Commit graph

8139 commits

Author SHA1 Message Date
Christoph Oelckers
3fd0d27efa - removed some leftover fixed point handling from PType. 2016-04-27 15:35:01 +02:00
Randy Heit
a14c0c8063 Fix a couple missing structs in vissprite_t 2016-04-27 08:13:22 -05:00
MajorCooke
3be33b5725 The GL part of Quake Rolls. 2016-04-27 13:49:51 +02:00
Christoph Oelckers
15480feb96 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-27 13:47:56 +02:00
Christoph Oelckers
3a17d6aa78 - fixed savegame compatibility. 2016-04-27 13:47:30 +02:00
MajorCooke
762d186657 Finished interpolation. 2016-04-27 13:42:16 +02:00
MajorCooke
be9b25e760 Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation. 2016-04-27 13:42:15 +02:00
MajorCooke
c972caa9f3 - Added rollIntensity and rollWave to A_QuakeEx.
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
MajorCooke
660aff562d - Added support for THRU flags on bullets and rails.
- ALLOWTHRUFLAGS must be used on the puffs, added for the sake of compatibility with older mods. This applies to the following:
-- Bullets: THRUACTORS, THRUSPECIES
-- Rails: Same as bullets, but includes THRUGHOST.
2016-04-27 13:38:27 +02:00
Christoph Oelckers
262f3575ae - added a "custom" flag to drawmugshot so that the user-specified image can be forced to be used. 2016-04-27 13:16:35 +02:00
Christoph Oelckers
ebca8cc5b0 - added a portable config file option, for now only on Windows: If the engine finds a file named [GAMENAME]_portable.ini, it will use that instead of creating a user specific version, so that portable installs can carry their INI along. 2016-04-27 13:04:37 +02:00
Christoph Oelckers
934b1923d0 - fixed: CheckForPushSpecial did not check blocking 3D midtextures. 2016-04-27 12:37:38 +02:00
Christoph Oelckers
044bf4ada6 - fixed: P_CheckPosition must initialized tm.floorterrain. 2016-04-27 12:08:22 +02:00
Christoph Oelckers
f5afa30ee6 - added GetAngle(bool relative, int target) DECORATE function. 2016-04-27 11:52:52 +02:00
Christoph Oelckers
61b165ccc4 - fixed the camera height setting for the camera actors.
The scripting branch changed camera semantics to default to an actor's center - which for monsters and decorations makes sense - but not for simple mapspots that get used as camera. For those the CameraHeight must be explicitly set to 0.
2016-04-27 11:38:54 +02:00
Randy Heit
d970be48f9 Use floating point xscale in R_RenderFakeWall() 2016-04-26 23:30:16 -05:00
Randy Heit
a029c7b664 Fix unneeded fixed_t height in R_3D_AddHeight() 2016-04-26 23:11:27 -05:00
Randy Heit
ee43c4ff95 Fixed: Accidentally left in /65536.0 in WallMost() 2016-04-26 23:00:41 -05:00
Christoph Oelckers
8bda356412 - fixed crash in slope drawing: Several overlooked occurences of fixed point math in R_CalcTiltedLighting. Slopes are still completely broken, though. 2016-04-27 04:08:06 +02:00
Christoph Oelckers
73823e6a09 - fixed the texture size checks for determining if a camera texture requires offscreen rendering were wrong and checked the scaled size, not the physical size. 2016-04-27 02:56:55 +02:00
Christoph Oelckers
a26d81e060 - fixed incomplete float conversion in R_RenderFakeWallRange. 2016-04-27 02:28:45 +02:00
Christoph Oelckers
fab38d092b - fixed: P_LineOpening could miss a 3D floor if an actor was centered right against its side.
- restored the original 3D floor code to retrieve the current floor in P_CheckPosition. The portal aware version was a bit too strict and could place the actor on the wrong side when moving at high speeds.
2016-04-27 02:13:35 +02:00
Christoph Oelckers
86f38475b0 - shaders for last commit. 2016-04-27 02:10:42 +02:00
Christoph Oelckers
09f54b0940 - cleaned up the clip plane management for portals.
Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
066d5c63e2 - better be safe and not call GL_CLIP_DISTANCE functions on old hardware. 2016-04-26 21:55:17 +02:00
Christoph Oelckers
3faf5afa3a - re-added software translucency splitting for old hardware. 2016-04-26 21:49:30 +02:00
Christoph Oelckers
b06c86db38 - added old wall splitting code as a fallback for old hardware. 2016-04-26 21:42:15 +02:00
Christoph Oelckers
6e1b21d513 - added back sprite splitting for low end, plus some dynamic light code. 2016-04-26 21:31:24 +02:00
Christoph Oelckers
89f36fb963 - enabled texture and model matrices for shader-less rendering and fixed the sky cap color application. 2016-04-26 20:45:56 +02:00
Christoph Oelckers
9d71c91f01 - reenabled software warping for shader-less rendering. 2016-04-26 20:20:00 +02:00
Christoph Oelckers
924b72b633 - added workarounds for the invulnerability colormap for non-shader rendering. Unlike the shader based versions these do not decolorize the screen. The advantage to the old texture duplication is that this is far less stressful on performance. 2016-04-26 20:02:57 +02:00
Christoph Oelckers
913e3df7e3 - fixed display of alpha textures without shaders.
As it turned out, the translation's alpha channel was clobbered by the whole setup.
2016-04-26 19:11:32 +02:00
Christoph Oelckers
7e6e2bc0a8 - stated adding GL 2.0 compatibility handling 2016-04-26 18:24:02 +02:00
Christoph Oelckers
eb27057853 - enable shader-less rendering. Still very incomplete, but at least the basics are working. 2016-04-26 16:44:03 +02:00
Christoph Oelckers
3b1500438d - got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
f066457a48 - add shader patching to allow running the engine with GLSL 1.2.
- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
ee9a40f5e9 - replace FLOATTYPE with float in stereo3d code. 2016-04-26 15:20:27 +02:00
Christoph Oelckers
090d13b915 - updated gl_interface to deal with older GL versions.
- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
8b5c741358 - check the proper command line option for rejecting a core profile. 2016-04-26 15:19:38 +02:00
Christoph Oelckers
97bed58d7d - use a compatibility mode version of gl_load, so that the fallback GL 2 code can get its definitions. 2016-04-26 11:32:40 +02:00
Christoph Oelckers
fc38728309 - made some changes to the shaders to allow downpatching them to GLSL 1.2:
* disable the dynamic light code if no buffers are available
 * added a duplicate of the getTexel function which cannot be patched without creating syntax problems.
 * fixe int<->float conversion warning, which on some compilers may be an error.
2016-04-26 11:31:27 +02:00
Christoph Oelckers
172290224b - make modes 2 and 3 of Teleport_NoFog compatible with Eternity by defaulting to mode 1 when no line is available. 2016-04-25 01:01:28 +02:00
Christoph Oelckers
22b7a38539 - fixed incorrect sky texture check with Transfer_Heights. The actual sector was checked, not the one created by gl_FakeFlat. 2016-04-24 14:17:06 +02:00
Christoph Oelckers
f77c4642cb - made the adjustments. 2016-04-24 13:35:43 +02:00
Christoph Oelckers
2914cdc939 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/r_defs.h
2016-04-24 12:19:07 +02:00
Christoph Oelckers
0f99d7d73f - floatified the few remaining linedef and sector properties that still were fixed_t. The only fixed point things left in r_defs.h are the nodes and a fixed point setter function for vertex_t, which is still needed by the node builder. 2016-04-24 12:15:09 +02:00
Christoph Oelckers
31845cd16b - fixed two fixed/float mixups. 2016-04-24 10:24:43 +02:00
Randy Heit
593f6c29ad Use 2 decimal places for volume sliders, since they move in 0.05 increments 2016-04-23 22:38:55 -05:00
Randy Heit
e96ed6bf8d Add FBaseCVar::GetHumanString()
- For most cvars, this is equivalent to calling GetGenericRep() to get a
  string.
- For float cvars, it uses %g instead of %H, because %H is generally more
  information than is needed.
2016-04-23 22:30:08 -05:00
Randy Heit
fc54dd1ff0 Use %H when converting float cvars to strings to avoid information loss 2016-04-23 22:08:49 -05:00