Commit graph

19523 commits

Author SHA1 Message Date
Christoph Oelckers
5c84177142 - lower the step size for module master volume to adapt to the altered value range. 2021-03-14 08:50:42 +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
nashmuhandes
bf33403381 Show subtitles for the Entity's greeting lines in Strife. 2021-03-10 14:41:36 +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
nashmuhandes
c7edb9d22f Add a null check in PlayerPawn::CheckFOV 2021-02-28 20:01:59 +01:00
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
Christoph Oelckers
97de1f670b - language update. 2021-02-26 10:35:10 +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
nashmuhandes
cdb3fcce03 Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable. 2021-02-25 11:26:39 +01:00
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
Xaser Acheron
41ab1e4994 adjust defaults for DEHEXTRA states to match other ports:
- sprite is TNT1
- duration is -1
- next frame is itself
2021-02-24 22:46:50 +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
nashmuhandes
d98b401daf Add missing ZScript constants for the Strife targeter PSprite layers 2021-02-19 09:56:44 +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