very bright title pics it became quite hard to read the console's contents.
- Fixed: PROP_Translation needed to be changed for the new value format.
- Added GZDoom's MAPINFO fog parameters as no op dummies so I can use
WADs that contain them without constantly having to edit the MAPINFO.
It also allows using them to optimize hardware fog for WADs that should
run with ZDoom as well.
SVN r649 (trunk)
drawn to a texture, then that texture is copied to the real back buffer
using a gamma-correcting pixel shader. In fullscreen mode, SetGammaRamp
is used.
- Fixed flashing of vid_fps display when fps > 1000.
- Fixed loading of RGB textures for native 2D mode.
- Changed the first rotozoomer's data because it just became too obvious when
the backdrop is drawn with a full 256 distinct colors available.
- Set the player backdrop to update no more frequently than 35 FPS, so opening
the player setup menu before starting a game won't produce a very fast
moving backdrop.
- Changed the player backdrop into a texture so that it can be drawn like
anything else.
SVN r648 (trunk)
- Moved the common code of ACS and DECORATE translation generation into the
FRemapTable class.
- Fixed: The DECORATE translation code was not changed for the new data structures.
- Expanded range of ACS and DECORATE translations to 65535.
- Fixed: R_CopyTranslation was not altered for the new functionality.
I removed the function and replaced the one use with a simple assignment.
SVN r644 (trunk)
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.
Well, when compiled with SM2.0, the PalTex shader seems to be every-so-
slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a
minor win for cards that support it.
- Fixed: ST_Endoom() failed to free the bitmap it used.
- Added the DTA_ColorOverlay attribute to blend a color with the texture
being drawn. For software, this (currently) only works with black. For
hardware, it works with any color. The motiviation for this was so I could
rewrite the status bar calls that passed DIM_MAP to DTA_Translation to
draw darker icons into something that didn't require making a whole new
remap table.
- After having an "OMG! How could I have been so stupid?" moment, I have
removed the off-by-one check from D3DFB. I had thought the off-by-one error
was caused by rounding errors by the shader hardware. Not so. Rather, I
wasn't sampling what I thought I was sampling. A texture that uses palette
index 255 passes the value 1.0 to the shader. The shader needs to adjust the
range of its palette indexes, or it will end up trying to read color 256
from the palette texture when it should be reading color 255. Doh!
- The TranslationToTable() function has been added to map from translation
numbers used by actors to the tables those numbers represent. This function
performs validation for the input and returns NULL if the input value
is invalid.
- Major changes to the way translation tables work: No longer are they each a
256-byte array. Instead, the FRemapTable structure is used to represent each
one. It includes a remap array for the software renderer, a palette array
for a hardware renderer, and a native texture pointer for D3DFB. The
translationtables array itself is now an array of TArrays that point to the
real tables. The DTA_Translation attribute must also be passed a pointer
to a FRemapTable, not a byte array as previously.
- Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly
for D3DFB's 2D mode. Before, any fullscreen graphics (like help images)
covered it up.
SVN r640 (trunk)
actor's sector in the game engine code with it. This way there's a clear
distinction between renderer-specific and game-specific calls.
SVN r638 (trunk)
- moved the AM line drawer into DCanvas as a virtual function. While testing
this code I discovered that the antialias precalculation was never used
except for the very first frame of AM drawing. However, since I couldn't
detect even a marginal performance improvement using this code on 2 computers
I just disabled it completely because it severely complicates a more generic
implementation. I also disabled am_ovtrans in the process because I couldn't
see any positive effects of using this cvar. All it does is adding some
ugly distortion to the lines it affects without any apparent benefits.
* Added fix by Karate Chris containing:
- Added a 'No team changing' DMFlag2 which prevents players from changing teams
unless they are not on a team.
- Added a 'No respawn' DMFlag2 which prevents a player from respawning after
they have died.
- Added a 'Keep frags gained' DMFlag2 which allows you to choose whether you
want to reset the frags of each player next level or not.
- Added a small visual enhancement to the cooperative scoreboard to show
if a player has died.
- Fixed: If the 'teamplay' console variable was set to 'true' in a cooperative
game, the scoreboard would show team play related items as opposed to
cooperative items.
- Fixed: The 'bot_observer' console variable should not work in network games.
- Fixed: Bots made intermission skip really fast.
SVN r634 (trunk)
- Fixed: ASkyViewpoint::Destroy was missing the super call.
- Added SnowKate709's A_LookEx update.
- Moved M_DrawPlayerBackdrop into DCanvas as a virtual function. Since this
directly accesses the frame buffer it must be overridable for renderers
that work differently.
SVN r632 (trunk)
* Added drawshader to draw Heretic style transparency gradients.
* Added artiflash flag to drawselectedinventory.
* Fixed: Drawgem used the wrong operator when determining the chain size.
* Fixed: ZDoom would crash if an undefined font was used.
* I also started cleaning up the source a little. I have been informed that
when checking for flags the "== flagname" is redundant.
- Added indexfont anf hudfont from GZDoom to zdoom.pk3 so that they are always
available when defining custom status bars.
SVN r629 (trunk)
passing renderer specific data to the function. Also added DTA_Font so
that the renderer can fetch font translations from the proper font.
DIM_MAP/ConShade had to be made a regular translation table to make it
work.
- Added Karate Chris's fix for scoreboard displaying team play related data
in non teamplay games.
- Fixed: The team selection menu didn't work.
- Fixed: UpdateTeam passed an FString to Printf.
SVN r623 (trunk)
character arrays and never freed them. Those have been replaced with
uses of FString. (One of these was even an instance of a member variable
being set to point at a stack variable.)
SVN r622 (trunk)
- Added a new color parameter to DCanvas::Clear() that specifies the
ARGB value of the color. This is used if the old color parameter,
which specifies a palette entry, is -1.
SVN r617 (trunk)
if present.
- Modified GZDoom's true color texture copy functions and added them
to generate 32 bit D3D textures. Paletted TGAs and PCXs are also handled
this way but I don't think these 2 formats are worth some more special
handling.
(Question: Is it worth it to implement special handling for paletted PNGs
so that they are used as 8 bit textures internally?)
SVN r608 (trunk)
both dest and src. Also changed this function so that it is owned by the
destination canvas of the operation which is necessary if it needs to
be overridden by subclasses.
SVN r607 (trunk)
They are not actually drawn with it yet, nor is it complete, but it's
something to start with.
- Split up DCanvas::DrawTexture() into more pieces to make it easier to
virtualize.
- Removed support for non-32-bit palette textures from D3DFB. What kind of
card supports pixel shaders but not 32-bit textures?
SVN r605 (trunk)
- Fixed: At resolutions taller than 600 pixels or so, tall sky textures were
drawn a row too low. This was quite visible on Hexen MAP06.
- Fixed: P_CheckSlopeWalk() must return false if floorsector != sector, or
the actor will be yanked down to the floorsector by P_TryMove().
- Fixed: ClearActorInventory, GiveActorInventory, and TakeActorInventory
only affected the first actor with the given TID.
- Fixed: The color boxes for the colorpicker menu items were drawn a little
too low.
SVN r603 (trunk)
private slots if the one currently used is a player range.
- Fixed: Changing the fraglimit during the middle of a game would not trigger
a level change if somebody was already over the new limit.
SVN r599 (trunk)
- Fixed: When changing your name from the menu, you got an extra " appended
to your name if it ended with a backslash.
- Added escape sequences for user info strings, so now they can contain
embedded backslashes.
- Fixed an array-out-of-bounds access when drawing the player setup menu with
an invalid team number.
SVN r598 (trunk)
rather than overriding the dmflags values, actually overwrote the dmflags
values, so they would continue to be in effect on later maps that didn't
explicitly specify them.
SVN r595 (trunk)
- Updated project files for nasm 2.0, which is now named nasm.exe for the
Windows version, rather than nasmw.exe. Also fixed the annoying new warnings
it generated.
SVN r593 (trunk)
crouching motion.
- Fixed: The keypress for nightmare mode verification appeared in the console
if the fullscreen console was open while using the menu.
- Added support for scaling down large console fonts in the customize
controls menu.
- Fixed: Joining a negative team was possible.
SVN r590 (trunk)
of MustConfirm: It looked for TK_String when it should have used TK_StringConst.
- Fixed: When travelling to a new non-hub map, any items being carried with
amounts of 0 would be upped to 1.
SVN r589 (trunk)
receives the input focus. When the pane is closed, the focus doesn't
return to any window, so even though the window is still active, it no
longer has the focus and does not receive input events.
- Fixed: The network synch timer was still left running after the game
started. (Windows only)
- Fixed: When a player leaves the game at the exact moment they are being
damaged, the game could crash because their actor still had a valid player
pointer, but the player's mo pointer had been NULLed.
SVN r588 (trunk)