Player701
8e8d3719f7
- Introduced an enum named EventHandlerType and changed the bool argument in E_NewGame to this type.
2018-11-01 20:56:51 +01:00
player701
e04613811d
- Static NewGame events now fire before loading a map, and normal NewGame events fire after registering per-map handlers and before all other events.
...
- Static event handlers now unregister after per-map handlers.
- All event handlers now unregister in reverse order.
2018-11-01 20:56:50 +01:00
Christoph Oelckers
1e84327c40
- added missing nullptr check.
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# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# Conflicts:
# src/gl/scene/gl_sprite.cpp
2018-11-01 20:55:53 +01:00
Christoph Oelckers
39d4db0a38
- added option to disable alpha testing for user shaders.
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# Conflicts:
# src/gl/shaders/gl_shader.cpp
# src/hwrenderer/scene/hw_sprites.cpp
# Conflicts:
# src/hwrenderer/textures/hw_material.cpp
# src/r_data/gldefs.cpp
2018-11-01 20:51:08 +01:00
Christoph Oelckers
7d53d0d8ed
- removed bad 'return' in C_MidPrint definition.
2018-11-01 20:03:26 +01:00
Christoph Oelckers
0623a92363
- use standard sprite lighting for voxels.
...
Per-pixel lighting requires normals which voxels do not have.
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
# Conflicts:
# src/hwrenderer/scene/hw_sprites.cpp
2018-11-01 20:02:46 +01:00
Rachael Alexanderson
6aa51b08da
- do a texture check when drawing fog borders in the software renderer. this does not fix the crash issue, but mitigates it enough with a check that likely should be in place, anyhow.
2018-11-01 19:10:55 +01:00
Marrub
0f6f23350d
Add "neutral" gender option and better obit formatting
2018-10-31 11:24:01 +01:00
drfrag666
3d66b9af09
- Doubled initial size for the light buffer.
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(patch by Graf)
2018-10-30 13:05:55 +01:00
Rachael Alexanderson
f2f357bed0
- change 'other' gender to 'robotic' for English
2018-10-30 13:05:54 +01:00
alexey.lysiuk
5a45868c20
- updated Travis configuration to use Clang 7
2018-10-29 10:49:11 +01:00
drfrag666
eebd6c8319
Revert "- removed the 8x8 block drawing code from softpoly"
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This reverts commit d086c3d4dc
.
# Conflicts:
# src/polyrenderer/drawers/poly_triangle.cpp
# src/polyrenderer/drawers/poly_triangle.h
The softpoly renderer crashed at high resolutions without them.
2018-10-26 19:51:30 +02:00
drfrag666
2c8b5e700f
Revert "- use the worker threads to clear the stencil buffer"
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This reverts commit 0a265d028d
.
# Conflicts:
# src/polyrenderer/drawers/poly_triangle.cpp
# src/polyrenderer/drawers/poly_triangle.h
2018-10-26 19:39:38 +02:00
Magnus Norddahl
9882cd9d6b
- fix softpoly bug where sprites and translucent walls in front of models would disappear
2018-10-25 13:57:03 +02:00
Tommy Nguyen
0403fb5416
- use value initialization for secspecial_t
2018-10-23 21:31:26 +02:00
Magnus Norddahl
b011900f48
- fix null pointer crash
2018-10-23 13:39:01 +02:00
Magnus Norddahl
6ca14ac8c6
- portal check is overridden by a different inverted check in the software renderer
2018-10-23 13:38:58 +02:00
Magnus Norddahl
a8112d4815
- Cull two-sided lines using the same rules as the software renderer is using (as suspicious as they may be)
2018-10-23 13:38:51 +02:00
alexey.lysiuk
063efa1ccd
- fixed default values for S_ChangeMusic
...
https://forum.zdoom.org/viewtopic.php?t=62323#p1076849
2018-10-22 10:28:22 +02:00
Christoph Oelckers
eca23badb8
- added a compatibility fix for Hacx's MAP05.
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This is by no means perfect and looks different than what was originally intended, but at least this doesn't totally fail to render properly with the OpenGL renderer.
# Conflicts:
# wadsrc/static/zscript/level_compatibility.txt
2018-10-21 20:57:40 +02:00
Rachael Alexanderson
35bf70456a
- fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar.
2018-10-20 21:22:24 +02:00
Magnus Norddahl
ae532d88ee
- fix distance attenuation for PBR materials
2018-10-17 09:36:01 +02:00
Erick Tenorio
c2784e4b6b
- Visually align Doom 2 MAP04 crusher floors
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Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 20:50:53 +02:00
Marisa Kirisame
100ad0ac6d
Preserve line locknumber in savegames.
2018-10-16 20:50:52 +02:00
drfrag666
2183f71ec6
- Make 160x100 scaling actually work, not that it's really useful.
...
This partially reverts "- don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds."
2018-10-15 11:58:09 +02:00
Christoph Oelckers
cb2750f6f5
Changed AppVeyor configuration to create the 64 bit debug build with VS 2017 and no XP toolset
2018-10-15 11:41:30 +02:00
Rachael Alexanderson
d3bdeacd09
- fixed: use 'setsizeneeded' more often in the scaling code. recalculating screen geometry for 2D elements when it changes never really hurts.
2018-10-15 11:32:34 +02:00
Rachael Alexanderson
24d42b74a7
- fixed: use templates.h
function for minimal value check
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# Conflicts:
# src/r_videoscale.cpp
2018-10-15 11:32:06 +02:00
Rachael Alexanderson
c42c4afeeb
- enforce 160x100 minimum in actual scaling code
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# Conflicts:
# src/r_videoscale.cpp
2018-10-15 11:28:08 +02:00
Erick Tenorio
3b432a99e8
-Fixed many IWAD mapping errors
...
# Conflicts:
# wadsrc/static/zscript/level_compatibility.txt
2018-10-14 12:10:56 +02:00
Christoph Oelckers
53c87fd5eb
- extended the register limit for 'param'.
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The instruction one free instruction byte so it's now using that to extend its argument's register range to 65535.
For param this is needed because it passes strings by reference and creating an implicit temporary copy for string constants does not work here.
2018-10-14 10:31:48 +02:00
player701
3e0ed1c907
- Fixed indentation
2018-10-14 10:31:47 +02:00
player701
dcc2006c76
- Exported PickNewWeapon function from PlayerPawn to ZScript.
2018-10-14 10:31:46 +02:00
Christoph Oelckers
979c3022c4
- fixed: MD3s with a skin-less surface left the renderer in an undefined state.
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The frame interpolation factor wasn't reset and rendering prematurely aborted with no chance to recover.
2018-10-09 22:00:04 +02:00
Erick Tenorio
3bb5608435
Fix missing enemies in HTP-RAW.WAD MAP22
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Make 100% kills possible on MAP22 of Hell to Pay
2018-10-09 22:00:02 +02:00
Magnus Norddahl
770c676ac9
- add gl_dither for toggling dithered output on and off
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# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_stereo3d.cpp
# src/hwrenderer/postprocessing/hw_presentshader.h
2018-10-09 21:57:14 +02:00
Rachael Alexanderson
5d7411dd56
- change 'halfstep' in the dither shader to a #define
2018-10-09 13:23:22 +02:00
Rachael Alexanderson
c784411b13
- expand the dither matrix from 4x4 to 8x8
2018-10-09 13:23:21 +02:00
Rachael Alexanderson
d5f71ad3ce
- further math tweaks
2018-10-09 13:23:07 +02:00
Rachael Alexanderson
213b33de16
- fix up a bit of math on the dither shader
2018-10-09 13:22:54 +02:00
Magnus Norddahl
60ae0915b9
- add dithering to present shader
2018-10-09 13:22:31 +02:00
Rachael Alexanderson
960661df49
- fixed: smooth teleporters could fudge the player over an adjacent line, causing the player to appear on top of a cliff that is much higher than the original teleport.
2018-10-09 13:01:00 +02:00
Rachael Alexanderson
787638ff5f
- always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks
...
# Conflicts:
# wadsrc/static/shaders/glsl/main.fp
2018-10-09 11:56:41 +02:00
Erick Tenorio
1b97ba198b
Fixes for Wraith Corporation WADs
2018-10-09 11:53:59 +02:00
Christoph Oelckers
1e48f240e0
- fixed potential null pointer access in Hexen's spike code.
2018-10-07 21:21:07 +02:00
alexey.lysiuk
93645065fd
- use Xcode 10 for Travis builds
2018-10-07 11:15:33 +02:00
Christoph Oelckers
9eabb46daf
- removed dynamic lights from Hexen's Mana pickups.
...
They barely glow, yet were casting relatively strong lights.
2018-10-07 11:11:26 +02:00
Magnus Norddahl
811bd578cd
- fix artifact in PCF filter when the texture coordinate wraps
2018-10-05 22:25:11 +02:00
Kevin Caccamo
434ffe542a
Attempt to fix warnings from VS2017 Win64 compiler
2018-10-05 22:24:39 +02:00
Kevin Caccamo
a628cff085
Calculate normals for OBJ models with smooth groups
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Add smoothGroup member to OBJFace struct, and assign the current smooth group number to it
Move face normal calculation code to CalculateNormalFlat
Add AddVertFaces method, which initializes and populates the vertFaces array of arrays, which holds references to triangle references per vertex
Only initialize and populate vertFaces if the model has missing normals and smooth groups
Assign smooth groups to triangle data
Add CalculateNormalSmooth method, which calculates the normals for each face the vertex is attached to, depending on whether or not the faces are part of the given smooth group, and averages them out
Add OBJTriRef struct, which holds references to triangles on OBJ surfaces
Make {agg,cur}SurfFaceCount unsigned ints
Change nvec to a value instead of a pointer
2018-10-05 22:24:26 +02:00