Magnus Norddahl
627a388d57
Move renderer singletons into a RenderThread class
2017-02-04 00:25:37 +01:00
Christoph Oelckers
d5b908186c
- some work on the base classes for menus. None of this is being used yet.
2017-02-04 00:19:25 +01:00
Christoph Oelckers
8578a5a12e
- added a 'new' intrinsic to create new objects from inside scripts.
...
This is not tested yet and likely to not working correctly yet. Will be fixed once I get far enough to use it later.
2017-02-03 22:56:03 +01:00
Christoph Oelckers
d5962b290c
- turned all menu items into actual objects.
...
This is needed for script export.
2017-02-03 21:35:42 +01:00
Magnus Norddahl
4fadc4e9a3
Fix typo
2017-02-03 21:25:51 +01:00
Magnus Norddahl
da346427d3
Change draw segment list to use TArray
2017-02-03 21:11:55 +01:00
alexey.lysiuk
c6e42d6fa0
Added handling of modifier keys for mouse events in Cocoa backend
2017-02-03 22:01:34 +02:00
alexey.lysiuk
f04b0d129d
Removed useless assignment in Cocoa backend
2017-02-03 21:56:14 +02:00
ZZYZX
eb7548d639
Printf doesn't work with FString on GCC
2017-02-03 20:54:42 +02:00
ZZYZX
b18b71c065
Mouse coordinates for UI mouse events are actually data1/data2, not x/y
2017-02-03 20:49:45 +02:00
ZZYZX
f816537992
Setting Order directly (while the event handler is registered) will result in all sorts of broken behavior. Made readonly.
2017-02-03 20:44:27 +02:00
ZZYZX
03f7c39ea7
Fixed mouse input in event handlers. Added RequireMouse field in event handler to signify that native mouse should be turned on for certain handlers.
2017-02-03 20:34:34 +02:00
ZZYZX
08f1731ded
Added keyboard modifiers for mouse events in SDL backend.
2017-02-03 17:39:26 +02:00
ZZYZX
b4565c3800
Exposed Shift/Ctrl/Alt to the scripts
2017-02-03 16:15:53 +02:00
Christoph Oelckers
82eae78f7e
- fixed a small memory leak in the texture manager.
2017-02-03 13:11:55 +01:00
ZZYZX
0d96517f5f
Implemented RenderOverlay hook that executes directly after level and statusbar
2017-02-03 13:29:34 +02:00
ZZYZX
6a0103a746
Merged p_setup conflict
2017-02-03 13:02:44 +02:00
ZZYZX
b45af599c5
Explicit handler deinitizliation in P_Shutdown and P_FreeLevelData
2017-02-03 13:01:15 +02:00
ZZYZX
9bb4cf1c03
User input events first take
2017-02-03 12:28:40 +02:00
Christoph Oelckers
075cce98c4
- fixed: PlayerPawn.GetEffectTicsForItem read the duration from the wrong actor.
2017-02-03 10:41:38 +01:00
Christoph Oelckers
a5f417b1e5
- removed all uses of BYTE as function return value or functio parameter from the dynamic light code.
...
These were truncating the actual light values.
2017-02-03 10:13:41 +01:00
Magnus Norddahl
812cc61b16
Fix some typos
2017-02-03 09:08:00 +01:00
Magnus Norddahl
892350ac2e
Add functions to CameraLight
2017-02-03 09:00:46 +01:00
Magnus Norddahl
a0a40281b3
Simplify skyplane light selection
2017-02-03 08:19:59 +01:00
Magnus Norddahl
191438b238
Move Drawers function to viewport
2017-02-03 08:06:47 +01:00
ZZYZX
27c5e21a1d
Moved E_InitStaticHandlers(true) a bit higher in the initialization so that local scripts receive PlayerEntered properly
2017-02-03 09:04:01 +02:00
Christoph Oelckers
1515ab8f4a
- removed the long broken and obsolete PlayMovie code.
2017-02-02 23:21:21 +01:00
ZZYZX
490159f6df
Removed duplicate PlayerEntered call
2017-02-02 22:37:22 +02:00
ZZYZX
5d8b3e8084
Fixed PlayerEntered for non-travel enters
2017-02-02 22:22:10 +02:00
ZZYZX
7f2d97d7ef
Reverted previous commit
2017-02-02 22:18:28 +02:00
ZZYZX
2f79f74d2d
Fixed condition
2017-02-02 22:14:22 +02:00
ZZYZX
dae4a48574
G_FinishTravel: only call RETURN/REOPEN on actual hub return as documented, not on every snapshot/savegame load
2017-02-02 21:52:09 +02:00
ZZYZX
957a8cb117
Count resurrect cheat as respawn
2017-02-02 21:34:26 +02:00
ZZYZX
39355cf45d
Implemented player scripts.
2017-02-02 21:25:07 +02:00
ZZYZX
19d2f6a4db
REOPEN scripts should not be called per player pawn
2017-02-02 20:27:57 +02:00
ZZYZX
7fa50c22e5
Added player events
2017-02-02 20:26:56 +02:00
ZZYZX
bc1194d03b
Added ordering for handlers - by int value returned by virtual function GetOrder(); Also, some handlers (WorldUnloaded and WorldThingDestroyed) are now executed in reverse order.
2017-02-02 19:57:00 +02:00
Magnus Norddahl
c219969b68
Fix blinking wall light regression
2017-02-02 18:46:21 +01:00
Magnus Norddahl
7b4d9675c9
Fix compile errors
2017-02-02 15:24:21 +01:00
Magnus Norddahl
e90b73539e
Move viewport drawing to its own folder
2017-02-02 15:10:06 +01:00
Magnus Norddahl
d8c6f9acfd
Limit access to sprite drawer variables
2017-02-02 13:51:41 +01:00
Magnus Norddahl
f3d968cf41
Move wall drawer args into functions
2017-02-02 11:16:18 +01:00
Rachael Alexanderson
226e5238fc
Merge https://github.com/coelckers/gzdoom
2017-02-01 21:57:37 -05:00
Magnus Norddahl
69b7312099
Add some transform helpers on RenderViewport
2017-02-01 23:23:10 +01:00
Magnus Norddahl
d91e6ccece
Remove dc_destorg and ylookup
2017-02-01 22:24:34 +01:00
Magnus Norddahl
ca93d7456a
Change redundant bRenderingToCanvas into a helper function
2017-02-01 21:59:48 +01:00
Magnus Norddahl
bb0a223b80
Remove unused dc_destheight
2017-02-01 21:55:55 +01:00
Magnus Norddahl
7b578bbb53
Remove redundant dc_pitch
2017-02-01 21:52:29 +01:00
Magnus Norddahl
93166fa150
Remove r_swtruecolor variable as it is redundant
2017-02-01 21:42:08 +01:00
Christoph Oelckers
becc00a8be
- added a check to P_VerifyBlockmap to discard all blockmap with blocks whose first entry is not 0.
...
Seems someone has written a node builder which violates this long-standing assumption (https://www.doomworld.com/vb/source-ports/92468-introducing-zokumbsp/ )
However, rather than second-guessing the format's correctness it's more advisable to just discard such blockmaps to avoid some less obvious issues that may creep up.
2017-02-01 21:40:47 +01:00