- Added Gez's patch for IWAD detection of Blasphemer and Action Doom 2.
- Fixed: 0 damage projectiles did not call P_DamageMobj.
- Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get
the side effects from it. PainThreshold also needs to be inclusive, as
the docs already state.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@583 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: Sector height was wrong for sectors that have a slope transfer for
a horizontal plane.
- better error reporting for shader compile errors.
Update to ZDoom r1942:
- Changes to both A_MonsterRail() and A_CustomRailgun(): Save actor's pitch,
use a larger aiming range, ignore non-targets in P_AimLineAttack(), and
aim at the target anyway even if P_AimLineAttack() decides it has no
chance of hitting.
- Added another parameter to P_AimLineAttack(): A target to be aimed at. If
this is non-NULL, then all actors between the shooter and the target will
be ignored.
- Added new sound sequence ACS functions:
SoundSequenceOnActor(int tid, string seqname);
SoundSequenceOnSector(int tag, string seqname, int location);
SoundSequenceOnPolyobj(int polynum, string seqname);
SoundSequenceOnSector takes an extra parameter that specifies where in the
sector the sound comes from (floor, ceiling, interior, or all of it). See
the SECSEQ defines in zdefs.acs.
- Fixed: R_RenderDecal() must save various Wall globals, because the originals
may still be needed. In particular, when drawing a seg with a midtexture is
split by foreground geometry, the first drawseg generated from it will have
the correct WallSZ1,2 values, but subsequent ones will have whatever
R_RenderDecal() left behind. These values are used to calculate the upper
and lower bounds of the midtexture. (Ironically, my work to Build-ify things
had done away with these globals, but that's gone now.)
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@581 b0f79afe-0144-0410-b225-9a4edf0717df
These are fully inheritable by subclasses unlike lights defined in GLDEFS.
The light itself still needs to defined the old way in GLDEFS though. It's only the
attachment that can now be done in DECORATE.
Update to ZDoom r1935:
- Removed the Actor uservar array and replaced it with user-defined variables.
A_SetUserVar/SetUserVariable/GetUserVariable now take a variable name
instead of an array index. A_SetUserArray/SetUserArray/GetUserArray
have been added to access elements in user-defined arrays.
- Rewrote wide sky texture scaling again. This time, it should work for any
size textures at any scale. I also tried doing sky scrolling on the sky
cylinder, but that didn't look so good, so I left it in screen space.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@577 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: When giving completely new ammo, the backpack did not clamp the
amount given to the ammo's max amount.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@573 b0f79afe-0144-0410-b225-9a4edf0717df
As a consequence there will now be multiple hardware textures for the same game texture in different clamping modes.
Depending on the current view this can boost performance by more than 10%.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@569 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: Texture composition was not functionally identical between FBitmap and FGLBitmap classes.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@568 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: Camera textures never initialized their translucency status.
- fixed: The GL texture classes set up incorrect references to the owning texture.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@561 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: FMultiPatchTexture::MakeTexture was missing a range check for the
special colormap index.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@560 b0f79afe-0144-0410-b225-9a4edf0717df
- added gl_sort_textures CVAR for performance testing.
- fixed: Weapon sprites with translucent parts need to disable alpha testing.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@558 b0f79afe-0144-0410-b225-9a4edf0717df
with scrolling textures on walls.
- fixed: Decals with additive translucency need to be drawn without fog color.
- Added texture coordinate clamping to wall code so that all coordinates are always greater than 0.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@557 b0f79afe-0144-0410-b225-9a4edf0717df
- Fixed: 3DMidtex checks were treating the Null texture as a valid texture.
- Fixed: The rail sound's position was not clamped to the actual range between
the trail's start and end point.
- Fixed: Explosions no longer caused splashes.
- Fixed: Copying translations to lower decals had the shade color check wrong.
- Fixed: Waggling floors did not moved attached geometry.
- Cleaned up p_floor.cpp so that related parts of the code are grouped together.
- fixed: The translation addition broke parsing of palette index based translations.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@554 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: The translation addition broke parsing of palette index based translations.
- fixed: Fullbright application for weapons did not clear the light color.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@553 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: Texture scaling must be tracked by the material class, not the texture container as it was before.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@550 b0f79afe-0144-0410-b225-9a4edf0717df
- added 'defaultterrain' option to terrain parser for mods that want to have
a different default terrain than a generic solid surface.
- added format char processing to A_Print(Bold) and all printable messages
that can be defined in DECORATE.
- Fixed: The railgun code ignored MF3_ALWAYSPUFF.
- added desaturated translations.
- added optional state parameters to A_ReFire and A_GunFlash and A_CountdownArg.
- added ACS CheckActorClass function
- fixed: When a blasted actor collided with another one this other actor's
DONTBLAST flag was not checked.
- added a global DamageFactor actor property. All damage this actor takes is multiplied
by this factor in addition to damage type specific damage factors.
- added better earthquake functions for ACS and DECORATE.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@549 b0f79afe-0144-0410-b225-9a4edf0717df
I added an additional shader function, called func_wavex.fp for demonstration purposes.
Hardware shaders have to be desjgned as follows:
hardwareshader floor4_8
{
shader "shaders/glsl/func_wavex.fp"
speed 1.4
}
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@544 b0f79afe-0144-0410-b225-9a4edf0717df
- Started work on supporting ZDoomGL's texture shaders.
- fixed support check for shader based dynamic lights.
- brightmaps are now managed by the texture manager to avoid creating redundant textures for ones that are used multiple times.
- The GL texture manager now can resolve texture redirects.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@543 b0f79afe-0144-0410-b225-9a4edf0717df
The shader can easily handle proper light and fog simultaneously and
it looks much better like this,
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@542 b0f79afe-0144-0410-b225-9a4edf0717df
- Added MF6_NOTRIGGER flag that disables all line actions for an actor.
Also added the missing wadsrc files for last update.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@541 b0f79afe-0144-0410-b225-9a4edf0717df
- Added Gez's seeker missile submission.
- Added Gez's thing activation submission.
- added a NULL pointer check to fog spawning in unmorphing code.
- fixed: frozen corpses need to be treated as solid by z-movement code.
- fixed: AAmbientSound::Serialize was adjusting its timer value for savegames
even when it was set to a 'don't check' value.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@539 b0f79afe-0144-0410-b225-9a4edf0717df
- fixed: When a hardware texture gets deleted it must unbind itself from all texture units. Otherwise the
code may assume that a deleted texture is still bound. This was most obvious with the burn wiper if
it was called twice in a row with no textures being created in between.
- fixed: The render state must be applied for a sky dome's cap and the actual walls separately.
- fixed: Light on side calculation for shader based dynamic lights on 3D floors was wrong.
git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@538 b0f79afe-0144-0410-b225-9a4edf0717df