Commit Graph

9144 Commits

Author SHA1 Message Date
raa-eruanna 1560ed07af Added a hack that allows maps using fogmap to display properly in the true-color renderer. Unfortunately, this could be implemented better but at least for now it's here. 2016-09-29 20:00:00 -04:00
raa-eruanna 7cbaf80a2a - Okay - so - last commit didn't actually fix anything. I think for now, it's better to turn off multi-threading by default until this can be fixed. r_multithreading has been changed to false by default, and is now saved in the user's .ini. 2016-09-29 12:49:10 -04:00
raa-eruanna d58da58aee - fixed: Prevents too many drawer thread commands from queueing up. Previously, drawing too many columns (which was accumulated by amassing a huge number of sprites) would crash the game. 2016-09-29 12:20:32 -04:00
raa-eruanna 2987668af8 Non-tiling skies (Heretic/Hexen) now render properly. 2016-09-29 06:20:30 -04:00
raa-eruanna 172f521002 Merge http://github.com/rheit/zdoom 2016-09-29 05:37:07 -04:00
Christopher Bruns 3ecd20c4a1 Enhance IDE list of PK3 source files using a more complicated approach than I had hoped for. 2016-09-29 00:43:23 +02:00
Christopher Bruns a83d1facdf Use GLOB_RECURSE and exclude file names with brackets, for a more complete list of PK3 source files for the IDE.
# Conflicts:
#	CMakeLists.txt
2016-09-29 00:43:22 +02:00
raa-eruanna 2f557419ed Merge http://github.com/rheit/zdoom 2016-09-28 06:40:58 -04:00
raa-eruanna dd9881b5fa Merge http://github.com/coelckers/gzdoom 2016-09-28 06:40:56 -04:00
Marisa Heit 3988a63789 Fixed: The menu no longer refreshed the screen border 2016-09-28 06:40:55 -04:00
Marisa Heit 62769fa5ea Fixed: Heretic platforms make a mid-move sound, unlike Doom's 2016-09-28 06:40:55 -04:00
Marisa Heit 77ea195162 Fixed: Y and Z were flipped for sound velocity 2016-09-28 06:40:54 -04:00
Christoph Oelckers 2d5061e81f - fixed: DScroller did not initialize m_LastHeight in all situations. This caused a problem with the serializer because RapidJSON aborts the write of a floating point value if it is invalid.
- ensure that floats are always written out. If the actual value causes an error (i.e. INF or NaN), write a 0 to guarantee proper formatting.
2016-09-28 11:58:12 +02:00
Christoph Oelckers f1bb7679a3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-28 09:50:03 +02:00
Christoph Oelckers 676d2365e1 - fixed: The ACS strings deserializer set incorrect indices in the bucket array. This only caused a problem if there were gaps in the string pool. 2016-09-28 09:49:41 +02:00
Christoph Oelckers b75395aa74 - fixed: Screen size update coordinates were copied into the wrong buffer location. 2016-09-28 09:25:48 +02:00
Christoph Oelckers d5e31aff1b Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-28 08:27:55 +02:00
Christoph Oelckers 12ea8ffbe4 - removed some leftover garbage from the floating point rewrite in the floorRaiseToLowestCeiling case of DFloor. 2016-09-28 08:06:15 +02:00
Marisa Heit e3be6e4819 Fixed: The menu no longer refreshed the screen border 2016-09-27 18:58:09 -05:00
Marisa Heit 59e52b3e9b Fixed: Heretic platforms make a mid-move sound, unlike Doom's 2016-09-27 18:40:36 -05:00
raa-eruanna d05ed3740b Corrected forum links in version.h 2016-09-27 19:27:57 -04:00
Marisa Heit 40f0dbf51c Fixed: Y and Z were flipped for sound velocity 2016-09-27 16:27:31 -05:00
raa-eruanna f1a3db367d Merge http://github.com/coelckers/gzdoom 2016-09-27 04:14:32 -04:00
raa-eruanna 1b7827342c - Fixed: Changed r_clearbuffer to do a little more than clear the top quarter of the screen. Still need to do an actual color fill - will do it later. 2016-09-27 04:14:00 -04:00
Christoph Oelckers 4b8b5e37d8 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-27 08:22:18 +02:00
raa-eruanna 1b3f652abb Merge http://github.com/rheit/zdoom 2016-09-25 19:43:54 -04:00
raa-eruanna c8d0a478d8 Merge http://github.com/coelckers/gzdoom 2016-09-25 19:43:52 -04:00
Christoph Oelckers 750c194959 - changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
raa-eruanna 0bc54cbda4 Fixed SDL backend. This project is now Linux capable! 2016-09-25 17:40:37 -04:00
Christopher Bruns a7044c9a8b Remove quotation marks that cause trouble with older versions of CMake. 2016-09-25 22:11:08 +02:00
raa-eruanna d91fe1572c Merge http://github.com/coelckers/gzdoom 2016-09-25 14:08:20 -04:00
raa-eruanna 6cc1cea54d Merge branch 'master' of https://github.com/raa-eruanna/QZDoom 2016-09-25 13:50:11 -04:00
raa-eruanna 08166473ca Merge branch 'truecolor' of http://github.com/dpjudas/dpdoom
# Conflicts:
#	src/v_video.cpp
2016-09-25 13:48:52 -04:00
Rachael Alexanderson 7e19a0a644 Merge pull request #1 from alexey-lysiuk/macos_build_fix
Fixed compilation on macOS
2016-09-25 13:11:16 -04:00
alexey.lysiuk e9b1da57a3 Fixed compilation on macOS 2016-09-25 17:43:52 +03:00
Christoph Oelckers d65589281f Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-25 10:28:51 +02:00
Christoph Oelckers f4462a7b93 - fixed: Any DSectorEffect thinker must be placed into STAT_SECTOREFFECT.
The slot had been there forever to address this same problem but only one of the two constructors actually set it, too bad that it was the wrong one...

This is something that normally won't be noticed. But if some actor is spawned on a moving platform, with both thinkers on the same statnum it means that the order of execution is not correct with the platform being done first, resulting in the actor to 'jump' while the platform is moving. To prevent this it is necessary that all sector movers only tick after all actors have completed their thinking turn.
2016-09-25 09:43:17 +02:00
Christoph Oelckers 92d0043a81 - undid part of the last commit and hopefully corrected it for good now.
We have to be extremely careful with the player data, because there's just too much code littered around that has certain expectations about what needs to be present and what not.
Obviously, when travelling in a hub, the player_t should be retained from the previous level. But we still have to set player_t::mo to the PlayerPawn from the savegame so that G_UnsnapshotLevel doesn't prematurely delete it and all associated voodoo dolls, because it checks player_t::mo to decide whether a player is valid or not.
The actual deletion of this redundant PlayerPawn should only be done in G_FinishTravel, after the actual player has been fully set up
2016-09-25 09:23:44 +02:00
raa-eruanna ed07ff1bdd Merge http://github.com/dpjudas/dpdoom 2016-09-25 02:19:39 -04:00
raa-eruanna 1c25ad7ce4 Merge http://github.com/rheit/zdoom 2016-09-24 23:36:51 -04:00
raa-eruanna 9ecb7d44f7 Merge http://github.com/coelckers/gzdoom 2016-09-24 23:36:47 -04:00
Christoph Oelckers 6a6a0e8017 - removed some more hubtravel related player start fudging.
* do not skip the player_t init when travelling in a hub. The old player may still be needed in some edge cases. This applies only to singleplayer for now. The multiplayer version still needs reviewing. I left it alone because it may shuffle players around which is not wanted when doing hub travelling.
 * do not spawn two temp players in G_FinishTravel. Instead handle the case where no player_t::mo can be found gracefully by adding a few nullptr checks. This temp player served no real purpose except for having a valid pointer. The actual start position was retrieved from somewhere else.
2016-09-25 01:28:27 +02:00
Christoph Oelckers 7d978a115e Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-24 17:54:53 +02:00
Major Cooke 74b8e9f286 - Don't use Normalized180() on angles. This could result in ranges being wrongly inverted.
- Fixed properties not having the proper indices.
- Use ViewPos-to-actor instead of measuring actor-to-actor.
- Use the actual camera instead of the actor so camera textures can work.
2016-09-24 17:54:09 +02:00
alexey.lysiuk a419b581a8 Fixed compilation on macOS 2016-09-24 13:15:45 +03:00
Christoph Oelckers 8907a8bfe8 - fixed incorrect function name in sprites drawer.
- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Christoph Oelckers 3f17d64f90 - fixed pitch comparison in visibility checking. 2016-09-24 09:42:35 +02:00
Magnus Norddahl 5ef46d1730 Merge remote-tracking branch 'gzdoom/master' into qzdoom 2016-09-24 09:37:18 +02:00
Magnus Norddahl 7ef5a9f117 Add the experimental swrenderer2 2016-09-24 09:36:37 +02:00
Major Cooke 561edd31ec Added check for angle visibility for GZDoom. 2016-09-24 09:29:00 +02:00