Commit graph

8229 commits

Author SHA1 Message Date
Christoph Oelckers
4781b73d5b Merge branch 'master' of https://github.com/rheit/zdoom 2016-05-21 01:09:21 +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
ae3f50d1b2 - set a compatibility option to build the stairs in Eternal Doom MAP03 correctly. 2016-05-18 13:11:31 +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
cd3a3d4472 Not like this makes a difference. 2016-05-18 11:19:24 +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