Commit Graph

9409 Commits

Author SHA1 Message Date
Christopher Bruns 0240cdef18 Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window. 2016-10-02 16:10:58 -04:00
Christopher Bruns 576619504e Remove unused WindowHeight uniform. 2016-10-02 16:10:50 -04:00
Christopher Bruns fcbf9342d6 Compute row location using gl_FragCoord. 2016-10-02 16:10:39 -04:00
Christopher Bruns 460b653709 Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode. 2016-10-02 16:10:21 -04:00
Christopher Bruns 79046580d5 Partial implementation of row interlaced mode. 2016-10-02 16:09:22 -04:00
Christopher Bruns 960d4d6755 Create TopBottom3D mode and begin sketching RowInterleaved3D mode. 2016-10-02 16:09:02 -04:00
N.E.C 671646be26 Fix errors encountered when compiling for v140_xp target 2016-10-02 13:05:26 -07:00
Major Cooke 1620ff58c8 Added INTCVAR to DrawNumber.
- Allows retrieval and displaying of an int/bool user/server cvar.
2016-10-02 20:11:13 +02:00
Christoph Oelckers e84a7de390 - variable was in the wrong scope. 2016-10-02 18:56:04 +02:00
Christoph Oelckers 37d61167ea - hotfix for a RapidJSON bug: If the Writer tries to process an INF or NaN value, it aborts and leaves the writer in a broken state, unable to recover. Changed so that it writes a 0 value so that the resulting JSON at least parses correctly. 2016-10-02 18:50:37 +02:00
Christoph Oelckers 3418710a38 - be a bit more thorough and also call Effect() on vertically moving missiles with zero damage. 2016-10-02 14:38:48 +02:00
Christoph Oelckers 865863ab6f - fixed: AFastProjectile did not work properly for perfectly vertically moving missiles. Like AActor::Tick it needs to ensure that a tiny bit of lateral movement is present so that collision detection and the Effect() function work as intended. 2016-10-02 14:37:26 +02:00
Christoph Oelckers 0bce6e3925 - added ACS and DECORATE setter functions for named translations. 2016-10-02 14:09:45 +02:00
Christoph Oelckers a505e91032 - added TRNSLATE lump for defining global translations which are accessible by name.
This is only the definition part, manipulation functions for ACS and DECORATE still to do.
2016-10-02 13:35:25 +02:00
alexey.lysiuk d7683a8c55 Fixed crash on early fatal error exit
Process terminates correctly if zdoom.pk3 is missing
2016-10-02 10:13:45 +03:00
Marisa Heit efc9ed2fe9 Fix state lookup from non-action functions (i.e. Damage functions) 2016-10-01 22:31:07 -05:00
Marisa Heit eb2ee33950 FxVMFunctionCall must pass null pointers when calling an action function from a non-action function 2016-10-01 22:29:57 -05:00
Marisa Heit 944ae2bc09 Only generate the self==stateowner check inside action functions 2016-10-01 21:47:43 -05:00
raa-eruanna ff0d409e2b Merge http://github.com/rheit/zdoom 2016-10-01 19:06:43 -04:00
raa-eruanna a89ec61dc1 Merge http://github.com/coelckers/gzdoom 2016-10-01 19:06:40 -04:00
Christoph Oelckers 51ffd6d9c6 - fixed some warnings.
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers 80f2f5829f - added A_SetRenderStyle function which replaces A_SetTranslucent. A_SetTranslucent had to be deprecated due to obsolete semantics of the renderstyle argument. 2016-10-02 00:43:05 +02:00
Christoph Oelckers ff0b879323 - added UDMF portal flags. Names are identical with Eternity for compatibility reasons. 2016-10-02 00:31:25 +02:00
Christoph Oelckers cfa6b817b5 - made bloom and tonemap settings game specific and save all related CVARs.
As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +02:00
Christoph Oelckers 3a3d538a45 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-01 18:22:00 +02:00
Christoph Oelckers 7720359f4c - fixed: AActor::Masacre must restore the flag if it cannot kill the monster. 2016-10-01 12:08:07 +02:00
alexey.lysiuk 099bfed806 Fixed endianness issue with precaching of MUS files 2016-10-01 11:50:29 +02:00
Magnus Norddahl c960742dbd Fix 64 bit compile errors 2016-10-01 11:47:21 +02:00
alexey.lysiuk e9ce699042 Fixed compilation with GCC or Clang 2016-10-01 12:17:15 +03:00
Magnus Norddahl 8765cf2016 Change Windows build to use a precompiled version of LLVM 2016-10-01 06:51:55 +02:00
raa-eruanna 558a7fcfb0 Merge http://github.com/rheit/zdoom 2016-09-30 19:34:27 -04:00
Christoph Oelckers b400cf1454 - added an integrity check to the SNDINFO parser to detect and eliminate recursive links. Normally these would crash the sound code later.
- allow recursive linking of $random definitions (as long as they do not link back, see above.)
- fixed the sound precaching which did not handle $alias inside $random. Normally this went undetected but in cases where the random sound index was the same as a sound index in the current link chain this could hang the function.
2016-09-30 10:50:41 +02:00
Magnus Norddahl 28bb5da181 Hooked up LLVM wall drawers 2016-09-30 07:27:25 +02:00
raa-eruanna 6e3a49b065 Multilayer skies (Hexen) now properly show in truecolor mode. This is only supported for paletted skies, but it still offers a true-color output. 2016-09-29 21:29:40 -04:00
raa-eruanna bbec9b86a3 - fixed: un-commented the line with said hack. oops. 2016-09-29 20:00:56 -04:00
raa-eruanna 1560ed07af Added a hack that allows maps using fogmap to display properly in the true-color renderer. Unfortunately, this could be implemented better but at least for now it's here. 2016-09-29 20:00:00 -04:00
raa-eruanna 7cbaf80a2a - Okay - so - last commit didn't actually fix anything. I think for now, it's better to turn off multi-threading by default until this can be fixed. r_multithreading has been changed to false by default, and is now saved in the user's .ini. 2016-09-29 12:49:10 -04:00
raa-eruanna d58da58aee - fixed: Prevents too many drawer thread commands from queueing up. Previously, drawing too many columns (which was accumulated by amassing a huge number of sprites) would crash the game. 2016-09-29 12:20:32 -04:00
raa-eruanna 2987668af8 Non-tiling skies (Heretic/Hexen) now render properly. 2016-09-29 06:20:30 -04:00
raa-eruanna 172f521002 Merge http://github.com/rheit/zdoom 2016-09-29 05:37:07 -04:00
Magnus Norddahl afab45674b Added half of wall codegen 2016-09-29 07:38:33 +02:00
Magnus Norddahl 7be2511269 Add codegen files for walls and columns 2016-09-29 05:21:43 +02:00
Magnus Norddahl e5f3c119cd Codegen all DrawSpan variants 2016-09-29 04:01:42 +02:00
Magnus Norddahl efd22346d8 Fix linear sampling bug 2016-09-29 02:26:36 +02:00
Magnus Norddahl bfa291b02f Create LLVMDrawers class as the external interface to the drawers 2016-09-29 02:10:14 +02:00
Christopher Bruns 3ecd20c4a1 Enhance IDE list of PK3 source files using a more complicated approach than I had hoped for. 2016-09-29 00:43:23 +02:00
Christopher Bruns a83d1facdf Use GLOB_RECURSE and exclude file names with brackets, for a more complete list of PK3 source files for the IDE.
# Conflicts:
#	CMakeLists.txt
2016-09-29 00:43:22 +02:00
Magnus Norddahl 3aea3a0bee Fully implemented codegen for DrawSpan 2016-09-28 18:49:39 +02:00
raa-eruanna 2f557419ed Merge http://github.com/rheit/zdoom 2016-09-28 06:40:58 -04:00
raa-eruanna dd9881b5fa Merge http://github.com/coelckers/gzdoom 2016-09-28 06:40:56 -04:00