Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2

This commit is contained in:
nashmuhandes 2021-10-05 12:53:05 +08:00
commit d35cd9549f
21 changed files with 80 additions and 86 deletions

View file

@ -11,26 +11,17 @@ body:
## Please fill out forms as cleanly as possible.
#### Make sure that you have
* properly edited & filled in the title of this bug report
- type: dropdown
- type: input
id: version
attributes:
label: GZDoom version
description: |
What version are you using?
Run `gzdoom --version`
Run `gzdoom --version` or check in the console in game.
Make sure to update to latest [release](https://github.com/coelckers/gzdoom/releases) version and test again before continuing.
multiple: false
options:
- 4.6.1
- 4.6.0
- 4.5.0
- 4.4.2
- 4.4.1
- 4.4.0
- Git
- Other
placeholder: "ex: GZDoom 4.0.0, Git version, Branch, other"
validations:
required: true
required: false
- type: dropdown
id: gameid
attributes:

View file

@ -11,26 +11,17 @@ body:
## Please fill out forms as cleanly as possible.
#### Make sure that you have
* properly edited & filled in the title of this bug report
- type: dropdown
- type: input
id: version
attributes:
label: GZDoom version
description: |
What version are you using?
Run `gzdoom --version`
Run `gzdoom --version` or check in the console in game.
Make sure to update to latest [release](https://github.com/coelckers/gzdoom/releases) version and test again before continuing.
multiple: false
options:
- 4.6.1
- 4.6.0
- 4.5.0
- 4.4.2
- 4.4.1
- 4.4.0
- Git
- Other
placeholder: "ex: GZDoom 4.0.0, Git version, Branch, other"
validations:
required: true
required: false
- type: dropdown
id: gameid
attributes:

View file

@ -243,7 +243,7 @@ public:
bool mIsFirstPass = true;
};
struct DShape2DBufferInfo : NoVirtualRefCountedBase
struct DShape2DBufferInfo : RefCountedBase
{
TArray<F2DVertexBuffer> buffers;
bool needsVertexUpload = true;

View file

@ -94,6 +94,7 @@ FFont *V_GetFont(const char *name, const char *fontlumpname)
{
if (!stricmp(name, "DBIGFONT")) name = "BigFont";
else if (!stricmp(name, "CONFONT")) name = "ConsoleFont"; // several mods have used the name CONFONT directly and effectively duplicated the font.
else if (!stricmp(name, "INDEXFON")) name = "IndexFont"; // Same here - for whatever reason some people had to use its 8 character name...
FFont *font = FFont::FindFont (name);
if (font == nullptr)
{
@ -873,6 +874,7 @@ void V_InitFonts()
NewSmallFont = CreateHexLumpFont2("NewSmallFont", lump);
CurrentConsoleFont = NewConsoleFont;
ConFont = V_GetFont("ConsoleFont", "CONFONT");
V_GetFont("IndexFont", "INDEXFON"); // detect potential replacements for this one.
}
void V_LoadTranslations()

View file

@ -910,7 +910,7 @@ static void ParseOptionSettings(FScanner &sc)
else if (sc.Compare("Linespacing"))
{
sc.MustGetNumber();
OptionSettings.mLinespacing = sc.Number;
// ignored
}
else if (sc.Compare("LabelOffset"))
{
@ -1402,6 +1402,7 @@ void M_ParseMenuDefs()
DefaultOptionMenuSettings = Create<DOptionMenuDescriptor>();
DefaultListMenuSettings->Reset();
DefaultOptionMenuSettings->Reset();
OptionSettings.mLinespacing = 17;
int IWADMenu = fileSystem.CheckNumForName("MENUDEF", ns_global, fileSystem.GetIwadNum());

View file

@ -229,6 +229,7 @@ DObject::DObject ()
ObjNext = GC::Root;
GCNext = nullptr;
GC::Root = this;
GC::AllocCount++;
}
DObject::DObject (PClass *inClass)
@ -238,6 +239,7 @@ DObject::DObject (PClass *inClass)
ObjNext = GC::Root;
GCNext = nullptr;
GC::Root = this;
GC::AllocCount++;
}
//==========================================================================
@ -275,6 +277,7 @@ DObject::~DObject ()
void DObject::Release()
{
if (GC::AllocCount > 0) GC::AllocCount--;
DObject **probe;
// Unlink this object from the GC list.

View file

@ -108,6 +108,7 @@ namespace GC
size_t AllocBytes;
size_t Threshold;
size_t Estimate;
size_t AllocCount;
DObject *Gray;
DObject *Root;
DObject *SoftRoots;

View file

@ -43,6 +43,9 @@ namespace GC
// Number of bytes currently allocated through M_Malloc/M_Realloc.
extern size_t AllocBytes;
// Number of allocated objects since last CheckGC call.
extern size_t AllocCount;
// Amount of memory to allocate before triggering a collection.
extern size_t Threshold;
@ -105,10 +108,15 @@ namespace GC
}
// Check if it's time to collect, and do a collection step if it is.
static inline void CheckGC()
static inline bool CheckGC()
{
AllocCount = 0;
if (AllocBytes >= Threshold)
{
Step();
return true;
}
return false;
}
// Forces a collection to start now.

View file

@ -294,11 +294,11 @@ void EventManager::WorldLoaded()
}
}
void EventManager::WorldUnloaded()
void EventManager::WorldUnloaded(const FString& nextmap)
{
for (DStaticEventHandler* handler = LastEventHandler; handler; handler = handler->prev)
{
handler->WorldUnloaded();
handler->WorldUnloaded(nextmap);
}
}
@ -629,6 +629,7 @@ DEFINE_FIELD_X(RenderEvent, FRenderEvent, Camera);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsSaveGame);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, IsReopen);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, NextMap);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Thing);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Inflictor);
DEFINE_FIELD_X(WorldEvent, FWorldEvent, Damage);
@ -769,13 +770,14 @@ void DStaticEventHandler::WorldLoaded()
}
}
void DStaticEventHandler::WorldUnloaded()
void DStaticEventHandler::WorldUnloaded(const FString& nextmap)
{
IFVIRTUAL(DStaticEventHandler, WorldUnloaded)
{
// don't create excessive DObjects if not going to be processed anyway
if (isEmpty(func)) return;
FWorldEvent e = owner->SetupWorldEvent();
e.NextMap = nextmap;
VMValue params[2] = { (DStaticEventHandler*)this, &e };
VMCall(func, params, 2, nullptr, 0);
}

View file

@ -78,7 +78,7 @@ public:
//
void WorldLoaded();
void WorldUnloaded();
void WorldUnloaded(const FString& nextmap);
void WorldThingSpawned(AActor* actor);
void WorldThingDied(AActor* actor, AActor* inflictor);
void WorldThingGround(AActor* actor, FState* st);
@ -144,6 +144,7 @@ struct FWorldEvent
// for loaded/unloaded
bool IsSaveGame = false;
bool IsReopen = false;
FString NextMap;
// for thingspawned, thingdied, thingdestroyed
AActor* Thing = nullptr; // for thingdied
AActor* Inflictor = nullptr; // can be null - for damagemobj
@ -232,7 +233,7 @@ struct EventManager
// called right after the map has loaded (approximately same time as OPEN ACS scripts)
void WorldLoaded();
// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
void WorldUnloaded();
void WorldUnloaded(const FString& nextmap);
// called around PostBeginPlay of each actor.
void WorldThingSpawned(AActor* actor);
// called after AActor::Die of each actor.

View file

@ -1316,6 +1316,15 @@ void G_Ticker ()
default:
break;
}
// Do some more aggressive GC maintenance when the game ticker is inactive.
if ((gamestate != GS_LEVEL && gamestate != GS_TITLELEVEL) || paused || P_CheckTickerPaused())
{
size_t ac = std::max<size_t>(10, GC::AllocCount);
for (size_t i = 0; i < ac; i++)
{
if (!GC::CheckGC()) break;
}
}
// [MK] Additional ticker for UI events right after all others
primaryLevel->localEventManager->PostUiTick();

View file

@ -468,7 +468,7 @@ void G_InitNew (const char *mapname, bool bTitleLevel)
// did we have any level before?
if (primaryLevel->info != nullptr)
staticEventManager.WorldUnloaded();
staticEventManager.WorldUnloaded(FString()); // [MK] don't pass the new map, as it's not a level transition
if (!savegamerestore)
{
@ -701,10 +701,10 @@ void FLevelLocals::ChangeLevel(const char *levelname, int position, int inflags,
for (auto Level : AllLevels())
{
// Todo: This must be exolicitly sandboxed!
Level->localEventManager->WorldUnloaded();
Level->localEventManager->WorldUnloaded(nextlevel);
}
// [ZZ] unsafe world unload (changemap != map)
staticEventManager.WorldUnloaded();
staticEventManager.WorldUnloaded(nextlevel);
unloading = false;
STAT_ChangeLevel(nextlevel, this);

View file

@ -764,22 +764,6 @@ static void CreateLineEffectFunc(FunctionCallEmitter &emitters, int value1, int
emitters.AddParameterIntConst(value2); // tag
}
// No misc, but it's basically A_Explode with an added effect
static void CreateNailBombFunc(FunctionCallEmitter &emitters, int value1, int value2, MBFParamState* state)
{ // A_Explode
// This one does not actually have MBF-style parameters. But since
// we're aliasing it to an extension of A_Explode...
emitters.AddParameterIntConst(-1); // damage
emitters.AddParameterIntConst(-1); // distance
emitters.AddParameterIntConst(1); // flags (1=XF_HURTSOURCE)
emitters.AddParameterIntConst(0); // alert
emitters.AddParameterIntConst(0); // fulldamagedistance
emitters.AddParameterIntConst(30); // nails
emitters.AddParameterIntConst(10); // naildamage
emitters.AddParameterPointerConst(PClass::FindClass(NAME_BulletPuff)); // itemtype
emitters.AddParameterIntConst(NAME_None); // damage type
}
static void CreateSpawnObjectFunc(FunctionCallEmitter& emitters, int value1, int value2, MBFParamState* state)
{
state->ValidateArgCount(8, "A_SpawnObject");
@ -936,7 +920,6 @@ static void (*MBFCodePointerFactories[])(FunctionCallEmitter&, int, int, MBFPara
{
// Die and Detonate are not in this list because these codepointers have
// no dehacked arguments and therefore do not need special handling.
// NailBomb has no argument but is implemented as new parameters for A_Explode.
CreateMushroomFunc,
CreateSpawnFunc,
CreateTurnFunc,
@ -945,7 +928,6 @@ static void (*MBFCodePointerFactories[])(FunctionCallEmitter&, int, int, MBFPara
CreatePlaySoundFunc,
CreateRandomJumpFunc,
CreateLineEffectFunc,
CreateNailBombFunc,
CreateSpawnObjectFunc,
CreateMonsterProjectileFunc,
CreateMonsterBulletAttackFunc,

View file

@ -109,21 +109,22 @@ static inline bool P_IsThingSpecial(int specnum)
return (specnum >= Thing_Projectile && specnum <= Thing_SpawnNoFog) ||
specnum == Thing_SpawnFacing || specnum == Thing_ProjectileIntercept || specnum == Thing_ProjectileAimed;
}
enum
namespace
{
Dm=1,
Ht=2,
Hx=4,
St=8,
Zd=16,
Zdt=32,
Va=64,
// will be extended later. Unknown namespaces will always be treated like the base
// namespace for each game
};
enum
{
Dm=1, // Doom
Ht=2, // Heretic
Hx=4, // Hexen
St=8, // Strife
Zd=16, // ZDoom
Zdt=32, // ZDoom Translated
Va=64, // Vavoom
// will be extended later. Unknown namespaces will always be treated like the base
// namespace for each game
};
}
#define CHECK_N(f) if (!(namespace_bits&(f))) break;
//===========================================================================

View file

@ -584,7 +584,7 @@ bool AActor::SetState (FState *newstate, bool nofunction)
newstate = newstate->GetNextState();
} while (tics == 0);
if (GetInfo()->LightAssociations.Size() || (newstate && newstate->Light > 0))
if (GetInfo()->LightAssociations.Size() || (state && state->Light > 0))
{
flags8 |= MF8_RECREATELIGHTS;
Level->flags3 |= LEVEL3_LIGHTCREATED;

View file

@ -1193,12 +1193,11 @@ Aliases
A_PlaySound, A_PlaySound,
A_RandomJump, A_Jump,
A_LineEffect, A_LineEffect,
A_NailBomb, A_Explode,
A_SpawnObject, MBF21_SpawnObject,
A_MonsterProjectile, MBF21_MonsterProjectile,
A_MonsterBulletAttack, MBF21_MonsterBulletAttack,
A_MonsterMeleeAttack, MBF21_MonsterMeleeAttack,
A_RadiusDamage, A_Explode,
A_RadiusDamage, A_RadiusDamage,
A_HealChase, MBF21_HealChase,
A_SeekTracer, A_SeekerMissile,
A_FindTracer, A_FindTracer,

View file

@ -344,18 +344,6 @@ OptionValue AutoOffOn
1, "$OPTVAL_ON"
}
OptionMenuSettings
{
// These can be overridden if a different menu fonts requires it.
Linespacing 17
/*
IfGame(Heretic, Hexen)
{
Linespacing 9
}
*/
}
DefaultOptionMenu
{
Position -15

View file

@ -616,6 +616,18 @@ extend class Actor
return count;
}
deprecated("2.3", "For Dehacked use only")
void A_NailBomb()
{
A_Explode(nails:30);
}
deprecated("2.3", "For Dehacked use only")
void A_RadiusDamage(int dam, int dist)
{
A_Explode(dam, dist);
}
//==========================================================================
//
// A_RadiusThrust

View file

@ -66,9 +66,10 @@ extend class Actor
damage *= 10;
double ang = angle + Random2[Punch]() * (5.625 / 256);
double pitch = AimLineAttack (ang, MeleeRange + MELEEDELTA, null, 0., ALF_CHECK3D);
double range = MeleeRange + MELEEDELTA;
double pitch = AimLineAttack (ang, range, null, 0., ALF_CHECK3D);
LineAttack (ang, MeleeRange, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
LineAttack (ang, range, pitch, damage, 'Melee', "BulletPuff", LAF_ISMELEEATTACK, t);
// turn to face target
if (t.linetarget)

View file

@ -2084,7 +2084,7 @@ class PlayerPawn : Actor
me.GiveDefaultInventory();
}
}
//===========================================================================
//
// FWeaponSlot :: PickWeapon

View file

@ -15,6 +15,8 @@ struct WorldEvent native play version("2.4")
native readonly bool IsSaveGame;
// this will be true if we are re-entering the hub level.
native readonly bool IsReopen;
// for unloaded, name of next map (if any)
native readonly String NextMap;
// for thingspawned/thingdied/thingdestroyed/thingground
native readonly Actor Thing;
// for thingdied. can be null