Commit Graph

17444 Commits

Author SHA1 Message Date
Christoph Oelckers 4722720f4b - fixed incorrect implementation of "episode = clear" in UMAPINFO. 2019-06-19 20:35:41 +02:00
alexey.lysiuk ade60584cc - fixed incomplete parsing of UMAPINFO when map already exists
https://forum.zdoom.org/viewtopic.php?t=65100
2019-06-19 15:54:24 +03:00
alexey.lysiuk ceacda6029 - fixed missing skill menu for episodes defined by UMAPINFO
https://forum.zdoom.org/viewtopic.php?t=65096
2019-06-19 14:48:11 +03:00
alexey.lysiuk 1f61b9d24f - fixed: all UMAPINFO definitions were applied to default map slot
https://forum.zdoom.org/viewtopic.php?t=65102
2019-06-19 13:10:47 +03:00
Christoph Oelckers 20b6395cf0 - give UMAPINFO the ability to disable cluster-based exit texts. 2019-06-18 20:40:41 +02:00
alexey.lysiuk 3d60381107 - updated Travis CI configuration
Added GCC 9
Updated to Clang 8
Moved Windows targets to trigger them earlier
2019-06-18 17:44:11 +03:00
alexey.lysiuk 44f896174a - restored indication of console scrolling
https://forum.zdoom.org/viewtopic.php?t=65070
2019-06-17 10:32:13 +03:00
alexey.lysiuk 459fe74a1f - made console cursor fill whole character box
https://forum.zdoom.org/viewtopic.php?t=64962
2019-06-17 09:46:57 +03:00
alexey.lysiuk d5d509ea10 - switched to unconditional level exit in scriptified actors
Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-16 15:05:36 +02:00
alexey.lysiuk cc5bff6c9c - exported unconditional level exit to ZScript
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-16 15:05:36 +02:00
Magnus Norddahl 774955dbc4 - write into stream buffers before opening the next render pass 2019-06-16 13:08:25 +02:00
Magnus Norddahl d31dbf14e4 - wait for space if the stream buffers are exhausted 2019-06-16 13:05:12 +02:00
Magnus Norddahl 240a32f4c8 - also reset framebuffers when the image is reset 2019-06-16 10:31:12 +02:00
Rachael Alexanderson 764e95f34f - compat_pointonline for doom2 map14 2019-06-15 04:57:03 -04:00
Rachael Alexanderson ba387f51f3 Revert "Install soundfonts and WOPL/WOPN banks"
This reverts commit 2d1c7ba17c.
2019-06-14 07:51:18 -04:00
Chronos Ouroboros 1b106d109d Fixed "if (!(lhs ~== rhs))" breaking with vectors. 2019-06-14 12:49:57 +02:00
William Breathitt Gray 2d1c7ba17c Install soundfonts and WOPL/WOPN banks
The INSTALL_SOUNDFONT_PATH cache entry is used to configure the
installation directory.
2019-06-13 07:43:43 -04:00
Christoph Oelckers 393f708248 - some clarification on plane equations in the UDMF spec. 2019-06-13 10:36:22 +02:00
Alexander c161635cca localize custom menu titles in option search results 2019-06-12 17:37:29 +02:00
Rachael Alexanderson cb8c98827a - add nullptr checks for double-frame model interpolation 2019-06-12 10:21:43 -04:00
alexey.lysiuk 7e901055ea - fixed: light mode from mapinfo had no effect
https://forum.zdoom.org/viewtopic.php?t=64997
2019-06-12 09:49:40 +03:00
alexey.lysiuk b6ada166fc - fixed compilation of FXAA shader by macOS OpenGL
Compile Shader 'shaders/glsl/fxaa.fp':
ERROR: 0:250: '' : syntax error: incorrect preprocessor directive
ERROR: 0:250: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:265: '' : syntax error: incorrect preprocessor directive
ERROR: 0:265: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:266: '' :   Macro Redefined lumaM
ERROR: 0:301: '' : syntax error: incorrect preprocessor directive
ERROR: 0:301: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:599: '' : syntax error: incorrect preprocessor directive
ERROR: 0:599: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline

https://forum.zdoom.org/viewtopic.php?t=65003
2019-06-11 08:20:24 +03:00
Magnus Norddahl a093f686a7 - store the vulkan framebuffer with the image (this ensures the framebuffer object is destroyed along with the image) 2019-06-10 22:14:02 +02:00
alexey.lysiuk ea8af08bcf - fixed compilation of Cocoa backend
src/posix/cocoa/i_main.mm:225:12: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:247:17: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:545:2: error: expected '}'
2019-06-10 14:44:06 +03:00
Christoph Oelckers 583cd489b1 - on second thought, better call M_ClearMenus instead of calling Destroy directly. 2019-06-10 12:15:52 +02:00
Christoph Oelckers 4c622ba066 - fixed: DeinitMenus must explicitly destroy the active menu before taking down the descriptors.
Otherwise the menu will only be collected by the garbage collector and no longer find all relevant data.
2019-06-10 12:06:03 +02:00
Christoph Oelckers 2766303cfc - consolidated the 3 atterm implementations.
Each platform had its own copy. Why?
2019-06-10 12:01:01 +02:00
Christoph Oelckers 9f2fbc1294 - renamed GLViewpointBuffer to HWViewpointBuffer. 2019-06-10 10:50:45 +02:00
Magnus Norddahl 13cab1c0b6 - delay postprocess texture destruction until the end of the frame 2019-06-10 09:13:56 +02:00
Magnus Norddahl 8853872bb4 - fix wipe screen when using -loadgame 2019-06-10 08:40:49 +02:00
Christoph Oelckers 037b69c8a7 - reworked buffer binding logic.
This shouldn't be in the hardware independent interface because the semantics on OpenGL and Vulkan are too different, so a common implementation is not possible.
Most bind calls were in the GL interface anyway, so these no longer pass through hardware independent code.

This also moves the bind calls in the shadowmap code into the GL interface - these never did anything useful in Vulkan and aren't needed there.

Last but not least, this moves the legacy buffer binding handling into FGLRenderState and performs the initial binding for the light buffer in a more suitable place so that this doesn't have to pollute the render state.
2019-06-09 20:37:11 +02:00
Christoph Oelckers 6af77b25c0 - gitignore update. 2019-06-09 18:05:31 +02:00
alexey.lysiuk 4a8438ebb4 - fixed crash on loading map in Hexen format without any nodes 2019-06-09 12:57:57 +03:00
alexey.lysiuk d27a7cd84b - removed explicit self null tests from dynarray native wrappers
They are useless since d3e6ed3c9b in which generation of implicit self null pointer check was added to JIT
2019-06-09 10:27:21 +03:00
Gutawer 324a720d56 - added a linear transformation system to Shape2D so that things like rotations and scales can be changed without having to clear and push a large amount of data 2019-06-08 14:05:32 +02:00
Rachael Alexanderson 246852b7a7 - language update 2019-06-08 07:54:28 -04:00
Gutawer aa75f086fa - cleaned up SDL mouse event handling
* Right/middle clicking no longer cancels out the mouse motion events
* The events for the side mouse buttons (EV_GUI_BackButtonDown/Up, EV_GUI_FwdButtonDown/Up) were never fired
* The EV_GUI_WheelRight/Left events were never fired
* The key bindings for mouse buttons above 3 (from 4-8) were broken - pressing MOUSE4 would bind to MOUSE6, for example
2019-06-08 13:14:02 +03:00
alexey.lysiuk 4a2ae357a2 - report implicitly initialized variable in code generator once
Vectors are no longer reported several times
Previously, warnings were issued per every register
2019-06-08 11:12:34 +03:00
alexey.lysiuk 024456048e - fixed access to wrong event data in SDL backend
Wrong button state event data were read on mouse motion

https://forum.zdoom.org/viewtopic.php?t=64950
2019-06-08 10:56:54 +03:00
Christoph Oelckers 56dcbe8ef8 - Language update for Chex Quest 3 for Polish. 2019-06-07 20:06:20 +02:00
alexey.lysiuk 6f1df5b5ab - added implicit initialization of reused register variables in ZScript 2019-06-07 13:43:51 -04:00
alexey.lysiuk d3e6ed3c9b - added null check for self pointer before calling a native function
With JIT enabled, an implicit test for null self pointer is added to generated code
This has no effect without JIT as VM verifies a pointer before calling a native method

https://forum.zdoom.org/viewtopic.php?t=64961
2019-06-07 11:02:38 -04:00
alexey.lysiuk c222b24c0a - removed erroneous assignment of dialog reply
https://forum.zdoom.org/viewtopic.php?t=64943
2019-06-07 17:40:36 +03:00
Rachael Alexanderson 0e6d30f671 - language update 2019-06-07 09:11:28 -04:00
alexey.lysiuk 5c0562ca7a - check for presence of fonts in message box menu
https://forum.zdoom.org/viewtopic.php?t=64958
2019-06-07 11:49:01 +03:00
Magnus Norddahl c9ee880196 - fix loadgame crash 2019-06-06 18:56:34 +02:00
alexey.lysiuk b8a188705e - fixed hires texture lookup in Doomsday style .pk3
IWAD wasn't detected properly, and wrong texture can be picked as a hires replacement (e.g., SLADRIP1 from Ultimate Doom instead of TNT)

https://forum.zdoom.org/viewtopic.php?t=64915
2019-06-06 12:51:16 +03:00
Christoph Oelckers 5b32c5b150 - fixed the write barriers for the HUD message linked list.
To ensure that no broken relations occur, any change in the list must be handled by a write barrier, not just the single message that gets added.
2019-06-05 20:58:59 +02:00
Magnus Norddahl ae69abc049 - FXAA_DISCARD should never be enabled. It only works when the output framebuffer is the same as the original. 2019-06-05 19:06:33 +02:00
alexey.lysiuk 4c8eddc5a3 - simplified AppVeyor configuration
Visual Studio 2015 and 2019, Release only, no more WinXP toolset, reorder targets by importance
Visual Studio 2017 builds are now verified by Travis only
2019-06-05 12:44:52 +03:00