Christoph Oelckers
ef3421eee5
- moved dynamic lights out of the GL code into the common game code.
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Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
Christoph Oelckers
bd7476fb8d
- untangled r_defs.h from actor.h
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Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
2017-03-10 02:22:42 +01:00
Rachael Alexanderson
d84ba4b953
Merge https://github.com/coelckers/gzdoom
2017-03-02 04:22:32 -05:00
Christoph Oelckers
9b2f31e692
- had to add a hack because some people had to exploit implementation-dependent behavior of the PulseLight type.
2017-03-01 20:54:37 +01:00
Rachael Alexanderson
ebb8da563a
Merge https://github.com/coelckers/gzdoom
2017-02-04 02:56:18 -05:00
Christoph Oelckers
a5f417b1e5
- removed all uses of BYTE as function return value or functio parameter from the dynamic light code.
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These were truncating the actual light values.
2017-02-03 10:13:41 +01:00
Rachael Alexanderson
226e5238fc
Merge https://github.com/coelckers/gzdoom
2017-02-01 21:57:37 -05:00
Christoph Oelckers
d663f31e77
- removed the annoying assert in the dynamic light code.
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I don't think that any of the remaining situations are a genuine problem, so let's just set the radius to the larger value.
2017-02-01 19:24:05 +01:00
Rachael Alexanderson
0af86efb17
Merge https://github.com/coelckers/gzdoom
2017-01-29 18:17:09 -05:00
Christoph Oelckers
1884c8a98d
- ensure that the radius of a dynamic light remains positive to avoid problems with the assumption that a light has an actual size.
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- extended the maximum settable light size in GLDEFS to 1024 throughout.
- fixed: A fullbright flat should not be subjected to a sector's material color.
2017-01-29 12:00:05 +01:00
Rachael Alexanderson
8a198591f4
Merge https://github.com/coelckers/gzdoom
2017-01-19 11:58:53 -05:00
Christoph Oelckers
19b1c10ba8
- scriptified a large part of the weapon code.
2017-01-19 17:40:34 +01:00
Rachael Alexanderson
9333ce1888
Merge https://github.com/coelckers/gzdoom
2017-01-18 21:15:08 -05:00
Christoph Oelckers
87b9b6111d
- scriptified the BeginPlay methods of the VavoomLight classes.
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- moved m_Radius back to arg[3] and arg[4], so that scripts have access to light sizes again.
2017-01-18 19:10:25 +01:00
Magnus Norddahl
1c4e0c6385
Merge remote-tracking branch 'gzdoom/master' into qzdoom
2017-01-14 01:56:18 +01:00
Christoph Oelckers
f759b6757a
- scriptified the teleport fog.
2017-01-13 23:17:04 +01:00
Magnus Norddahl
1d941c9839
Merge remote-tracking branch 'gzdoom/master' into qzdoom
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# Conflicts:
# src/r_plane.cpp
# src/win32/zdoom.rc
2017-01-13 13:21:10 +01:00
Christoph Oelckers
7b7623d2c4
- split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
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This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Rachael Alexanderson
05662e5c4d
Merge https://github.com/coelckers/gzdoom
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# Conflicts:
# src/r_bsp.cpp
# src/r_plane.cpp
# src/r_things.cpp
2017-01-09 09:51:06 -05:00
Christoph Oelckers
cd7986b1b1
- refactored global sides array to be more VM friendly.
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- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Rachael Alexanderson
53c545d045
Merge https://github.com/coelckers/gzdoom
2017-01-02 09:48:45 -05:00
Christoph Oelckers
7c3c886a90
- use the attenuated light definitions from QZDoom.
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- apply them also to Freedoom.
- to compensate for the increase in light size required for attenuated lights to look correct, when running in legacy mode, they to be reduced in size to 2/3 of their defined size because the textured lighting method does not support real attenuation.
- removed the ancient size limit of 255 for light sizes which comes from a time when args were bytes.
2017-01-02 13:17:03 +01:00
Rachael Alexanderson
d8df255438
Merge https://github.com/coelckers/gzdoom
2016-12-26 15:46:44 -05:00
Edoardo Prezioso
3f7c057f92
- Fixed heap use after free issue with lights.
2016-12-26 18:23:17 +01:00
Rachael Alexanderson
fa622710f1
Merge https://github.com/coelckers/gzdoom
2016-12-24 02:31:36 -05:00
Christoph Oelckers
78737f9bc7
- fixed: The cycler for a pulse light needs to be reinitialized when new light properties get applied.
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- do not clamp the cycler's output to a byte.
2016-12-23 15:25:39 +01:00
Magnus Norddahl
8a3db6c003
Dynamic lights? Did anyone say DYNAMIC LIGHTS?
2016-12-20 23:21:34 +01:00
Christoph Oelckers
3558b2234c
- fixed: The dynamic light setup for walls did not portal-translate the light's coordinate.
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- changed ADynamicLight::CollectWithinRadius to work iteratively to avoid the high stack overhead of 64 bit code.
2016-12-08 12:50:45 +01:00
Christoph Oelckers
c3fb43db3a
Merge branch 'gz-zscript'
2016-12-06 22:47:37 +01:00
Christoph Oelckers
c115c0a5b2
- fixed: Random flicker lights must set up their size on the first tic they are run. If not they will keep the radius of the previous effect which may be too large.
2016-12-06 18:35:34 +01:00
Christoph Oelckers
5dd63a86cf
- removed excess arguments for IMPLEMENT_CLASS.
2016-12-03 18:59:28 +01:00
Christoph Oelckers
3a2d0e3486
- copied all necessary adjustments from the test branch in the QZDoom repo.
2016-11-15 11:49:27 +01:00
Christoph Oelckers
7ab7fc9a57
- seems I missed this part...
2016-10-03 16:21:50 +02:00
Christoph Oelckers
8907a8bfe8
- fixed incorrect function name in sprites drawer.
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- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Christoph Oelckers
ee2766d00b
- made adjustments for new savegame code.
2016-09-24 01:47:44 +02:00
Christoph Oelckers
8b6e09ca09
- changed the license of the OpenGL renderer to LGPL v3.
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This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Christoph Oelckers
8b01a88b76
- removed gl_lights_size and gl_lights_intensity.
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Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3
- removed unused forceadditive parameter from gl_GetLight.
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- restricted gl_lights_additive to legacy code and removed menu entry for this.
For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Christoph Oelckers
b90173ed21
- fixed: ADynamicLight::visibletoplayer was not initialized for placed lights when restoring a savegame.
2016-05-08 09:34:22 +02:00
Christoph Oelckers
ab8a647433
- fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result.
2016-05-04 11:33:18 +02:00
Christoph Oelckers
1f32f5a258
- some minor fixing and cleanup on gL portal code.
2016-04-20 11:39:41 +02:00
Christoph Oelckers
faeb0303fe
- renamed ADynamicLight's intensity properties to radius, to have their name match their meaning.
2016-04-17 13:53:29 +02:00
Christoph Oelckers
a411b93e1d
- fixed: The dynamic pulse light should always use its maximum size for linking into the sector lists, just like the other types with changing size do.
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These limking operations are not cheap so it's preferable to have them affect a bit more geometry than running the linking code each tic.
2016-04-12 16:01:08 +02:00
Christoph Oelckers
56f8974b66
- removed debug code.
2016-04-11 19:59:57 +02:00
Christoph Oelckers
273c1ea510
- fixed PointOnSide caclulation for dynamic lights.
2016-04-11 19:59:39 +02:00
Christoph Oelckers
25d7eaed0a
- fixed parentheses in ADynamicLight::DistToSeg.
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- floatifed OpenGL sector grouping.
- optimized light node collection. It should not create light nodes for out of range segs.
2016-04-08 12:38:09 +02:00
Christoph Oelckers
58eb64a7e0
- fixed a few fixed/float parameter mixups.
2016-04-03 12:54:47 +02:00
Christoph Oelckers
cf44d2e37a
- adjustments.
2016-03-30 20:01:44 +02:00
Christoph Oelckers
cadd8f2d4a
- made adjustments for changes to linedef delta.
2016-03-29 16:31:58 +02:00
Christoph Oelckers
a87c292f10
- adjustments to GL code for texture scale and vertex coordinate access.
2016-03-29 11:26:33 +02:00