
Marisa Kirisame
d8df6a7e6d Add HITOWNER flag, when set, allows a projectile to collide with its shooter. 2018-08-18 00:52:36 +02:00
Marisa Kirisame
ab56666219 Add "IsFinal" parameter for CheckReplacement.
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-18 00:52:34 +02:00
Marisa Kirisame
5095ee28f1 Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-18 00:52:32 +02:00
drfrag666
9d3326d847 - Add stack protection for MinGW.
# Conflicts:
#	src/CMakeLists.txt
2018-08-17 01:42:18 +02:00
Christoph Oelckers
61ba0980d5 - fixed FS camera for real. 2018-08-14 23:48:43 +02:00
Christoph Oelckers
ae49f6138e - fixed FraggleScript's moving camera.
The logic here was a bit more complicated than I assumed but it was all buried in a heap of code that tried to deal with angular wraparounds in the BAM format.
2018-08-14 01:14:22 +02:00
drfrag666
285791622d Revert "- update xBRZ upscaler to version 1.6"
This reverts commit 6dd17b4ef0.

This broke compilation with TDM-GCC 5.1. While it has problems i still use it for convenience, also no more win98.
2018-08-12 11:36:58 +02:00
alexey.lysiuk
aa4cb300da - added 5x and 6x upscaling with xBRZ 2018-08-10 21:16:09 +02:00
alexey.lysiuk
8197bf436d - cleaned up old xBRZ 1.0 upscaler
Removed obsolete header comments and support for C++98
Disabled Windows only debug features

# Conflicts:
#	src/gl/xbr/xbrz_old.cpp
2018-08-10 21:16:07 +02:00
alexey.lysiuk
6dd17b4ef0 - update xBRZ upscaler to version 1.6
Fixed build with all suported toolchains thanks to incomplete implementation of C++14 in MSVC 2015 and GCC 4.9
Removed obsolete header comments and support for C++98
Disabled Windows only debug features

https://sourceforge.net/projects/xbrz/
https://sourceforge.net/projects/xbrz/files/xBRZ/xBRZ_1.6.zip
2018-08-10 21:05:40 +02:00
Christoph Oelckers
01109897b0 - replaced gl_PatchMenu with an MMX 'ifoption' check.
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
2018-08-10 20:47:06 +02:00
Marisa Kirisame
1689203e35 Additional blocking-related flags for Actor.LineTrace() 2018-08-05 19:48:58 +02:00
drfrag666
5b76d7563b - Changed default GL sprite billboard mode to X/Y axis. 2018-08-04 14:44:43 +02:00
David Carlier
ce4d1fc1e4 Texture data overlap occuring here, using memmove instead. 2018-08-04 09:51:26 +02:00
alexey.lysiuk
44084f81af - fixed compilation warning reported by MSVC
src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-04 09:51:22 +02:00
Magnus Norddahl
d0ea9d7329 fix: softpoly TEXTURES sprites with scale of 2 are tiled 2018-07-30 23:35:58 +02:00
drfrag666
ad4cf1a41b - Update ZScript version. 2018-07-30 02:03:53 +02:00
Christoph Oelckers
a7a350d37e - always retrieve uniform buffer properties.
They are sometimes needed even if shader storage buffers are available.

# Conflicts:
#	src/gl_load/gl_interface.cpp
2018-07-29 22:34:11 +02:00
Christoph Oelckers
8c144881a8 - allow skipping optional arguments of the parent function in a virtual override definition.
This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
2018-07-29 19:30:30 +02:00
Christoph Oelckers
f48b2d8b71 - fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.

# Conflicts:
#	src/p_interaction.cpp
2018-07-29 19:30:28 +02:00
alexey.lysiuk
1906245368 - fixed buffer overflow in saved game comment
https://forum.zdoom.org/viewtopic.php?t=61465
2018-07-29 11:10:33 +02:00
drfrag666
65bed492a2 - Scale status bar to fullscreen by default. 2018-07-28 21:41:29 +02:00
alexey.lysiuk
baf0b8ee5f - fixed potential garbage collection of still referenced objects
Objects from dynamic array stored in items of array of structures were incorrectly treated as unreachable

https://forum.zdoom.org/viewtopic.php?t=61354
2018-07-28 19:51:21 +02:00
Christoph Oelckers
425d756f04 - do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/gl_load/gl_interface.cpp
2018-07-28 19:38:47 +02:00
drfrag666
195a54e0d1 - Fixed compilation of previous commit. 2018-07-28 12:42:14 +02:00
Magnus Norddahl
7144ac6897 - add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded 2018-07-28 12:30:10 +02:00
drfrag666
4ed793eb3b - Disabled truecolor rendering and dynamic lights for software by default. 2018-07-27 02:04:18 +02:00
drfrag666
03dbd1b4a7 - Made 160x100 the minimum scaling, UI looks too big tough. 2018-07-23 00:58:00 +02:00
Christoph Oelckers
9fc839b34a - added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations. 2018-07-22 18:23:40 +02:00
drfrag666
f19e9f24d2 - Fixed: in2D was not always reset in OpenGLSWFrameBuffer::Update(), caused (!in2D) assertion failure. 2018-07-22 18:21:45 +02:00
Christoph Oelckers
6f322940fe - don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds.
# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
#	src/v_video.cpp
2018-07-22 12:49:47 +02:00
Rachael Alexanderson
75a8c4da3e - the error checking on the previous commit should've been done slightly differently 2018-07-22 12:46:57 +02:00
Rachael Alexanderson
9b26fba11b - implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-22 12:46:57 +02:00
Christoph Oelckers
2ac665f950 - fixed: Inventory items that have been modified with Dehacked to be monsters should not be killed by P_Massacre when being owned. 2018-07-20 12:42:10 +02:00
Christoph Oelckers
08a1cc0e7e - allow temporary strings to be used as self pointer for String's member functions.
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
2018-07-20 12:42:08 +02:00
drfrag666
d5a15c66ad - Some cosmetic changes to the startup console. 2018-07-20 12:33:49 +02:00
drfrag666
9c1969e63a - OpenGLSWFrameBuffer: draw directly to the PBO again (GL_DYNAMIC_DRAW) for Intel GPUs, apparently it's faster. 2018-07-20 12:10:59 +02:00
drfrag666
09d9386350 - Made software sector light mode the default for the GL renderer. 2018-07-19 22:20:22 +02:00
drfrag666
b3e2a8ab7f - Changed buffer type for OpenGLSWFrameBuffer to use GL_STREAM_DRAW and a memcpy from system memory on non Nvidia GPUs. 2018-07-19 18:05:13 +02:00
alexey.lysiuk
b94801b994 - fixed crash on accessing state owner during VM abort
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 17:26:00 +02:00
alexey.lysiuk
52f6592996 - load common conversation lumps regardless of map naming scheme
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:54:31 +02:00
alexey.lysiuk
c55cf00c8e - added missing null pointer checks to VM ops 2018-07-16 19:11:20 +02:00
Christoph Oelckers
c519239a1b - fixed: The stencil cap may never write to the depth buffer.
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.

# Conflicts:
#	src/gl/scene/gl_portal.cpp
2018-07-16 14:51:29 +02:00
Christoph Oelckers
d36c839475 - fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.

(cherry picked from commit 79b3c41677)
2018-07-16 01:45:35 +02:00
Christoph Oelckers
8420459aa0 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.

(cherry picked from commit 7a692b1557)

# Conflicts:
#	src/v_2ddrawer.cpp
#	src/v_video.h
#	wadsrc/static/zscript/base.txt
2018-07-16 01:44:04 +02:00
Christoph Oelckers
917d698a87 - call P_PlayerStartStomp only when the map is played directly from the loaded data and only when it has been fully loaded.
The old code did this right in the middle of map initialization where not everything had been set up yet.

(cherry picked from commit 7c527de374)
2018-07-15 12:14:37 +02:00
Christoph Oelckers
0d9deb35aa - fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.

(cherry picked from commit 2c86c4e942)
2018-07-15 12:14:36 +02:00
drfrag666
1f5da940ca - Added dummy 2D shape drawer so scripts using it won't make the engine crash. 2018-07-15 11:22:26 +02:00
drfrag666
9dc67c7944 - Back to old version numbering scheme. 2018-07-14 11:42:44 +02:00
alexey.lysiuk
d2143edb60 - skipped owned items in proximity test
https://forum.zdoom.org/viewtopic.php?t=61224
(cherry picked from commit 23a4daac23)
2018-07-11 20:18:40 +02:00
David Carlier
4902143d7b foo being allocated with metadata based allocator needs to
be freed similarly.

(cherry picked from commit 2a59327aeb)
2018-07-06 11:04:56 +02:00
Marisa Kirisame
286e1ded88 UE1: Clean up and restructure model class.
UE1: Add support for Deus Ex format vertex data.
UE1: Group triangles by skin index AND type/flags (preparation for per-surface render style support).
UE1: Add handling of Weapon Triangle (preparation for model attachment support).
UE1: Support flat shaded triangle flag.

(cherry picked from commit e5249f302a)
2018-07-05 02:07:24 +02:00
drfrag666
0d6566f973 - Fixed wrong ZScript version but it was harmless. 2018-07-02 18:55:13 +02:00
Magnus Norddahl
399ce3cfbf - softpoly: fix sprites still lit when dynlights off
(cherry picked from commit 2e5b7a7d8b)
2018-07-01 21:14:36 +02:00
Magnus Norddahl
f0edfcf819 - softpoly: fix normal walls not getting rendered for subsectors with poly objects in them
(cherry picked from commit 6d6ee1281e)
2018-07-01 18:47:47 +02:00
alexey.lysiuk
99c66e1bcc - fixed crash when actor is destroyed during spawning
This only applies to spawning via summon... CCMDs
Now 'summon decal 0' no longer crashes the game

(cherry picked from commit 43b94d829e)
2018-06-30 14:35:00 +02:00
alexey.lysiuk
e0b5af42f3 - disabled default values for out parameters
https://forum.zdoom.org/viewtopic.php?t=61128
(cherry picked from commit 5d27c16f30)
2018-06-30 12:50:32 +02:00
alexey.lysiuk
340afa4a40 - removed Class identifier workaround from Cocoa backend
(cherry picked from commit 1d937b9f3c)
2018-06-30 12:50:30 +02:00
alexey.lysiuk
1629b25bfb - added extra validation for status bar classes
Print a message when status bar class defined in GAMEINFO is missing or when it's not derived from BaseStatusBar
Validate internal status bar classes for basic consistency in Debug configuration

(cherry picked from commit 907ce777a3)
2018-06-29 14:02:04 +02:00
alexey.lysiuk
16c23869f2 - simplified key repeat detection in SDL backend
(cherry picked from commit 0703030be3)
2018-06-29 11:46:53 +02:00
alexey.lysiuk
a9804d04cf - fixed excess keyboard events in SDL backend
https://forum.zdoom.org/viewtopic.php?t=61104
(cherry picked from commit 0342bf532d)
2018-06-29 11:46:52 +02:00
alexey.lysiuk
ef69c049c8 - disabled annoying macOS spaces in SDL backend
(cherry picked from commit 6e4c0fc416)
2018-06-29 11:46:51 +02:00