Christoph Oelckers
06dc96b062
- removed 64 bit warnings.
2016-04-08 14:21:20 +02:00
Christoph Oelckers
3f28478eb2
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-04-08 14:19:02 +02:00
Christoph Oelckers
8535a973cf
- made MoveAttached, MoveCeiling and MoveFloor members of sector_t instead of DMover.
...
- call MoveFloor and MoveCeiling directly in FS's floorheight and ceilingheight functions and remove the dummy thinkers it had to use before.
2016-04-08 14:18:46 +02:00
Christoph Oelckers
e505bfd7a3
- took EResult out of DMover and made it an enum class.
2016-04-08 13:59:03 +02:00
Christoph Oelckers
fb2234396c
- split DSectorEffect::MovePlane into MoveFloor and MoveCeiling.
...
What was the point of this strange setup anyway? MoveFloor and MoveCeiling were inlines calling the universal MovePlane, which had nothing better to do than a switch/case with two cases - floor and ceiling!
2016-04-08 13:39:08 +02:00
Christoph Oelckers
74c9a7bf67
- fixed angle calculation in AdjustPlayerAngle for portals.
...
Normally this will adjust relative to the actual direction to the target, but with arbitrary portals that cannot be calculated so using the actual attack angle is the only option.
2016-04-08 13:08:08 +02:00
Christoph Oelckers
fdf9d94b26
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-08 12:51:34 +02:00
Christoph Oelckers
7404142edf
- fixed incorrect center point calculation.
2016-04-08 12:51:00 +02:00
Christoph Oelckers
25d7eaed0a
- fixed parentheses in ADynamicLight::DistToSeg.
...
- floatifed OpenGL sector grouping.
- optimized light node collection. It should not create light nodes for out of range segs.
2016-04-08 12:38:09 +02:00
Christoph Oelckers
3e94832bfd
- use the correct reference heights for positioning textures.
2016-04-08 01:58:13 +02:00
Christoph Oelckers
4d5671d654
- floatified the texture coordinate code.
2016-04-08 01:42:43 +02:00
Christoph Oelckers
eaf055dff4
- floatified the remaining parts of gl_walls.cpp.
2016-04-08 00:19:51 +02:00
Christoph Oelckers
4ac3734375
- floatified more of gl_wall.cpp.
2016-04-07 23:19:37 +02:00
Christoph Oelckers
ddbb8d79c1
- handle the player sprite when crossing a portal.
2016-04-07 21:13:37 +02:00
Christoph Oelckers
5cd9e58af5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-07 21:12:31 +02:00
Christoph Oelckers
58002f7f96
- fixed: an 'if' that gets completely optimized away by a constant 'false' condition should not make the entire function disappear.
2016-04-07 20:31:12 +02:00
Christoph Oelckers
0cbdb9ab72
- handle display of player sprite during portal transition properly.
...
This checks if the current viewpoint lies on the interpolation path, translated by all active portals.
2016-04-07 19:35:01 +02:00
Christoph Oelckers
7df1a8ae81
- adjusted FGLLinePortal to recent changes in line_t.
2016-04-07 17:41:06 +02:00
Christoph Oelckers
47e20aead4
- disallow crossable portals on one-sided linedefs which do not belong to a polyobject.
...
Sadly the mappers cannot be trusted to use a feature correctly. Despite repeatedly telling that portals on one-sided lines are problematic, everybody seems to do it this way - and then report bugs if it doesn't work. Under such circumstances the only safe option is to block such portals entirely.
See http://forum.zdoom.org/viewtopic.php?f=2&t=51511&p=898522#p898522 for a typical example of the problems this might cause.
2016-04-07 17:13:56 +02:00
Christoph Oelckers
ee3e3e35e6
- partial floatification of wall texturing code.
2016-04-07 17:00:13 +02:00
Christoph Oelckers
485a1bd0a5
- fixed: The 3D-floor plane renderer mixed float and fixed point.
2016-04-07 16:25:30 +02:00
Christoph Oelckers
32bbec7cad
- fixed: the random offset that gets used when spawning blood applies to both sprites and particles, not just sprites.
2016-04-07 14:14:44 +02:00
Christoph Oelckers
4af859094c
- fixed: sprite clipping did not work anymore because the 'invalid' value was inconsistent.
...
- cleaned up the 'if' condition in PerformSpriteClipAdjustment,
- enabled weapon bobbing interpolation.
2016-04-07 14:09:07 +02:00
Christoph Oelckers
88542bed78
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-07 13:43:00 +02:00
Christoph Oelckers
1d286d5bd5
- added APROP_MaxStepHeight + APROP_MaxDropOffHeight.
2016-04-07 13:41:54 +02:00
Christoph Oelckers
ddb2f6b6cb
- fixed: P_SpawnPlayerMissile still used the angle_t values for offsetting the autoaim traces.
2016-04-07 13:11:23 +02:00
Christoph Oelckers
1eeaee1ac7
- completely reviewed and fixed all codes using angles in the automap.
2016-04-07 13:05:29 +02:00
Christoph Oelckers
a1c03c9a62
- fixed: P_AimCamera inverted the pitch.
2016-04-07 12:44:46 +02:00
Christoph Oelckers
790e13e5cb
fixed: For sight checks the 'eye' of the seeing thing should be placed at 3/4 height, not half its height.
2016-04-07 12:14:34 +02:00
Christoph Oelckers
7ebb961917
- added weapon bobbing interpolation.
...
This was so ridiculously simple that I really fail to understand why the previous attempt was so overcomplicated that it just failed for that.
2016-04-07 11:48:23 +02:00
Christoph Oelckers
7f23a91488
- fixed: smooth bobbing uses the full angular range to calculate its position.
2016-04-07 11:14:39 +02:00
Christoph Oelckers
14b370df66
- fixed automap rotation to point upward, not downward when am_rotate is on.
2016-04-07 10:39:15 +02:00
Christoph Oelckers
37ddd20b56
- removed leftover debug code from yesterday's particle fix.
2016-04-07 10:28:43 +02:00
Christoph Oelckers
5409ada0e3
let WM_DISPLAYCHANGE and WM_STYLECHANGED call DefWindowProc.
...
At least on GZDoom it seems to be important on some systems.
2016-04-07 10:26:57 +02:00
Randy Heit
4b10177e46
Make the firelines fudging more "streamlined"
2016-04-06 20:09:42 -05:00
Christoph Oelckers
3923039a1b
- fixed: a sight check that starts right on a linedef should ignore that linedef.
...
Trying to calculate a slope to the target from this linedef's opening will always result in failure because it'd involve a division by zero.
2016-04-07 01:16:07 +02:00
Christoph Oelckers
3d44613377
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-06 22:09:47 +02:00
Christoph Oelckers
dbad946fe3
- revert default planes to static in gl_sprite.cpp
2016-04-06 22:09:21 +02:00
Christoph Oelckers
b774fed93e
- fixed: P_DrawSplash2's z-velocity was too high.
...
This code was ported from the 2005 floating point version, at one point it replaced 128 with 0.5, but 128 as a fixed point value needs to be 1/512. as a floating point value.
2016-04-06 18:46:52 +02:00
Christoph Oelckers
b93d4a796a
- fixed angles for am_rotate.
2016-04-06 17:28:31 +02:00
Randy Heit
b796a5fed6
Fixed: segangle is only 16-bits, so AngleToFloat won't work on it directly
2016-04-06 08:45:07 -05:00
Christoph Oelckers
a0d0d9339e
- fixed some uninitialized stuff in particle rendering.
...
- added gl_ClampLight to all places where the light level is set.
2016-04-06 14:03:21 +02:00
Christoph Oelckers
9196683e4f
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-06 13:27:23 +02:00
Christoph Oelckers
8ad49f5d33
- removed a leftover line from before the floating point conversion in p_user.cpp.
2016-04-06 13:21:17 +02:00
Christoph Oelckers
8cbdbdaf70
- fixed: The PathTraverse and sight checking code may not assume that ceiling(x) == floor(x)+1.
...
This will fail when a trace starts directly on a block boundary in which case x is a whole number. It should always use 'floor(x)+1' to ensure that the calculated point is at the right or upper edge of a block.
2016-04-06 13:19:09 +02:00
Christoph Oelckers
d4a2e9696e
- removed 'inline' from P_Teleport declaration.
2016-04-05 22:27:11 +02:00
Christoph Oelckers
1a5a00a76e
Merge branch 'floatcvt'
2016-04-05 21:42:09 +02:00
Christoph Oelckers
04b0a13bd3
- some optimization of FPathTraverse:
...
* we do not really need compatibility PointOnLineSide here. Unlike the movement code it'd only affect some extreme edge cases.
* removed the special case for very short traces. This was a result of the original and very imprecise PointOnLine functions. Since those no longer get used here and floating point precision is a lot higher there is no need for this kind of treatment.
* PointOnLine checks for the sides of an actor's bounding box don't need a full PointOnLineSide call, a simple coordinate comparison is fully sufficient, and this can easily be done in the existing switch/case block.
2016-04-05 16:29:07 +02:00
Christoph Oelckers
ad13a55f0d
- floatified line_t::dx and dy.
2016-04-05 14:03:08 +02:00
Christoph Oelckers
f606ba315f
- fixed: The return value of sector_t::FindHighestFloorPoint lost its '-' sign during the floating point conversion.
2016-04-05 10:55:13 +02:00