Christoph Oelckers
262f3575ae
- added a "custom" flag to drawmugshot so that the user-specified image can be forced to be used.
2016-04-27 13:16:35 +02:00
Christoph Oelckers
ebca8cc5b0
- added a portable config file option, for now only on Windows: If the engine finds a file named [GAMENAME]_portable.ini, it will use that instead of creating a user specific version, so that portable installs can carry their INI along.
2016-04-27 13:04:37 +02:00
Christoph Oelckers
934b1923d0
- fixed: CheckForPushSpecial did not check blocking 3D midtextures.
2016-04-27 12:37:38 +02:00
Christoph Oelckers
044bf4ada6
- fixed: P_CheckPosition must initialized tm.floorterrain.
2016-04-27 12:08:22 +02:00
Christoph Oelckers
f5afa30ee6
- added GetAngle(bool relative, int target) DECORATE function.
2016-04-27 11:52:52 +02:00
Christoph Oelckers
61b165ccc4
- fixed the camera height setting for the camera actors.
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The scripting branch changed camera semantics to default to an actor's center - which for monsters and decorations makes sense - but not for simple mapspots that get used as camera. For those the CameraHeight must be explicitly set to 0.
2016-04-27 11:38:54 +02:00
Randy Heit
d970be48f9
Use floating point xscale in R_RenderFakeWall()
2016-04-26 23:30:16 -05:00
Randy Heit
a029c7b664
Fix unneeded fixed_t height in R_3D_AddHeight()
2016-04-26 23:11:27 -05:00
Randy Heit
ee43c4ff95
Fixed: Accidentally left in /65536.0 in WallMost()
2016-04-26 23:00:41 -05:00
Christoph Oelckers
8bda356412
- fixed crash in slope drawing: Several overlooked occurences of fixed point math in R_CalcTiltedLighting. Slopes are still completely broken, though.
2016-04-27 04:08:06 +02:00
Christoph Oelckers
73823e6a09
- fixed the texture size checks for determining if a camera texture requires offscreen rendering were wrong and checked the scaled size, not the physical size.
2016-04-27 02:56:55 +02:00
Christoph Oelckers
a26d81e060
- fixed incomplete float conversion in R_RenderFakeWallRange.
2016-04-27 02:28:45 +02:00
Christoph Oelckers
fab38d092b
- fixed: P_LineOpening could miss a 3D floor if an actor was centered right against its side.
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- restored the original 3D floor code to retrieve the current floor in P_CheckPosition. The portal aware version was a bit too strict and could place the actor on the wrong side when moving at high speeds.
2016-04-27 02:13:35 +02:00
Christoph Oelckers
86f38475b0
- shaders for last commit.
2016-04-27 02:10:42 +02:00
Christoph Oelckers
09f54b0940
- cleaned up the clip plane management for portals.
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Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
066d5c63e2
- better be safe and not call GL_CLIP_DISTANCE functions on old hardware.
2016-04-26 21:55:17 +02:00
Christoph Oelckers
3faf5afa3a
- re-added software translucency splitting for old hardware.
2016-04-26 21:49:30 +02:00
Christoph Oelckers
b06c86db38
- added old wall splitting code as a fallback for old hardware.
2016-04-26 21:42:15 +02:00
Christoph Oelckers
6e1b21d513
- added back sprite splitting for low end, plus some dynamic light code.
2016-04-26 21:31:24 +02:00
Christoph Oelckers
89f36fb963
- enabled texture and model matrices for shader-less rendering and fixed the sky cap color application.
2016-04-26 20:45:56 +02:00
Christoph Oelckers
9d71c91f01
- reenabled software warping for shader-less rendering.
2016-04-26 20:20:00 +02:00
Christoph Oelckers
924b72b633
- added workarounds for the invulnerability colormap for non-shader rendering. Unlike the shader based versions these do not decolorize the screen. The advantage to the old texture duplication is that this is far less stressful on performance.
2016-04-26 20:02:57 +02:00
Christoph Oelckers
913e3df7e3
- fixed display of alpha textures without shaders.
...
As it turned out, the translation's alpha channel was clobbered by the whole setup.
2016-04-26 19:11:32 +02:00
Christoph Oelckers
7e6e2bc0a8
- stated adding GL 2.0 compatibility handling
2016-04-26 18:24:02 +02:00
Christoph Oelckers
eb27057853
- enable shader-less rendering. Still very incomplete, but at least the basics are working.
2016-04-26 16:44:03 +02:00
Christoph Oelckers
3b1500438d
- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
...
- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
f066457a48
- add shader patching to allow running the engine with GLSL 1.2.
...
- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
ee9a40f5e9
- replace FLOATTYPE with float in stereo3d code.
2016-04-26 15:20:27 +02:00
Christoph Oelckers
090d13b915
- updated gl_interface to deal with older GL versions.
...
- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
8b5c741358
- check the proper command line option for rejecting a core profile.
2016-04-26 15:19:38 +02:00
Chris Robinson
6e25d3f618
Use a background thread for processing OpenAL streams
2016-04-26 06:12:56 -07:00
Chris Robinson
204d0c8572
Don't try to define __try/__except on non-MSVC systems
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They didn't do anything anyway, and can clash with other compilers since they
may be used internally (macros and keywords starting with __ are for compiler
use).
2016-04-26 05:55:18 -07:00
Christoph Oelckers
97bed58d7d
- use a compatibility mode version of gl_load, so that the fallback GL 2 code can get its definitions.
2016-04-26 11:32:40 +02:00
Christoph Oelckers
fc38728309
- made some changes to the shaders to allow downpatching them to GLSL 1.2:
...
* disable the dynamic light code if no buffers are available
* added a duplicate of the getTexel function which cannot be patched without creating syntax problems.
* fixe int<->float conversion warning, which on some compilers may be an error.
2016-04-26 11:31:27 +02:00
Christoph Oelckers
172290224b
- make modes 2 and 3 of Teleport_NoFog compatible with Eternity by defaulting to mode 1 when no line is available.
2016-04-25 01:01:28 +02:00
Christoph Oelckers
22b7a38539
- fixed incorrect sky texture check with Transfer_Heights. The actual sector was checked, not the one created by gl_FakeFlat.
2016-04-24 14:17:06 +02:00
Christoph Oelckers
f77c4642cb
- made the adjustments.
2016-04-24 13:35:43 +02:00
Christoph Oelckers
2914cdc939
Merge branch 'master' of https://github.com/rheit/zdoom
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# Conflicts:
# src/r_defs.h
2016-04-24 12:19:07 +02:00
Christoph Oelckers
0f99d7d73f
- floatified the few remaining linedef and sector properties that still were fixed_t. The only fixed point things left in r_defs.h are the nodes and a fixed point setter function for vertex_t, which is still needed by the node builder.
2016-04-24 12:15:09 +02:00
Christoph Oelckers
31845cd16b
- fixed two fixed/float mixups.
2016-04-24 10:24:43 +02:00
Randy Heit
593f6c29ad
Use 2 decimal places for volume sliders, since they move in 0.05 increments
2016-04-23 22:38:55 -05:00
Randy Heit
e96ed6bf8d
Add FBaseCVar::GetHumanString()
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- For most cvars, this is equivalent to calling GetGenericRep() to get a
string.
- For float cvars, it uses %g instead of %H, because %H is generally more
information than is needed.
2016-04-23 22:30:08 -05:00
Randy Heit
fc54dd1ff0
Use %H when converting float cvars to strings to avoid information loss
2016-04-23 22:08:49 -05:00
Randy Heit
3a0d046f7e
Fix rendering with SW 2D: modf usage was backwards
2016-04-23 21:29:40 -05:00
Randy Heit
96a0bee651
Quiet two more warnings from GCC
2016-04-23 21:00:35 -05:00
Randy Heit
3cabd5f0ed
Fix compilation with GCC
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- GCC is pickier than Visual C++. GCC requires that structs with constructors, etc that are
used in a union must be defined outside the union. VC++ lets you do it inline.
2016-04-23 20:58:15 -05:00
Randy Heit
991f49e321
Avoid copying vissprite_t in R_DrawPSprites()
2016-04-23 20:42:14 -05:00
Randy Heit
b8e3e1f095
Remove BAM_FACTOR from FAngle, because it takes up physical space in the struct
2016-04-23 17:27:36 -05:00
Christoph Oelckers
565bab8bd3
- removed some unnecessary temporary variables.
2016-04-23 22:55:44 +02:00
Christoph Oelckers
f420ccd287
- made Teleport_NoFog compatible with Hexen and Eternity.
...
ZDoom defaulted to Boom's (buggy) angle adjustment.
Changed it so that
* Mode 0 is like Hexen, performing no adjustment at all. This still should match all known maps using this special.
* Mode 1 remains unchanged.
* Mode 2 replicates Boom's broken angle adjustment and is used in the xlat file.
* Mode 3 implements the correct angle adjustment that Boom originally intended.
(Note: Should some map require something different it should be handled with compatibility.txt instead of reverting this back to the broken way it was before.)
2016-04-23 21:32:40 +02:00