Commit graph

17575 commits

Author SHA1 Message Date
Christoph Oelckers
fb107f80e6 - fixed vertex generation when splitting walls by planes on old hardware. 2021-09-18 13:09:05 +02:00
Rachael Alexanderson
614b8477b8 - change URL for stats script 2021-09-18 06:58:21 -04:00
Christoph Oelckers
fc2818b195 - menu system update from Raze for better control of animated menus. 2021-09-18 12:19:35 +02:00
Christoph Oelckers
31de21e6aa - GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on. 2021-09-18 10:27:41 +02:00
Christoph Oelckers
1fe5fc2edc - changed survey control CVAR to avoid sending data for participants of the previous survey without confirmation. 2021-09-18 10:19:23 +02:00
Christoph Oelckers
7aaea65f28 - fixed GLES startup 2021-09-18 10:18:23 +02:00
Christoph Oelckers
a6819bfe62 - use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
A new command, "screensize", has been added to allow setting it explicitly, and this has been used for all the stock animations.
2021-09-18 09:19:34 +02:00
Christoph Oelckers
2350780db0 - fixed: "Dialogue" in MAPINFO must clear all "AddDialogues" that came before. 2021-09-17 23:04:13 +02:00
Christoph Oelckers
67958833b7 Merge branch 'gles2_merge' 2021-09-17 21:22:41 +02:00
Christoph Oelckers
c9d9982b68 - fixed: Decal things did not spawn their lower decals. 2021-09-17 00:48:12 +02:00
Christoph Oelckers
918e9e9b0d - fixed texture clamping for elements that are partially behind a slope.
This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers
23a2ccec2b - Consider 'Program Files' a read only location without actually checking.
Due to virtualization the actual check may not produce correct results, plus writing there is bad style anyway.
2021-09-15 00:39:18 +02:00
Christoph Oelckers
8c715d48cd - fixed: 3D floor model sectors were not added to the sector lists for precise rendering. 2021-09-14 19:49:42 +02:00
Christoph Oelckers
17638426b9 - removed the redundant gl_render_precise CVAR.
The menu now uses gl_seamless directly without the redirection.
2021-09-14 19:49:42 +02:00
Christoph Oelckers
b0382599f6 - removed the SSBO block for desktop OS’s when gl_pipeline_depth is enabled 2021-09-14 00:13:08 +02:00
Magnus Norddahl
796890bb98 Limit texture upload transfer buffers to roughly 64 MB 2021-09-13 23:56:15 +02:00
Christoph Oelckers
f783a94835 - treat 'vid_adapter 0' as what Windows considers the primary monitor.
Courtesy of https://devblogs.microsoft.com/oldnewthing/20070809-00/?p=25643
2021-09-12 10:02:30 +02:00
Christoph Oelckers
b550f57ce3 - fixed: Brightmap application for horizons was undefined..
This depended on the state of the previously rendered portal which could have switched it off.
2021-09-12 08:37:19 +02:00
Christoph Oelckers
43c38a2097 Merge branch 'master' of https://github.com/coelckers/gzdoom 2021-09-09 13:58:23 +02:00
Rachael Alexanderson
f56ad02716 - enable cvar blacklisting for defcvars for certain platform variables 2021-09-05 10:27:06 -04:00
Rachael Alexanderson
42d948f2fe - demote unknown/invalid defcvars to warnings 2021-09-05 09:47:05 -04:00
Rachael Alexanderson
79cbaf5d4f - split defcvars parser into its own file 2021-09-05 08:21:34 -04:00
Christoph Oelckers
b5294e9e90 - backend update from Raze. 2021-08-31 07:59:37 +02:00
Christoph Oelckers
78fd7aa090 - fixed bad file in last commit. 2021-08-24 16:03:53 +02:00
Christoph Oelckers
c2a2e08f05 - exported STAYONLIFT flag. 2021-08-24 15:50:30 +02:00
Christoph Oelckers
196a4c0b36 - added a modified version of MBF's stay-on-lift feature.
The reason this was never added was the hard dependency on the line trigger types. This implements some modified logic that does not try to find all potential lifts in the map.
Also moving the MBF flags to compatflags so that they are easier to control by the user as these must be part of compatibility presets.
2021-08-24 11:48:07 +02:00
alexey.lysiuk
4bd617187b - fixed crash on getting location description without a level
Run `bench` CCMD in fullscreen console, i.e. with no level loaded, wait five seconds, open menu

https://forum.zdoom.org/viewtopic.php?t=73109&start=15#p1198234
2021-08-24 11:34:28 +03:00
Christoph Oelckers
03c8fd9956 - block user overrides for the logic module of core fragment shaders. 2021-08-24 10:24:23 +02:00
Christoph Oelckers
dfd51ec6d5 - added missing MBF21 Dehacked keys "blood color" and "dropped item". 2021-08-22 16:36:10 +02:00
Christoph Oelckers
854e11a9de - made CheckMeleeRange a normal function again.
This way it can be directly used as a native ZScript export.
Like SuggestMissileAttack the change to a method was for virtual overrides that have been turned into flags since then.
2021-08-21 12:44:36 +02:00
Christoph Oelckers
ac48518abc - merged SuggestMissileAttack back into P_CheckMissileRange.
This was once a virtual function to handle the various monster specific modifiers but this had been changed into properties a long time ago.
2021-08-21 12:37:23 +02:00
Christoph Oelckers
d15f450fef - implemented MBF's monsters_avoid_hazards feature.
Both as a map flag for MBF21 support and as an actor flag for better control.
2021-08-21 12:29:24 +02:00
Christoph Oelckers
5382e7c17b - fixed compilation 2021-08-21 12:22:53 +02:00
Christoph Oelckers
8bdd4befbf - replaced deprecated throw() with noexcept in TObjPtr 2021-08-21 12:22:15 +02:00
Christoph Oelckers
b1de11dce8 - added a map flag to disable MF6_JUMPDOWN.
Not really useful but since MBF has this we may need it if we support the OPTIONS lump for MBF21 later.
This is intentionally not exposed to MAPINFO.
2021-08-21 11:37:57 +02:00
Christoph Oelckers
ff497996a3 - added a per-level AVOIDMELEE flag.
This already existed as a per-actor flag, but for proper MBF support it needs to be settable on a per-map basis as well.
2021-08-21 10:55:22 +02:00
Christoph Oelckers
4614ce41cd - allow passing a remap table to BestColor. 2021-08-21 10:55:21 +02:00
Christoph Oelckers
19c8eb1e33 - fixed bad check for gl pipeline type. 2021-08-20 08:07:16 +02:00
Rachael Alexanderson
2096fefcee Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-18 12:31:47 -04:00
Marisa Kirisame
13bdd324e1 hud models: add nullptr check for psprites without caller. 2021-08-15 08:47:04 +02:00
Christoph Oelckers
109069f718 - removed the unused palette parameter from the V_GetColor family of functions. 2021-08-14 09:57:23 +02:00
Rachael Alexanderson
92a3731f20 Merge remote-tracking branch 'origin/master' into gles2_merge 2021-08-13 08:11:58 -04:00
Christoph Oelckers
c3772fe203 - changed FString API to use ptrdiff_t instead of long for signed size arguments. 2021-08-12 00:45:59 +02:00
Marisa Kirisame
1d96b68e1a Fixed IsHUDModelForPlayerAvailable limitation. 2021-08-11 20:09:25 +02:00
Marisa Kirisame
888eab3063 HUD model tweaks:
- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
2021-08-11 20:09:25 +02:00
Christoph Oelckers
f34258281f - fixed: crushing stairs must use HexenCrush mode.
This was the default for floors even in Doom, so it must also apply to the stairs.
2021-08-11 19:58:57 +02:00
alexey.lysiuk
ed606b8ed3 - extended 2D buffer lifetime to the end of the frame 2021-08-11 19:50:49 +02:00
alexey.lysiuk
387aef27ad - use RefCountedPtr to manage 2D shape buffer infos 2021-08-11 19:50:49 +02:00
alexey.lysiuk
76ecf44549 - added RefCountedBase without virtual destructor 2021-08-11 19:50:49 +02:00
alexey.lysiuk
bbcd522052 - made RefCountedPtr follow rule of five 2021-08-11 19:50:49 +02:00
Gutawer
67e7d1a6f5 - make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing 2021-08-11 19:50:49 +02:00
Christoph Oelckers
ccf46281df - fixed line color handling in V_BreakLines.
This cannot use the last color found while reading ahead - it must pick the last color of the string part that just got broken out into its own line when starting the next one.
2021-08-11 16:01:40 +02:00
Christoph Oelckers
139f501ec5 - run the dynamic light recreation loop before calling the light ticker.
This was done afterward which performed some needed cleanup too late.
2021-08-11 15:41:42 +02:00
Christoph Oelckers
1097bd6c73 - fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
Especially in the thinker code this is needed for software rendering.
Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
2021-08-11 14:09:00 +02:00
Christoph Oelckers
26d00e14c7 - file system update from Raze. 2021-08-11 12:39:32 +02:00
Christoph Oelckers
3adadfe4d3 - do not run the dynamic light ticker when lights are switched off. 2021-08-11 12:39:17 +02:00
Christoph Oelckers
f662c629e3 - ensure that shadowmap indices only get set when shadowmaps are enabled.
Having valid indices set when shadowmaps are off would cause the shader to run the full checks for all lights.
2021-08-11 10:06:22 +02:00
Christoph Oelckers
436ec28e94 - fixed file system's zip loader to not strip away a 'filter/' prefix. 2021-08-11 10:01:11 +02:00
Christoph Oelckers
c24f644a61 - do not perform shadowmap updates when dynamic lights are disabled. 2021-08-11 08:08:29 +02:00
Christoph Oelckers
6a63d9e70e - moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs. 2021-08-10 22:17:00 +02:00
Christoph Oelckers
4505bfa4b8 - delay the restart action from the error pane until after everything has been shut down.
This cannot be done from a place where the old instance still can write to the config file, which happens only in the shutdown process.
2021-08-10 22:09:32 +02:00
Christoph Oelckers
b6156ac490 - re-fixed the font spacing. 2021-08-10 22:04:32 +02:00
Christoph Oelckers
9cd1e8cf7a - use proper XMove for sheet fonts. 2021-08-10 21:18:27 +02:00
Christoph Oelckers
99c66071fb - use original menu spacing for skill and episode menus if all elements are patches. 2021-08-10 21:08:26 +02:00
Christoph Oelckers
f29eff5b4c - fixed: the software scene drawer must be deleted before calling ST_Endoom.
This contains render data that won't get deleted in time before taking down the render backend if not manually performed.
2021-08-10 19:22:19 +02:00
Christoph Oelckers
03b7324f71 - reorder evaluation for 'if' statements to handle the condition first.
Otherwise this won't emit errors if a bad condition is used with an empty conditional part.
2021-08-10 19:03:40 +02:00
Christoph Oelckers
a16088f4b4 - fixed two vr_* CVARs not getting archived. 2021-08-10 18:51:44 +02:00
Christoph Oelckers
61efe76ffd - fixed: palette index 0 (transparent) was left uninitialized for BMF fonts. 2021-08-10 18:18:44 +02:00
Christoph Oelckers
4cee567b23 - fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions. 2021-08-10 18:04:10 +02:00
Christoph Oelckers
61739b4086 - fixed BlockThingsIterator to not reset its list of processed actors when traversing portals. 2021-08-10 18:00:14 +02:00
alexey.lysiuk
747c291ae1 - fixed patch version in compatibility implementation of macOS detection 2021-08-07 12:37:18 +03:00
alexey.lysiuk
a21c388dd6 - destroyed stale thinkers after change level failure
https://forum.zdoom.org/viewtopic.php?t=72890
2021-08-06 15:10:21 +03:00
alexey.lysiuk
dcfd72c766 - fixed crash after change level failure
https://forum.zdoom.org/viewtopic.php?t=72890
2021-08-06 15:02:00 +03:00
Cacodemon345
a067466dd8 SDL2: Properly print white bold text to the screen 2021-08-04 20:27:14 +03:00
Christoph Oelckers
441cd0796f - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
Christoph Oelckers
a8a5613675 - use proper music check in 'idmus' CCMD. 2021-08-03 12:59:10 +02:00
Christoph Oelckers
b82b5384a0 - Backend update from Raze.
* voc loader fix.
* better prefix detection in Zip loader.
* SDL Vulkan init.
* disabling of shadowmap management when the feature is off.
2021-08-03 12:52:21 +02:00
Christoph Oelckers
c1a8776a15 - updated common code from screenjob branch.
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
drfrag
f89e6950c3 - Make changemap use + for next and +$ for nextsecret maps. 2021-07-29 10:16:10 +02:00
drfrag
5a0dc4297f - Extend the changemap command to allow warping to next or nextsecret. 2021-07-28 10:24:25 -04:00
alexey.lysiuk
7a3d8bd0e5 - fixed crash after fatal error in SDL backend
https://forum.zdoom.org/viewtopic.php?t=72885
2021-07-28 09:50:34 +03:00
alexey.lysiuk
b5247182f4 - fixed premature destruction of status bar
Status bar was already freed while `FCajunMaster::RemoveAllBots()` function may still access it
Status bar is destroyed a bit later in `P_Shutdown()` function

https://forum.zdoom.org/viewtopic.php?t=72843
2021-07-28 09:48:52 +03:00
Cacodemon345
b4fe164192 Search $HOME/.local/share/games/doom directory...
...for soundfonts, IWADs and WAD files.

This partially matches Chocolate Doom behaviour.
2021-07-23 15:51:55 -04:00
Jeroen de Baat
8ac8e31a61 Fix typo in sw renderer comment 2021-07-21 20:58:41 +02:00
drfrag
2d0a876ab1 - Fix wrong thiswad check for materials too. 2021-07-18 13:11:57 +03:00
drfrag
d00c6e4ecc - Added missing null pointer check. 2021-07-17 23:23:32 +02:00
Gaerzi
3f9a3a454b Brightmaps fix
See https://forum.zdoom.org/viewtopic.php?f=2&t=72687 for more information.
2021-07-16 21:14:59 +02:00
Rachael Alexanderson
eb2646b613 - change previous /0 fix: as suggested here: cb8ae0b560 (commitcomment-53414064) 2021-07-13 06:32:54 -04:00
Christoph Oelckers
0cffeef2c6 - added map option to disable shadowmaps.
Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.
2021-07-13 11:54:25 +02:00
Rachael Alexanderson
cb8ae0b560 - fix /0 error caused by having a completely black font character. this error was triggered by Return of the Triad. 2021-07-13 00:15:39 -04:00
alexey.lysiuk
e02690af58 - do not precache unreferenced textures
https://forum.zdoom.org/viewtopic.php?t=72649
2021-07-12 13:27:49 +03:00
Christoph Oelckers
e453f97872 - Backend update from Raze. 2021-07-11 09:53:01 +02:00
Christoph Oelckers
92a92b1303 - fixed: MBF21' scrollers need to divide the offsets by 8. 2021-07-04 11:33:34 +02:00
Christoph Oelckers
9082ef7d49 - MBF21: more work on flags.
* added handlers for the missing upper flags in the first flag word.
* refactored some code related to MF_BOUNCES to adapt to other flags' changes to avoid constant property updates for too many flags.
* treat anything with RF_ZDOOMTRANS as non-translucent for the purpose of the flag checks.
2021-07-02 19:48:58 +02:00
Christoph Oelckers
e82fd43313 - tweaked shadow code a bit.
* let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
* reordered code to do the more costly checks only when needed.
2021-07-02 09:12:26 +02:00
Christoph Oelckers
5273ef360e - fixed: shadow alpha for translucent objects was not correct in the hardware renderer. 2021-07-02 08:54:15 +02:00
Christoph Oelckers
8547a55677 - better sprite shadow control
* exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
* exclude wall and flat sprites from casting shadows.

In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
2021-07-02 08:47:58 +02:00
Christoph Oelckers
ff129b26d1 - MBF21: added the code generator for the new functions. 2021-07-01 17:42:24 +02:00
Christoph Oelckers
483c1f6dcf - MBF21: added the weapon functions. 2021-07-01 17:42:24 +02:00
alexey.lysiuk
e63f3e394c - fixed format specifier compilation warnings
src/common/engine/serializer_internal.h:241: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat]
src/common/engine/serializer_internal.h:250: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat]
src/common/rendering/vulkan/system/vk_device.cpp:364:29: warning: format specifies type 'unsigned long long' but the argument has type 'uint64_t' (aka 'unsigned long') [-Wformat]
src/common/rendering/vulkan/system/vk_framebuffer.cpp:701:57: warning: format specifies type 'unsigned long long' but the argument has type 'VkDeviceSize' (aka 'unsigned long') [-Wformat]
2021-07-01 13:19:18 +03:00
Christoph Oelckers
c8557b8ab4 - let the DEH parser handle 64 bit values.
We may need them, depending on how the MBF21 flag stuff evolves.
2021-07-01 08:55:01 +02:00
Christoph Oelckers
7ade3b829b - moved MF_INCHASE to flags7.
Due to how the MBF21 flag checkers work the first flag word may not repurpose any unused flags in it. We still need MF_SLIDE to be usable by them, despite being totally unused.
2021-07-01 08:55:01 +02:00
alexey.lysiuk
29f6dd23b9 - fixed compilation with GCC and Clang
src/playsim/p_maputl.cpp:1691:42: error: too many arguments provided to function-like macro invocation
src/gamedata/d_dehacked.cpp:2385:62: error: cannot pass non-trivial object of type 'FString' to variadic function;
2021-07-01 09:24:33 +03:00
Christoph Oelckers
c700682a36 - MBF21: ported the code pointers to ZScript.
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers
f701ef5c68 - MBF21: Added parser for the state's 'fast' flag. 2021-06-30 17:44:08 +02:00
Christoph Oelckers
1a0398ae59 - MBF21: new weapon flags.
Except for NOAUTOSWITCHTO all remappings to existing features.
2021-06-30 17:19:38 +02:00
Christoph Oelckers
b043a5a5de - add melee range support to A_Saw and A_Punch.
This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!
2021-06-30 14:48:13 +02:00
alexey.lysiuk
a9ad3d1fc3 - prevent appearance of dangling pointers in corpse queue
A dangling pointer in corpse queue may appear if actor is added to the queue when GC is in propagation state.
Enqueued corpse actor remains white, and if it’s destroyed and garbage collected before dequeue, a dangling pointer will be accessed during its removal from the queue.
In console, do `summon CorpseSpawner` and `gc now` with the following script loaded. Without a write barrier, it will crash in two seconds.

```
class TestCorpse : Actor
{
	States
	{
	Spawn:
		POSS U 1 A_Die;
	Death:
		POSS U 1 A_QueueCorpse;
		Stop;
	}
}

class CorpseSpawner : Actor
{
	override void Tick()
	{
		A_SpawnItem("TestCorpse");
	}
}
```

https://forum.zdoom.org/viewtopic.php?t=69842
2021-06-30 10:19:08 +03:00
Christoph Oelckers
9b3782ea0f - MBF21: remaining actor properties. 2021-06-29 22:32:38 +02:00
Christoph Oelckers
e2e8ec8b3e - MBF21: implemented thing flags. 2021-06-29 21:08:58 +02:00
Christoph Oelckers
0bb5ec0d22 - MBF21: splash group. 2021-06-29 17:47:52 +02:00
Christoph Oelckers
cc801a7efa - MBF21: added projectile group. 2021-06-29 17:33:16 +02:00
Christoph Oelckers
bca8d01ab3 - MBF21: infighting groups. 2021-06-29 01:34:14 +02:00
Christoph Oelckers
9b4a4157b9 - added an OnDestroy method to Shape2D so that its users can explicitly free the data it holds.
In this case it is very important to care about management, because this class will hold GPU-side buffers!
2021-06-28 22:21:27 +02:00
Christoph Oelckers
3bef08b1aa - MBF21: implemented the new line scroller types.
These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.
2021-06-28 22:06:07 +02:00
Cacodemon345
5b1b6f1db4 Add Windows 11 detection 2021-06-28 20:18:52 +02:00
Christoph Oelckers
c4ed0cefde - MBF21: implemented new line flags.
While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
Christoph Oelckers
057cc0678b - MBF21: handling of new flags in sector special. 2021-06-28 16:20:35 +02:00
alexey.lysiuk
256451115b - report correct macOS version with older SDKs
When built against 10.15 SDK or earlier, macOS 11.0+ returns 10.16 for compatibility, and external process is needed to output the actual version for us
2021-06-15 10:35:33 +03:00
alexey.lysiuk
cf4c72d4a7 - fixed potential crash when sound sequence is destroyed
Level can be unset if sound sequence destruction happens after saved game loading failure

https://forum.zdoom.org/viewtopic.php?t=72551
2021-06-14 09:30:51 +03:00
Christoph Oelckers
4e46a83734 - fixed bad type in FxFontCast. 2021-06-14 08:00:08 +02:00
alexey.lysiuk
38f2402d2d - added TVector2<> constructor from float*
As we seem to do not like explicit constructors, this will make temporary `TVector3<>` object creation much less probable
2021-06-13 10:42:34 +03:00
alexey.lysiuk
ff784fc905 - fixed parsing of 2D vectors in OBJ model loader
There is no `TVector2<>` constructor that accepts a pointer to float. However, there is such constructor in `TVector3<>`, so `TVector2<>` can be constructed from `float*` implicitly via temporary `TVector3<>` object.
2021-06-13 10:42:34 +03:00
alexey.lysiuk
e0f07d7088 - fixed initialization of model frames
Replaced loop arrays initialization and obvious comments with something more readable, I hope

https://forum.zdoom.org/viewtopic.php?t=72523
2021-06-10 11:54:26 +03:00
alexey.lysiuk
5b1c73e15f - prevent redundant string copying in Strife conversation parser
strifedialogue.cpp:110:22: warning: loop variable 'addd' of type 'const FString' creates a copy from type 'const FString' [-Wrange-loop-analysis]
2021-06-08 10:31:45 +03:00
alexey.lysiuk
e166eeb13d - added detection of macOS 12 Monterey 2021-06-08 10:25:05 +03:00
Christoph Oelckers
b3fd8ce12a - fixed permission validation in OptionMenuItemCommand.DoCommand.
This was missing the InMenu check like the other critical menu functions.
2021-06-07 08:16:53 +02:00
emily
4f034950be Make sprite shadows ignore float bob 2021-06-06 13:40:17 +02:00
Christoph Oelckers
8b5847d4a2 - corrected the NUL checks in S_FindSkinnedSound. 2021-06-04 08:26:29 +02:00
alexey.lysiuk
7d1ce1c8cd - fixed parsing of MAPxx par times in BEX lumps
https://forum.zdoom.org/viewtopic.php?t=72458
2021-06-03 16:46:55 +03:00
Christoph Oelckers
30e24938ca - let dynamic lights call UpdateLocation instead of just setting their position right after being spawned.
This ensures that the position is correct and that everything gets set up properly.
2021-05-31 22:13:40 +02:00
Christoph Oelckers
b0ccd3a7df - moved Doom specific font init code out of the backend. 2021-05-31 22:13:40 +02:00
drfrag
d9db8984af - Fixed crash calling ChangeSky() with an invalid texture. 2021-05-29 15:07:45 -04:00
Zandrewnum
acb4d89f52 APROP_Soundclass update again
- Just set init for SoundClass to empty.
- Removed code block from SetActorProperty for APROP_Soundclass that does nothing
- Lower-cased soundclass in FSerializer
- Created a new const char to read the player's soundclass. If the playerpawn returns NAME_None for it's default, then it will set defaultsoundclass to "player". After running the skin code, the function now returns defaultsoundclass or soundclass, depending if soundclass is empty or not.
- Renamed GetSoundClass to S_GetSoundClass
2021-05-28 20:22:37 +02:00
Zandrewnum
a5cf0c6605 Sound Class renovations
- SoundClass is instantiated to "" by default. Since this property is only used when it is not empty (otherwise GetSoundClass just defaults to player), we can get away with this.
- We may want the soundclass to remain the same if we explicitly set it to the same one that is currently used (say, we set SoundClass to "Caleb" so all other skins can use it)
- GetActorProperty for APROP_SoundClass just calls GetSoundClass,
- CheckActorProperty also just runs GetSoundClass
- GetSoundClass is no longer a static method. We needed to access it in other places.
- Made renovations to GetSoundClass. First of all, SoundClass is no longer instantiated there. Secondly, skinned sounds are now returned if SoundClass is empty. Thirdly, "sclass" in this method will return the default soundclass of the player pawn or SoundClass, depending on if SoundClass is empty. Finally, sclass will retrieve "player" if it is empty.
2021-05-28 20:22:37 +02:00
Shiny Metagross
4c9461d364 Update d_player.h
- Deleted some comment fragments I left when trying to get the SoundClass to init to NAME_SoundClass
2021-05-28 20:22:37 +02:00
Zandrewnum
c7cd25cbcc Made S_FindSkinnedSound to use GetSoundClass again
- I couldn't simply init SoundClass to NAME_SoundClass, even after converting it to the appropriate type. Probably because NAME_SoundClass hasn't been parsed from decorate yet. Instead, I change it to NAME_SoundClass through GetSoundClass if it's valid and currently "player".
- The skin checker code in GetSoundClass now checks if the SoundClass is equal to NAME_SoundClass. This mechanism exists so that way reverting the SoundClass to NAME_SoundClass processes the skin soundclass code. If it's different, the code is not processed.
- Just returns sclass. This is never null, so there's no need to check if so.
- S_FindSkinnedSound just uses GetSoundClass. This makes sure skins are checked.
2021-05-28 20:22:37 +02:00
Zandrewnum
f6bdbfe535 APROP_SoundClass inits a default value and checks for null pointers
- Gave default init value to SoundClass as "Player"
- Changed SoundClass detection to use the if/else structure
- Checked for null pointer in S_FindSkinnedSound when reading the player's sound class
2021-05-28 20:22:37 +02:00
Zandrewnum
852a96497d Added APROP_SoundClass
- Added APROP_SoundClass to GetActorProperty, SetActorProperty, CheckActorProperty
2021-05-28 20:22:37 +02:00
nashmuhandes
08fc91fe3e Add 'AddDialogues' in MAPINFO to additively add Strife NPC dialogs without overwriting each other. 2021-05-28 16:15:37 +02:00
Christoph Oelckers
868220107b - added fallback to the parenthesis glyphs for the braces. 2021-05-28 12:36:47 +02:00
Christoph Oelckers
38520e36c8 - fixed generation of default color range for the option menu font. 2021-05-28 12:11:34 +02:00
Christoph Oelckers
20b665c161 - fixed: Actors did not set the position when spawning a dynamic light.
It always reused the previous content of the 'Pos' field which was either undefined or an older position where the actor was located when last spawning a light.
2021-05-28 11:25:01 +02:00
Christoph Oelckers
d36fd4f42b - fixed: GetColorTranslation did not handle translation-less single pic 'fonts' properly. 2021-05-28 10:47:11 +02:00
Christoph Oelckers
36e84a3669 - do not calculate translations for empty fonts.
FONTDEFS will create some due to lack of game filtering.
2021-05-27 13:50:02 +02:00
Christoph Oelckers
5f02b92cd0 - font system overhaul.
This eliminates nearly all palette dependencies, most importantly font translation will now be done on True Color data, making translations on True Color font less destructive.
2021-05-24 21:28:21 +02:00
Rachael Alexanderson
5cde02141c - version bump 2021-05-22 12:48:46 -04:00
nashmuhandes
aeaa7f21c7 Add some new optional parameters to A_SprayDecal:
- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.

Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
2021-05-22 10:20:52 -04:00
Christoph Oelckers
7eef7614f8 - do not send depth bias changes to the GPU if nothing has changed. 2021-05-21 21:01:20 +02:00
Cacodemon345
9a860ae445 Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
Christoph Oelckers
e963010eea - strip trailing spaces off the lines for intermission texts.
Some mods have trailing spaces here that affect the formatting.
2021-05-19 21:28:16 +02:00
Christoph Oelckers
9df70cd0df - change switch checking back to vanilla order. 2021-05-19 19:25:32 +02:00
Christoph Oelckers
a3a65f184f - use stb-image to handle PNGs with 16 bit color channels.
It is still not recommended to use this format - images tend to be huge and setup time is normally prohibitive - but at least they work now.
2021-05-19 19:20:51 +02:00
Christoph Oelckers
bd0ca55a35 - fixed: explicit float to int casts should not emit truncation warnings. 2021-05-19 18:35:36 +02:00
Christoph Oelckers
f0d8bd0a74 - tweaked Hexen's weapon pieces so they do not floatbob into the floor with the hardware renderer. 2021-05-19 18:30:19 +02:00
Christoph Oelckers
af137dbb35 - reset the 'playedtitlemusic' flag in D_StartTitle.
When returning to the title loop the music should play once again.
2021-05-19 16:43:01 +02:00
Rachael Alexanderson
cfc080e37f - never run the shader timer on the 0th frame. fixes this bug: https://forum.zdoom.org/viewtopic.php?f=2&t=62693 2021-05-18 14:37:05 -04:00
Christoph Oelckers
8a4fa8b65f - backend update from Raze. 2021-05-17 20:44:19 +02:00
Christoph Oelckers
97b8c0ccfb Revert "- fixed some uses of postincre,ment/decrements on narrow types."
This reverts commit 668f8f2cf6.

Revert "- added a proper error message when '--' or '++' gets used on 8 or 16 bit values."

This reverts commit a94f5dd1b3.

None of this was necessary - the triggered assert was bogus and had to be removed.
2021-05-17 18:13:30 +02:00
Christoph Oelckers
6e9c85791c - pick the proper dot for cutting off the extension in ExtractFileBase. 2021-05-17 13:11:41 +02:00
Christoph Oelckers
5bf2a26b82 - removed bogus assert from FxMinMax.
This would also trigger on signed/unsigned mismatches which it is not supposed to do.
2021-05-17 12:48:22 +02:00
Christoph Oelckers
0b5b919352 - let the CSV parser for the string table handle hex escapes. 2021-05-17 12:42:45 +02:00
Christoph Oelckers
668f8f2cf6 - fixed some uses of postincre,ment/decrements on narrow types.
THe VM has no opcode for this, all these places produced code with undefined behavior.
2021-05-17 12:42:22 +02:00
Christoph Oelckers
a94f5dd1b3 - added a proper error message when '--' or '++' gets used on 8 or 16 bit values. 2021-05-17 12:27:27 +02:00
Christoph Oelckers
5077973012 - fixed A_CheckTerrain's check for instant death sectors.
This was still checking the sector special even though this had been reactored 5 years ago.
2021-05-17 12:00:16 +02:00
Christoph Oelckers
e47671c865 - make the title music only play once, unless a real demo is successfully played. 2021-05-17 11:41:43 +02:00
nashmuhandes
e2d3f26a35 Fixed wrong alpha value being applied on sprite shadows in the hardware renderer. 2021-05-12 10:48:51 -04:00
Christoph Oelckers
31b1d760b1 - include fix. 2021-05-12 09:58:26 +02:00
Cacodemon345
c1c4066c76 SDL: Report Vulkan initialization errors 2021-05-09 22:57:00 +03:00
Rachael Alexanderson
bc15ded2a1 - make DI_ALPHAMAPPED change the style to STYLE_Shaded in the status bar drawer 2021-05-07 03:41:41 -04:00
Christoph Oelckers
c51af868de Revert "- restricted the portal rendering shortcut only to real skies in the primary layer."
This reverts commit b193e582ce.

This made the one thing I hoped it would fix even worse so it's useless.
2021-05-07 09:05:56 +02:00
Christoph Oelckers
3477d6c7c1 - added missing default values. 2021-05-03 14:33:40 +02:00
Christoph Oelckers
52554dc32c - Backend update fron Raze, mainly new script exports and extensions. 2021-05-03 14:13:03 +02:00
Christoph Oelckers
b193e582ce - restricted the portal rendering shortcut only to real skies in the primary layer.
This won't work properly with sector portals that contain other portals because those setups require a proper stencil to work as expected.
2021-05-03 13:58:46 +02:00
alexey.lysiuk
66e220ff9c - removed SDL2 version check
https://forum.zdoom.org/viewtopic.php?t=72152
2021-05-03 08:20:01 +03:00
alexey.lysiuk
80ba522b20 - brought back old SDL2 CMake module
https://forum.zdoom.org/viewtopic.php?t=72152
2021-05-02 22:02:35 +03:00
alexey.lysiuk
1efb9f4def - cleaned and minimized SDL2 version check 2021-05-02 13:05:20 +03:00
Cacodemon345
e4ada10e78
Remove support for SDL2 2.0.5 and earlier 2021-05-02 12:59:38 +03:00
William Breathitt Gray
f676cd81d2 Remove FindSDL2 find-module, use sdl2-config.cmake instead
This requires SDL >= 2.0.4.

Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in
SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was
not itself built using CMake: it installs a sdl2-config.cmake file to
${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and
library, analogous to a pkg-config .pc file.

As a result, we no longer need to copy/paste a "find-module package"
to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2).
Find-module packages are now discouraged by the CMake developers, in
favour of having upstream projects behave as config-file packages.

This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR
and SDL2_LIBRARY, but the standard behaviour for config-file packages is
to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword
to make sure we search in config-file package mode, and will not find a
FindSDL2.cmake in some other directory that implements the old interface.

In addition to deleting redundant code, this avoids some assumptions in
FindSDL2 about the layout of a SDL installation. The current libsdl2-dev
package in Debian breaks those assumptions; this is considered a bug
and will hopefully be fixed soon, but it illustrates how fragile these
assumptions can be. We can be more robust against different installation
layouts by relying on SDL's own CMake integration.

When linking to a copy of CMake in a non-standard location, users can
now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point
to it; previously, these users would have used the SDL2DIR environment
variable. This continues to be unnecessary if using matching system-wide
installations of CMake and SDL2, for example both from Debian.

This is based on the patch written by Simon McVittie for OpenJK:
52030235f0
2021-05-02 12:45:45 +03:00
Rachael Alexanderson
153968dc7c - change vid_allowtrueultrawide - -1 allows for any arbitrary ratio for hud aspects, 0 changed to old behavior (max 16:9), 1 changed to old behavior except at 21:9, 1 is now the default.
- `vid_allowtrueultrawide` is now placed in game-specific config, instead of global.
2021-05-02 01:25:21 -04:00
nashmuhandes
ff35ea9ac7 Don't print the weapon tag if the game is paused 2021-04-27 00:07:24 +02:00
nashmuhandes
afd7b2e954 Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString 2021-04-26 23:04:39 +02:00
alexey.lysiuk
8695325383 - fixed saving game to wrong save slot
This is a temporary solution as it makes GZDoom and Raze code bases incompatible

https://forum.zdoom.org/viewtopic.php?t=72085
2021-04-26 09:46:20 +03:00
Rachael Alexanderson
a2d3dbf74e - Change VKHardwareTexture::CreateTexture to allow a null buffer to be passed. This is used by the software renderer to create an arbitrary texture for screen rendering. 2021-04-25 02:06:40 -04:00
nashmuhandes
bfb83abbc2 Default Heretic's, Hexen's and Strife's default screen wipe styles to match their original counterparts. 2021-04-24 22:46:03 -04:00
nashmuhandes
15159a3c19 Add sprite shadows for the hardware renderer 2021-04-24 22:40:54 -04:00
nashmuhandes
5446a1a355 Add sprite shadows for the software renderer 2021-04-24 22:40:54 -04:00
Marisa Kirisame
a172513535 Expose level_info_t to scripting + helper functions. 2021-04-24 22:37:50 -04:00
James Le Cuirot
90381c4ad6 Allow ACS SpawnDecal zoffset and distance args to be fixed point
The wiki currently says they should be fixed point but the code
currently treats them as integers. Given that they are placed with
double precision horizontally, it is odd that the same precision
cannot be applied vertically. Changing this would break existing maps
so add two flags to support both types.
2021-04-24 14:37:20 -04:00
Nikolay Ambartsumov
cf30982ddf Add Polyobj_StopSound special 2021-04-24 15:31:04 -03:00
alexey.lysiuk
4bcea0ab78 - handle empty command names when getting key binds
See https://github.com/Realm667/WolfenDoom/issues/498
2021-04-19 18:09:20 +03:00
alexey.lysiuk
de0361842f - removed useless initializations in binds printing ACS code
variables are initialized by FKeyBindings::GetKeysForCommand() anyway
2021-04-19 18:05:52 +03:00
emily
e24ff0ac9c Don't warn about UDMF comments or user fields 2021-04-19 14:07:54 +02:00
Christoph Oelckers
ba146ed5e5 - Backend update from Raze 2021-04-19 12:58:35 +02:00
Rachael Alexanderson
0ecd35b0b4 - remove Vulkan button on startup if Vulkan compilation is disabled 2021-03-31 18:39:52 -04:00
drfrag
25ab8e20ba - Fix crash with fog and software light modes. 2021-03-29 09:38:51 -04:00
Magnus Norddahl
4e503a1d1b Removed depthClamp requirement (note: portals will not render correctly on such devices)
Added format fallback support for VK_FORMAT_A2R10G10B10_UNORM_PACK32 since the pi4 doesn't support it
2021-03-28 18:26:23 +02:00
Rachael Alexanderson
ad8ae0f146 - set libADL and libOPN bank settings (only) to game specific 2021-03-28 09:01:54 -04:00
Erick Vasquez Garcia
03473abea2 A software implementation for gamma, brightness, contrast and saturation effects on SoftPoly. Based on original code by @dpjudas, thanks for the code. 2021-03-27 10:35:41 +01:00
Erick Vasquez Garcia
bf3018cc84 Bug fix in invulnerability in Doom Software Render Mode and True Color SW Render in SoftPoly. 2021-03-27 10:35:41 +01:00
nashmuhandes
4d353318d9 Don't let the game start if the saved game passed to -loadgame is invalid. Often times, especially during a multiplayer game, a player can accidentally pass an invalid save file to load at the command line, which results in the netgame starting anyway before immediately desyncing. This aims to address that. 2021-03-26 07:13:39 -04:00
Magnus Norddahl
61d49a2007 Fix texture loading race condition and improve performance by only locking the load mutex if data hasn't already been updated for this frame 2021-03-26 07:09:33 -04:00
Magnus Norddahl
d1f47afd96 Add debug code for showing the render slices 2021-03-26 07:09:33 -04:00
Magnus Norddahl
272ca6cd92 Fix truecolor drawer crash 2021-03-26 07:09:33 -04:00
Magnus Norddahl
e7476e5dac Fix fullbright shade bug 2021-03-26 07:09:33 -04:00
Magnus Norddahl
bdb35e5e86 Fix some r_scene_multithreaded crashes 2021-03-26 07:09:33 -04:00
Magnus Norddahl
fb87f90d86 Fix some r_scene_multithreaded related bugs 2021-03-26 07:09:33 -04:00
Magnus Norddahl
4cd994c027 Remove threading from the drawers 2021-03-26 07:09:33 -04:00
Rachael Alexanderson
6e5dbbc8ec Revert "Merge dpJudas's renderslices branch (#1356)"
This reverts commit a5cba1aba5.
2021-03-26 07:08:31 -04:00
Xaser Acheron
a5cba1aba5
Merge dpJudas's renderslices branch (#1356)
* Remove threading from the drawers

* Fix some r_scene_multithreaded related bugs

* Fix some r_scene_multithreaded crashes

* Fix fullbright shade bug

* Fix truecolor drawer crash

* Add debug code for showing the render slices

* Fix texture loading race condition and improve performance by only locking the load mutex if data hasn't already been updated for this frame

Co-authored-by: Magnus Norddahl <dpjudas@users.noreply.github.com>
2021-03-25 20:58:08 -04:00
emily
c6073d9c9d Make i_timescale cvar virtual
Changing i_timescale in a netgame would cause its callback to recurse
into itself infinitely. CVAR_VIRTUAL prevents this.
2021-03-24 19:03:41 +01:00
Cacodemon345
3b50f7dfa6 SDL: Don't write garbage to output if it is redirected 2021-03-21 12:09:19 +02:00
sgrunt
0c776e3acd Move the modified behaviour to a new "resetvel" parameter 2021-03-19 20:12:20 +01:00
sgrunt
3873ad6151 Fix behaviour of VelIntercept's oldvel parameter
Previously Vel would be reset only if the target was moving. This change
ensures that Vel is always reset, as seems to be the intent of the
oldvel parameter.
2021-03-19 20:12:20 +01:00
drfrag
cdbae4b5d9 - Fixed crash with voodoo dolls in MP after players quit the game. 2021-03-19 20:10:39 +01:00
James Le Cuirot
8ef02544a7 Fix camera texture aspect ratio in hardware renderer
It wasn't respecting the map's pixel ratio setting. This wouldn't have
been very noticeable with the default pixel ratio of 1.2 but it was
very obvious with 1.8.
2021-03-19 00:04:46 +01:00
nashmuhandes
b28e5cb917 Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag(). 2021-03-15 21:31:16 +01:00
Christoph Oelckers
798604e6de - removed config updates for pre-GZDoom versions of ZDoom.
GZDoom 0.9 had config version 205, so the adapters for 202-204 are not needed.
2021-03-14 08:44:30 +01:00
Christoph Oelckers
a80775a1e8 - adapt mod_dumb_mastervolume to the increased default volume in ZMusic. 2021-03-14 08:40:34 +01:00
Christoph Oelckers
f0ddc063b0 - do not sort level names in the statistics output when saving.
Instead do this when creating the data to avoid trashing manual edits. The old sorter resorted all data loaded from the old file as well.
2021-03-13 13:11:03 +01:00
Christoph Oelckers
fa0be28af1 - print a message if saving the statistics file fails. 2021-03-13 12:21:35 +01:00
Christoph Oelckers
ae09ca7a48 - moved EColorManipulation into the backend. 2021-03-13 12:21:07 +01:00
Christoph Oelckers
a0cffca3bb - restore accidentally deleted 'testmusicvol' CCMD. 2021-03-12 08:48:59 +01:00
Christoph Oelckers
3d55c76a89 Merge branch 'replaygain' 2021-03-12 08:48:00 +01:00
Christoph Oelckers
d1023046ba - default replay gain to 'off'. 2021-03-11 15:47:05 +01:00
Christoph Oelckers
b9dafaaa6b - fill in the MIDI defaults for generating the lookup string for replay gain.
Both synth and sound font can be very relevant here for the final volume so using the same song with different settings needs to create different strings.
2021-03-11 00:20:19 +01:00
Christoph Oelckers
f11780600f - implemented replay gain calculation and management.
This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
drfrag
12aa7a8ff6 - Fix crash with wind effect on special water sectors. 2021-03-10 13:37:57 +01:00
nashmuhandes
b7bbfd4efd Add SetSubtitleNumber(int num, str sound) ACS function. Works exactly like its ZScript counterpart. The activator of the script must be a player. 2021-03-09 09:37:10 +01:00
Christoph Oelckers
ba618d308c - bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
3.1.0 is the highest minimum set in the existing subprojects so this will not exclude anything that hadn't been already.
2021-03-08 13:58:29 +01:00
alexey.lysiuk
952d43b884 - escape double quotes in Cocoa IWAD picker's extra arguments
https://forum.zdoom.org/viewtopic.php?t=71675
2021-03-08 11:44:14 +02:00
Christoph Oelckers
d18b74b537 Merge branch 'master' of https://github.com/Chernoskill/gzdoom 2021-03-06 11:32:31 +01:00
Chernoskill
bb18bbaff4
Update models.cpp 2021-03-06 11:28:13 +01:00
Chernoskill
d1ea33a815
Update models_obj.cpp 2021-03-06 11:27:23 +01:00
Chernoskill
27cf152438
Update models_ue1.cpp 2021-03-06 11:26:53 +01:00
Chernoskill
4e583772d7
Update models_md3.cpp 2021-03-06 11:26:31 +01:00
Chernoskill
72787c2c4c
Update model.h 2021-03-06 11:18:45 +01:00
Christoph Oelckers
8feba7dff9 - fixed: line portal rendering PR was missing handling for portals with z offset.
Since it used the back sector's height directly the needed offsetting was not applied to the upper and lower texture.
2021-03-05 17:19:02 +01:00
Timothy Quinn
fa2228d523 - Line_QuickPortal must check the partner line's special. 2021-03-05 16:40:12 +01:00
Christoph Oelckers
0c0ef4f938 - reinstated rendering of mid textures over two-sided wall portals.
This was removed in the last PR due to z-fighting problems which now have also been addressed
2021-03-05 12:25:41 +01:00
Timothy Quinn
a15216c90f - fixed rendering of one-sided line portals in the hardware renderer
# draw upper and lower textures when the back sector does not properly match
# do not draw middle textures on portal lines
# minor optimization to 'is***Portal' functions to avoid memory access in the most common case of no portal being present.
2021-03-05 12:02:31 +01:00
nashmuhandes
16b0dd2fe8 Fix random crash when travelling between hub maps in multiplayer. 2021-03-05 10:56:51 +01:00
Timothy Quinn
7e74d1c4a1 - ported Eternity's Line_QuickPortal 2021-03-04 22:54:36 +01:00
Christoph Oelckers
ecc4d31aa5 - fixed memory leak in UDMF loader.
When the extsector allocation was moved, this hadn't been adjusted yet, it still allocated its own buffer which never got freed again.
2021-03-04 16:55:50 +01:00
Christoph Oelckers
357163c60d - Backend update from Raze. 2021-03-04 14:45:29 +01:00
Magnus Norddahl
996b4f9f5c Implement depth clamp 2021-03-02 03:22:18 +01:00
Magnus Norddahl
d6f8e80177
Fix portals not working in softpoly (#1323) 2021-02-28 20:24:15 -05:00
Chernoskill
fa2058004b The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message).

modelIDs are given a default value of -1.

Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances.

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]
Used TArray.Alloc to make TArrays have the correct size depending on the number of models.

Also removed MAX_MODELS_PER_FRAME.
Edited skinSurfaceIDs access for one-dimensional TArray

Added MD3_MODELS_MIN
To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
2021-02-26 22:22:33 +01:00
Christoph Oelckers
feb3520ee9 - added m_swapbuttons CVAR for the Windows RawInput and DirectInput backends.
The problem I discovered is that these backends do not respect the GUI-side system setting for swapping the buttons, so this needs to be done in-application so that swapped buttons can behave the same in the menu and the game.
2021-02-26 10:37:55 +01:00
Gutawer
73dc528112
- fix some crashes in the Shape2D VBO code due to unsound pointer usage (#1318) 2021-02-25 10:49:41 -05:00