Commit graph

18685 commits

Author SHA1 Message Date
inkoalawetrust
a38b151940 Added damage and thrust multipliers to quakes.
These properties allow for scaling the amount of damage an earthquake does and how much it pushes actors around.
2023-08-02 00:38:24 -04:00
inkoalawetrust
8d95138735 Added QF_DAMAGEFALLOFF.
This flag makes it so that the damage and actor thrusting of earthquakes fades with distance like the screen shake effect does.
2023-08-02 00:38:24 -04:00
inkoalawetrust
194f73a94b Added (XF/RADF)_CIRCULAR.
This flag makes explosions use a spherical radius, instead of a cubic one. Only took almost 30 years.
2023-08-02 00:37:58 -04:00
inkoalawetrust
ca1f3ac580 Added (XF/RADF)_NOALLIES.
This flag allows explosions to not harm any actors that are friendly to its' source.
2023-08-02 00:37:58 -04:00
inkoalawetrust
6489b05db9 Added (XF/RADF)_THRUSTLESS.
This flag allows for explosions that do not thrust any of the actors caught in the blast.
2023-08-02 00:37:58 -04:00
Ricardo Luís Vaz Silva
6164d883c9 Fix Linux compilation 2023-08-02 00:37:24 -04:00
Ricardo Luís Vaz Silva
0192392256 Individual Joystick Enable/Disable Toggles 2023-08-02 00:37:24 -04:00
James Le Cuirot
b95dbaf914 Ensure local headers are used over system headers to avoid breakage
types.h was being picked up from webp rather than locally due to the
`include_directories` call for GTK (and therefore its -I arguments)
coming before the same call for the local sources. webp can be pulled in
via GTK -> gdk-pixbuf -> tiff -> webp.

This can be avoided by specifying `SYSTEM` or `BEFORE` as appropriate
when calling `include_directories`. I have done both for good measure.
2023-08-02 00:22:50 -04:00
RaveYard
98f4beabe8 Ignore UDMF lightmap keywords on sidedef as per ZDRay implementation 2023-08-02 00:22:17 -04:00
alexey.lysiuk
62f37079a7 - fixed compilation with Clang
src/common/scripting/backend/vmbuilder.cpp:869:88: error: cannot pass non-trivial object of type 'FString' to variadic method; expected type from format string was 'char *' [-Wnon-pod-varargs]
src/common/scripting/backend/vmbuilder.cpp:916:85: error: cannot pass non-trivial object of type 'FString' to variadic method; expected type from format string was 'char *' [-Wnon-pod-varargs]
2023-07-22 13:22:53 +03:00
Christoph Oelckers
81fb9a26b2 - backend update from Raze.
* add QualifiedName to VMFunction and allocate these static names from the class data memory arena instead of using FStrings.
* null pointer type checks in the VM added to avoid crash on bad codegen.
2023-07-22 09:55:49 +02:00
Christoph Oelckers
f9a86c595c - fixed getRealLightmode: don't overwrite level->info->lightmode. 2023-07-21 14:55:59 +02:00
Joshua Watt
d2ac72129d posix: sdl: Stop reading STDIN on EOF
If EOF is read on stdin (such as when it is /dev/null), stop calling
select() on it. Otherwise, the code goes into an infinite loop
attempting to read from stdin which is always ready but never has any
data and it never calls the timer callback to progress.
2023-07-17 22:57:28 +02:00
Professor Hastig
4b49d9d185 fixed bad operator 2023-07-17 22:50:05 +02:00
Professor Hastig
666a99f204 lightmode refactor
* make all legacy light modes except 'Doom' MAPINFO only. A CVAR still exists for testing but its value won't be saved to the config.
* user can only select between "performance', 'software' and 'vanilla'. 'performance' is the old 'Doom' mode which is still needed to speed things up on low end hardware.
* MAPINFO can not enforce any of the two software light modes, as low end users require the option to change this to the 'performance' setting. Selecting one will always revert to the user's light mode selection.
2023-07-17 22:50:05 +02:00
nashmuhandes
be2616ca97 Fix missing serialization of LevelLocals' flags3 2023-07-15 20:05:39 +02:00
Jacob Alexander Tice
bcfa43b7d6 Replace .local/share/Steam with .steam/steam
.local/share/Steam doesn't exist on all distros, but .steam/steam does.
2023-07-05 21:40:32 -04:00
Ricardo Luís Vaz Silva
7235058f09 scan secondary library folders on windows 2023-07-05 21:28:42 -04:00
Ricardo Luís Vaz Silva
7e8bb6ea30 fix steamapps folder case 2023-07-05 21:28:42 -04:00
Professor Hastig
602c7c4e24 fix UMAPINFO boss action clearing.
This did not handle the case where the actions were cleared without adding new ones and also did not clear the MBF21 boss action flags.
2023-07-05 09:17:37 -04:00
Ricardo Luís Vaz Silva
71d4eb66f2 Clear Services Map during VM Shutdown 2023-06-28 20:19:43 +02:00
Ricardo Luís Vaz Silva
a8b8de94d6 misc cleanup/fixes 2023-06-26 23:28:26 +02:00
Ricardo Luís Vaz Silva
abcc0421e4 Fix size miscalculation for surfaceSkinIDs 2023-06-26 23:28:26 +02:00
Ricardo Luís Vaz Silva
c6978c23ab Disable FName as a native parameter 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
0e438f10f3 fix CMDL_HideModel 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
49eae74272 assert that FName is a POD and as such is passed directly on registers, so that if it changes to be a non-pod, it won't silently break parameters 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
61d68eb2d6 Rewrite changed model rendering code, and change how model skins are handled 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
b55ffdbfd3 major A_ChangeModel cleanup 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
5b85557ddb add TArray::AppendFill for appending a single value multiple times 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
30e7b30c45 Simplify DirectNativeDesc, allow FName as a native parameter 2023-06-26 00:36:36 -04:00
Ricardo Luís Vaz Silva
7dda6570ec remove memory leak in A_ChangeModel 2023-06-26 00:36:36 -04:00
Rachael Alexanderson
bc41356b35 - minor formatting fix 2023-06-19 04:38:35 -04:00
l2ksolkov
01dfcc7d95 Fix compilation on FreeBSD
Fixes #2073
Changes get_current_dir_name to functionally equivalent getcwd. Also moves "printf.h" to outside linux ifdef.
2023-06-19 04:31:18 -04:00
Christoph Oelckers
c675d60bac - finish the implementation for nosectionmerge. 2023-06-18 09:44:34 +02:00
Christoph Oelckers
4538236a38 - cleaned i_music.h off external dependencies.
* take I_BuildMIDIMenuList out of it
* pass the command line state to disable music from the init call.
* don't declare internal 'nomusic' variable in the header.
2023-06-17 09:49:15 +02:00
Christoph Oelckers
99c76a3ff5 - BCOMPATF_NOSECTIONMERGE is not safe for the self referencing sector hacks in the Final doom IWADs. 2023-06-16 21:53:42 +02:00
Christoph Oelckers
89d8c7b4fe - minor cleanup of i_soundinternal.h. 2023-06-16 20:51:26 +02:00
Christoph Oelckers
62b9243142 - made some changes to vectors.h so that it can be used without the floating point function replacements.
Using __has_include and providing fallback implementations.
2023-06-16 20:51:25 +02:00
Christoph Oelckers
40679294df - fixed some warnings. 2023-06-16 20:50:48 +02:00
alexey.lysiuk
3ddf72104b - added detection of macOS 14 2023-06-11 12:14:58 +03:00
alexey.lysiuk
170cc8d7ba - reduced string duplication in macOS detection 2023-06-11 12:14:35 +03:00
l2ksolkov
245dac814e Add missing include guards 2023-05-29 07:35:26 +02:00
Christoph Oelckers
acfe82b9a8 - Backend update from Raze. 2023-05-27 09:31:17 +02:00
Ricardo Luís Vaz Silva
1589afb46e Add Voodoo Zombie Compatflag 2023-05-14 08:14:47 +02:00
Chris Cowan
ca0db39027 Fix BUILD_SHARED_LIBS build option on Windows
This commit fixes the build error "unresolved external symbol GetModuleInformation" when the project is built on Windows with BUILD_SHARED_LIBS enabled.

Gzdoom must be linked against "psapi". When BUILD_SHARED_LIBS is off (default), it gets linked because the discord-rpc library is linked against it and then statically linked into the project. The issue is fixed by making Gzdoom itself explicitly link against "psapi" too.
2023-05-14 07:21:27 +02:00
Chris Cowan
6f964e8d35 add changeskill command 2023-05-14 07:20:09 +02:00
Ricardo Luís Vaz Silva
9ca30826db Fix win32 mouse cursor permanently disappearing 2023-05-14 07:15:41 +02:00
Rachael Alexanderson
a5f0174e07 - addendum to previous commit: forgot one line 2023-04-30 10:50:14 -04:00
Rachael Alexanderson
e5fcb331df - remove vid_gpuswitch and all its handling; it is only as of now useful in old unsupported versions of Windows 7/8/10 which are no longer supported 2023-04-30 10:38:46 -04:00
Ricardo Luís Vaz Silva
86bc9cafd4 Fix value of X = Y when Y is an int constant 2023-04-12 22:57:06 +02:00
Christoph Oelckers
e3f8230035 - fixed handling for Turkish i's.
* islowermap and isuppermap were not set for the new characters.
* special handling for the lowercase dotted i in allcaps fonts returned the wrong character.
2023-04-05 19:01:19 +02:00
Mitchell Richters
f1f6e3a607 - Move invertmouse CVARs into common code.
* Removes duplication of CVAR definitions between Raze and GZDoom.
2023-04-04 17:11:28 +02:00
Mitchell Richters
034202e6f6 - Properly fix default mouse x sensitivity. 2023-04-04 17:08:02 +02:00
Christoph Oelckers
25c984ff6e - fixed crash when checking the extended character list for the current language.
For English this will be null because it got no extended characters.
2023-04-03 17:03:44 +02:00
Christoph Oelckers
15465f0785 - backported RapidJSON fix from Raze. 2023-04-01 12:45:55 +02:00
Christoph Oelckers
7e1982fa65 - adapted font system to properly handle Turkish.
Those i's are really messy, especially when dealing with allcaps or pure lowercase fonts.
2023-03-31 17:40:19 +02:00
Christoph Oelckers
9fbac8f1d4 - moved all service code to 'common'.
This needs to work on Raze as well!
2023-03-26 10:55:09 +02:00
Christoph Oelckers
7537f415ce - update comment on SSBOs. 2023-03-26 10:43:27 +02:00
Christoph Oelckers
cffe67dcee - fixed a few warnings pointed out by GCC. 2023-03-26 10:35:33 +02:00
Christoph Oelckers
72d7a70732 - avoid arithmetics with literal null pointers in ParseCommandLine.
Also avoid using longs.
2023-03-26 09:49:40 +02:00
Christoph Oelckers
c1cb7783a6 - fixed a few more leftover Clang warnings. 2023-03-26 09:27:46 +02:00
Christoph Oelckers
ee5b6e45f8 - made D_WriteUserInfoStrings memory safe.
Its callers are anything but for now but this function was the main blocker for refactoring so it had to come first.
2023-03-26 09:27:26 +02:00
Christoph Oelckers
cbff526cc7 - updated RapidJson library.
This still needed the Nan hotfix to be reapplied. The problem hasn't been addressed yet. :(
2023-03-26 08:48:54 +02:00
Christoph Oelckers
47b76180d6 - fixed several warnings emitted by Clang. 2023-03-26 08:48:54 +02:00
Ricardo Luís Vaz Silva
9e19134016 Fix possible memory corruption in TArray::Delete(index, count) 2023-03-22 18:59:59 +01:00
RaveYard
c041b437e1 Use simpler constructor for TArray in FBlockThingsIterator 2023-03-19 16:11:07 +01:00
RaveYard
9514d1b120 Fix TArray allocating 0 bytes in constructor 2023-03-19 16:11:07 +01:00
CandiceJoy
89fb5d0a92 Fixed incorrect parameter type in A_CheckForResurrection. 2023-03-18 08:47:19 +01:00
John Stebbins
c3d99fa699 Allow GAMEINFO LOAD to load directories
Addresses part of enhancement issue #2011
2023-02-23 18:35:15 +01:00
Christoph Oelckers
7acf23f213 - fixed typo in string label. 2023-02-19 12:47:16 +01:00
Ricardo Luís Vaz Silva
590475a8e3 Improve Services 2023-02-19 08:11:08 +01:00
Magnus Norddahl
b0dfa06201 Add dynamic light support to true color slope drawer 2023-02-19 08:06:49 +01:00
Magnus Norddahl
99f2b5d891 Fix misc bugs for dynamic lights in the pal slope drawer 2023-02-19 08:06:49 +01:00
Magnus Norddahl
18bc384807 Add dynamic lights to pal slope drawer 2023-02-19 08:06:49 +01:00
Christoph Oelckers
087050c201 - use uniform buffers for dynamic lights everywhere.
Branching on SSBO content does not work that well on NVidia so it is better disabled.
So far only implemented for OpenGL - Vulkan needs more work.
2023-02-18 12:22:26 +01:00
Ricardo Luís Vaz Silva
b84bf176e1 Fix Software Slope Rendering for non-1.2 pixel ratios 2023-02-17 14:15:46 -05:00
Rachael Alexanderson
4475240da8 - rename the flags MNOTVISIBLE and VISALWAYSFAIL to MINVISIBLE and MVISBLOCKED respectively, to reflect what they really do 2023-02-15 11:51:48 -05:00
Rachael Alexanderson
ee18123f01 - check VISALWAYSFAIL against SF_IGNOREVISIBILITY 2023-02-15 10:47:31 -05:00
Rachael Alexanderson
45f67bdd50 - add +VISALWAYSFAIL flag 2023-02-14 23:14:35 -05:00
Rachael Alexanderson
8af2f5aaf6 - add +mnotvisible flag as per feature suggestion: https://forum.zdoom.org/viewtopic.php?t=77277 2023-02-13 13:32:44 -05:00
Rachael Alexanderson
ea720605d4 Revert "Fixed an error where implicit pointer casts should've failed but didn't."
This reverts commit 68d3f474ce.

# Conflicts:
#	src/common/scripting/backend/codegen.cpp
2023-02-11 11:30:05 -05:00
Christoph Oelckers
17800f2504 - removed bad #include 2023-02-11 12:37:28 +01:00
Christoph Oelckers
f6bfc48d9f - Backend update from Raze. 2023-02-11 12:05:45 +01:00
CandiceJoy
68d3f474ce Fixed an error where implicit pointer casts should've failed but didn't.
Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-02-11 00:02:51 -05:00
Emile Belanger
c41b07531a Fixing GLES mode to work on real GLES hardware and OpenGL 2 again 2023-02-10 13:44:11 -05:00
CandiceJoy
a5a7e2d19b Added the rest of the Apple frameworks used.
Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-02-09 17:42:51 -05:00
CandiceJoy
ef0dcc9956 Easier MacOS Compilation w/Open AL
Added frameworks CoreAudio and AudioUnit for OpenAL on Mac.

Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-02-09 17:42:51 -05:00
Ricardo Luís Vaz Silva
1dcdfcc4d3 Mark const methods as const in pseudo-generics 2023-02-09 17:02:40 +01:00
Ricardo Luís Vaz Silva
569263efe9 Extend pseudo-generics system used by maps to dynarrays 2023-02-09 17:02:40 +01:00
Rachael Alexanderson
e29011ecde - (win32) increase compatibility with indirect renders/inputs - instruct the operating system that the cursor is actually hidden - for some API's this actually gives a hint that the cursor is grabbed, which allows for relative mouse movement. In particular, Parallels and Microsft RDP need this. 2023-02-07 13:47:39 -05:00
Rachael Alexanderson
4ac76d82d8 - redirected maps need to be defined in order to redirect 2023-02-03 20:21:40 -05:00
Ricardo Luís Vaz Silva
b50d7f4db5 Let custom CVar handlers to be called on cloned cvars 2023-02-01 10:35:28 -05:00
Rachael Alexanderson
82b7e93d26 - oops, nullptr check 2023-02-01 10:23:30 -05:00
Rachael Alexanderson
33b217bcc9 - unlatch cvars before checking cvar map redirections 2023-02-01 01:56:10 -05:00
Rachael Alexanderson
04ea28defc - add RedirectCVAR directive for loading alternate maps based on a Bool CVAR setting 2023-02-01 00:06:01 -05:00
Ricardo Luís Vaz Silva
c8f3aa3fd1 ZScript Custom CVars -- ONLY WORKS FROM THE CONSOLE 2023-01-29 14:42:20 -05:00
Ricardo Luís Vaz Silva
8dbe0ae353 Don't change static variable when updating callback for single CVars 2023-01-29 14:42:20 -05:00
Emile Belanger
7349c95623 Fixes bones when using OpenGL 3.3 (UBO bone data) 2023-01-29 20:03:58 +01:00
Emile Belanger
c8bd2deb1e GLES: Fix first wipe 2023-01-29 20:03:05 +01:00
CandiceJoy
4d9e60574d Added scroll bar for wad picker to Linux.
Min height is set to 150 for GTK3, or none for GTK2.

Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-01-29 04:14:20 -05:00
Christoph Oelckers
ec04a95929 - validate the buffer size in HWViewpointBuffer::Set2D.
This was causing crashes in Dragon Sector when writing past the buffer's end.
2023-01-27 18:25:13 +01:00
CandiceJoy
70d355cfa3 Fixed a bug where calling an invalid virtual function would cause a crash. 2023-01-26 08:52:23 -05:00
Hugo Locurcio
ad49d52b1c Add cvars to sprite shadows progressively according to thing <-> floor distance
This also adds the `r_actorspriteshadowalpha` and `r_actorspriteshadowfadeheight`
cvars for greater control (only effective in hardware renderers).
These are set to 0.5 and 0 by default, which means this fading behavior
is disabled by default.

When enabled, this has two benefits:

- It becomes easier for the player to judge an entity's height since
  the shadow opacity now gives this information.
- Entities that are far high above the ground no longer cast a shadow,
  which looked strange.
2023-01-25 17:43:04 -05:00
Boondorl
2d94321887 Added OnEngineInitialize() for static event handlers 2023-01-25 17:41:48 -05:00
Ricardo Luís Vaz Silva
4c7e9c6193 Change CheckValue to multi-return, due to unsupported out int/bool 2023-01-25 17:32:54 +01:00
CandiceJoy
1e39202484 Added check for invalid class on in-VM instantiation
Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-01-24 22:10:34 +01:00
Emanuele Disco
faaf938b18 refactor: add some logs to help understand what is happening during soundfont selection.
It helps understand what soundfont is currently used

refs: https://github.com/ZDoom/ZMusic/pull/44
2023-01-24 07:19:23 -05:00
Ricardo Luís Vaz Silva
b47aa37919 Add missing methods (GetIfExists/CheckValue) to Map pseudo-generics 2023-01-23 17:15:08 +01:00
Hugo Locurcio
2fa88aa5a7 Implement antialiasing for automap lines
This implements a bruteforce approach for 2D line antialiasing.
It's not perfect by any means, but it seems to do its job well enough.
Since it draws 9 lines instead of 1 line per segment, it's significantly
more expensive but should still be usable on modern hardware (except
on very complex maps).

Automap line antialiasing is disabled by default and can be enabled
with the `am_lineantialiasing 1` cvar.
2023-01-21 11:40:25 -05:00
Ricardo Luís Vaz Silva
a397a93c25 Add Missing Read Barriers to Map Get Functions 2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva
fed2d11be5 Fix iterator invalidation for Map::Get 2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva
decba68225 Map::GetIfExists and Map::CheckValue 2023-01-21 16:40:47 +01:00
Ricardo Luís Vaz Silva
ed6384edc6 Add internal variable support to files outside gzdoom.pk3 2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva
d4e9438273 rename CheckWritable to IsWritable, and invert its output since it's always negated 2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva
da06212134 Add mDefFileNo to Fields 2023-01-20 22:34:26 +01:00
Ricardo Luís Vaz Silva
5ba1e96d29 Add mDefFileNo to Classes/Structs 2023-01-20 22:34:26 +01:00
Boondorl
f6128f0e9e Fixed global TerrainDef array not being exported correctly 2023-01-20 22:33:12 +01:00
Rachael Alexanderson
20eb821acb - indicate in the startup window title when GZDoom is compiled for ARM64 Windows 2023-01-17 02:36:21 -05:00
Sally Coolatta
45796505de Fix two different portable names
M_GetConfigPath uses GAMENAMELOWERCASE_portable.ini, but IsPortable() checks for GAMENAME_portable.ini. Doesn't have much of an impact on base GZDoom since it's case-insensitive, but can matter for engine forks -- IMO it should just be consistent either way.
2023-01-16 23:22:36 -05:00
Marisa Heit
258f4b6786 Check all ACS functions for minimum number of arguments.
Also fixes SpawnForced not respecting the minimum declared in zspecial.acs. (https://forum.zdoom.org/viewtopic.php?t=77027)
2023-01-16 16:53:10 +01:00
Boondorl
dd7cb8649f Exported LinePortals
Added helper functions for lines related to portals
2023-01-15 22:01:37 +01:00
Christoph Oelckers
3ea49a66d1 - cleaned up the pitch management in the sound backend.
This now treats all pitch methods equally instead of the preferential treatment of Doom's original pitch hack. Most importantly, the sound channel now stores the pitch as a floating point value instead of 9.7 fixed point.
snd_pitched now also gets checked in the sound engine, not the low level interface.
2023-01-15 14:01:37 +01:00
Christoph Oelckers
5b7826f68b - set lightblendmode to 0 when setting up a 2D viewpoint.
2D never uses dynamic lights so this should always be 0 - and eliminates another place in the backend referencing game data.
2023-01-15 09:21:01 +01:00
Christoph Oelckers
1561616498 - pass colormap to MakeGoodRemap as parameter.
Removes a Doom dependency and avoids double reading of the COLORMAP lump.
2023-01-15 08:34:32 +01:00
Christoph Oelckers
bafd6be342 - removed backend dependencies on game data. 2023-01-15 08:23:26 +01:00
Christoph Oelckers
c8b3d95d6f - backend update from Raze. 2023-01-15 08:23:26 +01:00
Kevin Caccamo
26518f8660 Fix Y position of characters in monospace fonts
The issue was either a typo, or a false assumption that all monospace font characters would be in squares on the sheet. Fixes #1937
2023-01-15 07:41:54 +01:00
Ricardo Luís Vaz Silva
5e464d3e93 expose WallMask and ignore actor, allow disabling Actor Tracing for LineTracer::Trace 2023-01-14 11:33:22 -05:00
inkoalawetrust
458142eb8b Added flags to SetPlayerProperty.
Added all of the missing player cheats to the SetPlayerProperty special.
2023-01-14 11:32:21 -05:00
inkoalawetrust
6f4a29b5e5 Added APROP_WaterDepth. 2023-01-14 11:31:22 -05:00
Major Cooke
aed72f58f3 Converted A_Quake(Ex) intensity parameters from ints to doubles. 2023-01-14 11:30:00 -05:00
Ricardo Luís Vaz Silva
9468ff85a2 Add missing error for mapinfo tonemap 2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva
1ebd4f0d41 Add Tonemap support for Unclamped lighting mode 2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva
8e7897233e Add Alternate Light Blending Options 2023-01-14 11:29:12 -05:00
Rachael Alexanderson
aa061562cd - manually reimplement pull request #1850 2023-01-14 11:23:10 -05:00
yqco
e0275df931 CCMD listmaps: Colorize maps loaded from pwads in blue text
Colorize maps added from pwads differently so they stand out better
2023-01-14 07:58:16 +01:00
Ricardo Luís Vaz Silva
80d1c61714 Fix MapIterator<X, String>::GetValue 2023-01-14 00:30:43 +01:00
Boondorl
3dce874621 Exported bounce functions 2023-01-12 17:44:28 +01:00
CandiceJoy
955a841884 Fixed a bug where static events would fail to halt propagation.
Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-01-12 17:43:09 +01:00
Marisa the Magician
81e7d77b44 Fix diffuse-only material shaders not applying. 2023-01-12 17:01:59 +01:00
Rachael Alexanderson
cb3662dc24 - fix nullptr crash 2023-01-11 13:33:02 -05:00
Boondorl
769796800d Minor tweaks to no player clipping 2023-01-09 12:31:08 -05:00
Rachael Alexanderson
af0f84183a - fix a few errors in last commit 2023-01-09 12:02:41 -05:00
Rachael Alexanderson
5aba0c144c - optimize P_ShouldPassThroughPlayer checks - move down in the check list, move thing->player check out of the function 2023-01-09 11:53:24 -05:00
Rachael Alexanderson
9777cfd500 - change P_ShouldPassThroughPlayer to static inline to improve performance on repeated calls 2023-01-08 22:12:37 -05:00
nashmuhandes
2fa2533982 - enable DM support for sv_noplayerclip
- fixed voodoo dolls with sv_noplayerclip
- fixed autoaim working incorrectly with sv_noplayerclip
2023-01-08 22:55:10 +08:00
nashmuhandes
3d6cc47dc1 Add sv_noplayerclip to allow players to walk through and shoot each other (only in coop) 2023-01-08 19:10:49 +08:00
Christoph Oelckers
aceafecce6 - optimized sheet font texture generation.
Instead of reloading the base image over and over again, let's cache it so that less time is needed for each single character.
2023-01-07 19:12:19 +01:00
Christoph Oelckers
4c751db489 - silence some warnings. 2023-01-07 18:35:30 +01:00
Christoph Oelckers
1a0aa95ff4 - changed return value of CreatePalettedPixels.
The new struct will allpw return of static pixel data without reallocation and copying.
2023-01-07 17:55:55 +01:00
Christoph Oelckers
4e4642d0ed - fixed buffer size checks for raw textures. 2023-01-07 16:15:32 +01:00
Marisa the Magician
0e5c6e37b1 Prevent important messages from being accidentally filtered. 2023-01-04 17:54:09 +01:00
Boondorl
0d23816179 Added FlyBob Multiplier for Player 2023-01-02 08:14:24 +01:00
Boondorl
73159dac3e Added WaterClimbSpeed Property to Players 2023-01-02 08:13:13 +01:00
CandiceJoy
b61be581d9 Fixed custom height and width not saving.
Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-01-01 22:52:55 -05:00
CandiceJoy
269431575b Fixed implicit cast from bool to double. 2022-12-26 16:45:54 -05:00
Marisa the Magician
6f8901ea87 Rename ValidLock to IsLockDefined (more descriptive). 2022-12-23 22:48:01 +01:00
Marisa the Magician
b85add01c7 Additional lock-related ZScript functions.
* Key.ValidLock: returns whether a lock number is valid (can be unlocked) or belongs to a "does not work" door.
* Key.GetMapColorForLock: returns the automap color for a lock number (or -1 if the lock isn't valid).
* Key.GetMapColorForKey: likewise, but for a specific key.
2022-12-23 17:47:31 +01:00
Ricardo Luís Vaz Silva
6072260b3f Fix FxMultiAssignDecl type 2022-12-23 15:54:23 +01:00
Rachael Alexanderson
adfef56fd8 - fix OpenGL ES selection on the windows startup dialog 2022-12-21 11:04:41 -05:00
Ricardo Luís Vaz Silva
c8fe074041 Multi-Assign Declarations 2022-12-20 23:22:37 +01:00
CandiceJoy
7b9a36c8fd Fixed the ACS PLAYERINFO_FVIEWBOB to be a bool instead of a double. 2022-12-20 00:58:30 -05:00
Magnus Norddahl
7b864fd665 Add vulkan pipeline cache 2022-12-19 17:40:27 +01:00
Marisa the Magician
e99bf2b036 Update and clean up UE1 model loader. 2022-12-19 14:00:43 +01:00
Ricardo Luís Vaz Silva
43880bbbe1 Expose StripLeft and StripLeftRight to ZScript 2022-12-19 14:00:09 +01:00
Ricardo Luís Vaz Silva
3ffbda5526 Fix StripLeftRight 2022-12-19 14:00:09 +01:00
Ricardo Luís Vaz Silva
fb33a29400 Error out instead of crashing for vector out variables 2022-12-18 19:46:22 +01:00
Christoph Oelckers
941c0850ba - Backend update from Raze.
Mainly optimizations for the sound system and texture manager.
2022-12-18 16:19:18 +01:00
Christoph Oelckers
79a38f1f3a Merge branch 'master' of https://github.com/coelckers/gzdoom 2022-12-18 15:21:42 +01:00
Boondorl
0d4d5587b5 Added FOV Interpolation 2022-12-18 08:23:19 +01:00
Rachael Alexanderson
b08295e7e1 - fix spacing 2022-12-16 20:40:05 -05:00
CandiceJoy
0fdb740ac7
Added toggle control for weapon bob while flying 2022-12-16 17:12:03 -06:00
Ricardo Luís Vaz Silva
de65d1b96f Misc Fixes for BobWeapon3D
- Fix inverted Y axis for offset/old BobWeapon
- finish adding PSPF_MIRROR
- fix missing pivot
2022-12-12 15:23:12 +01:00
Christoph Oelckers
e17e6868e6 - removed bogus errno check from Dehacked parser.
This checked errno without first confirming that there has been an error, it is also pointless because the value range check will automatically catch the error case as well.
2022-12-11 21:08:22 +01:00
Ricardo Luís Vaz Silva
46d36cf5c7 add BobWeapon3D 2022-12-09 21:49:38 +01:00
Boondorl
9a1e666303 Exposed Box and PointOnLineSide 2022-12-08 20:33:11 +01:00
Ricardo Luís Vaz Silva
dce456783d Add support for Vector types as properties 2022-12-08 18:12:27 +01:00
Christoph Oelckers
68f48f3830 - removed bogus errno check from Dehacked parser.
This checked errno without first confirming that there has been an error, it is also pointless because the value range check will automatically catch the error case as well.
2022-12-08 09:50:06 +01:00
Ricardo Luís Vaz Silva
b610f4206f Fix wrong assumptions about actor initialization in Map/MapIterator 2022-12-05 19:23:42 +01:00
Rachael Alexanderson
911d27148b g4.11pre 2022-12-05 10:31:11 -05:00
Christoph Oelckers
aedf0e3ce5 - fixed GC::FullGC not collecting everything anymore.
With the delayed handling of internal references of destroyed objects the function now returned without making sure that it really got everything.
Repeating until it cannot delete anything new anymore makes it work again as intended.
2022-12-05 12:29:03 +01:00
Magnus Norddahl
449501c75b Fix compile error on macOS 2022-12-05 07:49:43 +01:00
Magnus Norddahl
4c85f461b1 Avoid calling vulkan functions before the instance has been created 2022-12-05 07:49:43 +01:00
Magnus Norddahl
0a80ad3b83 Add missing forward declarations 2022-12-05 07:49:43 +01:00
Magnus Norddahl
cc96742d18 Add missing include statement 2022-12-05 07:49:43 +01:00
Magnus Norddahl
03ab65ab1e Fix linux compile errors from the zvulkan switch 2022-12-05 07:49:43 +01:00
Magnus Norddahl
6a005e3a2a Switch vulkan backend to use the zvulkan library 2022-12-05 07:49:43 +01:00
Ricardo Luís Vaz Silva
854c57611f Fix Quicksave Rotation 2022-12-05 07:48:51 +01:00
Magnus Norddahl
7ae07d614e Add all the functionality from the win32 startup window to the GTK version 2022-12-05 07:48:21 +01:00
Ricardo Luís Vaz Silva
24d27a6746 Fix PMapValueReader warning on Clang/GCC 2022-12-04 23:53:51 +01:00
Ricardo Luís Vaz Silva
92761feee1 Add casts to F32 Map/MapIterator functions to get rid of double to float conversion warnings 2022-12-04 21:15:46 +01:00
Mitchell Richters
6629944d39 - Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP.
* This will still test whether the game needs to lerp and will force `SPF_INTERPOLATE` if needed.
2022-12-04 15:11:17 +01:00
Mitchell Richters
cf1ac82da3 - Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation() are met. 2022-12-04 15:11:17 +01:00
Mitchell Richters
20bf9e89f5 - Split insane interpolation test if statement into a function, we'll need this elsewhere later on. 2022-12-04 15:11:17 +01:00
Mitchell Richters
9f9c1eb18a - Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
* As view angles are an offset, there's no reason why these cannot lerp separately.
2022-12-04 15:11:17 +01:00
Mitchell Richters
6594ec0750 - Remove local angle truncation in R_InterpolateView().
* Genuinely see no need for this. If the local angle is BAM, why not just use it to its maximum precision?
2022-12-04 15:11:17 +01:00
Mitchell Richters
c99b18dc45 - Bring in interpolatedvalue() for TRotator<> objects from Raze.
* Would have come in eventually but I may need it.
2022-12-04 15:11:17 +01:00
Ricardo Luís Vaz Silva
8b6a714d41 Map<K,V> and MapIterator<K,V> for ZScript 2022-12-04 15:11:00 +01:00
Christoph Oelckers
1e5e65546d Revert "- add support for not localizing some text functions, and modify menu text fields to use this"
This reverts commit 91d3c4b606.

This completely breaks the menus, so it needs to go.
2022-12-04 08:13:04 +01:00
Ricardo Luís Vaz Silva
cd46f97dcc Structified A_SpawnParticle/Ex 2022-12-03 23:54:52 +01:00
Marisa the Magician
9ad7b8a048 Look up named frames using the Animation ID (if any). 2022-12-03 23:30:59 +01:00
Gutawer
91d3c4b606 - add support for not localizing some text functions, and modify menu text fields to use this 2022-12-03 23:30:38 +01:00
Ricardo Luís Vaz Silva
f666edc60c Allow Disabling of XY Billboard for Particles 2022-12-03 23:27:46 +01:00
Boondorl
964534f4b0 Added Method For Getting Portal Group Count 2022-12-03 23:27:01 +01:00
Boondorl
ad80593cb7 Allow Getting Portal Group Offsets 2022-12-03 23:27:01 +01:00
Christoph Oelckers
e8d7e0227b - fixed two memory leaks. 2022-12-03 20:39:54 +01:00
Shiny Metagross
169139c22c Fixed A_Changemodel crash from invalid modeldef names
- Invalid modeldef names no longer result in a crash

https://forum.zdoom.org/viewtopic.php?t=76810
2022-11-30 18:26:26 +01:00
Kevin Caccamo
6cf3dc045f Fix SNDINFO $rolloff always changing global rolloff
I investigated the issue a bit more by copying the grenade sounds from Wolfenstein: Blade of Agony and the definitions for the sounds from its SNDINFO lump, and then copying the entire SNDINFO lump from Wolfenstein: Blade of Agony into a small test mod, and disabling tags like $volume and $rolloff using sed. It turns out disabling $rolloff tags fixed the issue, and looking into the code, it seems as though the global rolloff was always being changed, or that rolloff was picking up a garbage pointer.

Fixes #1849
2022-11-27 21:02:07 +01:00
Ricardo Luís Vaz Silva
1a7a56ce39 Fix GC ignoring DynArrays inside fixed Arrays 2022-11-27 08:19:41 +01:00
Marisa the Magician
f256e7bb3d Fix UV "fix" for OBJ models. 2022-11-25 23:57:44 +01:00
Marisa Heit
70df34674b AST debug cleanup
- Add ArrayIterationStmt printer.
- Mark ZCC_TreeNodes as const for the AST printers.
- Use static_assert to catch missing printers without needing to run with -dumpast.
2022-11-25 19:20:24 +01:00
Christoph Oelckers
4103b282bb - fixed: The raw texture caching in the texture manager did not work.
This erroneously checked for FrontSkyLayer.
Also including some change here that allows explicit setting of the RawTexture (not used yet.)
2022-11-25 12:29:36 +01:00
Christoph Oelckers
28f8d4570d - silence compiler warning 2022-11-25 12:27:54 +01:00
Christoph Oelckers
473221bb33 - fixed SoundEngine::isValidSoundId.
This never accounted for linked and random sounds. It never got noticed because it never was used to validate anything essential before.
2022-11-25 10:28:18 +01:00
Marisa the Magician
8206c29edf Allow assigning IQM frames by animation name plus frame offset. 2022-11-25 08:12:23 +01:00
Boondorl
f322792783 Added animation support for OptionMenus
Adds Animated and AnimatedTransition MENUDEF instructions for OptionMenus. Added DontDim and DontBlur MENUDEF instructions for all menus.
2022-11-25 00:39:05 +01:00
Marisa the Magician
b002d5b8ec Fix crash if Animation is not explicitly assigned in MODELDEF. 2022-11-25 00:37:38 +01:00
Christoph Oelckers
ffdd0a11ea - fixed memory leak in ZScript backend.
This allocated some memory and never freed it again. A TArray would have been better - but since we know the maximum size is 4 we may just use a static array here to keep things as efficient as possible.
2022-11-24 23:52:53 +01:00
Christoph Oelckers
65a26d6779 - removed the string constructors from FSoundID.
Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
b89c4affae - removed the string assignment operators.
These all caught literal 0's as well
2022-11-24 23:52:52 +01:00
Christoph Oelckers
d173c0453c - handle all remaining places of sound ID conversions after removing the conversion operators. 2022-11-24 23:52:52 +01:00
Christoph Oelckers
160633a4a2 - migrate a large part of the sound code to FSoundIDs.
This has always been a wild mixture of IDs and ints.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
1a6da52961 - use FSoundID in SoundEngine's interface. 2022-11-24 23:52:52 +01:00
Christoph Oelckers
d13f12cc37 - this should take care of the S_* interface. 2022-11-24 23:52:52 +01:00
Christoph Oelckers
7e8de9d1ba - made more use of FSoundID. 2022-11-24 23:52:52 +01:00
Christoph Oelckers
225399a1ef - use TMap for the playersound hashtable. 2022-11-24 23:52:51 +01:00
Christoph Oelckers
4d1b44d9e3 - eliminated GetSounds from the sound engine's interface. 2022-11-24 23:52:51 +01:00
Christoph Oelckers
419e593a4c - allow SNDINFO to declare sound mappings by using 'sounda = soundfle'.
This works similar to MAPINFO: The first definition in a file declares the format, all later ones must be the same.
This change in syntax increases robustness significantly because it avoids the problems with the original syntax not being able to detect badly formatted names.
2022-11-24 23:52:51 +01:00
Rachael Alexanderson
f7f67114ed - move posix I_GetGogPaths() stub to program-specific code for use later 2022-11-24 17:40:26 -05:00
Gutawer
8db4c5ea71 - process events every frame as well to ensure that menus can run at any framerate 2022-11-24 00:56:44 +01:00
Marisa the Magician
eab675c0cb Make model stretch fix opt-in with a flag. 2022-11-22 17:58:32 +01:00
Marisa the Magician
0509d3a4e7 Fix incorrect pixelratio handling on rotated models. 2022-11-22 07:44:22 +01:00
Boondorl
599b00f2ea Extended MENUDEF Functionality
*Added Font and TextureID types to Option and Image Scroller items (List items already have these)
*Added "Class" instruction for Image Scrollers
*Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this)
*Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden
2022-11-22 07:43:23 +01:00
Gutawer
63c2d93033 - quaternion improvements 2022-11-21 07:20:43 +01:00
Gutawer
9f0c518be9 - add remaining quaternion function implementations 2022-11-21 07:20:43 +01:00
RaveYard
540f778047 Quaternion structure and math ops 2022-11-21 07:20:43 +01:00
Ricardo Luís Vaz Silva
802f77ab19 Fix checking of wrong variable in String..Float concatenation 2022-11-19 23:55:17 +01:00
Rachael Alexanderson
b082ad9cef - fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates
- this should address the "fullbright teeth" issue with the imps in KDiKDiZD: https://forum.zdoom.org/viewtopic.php?t=76790
2022-11-18 07:42:09 +01:00
Christoph Oelckers
eb97346b0e - stop all sound before showing ENDOOM. 2022-11-16 17:08:11 +01:00
Christoph Oelckers
d0c86952ee - disabled shortcutting the intermission code if no summary screen is wanted.
This also disabled all cutscenes being attached to the completed map.
2022-11-16 16:29:02 +01:00
Christoph Oelckers
29b4418c3a - added 'foreach' loop to ZScript.
Syntax:

foreach(variable : array)
{
}

the variable's type is automatically deducted.
2022-11-15 21:34:45 +01:00
Christoph Oelckers
4994e114c8 - backported Vector*::Sum() from Raze. 2022-11-14 19:49:37 +01:00
RaveYard
31ac1bd414 Initial implementation of Quaternion type in ZScript 2022-11-13 22:48:19 +01:00
Emile Belanger
f41f393e91 GLES: Added IQM bone support. 2022-11-13 21:19:54 +01:00
Boondorl
7517b64aee Updated to Interface Event
Changed SendConsoleEvent to SendInterfaceEvent to make functionality clearer. Added InterfaceProcess virtual to EventHandlers. Added CCMD for sending interface events.
2022-11-13 21:04:38 +01:00
Boondorl
b4a8b1278f SendConsoleEvent function for EventHandlers 2022-11-13 21:04:38 +01:00
Major Cooke
a483ad20be Replaced memset for particles as recommended by dpJudas 2022-11-13 21:02:59 +01:00
Major Cooke
f044695d28 Future-proof particles by resetting them completely when replaced. 2022-11-13 21:02:59 +01:00
Christoph Oelckers
1047b766df - added PlusZ intrinsic to Vector3 and ToVector intrinsic to numeric values.
These just mirror features of the internal vector classes.
2022-11-13 08:07:20 +01:00
Christoph Oelckers
f3b33f7cf8 - added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter. 2022-11-13 08:07:12 +01:00
Christoph Oelckers
54f1cabed9 - backend update from Raze.
Progdir stuff for POSIX.
2022-11-13 07:44:36 +01:00
UnizoneDev
a21d0c70e4 Mark the PushSound property as meta 2022-11-13 07:38:07 +01:00
UnizoneDev
b66433478c Simplify sliding objects for now 2022-11-13 07:38:07 +01:00
UnizoneDev
9af664d117 Add PushSound property and Slide state
First Commit, hip hip hooray!
2022-11-13 07:38:07 +01:00
Major Cooke
2a9e28d949 Added PS_REPLACE flag for A_SpawnParticle(Ex).
- When used, new particles that spawn when the limit is reached will replace the oldest particle.
2022-11-12 09:13:37 +01:00
RaveYard
31db5847cc Finish Vector4 implementation 2022-11-12 09:04:38 +01:00
Shiny Metagross
a525233914 Attempted to add Vector4 to ZScript 2022-11-12 09:04:38 +01:00
Christoph Oelckers
31d8a23046 - avoid infinite portal recursion. 2022-11-12 09:00:18 +01:00
Boondorl
fc7bb4a7e6 Exposed LevelLocals' LookupString functionality 2022-11-11 07:32:56 +01:00
Boondorl
aea346f1f3 Improved Slam functionality:
*Added ONLYSLAMSOLID flag to ignore non-solid Actors that aren't shootable while SKULLFLY is on.
*Added Slam state that gets entered when slamming an Actor.
2022-11-10 22:55:43 +01:00
Yukita Mayako
15e00f22e8 Normalize angle in AngleToACS
Fixes GetActorAngle returning negative or large values with no range limit.
2022-11-10 07:20:28 +01:00
Ricardo Luís Vaz Silva
31ded6dd8a Enable ANIMDEFS for particles 2022-11-08 23:56:03 -05:00
Rachael Alexanderson
a0786253c7 - add some more blacklisted cvars to defcvars 2022-11-08 14:51:41 -05:00
Christoph Oelckers
c39b7c7c7b - fixed background setup for intermissions to apply tiling only where intended. 2022-11-08 20:50:08 +01:00
Christoph Oelckers
df7a58d756 - missed one BaseBlend use. 2022-11-08 12:01:34 +01:00
Christoph Oelckers
706d465781 - removed the unused BaseBlend* variables and the testblend CCMD.
When this was still working it was software rendering only anyway so no real loss here.
2022-11-08 11:46:13 +01:00
Christoph Oelckers
dab61709f8 - added a compile option to fully disable the software renderer.
This is mainly for new games which have been designed for hardware rendering.
Note that this does not remove the software renderer's code - all it does is to disable the vid_rendermode CVAR by turning it into a static constant with the value 4.
2022-11-08 11:24:35 +01:00
Rachael Alexanderson
c860e2d732 - add the following command line parameters:
- -noextras: disable loading of any extras (lights, brightmaps, widescreen)
- -nolights: disable loading of lights
- -nobrightmaps: disable loading of brightmaps
- -nowidescreen: disable loading of included widescreen assets
2022-11-08 00:13:30 -05:00
Christoph Oelckers
d422737a7e - fixed statistics code to do proper checks for OpenGL's capabilities. 2022-11-06 23:29:29 +01:00
Marisa Heit
f34d4d2033 Fix compilation on Linux 2022-11-06 12:50:51 -06:00
Marisa Heit
7f899bd412 GC fixes/improvements
- Have a real finalizer stage for destroying objects instead of mixing them
  in to the sweep stage.
- Base GC rate on a running average of the allocation rate instead of basing
  it on the amount of time taken since the last sweep started.
- More GC stats for better tweaking.
2022-11-06 19:39:00 +01:00
Christoph Oelckers
5ea57a6c64 - when converting to a portable install, flag the current session accordingly. 2022-11-06 10:59:33 +01:00
Christoph Oelckers
4ebcff8573 - remaining changes for moving bone data to the backend 2022-11-06 10:59:33 +01:00
Christoph Oelckers
c2f64b3a90 - removed one more redundant include. 2022-11-06 10:43:58 +01:00
Christoph Oelckers
8cc3099bd0 - movrf DBoneComponents into the backend as this needs to be shared. 2022-11-06 10:41:16 +01:00
Christoph Oelckers
0e111ae151 - changed CalculateBones to receive the bone component data directly instead of the owning actor.
Since the backend also gets used by Raze it may not access Doom game data.
2022-11-06 10:27:17 +01:00
Christoph Oelckers
3e405c5215 - fixed quaternion multiply-assign operator.
This must go through a temporary because otherwise it'd overwrite its own factors.
2022-11-06 08:49:26 +01:00
Christoph Oelckers
c55dfbcddd - Backend update from Raze. 2022-11-06 08:49:25 +01:00
Jan Engelhardt
53c2ac79e1 build: unbreak compilation on Linux
gzdoom/src/d_anonstats.cpp:14:10: fatal error: i_mainwindow.h: No such file or directory
   14 | #include "i_mainwindow.h"
      |          ^~~~~~~~~~~~~~~~
compilation terminated.
make[2]: *** [src/CMakeFiles/zdoom.dir/build.make:1441: src/CMakeFiles/zdoom.dir/d_anonstats.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [CMakeFiles/Makefile2:959: src/CMakeFiles/zdoom.dir/all] Error 2
make: *** [Makefile:136: all] Error 2

gzdoom/src/d_anonstats.cpp:126:17: error: ‘actor’ was not declared in this scope; did you mean ‘AActor’?
  126 |                 actor->         return false; // no host, disable
      |                 ^~~~~
      |                 AActor

$ find . -name "i_mainw*"
./src/common/platform/win32/i_mainwindow.h
./src/common/platform/win32/i_mainwindow.cpp

Fixes: g4.5pre-1327-g6670bc09b
Fixes: g4.9pre-359-g082818405
2022-11-05 19:48:46 -04:00
Christoph Oelckers
eb369b24c3 - fixed FileExists check for -loadgame.
This was done before the current savegame path was known so it always errored out.
2022-11-05 23:25:10 +01:00
Rachael Alexanderson
35f07008cf - create g4.10pre tag 2022-11-05 18:04:50 -04:00
Shiny Metagross
9063bc8ef6 IQM 4.9 Last patch
- Improved performance of YZ axis swap matrix calculations by calculating them with the initial matrix calculations.
- IQMs with no bones will no longer crash
2022-11-05 19:22:19 +01:00
Christoph Oelckers
303e751a81 - fixed definition of "msg" CVAR. 2022-11-05 18:26:54 +01:00
Christoph Oelckers
4e72281fc6 - Better messages on migration requester. 2022-11-05 13:31:22 +01:00
Christoph Oelckers
ff37d710e2 - overhaul of savegame path management.
* use a different subfolder for each IWAD's saves.
* do not allow load and save CCMDs to escape the save folder. Absolute paths and '..' are being blocked now.
* unified savegame path and filename generation in one single function. All ad-hoc file name generation was replaced.
* -loadgame will also use the designated savegame folder now.
2022-11-05 13:28:31 +01:00
Christoph Oelckers
f0601a49a2 - changed save and load commands to work within the 'save' directory.
Escaping via absolute paths and '..' is blocked now.
2022-11-05 13:28:31 +01:00
Christoph Oelckers
33afe45dda - changed Windows config and game data storage to prefer known folders over the program directory.
This matches modern software design standards, if a portable install is desired a config named "gzdoom_portable.ini" needs to be created in the program directory.
This may be an empty file for a first launch.
2022-11-05 13:28:31 +01:00
Marisa the Magician
2bb0dcca13 Fix print color of level load message. 2022-11-05 13:08:51 +01:00
Marisa the Magician
a75a96d993 Level name printout on load shouldn't be sent to the HUD. 2022-11-05 13:08:51 +01:00
Christoph Oelckers
0828184055 - did some cleanup on the statistics code. 2022-11-05 12:11:36 +01:00
Christoph Oelckers
72aa6fe3b8 - did some cleanup on p_mobj.cpp
* deleting some unused code
* turned several class methods into static local functions in cases where they never were used outside this file.
* inlined the dangerous assignment operator in the only place where it was used.
2022-11-05 12:00:43 +01:00
Christoph Oelckers
b8821eb6da - declare C++ class AActor as final.
This is not supposed to be inherited from anymore so let's take this optimization opportunity.
2022-11-05 10:46:25 +01:00
Christoph Oelckers
500e2d6c5a Revert software renderer parts of "- sprite lightlevel cleanup and fixes."
This code had some issues which are not easily fixed, so it's better to just undo it all.
2022-11-05 09:55:25 +01:00
Christoph Oelckers
435e7dddcd - fixed: P_SpawnMapThing may not call playsim code.
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
2022-11-05 09:43:06 +01:00
Christoph Oelckers
ec1525b0c4 - added PARAM_NULLCHECK to the block iterator creation functions. 2022-11-05 09:16:55 +01:00
Christoph Oelckers
9c75a38ec3 - added [[noreturn]] to several functions that always throw exceptions. 2022-11-05 09:09:00 +01:00
Ricardo Luís Vaz Silva
7d81417829 Particle Rolling 2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c Add Textured Particles 2022-11-01 21:25:31 +01:00
crashmahoney
0ca868d93f Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel 2022-11-01 11:48:16 +01:00
Shiny Metagross
bea6d2434e Update p_actionfunctions.cpp 2022-10-31 11:34:55 +01:00
Shiny Metagross
f7c3615d3b IQM Refactor Milestone
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross
7092971331 Bone manipulation updates
- Factored in parent bone rotations to check if a bone needs updating
- Implemented multiply Quaternion functions to TVector4
- Converted Euler rotations in A_ManipulateBone to degrees
2022-10-31 11:34:55 +01:00
Shiny Metagross
28444d4cfd Bone manipulation start
- Bone manipulation is largely finished, but I need to figure out how to multiply quaternions
2022-10-31 11:34:55 +01:00
Shiny Metagross
317e163fcf Update models_iqm.cpp
- Swapped YZ axis of IQM models
- Cleaned up some leftovers
- Now just prints a benign error message if a model has no joint data
2022-10-31 11:34:55 +01:00
Shiny Metagross
3f3cc5bbc3 IQM Refactor start
- Refactored IQM and calculateBones to process TRS at runtime which resolves some of the faulty animations with large rotations. Will also make bone manipulations much easier to do
2022-10-31 11:34:55 +01:00
Marisa the Magician
c36da35e37 Fix inconsistent distance and hit position on traces that skip everything.
As it currently stood, only traces that never found anything in traversal had their distance and final position corrected.
Meanwhile, traces that skipped everything would return the distance and position of the last thing they crossed instead.
This change makes both cases consistent by "filling out" the remainder of the trace line for the latter.
2022-10-30 15:20:01 +01:00
Magnus Norddahl
181eda0a83 Fix canvas textures getting clipped by wrong scissor box 2022-10-28 18:01:59 -04:00
Magnus Norddahl
1a1adc5c29 Fix vulkan backend clearing the canvas textures to undefined contents 2022-10-28 14:53:05 -04:00
Christoph Oelckers
4ce0ef41b5 - made DMover and subclasses non-abstract so they can be inherited from.
This is needed for interpolated custom floor/ceiling movers.
2022-10-26 17:45:02 +02:00
Christoph Oelckers
6eab875ec2 - added option to show hub and episode names on the alt HUD.
Still very much work in progress because few mods have set this up.
CVARs default to off and are not exposed to the menu.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
7cd7630dbd - deleted some obsolete settings from project. 2022-10-26 17:44:51 +02:00
Christoph Oelckers
7e0084f56b - Backend update from Raze. 2022-10-25 07:02:45 +02:00
Christoph Oelckers
2b805e196d - do two-step init of CVARs to ensure that flag and mask vars always find their master CVar. 2022-10-24 19:27:04 +02:00
alexey.lysiuk
da33b0f9c3 - removed obsolete defaults from Cocoa backend
This legacy code from the time of exclusive fullscreen mode began to crash after changes in console variables handling
2022-10-24 09:57:36 +03:00
Christoph Oelckers
671b8696bb - made CVar declarations type safe again. 2022-10-22 09:29:38 +02:00
Christoph Oelckers
453688ccc6 - reworked CVARs to not use a linked list and to be initialized manually.
This solves two problems:

* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
ef887403cf - marked a few Printf calls in critical error paths as PRINT_NONOTIFY. 2022-10-20 23:55:29 +02:00
Christoph Oelckers
07f08de474 - fixed some warnings. 2022-10-20 22:22:30 +02:00
Christoph Oelckers
7abe718abb - removed some stuff from CMake that no longer applies. 2022-10-20 22:16:34 +02:00
Christoph Oelckers
0ba5803111 - two more CMake checks that are not needed anymore.
Neither of these function is in use so we do not need to check for them.
2022-10-20 21:19:01 +02:00
Christoph Oelckers
9e76faff1f - removed some 32bit only CMake code. 2022-10-20 21:11:18 +02:00
Christoph Oelckers
5a52f61096 - fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates. 2022-10-20 20:23:35 +02:00
Christoph Oelckers
96e98fc4a8 - use field initializers for VoxelOptions 2022-10-20 20:17:14 +02:00
Christoph Oelckers
70df444660 - Backend update from Raze
* fix for serializing vector arrays.
* a few adjustments for asan on Windows.
* NOMUSICCUTOFF flag for movie player.
* a bit of cleanup.
2022-10-20 20:12:06 +02:00
Christoph Oelckers
ca8897028f - stupid typo... 2022-10-20 19:06:07 +02:00
Christoph Oelckers
ba8a334862 - removed two bogus asserts from the script compiler. 2022-10-20 18:39:51 +02:00
Christoph Oelckers
1855edba37 - don't crash on null pointers in V_GetFont. 2022-10-20 18:18:22 +02:00
Christoph Oelckers
4686d10f41 - zero the velocity of crunched sprites.
Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
6ba4295136 - don't crash when destroying incomplete textures.
This can happen during TEXTURES parsing in case of an error.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
b6c5232fea - try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup.
This will still crash, but run long enough for the exception message to be visible.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
936e89e3d4 - fixed F2DDrawer::SetClipRect. 2022-10-20 17:12:43 +02:00
Christoph Oelckers
54e0201204 - added vanilla donut handling to compat_floormove. 2022-10-20 17:12:43 +02:00
nashmuhandes
8394de00ca Fixed: voxel models pitch/roll properties weren't initialized correctly 2022-10-20 08:05:14 -04:00
Christoph Oelckers
457b9b71d9 - disable the native part of coronas as well. 2022-10-20 07:50:53 +02:00
nashmuhandes
80a31b074d Disable coronas for now 2022-10-19 22:52:27 +02:00
inkoalawetrust
29421e6975 Added QF_SHAKEONLY
The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.
2022-10-19 22:50:50 +02:00
inkoalawetrust
457ad97553 Added QF_AFFECTACTORS.
The QF_AFFECTACTORS flag makes the thrusting and harming of damaging earthquakes also affect monsters. Monsters with DONTTHRUST will not be flung around by earthquakes.
2022-10-19 22:50:50 +02:00
inkoalawetrust
05a5a4be51 Added the QF_GROUNDONLY flag.
The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
2022-10-19 22:50:50 +02:00
Shiny Metagross
7722784de6 Voxels did not have an animationID causing a crash
- Needed to assign -1 to the first index of animations for voxels or a crash occurs
2022-10-19 22:48:57 +02:00
Shiny Metagross
7972afc350 Revert "Before moving boneSelector from unsigned complete"
This reverts commit 8f2b8fa878.
2022-10-19 22:48:57 +02:00
Shiny Metagross
ee7c467a17 Before moving boneSelector from unsigned complete
- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
2022-10-19 22:48:57 +02:00
Shiny Metagross
13edabac19 Fixed crash on Intel cards with less than 64 uniform block align
- This should fix the crash with Intel cards. Sprite blinking appears to not occur either
2022-10-19 22:48:57 +02:00
Shiny Metagross
a8bab6a21d Intel fix
- GZDoom can launch for Intel users - IQMs work for Intel too
2022-10-19 22:48:57 +02:00
Shiny Metagross
5b60118af2 HUD models now render properly
- IQM HUD Models will now render properly
2022-10-19 22:48:57 +02:00
Shiny Metagross
6564adf310 Fixed a couple bugs
- MODELSAREATTACHMENTS was basically being applied anyways
- Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model
2022-10-19 22:48:57 +02:00
Shiny Metagross
be9a671217 Update models_iqm.cpp
- Fixed an issue with IQMs exported from blender that caused some issues in the blend weights
2022-10-19 22:48:57 +02:00
Shiny Metagross
ab7be9b4a4 This fixes models without animation clips
- IQMs lacking animation clips would not appear
2022-10-19 22:48:57 +02:00
Shiny Metagross
b7c1c53eb0 Almost done with To-Dos
- The compile errors should be fixed
- Implemented a way for skeletal models using the MODELSAREATTACHMENTS flag to not upload duplicate bones to the bone buffer
2022-10-19 22:48:57 +02:00
Shiny Metagross
3f8141ed04 I'm not done with this
- I need to figure out how I'm gonna reference the same boneStartIndex between the indices. Maybe some property in smf? The problem is that even though the bone calculations are done just once per instance of the actor when the flag is enabled, the bone buffers are being copied still, and if there's too much data, some will quit uploading because it's full. Besides doing this, I may just see about increasing the buffer size if possible. It's really just not very big.
2022-10-19 22:48:57 +02:00
Shiny Metagross
3c9a1ffe5e Give a fatal error when no mesh data is loaded
- Part of having mesh data in an IQM includes joints. If a model doesn't have any mesh data to it, it won't have joints, and those are necessary. Poses are a different story however.
2022-10-19 22:48:57 +02:00