alexey.lysiuk
4bd617187b
- fixed crash on getting location description without a level
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Run `bench` CCMD in fullscreen console, i.e. with no level loaded, wait five seconds, open menu
https://forum.zdoom.org/viewtopic.php?t=73109&start=15#p1198234
2021-08-24 11:34:28 +03:00
Christoph Oelckers
03c8fd9956
- block user overrides for the logic module of core fragment shaders.
2021-08-24 10:24:23 +02:00
Christoph Oelckers
dfd51ec6d5
- added missing MBF21 Dehacked keys "blood color" and "dropped item".
2021-08-22 16:36:10 +02:00
Christoph Oelckers
854e11a9de
- made CheckMeleeRange a normal function again.
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This way it can be directly used as a native ZScript export.
Like SuggestMissileAttack the change to a method was for virtual overrides that have been turned into flags since then.
2021-08-21 12:44:36 +02:00
Christoph Oelckers
ac48518abc
- merged SuggestMissileAttack back into P_CheckMissileRange.
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This was once a virtual function to handle the various monster specific modifiers but this had been changed into properties a long time ago.
2021-08-21 12:37:23 +02:00
Christoph Oelckers
d15f450fef
- implemented MBF's monsters_avoid_hazards feature.
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Both as a map flag for MBF21 support and as an actor flag for better control.
2021-08-21 12:29:24 +02:00
Christoph Oelckers
5382e7c17b
- fixed compilation
2021-08-21 12:22:53 +02:00
Christoph Oelckers
8bdd4befbf
- replaced deprecated throw() with noexcept in TObjPtr
2021-08-21 12:22:15 +02:00
Christoph Oelckers
b1de11dce8
- added a map flag to disable MF6_JUMPDOWN.
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Not really useful but since MBF has this we may need it if we support the OPTIONS lump for MBF21 later.
This is intentionally not exposed to MAPINFO.
2021-08-21 11:37:57 +02:00
Christoph Oelckers
ff497996a3
- added a per-level AVOIDMELEE flag.
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This already existed as a per-actor flag, but for proper MBF support it needs to be settable on a per-map basis as well.
2021-08-21 10:55:22 +02:00
Christoph Oelckers
4614ce41cd
- allow passing a remap table to BestColor.
2021-08-21 10:55:21 +02:00
Christoph Oelckers
19c8eb1e33
- fixed bad check for gl pipeline type.
2021-08-20 08:07:16 +02:00
Rachael Alexanderson
2096fefcee
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-18 12:31:47 -04:00
Marisa Kirisame
13bdd324e1
hud models: add nullptr check for psprites without caller.
2021-08-15 08:47:04 +02:00
Christoph Oelckers
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
nashmuhandes
d64dd1f631
Add FOV slider to the display options menu
2021-08-14 09:04:02 +02:00
Rachael Alexanderson
92a3731f20
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-13 08:11:58 -04:00
Christoph Oelckers
73f73cdf7c
- added a null check to CheckWeaponChange.
2021-08-12 20:28:04 +02:00
Christoph Oelckers
f9f48c4a95
- replaced the alt HUD's index font with a sheet based variant.
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Mainly to correct an error in the '1' glyph.
2021-08-12 20:07:04 +02:00
Christoph Oelckers
c3772fe203
- changed FString API to use ptrdiff_t instead of long for signed size arguments.
2021-08-12 00:45:59 +02:00
Marisa Kirisame
1d96b68e1a
Fixed IsHUDModelForPlayerAvailable limitation.
2021-08-11 20:09:25 +02:00
Marisa Kirisame
888eab3063
HUD model tweaks:
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- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
2021-08-11 20:09:25 +02:00
Christoph Oelckers
f34258281f
- fixed: crushing stairs must use HexenCrush mode.
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This was the default for floors even in Doom, so it must also apply to the stairs.
2021-08-11 19:58:57 +02:00
alexey.lysiuk
ed606b8ed3
- extended 2D buffer lifetime to the end of the frame
2021-08-11 19:50:49 +02:00
alexey.lysiuk
387aef27ad
- use RefCountedPtr to manage 2D shape buffer infos
2021-08-11 19:50:49 +02:00
alexey.lysiuk
76ecf44549
- added RefCountedBase without virtual destructor
2021-08-11 19:50:49 +02:00
alexey.lysiuk
bbcd522052
- made RefCountedPtr follow rule of five
2021-08-11 19:50:49 +02:00
Gutawer
67e7d1a6f5
- make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing
2021-08-11 19:50:49 +02:00
Christoph Oelckers
ccf46281df
- fixed line color handling in V_BreakLines.
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This cannot use the last color found while reading ahead - it must pick the last color of the string part that just got broken out into its own line when starting the next one.
2021-08-11 16:01:40 +02:00
Christoph Oelckers
139f501ec5
- run the dynamic light recreation loop before calling the light ticker.
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This was done afterward which performed some needed cleanup too late.
2021-08-11 15:41:42 +02:00
Christoph Oelckers
1097bd6c73
- fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
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Especially in the thinker code this is needed for software rendering.
Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
2021-08-11 14:09:00 +02:00
Christoph Oelckers
26d00e14c7
- file system update from Raze.
2021-08-11 12:39:32 +02:00
Christoph Oelckers
3adadfe4d3
- do not run the dynamic light ticker when lights are switched off.
2021-08-11 12:39:17 +02:00
Christoph Oelckers
f662c629e3
- ensure that shadowmap indices only get set when shadowmaps are enabled.
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Having valid indices set when shadowmaps are off would cause the shader to run the full checks for all lights.
2021-08-11 10:06:22 +02:00
Christoph Oelckers
436ec28e94
- fixed file system's zip loader to not strip away a 'filter/' prefix.
2021-08-11 10:01:11 +02:00
Christoph Oelckers
c24f644a61
- do not perform shadowmap updates when dynamic lights are disabled.
2021-08-11 08:08:29 +02:00
Christoph Oelckers
6a63d9e70e
- moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs.
2021-08-10 22:17:00 +02:00
Christoph Oelckers
4505bfa4b8
- delay the restart action from the error pane until after everything has been shut down.
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This cannot be done from a place where the old instance still can write to the config file, which happens only in the shutdown process.
2021-08-10 22:09:32 +02:00
Christoph Oelckers
b6156ac490
- re-fixed the font spacing.
2021-08-10 22:04:32 +02:00
Christoph Oelckers
9cd1e8cf7a
- use proper XMove for sheet fonts.
2021-08-10 21:18:27 +02:00
Christoph Oelckers
99c66071fb
- use original menu spacing for skill and episode menus if all elements are patches.
2021-08-10 21:08:26 +02:00
Christoph Oelckers
f29eff5b4c
- fixed: the software scene drawer must be deleted before calling ST_Endoom.
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This contains render data that won't get deleted in time before taking down the render backend if not manually performed.
2021-08-10 19:22:19 +02:00
Christoph Oelckers
03b7324f71
- reorder evaluation for 'if' statements to handle the condition first.
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Otherwise this won't emit errors if a bad condition is used with an empty conditional part.
2021-08-10 19:03:40 +02:00
Christoph Oelckers
55520ed7d0
- fixed exploding barrel animation duration.
2021-08-10 18:57:31 +02:00
Christoph Oelckers
a16088f4b4
- fixed two vr_* CVARs not getting archived.
2021-08-10 18:51:44 +02:00
Christoph Oelckers
8747145c97
- dim depleted inventory items in all games, not just Strife.
2021-08-10 18:46:23 +02:00
Christoph Oelckers
61efe76ffd
- fixed: palette index 0 (transparent) was left uninitialized for BMF fonts.
2021-08-10 18:18:44 +02:00
Christoph Oelckers
4cee567b23
- fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions.
2021-08-10 18:04:10 +02:00
Christoph Oelckers
61739b4086
- fixed BlockThingsIterator to not reset its list of processed actors when traversing portals.
2021-08-10 18:00:14 +02:00
Christoph Oelckers
39513cf7ae
Revert "- eliminate an unexpected slow path in the fragment shader."
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This reverts commit cd5aa65fda
.
This does not work as expected, needs more investigation.
2021-08-09 20:31:21 +02:00