Commit graph

8085 commits

Author SHA1 Message Date
Leonard2
da6e12d5bc Fixed: the weapon layer offsets were interpolated even after the player switched his weapon 2016-07-13 13:01:32 +02:00
Leonard2
75cb8c00a6 Fixed: the flags weren't properly reset if a mod used the old layers before the code used them 2016-07-13 13:01:32 +02:00
MajorCooke
e56196eb1a Disable facing camera rotations if the actor is a flat/wall sprite.
- It not only looks bad, it also throws off users when trying to make perfectly aligned images since the plane is distorted wildly.
2016-07-13 09:31:22 +02:00
MajorCooke
cc8d84cd5d Fixed sprites defaulting to rotate around the center instead of the offsets. Seeing how it's still useful however, ROLLCENTER can still be used to center upon actors that are offsetted like monsters. 2016-07-13 09:31:22 +02:00
Christoph Oelckers
2a42c20c8c Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-13 09:30:16 +02:00
MajorCooke
7ded355d5d Added rollcenter compatibility. 2016-07-13 09:29:36 +02:00
Christoph Oelckers
79264cb8cd - fixed missing QuakeEx parameter conversion. 2016-07-12 19:57:32 +02:00
Leonard2
bdeb233849 Fixed: conditionals didn't properly compile to vm code 2016-07-12 19:50:37 +02:00
Leonard2
bbdc64a955 Fixed bad serialization of float types
The value was written twice if it couldn't be reduced to a single precision value
2016-07-12 19:37:00 +02:00
Leonard2
af53f5a825 Properly use the boolean type in function declarations
This will get rid of useless casts like 'if (isPointerEqual(x))'
It will also allow for proper casting in parameters like using a state as a boolean which is allowed in if statements for example
2016-07-12 19:36:59 +02:00
Leonard2
371896b2cc Properly use the boolean type in expressions
This fixes things like 'if (GetCVar(x))' not working
2016-07-12 19:36:59 +02:00
subenji
7d1dc46665 Implemented fix discussed in http://forum.zdoom.org/viewtopic.php?f=2&t=52428 rearding UserVar corruption in savegames 2016-07-12 19:36:59 +02:00
Blue-Shadow
1f2c8181bb Added IfWaterLevel SBARINFO command 2016-07-12 19:36:58 +02:00
Braden Obrzut
e401588f40 - Set -stdlib=libc++ and disable inconsistent-missing-override warning with OS X Clang (the latter may be useful for recent versions of Clang in general, but I can't tell at the moment.) 2016-07-11 01:22:37 -04:00
Magnus Norddahl
19030b555f Fix sky stretching on widescreen displays 2016-07-06 20:19:01 +02:00
Christoph Oelckers
b2a88c1abd - fixed: mapthinghexen_t::flags needs to be unsigned.
This is necessary so that an incorrectly set 0x8000 bit won't enable all high flags.
2016-07-05 01:17:12 +02:00
Christoph Oelckers
6f57c9c8b1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-04 22:37:12 +02:00
Christoph Oelckers
b81876698f - changed P_ChangeSector so that for bridges it only keeps the floorz and ceilingz of the spawn position.
This is necessary to prevent moving sectors from altering the bridge's z-position. The bridge should remain at its current z, even if the sector change would cause floorz or ceilingz to be changed in a way that would make P_ZMovement adjust the bridge.
2016-07-04 22:36:27 +02:00
Magnus Norddahl
b0e9adfc10 Fix single layer skies by using a cube box rather than a cylinder 2016-07-04 16:33:19 +02:00
Christoph Oelckers
6b0b7ea049 - fixed sprite z coordinate calculation for flatsprites. 2016-07-04 01:00:01 +02:00
Christoph Oelckers
cc784fff14 Merge branch 'rollGZ2' of https://github.com/MajorCooke/zdoom 2016-07-04 00:45:37 +02:00
Christoph Oelckers
279b939521 Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-07-04 00:44:52 +02:00
Christoph Oelckers
0b93e9b897 Merge branch 'roll' of https://github.com/MajorCooke/zdoom 2016-07-04 00:43:16 +02:00
Christoph Oelckers
d87665bfe0 - fixed: A_CheckTerrain must add to the actor's current velocity, not set it. 2016-07-04 00:39:35 +02:00
Christoph Oelckers
560c1d5c1c Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-03 13:43:44 +02:00
Christoph Oelckers
d6d9057f1f - removed the old way to stop the AnimatedDoor interpolation, now that the parent class can be told that we do not want one. This old code was no longer functionsl. 2016-07-03 13:42:54 +02:00
Christoph Oelckers
e42442732a Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-03 13:39:58 +02:00
Christoph Oelckers
1b6a850bf6 - fixed: DAnimatedDoor's main constructor did not disable ceiling interpolation. 2016-07-03 13:39:33 +02:00
Magnus Norddahl
13ef9a834c Compile fix for gcc/clang 2016-06-30 13:56:53 +02:00
Magnus Norddahl
d1617fcdf0 GCC compile fixes 2016-06-30 13:45:06 +02:00
Christoph Oelckers
3e3a0cdc3d Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-30 12:02:51 +02:00
Christoph Oelckers
7bdb98cc0b - removed debug stuff. 2016-06-30 11:31:00 +02:00
Christoph Oelckers
fc3682006a - fixed PointOnSide functions to consider 'on the line' as 'in front of'.
The bad code was taken from the 2005 floating point rewrite that, by comparing the value with '> -EQUAL_EPSILON', returned 1 for any value close to 0 (as 'on the line') so it was mistakenly reported as 'behind the line'.
2016-06-30 11:30:32 +02:00
Christoph Oelckers
c6fb35ed52 - added per-item colors for static text items in the menu.
For option menus this replaces the 'highlighted' parameter with an actual color, for list menus it adds a new parameter.
2016-06-30 10:27:14 +02:00
Christoph Oelckers
57667c2e0b Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/language.eng
2016-06-29 14:58:32 +02:00
Edoardo Prezioso
4defb6e967 - Fix myoffsetof using misaligned pointer access.
That could be a problem for particularly pedantic platforms.
2016-06-29 13:04:31 +02:00
MajorCooke
41d20fa6cf Fixed freeze with A_ClearOverlays. 2016-06-29 12:46:50 +02:00
Christoph Oelckers
6cf96372ba - fixed: incorrect flag masking for polyobjects disabled all line portals. 2016-06-29 12:46:20 +02:00
Christoph Oelckers
f8ae166281 - fixed return value inversion of FS's ceilingheight and floorheight functions. 2016-06-29 12:46:20 +02:00
Christoph Oelckers
a3450ab824 - removed unused cruft in FS code. 2016-06-29 12:46:19 +02:00
Christoph Oelckers
c6d8125b45 - fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset. 2016-06-29 12:46:19 +02:00
alexey.lysiuk
924b8105c5 Fixed splitting of complex walls in compatibility renderer
Example: +warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-06-29 12:34:35 +02:00
alexey.lysiuk
e6a7db99e4 Fixed missing polyobjects in compatibility renderer 2016-06-29 12:23:16 +02:00
alexey.lysiuk
fc8eaab57b Fixed crash in dynamic lights compatibility renderer
Reproduces using -iwad plutonia -file brutalv20b.pk3 +map map07
2016-06-29 12:21:39 +02:00
Christoph Oelckers
17c212d5bc - disable transparent door render hacks if any of the involved sectors contains floor slopes.
These lead to false positives but rarely represent actual hacks.
2016-06-29 12:19:00 +02:00
Magnus Norddahl
335ca12909 Merge remote-tracking branch 'upstream/master' into truecolor 2016-06-27 12:29:23 +02:00
Christoph Oelckers
a99ff71d18 Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-06-27 12:01:48 +02:00
Christoph Oelckers
8e3263a433 - fixed return value inversion of FS's ceilingheight and floorheight functions. 2016-06-27 12:01:11 +02:00
Magnus Norddahl
7a65a0f595 Made mipmapping a little less aggressive 2016-06-27 11:57:27 +02:00
Magnus Norddahl
200d357b0d Linear filtering bug fix 2016-06-27 11:43:24 +02:00
Magnus Norddahl
8f38d3af99 Replaced the bicubic interpolation filter with a simple sharpening filter 2016-06-27 10:49:15 +02:00
Magnus Norddahl
6c037fa249 Throwing templates at the code redundancy problem in drawers 2016-06-26 21:23:32 +02:00
Magnus Norddahl
928e8e0d43 Improved linear filtering performance by adding a lookup table 2016-06-26 12:53:10 +02:00
Magnus Norddahl
4fd127651d Fixed fuzz drawer crash 2016-06-26 06:54:32 +02:00
Magnus Norddahl
3b6d177787 Added bicubic interpolation when generating mipmaps 2016-06-25 12:14:15 +02:00
Magnus Norddahl
7705463966 Improved linear filtering of walls
Fixed some crash bugs
Added mipmap and filtering options to the display menu
2016-06-25 10:33:35 +02:00
Magnus Norddahl
8ec420a597 Added support for more texture filtering control 2016-06-24 19:05:04 +02:00
Magnus Norddahl
b7f32d1bfc Added LoopIterator to the drawt family of drawers 2016-06-24 18:05:32 +02:00
Magnus Norddahl
698b5f3db1 Simplify drawer code by creating loop iterators
Fixed blending bug
2016-06-24 11:37:51 +02:00
Christoph Oelckers
96272fc8b8 - removed unused cruft in FS code. 2016-06-22 13:37:35 +02:00
Christoph Oelckers
4e1c53af91 - fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset. 2016-06-22 13:35:03 +02:00
Magnus Norddahl
7a0c801a18 Added mipmapping to wallscan 2016-06-22 08:23:16 +02:00
Magnus Norddahl
ca9d8e580e Increase command queue memory pool to 16 MB and make it flush if its exhausted 2016-06-22 00:51:16 +02:00
Magnus Norddahl
db4cba239a Renamed member variable to make it compile with gcc 2016-06-22 00:27:12 +02:00
Magnus Norddahl
e294906d69 Voxel support in true color mode 2016-06-22 00:22:06 +02:00
Magnus Norddahl
f81042b3e2 Fix warning generated by gcc 2016-06-21 22:10:04 +02:00
Magnus Norddahl
4142b6ed1b GCC compile fix 2016-06-21 22:03:34 +02:00
Magnus Norddahl
c235de5c22 Native mipmap support to FTexture 2016-06-21 21:55:08 +02:00
Christoph Oelckers
af20f31b94 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-21 10:46:12 +02:00
Christoph Oelckers
4899c405c3 - fixed: all non-ZDoom compatibility profiles need compat_maskedmidtex set.
This was neither fixed in Boom nor MBF.
2016-06-21 10:45:17 +02:00
MajorCooke
613fa4c9e4 Fixed: GetDistance was missing the original Z check disabling introduced in commit bd16ccb. 2016-06-21 10:14:25 +02:00
Magnus Norddahl
d15af1524c Added mipmap support for floor and ceiling 2016-06-21 09:38:47 +02:00
Magnus Norddahl
c1b5ba5b90 Added SSE versions of bilinear filtering 2016-06-21 06:22:43 +02:00
MajorCooke
9df65f73fc Localized the input checker into P_Thing_CheckInputNum now called by both ACS and DECORATE.. 2016-06-20 09:41:46 -05:00
MajorCooke
26408a5043 Switched the pointer to AAPTR_DEFAULT. 2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88 Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
Edoardo Prezioso
6384e81d0f - Add support for Skulltag ACS IsNetworkGame.
Once known as PlayerOnTeam, then it became IsMultiplayer, but Skulltag code ignored emulated multiplayer, hence the new and clearer name.
2016-06-20 09:34:41 +02:00
Magnus Norddahl
c70aa1fe99 Added bilinear filtering 2016-06-20 08:24:02 +02:00
Magnus Norddahl
6daeb5a158 Blend mode fixes 2016-06-20 02:36:54 +02:00
MajorCooke
e02ed3a6f7 Take in the targeter layers if someone disables the safety and uses 0 for start and stop. 2016-06-20 01:15:51 +02:00
MajorCooke
ecfa7415b3 This small change was left out by mistake. 2016-06-20 01:15:51 +02:00
MajorCooke
30880aab79 And a bit more optimization... 2016-06-20 01:15:50 +02:00
MajorCooke
2b91db7b3a Refactored A_ClearOverlays. 2016-06-20 01:15:50 +02:00
MajorCooke
dd410876cf Added A_ClearOverlays(int start, int stop, bool safety).
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.

Added no override boolean to A_Overlay and a boolean return type.

- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Magnus Norddahl
d3bc68a160 Disabled the AVX intrinsics 2016-06-19 23:37:22 +02:00
Magnus Norddahl
b322043724 Merge remote-tracking branch 'upstream/master' into truecolor 2016-06-19 23:13:16 +02:00
Magnus Norddahl
e72a032a11 Fixed alpha channel issue with textures 2016-06-19 23:12:10 +02:00
Magnus Norddahl
38aba81dcc Added more SSE drawers 2016-06-19 23:11:41 +02:00
Edoardo Prezioso
2f6c98ead3 - Added support for old Skulltag ACS PlayerTeam. 2016-06-19 22:57:42 +02:00
Edoardo Prezioso
de55d693f9 - Fixed ACS Singleplayer for non-net multiplayer. 2016-06-19 12:59:46 +02:00
Christoph Oelckers
8cf150e68a - set up portal rotations in the finalizing step, not during initialization.
Anything earlier may miss some information required to do this correctly.
2016-06-19 12:40:38 +02:00
Christoph Oelckers
da05dfa72e fixed: Polyobject-based line portals may not cache their angle as it may change at any time. 2016-06-19 12:32:45 +02:00
Edoardo Prezioso
4e148f00e6 - Fixed wrong Skulltag ConsoleCommand pcode name.
Also report this pcode as not supported by the program.
2016-06-19 12:01:29 +02:00
Christoph Oelckers
b364926e93 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-19 11:53:17 +02:00
Christoph Oelckers
cebd877191 - fixed the center point calculation for triangular sectors.
The old method does not work as expected with the higher precision of doubles, so instead just average the 3 vertex positions to get the triangle's center.
2016-06-19 11:48:20 +02:00
alexey.lysiuk
2813a22740 Fixed inconsistent state of lights in compatibility renderer 2016-06-19 11:19:31 +03:00
Magnus Norddahl
3f905197d0 Moved vectorized drawers to their own files 2016-06-19 07:40:01 +02:00
Christoph Oelckers
7b99c883e1 - use the exact same semantics and methods to handle player visibility as in the software renderer.
This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Magnus Norddahl
3e7eb79729 Added some experimental AVX2 drawers 2016-06-18 11:17:59 +02:00
Christoph Oelckers
849ee50689 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-18 10:01:44 +02:00
Christoph Oelckers
87d27b8db3 - fixed some crash issues with recent changes. 2016-06-18 10:01:24 +02:00
Magnus Norddahl
e7cdcd9c0a Change to one pass rendering to remove fuzz artifact 2016-06-18 05:20:34 +02:00
Edoardo Prezioso
56508a2d82 - Avoid issues with misused Strife actions. 2016-06-17 23:09:34 +02:00
Leonard2
24c73071f4 Fixed a crash with A_JumpIfNoAmmo
Non-weapon layers can pass the caller check even when there is no ReadyWeapon
2016-06-17 18:36:57 +02:00
Leonard2
68c483c041 Renamed the weapon action function caller check to ACTION_CALL_FROM_PSPRITE to avoid confusion
This was always checking for every psprites rather than just weapon layers
2016-06-17 18:36:57 +02:00
Leonard2
abc7113e09 Removed the INSTATECALL flag because it is now unused and was replaced by stateinfo 2016-06-17 18:36:57 +02:00
Christoph Oelckers
92e2ce2aef - adjustments for weapon rendering in GL.
This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
Christoph Oelckers
b7d13c0711 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-17 16:18:24 +02:00
Christoph Oelckers
8ca07443f1 - fixed: Sprite splitting at 3D floors must set the fog parameters for the new light level. 2016-06-17 16:16:31 +02:00
Christoph Oelckers
05fabbe294 - fixed: G_InitNew may only clear the hub statistics when it is not called during loading of a savegame. 2016-06-17 16:14:58 +02:00
Christoph Oelckers
2c928a2cda - fixed: Strife's firehands' coordinates need WEAPONTOP being added because it cannot be taken from the main weapon layer which no longer exists when the hands appear. 2016-06-17 15:26:00 +02:00
Magnus Norddahl
4ef2fb3cdb Fixed multithreaded rendering issue with the fuzz effect 2016-06-17 14:45:52 +02:00
Christoph Oelckers
018615ca0d - fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter. 2016-06-17 14:14:35 +02:00
Magnus Norddahl
822bbd5b9a Fuzz (invisibility) adjustments 2016-06-17 13:40:23 +02:00
Magnus Norddahl
f53e468f3f Fixed fill column rgba drawers 2016-06-17 12:38:00 +02:00
Magnus Norddahl
35c078dc1e Screenshot fix 2016-06-17 11:24:21 +02:00
Magnus Norddahl
12a50c140c Fix animated textures not updating in swtruecolor mode 2016-06-17 10:47:30 +02:00
Edoardo Prezioso
574f2936d4 - Fixed GCC/Clang compiler errors and warnings. 2016-06-17 10:19:03 +02:00
Magnus Norddahl
5963f29afd Added missing SetUpdated 2016-06-17 10:16:34 +02:00
Magnus Norddahl
000008e04d Fixed empty canvas in kdizd intermission screen 2016-06-17 10:14:33 +02:00
Magnus Norddahl
3089043b07 Fixed typo 2016-06-17 08:28:30 +02:00
Magnus Norddahl
3369a2747c Merge remote-tracking branch 'upstream/master' into truecolor
# Conflicts:
#	src/r_things.cpp
2016-06-17 08:23:42 +02:00
Magnus Norddahl
fee8650357 Add r_multithreaded and fix color issue 2016-06-17 08:02:41 +02:00
Christoph Oelckers
cfaa3e3fa9 - changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers
7ccdbf9b62 Merge branch 'PSprites' 2016-06-16 16:16:16 +02:00
MajorCooke
c9f4620702 Reimplemented P_SetPsprite. 2016-06-16 07:24:00 -05:00
Xaser Acheron
de0301a704 split bfg self-damage code into its own function, A_RadiusDamageSelf 2016-06-16 00:43:07 +02:00
Xaser Acheron
481ef7a5b5 added SMMU-BFG11k-style 'damrad' property to A_BFGSpray 2016-06-16 00:43:07 +02:00
Xaser Acheron
8e8248284a added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray 2016-06-16 00:43:06 +02:00
MajorCooke
2d4eb8dde4 - Added limit parameter to A_RailAttack and A_CustomRailgun. 2016-06-14 18:20:43 -05:00
Magnus Norddahl
77c4786b9d Minor code cleanup 2016-06-14 23:05:20 +02:00
Magnus Norddahl
9c8c1e0ea5 Fixed window transparency bug 2016-06-14 00:27:08 +02:00
Magnus Norddahl
586d5cdf1e Normalize naming convention a little 2016-06-13 23:33:52 +02:00
Magnus Norddahl
69b2fa72e8 Moved RGBA draw stuff to its own header file 2016-06-13 23:10:54 +02:00
Magnus Norddahl
8ba6a4f175 Precache, Unload and FillSimplePoly bug fix 2016-06-13 21:39:55 +02:00
Christoph Oelckers
f1597a5d26 - fixed: Trace should set CrossedWater only if a water surface actually is crossed, i.e. the start of the trace and the end of the trace are on different sides of the surface.
This was incorrectly spawning splashes when shooting inside a deep water sector, but in most cases the splash just was not visible. It could become visible if its position got clipped by a nearby one-sided wall.
2016-06-13 21:30:58 +02:00
Magnus Norddahl
3ce2d8365d Fix HUD colors when hw2d is off 2016-06-13 20:01:31 +02:00
Magnus Norddahl
e31331bed2 Sloped plane adjustments 2016-06-13 19:09:48 +02:00
MajorCooke
82bc5e7bd1 Fixed wrong token for Light keyword. 2016-06-13 09:50:12 -05:00
Christoph Oelckers
d74584e5b2 - fixed: DAnimatedDoor must not start an interpolation on the door sector's ceiling. 2016-06-13 13:58:39 +02:00
Magnus Norddahl
cc10c2a970 Fix cameras and kdizd intro for true color mode 2016-06-13 03:16:48 +02:00
Magnus Norddahl
0f0859b0b2 Special colormap support for when no hw accel is available 2016-06-12 22:54:23 +02:00
Magnus Norddahl
350857a9f6 Fixed fuzz effect when using multiple cores 2016-06-12 19:19:44 +02:00
Braden Obrzut
624c935385 - Fixed: Floating point conversion error in SBarInfo DrawBar which broke interpolation. 2016-06-12 06:28:50 -04:00
Christoph Oelckers
b8e392eaa5 - do not try to load empty BEHAVIOR lumps.
These would otherwise print an error message but there's a lot of maps out there which only have an empty entry to mark the map as Hexen format.
2016-06-12 11:45:25 +02:00
Magnus Norddahl
42efc7334e Fix missing particles in true color mode 2016-06-12 00:50:43 +02:00
Magnus Norddahl
351874be30 Merge remote-tracking branch 'upstream/master' 2016-06-12 00:08:05 +02:00
Christoph Oelckers
373c59f924 - fixed inverse sign for rocket trail particle movement. 2016-06-12 00:05:23 +02:00
Christoph Oelckers
db2cef96d6 - removed unnecessary FLOAT2FIXED call in particle code. 2016-06-11 23:43:07 +02:00
MajorCooke
4c8028d64b - Fixed a discrepancy with A_FaceMovementDirection involving pitch adjustments going the wrong way both in motion, and standing still. 2016-06-11 14:07:27 -05:00
Magnus Norddahl
40b76dc9b0 Apply gamma when using true color output on Linux and Mac 2016-06-11 18:41:56 +02:00
Christoph Oelckers
9eb18a9e45 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-11 17:15:55 +02:00
Magnus Norddahl
5ae8e9e8c2 Fix missing colormap lookup 2016-06-11 16:17:30 +02:00
MajorCooke
fb286d1737 - Changed endsize to sizestep. Endsize affected more things than I thought it would. 2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677 Added GetCVar(string name)
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
d8bf958a06 Fixed: Frozen particles would still be deleted when frozen instead of doing nothing with. 2016-06-11 10:00:50 +02:00
MajorCooke
f787056198 - Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Magnus Norddahl
a6d696bbfd Undo removal of wallscan_np2 and wallscan_np2_ds 2016-06-11 00:50:36 +02:00
Magnus Norddahl
d5331e6095 Wallscan fix 2016-06-10 22:22:40 +02:00
Magnus Norddahl
07571da98c Improved how threaded rendering is handled 2016-06-10 18:43:49 +02:00
Magnus Norddahl
ffcfe0b54f Fix warning 2016-06-10 17:08:45 +02:00
Magnus Norddahl
9420826094 Merge remote-tracking branch 'upstream/master' 2016-06-10 16:59:20 +02:00
Magnus Norddahl
27156eb60a Linux compile fixes and missing variable declarations 2016-06-10 16:32:47 +02:00
Magnus Norddahl
103a6baac5 Support for drawing in multiple passes 2016-06-10 15:57:31 +02:00
Magnus Norddahl
6c70eaea2f Add jpeg bgra support 2016-06-10 15:56:50 +02:00
Magnus Norddahl
24f846f702 Bug fixes 2016-06-10 14:25:56 +02:00
Magnus Norddahl
05b6fe6174 Added true color texture support for walls and floors 2016-06-10 13:50:34 +02:00
Christoph Oelckers
c4d8950a7f - fixed: APROP_Friction was missing a 'break'. 2016-06-10 13:23:23 +02:00
Magnus Norddahl
c59db95cc8 Rewrote wallscan to fix buffer overruns and code duplication. 2016-06-09 23:12:38 +02:00
Christoph Oelckers
ef86b3975a - added 'strictdecorate' CVAR. If this is set to 'true', any DECORATE error that had to be demoted to a warning for backwards compatibility will be treated as an actual error. 2016-06-08 10:56:11 +02:00
Christoph Oelckers
cf21bb1524 - reinstated abort-on-error for any problem that gets reported during DECORATE code generation.
- fixed: DECORATE allowed a silent conversion from names to integers.

In old versions the name was converted to 0, since the scripting branch to the name index. Reverted to the old behavior but added a warning message.
2016-06-08 10:46:35 +02:00
Magnus Norddahl
c452d02573 Added multicore rendering to true color drawers 2016-06-07 15:25:11 +02:00
Magnus Norddahl
c5fcfb664f Changed rgba renderer to use a command queue system for its drawers 2016-06-07 00:55:52 +02:00
Christoph Oelckers
1703842a94 - fixed some issues with teleport fog:
* many calls didn't use TELEFOGHEIGHT, mostly those coming from external code submissions that never were tested on anything but Doom. Addressed by adding this value inside P_SpawnTeleportFog and making the distinction between projectiles and non-projectiles from P_Teleport also part of this function.
* there were still a few places which spawned the teleport fog directly, skipping all the added features of P_SpawnTeleportFog.
2016-06-06 10:48:40 +02:00
MajorCooke
b2d2389343 Fixed: Slanted flat + roll sprites didn't take DONTFLIP into account. 2016-06-05 15:51:23 -05:00
MajorCooke
53837de17d Added DONTFLIP flag.
- By default, when viewing a flat sprite from behind, the image is flipped around on the X axis. This may not always be desired, so this flag disables it.
2016-06-05 15:21:19 -05:00
MajorCooke
e58c6de7d6 DONTFLIP flag prevents the backside from flipping over. 2016-06-05 15:14:40 -05:00
alexey.lysiuk
c176d38b7e Fixed compilation with Clang 2016-06-05 19:41:08 +03:00
Magnus Norddahl
c058ab9cc9 Fixed non-standard __m128i usage in SSE_SHADE 2016-06-05 17:34:51 +02:00
Magnus Norddahl
0c8c9e0aea Added FDynamicColormap support to true color mode 2016-06-05 14:08:03 +02:00
alexey.lysiuk
56ce6abbc2 Fixed splitting of walls in compatibility renderer
Any wall adjacent to 3D floor sector were not rendered at all
2016-06-05 12:38:23 +03:00
Christoph Oelckers
8a08fb2f6a - fixed nullptr/bool mixup. 2016-06-04 20:52:56 +02:00
Magnus Norddahl
af02bafdeb Fixed missing some columns in transparency rendering 2016-06-03 22:57:36 +02:00
Leonard2
0b88bae458 The strife firehands now make proper use of the psprite layers 2016-06-03 19:46:31 +02:00
Leonard2
afa708c138 Allow psprite layers to be manipulated directly from the player's own body 2016-06-03 19:18:58 +02:00
Magnus Norddahl
373b59b94f Fix dovline4 being a define on X64_ASM 2016-06-03 14:06:44 +02:00
Magnus Norddahl
6160675e08 Added a few more SSE drawers 2016-06-03 12:42:08 +02:00
Leonard2
eeff17c550 Account for this on the renderer's side instead
This fixes the weapon's layer behaving differently when called from
A_Overlay (the flag would be set in this case breaking the offsets)
2016-06-03 00:50:12 +02:00
Leonard2
543414d31f Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
Leonard2
bc334ccc9f Avoid creating the targeter layers if the inventory item isn't attached to
its owner yet
2016-06-03 00:50:11 +02:00
Leonard2
e1f139ddcd The targeter layers now use a proper Caller
This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
2016-06-03 00:50:10 +02:00
Leonard2
8244d2c844 Make sure never to call GetPSprite when the ReadyWeapon is null 2016-06-03 00:37:55 +02:00
Leonard2
9ee5e57340 Call GetPSprite here to update the ReadyWeapon but avoid doing so if it
is null

TickPSprites will take care of destroying the weapon/flash layers if the
ReadyWeapon is null
2016-06-03 00:37:54 +02:00
Leonard2
f14a840777 The ReadyWeapon is now assumed to not be null 2016-06-03 00:37:54 +02:00
Magnus Norddahl
7142faf41d Minor compile error fixes when X86_ASM is defined 2016-06-02 21:39:44 +02:00
Magnus Norddahl
02a39ef457 Added bgra support to SDL target 2016-06-02 20:05:08 +02:00
Leonard2
8668719bbc Revert "- re-added P_SetPSrite."
This reverts commit e6d89b9f71.
2016-06-02 20:02:03 +02:00
Leonard2
d933f77bf5 Fixed: the game could crash if some inventory items were destroyed in a
certain way
2016-06-02 20:00:22 +02:00
Magnus Norddahl
672b80898b Moved ColormapNum to visstyle_t and changed colormap to BaseColormap 2016-06-02 19:26:27 +02:00
Magnus Norddahl
41537a50ab Fix true color light calculation bug for decals 2016-06-02 16:52:41 +02:00
Magnus Norddahl
47f32d03cd Fixed some light and blending functions for the true color mode 2016-06-02 14:49:03 +02:00
Christoph Oelckers
2afadb0108 - fixed: ADehackedPickup was missing NULL pointer checks in nearly all methods that used RealPickup.
Some DECORATE hacks make it possible that this does not contain a valid pointer when these methods are called.
2016-06-01 23:41:34 +02:00
Christoph Oelckers
18ebe92cfc Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/g_level.cpp
2016-06-01 11:45:57 +02:00
Christoph Oelckers
26a15d0ccc - delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers
978e522fb4 - fixed: portal-related sound calculations offset the sound in the wrong direction. 2016-06-01 11:14:25 +02:00
Christoph Oelckers
14e4a64c82 - fixed: Destroying a SkyViewpoint disabled all sector portals. 2016-06-01 10:10:18 +02:00
Magnus Norddahl
4f635983fc Add bgra support to OS X target 2016-06-01 08:54:39 +02:00
Magnus Norddahl
b9d7a98aec Change swtruecolor cvar to take effect immediately 2016-06-01 06:02:37 +02:00
Magnus Norddahl
e929eec80f Make x86 asm aware of swtruecolor 2016-06-01 05:28:14 +02:00
Magnus Norddahl
05220a7133 Added IsBgra() to DCanvas
Changed SWRender output format to be decided by IsBgra()
2016-05-31 09:36:18 +02:00
Magnus Norddahl
045bad1b52 Removed the need for the pixel_canvas_t typedef 2016-05-31 05:31:32 +02:00
Magnus Norddahl
20b7743ec3 Added R_SetColorMapLight and R_SetDSColorMapLight 2016-05-31 01:49:39 +02:00
Magnus Norddahl
7080180d47 Added menu option for toggling true color output on and off 2016-05-30 13:32:24 +02:00
Magnus Norddahl
8aabc26cd9 Created standalone rgba drawing functions 2016-05-30 05:52:15 +02:00
alexey.lysiuk
5348a15b75 Added option to control dynamic loading of OpenAL
Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library

# Conflicts:
#	src/sound/oalsound.cpp
#	src/sound/oalsound.h
2016-05-29 14:25:04 +02:00
Edoardo Prezioso
243030046a - Fixed issues with invalid GetMaxInventory calls. 2016-05-29 12:50:37 +02:00
Christoph Oelckers
44f09edf4c - fixed: monsters cannot crouch, so their crouch factor has to be 1, as 0 would yield incorrect results if the value is used in subsequent calculations (e.g. adjusting a trajectory to a target which can be or may not be a player.) 2016-05-29 12:48:27 +02:00
MajorCooke
bb91723174 - Added GetCrouchFactor(ptr).
Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade - Added source and inflictor parameters to all A_Damage/Kill functions.
- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
MajorCooke
33ddbe8ab3 Added SKYEXPLODE support for P_LineAttack on horizons. 2016-05-29 12:38:37 +02:00
Benjamin Moir
6633e41cca added CheckProximity to ACS 2016-05-29 12:38:37 +02:00
alexey.lysiuk
89016020a8 Used ISO Latin 1 encoding for title text in startup window on OS X
Windows version uses ANSI_CHARSET to handle the corresponding text
This solves the problem like in https://github.com/alexey-lysiuk/gzdoom/issues/63:
*** Assertion failure in -[NSTextFieldCell _objectValue:forString:errorDescription:], /Library/Caches/com.apple.xbs/Sources/AppKit/AppKit-1404.47/AppKit.subproj/NSCell.m:1684
Invalid parameter not satisfying: aString != nil
2016-05-29 10:58:12 +03:00
Magnus Norddahl
6e53c1bd12 Change render target output from PAL8 to BGRA8 2016-05-28 20:40:33 +02:00
Christoph Oelckers
4940f0249d Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-28 20:33:29 +02:00
Christoph Oelckers
fc25a74a03 - fixed: In case of a crash the buffered console output was not dumped to the rich edit control so it never got into the crash log. 2016-05-28 20:11:19 +02:00
Leonard2
360ad7a844 Replaced every remaining instances of the old layer names 2016-05-28 01:19:42 +02:00
Leonard2
2f5ae3b51e Changed the default layer indices and renamed them
Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c Added A_OverlayFlags
Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
c0fe86028d Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-27 23:47:19 +02:00
Leonard2
8f360f3bea Small refactor 2016-05-27 23:37:35 +02:00
Leonard2
b220db4ebe Fixed: a layer's movements weren't interpolated in some cases
The old position members would be incorrectly updated if a layer sets another layer's offsets and this layer ticks before the other
2016-05-27 23:37:34 +02:00
Leonard2
bca9829950 Fixed: a few members weren't properly initialized
This could go wrong if a layer had only one state of -1 tics
2016-05-27 22:58:27 +02:00
Leonard2
599fa7cfd1 Fixed: it was no longer possible to set the flash state in the very first
weapon's state

This was due to an oversight in my first commit
2016-05-27 22:31:18 +02:00
Christoph Oelckers
d43ea33031 - fixed: A_CustomBulletAttack may not rely on the parameter default setter to get a valid puff. This must be checked explicitly in the functions body to ensure it is never NULL. 2016-05-27 11:39:44 +02:00
Christoph Oelckers
b926cf35d5 - fixed: The portal init code should only delete REJECT if there's actually some portals to consider. 2016-05-27 09:45:17 +02:00
Christoph Oelckers
19003a7973 - fixed: The node builder's FindMapBounds function included all vertices generated by the node builder.
This could cause problems on maps with bogus nodes so it's better to only check vertices that are referenced by a linedef.
2016-05-27 09:38:33 +02:00
Christoph Oelckers
34c67b9eae - fixed: The NoiseList array was not cleared before use. 2016-05-27 00:00:27 +02:00
Christoph Oelckers
ded479b1a5 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-25 12:02:37 +02:00
Christoph Oelckers
cc685e982b - fixed: interactive line portals were always deactivated, regardless of alignment type. 2016-05-25 11:36:23 +02:00
Christoph Oelckers
f241d9773a - made P_NoiseAlert non-recursive to avoid stack overflow problems in large open-area maps with a high sector count. 2016-05-25 11:30:11 +02:00
Christoph Oelckers
72a3257400 - fixed: DIntermissionScreen::Init did not handle non-existent strings in the string table and crashed on a NULL pointer. 2016-05-25 01:45:55 +02:00
Christoph Oelckers
a0dc4ae738 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-24 13:53:52 +02:00
Christoph Oelckers
49234b1fc3 - fixed: UpdateRenderSectorList did some bad calculations for checking portal plane order. 2016-05-24 13:53:29 +02:00
Christoph Oelckers
e6d89b9f71 - re-added P_SetPSprite.
For debugging purposes it's better to have this as a function.
2016-05-24 13:05:43 +02:00
Christoph Oelckers
d058820c65 - fixed scroll speed calculation for Heretic. 2016-05-24 10:01:57 +02:00
Christoph Oelckers
d70601471a - fixed the spawn position of Strife's sentinel's attack's trail. 2016-05-24 09:37:01 +02:00
Christoph Oelckers
3bde8824a3 - fixed A_Burst's velocity calculation. 2016-05-24 09:32:30 +02:00
MajorCooke
1b1195df6a - Added limit parameter to A_RadiusGive.
- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
alexey.lysiuk
aa6753383d Fixed fullscreen mode on non-default monitor in OS X backend
Fullscreen window was incorrectly placed on the main screen instead of the current one
Honestly I have no idea what was the reason behind that [NSWindow setFrameOrigin:] call
Apparently it's redundant and moreover it's incorrect for multi-monitor configuration
2016-05-22 13:22:07 +03:00
Christoph Oelckers
ae31e0ba72 - changed the default key name string because '#' is used as a comment in the config files. 2016-05-22 12:20:46 +02:00
Christoph Oelckers
db944df467 - fixed 3D floor rendering with nearby slopes. 2016-05-22 12:15:14 +02:00
Christoph Oelckers
eed32ee285 - fixed: The friction calculations for terrain based friction had some fixed/float mixups. 2016-05-22 12:11:39 +02:00
Christoph Oelckers
e43c9826dd Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-22 09:31:48 +02:00
Christoph Oelckers
36dfa97802 - fixed: Polyobjects did not save their specialdata pointer.
- fixed: DMovePoly did not save its m_Speedv member.

# Conflicts:
#	src/version.h
2016-05-22 01:27:05 +02:00
Christoph Oelckers
f184438032 - fixed: Polyobjects did not save their specialdata pointer.
- fixed: DMovePoly did not save its m_Speedv member.
2016-05-22 01:26:13 +02:00
Christoph Oelckers
d767d10322 - made PSprites submission GC aware. 2016-05-21 13:11:43 +02:00
Christoph Oelckers
4781b73d5b Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-21 01:09:21 +02:00
Leonard2
8c205ebac3 Added A_OverlayOffset
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b Added A_Overlay 2016-05-20 17:04:45 +02:00
Leonard2
1966b61b8f Generalized the psprites implementation 2016-05-20 17:04:44 +02:00
Christoph Oelckers
bd396ccb7c - made P_Move's multiple-step movement portal and teleporter-aware. 2016-05-20 13:30:10 +02:00
Christoph Oelckers
428bd52295 - fixed: It was not possible to step through a ceiling portal into the upper sector. 2016-05-20 13:10:42 +02:00
Gaerzi
68c5191798 Add GOG path for SVE
Since GOG.com is finally offering this game.
2016-05-20 02:18:48 +02:00
Christoph Oelckers
5017a192eb - fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights. 2016-05-19 12:22:39 +02:00
Christoph Oelckers
13da14e915 - disable dynamic lights on additively blended surfaces because it doesn't look good at all. 2016-05-18 22:20:18 +02:00
Christoph Oelckers
ea62d4c2d1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-18 21:47:42 +02:00
Christoph Oelckers
78055733c8 - fixed: automap markers were scaled too small 2016-05-18 21:25:58 +02:00
Christoph Oelckers
f22adcc398 - be more thorough with Eternal Doom MAP03. The compatibility option does not seem to fully solve the problem, so let's just clear the tags in the bogus stair sectors. 2016-05-18 21:06:07 +02:00
Christoph Oelckers
9e0301c1a1 - prevent message spam with no MIDI devices. 2016-05-18 13:11:01 +02:00
Christoph Oelckers
7642c2cdaa - fixed: Opening a non-existent menu left the engine in an invalid state. 2016-05-18 12:02:54 +02:00
Christoph Oelckers
3dcb05e5d2 - fixed: Lock #255 was inaccessible for LOCKDEFS. 2016-05-18 11:56:39 +02:00
Christoph Oelckers
a7fd04a235 Merge branch 'master' of https://github.com/kcat/zdoom 2016-05-18 11:48:27 +02:00
MajorCooke
115dbd0b58 - Added A_WeaponOffset(x = 0, y = 32, flags).
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
Christoph Oelckers
661c2e5919 - added missing NULL pointer check to ACS's CheckInventory. 2016-05-18 09:39:19 +02:00
Christoph Oelckers
362e21a6b3 - fixed: The pitch negation required for INHERITACTORPITCH was also applied to the one from PITCHFROMMOMENTUM. 2016-05-17 09:12:26 +02:00
Chris Robinson
fe966916d7 Set head-relative for sources near the listener
This matches the behavior of the FMOD backend
2016-05-16 17:02:39 -07:00
Christoph Oelckers
5e4be101f1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-15 23:25:02 +02:00
Christoph Oelckers
9e847c252b - fixed: When linking an actor into the blockmap multiple portal groups, AActor::LinkToWorld would delete the links to the previous nodes for each new group. This was causing random crashes when the affected actor was deleted by the garbage collector. 2016-05-15 23:24:30 +02:00
Christoph Oelckers
aff8b00575 - added NULL pointer checks to SpecialDropAction methods that call CheckLocalView. 2016-05-15 09:16:37 +02:00
Christoph Oelckers
6949afc334 - fixed: For allowing an unblocking move, PIT_CheckThing used the wrong actor's position. This was causing monster pile-ups with moving ceilings.
- don't let P_PushUp move any actors with the same z as the pushing actor. This should solve most monster pile-ups, but the entire logic here needs some serious rethinking. The only reason this doesn't cause more problems is some fudging in several other places.
2016-05-14 15:05:06 +02:00
Christoph Oelckers
52e19c59b3 Revert "- let gl_draw_sync default to false."
This reverts commit 616f84209b.

Now I remember why this is not active: This is causing some problems with interpolated plane heights. Since there is no synchronization with the vertex buffer, the next frame will reset all plane coordinates before the GPU can use them. This will require some rethinking about when to update the buffer - it cannot be done in the render data setup loop.
2016-05-13 20:44:04 +02:00
Christoph Oelckers
03b31796cc Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-13 10:09:24 +02:00
Christoph Oelckers
ebca170e73 - fixed a few warnings in OpenAL code. 2016-05-13 10:07:18 +02:00
Christoph Oelckers
cd8213f067 - fixed: The skybox pointer in FSectorPortal must at least be initialized to nullptr when the struct is deserialized, to avoid an access violation if the partially initialized data is used. This can happen when P_SerializeThinkers destroys the original thinkers that were created on map load.
- removed the sector loop for deleting skybox references in ASkyViewpoint::Destroy. Since this only refers to the sectorPortals array it is completely redundant as the following code will clear them just as well.
2016-05-13 10:07:01 +02:00
Christoph Oelckers
99bfc64af6 - another failed attempt to use GL_CLIP_PLANE. Leave it in because it's closer to what is needed than the old code. 2016-05-12 23:41:06 +02:00
MajorCooke
4998d4a84d Use the direct pointer of P_PointInSector instead. 2016-05-12 22:15:06 +02:00
MajorCooke
2ba26693d1 - Added 3D Floor + Portal awareness, along with flags to turn off detection of both features. 2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d Added GetZAt DECORATE function.
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z  at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
Christoph Oelckers
616f84209b - let gl_draw_sync default to false.
No need to waste valuable processing time if we can let the GPU run in parallel with the code that generates the next frame.
2016-05-12 20:23:18 +02:00
MajorCooke
39f64383cb Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap. 2016-05-11 19:41:33 +02:00
MajorCooke
952219a018 Added RTF_THRUSTZ for A_RadiusThrust.
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
Christoph Oelckers
852ed6cd04 - un-revert P_CheckMove fix. 2016-05-11 19:39:08 +02:00
Edoardo Prezioso
769521b2e1 - Fixed second player lock after error in netgame. 2016-05-11 14:05:29 +02:00
Christoph Oelckers
078e27e61f - fixed: The mugshot's angle was inverted. 2016-05-11 14:04:21 +02:00
Christoph Oelckers
d4b258f15b - don't place the chasecam right at the hit position of the trace. This will be the intersection with a wall or sector plane and may cause clipping issues. Instead place it very slightly in front of the actual hit position. 2016-05-11 13:57:49 +02:00
MajorCooke
9ab620814d - Fixed: Armor absorption did not take ALLOW/CAUSEPAIN flags into account. 2016-05-11 13:33:39 +02:00
Christoph Oelckers
0726a88ab9 - only return DWORD aligned addresses in openings because the 3D floor code stores floating point values in there which cannot be accessed on platforms with strict alignment rules. 2016-05-11 12:04:41 +02:00
Christoph Oelckers
220255e6a4 - fixed P_CheckMove's dropoff check and removed some unneeded code. 2016-05-11 11:56:03 +02:00
Christoph Oelckers
12b84d9f71 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-11 11:47:00 +02:00
Christoph Oelckers
43d93a19a0 - fixed: P_AlignFlat had the 'dist' value negated. Also simplified the code a bit. 2016-05-11 11:36:53 +02:00
Christoph Oelckers
f8c12f4533 - fixed warning in s_sound.cpp 2016-05-11 10:32:57 +02:00
Christoph Oelckers
cc88130362 - fixed: P_CheckMove's dropoff check had the heights swapped. This also shouldn't in any way depend on COMPATF_DROPOFF and must be skipped entirely for actors with either MF_FLOAT or MF_DROPOFF set. 2016-05-11 10:09:13 +02:00
Christoph Oelckers
77e30bb7d7 - fixed: The line portal links were not deleted when an actor was destroyed. 2016-05-11 09:58:03 +02:00
Christoph Oelckers
15933f9c72 - fixed: Texture precaching for sprites had some inverted logic and deleted everything that was still required. 2016-05-10 20:51:23 +02:00
Christoph Oelckers
0cc57c6141 - fixed: BoundTextureDraw2D must reset the texture mode. 2016-05-10 20:50:01 +02:00
Christoph Oelckers
2709391ce9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-09 23:50:06 +02:00
Christoph Oelckers
966e6797e4 - fixed: The view path for checking whether the player sprite should be drawn during a portal transition was never set properly in the portal transitioning case. 2016-05-09 23:16:06 +02:00
Christoph Oelckers
2e4b8dd416 - fixed incorrect sign in P_TranslatePortalVXVY 2016-05-09 21:59:13 +02:00
Christoph Oelckers
15c711f2a1 - added a missing break in the wall draw dispatcher. 2016-05-09 00:58:55 +02:00
Christoph Oelckers
d5eb1008a4 - implemented texture overlay pass for textured dynamic lights. 2016-05-08 22:07:18 +02:00
Christoph Oelckers
b90173ed21 - fixed: ADynamicLight::visibletoplayer was not initialized for placed lights when restoring a savegame. 2016-05-08 09:34:22 +02:00
Christoph Oelckers
ad713b1c25 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-08 09:28:01 +02:00
Christoph Oelckers
841a5795ae - savegame version bump for a GZDoom exclusive change (to avoid synchronization problems in the future.) 2016-05-08 09:27:42 +02:00
Christoph Oelckers
6753cddce1 - fixed: The HUD weapon drawer partially took the render state from the previous things that got rendered. Especially the blend mode could be randomly set to different values. 2016-05-08 09:22:38 +02:00
Chris Robinson
8334189d66 Merge remote-tracking branch 'zdoom/master' 2016-05-05 12:55:16 -07:00
Christoph Oelckers
f4e4221da7 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-05 21:51:54 +02:00
Chris Robinson
ba1574e65a Don't define OpenAL redirect macros with the IDE's parser
At least with KDevelop4, macros like this interefere with contextual info by
causing it to show information about the macro itself (where it's defined and
what it defines to), rather than the function (parameters, comments, etc). It
also gets in the way of auto-completion.
2016-05-05 21:00:30 +02:00
Chris Robinson
fa46965a71 Check for OpenAL device errors after pausing/resuming the device 2016-05-05 21:00:30 +02:00
Chris Robinson
0b7b78c5d2 Better handle channel configs when monoizing in LoadSound 2016-05-05 21:00:29 +02:00
Chris Robinson
e298f8389b Avoid divide-by-0 when the area sound radius is less than the max distance 2016-05-05 21:00:29 +02:00
Chris Robinson
66c61a7c8b Set the appropriate start offset for non-3D sounds too 2016-05-05 21:00:28 +02:00
Chris Robinson
26a8a8a1ba Pause OpenAL processing using ALC_SOFT_pause_device when inactive 2016-05-05 21:00:28 +02:00
Chris Robinson
e1c8890c5e Set the appropriate start offset for restarted sounds 2016-05-05 21:00:27 +02:00
Chris Robinson
c3cef91a4f Properly sum the channels being downmixed to mono 2016-05-05 21:00:27 +02:00
Chris Robinson
12c9281a7e Avoid redundantly setting DistanceScale 2016-05-05 21:00:26 +02:00
Chris Robinson
bf5ac9b476 Use AL_EXT_SOURCE_RADIUS for area sounds 2016-05-05 21:00:26 +02:00
Chris Robinson
55294c5806 Use the correct OpenAL lib name on Linux 2016-05-05 21:00:25 +02:00
Edoardo Prezioso
52995f8fc2 - Fixed missing sector light clamp in DFlicker.
For some reason, this code didn't care about the sector light limits. Found by code inspection.
2016-05-05 21:00:08 +02:00
Christoph Oelckers
c193bb7799 - removed the special case 0 in A_SpawnItem, meaning 'in front of the player'.
As it turned out this has been broken for many, many years, so one can assume that most content using this function depends on this special case not working. I could track it down to at least 2008.
2016-05-05 20:12:26 +02:00
Christoph Oelckers
d61ec05c0f - draw texture based dynamic lights on walls. 2016-05-05 12:18:09 +02:00
Christoph Oelckers
2b92048a5b - renamed the texture coord variables in GLWall.
It makes no sense having them organized differently in this struct than what the rendering code needs. This saves one redundant copy operation and a function-local static variable.
2016-05-05 11:48:39 +02:00
Christoph Oelckers
51baa7d137 - added code to calculate light texture coordinates on walls. 2016-05-05 11:32:21 +02:00
Christoph Oelckers
0b2821d696 - added dynamic light rendering with textures on flats 2016-05-05 10:28:21 +02:00
Christoph Oelckers
c9d4c68039 - added dynamic light drawer for flats. 2016-05-05 00:24:47 +02:00
Christoph Oelckers
4412f99b38 - added the flat dispatcher for textured lighting. 2016-05-04 23:07:16 +02:00
Christoph Oelckers
ec7b4b1ba4 - initial work on textured dynamic light processing. 2016-05-04 22:14:39 +02:00
Christoph Oelckers
8817f89192 - do not clip the first frame of very slow projectiles. 2016-05-04 20:31:21 +02:00
Christoph Oelckers
7b65e6d424 - use glMapBuffer instead of glMapBufferRange on older hardware. 2016-05-04 19:16:07 +02:00
Christoph Oelckers
317730584f - GZDoom still needs this. 2016-05-04 14:39:31 +02:00
Christoph Oelckers
bb378f2d94 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-04 14:38:57 +02:00
Christoph Oelckers
0b833be06e - removed accidentally added GZDoom specials. 2016-05-04 14:37:52 +02:00
Christoph Oelckers
bdb7594e60 - fixed: Incomplete model definitions flagged the actor as having a model, which could cause a crash. 2016-05-04 14:25:58 +02:00
Christoph Oelckers
5f095082c0 - fixed: The 2D drawing code incorrectly set the shader override to disable all special effects. 2016-05-04 14:10:06 +02:00
Christoph Oelckers
2c88816577 - fixed parameters for warp type 2. 2016-05-04 13:25:26 +02:00
Christoph Oelckers
54571beaca - reset the path to "" before a model definition is parsed. 2016-05-04 12:28:35 +02:00
Christoph Oelckers
fd8a59bd24 - fixed: INHERITACTORPITCH was inverted.
- changed PITCHFORMOMENTUM to do nothing for very small velocities.
2016-05-04 12:23:40 +02:00
Christoph Oelckers
ab8a647433 - fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result. 2016-05-04 11:33:18 +02:00
Christoph Oelckers
0a94371974 - reinstated old code for rendering fog boundaries and mirrot surfaces without shaders.
- added code for filling the render list for textured dynamic lights. This is not yet active because no code is present to handle this data.
2016-05-03 23:28:42 +02:00
Christoph Oelckers
4ea3339e40 Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-03 19:46:09 +02:00
Christoph Oelckers
be3b126f7b - fixed: Order of skybox and portal initialization was not well defined. It was always the last item to get initialized that got set. Changed it so that skyboxes cannot override portals at all. 2016-05-03 19:42:53 +02:00
Christoph Oelckers
0f8f08edfd - fixed: camera facing sprites need to orient themselves toward the actual camera position, not the view actor (which may be invalid or in a completely different part of the map if a portal is being rendered.) 2016-05-03 19:24:28 +02:00
Christoph Oelckers
b6af4677f3 - implemented model precaching. 2016-05-03 18:14:16 +02:00
Christoph Oelckers
534500f36d - fixed software-based model interpolation. 2016-05-03 16:49:10 +02:00
Christoph Oelckers
f7fda94ec9 - changed model data to store models and textures by index instead of by pointer.
The indices are needed for efficient precaching and actual changes to the logic are minor so that this was the best option overall.
2016-05-03 15:45:21 +02:00
Christoph Oelckers
0e14f00b51 - fixed caching of texture sampler state for old hardware.
- fixed handling of CLAMP_XY_NOMIP sampler mode. This cannot be lumped together with CLAMP_XY because it has different mipmap requirements.
2016-05-03 13:39:41 +02:00
Christoph Oelckers
4d7be0e20e - added software interpolation as a fallback for models.
This is not tested yet so no guarantees!
2016-05-03 13:10:00 +02:00
Christoph Oelckers
ce714ac519 Merge remote-tracking branch 'remotes/zdoom/master' 2016-05-03 11:29:49 +02:00
Christoph Oelckers
942138b307 - undid some leftover texture state checks from the first attempt to handle this without sampler objects.
This code was written under the assumption that the glGenerateMipmap function does not exist. But all supported hardware has this function through the GL_EXT_framebuffer_object extension.
2016-05-03 11:27:52 +02:00
Christoph Oelckers
a576243ff2 - fixed: ThrustThing should add to the velocity, not set it. 2016-05-03 10:26:29 +02:00
Christoph Oelckers
6f2b0a6293 - rewrote texture caching so that not the base texture but the actually used translations for sprites get precached. 2016-05-03 01:00:52 +02:00
Christoph Oelckers
ec037bfd1a - fixed: The check for one-way portals in the renderer was incomplete. 2016-05-02 19:47:27 +02:00
MajorCooke
16bea6cf1f - Fixed: Roll must orient the rotation based on pitch, not the other way around. 2016-05-02 10:46:44 -05:00
MajorCooke
9ec3093a34 Fixed some missed cases. 2016-05-02 08:52:44 -05:00
MajorCooke
def785e462 Removed PITCHFLATSPRITE. FLATSPRITE now encompasses its behavior. 2016-05-02 06:32:33 -05:00
MajorCooke
673dab7f23 Removed PITCHFLATSPRITE. FLATSPRITE now encompasses the behavior. 2016-05-02 06:29:19 -05:00
alexey.lysiuk
4c4b97316e Fixed inconsistent texture wrapping
Sampler state needs to be reseted when hardware texture resources are released
2016-05-02 13:02:55 +03:00
alexey.lysiuk
333560086d Calculate color values for gamma correction directly in shader
Gamma table texture is no longer needed
2016-05-02 11:24:42 +03:00
alexey.lysiuk
44b019413c Implemented gamma correction in OS X native backend using shader effect 2016-05-02 10:04:09 +03:00
MajorCooke
a163220e8c Removed FlatAngle. 2016-05-01 17:30:30 -05:00
MajorCooke
0bf7c3e362 - Removed FlatAngle. This will come back hopefully in another commit sometime in the future. 2016-05-01 17:19:39 -05:00
Christoph Oelckers
f2f3fa6d09 - parched the texture precaching so that it compiles and works again. The real work will come later. 2016-05-02 00:13:00 +02:00
Randy Heit
4fbe77fb82 Very minor optimization for ACS str(i)cmp
- If the two strings compared both point to the same location in memory,
  then we know they are the same string without having to bother actually
  comparing their contents. Note that the opposite is not neccessarily
  true: If they point to two different locations, they could still match a
  case-sensitive comparison because there are still two ACS string tables:
  the one that belongs to the map's script and the one that belongs to
  everything else.
2016-05-01 16:55:28 -05:00
Christoph Oelckers
b2e67c2c7e Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/textures/texturemanager.cpp
2016-05-01 23:46:05 +02:00
MajorCooke
f41dcc75d1 FlatAngle can now be defined directly via properties. 2016-05-01 16:33:00 -05:00
Christoph Oelckers
65e1589543 - allow specifying actor classes whose graphics to precache through MAPINFO.
- some reorganization of texture precaching so that the renderer can decide what to do with actors.

Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
2016-05-01 22:47:36 +02:00
Chris Robinson
0d402618a3 Load mono copies of multichannel sounds that are used in 3D 2016-05-01 21:44:03 +02:00
MajorCooke
3ed9551054 Fixed typo. 2016-05-01 14:33:22 -05:00
MajorCooke
980a310755 GZDoom Roll Submission 2016-05-01 14:08:09 -05:00
Christoph Oelckers
b443ac8f71 - let Trace() be a bit smarter about checking 3D slopes. If one matches right up with the floor or ceiling at the line where the trace enters a sector, check a second point to see whether we deal with something inside valid sector bounds or not. 2016-05-01 19:30:51 +02:00
MajorCooke
9ba547e6e3 Revert MINSAVEVER and added FlatAngle DECORATE property expression. 2016-05-01 11:38:20 -05:00
Christoph Oelckers
26acf8e994 - fixed conditions for menu patching. 2016-05-01 17:43:30 +02:00
Edoardo Prezioso
3aee8a3eee - Fixed a mistake in GiveInventory refactoring.
'give item' stopped working because commit 7b35f32f3d and 6aca7604eb didn't take account that give cheat with zero amount should not touch the item amount.
2016-05-01 17:07:39 +02:00
MajorCooke
a8248433e9 - Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00
Christoph Oelckers
50ba1ecde8 - add menu patching for GL 2.x mode.
- use stdint types in model code, because we have to start somewhere with the transition.
2016-05-01 13:09:13 +02:00
Christoph Oelckers
4fb17561bc - optimize VSMatrix::Translate.
- use FVector3 for sprite rotations.
2016-05-01 12:39:08 +02:00
Christoph Oelckers
47064e24c9 - only bind the uniform buffer if it is actually going to be used. No need to check if we are use a shader storage buffer. 2016-05-01 12:01:44 +02:00
Christoph Oelckers
5ead3503b2 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-05-01 11:57:13 +02:00
Christoph Oelckers
24526f7da5 - made adjustments to floating point bounding boxes for nodes and changes to the WarpBuffer function. 2016-05-01 11:56:45 +02:00
Edoardo Prezioso
a17ec55d0d - Fixed drop style gameinfo inconsistency.
The gameinfo option was ignored when deciding the initial spawn height position.
2016-05-01 11:30:09 +02:00
Christoph Oelckers
737646b45d Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-01 10:50:56 +02:00
alexey.lysiuk
1deb9742de Do not call UBO functions when no extension available 2016-05-01 11:46:49 +03:00
alexey.lysiuk
138c6ea25e Fixed black screen issue in OS X native backend
There was inconsistency with global render state
2016-05-01 11:45:57 +03:00
Randy Heit
7d03ed4dc7 Use floating point node bounding boxes 2016-04-30 22:37:02 -05:00
Randy Heit
265783e1f6 Use doubles for intermediates in the nodebuilder's FindMapBounds() 2016-04-30 21:28:41 -05:00
Christopher Bruns
6d95c9d544 Fix floating point update for camera facing billboard mode. 2016-04-30 18:15:29 -04:00
Christopher Bruns
5a33005303 Reorder two billboard rotations, so they work together correctly.
Fixes #126

# Conflicts:
#	src/gl/scene/gl_sprite.cpp
2016-04-30 18:15:27 -04:00
Christopher Bruns
b320787102 Implement new CVAR gl_billboard_faces_camera, which orients sprites toward camera, rather than along view direction.
# Conflicts:
#	gz3doom/GZ3DoomRiftMonitor1.bat
#	src/gl/scene/gl_sprite.cpp
#	src/gl/scene/gl_stereo3d.cpp
2016-04-30 18:15:27 -04:00
Christoph Oelckers
51991ef22d * - render partial sprites on the front side of a portal for actors behind it. 2016-04-30 23:18:37 +02:00
Christoph Oelckers
ca95371a27 - fixed: gl_load.c did not handle the GL 2.x fallback for the lack of glGetStringi correctly, if that function was missing it just crashed. 2016-04-30 17:16:16 +02:00
Christoph Oelckers
8011958ebe Merge branch 'gz2x' of https://github.com/alexey-lysiuk/gzdoom
# Conflicts:
#	src/gl/system/gl_interface.cpp
2016-04-30 17:09:57 +02:00
Christoph Oelckers
d84e079282 - render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts. 2016-04-30 16:57:53 +02:00
Christoph Oelckers
c29e96d369 - print buffer info only if the buffer type is used.
- removed some GL specs that are not informative in GZDoom's context.
2016-04-30 16:31:09 +02:00
Christoph Oelckers
50ab301bd8 - fixed: If we want to support pre-GL3 hardware, we may not require the presence of glGetStringi. 2016-04-30 16:23:32 +02:00
alexey.lysiuk
4400d0cfcc Fixed restoration of previously bound FBO 2016-04-30 16:29:22 +03:00
alexey.lysiuk
32412c7f75 Disabled printing of junk values for unsupported extensions in OpenGL startup log on OS X 2016-04-30 16:28:50 +03:00
alexey.lysiuk
6757447f1b Enabled printing of OpenGL startup log on all platforms 2016-04-30 16:28:35 +03:00
alexey.lysiuk
461c97d25b Fixed remaining issue with shader patching for old OpenGL 2016-04-30 16:28:19 +03:00
Christoph Oelckers
f387199442 - extended the voxeldef parser to allow negative numbers where appropriate. 2016-04-30 14:33:15 +02:00
Christoph Oelckers
86b647ed41 - added map name display to IDMYPOS. 2016-04-30 13:03:08 +02:00
Christoph Oelckers
2161ad2c4b - fixed: P_GetMapColorForKey did not check for keys that worked as an alias defined through their species. 2016-04-30 12:48:51 +02:00
Christoph Oelckers
c3759646e7 - merged FWarpTexture and FWarp2Texture, making the choice of effect a parameter of the WarpBuffer function.
Ideally the warping shouldn't be a property of the texture class itself but an effect processor that can get added to a texture. Unfortunately the current setup will not allow this, requiring some significant refactoring of texture access first.
2016-04-30 12:36:55 +02:00
alexey.lysiuk
8fa5fb6a95 Disabled gamma shader in OS X native backend 2016-04-30 13:35:03 +03:00
alexey.lysiuk
893d0c8915 Added old method to collect extensions
This required manual changes in generated file gl_load.c
2016-04-30 13:33:54 +03:00
alexey.lysiuk
3816b46938 Fixed compilation of OS X with native backend
TODO: check Linux build
2016-04-30 11:53:31 +03:00
alexey.lysiuk
de6f13f0b4 Updated gl_load.* files generated with glLoadGen 2.0.5
Added OpenGL extensions list file for glLoadGen
Added extensions for OS X version
2016-04-30 11:43:08 +03:00
Randy Heit
a95c6b9644 Draw upper/lower textures on two-sided portal lines 2016-04-29 21:54:29 -05:00
Randy Heit
09730bff73 Fix incorrect texture mapping vectors for slopes 2016-04-29 20:35:55 -05:00
Christoph Oelckers
2b710ec73d Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-29 23:14:27 +02:00
Christoph Oelckers
8309d8f634 - fixed coordinate typo. 2016-04-29 23:14:04 +02:00
Christoph Oelckers
a2d20b5a27 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-29 19:57:50 +02:00
MajorCooke
b9687b4a57 Compiler fix 2016-04-29 06:33:38 -05:00
Christoph Oelckers
70bf649364 - added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly. 2016-04-29 12:26:57 +02:00
Christoph Oelckers
dc772a9f34 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-29 11:48:46 +02:00
Christoph Oelckers
4a72c7d2f1 - fixed: Decals may not be serialized before thinkers.
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
2016-04-29 11:44:17 +02:00
Randy Heit
f3d273c94f Fixed: Tiled midtextures could go up past the ceiling when a 3D floor is in view 2016-04-28 22:06:57 -05:00
Randy Heit
8f3921190f Keep values in floats longer for visplane drawing 2016-04-28 21:21:49 -05:00
Randy Heit
96228ca15f Trying to fix some rounding, not sure it's actually correct yet 2016-04-28 21:14:48 -05:00
Christoph Oelckers
21283b18f4 - preparations for using clip planes on line portals. 2016-04-29 01:48:06 +02:00
Christoph Oelckers
e3fad118d2 - use the templated warp functions instead of the limited GZDoom 1.x version. gl_WarpBuffer has been removed. 2016-04-28 19:04:01 +02:00
Christoph Oelckers
27a3b6aafd Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-28 18:46:30 +02:00
Christoph Oelckers
3bbb5c7237 - moved the texture warping into templated subfunctions, so that the same code can be used for true color buffers as well. 2016-04-28 18:17:18 +02:00
Christoph Oelckers
434e39e62f - made adjustments to ZDoom's last changes. 2016-04-28 17:55:58 +02:00
Christoph Oelckers
60a78a0d9b Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-28 17:35:52 +02:00
Christoph Oelckers
af2a1769d8 - use the FP2005 method to calculate xtoviewangle, because it is far more straightforward than the old version. 2016-04-28 16:27:28 +02:00
Christoph Oelckers
ef98757c7c - replaced finesine for texture warping with a smaller custom table, based on the old 2005 FP code, but fixes the generation of the sine table.
- removed all remnants of finesine and deleted tables.c and tables.h.
2016-04-28 15:59:37 +02:00
Christoph Oelckers
9f0c5d5909 -let's better be cautious about precision and use the CRT sin and cos functions for rotated plane textures. 2016-04-28 14:49:59 +02:00
Christoph Oelckers
027b8d29b8 - make FieldOfView a real angle and remove all uses of finetangent. 2016-04-28 13:59:06 +02:00
Christoph Oelckers
f301cf7c57 - don't use finetangent for generating xviewtoangle. 2016-04-28 13:03:48 +02:00
Christoph Oelckers
26f54b0ba4 - eliminated tantoangle and cleaned up r_tables.h 2016-04-28 12:18:33 +02:00
Christoph Oelckers
8171637a57 - removed the last remaining uses of the finesine table from the rendering code. 2016-04-28 11:37:02 +02:00
Randy Heit
ae7d048057 Store FTransform in visplane_t, not just a pointer
- The transform values passed to R_CheckPlane might live on the stack, so
  it's not safe to only store a pointer to them.
2016-04-27 23:07:25 -05:00
Randy Heit
44adff459a Remove halfviewwidth
- Why I thought I needed this variable in addition to centerx has
  long ago left my memory.
2016-04-27 22:49:36 -05:00
Randy Heit
31d842a894 Store FTransform in visplanes instead of converting to fixed_t 2016-04-27 22:17:33 -05:00
Randy Heit
ac69ed3361 Minimal wallmost changes
- Add comments
- Fixed: When WallMost() finds a line entirely above the screen, it should
  set the most array to 0, not -1.
2016-04-27 22:17:33 -05:00
Christoph Oelckers
d4806f82ca - reinstated some texturing-based dynamic light code. Not active yet and not tested yet. 2016-04-28 00:58:44 +02:00
Christoph Oelckers
ee7a4daa8c - preparations for textured dynamic lights. 2016-04-27 23:19:54 +02:00
MajorCooke
6f11a65893 - Converted rollIntensity from int to double.
- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
MajorCooke
64d01a3bb1 Forgot to undo this. 2016-04-27 10:26:06 -05:00
MajorCooke
0fc7055f51 - Fixed: Quakes with rolling were not unique; they borrowed from any other quakes that didn't have rolling, thus preventing the rolling from falling off properly. 2016-04-27 10:13:30 -05:00
Christoph Oelckers
38d92b23b9 - fixed: ACS's GetSectorCeilingZ and GetSectorFloorZ expected integer coordinates. 2016-04-27 15:41:22 +02:00