Christoph Oelckers
bd3e8c0a99
- split off all music code from s_sound.cpp
...
# Conflicts:
# src/CMakeLists.txt
# src/fragglescript/t_func.cpp
# src/fragglescript/t_load.cpp
# src/g_level.cpp
# src/g_levellocals.h
# src/g_shared/a_dynlight.cpp
# src/intermission/intermission.cpp
# src/p_saveg.cpp
# src/posix/cocoa/i_main.mm
# src/s_sound.cpp
# src/win32/st_start.cpp
# Conflicts:
# src/win32/st_start.cpp
2019-09-28 14:20:21 +02:00
drfrag
c12d5795d2
- Block the scale factor for low detail mode.
2019-09-25 12:33:24 +02:00
alexey.lysiuk
6a3b50c561
- fixed potential resetting of bindings
...
Quitting GZDoom during initialization could lead to unbound game controls
https://forum.zdoom.org/viewtopic.php?t=65945
2019-09-25 11:58:03 +02:00
drfrag
7f3616e8d8
Added low detail mode (160x200) to the preset scale modes.
...
UI looks horizontally stretched tough.
2019-09-25 11:46:55 +02:00
alexey.lysiuk
2e87aef815
- fixed C++ compilation flags applied to C files
...
This had an effect on 32-bit targets without SSE support
2019-09-24 13:51:06 +02:00
alexey.lysiuk
1871350c59
- fixed crash when setting sound pitch on non-existing channel
...
This applies to a lack of free channels, -nosound command line switch, missing OpenAL library, sound initialization failures, ...
https://forum.zdoom.org/viewtopic.php?t=65926
2019-09-23 15:10:58 +02:00
drfrag
9a3d87cafb
- Added PrtSc key support for Linux and MacOS, at least in theory.
2019-09-22 22:55:44 +02:00
drfrag
a1e19657f9
- Added support for PrtSc and cosmetic changes.
2019-09-22 19:34:56 +02:00
Alexander
6535f837b7
implement taking screen shots in menus
...
# Conflicts:
# wadsrc/static/zscript/ui/menu/menu.zs
2019-09-22 12:45:32 +02:00
drfrag
55af0b11c6
- Fixed game finales not being shown after the intermission.
2019-09-21 14:27:13 +02:00
Christoph Oelckers
6d69785838
- fixed uninitialized variable.
...
# Conflicts:
# src/gamedata/fonts/font.cpp
# src/v_text.cpp
2019-09-21 12:33:00 +02:00
drfrag
734225e67f
- Fixed compilation.
2019-09-20 22:20:08 +02:00
Christoph Oelckers
a82ee857e5
- fixed a few warnings.
...
# Conflicts:
# src/scripting/vmthunks.cpp
2019-09-20 22:20:05 +02:00
alexey.lysiuk
9b84a97a1d
- fixed compilation with MSVC
...
src\gamedata\resourcefiles\resourcefile.h(77): error C4716: 'FResourceLump::FillCache': must return a value
2019-09-20 22:18:36 +02:00
Christoph Oelckers
3aa615e960
- extended lump injection to allow injecting data into a PWAD's directory, not just the IWAD.
...
# Conflicts:
# src/w_wad.cpp
# src/w_wad.h
2019-09-20 22:18:33 +02:00
Christoph Oelckers
8980ff688c
- generate a hash identifier for each loaded resource file.
...
This is not useful by itself but can be used for adding new features later, e.g. mod-wide compatibility settings or file specific lump replacement or injection.
# Conflicts:
# src/resourcefiles/resourcefile.cpp
# Conflicts:
# src/resourcefiles/resourcefile.cpp
2019-09-20 22:18:29 +02:00
drfrag
b5bb5fa0bd
- Fixed another crash in the software renderer now with transparent sprites (Stronghold STR12), it's a bit hacky and now you get a white flash instead.
2019-09-17 18:48:31 +02:00
Christoph Oelckers
f25dadbaf2
- fixed: sector lights could access the sector before it was set.
2019-09-16 18:42:07 +02:00
Marisa Kirisame
ca35bdc33c
Fix for LineTrace not setting its starting sector based on its offset.
2019-09-16 01:28:11 +02:00
drfrag
400444f7df
- Fixed savegame slot selection for real: wrong check and ancient bug.
2019-09-16 01:01:40 +02:00
drfrag
974d11a161
- Fixed savegame slot selection bug.
2019-09-15 15:56:28 +02:00
drfrag
ca537d716b
- Disable models by default only for the classic software renderer with the r_models_carmack CVAR. Performance is not affected in SoftPoly.
2019-09-15 12:54:59 +02:00
drfrag
2f425dbc72
- Disable models by default for the software renderer as they make it much slower.
2019-09-14 18:44:39 +02:00
drfrag
9ee78de8fe
- Fixed crash drawing fog boundaries in the software renderer hopefully this time for real. Based on Rachael's "do a texture check when drawing fog borders" commit. Now it crashes somewhere else tough.
2019-09-13 18:47:35 +02:00
Conn O'Griofa
457dc8b5a9
Use signal handler to invoke call_terms() before exit when possible
...
It's not advisable to rely on atexit() to invoke SDL_Quit(), as it
causes a segmentation fault on exit for the SDL2 KMSDRM driver due to
a conflict with the Mesa drivers* which upstream Mesa may not elect to fix.
The issue can be resolved by replacing the atexit() call with a signal
handler that will interrupt the D_DoomMain() and D_DoomLoop()
functions, then invoke call_terms() within the main thread before exiting.
We can leave the atexit() hook intact to handle edge cases such as abnormal
process exit, or exit methods which do not produce signals such as Alt+F4 or
window close via GUI (neither of which are possible in a KMS context, so
should not affect KMSDRM sessions).
Fixes a segmentation fault/uninterruptible application hang on exit
for all KMS targets, including Raspberry Pi 4B, 3B and Intel i965.
* See: https://bugzilla.libsdl.org/show_bug.cgi?id=4530 and
https://lists.freedesktop.org/archives/mesa-users/2019-March/001519.html
2019-09-12 23:34:17 +02:00
drfrag
b2aa973396
- Fixed warnings.
2019-09-11 14:34:09 +02:00
Marisa Kirisame
aa06b2f62c
Squashed commit of the following:
...
commit 6ecd831eb45a8258995c02664450c3ca8cfe5b48
Merge: a4fb1f61c afbd7f7a2
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 28 22:02:19 2019 +0200
Merge branch 'master' of github.com:coelckers/gzdoom into f3dfloor_export
commit a4fb1f61c0532d3a6051d4c1fca4ac72ec33e060
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Fri Jul 12 15:43:25 2019 +0200
Renamed EFFloorType enum in ZScript to the more descriptive EF3DFloorFlags
commit 9ad1c3b5625d53c06229be2a94d44fa0f36f41fd
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 20:25:31 2019 +0200
Add bounds checks to Get3DFloor/GetAttached
commit dd2a7956a887b92ed24ce5e79f10b1a445664d6c
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 17:13:44 2019 +0200
Correct handling of 3d floor plane texture getting.
commit 9b748287892c8fdee9ac67019bf1f66bc4b69eab
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Jul 7 16:14:45 2019 +0200
Implemented requested changes to F3DFloor exports.
* Getters for ffloors/attached arrays.
* Getter for 3D floor top/bottom texture.
commit 6a1482bb0637a70890629e4c13e8759c7a3673f3
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sat Jul 6 13:42:52 2019 +0200
Renamed exported extsector pointer in Sector struct to something more descriptive.
commit 7c6783d43b898cbd7a01fb2191fd401ed8e8c300
Merge: ff64e04b2 8d36f0a0c
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Mon Apr 29 12:40:44 2019 +0200
Merge branch 'master' into f3dfloor_export
commit ff64e04b251f23325d2f72bc25c59f34b4cab6fa
Merge: a90947392 5b6bae409
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Sun Apr 21 16:56:18 2019 +0200
Merge branch 'master' into f3dfloor_export
commit a90947392a27eb1c2dac7005614592ec2f410274
Author: Marisa Kirisame <marisa@sayachan.org>
Date: Mon Feb 4 17:47:25 2019 +0100
Export F3DFloor structure and related data.
Small changes to Trace code to better use this struct.
2019-09-11 14:18:28 +02:00
PaulyB
245326b5ac
Added Armor to Hexen fullscreen display
...
Since the armor icon is much larger than the flask icon, both have been moved to the right slightly
2019-09-11 00:27:25 +02:00
PaulyB
52a9b9d600
Wrong offset on Fighter's Fist
2019-09-10 23:04:56 +02:00
drfrag
4aa8243adc
- Allow disabling mirrors for the GL renderer as some maps abuse them and portals are much slower in the old renderer. Also reduce the number of default recursions since in software mirrors are less demanding.
2019-09-10 14:52:31 +02:00
Christoph Oelckers
d1859d363a
- give P_ExplodeMissile a damage type when being called from P_DamageMobj
2019-09-09 16:49:22 +02:00
Christoph Oelckers
5999d7508f
- rename sprite names with '^' in the hires namespace.
2019-09-09 14:43:33 +02:00
drfrag
ccadafb5df
- Disabled enhanced nightvision by default, some mods use a different effect.
2019-09-08 21:43:10 +02:00
alexey.lysiuk
3081dbca13
- removed useless conditions from options menu
2019-09-08 10:11:23 +02:00
alexey.lysiuk
015f57ed52
- fixed VM abort when entering search menu
...
https://forum.zdoom.org/viewtopic.php?t=65833
2019-09-08 10:11:21 +02:00
drfrag
38d6008149
- Missed this.
2019-09-08 10:06:31 +02:00
Christoph Oelckers
9097f23286
- the Doom status bar has been partially virtualized to allow overriding specific parts of it, most notably the ammo display
...
# Conflicts:
# wadsrc/static/zscript/ui/statusbar/doom_sbar.zs
# wadsrc/static/zscript/ui/statusbar/harm_sbar.zs
2019-09-08 00:08:50 +02:00
Christoph Oelckers
f95f0257b0
- reinstated the old scriptwait implementation as a compatibility option.
...
Daedalus's MAP19 needs this.
2019-09-07 12:44:43 +02:00
drfrag
fad4a4d829
- Missing strings.
2019-09-07 12:44:40 +02:00
Christoph Oelckers
b894d5d04c
- use correct label for "No" text.
2019-09-07 12:44:37 +02:00
drfrag
e94d18ab02
- Change how render cull sliders work: only allow reasonable values.
2019-09-06 20:58:59 +02:00
drfrag
6879817cd8
- Enabled gl_sprite_distance_cull and added slider to menu.
2019-09-04 22:31:56 +02:00
drfrag
ba835a14a4
- Added GL version of sprite distance culling.
2019-09-04 22:14:44 +02:00
drfrag
d47af90a56
- Enabled gl_line_distance_cull and added slider to menu.
2019-09-04 17:13:11 +02:00
drfrag
2b27cb0bba
- Fill the gaps with the sky or ceiling texture.
2019-09-04 16:39:51 +02:00
Rachael Alexanderson
47c51f437e
- make GL version of line distance culling use a separate CVAR, which, for now, is turned off.
2019-09-03 13:47:42 +02:00
Rachael Alexanderson
373870787f
- activate r_line_distance_cull in the hardware renderer
...
# Conflicts:
# src/gl/scene/gl_bsp.cpp
2019-09-03 13:19:01 +02:00
Christoph Oelckers
358718de05
- removed the playernum parameter from CheckLocalView
...
This was always used with 'consoleplayer' which really is the only thing making sense here. But this is a part of the global state which should be avoided in play code.
In particular, this makes no real sense in case of secondary maps where it should always return false.
# Conflicts:
# src/fragglescript/t_func.cpp
# src/g_inventory/a_keys.cpp
# src/p_acs.cpp
# src/p_mobj.cpp
# src/p_user.cpp
# src/r_data/r_interpolate.cpp
# src/r_data/r_interpolate.h
2019-09-02 21:17:19 +02:00
alexey.lysiuk
79eadafa6b
- fixed initial setup for dynamic light actors
...
They are attached and actived explicitly during usual actor initialization sequence
Postponed processing applicable to so called user dynamic lights must be skipped for them
RECREATELIGHTS flag handling for dynamic light actors had the opposite effect of deactivating them
https://forum.zdoom.org/viewtopic.php?t=65683
2019-09-02 13:58:49 +02:00
drfrag
32184dbca2
- Fixed and updated Appveyor configuration.
2019-09-01 11:35:53 +02:00