Commit graph

15062 commits

Author SHA1 Message Date
Christoph Oelckers
273c02ee73 - fixed: The serializer must treat object that were already destroyed or are declared transient like a null pointer and not ignore them.
This caused FraggleScript's SpawnedThings array to go out of sync.
2018-11-26 11:28:31 +01:00
Alexander
c223a671a6 add monster tags (Friendly Names) for Hexen 2018-11-25 12:25:46 +01:00
Lucy Phipps
3c834c269a tnt1a0 is not a png 2018-11-25 12:25:45 +01:00
alexey.lysiuk
4020159f91 - made ZRock4 solid like in vanilla Hexen
9164cc6e0f/INFO.C (L5731)
c0c1771e37/src/hexen/info.c (L5748)

https://forum.zdoom.org/viewtopic.php?t=62660
2018-11-24 12:47:18 +01:00
Marrub
3cf4a77c30 Fix null pointer access in p_terrain.cpp 2018-11-24 11:27:51 +01:00
Marisa Kirisame
9022c98732 expose defaultbloodcolor to ZScript. 2018-11-24 00:18:24 +01:00
alexey.lysiuk
9cf8be0259 - fixed compilation of POSIX targets
src/doomerrors.h:74:14: error: exception specification of overriding function is more lax than base version
src/posix/sdl/i_main.cpp:272:28: error: 'class std::exception' has no member named 'GetMessage'
2018-11-23 19:41:07 +01:00
Magnus Norddahl
7675e7a6dc - use std::runtime_error instead as the constructor on std::exception is a MSVC extension 2018-11-23 19:41:06 +01:00
Christoph Oelckers
831cfd5280 - made CDoomError inherit from std::exception so that the main catch block can also deal with exceptions thrown by the STL.
- Also do not ignore empty exception messages as irrelevant. The only irrelevant exception type is CNoRunExit.
2018-11-23 19:41:05 +01:00
drfrag666
e1c521f4ce - Made previous condition more clear. 2018-11-22 11:16:46 +01:00
Rachael Alexanderson
d24d25ef55 - fix inverted logic of Intel check 2018-11-22 10:59:17 +01:00
Magnus Norddahl
edd58e6abf - only use shader cache on Intel
# Conflicts:
#	src/gl/shaders/gl_shaderprogram.cpp
2018-11-22 10:59:05 +01:00
Magnus Norddahl
ff761c9864 - fix compile error 2018-11-21 20:19:14 +01:00
Christoph Oelckers
34e003f7cd - regenerated gl_load with full OpenGL 4.5 declarations, mostly to get the direct state access functions. 2018-11-21 20:18:45 +01:00
Magnus Norddahl
e4dc685202 - implement a shader cache
# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/gl/shaders/gl_shaderprogram.cpp

# Conflicts:
#	src/gl/shaders/gl_shader.cpp
#	src/gl/shaders/gl_shaderprogram.h
2018-11-21 14:26:37 +01:00
Christoph Oelckers
b8ca67f426 - fixed the type checks for object arrays.
Null pointers must be allowed and non-object pointers which are not null must be explicitly checked for because the code could crash on them when performing a static_cast on an incorrect type.
2018-11-18 21:57:12 +01:00
Major Cooke
eb1c356d41 P_Thing_Raise fixes & cleanup
- Transfer flags directly into the function and process inside instead of the action functions
- Pass in raiser for all function calls
2018-11-18 21:57:11 +01:00
Christoph Oelckers
ebf46b8d04 - fixed: FTexture::SmoothEdges must forward its result to the base texture in case a redirection is in effect.
Both need the bMasked flag, or some code will think that the texture is not fully opaque if no holes were found.

# Conflicts:
#	src/gl/textures/gl_material.h
#	src/textures/texture.cpp
2018-11-17 21:12:22 +01:00
Christoph Oelckers
6c76566bb1 - use the same formula for calculating 3DMidTex offsets as the renderer when per-sidedef scaling is used.
This reuses the FTexCoordInfo class the hardware renderer had been using to calculate wall texture offsetting.
The software renderers still need this sorted out to bring them in line with the rest of the code, though, but they do not have this code sufficiently well organized to make this a straightforward task.

# Conflicts:
#	src/hwrenderer/textures/hw_material.cpp
#	src/textures/textures.h
2018-11-17 20:43:52 +01:00
Christoph Oelckers
40bd248da2 - fixed parameter mixup with P_CanResurrect. 2018-11-17 20:20:03 +01:00
Christoph Oelckers
17a33b609a - fixed: CVar.ResetToDefault was missing a check for use outside of menus. 2018-11-17 20:19:21 +01:00
Christoph Oelckers
a9cc7e6fb9 - changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:47:21 +01:00
Christoph Oelckers
692d6e9045 - Restricted argument count check to the void return case.
There were some issues here:

* a check for mismatching count is too strict because it is legal to omit return values
* it failed to detect returning multiple values in a single expression.
2018-11-16 21:33:22 +01:00
Christoph Oelckers
c1edaa317d fixed right shift operator for unsigned values
This is version protected to avoid breaking old code.
2018-11-16 21:33:20 +01:00
Christoph Oelckers
38fe0b2fe1 - fixed: FxUnaryNotBitwise modified the source operand instead of allocating a new one. 2018-11-16 21:33:19 +01:00
Christoph Oelckers
c9f389770d - fixed: AActor' friction field was not saved 2018-11-16 21:33:18 +01:00
Player701
3bd16afc0f - Readonly pointer casting now works in ZScript. 2018-11-16 21:33:17 +01:00
Christoph Oelckers
af3635dfd9 - corrected A_DropFire for real, using the SVE source as reference. 2018-11-16 21:33:16 +01:00
Christoph Oelckers
91b4024bf2 - fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH. 2018-11-16 21:33:14 +01:00
Christoph Oelckers
834a96662b Make BounceFlags 32 bit wide. 2018-11-16 21:33:13 +01:00
Cacodemon345
0f2a4abe8f BOUNCEONUNRIPPABLES flag; makes actors bounce on actors with DONTRIP flag 2018-11-16 21:33:12 +01:00
alexey.lysiuk
6e922761a8 - fixed compilation of targets with optimization 2018-11-16 21:33:11 +01:00
Christoph Oelckers
645c7fb192 - extended state caller check to work on CustomInventory items as well
Since CallStateChain is a public member in CustomInventory we cannot really be sure that the given state is valid so it needs checking as well.

# Conflicts:
#	.gitignore
2018-11-16 21:31:53 +01:00
Christoph Oelckers
67bde8090a Added a run time check for calling a state action from the wrong actor type.
This can happen if a state that's retrieved with FindState gets used with a different actor type and can lead to hard to trace problems if not checked.
2018-11-16 21:28:10 +01:00
Magnus Norddahl
7567462328 - fix missing type check when using Push or Insert for typed arrays 2018-11-16 21:26:33 +01:00
drfrag666
f9fff8bbce - fixed incompletely initialized secplanes in sprite splitting code.
(patch by Graf)

# Conflicts:
#	src/hwrenderer/scene/hw_sprites.cpp

LZDoom was not affected tough.

# Conflicts:
#	src/gl/scene/gl_sprite.cpp
2018-11-16 21:26:15 +01:00
Major Cooke
57efd617fa Changed A_RaiseActor to just RaiseActor. 2018-11-16 21:17:53 +01:00
Major Cooke
bddf94d780 Fixed inconsistency.
- P_Thing_Raise returned true while P_Thing_CanRaise returned false for the condition of having no raise state. P_Thing_Raise now returns false.
2018-11-16 21:17:52 +01:00
Major Cooke
a083eb6421 Added A_RaiseActor(Actor other, int flags = 0) 2018-11-16 21:17:51 +01:00
Major Cooke
24fdaf751c Added CanResurrect(Actor other, bool passive)
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-16 21:17:49 +01:00
Kevin Caccamo
89b1ba9e5e Fix swapped horizontal/vertical scale
The UDMF specs for things had the descriptions for horizontal and vertical scale swapped.
2018-11-16 21:17:47 +01:00
Christoph Oelckers
1dad5101f1 - fixed: ZScript's finalization code used the last parsed lump for of one translation unit as reference, not the base lump.
This resulted in incorrect messages but also could produce some more subtle errors.
2018-11-16 21:17:46 +01:00
Christoph Oelckers
4183615495 - added ZScript export for side_t::SetSpecialColor. 2018-11-16 21:17:45 +01:00
Christoph Oelckers
79b2a7e043 - removed test code that was accidentally left in. 2018-11-16 21:17:11 +01:00
Christoph Oelckers
8368331481 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.

# Conflicts:
#	src/hwrenderer/scene/hw_renderstate.h
#	src/hwrenderer/scene/hw_walls.cpp

# Conflicts:
#	src/gl/scene/gl_walls_draw.cpp
2018-11-16 21:16:15 +01:00
Player701
e00db66432 - Fixed: Decal generator should be taken from the current weapon instance instead of the default instance. 2018-11-16 20:40:05 +01:00
drfrag666
f232ebb5b6 - Fixed TArray::Reset().
(patch by Graf)
2018-11-16 20:39:52 +01:00
Christoph Oelckers
07d5efcacb - instead of copying the sector planes to GLWall, just store pointers to the front and back sector for later use.
Until now this wasn't doable because these could have come from hw_FakeFlat which only were local copies on the stack.
With the recent change these faked sectors live long enough so that they can be passed around here.

# Conflicts:
#	src/hwrenderer/scene/hw_decal.cpp
#	src/hwrenderer/scene/hw_walls.cpp

# Conflicts:
#	src/gl/scene/gl_wall.h
#	src/gl/scene/gl_walls.cpp
#	src/gl/scene/gl_walls_draw.cpp
#	src/hwrenderer/scene/hw_decal.cpp
2018-11-16 20:39:22 +01:00
Christoph Oelckers
103f3f4cf9 - cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.

The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.

# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/hwrenderer/scene/hw_bsp.cpp
#	src/hwrenderer/scene/hw_drawinfo.h
#	src/hwrenderer/scene/hw_drawlist.cpp
#	src/hwrenderer/scene/hw_fakeflat.cpp
#	src/hwrenderer/scene/hw_renderhacks.cpp

# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_bsp.cpp
#	src/gl/scene/gl_drawinfo.cpp
#	src/gl/scene/gl_fakeflat.cpp
#	src/gl/scene/gl_renderhacks.cpp
#	src/gl/scene/gl_scene.cpp
#	src/hwrenderer/scene/hw_drawinfo.h
#	src/hwrenderer/scene/hw_drawlist.cpp
#	src/hwrenderer/scene/hw_fakeflat.h
#	src/hwrenderer/scene/hw_sprites.cpp
#	src/hwrenderer/scene/hw_weapon.cpp
2018-11-16 15:10:50 +01:00
drfrag666
7f5bf11f12 - Forgot to update the version number after the beta 2 release. 2018-11-14 11:46:22 +01:00