Commit Graph

7995 Commits

Author SHA1 Message Date
Christoph Oelckers 2914cdc939 Merge branch 'master' of https://github.com/rheit/zdoom
# 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()
- 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
- 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
Christoph Oelckers eaabb5e986 - fixed vissprite_t &operator= declaration. 2016-04-23 15:51:46 +02:00
Christoph Oelckers 0d17459c36 - do not disable sampler objects with -gl3. 2016-04-23 15:47:51 +02:00
MajorCooke 6bba84458c - Rail spawned actor trails now set their targets to the shooter and transfer pitch. 2016-04-23 08:19:59 -05:00
Christoph Oelckers 78da8b5a60 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-23 14:22:56 +02:00
Christoph Oelckers 5fcdb7b80d - bump savegame version for today's changes. 2016-04-23 14:20:40 +02:00
Christoph Oelckers c246d1c1ad Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-04-23 13:56:05 +02:00
Christoph Oelckers 3c13d8085b - removed unused R_PointToDist2 and R_PointToAngle2 functions. 2016-04-23 13:55:50 +02:00
Christoph Oelckers 9d9219795a - adjusted function names. 2016-04-23 13:48:25 +02:00
Christoph Oelckers bf36900299 Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-04-23 13:40:19 +02:00
Christoph Oelckers 2447f7bc38 - renamed FTransform access functions. 2016-04-23 13:40:02 +02:00
Christoph Oelckers 38f1213387 - made some adjustments. 2016-04-23 13:35:51 +02:00
Christoph Oelckers e56d643924 Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-04-23 12:42:21 +02:00
Christoph Oelckers 04e614daec - removed some fixed point functions that are no longer needed.
- fixed: Visplane checks should only compare the plane flags that are relevant for rendering and mask out the rest.
- floatified FTransform and made the visplane checks a bit less verbose by moving the comparison as an operator into FTransform.

Note that this operator needs forceinline on Visual Studio so that it won't get called as a function.
2016-04-23 12:42:07 +02:00
Christoph Oelckers a17e0b70d2 - adjustment for function name changes. 2016-04-23 11:38:33 +02:00
Christoph Oelckers 47834907da Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-04-23 11:29:27 +02:00
Christoph Oelckers 35a6994d0a - remove the 'F' prefix from the floating point access function to the sidedef texture info, now that the fixed point versions are gone. 2016-04-23 10:55:55 +02:00
Christoph Oelckers be8d1b46a7 - remove the deleted functions, now that they are no longer needed. 2016-04-23 10:51:58 +02:00
Christoph Oelckers 6450752399 - made it compile again.
The software renderer float conversion removed viewx and viewy which are still needed for efficient position checks against nodes without constant float->fixed conversions.
2016-04-23 10:50:19 +02:00
Christoph Oelckers ba37854e44 Merge branch 'master' of c:\programming\doom-dev\zdoom
# Conflicts:
#	src/r_defs.h
2016-04-23 09:43:21 +02:00
Christoph Oelckers 4d4f31fd83 - floatified sidedef texture info and fixed two bugs involving this data. 2016-04-23 09:41:59 +02:00
Randy Heit f1b3f59bcc Renderer floatification: Use floating point for wall scale and yrepeat 2016-04-22 23:12:53 -05:00
Randy Heit 1f97488945 Renderer floatification: Use floating point for decals 2016-04-22 23:12:53 -05:00
Randy Heit cb0fe38dfe Renderer floatification: "fix for signed divide" isn't needed when using xs_RoundToInt 2016-04-22 23:12:53 -05:00
Randy Heit b2b3e50c5c Renderer floatification: Use floating point for geometry Zs 2016-04-22 23:12:53 -05:00
Randy Heit 3ef5a678d5 Renderer floatification: Use floating point for texturemids and Y scales 2016-04-22 23:12:53 -05:00
Randy Heit 4a1cc61822 Renderer floatification: Restore playersprite rendering 2016-04-22 23:12:27 -05:00
Randy Heit ec8d038c99 Renderer floatification: Use floats for lighting values 2016-04-22 23:10:34 -05:00
Randy Heit 4416d88eb2 Renderer floatification: Use floating point for visibility values 2016-04-22 23:10:02 -05:00
Randy Heit ded3f92452 Commence renderer floatification 2016-04-22 23:09:13 -05:00
Randy Heit bab0ed451a No more warnings when building re2c with VC++ 2016-04-22 22:56:47 -05:00
Christoph Oelckers c786b65727 - allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue. 2016-04-22 19:54:51 +02:00
Christoph Oelckers 3c7d0c971f - fixed: It seems it is not allowed to serialize any thinker before the actual thinker chain is serialized. This means that sector_t::floordata, ceilingdata and lightdata's handling had to be moved to P_SerializeWorldActors. 2016-04-22 17:48:25 +02:00
Christoph Oelckers 20d3a72307 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-22 09:15:37 +02:00
Christoph Oelckers f299248c8a - be a bit more careful with using unvalidated portals for checking render hacks. 2016-04-22 09:15:22 +02:00
Christoph Oelckers 382a6e8b9f - link actors to touching line portals, for use by the renderer. 2016-04-21 22:59:07 +02:00
Edoardo Prezioso afa3009f93 - Fixed a GCC/Clang compiler error and a warning. 2016-04-21 16:11:03 +02:00
Edoardo Prezioso 6cfd82f500 - Simplify more, found by code inspection. 2016-04-21 16:03:33 +02:00