Christoph Oelckers
67fc35e738
- some cleanup of wall processing code.
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* removed SplitWall function
* split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers
9305cd86a0
- remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
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- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers
71da7406bd
- since we no longer split walls at 3D floor boundaries, those planes no longer need to be added to the vertex height lists.
2016-02-01 00:42:37 +01:00
Christoph Oelckers
53a389aafc
- fixed: for untextured walls, the texture must be disabled before rendering.
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- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers
9ce6a7932c
- implemented rendering of 3D lights with clip planes.
2016-01-31 22:04:20 +01:00
Christoph Oelckers
456e71ec4b
Merge branch 'master' into Clip3DLights
2016-01-31 21:36:16 +01:00
Christoph Oelckers
e73e26c15a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-31 21:11:21 +01:00
Christoph Oelckers
5448b335c6
- rewrote render loop for walls. Not working yet.
2016-01-31 21:10:59 +01:00
coelckers
c3cc98b5f3
Merge pull request #523 from alexey-lysiuk/osx_fullscreen
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Final touches to fullscreen mode on OS X
2016-01-31 16:56:35 +01:00
coelckers
09e2f212a0
Merge pull request #524 from alexey-lysiuk/hexen_mac_beta
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Added support for Hexen Mac beta
2016-01-31 16:55:23 +01:00
coelckers
e921a45894
Merge pull request #526 from MajorCooke/checkblockfix
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A_CheckBlock CBF_DROPOFF
2016-01-31 16:50:43 +01:00
MajorCooke
eb2829ad5e
- Added CBF_DROPOFF to A_CheckBlock. Checks for actors stuck in tall ledges or dropoffs.
2016-01-31 09:45:41 -06:00
Randy Heit
219b6f7c5d
Fix R_DrawFogBoundary for right-edge exclusivity
2016-01-31 06:51:11 -06:00
alexey.lysiuk
1798fab973
Added support for Hexen Mac beta
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It's very similar to Mac demo but also contains MAP41: Maze like DOS full version 1.0
2016-01-31 12:53:22 +02:00
Christoph Oelckers
4d7e7deea8
Merge branch 'master' into Clip3DLights
2016-01-31 10:10:32 +01:00
Christoph Oelckers
be2fcb4621
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-31 10:09:57 +01:00
alexey.lysiuk
7b0f557514
Enabled zoom window button on OS X
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Independently from OS version the game will enter fullscreen mode when zoom button is clicked
Window zooming behavior introduced in Yosemite is available on all supported versions of OS X
2016-01-31 10:42:16 +02:00
alexey.lysiuk
bb00c9b588
Added menu option to control fullscreen toggle shortcut on OS X
2016-01-31 10:34:17 +02:00
Randy Heit
240ca2af4c
Use consistant right-edge rules in the renderer.
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- The original Doom renderer was inclusive for all right edges. This was
fine for the wonky projection it did. This was not fine for a standard
perspective divide, so I had to change walls to be right-edge exclusive
when I changed the projection. I only touched what was needed. Until
now. The right edge is always exclusive now, which should prevent any
more bugs related to mixing the two clusivities incorrectly.
2016-01-30 21:27:35 -06:00
Randy Heit
c1b2861362
Merge the boolean args to EV/P_Teleport into a single flags arg
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- The flags use TELF_ since DECORATE has an A_Teleport with its
own set of TF_ flags.
- TELF_KEEPVELOCITY is used instead of TELF_HALTVELOCITY, because
there was only one call that ever set bHaltVelocity to false.
2016-01-30 21:27:34 -06:00
Christoph Oelckers
939989dc8c
- fixed crash when trying to cache nodes for a map that has no two-sided walls and no minisegs.
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Under these conditions there are no partner segs and the glsegextras array is NULL.
2016-01-31 01:05:31 +01:00
Christoph Oelckers
f86535407d
- forgot this.
2016-01-31 00:52:50 +01:00
Christoph Oelckers
1d9ab5c632
- clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
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Actual handling will be in the rendering function because this doesn't need multiple vertex transfers to the GPU. All slices can be drawn from the same buffer with different uniform info being set.
2016-01-31 00:45:29 +01:00
Christoph Oelckers
8bc7a0a24e
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-30 23:01:36 +01:00
Christoph Oelckers
fc57180d7e
- added necessary state to implement 3D light splitting using hardware clipping planes.
2016-01-30 23:01:11 +01:00
coelckers
5c13b86ad1
Merge pull request #522 from j-palomo/dimoptions
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Added dimamount and dimcolor to display options menu.
2016-01-30 22:50:42 +01:00
John Palomo Jr
d8f7785ad9
Added dimamount and dimcolor to display options menu.
2016-01-30 16:44:50 -05:00
Christoph Oelckers
46024398fe
- fixed: Change FCheckPosition::LastRipped to a TMap so that it can track multiple overlapping actors being ripped during the same tic.
2016-01-30 22:06:04 +01:00
Christoph Oelckers
06fdb6ca45
- fixed: The reverb editor failed to open in fullscreen mode at desktop resolution.
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According to Blzut3:
The issue happens when the fullscreen resolution is the same as the desktop resolution. In this case WM_DISPLAYCHANGE doesn't occur so the editor never appears. This appears to be fixable by also catching WM_STYLECHANGED since at the very least the window caption will appear/disappear.
2016-01-30 21:49:03 +01:00
coelckers
d826ef8be1
Merge pull request #521 from alexey-lysiuk/fix_corpse_scale
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Scale of player's skin is now preserved on corpses after reborn
2016-01-30 17:37:19 +01:00
alexey.lysiuk
6bce5ddc4b
Scale of player's skin is now preserved on corpses after reborn
2016-01-30 18:30:20 +02:00
coelckers
ccce6f44a2
Merge pull request #518 from Edward850/Particle-clamp
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Clamped r_maxparticles to the internal limit
2016-01-30 15:21:55 +01:00
Christoph Oelckers
36911bac4b
- fixed memory allocation type mismatch in demo code.
2016-01-30 15:17:46 +01:00
Christoph Oelckers
afcd755c7a
- changed autoaim menu option to a slider which allows a more precise control of the property.
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- having a value of 5000 as the default for autoaim makes no sense, since this is an angle value that will always be clamped to [0..35]. So now 35 is both the default and the maximum.
2016-01-30 13:43:39 +01:00
Christoph Oelckers
3b5af8484c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-30 12:59:37 +01:00
Christoph Oelckers
0a0a2c4a41
- removed a warning.
2016-01-30 12:59:15 +01:00
Christoph Oelckers
fab186786e
Merge branch 'PlayerTransition' of https://github.com/Edward850/zdoom
2016-01-30 12:52:50 +01:00
Christoph Oelckers
0ddf9db8dd
- fixed: Uncrouching a player also needs to reset the viewheight to its default.
2016-01-30 12:51:15 +01:00
coelckers
c1ef95faad
Merge pull request #519 from alexey-lysiuk/noreps_dmgfloor
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Do not respawn on damaging floors when sv_samespawnspot is enabled
2016-01-30 12:02:43 +01:00
alexey.lysiuk
6166520b33
Do not respawn on damaging floors when sv_samespawnspot is enabled
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See http://forum.zdoom.org/viewtopic.php?t=47191
2016-01-30 12:50:19 +02:00
Christoph Oelckers
1285dde615
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-30 11:34:13 +01:00
Christoph Oelckers
b84207a089
- use scaling, render style and alpha when drawing the cast call.
2016-01-30 11:33:55 +01:00
Edward Richardson
40d90ba325
Game still needs to abort if no starts exist at all
2016-01-30 22:26:47 +13:00
Edward Richardson
fe52f98459
Clamped r_maxparticles to the internal limit
2016-01-30 22:04:09 +13:00
Edward Richardson
c1e362ee83
Added level transition spawning for missing starts
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- Additional player bodies are spawned for any absent starts in co-op.
- Removed now-redundant bot start limitation
2016-01-30 22:02:27 +13:00
Braden Obrzut
5317a92d11
Merge branch 'RadiusGiveExp2'
2016-01-30 00:27:44 -05:00
Braden Obrzut
5d6e8a7338
- Fixed: Possible timer overflow in PowerTimeFreezer.
2016-01-30 00:18:38 -05:00
Braden Obrzut
a34a7ace18
- Some resolutions between 320x200 and 640x400 had non-square clean scaling factors. Maybe there was a reason for this in the past, but I can't think of a case where it'd actually look better to have 1:2 scaling in the menus and someone reported it.
2016-01-29 23:37:38 -05:00
Braden Obrzut
1fcb9fcf06
- Fixed: Crash when automatically switching sound backends due to failure.
2016-01-29 23:10:10 -05:00
Christoph Oelckers
37ac6ef9a0
- fixed: Translucency detection for GL textures was broken.
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- fixed: Textures which are already scaled should not be upsampled.
- fixed: The transparency check in the upscaling code checked the wrong modes for exclusion when handling translucent textures.
2016-01-30 02:13:47 +01:00