- added an 'exact' parameter to FThinkerIterator's Next function. This is mainly for scripting which allows to do a lot more checks natively when running the iterator while looking for one specific class.
- fixed: FxMinusSign trashed local variables that were used with negation.
- fixed: FxConditional only handled ints and floats, but not pointers and strings.
- fixed: A 'no states in non-actors' error was triggered, even for classes without any states.
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
- fixed: FxBinary::ResolveLR' check for numeric operations was incomplete. Like far too many other places it just assumed that everything with ValueType->GetRegType() == REGT_INT is a numeric type, but for names this is not the case.
- use FScriptPosition's error counter throughout the compiler so that there is only one counter for everything, not two.
Parts of the compiler use FScriptPosition, so this is easier to handle than having a separate counter in the compiler class. It also avoids having to pass the compiler object to any function where an error may be output. The TreeNodes contain sufficient data to be converted to an FScriptPosition and using that for error message formatting.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
* a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
Ultimately, thingdef should only contain code that is directly related to the DECORATE parser, but that's not the case with this file. It's only function definitions which get used during gameplay and will also be accessed by ZScript.
The change is intentionally on master so that pull requests can adjust to it now instead of creating conflicts later.
The reason for this is that the macOS version uses a deprecated API and in order to correct this, the file needs to be compiled as Objective-C++ which requires a different extension.
- added colormap shader to postprocessing.
This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library
# Conflicts:
# src/sound/oalsound.cpp
# src/sound/oalsound.h
Due to the VC++ 2015 headers being rather bloated (the average include size per source is 400-500kb) this provides a noticable compile speedup, although right now this only covers the game code, so there should be more room for improvement.
- Having my edits to the grammar disappear because Visual Studio had
opened the copy instead of the original was super annoying. Using the -C
option with Lemon, this problem is avoided because there are no copies
to worry about.
- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
- Worked aorund modern GCC bug where C++ exceptions in Objective-C++ code would result in an ICE (bug is already on their tracker, but I doubt it will be fixed unless I decide to dig into the issue myself).
- Turn off fused floating point instructions since these can cause slight deviations in floating point code.
- Use -static-libgcc when compiling on the Mac with GCC since we need to use a custom version of GCC to do so now.
- Note: ZDoom will currently still crash on exit on PowerPC since it seems to be deciding that NameManager needs to be destructed before the console commands.
This fixes Clang complaining about unknown command option '-Wno-unused-but-set-variable' when compiling dumb.
Also I got no new warnings on Clang by excluding '-Wno-unused-result'.
- The FMOD 4.44 linux package contains both 32 and 64-bit versions, with the folder name without the '64' suffix for 64-bit.
- Add minor version '61' so that the latest FMOD package (at the time of this commit) can be detected and compiled successfully.
# Conflicts:
# src/CMakeLists.txt
# src/p_setup.cpp
# src/r_defs.h
# src/version.h
This only updates to a compileable state. The new portals are not yet functional in the hardware renderer because they require some refactoring in the data management first.
- Cleared some GCC and Clang warnings. Mostly static analysis false positives, but one of them generated a pretty massive warning in a release build.
- Use -Wno-unused-result since I doubt we're going to address those unless they actually prove to be a problem (and they only appear in release builds).
- The old algorithm is something I threw together that produced decent,
but not spectacular results since it had a tendency to waste space by
forcing everything onto "shelves".
The new packer is the Skyline-MinWaste-WasteMap-BestFirstFit algorithm
described by Jukka Jylanki in his paper *A Thousand Ways to Pack the Bin - A
Practical Approach to Two-Dimensional Rectangle Bin Packing*, which can
currently be read at http://clb.demon.fi/files/RectangleBinPack.pdf
This is minus the optimization to rotate rectangles to make better fits.
This required the addition of a few exception handlers so to avoid #ifdef overuse I also added some #defines for non-Windows systems that allow using __try and __except directly in the code without #ifdef'ing them out.
Conflicts:
src/CMakeLists.txt
src/b_think.cpp
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_fighterplayer.cpp
src/namedef.h
src/p_enemy.cpp
src/p_local.h
src/p_mobj.cpp
src/p_teleport.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_function.cpp
src/thingdef/thingdef_parse.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
were added to thingdef_function.cpp over the past year, as this file no
longer exists in this branch.
1) Don't show OSX_COCOA_BACKEND option if the host is not OSX;
2) Don't use the '-msse' compiler flag in dumb/ if the architecture does not support it.
- Improved international keyboard support by falling back to scan codes if we don't recognize a keycode.
- Clear out any residual mouse movement when entering relative mouse mode.
- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
GLEW has two major problems:
- it always includes everything, there is no way to restrict the header to a specific GL version
- it is mostly broken with a core profile and only works if all sanity checks get switched off.
- fixed a CMake warning about uninitialized use of the variable CROSS_EXPORTS in the tools subfolder when CMAKE_CROSSCOMPILING is off;
- fixed a variable typo: CMAKE_CURRENTY_BINARY_DIR instead of CMAKE_CURRENT_BINARY_DIR;
- in src/CMakeLists.txt, fixed a missing merge of a portion of code from maint branch to master.
Introduce the variable 'ZD_CMAKE_COMPILER_IS_GNUC(XX)_COMPATIBLE' and replace any occurrence of '"${CMAKE_C(XX)_COMPILER_ID}" STREQUAL "GNU" OR "${CMAKE_C(XX)_COMPILER_ID}" STREQUAL "Clang"' with it. This makes it possible to add more GCC compatible compilers in just one place.
- replaced GLUs texture scaling with our own function. This is only used to scale down textures larger than what the hardware can handle so we do not need a dependency to an essentially deprecated library for it.
- Added ZCCCompiler class as a place to generate IR and symbols from an
AST. Right now, all it does is simplify constant expressions into
constant values.
- Do type promotion on the AST where appropriate.
- Added true and false tokens to the parser driver.
- Added ZDOOM_OUTPUT_OLDSTYLE (could probably use a more descriptive name) which causes CMake to vary the executable name by build type and place the exes and pk3s into the directory specified in ZDOOM_OUTPUT_DIR.
- ALL_BUILD will now launch ZDoom.
- Use functions in gitinfo.cpp to retrieve the strings from gitinfo.h so
that changes to gitinfo.h only require recompiling one file instead of
several.
but only supports three pan positions and not the full 127 MIDI pan positions.
- Added opl_core cvar to select emulator core. 0 is MAME and 1 is DOSBox.
- Added DOSBox's LGPL OPL core, distantly related to one adlibemu.c written by Ken Silverman
(not to be confused with the ancient MAME-derived and GPL-licensed core also found in DOSBox).
I believe this corresponds to their "compat" emulator, but I'm not sure.
SVN r3946 (trunk)
become ungodly slow when using mods with complex DECORATE. The GCC debug builds run just
fine, however. Hopefully this is something that can be fixed later with an assembly-optimized
version of the main VM loop, because I don't relish the thought of being stuck with GDB
for debugging.)
- Fixed: The ACS_Named* action specials were erroneously defined as taking strings instead of
names.
- Fixed: Copy-paste error caused FxMultiNameState::Emit to generate code that called
DecoNameToClass instead of DecoFindMultiNameState.
- Updated FxActionSpecialCall::Emit for named script specials.
- Fixed inverted asserts for FxMinusSign::Emit and FxUnaryNotBitwise::Emit.
SVN r3893 (scripting)
* By pressing request, allow Linux users to build ZDoom with an FMOD version that doesn't give them 3D sound positioning. :p
* Fixed severe copy-pasta portal copy bug.
* 3D floors hidden by being moved above the ceiling or below the floor will no longer show in the automap.
* Reject TEXTURES scale of 0. They'd do nothing but provoke a division by zero error.
* Maybe fixed Linux compilation?
SVN r3297 (trunk)
- Fixed: FadeTo() accepted parameters out of range.
- Fixed: "Enable autosaves" menu option didn't handle all possible values of disableautosave.
SVN r3280 (trunk)
- Fixed: When loading non-UDMF maps, things did not have their conversation field zero'ed.
- Added an assert for the FAKE3D_REFRESHCLIP case at the end of R_RenderMaskedSegRange(), because Valgrind indicates this is being run
without ds->bkup being set to something valid. I do not immediately know how this should be fixed.
SVN r3130 (trunk)
- Added a generic Standard MIDI File creator that works with any of the sequencers. mus2midi.cpp
is no longer used but is kept around as a reference.
SVN r2677 (trunk)
- Moved MIDI precaching logic into MIDIStreamer so that SMF and HMI files can both use the
same implementation.
- Added a player for HMI midi files.
SVN r2675 (trunk)
which is painfully apparent on hexen.wad MAP01's music, which hits around 90 voices.
- Patch from Chris:
* Add FluidSynth to the menu.
* Enable FluidSynth for MIDI as well as MUS.
* Fix CmakeLists.txt.
SVN r2554 (trunk)
to try compiling it myself on Windows to see if it's really that slow or if
Ubuntu just ships an unoptimized version, because performance is pretty pathetic
when compared to the other options. (I understand that it's a complete SoundFont2
renderer, so it is understandably slower than something like TiMidity++, but still.
Does it really need to be around 10x slower? I played with the chorus, reverb, and
interpolation settings, and none of them seemed to make much difference in
performance.)
SVN r2545 (trunk)
- Added character alignment parameter to font monospacing.
- Fixed: character shadows were not scaled.
- Heretic keys now have an icon associated with them so that they can be drawn through drawkeybar.
- Replaced the built in Heretic and Hexen status bars with SBarInfo equivalents.
SVN r2353 (trunk)
- Reorganized the SBarInfo code.
- Added interpolate(<speed>) flag to drawnumber, drawbar, and drawgem. The old
way of interpolating the health and armor is depreciated.
- Added: armortype to drawswitchableimage loosely based on Gez's submission.
- As an extension to the previous you can now use comparison operators on
inventory items and armortype in drawswitchableimage.
SVN r2069 (trunk)
- Derive PClass from dobject.cpp. This has one major ramification: Since the PClass
is not allocated until runtime, you cannot initialize any static/global data
structures with pointers to PClasses using RUNTIME_CLASS. Attempting to do so
will just initialize with a NULL pointer. Instead, you can initialize using
the address of the pointer returned by RUNTIME_CLASS and dereference that. By
the time you have an opportunity to dereference it, it will no longer be NULL.
- Sync CmakeLists.txt.
- Random fixes for problems GCC spotted.
SVN r1852 (scripting)
- Cleaned up A_LookEx code and merged most of it with the base functions.
The major difference was a common piece of code that was repeated 5 times
throughout the code so I moved it into a subfunction.
- Changed P_BlockmapSearch to pass a user parameter to its callback so that
A_LookEx does not need to store its info inside the actor itself.
SVN r1846 (trunk)
Zipdir is not doing byte swapping like it should. zdoom.ini is stored
in ~/Preferences, but all other file accesses are probably going to be
like Windows and look in the same directory as the executable.
SVN r1786 (trunk)
issues that caused its inclusion. Is an optimized GCC build any faster
for being able to use strict aliasing rules? I dunno. It's still slower
than a VC++ build.
I did run into two cases where TAutoSegIterator caused intractable problems
with breaking strict aliasing rules, so I removed the templating from it,
and the caller is now responsible for casting the probe value from void *.
- Removed #include "autosegs.h" from several files that did not need it
(in particular, dobject.h when not compiling with VC++).
SVN r1743 (trunk)
- Added XInput support. For the benefit of people compiling with MinGW,
the CMakeLists.txt checks for xinput.h and disables it if it cannot
be found. (And much to my surprise, I accidentally discovered that if you
have the DirectX SDK installed, those headers actually do work with GCC,
though they add a few extra warnings.)
SVN r1686 (trunk)
took far too long to reach this point.) Manual axis configuration is
currently disabled, since I need to rewrite that, too. The eventual point of
this is that the code will be modular enough that I can just plop in
routines for XInput controllers and driver-less PlayStation 2 adapters
without much fuss, since the old joystick code was very much DirectInput-
centric.
SVN r1672 (trunk)
- fixed: The Dehacked parser could not parse flag values with the highest bit
set because it used atoi to convert the string into a number.
SVN r1624 (trunk)
switched it to buffered input, and the pause key seems to be properly
cooked, so I don't need to look for it with WM_KEYDOWN/UP. Tab doesn't
need to be special-cased either, because buffered input never passes on
the Tab key when you press Alt+Tab. I have no idea why I special-cased
Num Lock, but it seems to be working fine. By setting the exclusive mode
to background, I can also avoid special code for releasing all keys when
the window loses focus, because I'll still receive those events while the
window is in the background.
SVN r1613 (trunk)
with RIDEV_NOLEGACY apparently prevents SetCursor() from doing anything.
- Split mouse code off from i_input.cpp into i_mouse.cpp and added raw mouse
handling. (WM_INPUT obsoleted most of DirectInput for XP.)
- Fixed: Similar to the Win32 mouse, using the DirectInput mouse in windowed
mode, if you alt-tabbed away and then clicked on the window's title bar,
mouse input would be frozen until the mouse was ungrabbed again.
SVN r1601 (trunk)
speedup.
- Replaced the Shanno-Fano/Huffman reading routines from FZipExploder with
ones of my own devising, based solely on the specs in the APPNOTE.
SVN r1590 (trunk)
extensions.
- Removed merging of special namespaces. For the texture manager this has
become totally useless so there is no need to do this anymore. Not merging
the namespaces also allows a much more reliable detection of lumps belonging
to special namespaces so the ScanForFlatHack function is no longer needed.
Instead, any lump up to F_END with a length of 4096 will be marked for
inclusion as a flat texture if no F_START marker is found.
- Made the counting of intermission stats in Doom a GAMEINFO option so that
it can be activated in all games.
SVN r1555 (trunk)
CMAKE_BUILD_TYPE. (It seems to like to hang when generating arith.h for gdtoa when you
do this, but killing the make process and restarting it seems to fix that.)
SVN r1531 (trunk)
cryptographically secure random number generator, if available, instead
of the current time.
- Changed the random number generator from Lee Killough's algorithm to the
SFMT607 variant of the Mersenne Twister.
SVN r1507 (trunk)
- Added more output to zipdir and a -q option to turn it off.
- Added -u option to zipdir to only recompress those files in a zip that have
changed.
- Added -d and -f options to zipdir. -d forces deflate compression, and -f
forces a write of the zip, even if it's newer than all the files it contains.
- Added support for bzip2 and LZMA compression to zipdir.
SVN r1468 (trunk)
- fixed: The nextmap and nextsecret CCMDs need to call G_DeferedInitNew instead of G_InitNew.
- merged MAPINFO branch back into trunk.
SVN r1393 (trunk)
vulnerability "format not a string literal and no format arguments".
- Changed the CMake script to search for fmod libraries by full name instead
of assuming a symbolic link has been placed for the latest version. It can
also find a non-installed copy of FMOD if it is placed local to the ZDoom
source tree.
SVN r1373 (trunk)
failed to start the demo.
- Added a MF5_BRIGHT flag to always render an actor fullbright.
- Fixed: Calling Door_Animated with a non-zero tag created a new thinker
for each two-sided line of the sector.
- Added Karate Chris's submission for making 'spray' a cheat.
- Added CO2's default parameter additions for several Doom code pointers
submission.
- Added CO2's A_RemoveMaster/A_RemoveChildren submission.
- Added Blzut3's SBARINFO replacement for the Doom statusbar.
- Fixed: SBarInfo still displayed the wrong bar for height 0
- Added A_KillSiblings and A_DamageSiblings code pointers.
- added MaxAbsorb and MaxFullAbsorb properties for Armor.
SVN r1304 (trunk)
parameters.
- All DECORATE parameters are passed as expressions now. This change allows
for compile time checks of all class names being used in DECORATE so many
incorrect definitions may output warnings now.
- Changed DECORATE sound and color parameters to use expressions.
- Changed: S_StopChannel now resets the actor's sound flags. The previous bug
made me think that delaying this until FMod calls the end of sound callback
may simply be too late.
SVN r1276 (trunk)
symbols there instead of into AActor.
- Changed the expression evaluator's floating point precision to double.
- Started rewriting the DECORATE expression evaluator to allow more flexibility.
All the operators use the new functionality but functions, variables and
constants are yet to be redone.
While doing this rewrite I noticed that random2 was always evaluated as const.
This got fixed automatically.
SVN r1264 (trunk)
* This may or may not be a problem, but GCC warned that FStateDefinitions::
AddStateDefines() does not initialize def.FStateDefine::DefineFlags, so
I fixed that.
SVN r1262 (trunk)
- Removed extraneous printf parameter for Texman.Init startup message.
- Added newlines to the ends of a few headers that were missing them.
- Fixed more GCC errors/warnings.
SVN r1232 (trunk)
so that all files are included by a central one instead of compiling
each one separately. This speeds up the compilation process by 25%
when doing a complete rebuild in Visual C.
- Cleaned up more header dependencies.
SVN r1226 (trunk)
After finding out that gas does have directives to describe the .eh_frame
metadata, I figured that would be significantly easier and quicker than
trying to locate all the scattered docs I would need to read to figure out
how to construct it by hand. Unfortunately, this now means I have to
maintain two versions of exactly the same code. :( (But unless I add 32-bit
color rendering in the future, the chances that I will have to touch it
again are quite slim.)
SVN r1159 (trunk)
registers AMD64 provides, this routine still needs to be written as self-
modifying code for maximum performance. The additional registers do allow
for further optimization over the x86 version by allowing all four pixels
to be in flight at the same time. The end result is that AMD64 ASM is about
2.18 times faster than AMD64 C and about 1.06 times faster than x86 ASM.
(For further comparison, AMD64 C and x86 C are practically the same for
this function.) Should I port any more assembly to AMD64, mvlineasm4 is the
most likely candidate, but it's not used enough at this point to bother.
Also, this may or may not work with Linux at the moment, since it doesn't
have the eh_handler metadata. Win64 is easier, since I just need to
structure the function prologue and epilogue properly and use some
assembler directives/macros to automatically generate the metadata. And
that brings up another point: You need YASM to assemble the AMD64 code,
because NASM doesn't support the Win64 metadata directives.
- Added an SSE version of DoBlending. This is strictly C intrinsics.
VC++ still throws around unneccessary register moves. GCC seems to be
pretty close to optimal, requiring only about 2 cycles/color. They're
both faster than my hand-written MMX routine, so I don't need to feel
bad about not hand-optimizing this for x64 builds.
- Removed an extra instruction from DoBlending_MMX, transposed two
instructions, and unrolled it once, shaving off about 80 cycles from the
time required to blend 256 palette entries. Why? Because I tried writing
a C version of the routine using compiler intrinsics and was appalled by
all the extra movq's VC++ added to the code. GCC was better, but still
generated extra instructions. I only wanted a C version because I can't
use inline assembly with VC++'s x64 compiler, and x64 assembly is a bit
of a pain. (It's a pain because Linux and Windows have different calling
conventions, and you need to maintain extra metadata for functions.) So,
the assembly version stays and the C version stays out.
- Removed all the pixel doubling r_detail modes, since the one platform they
were intended to assist (486) actually sees very little benefit from them.
- Rewrote CheckMMX in C and renamed it to CheckCPU.
- Fixed: CPUID function 0x80000005 is specified to return detailed L1 cache
only for AMD processors, so we must not use it on other architectures, or
we end up overwriting the L1 cache line size with 0 or some other number
we don't actually understand.
SVN r1134 (trunk)
pieces.
- Added DECORATE conversions for Hexen's Fighter weapons by Karate Chris.
- Added aWeaponGiver class to generalize the standing AssaultGun.
- converted a_Strifeweapons.cpp to DECORATE, except for the Sigil.
SVN r1129 (trunk)
GCC defaults to extended precision instead, unlike Visual C++.
- Removed the useless src/Linux directory from the repository. This was a
holdover from the long-gone 1.22 build system.
SVN r1118 (trunk)
- Fixed compilation of snes_spc on GCC <4.3.
- Fixed compilation of zstring.h on 32-bit MinGW, where SIZE_MAX
and UINT_MAX are not considered identical by the preprocessor.
SVN r1096 (trunk)
CMake 2.4, since the distros don't seem to consider 2.6 stable yet.
As a bonus, GTK+ is no longer a required dependency; now it's optional.
- Made dehsupp ignore CR characters, so it doesn't spew warnings on Linux.
SVN r1092 (trunk)
surprised if this doesn't build in Linux right now. The CMakeLists.txt
were checked with MinGW and NMake, but how they fair under Linux is an
unknown to me at this time.
- Converted most sprintf (and all wsprintf) calls to either mysnprintf or
FStrings, depending on the situation.
- Changed the strings in the wbstartstruct to be FStrings.
- Changed myvsnprintf() to output nothing if count is greater than INT_MAX.
This is so that I can use a series of mysnprintf() calls and advance the
pointer for each one. Once the pointer goes beyond the end of the buffer,
the count will go negative, but since it's an unsigned type it will be
seen as excessively huge instead. This should not be a problem, as there's
no reason for ZDoom to be using text buffers larger than 2 GB anywhere.
- Ripped out the disabled bit from FGameConfigFile::MigrateOldConfig().
- Changed CalcMapName() to return an FString instead of a pointer to a static
buffer.
- Changed startmap in d_main.cpp into an FString.
- Changed CheckWarpTransMap() to take an FString& as the first argument.
- Changed d_mapname in g_level.cpp into an FString.
- Changed DoSubstitution() in ct_chat.cpp to place the substitutions in an
FString.
- Fixed: The MAPINFO parser wrote into the string buffer to construct a map
name when given a Hexen map number. This was fine with the old scanner
code, but only a happy coincidence prevents it from crashing with the new
code
- Added the 'B' conversion specifier to StringFormat::VWorker() for printing
binary numbers.
- Added CMake support for building with MinGW, MSYS, and NMake. Linux support
is probably broken until I get around to booting into Linux again. Niceties
provided over the existing Makefiles they're replacing:
* All command-line builds can use the same build system, rather than having
a separate one for MinGW and another for Linux.
* Microsoft's NMake tool is supported as a target.
* Progress meters.
* Parallel makes work from a fresh checkout without needing to be primed
first with a single-threaded make.
* Porting to other architectures should be simplified, whenever that day
comes.
- Replaced the makewad tool with zipdir. This handles the dependency tracking
itself instead of generating an external makefile to do it, since I couldn't
figure out how to generate a makefile with an external tool and include it
with a CMake-generated makefile. Where makewad used a master list of files
to generate the package file, zipdir just zips the entire contents of one or
more directories.
- Added the gdtoa package from netlib's fp library so that ZDoom's printf-style
formatting can be entirely independant of the CRT.
SVN r1082 (trunk)