Christoph Oelckers
604b2b316b
- we need to save the OF_JustSpawned flag to insert thinkers into the proper list.
2016-09-22 21:17:34 +02:00
Christoph Oelckers
c22e8c50af
- fixed some errors with parsing globals.json. It looks like this file is being processed correctly now.
2016-09-22 19:36:23 +02:00
Christoph Oelckers
d9dbf26f63
- do not list savegames for different IWADs.
2016-09-22 17:39:09 +02:00
Christoph Oelckers
f52e2a8cc4
- removed bogus BeginObject call in deferred script serializer.
2016-09-22 12:36:29 +02:00
Christoph Oelckers
d5b771afdd
- fixed: Both array serializers need the bounds check.
2016-09-22 11:53:09 +02:00
Christoph Oelckers
68dc75bf9e
- fixed: array clamping may only be done when reading a savegame.
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- fixed generation of savegame names for level snapshots.
2016-09-22 11:51:29 +02:00
raa-eruanna
2a9e97688d
Merge http://github.com/coelckers/gzdoom
2016-09-22 05:23:02 -04:00
Christoph Oelckers
e01965b747
- fixed deserialization of level.Scrolls.
2016-09-22 11:22:15 +02:00
Christoph Oelckers
18ee6353fa
- let's be safe and set the proper texture mode for the fullscreen blend rect. I've got spurious reports that on some occasions it was rendered opaque.
2016-09-22 10:54:16 +02:00
Christoph Oelckers
1bddc277e6
- fixed winding of voxel polygons.
2016-09-22 10:28:14 +02:00
Christoph Oelckers
960ed5130c
- fixed: DTA_ColorOverlay was not properly handled by F2DDrawer.
2016-09-22 10:20:36 +02:00
Christoph Oelckers
52d4c3970e
- use glPOlygonOffset on non-translucent flat and wall sprites to avoid z-fighting.
2016-09-22 10:00:40 +02:00
Christoph Oelckers
0a98fb0be7
- integrated dynamic light definitions into regular DECORATE as another include.
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- renamed menudef.z zo menudef.zz.
This was done because some tool out there stupidly assume that *.z is some sort of archive and refuse to operate on these files (shame on you, Beyond Compare!)
2016-09-22 09:32:04 +02:00
Christopher Bruns
2e8d2ed626
Implement vr_swap_eyes CVAR, now that side-by-side mode is mostly working.
2016-09-22 09:25:49 +02:00
Christopher Bruns
a1cbd39f3f
Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()
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(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
2016-09-22 09:25:48 +02:00
Christopher Bruns
a5c27af59b
Show weapon at full width in SideBySideFull 3D mode.
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(cherry picked from commit c42e98c0042937adc05c1f1569d909d58a5b8ffb)
2016-09-22 09:25:48 +02:00
Christopher Bruns
7b8847c6be
Update comment for other file.
2016-09-22 09:25:47 +02:00
Christopher Bruns
d10a0309ab
Update header comment in gl_sidebyside3d source files
2016-09-22 09:25:47 +02:00
Christopher Bruns
1f79e23d5b
Implement wide side-by-side mode, using adjusted aspect ratio in projection matrix.
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Use optimal framebuffer size for side-by-side modes.
2016-09-22 09:25:46 +02:00
Christopher Bruns
9a257ac158
Implement side-by-side narrow 3D mode.
2016-09-22 09:25:46 +02:00
raa-eruanna
2339b18b01
Quick fix: prevents negative values being passed to pow.
2016-09-22 09:23:26 +02:00
raa-eruanna
72491049e0
Changes to the contrast/brightness/gamma formula for both hardware and shader gamma correction. Mainly makes a correction with the shader version where contrast/brightness being negative values would clip them inappropriately.
2016-09-22 09:23:25 +02:00
Magnus Norddahl
af699dcebc
Make bloom/exposure less aggressive
2016-09-22 09:13:33 +02:00
Magnus Norddahl
f7b6b1433c
Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing
2016-09-22 09:13:32 +02:00
Christoph Oelckers
f0e8e860f1
Merge branch 'master' into json
2016-09-22 09:09:48 +02:00
Christoph Oelckers
1e6b99cebd
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-22 09:06:34 +02:00
Christoph Oelckers
146b5d2d06
- use 'override' qualifier on renderer interface.
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Bad things can happen if these get changed in ZDoom without adapting to the change so better let the compiler handle this automatically.
2016-09-22 09:06:21 +02:00
nashmuhandes
a49e15c541
Added REOPEN script type. These scripts behave just like OPEN scripts, except they will re-execute themselves every time the level is re-entered (ie as part of a hub).
2016-09-22 08:57:22 +02:00
LordMisfit
715aa80cf2
- Fix for DamageFactor bug w/ PowerDamage & PowerProtection
2016-09-22 08:52:43 +02:00
alexey.lysiuk
2d55f713c2
Fixed support for automatic graphics switching on macOS
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The corresponding setting in .plist is wrong but Xcode fixes it automatically
This doesn't happen however when building via makefiles
2016-09-22 08:52:43 +02:00
Major Cooke
1383355be7
Removed the positive-only ripper level requirement.
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- Several mods were able to just take advantage of A_SetRipperLevel and the likes, essentially bypassing this gate so there really is no point in doing this anymore.
2016-09-22 08:50:38 +02:00
raa-eruanna
76c5ff29fe
If Inventory.MaxAmount > 1 on weapons, allow and track multiple pickups.
2016-09-22 08:47:23 +02:00
alexey.lysiuk
0a24c15445
Added ability to customize path to FluidSynth dynamic library
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Use fluid_lib CVAR to set path or default name of dynamic library will be used instead
2016-09-22 08:43:00 +02:00
alexey.lysiuk
4f7e1f0171
FluisSynth dynamic library is now referenced by system specific name on macOS
2016-09-22 08:43:00 +02:00
raa-eruanna
bc0624e3b2
Fixed my error where I was using a local session variable rather than the proper user info for the weapon bob speed.
2016-09-22 08:42:59 +02:00
raa-eruanna
780d672b25
Adds user-definable weapon bob speed
2016-09-22 08:42:59 +02:00
Leonard2
b5b9baaa87
The VM now aborts when a wrong self pointer is used with user variables to avoid random crashes
2016-09-22 08:42:59 +02:00
Magnus Norddahl
7c862b85b3
Don't do ambient occlusion when rendering to texture
2016-09-22 03:49:19 +02:00
Christoph Oelckers
5dfc396bb9
- read snapshots from zip.
2016-09-22 01:28:05 +02:00
Christoph Oelckers
f93e4813d1
- removed farchive.cpp and .h
2016-09-22 00:48:22 +02:00
Christoph Oelckers
1c9dbc3c36
- converted the basic savegame loader so that all remnant of FArchive have been removed now.
2016-09-22 00:18:31 +02:00
Christoph Oelckers
88c27e2cc0
- allow the compact and pretty writers for JSON to coexist by wrapping the whole stuff into another class that calls the proper one as needed. Due to the implementation it is not possible to decide at run time how this should behave so there have to be two different objects for either mode.
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- savegame code handles new format.
2016-09-21 21:57:24 +02:00
Christoph Oelckers
ac3c00883d
- implemented saving of new format savegames as zips. The code for that was adapted from zipdir.c.
2016-09-21 17:37:56 +02:00
Christoph Oelckers
810ef8f775
- save global savegame data to JSON as well.
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This is incomplete and untested, just a safety commit before going on.
2016-09-21 12:19:13 +02:00
Christoph Oelckers
dbea80e943
- put savegame extension in version.h
2016-09-21 09:06:04 +02:00
Christoph Oelckers
67239cd623
- added a FileWriter class (taken from another project of mine) and changed m_png.cpp to use it.
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This is so that PNGs can be written to memory, not just to an external file. stdio's FILE cannot be easily redirected but a C++ class can.
The writer is very simple and primitive right now, allowing no seeking, but for the job at hand it is sufficient.
Note that large parts of savegame creation have been disabled, because they are about to be rewritten and it makes no sense to adjust them all before.
2016-09-21 09:01:12 +02:00
Rachael Alexanderson
eeb4cbdfbc
Merge http://github.com/rheit/zdoom
2016-09-21 01:47:36 -04:00
raa-eruanna
d9e60644b1
Some Linux SDL fixes. Will have to do this for Mac, later, too.
2016-09-21 01:08:00 -04:00
Braden Obrzut
8aa09768f0
- Fixed: Memory(Array)Reader's seek range didn't include the end of file. Since GetLength exists this is inconsequential for ZDoom, but still incorrect.
2016-09-20 21:23:37 -04:00
Magnus Norddahl
b6c64416be
Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it
2016-09-21 02:04:56 +02:00