Commit graph

8992 commits

Author SHA1 Message Date
Magnus Norddahl
5f02e08c8e Fix minimize crash 2016-09-04 03:15:50 +02:00
Magnus Norddahl
dc39a006dc Fix palette tonemap precision and compile error on Intel 2016-09-04 02:37:59 +02:00
Christoph Oelckers
4eda5f841e Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-04 01:46:49 +02:00
Christoph Oelckers
217601f338 - fixed: FPortal::ClearScreen may not use the 2D drawing code anymore.
2D calls are accumulated and then executed all at once at the end of the frame, but this one needs to be interleaved with the 3D rendering. It now uses the quad drawer to fill the portal with blackness.
2016-09-04 01:46:29 +02:00
Blue-Shadow
2ed4208a1b Added IfCVarInt SBARINFO command 2016-09-03 18:55:19 +03:00
Christoph Oelckers
c3ad0a2f16 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-03 17:29:47 +02:00
Christoph Oelckers
f31346968f - added missing #include. 2016-09-03 17:29:28 +02:00
Christoph Oelckers
3ae2e77512 - added xBRZ files. 2016-09-03 16:55:16 +02:00
Christoph Oelckers
4a80f8e4ed - fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode. 2016-09-03 16:54:17 +02:00
Christoph Oelckers
e08015a181 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-03 14:02:28 +02:00
Christoph Oelckers
aece9aaa58 - added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder. 2016-09-03 14:01:51 +02:00
Christoph Oelckers
5770e5dfaf - split up m_specialpaths.cpp to be a separate file for each operating system.
The reason for this is that the macOS version uses a deprecated API and in order to correct this, the file needs to be compiled as Objective-C++ which requires a different extension.
2016-09-03 12:00:08 +02:00
arookas
d7b5bdc0f7 Renamed Thing_Damage3 to DamageActor 2016-09-03 08:27:38 +02:00
arookas
d14782fb37 Added Thing_Damage3 function
It acts as a simple wrapper around P_DamageMobj which can damage a
single actor, but can also set the actor inflicting the damage. It
returns the amount of damage actually done, or -1 if the damaging was
cancelled.
2016-09-03 08:27:38 +02:00
Christoph Oelckers
8b7a87f256 - fix conditions for DrawBlend calls. 2016-09-03 00:43:18 +02:00
Christoph Oelckers
90ab0223a6 - handle colormap parameter reset when renderbuffers are toggled. 2016-09-03 00:36:23 +02:00
Christoph Oelckers
cb1946f51b Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-03 00:26:04 +02:00
Magnus Norddahl
77dde2e3ad Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off 2016-09-03 00:13:05 +02:00
Christoph Oelckers
ee503ea275 - removed now redundant mystdint.h file.
Visual Studio now ships stdint.h so this workaround is no longer needed.
2016-09-02 10:55:56 +02:00
Christoph Oelckers
bf5f10a897 - added all relevant licenses to docs. 2016-09-02 10:48:38 +02:00
Christoph Oelckers
7135a6909c Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-02 00:44:10 +02:00
Major Cooke
c4357bd352 Tracer pointer is no longer a safe candidate for storing player morph pointers. Instead, actors must have a new, non-manipulatable pointer. This fixes the following circumstances:
- Crashes occurred if a particular actor was a tracer to the player and the actor was not gone by the time the player unmorphs.
- Failed unmorphs occur if tracer was manipulated through means like A_RearrangePointers, etc.
2016-09-01 13:49:58 -05:00
Christoph Oelckers
4e8027612f - restored 2 lines of code that somehow got lost before the last commit. 2016-09-01 17:38:17 +02:00
Christoph Oelckers
589936f570 - draw the colormap blend after postprocessing, not before it.
- added colormap shader to postprocessing.

This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
7efae2c8f8 - fixed: When requesting GL version 2.x, do not try to create a core profile context, because that can not support legacy features. 2016-09-01 12:14:20 +02:00
Christoph Oelckers
3389a5a74e - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
Christoph Oelckers
4a0e082836 - fixed: The wall splitter in the translucent sorting code needs to set fracleft and fracright so that vertex generation is done correctly for the split segments. 2016-08-31 23:26:49 +02:00
Christoph Oelckers
4993018520 - fixed: Actor velocity requires an upper limit to prevent uncontrolled accumulation, as can happen when multiple exploding and pushable objects overlap. The value 5000 was chosen because it is high enough to not occur under regular circumstances and small enough to prevent severe slowdowns. In the old fixed point code the lack of such a check just caused random overflows. 2016-08-31 09:18:59 +02:00
Christoph Oelckers
45ff15559d - removed gl_draw_synv because with the postprocessing this is no longer useful. 2016-08-30 00:33:02 +02:00
alexey.lysiuk
3ba3149df3 Deleted remains of obsolete multisampling in Cocoa backend 2016-08-29 22:08:57 +03:00
alexey.lysiuk
b7ec26335f Enabled OpenGL Core Profile on macOS 2016-08-29 22:03:25 +03:00
Christoph Oelckers
8f535997f8 - enable core profile by default on GL 3.x.
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
2016-08-29 11:33:20 +02:00
Christoph Oelckers
0f0dc2c852 - implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here. 2016-08-29 10:43:03 +02:00
Magnus Norddahl
e0e43ee7b3 Fix mColor reset value 2016-08-29 05:31:12 +02:00
Magnus Norddahl
71387b1b42 Fix wrong initial mClipSplit values. 2016-08-29 05:19:47 +02:00
Magnus Norddahl
945d5b154a Remove gl_vid_multisample 2016-08-28 18:10:39 +02:00
Magnus Norddahl
bb066f6f07 Fall back to gl_renderbuffers 0 if buffer creation fails 2016-08-28 18:07:44 +02:00
Christoph Oelckers
3299a29c44 - added CheckClass ACS function. 2016-08-28 16:14:24 +02:00
alexey.lysiuk
47714509d6 Changed render buffers format back to RGBA16F
Reverted a03b2ff48b to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Christoph Oelckers
03d055a5ec - adjustments for message modes. 2016-08-28 10:11:09 +02:00
Christoph Oelckers
40780ce2dd Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-28 10:10:53 +02:00
Christoph Oelckers
da5cf760b0 - forgot to save this one... 2016-08-28 10:10:32 +02:00
Christoph Oelckers
abafcd5486 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/language.enu
2016-08-28 10:00:19 +02:00
Christoph Oelckers
e04055dbb2 - added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
alexey.lysiuk
9b91a13487 Restored legacy way to collect OpenGL extensions 2016-08-28 10:21:20 +03:00
Braden Obrzut
716fbec8ee - Added support for building with FMOD Studio Low Level API (partially based off of Emile Belanger's/Beloko Games Android work)
- Use with FMOD Studio 1.06.x. 1.07 and 1.08 compile but for some reason produce a lot of noise on vanilla Doom sounds.
	- Crashes when used with fluidsynth provided by Ubuntu 16.04, but a self compiled version of the library works just fine.
	- Reverbs are mostly untested, but implemented.
	- Debug waveform drawing is not implemented as it requires a non-trivial amount of work.
	- It will still show as FMOD Ex in the menus since I'm too lazy at the moment to make it a "separate" backend.
2016-08-27 22:14:57 -04:00
Magnus Norddahl
6c5109ec99 Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle 2016-08-27 06:24:36 +02:00
Magnus Norddahl
b1a0108a96 Fix tonemap palette not being rebuilt on palette change 2016-08-26 19:52:15 +02:00
Christoph Oelckers
c9578ae72d - create vertex buffer data for horizon portals in the constructor instead of in the draw function.
This was the last remaining place where the vertex buffer was accessed in the render pass.
2016-08-26 18:18:50 +02:00
Christoph Oelckers
5303526c70 - actually use the parameter... 2016-08-26 08:34:27 +02:00