Commit Graph

15329 Commits

Author SHA1 Message Date
ZZYZX ed3355acc6 Explode bouncing projectiles if hit damageable geometry 2018-11-07 00:12:37 +01:00
ZZYZX d85e5afdfb Destructible geometry - minor fixes and 3D floor support 2018-11-07 00:12:37 +01:00
Christoph Oelckers 752a64c840 - fixed typo in sight checking code. 2018-11-07 00:12:03 +01:00
Christoph Oelckers c28f001cb2 Merge branch 'sections' 2018-11-06 23:50:16 +01:00
Christoph Oelckers f2e593f8bf - disabled the hack for fixing the original design of the portal in KDiZD's Z1M1.
This portal got fixed in a later re-release of KDiZD and no other portal needs this runtime fix to my knowledge.
The main problem here is that this runtime fix requires some manipulation of the render data that does not work anymore.

Should other maps need this fix as well they are probably best served with a compatibility entry.
2018-11-06 21:41:16 +01:00
Christoph Oelckers 085bf0d33f - fixed Transfer_Heights and 3D floors. 2018-11-06 20:53:45 +01:00
Christoph Oelckers ddc75f7ba5 - made the common render hacks functional again as separate render items. 2018-11-06 20:31:44 +01:00
Christoph Oelckers a6e77ae094 Refactored the render hack storage so that it can be decoupled from the regular GLFlat render items.
Having these in there makes it impossible to change render techniques so these are better done as separate items.
2018-11-06 18:20:59 +01:00
Christoph Oelckers aee47d23bd - fixed validcount for real and added a side check for intra-section sides to light code. 2018-11-06 11:53:03 +01:00
Christoph Oelckers df52a71475 - fixed validcount. 2018-11-06 01:01:59 +01:00
Christoph Oelckers 87973ff504 - added handling for intra-sector lines to lighting code. 2018-11-06 00:47:43 +01:00
Christoph Oelckers ba66c0c889 - changed dynamic light traversal to use sections instead of the subsectors.
This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00
Christoph Oelckers 9ddca3c3a9 - removed the subsector light lists as a preparation step to move over the light traversal code to use sections instead of subsectors. 2018-11-05 22:35:24 +01:00
Christoph Oelckers 375dd7e28f - the sections are now being used as the smallest element to draw flat planes.
This also removes one piece of code that was used to cope with the missing clip planes on old ATI cards, so support for those will most likely have to be dropped in the near future.
2018-11-05 22:14:18 +01:00
Christoph Oelckers 50bd9c3594 - flatvertex generation is working again. 2018-11-05 21:29:57 +01:00
Christoph Oelckers 625eb1e76a - FVertexBuilder's output looks correct now. 2018-11-05 21:11:54 +01:00
Christoph Oelckers 950ed07ae6 WIP 2018-11-05 15:30:50 +01:00
Christoph Oelckers d7db00d92e - sector rendering refactoring for sections - work in progress. 2018-11-05 01:01:48 +01:00
Christoph Oelckers 0deb388a75 - automatically create sections and store them with the level data.
- added subsector indexing to sections.

This is needed for finding a section from a point.
2018-11-04 22:19:11 +01:00
Christoph Oelckers 705c87c6cc - fixed bad case in #include. 2018-11-04 21:33:35 +01:00
Christoph Oelckers c847180bdc - reinstated the sector light clamping threshold from before version 3.3.
It turned out that without the clamping the feature does not work well, thanks to a poorly chosen scale of the original arguments.
2018-11-04 20:57:18 +01:00
Christoph Oelckers 49bfdbef9f - create an intermediate structure between sectors and subsectors.
A section is a continuous part of a sector or in some case of several nearby continuous parts. For sectors with far away parts multiple sections will be created, especially when they lie in disjoint parts of the map.
This is mainly supposed to cut down on time for linking dynamic lights. Since they need to traverse subsectors to find all touching sidedefs a more coarse data structure that only contains the info needed for this is more suitable. In particular, this does not contain any intra-sector lines, i.e. those with both sides in the same sector.
2018-11-04 20:10:51 +01:00
Player701 9b7114a96d - undid the save version bump 2018-11-04 19:58:57 +01:00
Player701 56f76a141e - Added a function to get the actor's age in ticks. 2018-11-04 19:58:57 +01:00
Player701 a6dbfcf9c2 - Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-04 19:58:57 +01:00
Cacodemon345 b1d35eb0b3 Extend SKYEXPLODE flag for LineAttack 2018-11-03 15:24:30 +01:00
alexey.lysiuk ce8c529422 - use Xcode 10.1 for Travis CI builds 2018-11-03 13:11:59 +02:00
alexey.lysiuk 53bf598aee - restored screen clear in Cocoa backend when setting video mode
This still doesn't work well in windowed mode
In fullscreen the effect is quite noticeable thought
2018-11-03 13:09:30 +02:00
Christoph Oelckers 1ccbbcb81d - added a method to FileReader to read the contents into an array and used it on the MIDI sources for testing. 2018-11-02 10:20:12 +01:00
Christoph Oelckers c07aeb7498 - use a single TArray to allocate the memory for the lump manager's hash lists. 2018-11-02 09:51:44 +01:00
alexey.lysiuk 8597c9e326 - added warning for constant conditional expression
ZScript code like `if (x = 0) // ...` no longer causes assertion failure in Debug but produces a warning regadless of configuration

https://forum.zdoom.org/viewtopic.php?t=62422
2018-11-01 16:05:27 +02:00
alexey.lysiuk d99aeb0895 - fixed potential crash when drawing status bar log
src/g_statusbar/shared_sbar.cpp:1133:34: warning: comparison of integers of different signs: 'unsigned int' and 'int'
[-Wsign-compare]
2018-11-01 13:37:11 +02:00
alexey.lysiuk b5853b4d8e - prevented GME compilation warning spam with Clang 2018-11-01 13:34:47 +02:00
alexey.lysiuk 504a7f00b6 - fixed two potentially dangerous compilation warnings
src/hwrenderer/dynlights/hw_lightbuffer.h:51:29: warning: comparison between signed and unsigned integer expressions
[-Wsign-compare]
src/hwrenderer/scene/hw_renderstate.h:196:44: warning: operation on '((FRenderState*)this)->FRenderState::mVertexOffsets[0]' may
be undefined [-Wsequence-point]
2018-11-01 12:51:22 +02:00
Christoph Oelckers b9f2cce8de - versioned the return mismatch check to demote it to a warning for older versions than 3.7. 2018-11-01 11:30:53 +01:00
alexey.lysiuk d3461be40c - made 'return void' case a compilation error 2018-11-01 11:18:22 +01:00
Christoph Oelckers b79622bcba - added far stronger restrictions for when the Boom-Texture-Y-offset compatibility flag may trigger.
This had absolutely no sanity checks and unconditionally picked the source texture if one existed.
It should only be done for wall textures, only for those defined in TEXTUREx and only for those where the scale is identical with the underlying texture.
2018-11-01 10:51:57 +01:00
Christoph Oelckers c5153ca095 - fixed: Do not pass Sysex messages to Windows's GS Wavetable synth.
This will totally refuse to play a MIDI if that happens.
Duke Nukem's Alienz.mid, which did not play before works after this change.
2018-11-01 10:22:21 +01:00
Christoph Oelckers f7ce4dd2da - added fake vid_renderer CVAR so that mods that checked for it to determine the renderer will get 1 returned instead of 0.
The majority of mods which did such a thing checked for the hardware renderer so this should be the default.
2018-11-01 09:43:11 +01:00
Christoph Oelckers 9df7ce1f9a - fixed: P_DamageMobj should clear reactiontime only for non-players.
For players this variable has an entirely different meaning which does not agree with being modified here.
2018-11-01 09:27:38 +01:00
Christoph Oelckers aa69d63a65 - made DBrokenLines serializable. 2018-11-01 09:02:20 +01:00
Christoph Oelckers 23aff98e90 - fixed handling of wrapped midtextures to be actually useful when used in sky sectors. 2018-11-01 08:02:11 +01:00
ZippeyKeys12 77c5c1eb19 Export AllClasses 2018-11-01 00:20:46 +01:00
Vitaly Novichkov 8450dc5fdb Update GME up to 0.6.2 version 2018-11-01 00:15:41 +01:00
Cacodemon345 eaaf0cb8f6 Fix bounce state not entering when hit from top. 2018-11-01 00:11:57 +01:00
Jonathan Russell f39a389e99 - changed the way alpha works on DrawLine and DrawThickLine so they're consistent 2018-11-01 00:10:47 +01:00
Major Cooke 6a8b0df4ba Added VelIntercept.
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
  - targ: The actor the caller will aim at.
  - speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
  - aimpitch: If true, aims the pitch in the travelling direction. Default is true.
  - oldvel: If true, does not replace the velocity with the specified speed. Default is false.

- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 00:10:08 +01:00
ZZYZX 849d110f10 Fixed sector floor/ceiling actions not triggering in P_XYMovement 2018-11-01 00:05:43 +01:00
Christoph Oelckers a388b6c8ab - added missing nullptr check. 2018-10-31 23:23:02 +01:00
ZZYZX a6cdcab128 Implemented loading/saving of line/sector health and health groups in savegames 2018-10-31 22:14:40 +01:00