Commit graph

474 commits

Author SHA1 Message Date
Christoph Oelckers
9cf9dc1f6b - took the delayed console command execution out of the thinker management.
Doing this intermingled with the thinkers is highly unsafe because there are absolutely no guarantees about order of execution.
Effectively it ran these commands right in the middle of the playsim which could cause all sorts of synchronization issues, because CCMDs are part of the UI, not the playsim.

- pass a const string to AddCommandString.

This function manipulated the input buffer, leading to all sorts of code contortions to make sure that the passed parameter is clean for that.
This function will now create a copy of the passed parameter which it can manipulate without complicating its calling code.

# Conflicts:
#	src/c_dispatch.cpp
2019-04-27 13:18:04 +02:00
Christoph Oelckers
f00ec3bfb9 - use TArrays for all local allocations in the map loader.
# Conflicts:
#	src/p_setup.cpp
2019-04-25 12:44:28 +02:00
Christoph Oelckers
dae3d68cce - added an option to GAMEINFO to either force or disable loading of the default lights and brightmaps.
The mod which prompted me to add this is "The Chosen" which is a Dehacked-based TC and repurposes many original actors for something entirely different.
The stock lights are not usable for this and would make it impossible to add a GAMEINFO lump to it because then there is no way to disable loading of lights in the startup screen.
2019-04-18 14:34:23 +02:00
Christoph Oelckers
c0e9530fd0 - fixed: The light defaults were not fully deleted on an engine restart. 2019-04-18 13:12:55 +02:00
Christoph Oelckers
a1615457ac - properly hook up the alt HUD with the status bar.
# Conflicts:
#	src/d_main.cpp
2019-04-16 19:09:14 +02:00
Christoph Oelckers
0d8975ed31 - scriptified the last components of the alternative HUD.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.

All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.

# Conflicts:
#	src/d_main.cpp

# Conflicts:
#	src/info.cpp
2019-04-16 19:03:43 +02:00
Christoph Oelckers
2fe54f4a53 - use TArray and FString in resource file management. 2018-11-12 21:53:13 +01:00
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
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
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
alexey.lysiuk
4a0ef2edf1 - restore startup game state on restart
At least values of custom server CVARs were not restored because of this

https://forum.zdoom.org/viewtopic.php?t=60711
(cherry picked from commit 36779cf88c)
2018-05-27 18:43:00 +02:00
alexey.lysiuk
94b68e76f6 - garbage collect static event handlers on restart
Remaining object(s) led to a potential crash on the next garbage collection cycle
Assertion failure was triggered during restarting in Debug configuration

(cherry picked from commit e085a8d58a)
2018-05-27 18:42:59 +02:00
alexey.lysiuk
21ce592771 - skip rendering when application is not active
Use vid_activeinbackground CVAR to override this behavior

(cherry picked from commit 2be84dc636)

# Conflicts:
#	src/gl/system/gl_framebuffer.cpp
#	src/posix/cocoa/i_video.mm
#	src/posix/sdl/gl_sysfb.h
#	src/posix/sdl/sdlglvideo.cpp
#	src/win32/gl_sysfb.h
#	src/win32/win32gliface.cpp
2018-05-10 21:16:38 +02:00
Christoph Oelckers
4a74c9606a - allow animated title pics.
This also applies to all other images shown in the title loop as well.

(cherry picked from commit af76e9a9c4)
2018-05-10 14:48:45 +02:00
Christoph Oelckers
e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
alexey.lysiuk
bdeae23a56 Added native UI dialog to confirm stats collection
Implemented only for Windows so far
Need good message to explain purpose of this feature
2018-03-14 10:20:46 +02:00
Christoph Oelckers
d2fa4d0ff9 - most stat stuff done. 2018-03-12 19:33:48 +01:00
Rachael Alexanderson
c15e868b0f - implemented anonymous stats collector 2018-03-12 19:33:48 +01:00
Christoph Oelckers
b939836846 - renamed FileRdr back to FileReader. 2018-03-11 19:29:37 +01:00
Christoph Oelckers
b14ee50d0d - transition to new FileReader interface complete, but untested. 2018-03-11 12:33:46 +01:00
Christoph Oelckers
542d3431ff - Start of soundfont refactoring. This does not compile yet! 2018-02-22 07:21:19 +01:00
Neil McPhail
ded0c7805d Fix failure to write under ~/ in confinement
When running in a confined environment (such as a snap) it may not be
possible to write to directories such as ~/.config. By using the $HOME
variable instead of the '~' shortcut, the confined environment can pass
an alternative 'home' directory with write privelges.

I have only changed this for posix/unix and haven't touched code for
MacOS, as I don't know if that behaves differently
2018-01-21 10:52:42 +01:00
alexey.lysiuk
f25a5ea2bc Marked a few commands as unsafe
This process of finding unsafe commands is not complete!
2018-01-07 15:03:49 +02:00
alexey.lysiuk
90c734a39f Fixed VM abort when drawing from ZScript happens during 0 game tic
https://forum.zdoom.org/viewtopic.php?t=58523
https://forum.zdoom.org/viewtopic.php?t=58780
2017-12-19 18:07:29 +02:00
Rachael Alexanderson
a29d9e157c - fixed: screen->FrameTime should use an adjusted frame start time 2017-12-07 03:01:57 -05:00
Christoph Oelckers
8627a48b34 - consolidation of 'stat' calls.
Since this is a non-standard function it's better kept to as few places as possible, so now DirEntryExists returns an additional flag to say what type an entry is and is being used nearly everywhere where stat was used, excluding a few low level parts in the POSIX code.
2017-12-02 16:07:09 +01:00
Rachael Alexanderson
6d43c5cdc6 Merge remote-tracking branch 'origin/friendly_window_title' 2017-11-24 14:41:25 -05:00
Rachael Alexanderson
f1405f68a7 Merge remote-tracking branch 'origin/master' into friendly_window_title 2017-11-18 14:08:33 -05:00
Rachael Alexanderson
c3c637a0cc - set i_friendlywindowtitle to true by default 2017-11-18 08:17:18 -05:00
Rachael Alexanderson
e418663a26 - fixed: Reverted an accident in a previous commit where I_StartTic() was moved inappropriately. The new location fixed a mouse stutter, however, it causes net desyncs so it cannot be used here. 2017-11-15 22:20:55 -05:00
Rachael Alexanderson
909daadd75 - update more millisecond-storing data structures to u/int64_t to fix possible rollover bugs 2017-11-15 20:33:08 -05:00
Christoph Oelckers
0323f54384 - rename I_FPSTime function.
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.

The only feature this value was ever used for was texture warping.
2017-11-13 00:54:32 +01:00
Christoph Oelckers
96e9eadd97 - removed I_MSTime entirely after checking how the wipe code actually works.
Since this calls I_WaitVBL, which resets the frame time, it was essentially just like calling a real-time timer anyway and nothing in it required a specific 0-timepoint.
The same applies to the ZScript interface. All it needs is a millisecond-precise timer with no semantics attached.
2017-11-13 00:38:04 +01:00
Christoph Oelckers
2c65f08011 - more timer cleanup
* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
2017-11-13 00:28:43 +01:00
Christoph Oelckers
93e9c383fa - get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation. 2017-11-12 18:51:11 +01:00
Christoph Oelckers
6bd76d6b5a - fixed compilation in debug mode.
- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
2017-11-12 09:06:40 +01:00
Magnus Norddahl
307d8931d8 - Switch to C++11 steady clock
- Move the C++11 implementation to d_main
- Remove the platform specific timer implementations
2017-11-12 03:12:22 +01:00
Rachael Alexanderson
cdf0733c8b - added latching CVARs to CVARINFO 2017-11-11 09:37:41 -05:00
Rachael Alexanderson
d313ef4b61 - de-init DoomStartupInfo on 'restart' ccmd so that the window title always contains the correct game information. 2017-10-31 20:00:58 -04:00
Rachael Alexanderson
d16ad3dcb5 - added I_FriendlyWindowTitle cvar, which takes the current game/mod name and uses it as a default window title. 2017-10-31 19:47:56 -04:00
alexey.lysiuk
cb982ec313 Use FString::Back() when possible
Changed usages of str[str.Len() - 1] to str.Back()
2017-10-23 11:55:20 +03:00
Leonard2
80701927e8 Fixed: don't interpolate view movements if a key press didn't result in any changes. 2017-10-11 19:01:37 +02:00
Rachael Alexanderson
765646ee1c - fixed: Changed IWAD_FILENUM to a dynamic lookup. 2017-09-13 04:19:03 -04:00
Rachael Alexanderson
bcc5830467 - don't call BaseFileSearch inside of d_iwad.cpp since it is supposed to be treated as a private function. 2017-09-09 06:37:08 -04:00
Rachael Alexanderson
9a7f727aa4 - fixed: zd_extra.pk3 now loads before the iwad. 2017-09-09 06:21:40 -04:00
Rachael Alexanderson
b7f6126bcd - First commit of archive split - preserve original assets
- Added: d_main.cpp now searches for "gzdoom_optional_assets.pk3" - this can be changed in version.h for fork authors.
- Updated forum links to point to ZDoom.org.
2017-09-07 04:08:09 -04:00
nashmuhandes
3c39d51c83 Fixed a wrong variable type declaration. 2017-09-02 09:57:48 +02:00
nashmuhandes
c885b6aa35 Send player FOV across the network as floatig point. 2017-09-02 09:57:48 +02:00
nashmuhandes
541fac8c6b Cleaned up and shorted the code for R_SetFOV. 2017-08-28 21:14:11 -04:00
nashmuhandes
30966ef951 Use a fallback FOV for the R_SetFOV call. 2017-08-28 21:14:11 -04:00