Commit graph

8862 commits

Author SHA1 Message Date
Christoph Oelckers
0a98fb0be7 - integrated dynamic light definitions into regular DECORATE as another include.
- renamed menudef.z zo menudef.zz.

This was done because some tool out there stupidly assume that *.z is some sort of archive and refuse to operate on these files (shame on you, Beyond Compare!)
2016-09-22 09:32:04 +02:00
Christopher Bruns
2e8d2ed626 Implement vr_swap_eyes CVAR, now that side-by-side mode is mostly working. 2016-09-22 09:25:49 +02:00
Christopher Bruns
a1cbd39f3f Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()
(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
2016-09-22 09:25:48 +02:00
Christopher Bruns
a5c27af59b Show weapon at full width in SideBySideFull 3D mode.
(cherry picked from commit c42e98c0042937adc05c1f1569d909d58a5b8ffb)
2016-09-22 09:25:48 +02:00
Christopher Bruns
7b8847c6be Update comment for other file. 2016-09-22 09:25:47 +02:00
Christopher Bruns
d10a0309ab Update header comment in gl_sidebyside3d source files 2016-09-22 09:25:47 +02:00
Christopher Bruns
1f79e23d5b Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
Use optimal framebuffer size for side-by-side modes.
2016-09-22 09:25:46 +02:00
Christopher Bruns
9a257ac158 Implement side-by-side narrow 3D mode. 2016-09-22 09:25:46 +02:00
raa-eruanna
2339b18b01 Quick fix: prevents negative values being passed to pow. 2016-09-22 09:23:26 +02:00
raa-eruanna
72491049e0 Changes to the contrast/brightness/gamma formula for both hardware and shader gamma correction. Mainly makes a correction with the shader version where contrast/brightness being negative values would clip them inappropriately. 2016-09-22 09:23:25 +02:00
Magnus Norddahl
af699dcebc Make bloom/exposure less aggressive 2016-09-22 09:13:33 +02:00
Magnus Norddahl
f7b6b1433c Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
Christoph Oelckers
1e6b99cebd Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-22 09:06:34 +02:00
Christoph Oelckers
146b5d2d06 - use 'override' qualifier on renderer interface.
Bad things can happen if these get changed in ZDoom without adapting to the change so better let the compiler handle this automatically.
2016-09-22 09:06:21 +02:00
nashmuhandes
a49e15c541 Added REOPEN script type. These scripts behave just like OPEN scripts, except they will re-execute themselves every time the level is re-entered (ie as part of a hub). 2016-09-22 08:57:22 +02:00
LordMisfit
715aa80cf2 - Fix for DamageFactor bug w/ PowerDamage & PowerProtection 2016-09-22 08:52:43 +02:00
alexey.lysiuk
2d55f713c2 Fixed support for automatic graphics switching on macOS
The corresponding setting in .plist is wrong but Xcode fixes it automatically
This doesn't happen however when building via makefiles
2016-09-22 08:52:43 +02:00
Major Cooke
1383355be7 Removed the positive-only ripper level requirement.
- Several mods were able to just take advantage of A_SetRipperLevel and the likes, essentially bypassing this gate so there really is no point in doing this anymore.
2016-09-22 08:50:38 +02:00
raa-eruanna
76c5ff29fe If Inventory.MaxAmount > 1 on weapons, allow and track multiple pickups. 2016-09-22 08:47:23 +02:00
alexey.lysiuk
0a24c15445 Added ability to customize path to FluidSynth dynamic library
Use fluid_lib CVAR to set path or default name of dynamic library will be used instead
2016-09-22 08:43:00 +02:00
alexey.lysiuk
4f7e1f0171 FluisSynth dynamic library is now referenced by system specific name on macOS 2016-09-22 08:43:00 +02:00
raa-eruanna
bc0624e3b2 Fixed my error where I was using a local session variable rather than the proper user info for the weapon bob speed. 2016-09-22 08:42:59 +02:00
raa-eruanna
780d672b25 Adds user-definable weapon bob speed 2016-09-22 08:42:59 +02:00
Leonard2
b5b9baaa87 The VM now aborts when a wrong self pointer is used with user variables to avoid random crashes 2016-09-22 08:42:59 +02:00
Braden Obrzut
8aa09768f0 - Fixed: Memory(Array)Reader's seek range didn't include the end of file. Since GetLength exists this is inconsequential for ZDoom, but still incorrect. 2016-09-20 21:23:37 -04:00
Christoph Oelckers
475077f1de Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-19 09:01:34 +02:00
Christoph Oelckers
daf33b5b4f - master is now at 2.3pre. 2016-09-19 09:01:21 +02:00
Christoph Oelckers
3eb1af6957 - added a GetMissileDamage function to DECORATE which can be used to properly retrieve an actor's damage value.
The damage property should be considered deprecated inside expressions from now on.
2016-09-19 03:45:22 +02:00
Christoph Oelckers
f1ba19073f - split Damage into two variables: DamageVal for the old constant and DamageFunc for the DECORATE function.
The way this was done was a major headache inducer, requiring reconstruction of the function each time the value was changed and in general made actor damage a major hassle.
There was a DECORATE wrapper to mimic the original behavior but this looked quite broken because it completely ignored the different semantics of both damage calculation types.
It also made it impossible to determine if damage was a function or a value.
This accessor has been reverted to what it should be, only returning the constant, which now is -1 for a damage function. I am sorry if this may break the odd mod out but a quick look over some DECORATE-heavy stuff showed that this was never combined in any of them so that accessing 'damage' in DECORATE code depended on an actual damage function.

To get proper damage, a future commit will add a DECORATE function which calls AActor::GetMissileDamage.
2016-09-19 03:36:51 +02:00
Christoph Oelckers
ceaa040750 - added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass. 2016-09-18 17:45:02 +02:00
Christoph Oelckers
3db7d9ad84 - fixed: AActor::alternative was not declared as a pointer. 2016-09-18 12:22:56 +02:00
Christoph Oelckers
6b4aee28bc Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-17 20:22:43 +02:00
Major Cooke
80c1baa596 Fixed: Pitch was rotating around the wrong axis. 2016-09-17 12:10:22 -05:00
Christoph Oelckers
bec17bd222 - FLATSPRITE fixes. 2016-09-17 08:26:30 +02:00
Magnus Norddahl
f2a3b8978d Added declaration in the shader that was missing 2016-09-17 00:30:03 +02:00
Gaerzi
d99d43aeba Fixes to fuzz shaders 2016-09-17 00:30:03 +02:00
Major Cooke
d01b0e061e Moved flatsprite code into CalculateVertices. 2016-09-16 12:07:28 -05:00
Major Cooke
66d20726c2 Reintroduced flat sprites once more.
- Take note, current flat sprites will change. With no pitch involved, sprites are now flat across the ground.
2016-09-16 11:47:20 -05:00
Christoph Oelckers
7c2886e8ea - fixed the last commit:
The altered vertices must always be copied to the actual buffer and it's not necessary to copy everything, copying the 4 changed ones is sufficient.
2016-09-16 08:10:19 +02:00
raa-eruanna
476b727d5d "actorlist" and "actornum" no longer return already-owned inventory objects 2016-09-16 00:47:56 -04:00
Magnus Norddahl
3c1868f7e6 Fix wrong flash rectangle size after window resize 2016-09-16 02:53:19 +02:00
raa-eruanna
ac70f77e44 Added the following ccmds:
actorlist, actornum, monsternum, itemsnum, countitemsnum
Modified the following ccmds:
 monster, items, countitems

All commands with "num" at the end simply print a count of their respective filters, all other listed commands now print a list and a count.
2016-09-15 15:09:36 -04:00
Magnus Norddahl
0d27996a64 Replace CheckRatio with AspectTallerThanWide in DrawHUD 2016-09-15 07:52:53 +02:00
Magnus Norddahl
48f491cfd1 Fix video mode selection bug 2016-09-15 07:52:53 +02:00
Christoph Oelckers
d128e28044 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-14 21:05:45 +02:00
Christoph Oelckers
f3a4036dc5 - lgpl.txt 2016-09-14 21:05:25 +02:00
Leonard2
cb17e109f1 Added "division by zero" to the VM-aborting errors 2016-09-14 20:47:00 +02:00
Leonard2
65af26f962 The VM now properly aborts on critical errors 2016-09-14 20:46:18 +02:00
Christoph Oelckers
8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
Major Cooke
3b2359959e Quakes must use their own independent falloffs.This caused discrepencies and sudden drop-outs in stacked quakes otherwise. 2016-09-13 23:06:57 -05:00