Kevin Caccamo
866c6e13a6
Implement additive colours on HUD sprites
...
Also, make sure the alpha for the additive colour is 255.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp
2019-06-23 12:50:19 +02:00
Kevin Caccamo
16a52cd8c8
Implement additive colour on walls and sprites
...
Also, don't modify the alpha channel when adding the additive colour.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# src/hwrenderer/scene/hw_walls.cpp
# src/hwrenderer/scene/hw_weapon.cpp
# Conflicts:
# src/gl/scene/gl_weapon.cpp
2019-06-23 12:46:54 +02:00
Kevin Caccamo
edb3f8a448
Forcibly assign 0 to the additive special color
2019-06-23 11:46:59 +02:00
Kevin Caccamo
575b660b20
Rename ColorAdd to AddColor, and use it ingame
...
Rename ColorAdd to AddColor
Add AddColor to FRenderState
Tweak SpecialColors array in ZScript to include the additive color
Add uAddColor to the shader compiler
Add uAddColor to the texel
# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/hwrenderer/scene/hw_flats.cpp
# src/hwrenderer/scene/hw_renderstate.h
# src/hwrenderer/utility/hw_draw2d.cpp
# Conflicts:
# src/gl/scene/gl_flats.cpp
# src/hwrenderer/scene/hw_flats.cpp
2019-06-23 11:45:03 +02:00
Kevin Caccamo
8dd306a081
Initial work on Doom64-style fade/glow
...
# Conflicts:
# src/hwrenderer/scene/hw_renderstate.h
# Conflicts:
# src/r_defs.h
2019-06-23 11:30:29 +02:00
Christoph Oelckers
5f231473fd
- defaulted a few empty constructors.
...
# Conflicts:
# src/gamedata/g_mapinfo.h
2019-06-21 17:51:39 +02:00
drfrag
9585ae9c6e
- Code cleanup.
2019-06-21 14:26:18 +02:00
Magnus Norddahl
98607f594e
- use the exact sRGB->linear transfer function in HDR mode as the 2.2 gamma approximation is visibly inaccurate in this case
...
# Conflicts:
# src/rendering/gl/renderer/gl_postprocess.cpp
# src/rendering/gl/renderer/gl_stereo3d.cpp
# src/rendering/hwrenderer/postprocessing/hw_postprocess.h
# src/rendering/vulkan/renderer/vk_postprocess.cpp
# wadsrc/static/shaders/glsl/present.fp
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
# src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-21 14:21:03 +02:00
Magnus Norddahl
11faa63009
- prevent excessively bright pixels as this is actually visible on a HDR monitor
2019-06-21 13:02:43 +02:00
Magnus Norddahl
011176668a
- Add missing screenshot sRGB gamma when vid_hdr is active
...
# Conflicts:
# src/gl/system/gl_framebuffer.cpp
# Conflicts:
# src/gl/system/gl_framebuffer.cpp
2019-06-21 13:02:18 +02:00
drfrag
b359b65f35
- Fixed dithering in the present shader.
2019-06-20 23:40:38 +02:00
alexey.lysiuk
a6038dc773
- creation of dither texture no longer affects active unit
...
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2019-06-20 22:13:16 +02:00
Rachael Alexanderson
1a26946e5b
- Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display.
...
# Conflicts:
# src/gl/renderer/gl_stereo3d.cpp
# wadsrc/static/menudef.txt
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
2019-06-20 22:12:48 +02:00
Magnus Norddahl
7021e612b0
- add gl_dither for toggling dithered output on and off
...
# Conflicts:
# src/gl/renderer/gl_stereo3d.cpp
# wadsrc/static/menudef.txt
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/stereo3d/gl_interleaved3d.cpp
# src/hwrenderer/postprocessing/hw_presentshader.h
2019-06-20 21:27:17 +02:00
Magnus Norddahl
4cd535b3b6
- add vid_hdr cvar that enables higher than 8bpc output for monitors that support it
...
# Conflicts:
# src/v_video.cpp
# src/win32/win32glvideo.cpp
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
2019-06-20 20:48:42 +02:00
Christoph Oelckers
73ed375b6f
Make dither texture data constant
2019-06-20 19:29:14 +02:00
Rachael Alexanderson
fd83903841
- replace dither texture with a hand pre-calculated table)
2019-06-20 19:29:12 +02:00
drfrag
0b76305e8e
- Fixed compilation.
2019-06-20 19:28:24 +02:00
Magnus Norddahl
888fba12ea
- use a texture for the dither matrix
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderbuffers.h
# Conflicts:
# wadsrc/static/shaders/glsl/present.fp
2019-06-20 18:20:33 +02:00
drfrag
7fdf558ad6
Revert "- add gl_dither for toggling dithered output on and off"
...
This reverts commit 770c676ac9
.
# Conflicts:
# wadsrc/static/menudef.txt
2019-06-20 18:04:30 +02:00
drfrag
8b7c5242cb
Revert "Revert "- add dithering to present shader""
...
This reverts commit c2a3895bfe
.
# Conflicts:
# wadsrc/static/menudef.txt
2019-06-20 18:03:24 +02:00
Christoph Oelckers
300f4adea8
- fixed incorrect implementation of "episode = clear" in UMAPINFO.
2019-06-19 21:59:56 +02:00
alexey.lysiuk
a334d08a7b
- fixed incomplete parsing of UMAPINFO when map already exists
...
https://forum.zdoom.org/viewtopic.php?t=65100
2019-06-19 21:59:53 +02:00
alexey.lysiuk
8ec249077d
- fixed missing skill menu for episodes defined by UMAPINFO
...
https://forum.zdoom.org/viewtopic.php?t=65096
2019-06-19 21:59:51 +02:00
alexey.lysiuk
633900ef15
- fixed: all UMAPINFO definitions were applied to default map slot
...
https://forum.zdoom.org/viewtopic.php?t=65102
2019-06-19 21:59:48 +02:00
Christoph Oelckers
bf767dd560
- give UMAPINFO the ability to disable cluster-based exit texts.
...
# Conflicts:
# src/g_level.cpp
# src/gamedata/g_mapinfo.h
2019-06-19 21:59:46 +02:00
alexey.lysiuk
9dc98f304e
- updated Travis CI configuration
...
Added GCC 9
Updated to Clang 8
Moved Windows targets to trigger them earlier
2019-06-19 21:59:42 +02:00
alexey.lysiuk
b0ac9e66a7
- switched to unconditional level exit in scriptified actors
...
Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-17 22:03:32 +02:00
alexey.lysiuk
8735dd18ad
- exported unconditional level exit to ZScript
...
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-17 22:03:28 +02:00
Alexander
53f08d27d6
automap options readability changes
2019-06-17 22:03:24 +02:00
Rachael Alexanderson
7db087d5eb
- compat_pointonline for doom2 map14
2019-06-17 22:03:20 +02:00
drfrag
336a9f9015
- More helpful unsupported version error message.
2019-06-16 14:44:28 +02:00
Chronos Ouroboros
65a3322166
Fixed "if (!(lhs ~== rhs))" breaking with vectors.
2019-06-14 13:34:06 +02:00
drfrag
a7bcd8ff52
- Take vanilla light mode into account for MAPINFO but they never worked.
2019-06-14 13:33:28 +02:00
Christoph Oelckers
77b435db06
- some clarification on plane equations in the UDMF spec.
2019-06-13 15:54:22 +02:00
Alexander
b19284cea9
localize custom menu titles in option search results
2019-06-13 15:54:19 +02:00
Rachael Alexanderson
fb326b2780
- add nullptr checks for double-frame model interpolation
2019-06-13 15:54:17 +02:00
Christoph Oelckers
06c0dbe71e
- on second thought, better call M_ClearMenus instead of calling Destroy directly.
2019-06-10 20:58:38 +02:00
Christoph Oelckers
96d857cd78
- fixed: DeinitMenus must explicitly destroy the active menu before taking down the descriptors.
...
Otherwise the menu will only be collected by the garbage collector and no longer find all relevant data.
2019-06-10 20:58:34 +02:00
drfrag
36020225eb
- Added DEG2RAD function.
2019-06-10 20:54:47 +02:00
alexey.lysiuk
1e496d2d6f
- fixed compilation of Cocoa backend
...
src/posix/cocoa/i_main.mm:225:12: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:247:17: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:545:2: error: expected '}'
2019-06-10 20:52:50 +02:00
Christoph Oelckers
b473fc936c
- consolidated the 3 atterm implementations.
...
Each platform had its own copy. Why?
# Conflicts:
# src/CMakeLists.txt
# src/dobjtype.cpp
# src/g_mapinfo.cpp
# src/g_statusbar/sbarinfo.cpp
# src/i_net.cpp
# src/menu/menudef.cpp
# src/p_setup.cpp
# src/posix/cocoa/i_video.mm
# src/posix/i_system.h
# src/posix/sdl/i_main.cpp
# src/r_utility.cpp
# src/s_advsound.cpp
# src/s_sound.cpp
# src/v_video.cpp
# src/win32/i_input.cpp
# src/win32/i_system.h
# Conflicts:
# src/CMakeLists.txt
# src/doomtype.h
# src/i_net.cpp
# src/posix/sdl/i_system.cpp
# src/win32/i_system.cpp
# src/win32/win32video.cpp
2019-06-10 20:52:02 +02:00
alexey.lysiuk
d76c7306ca
- removed explicit self null tests from dynarray native wrappers
...
They are useless since d3e6ed3c9b
in which generation of implicit self null pointer check was added to JIT
2019-06-10 20:12:03 +02:00
drfrag
4e3f294453
- Extended fake Shape2D.
2019-06-10 20:07:47 +02:00
Gutawer
9df4683056
- cleaned up SDL mouse event handling
...
* Right/middle clicking no longer cancels out the mouse motion events
* The events for the side mouse buttons (EV_GUI_BackButtonDown/Up, EV_GUI_FwdButtonDown/Up) were never fired
* The EV_GUI_WheelRight/Left events were never fired
* The key bindings for mouse buttons above 3 (from 4-8) were broken - pressing MOUSE4 would bind to MOUSE6, for example
2019-06-08 13:11:00 +02:00
alexey.lysiuk
b3f18e5e47
- report implicitly initialized variable in code generator once
...
Vectors are no longer reported several times
Previously, warnings were issued per every register
2019-06-08 13:10:58 +02:00
alexey.lysiuk
279bac7fe9
- fixed access to wrong event data in SDL backend
...
Wrong button state event data were read on mouse motion
https://forum.zdoom.org/viewtopic.php?t=64950
2019-06-08 13:10:55 +02:00
drfrag
5bb8e81981
Revert "- Do not use the internal graphic for the new Doom skill level even when the generated title looks worse, this way it can use custom fonts."
...
This reverts commit 41023881cd
.
It had wrong colors anyway.
2019-06-08 13:10:08 +02:00
alexey.lysiuk
f0b156c5e1
- added implicit initialization of reused register variables in ZScript
2019-06-07 20:23:31 +02:00
alexey.lysiuk
0103f9976e
- added null check for self pointer before calling a native function
...
With JIT enabled, an implicit test for null self pointer is added to generated code
This has no effect without JIT as VM verifies a pointer before calling a native method
https://forum.zdoom.org/viewtopic.php?t=64961
2019-06-07 20:23:28 +02:00