Commit graph

11716 commits

Author SHA1 Message Date
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
Magnus Norddahl
70dbde4f78 Added r_multithreaded CVAR and fixed some broken colors 2016-06-17 07:38:05 +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
Magnus Norddahl
312776621e Added DrawerContext class 2016-06-16 06:47:30 +02:00
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