Commit Graph

3955 Commits

Author SHA1 Message Date
Braden Obrzut c04a800e2b - When doing OLDSTYLE builds we can use the RUNTIME_OUTPUT_DIRECTORY_<CONFIG> properties to force the output location properly. 2013-11-29 17:10:29 -05:00
Braden Obrzut 90e9482067 - Get as many files as possible as dependencies for pk3 building. (Kind of feels like CMake changes the behavior of depending on directories every now and then, but maybe it's just me.) 2013-11-29 14:41:03 -05:00
Christoph Oelckers cbed4624fa - added a user-settable factor for earthquake intensity. Value can be between 0 (no shaking) and 1 (normal shaking.) 2013-11-29 13:24:38 +01:00
Christoph Oelckers b9c032461e - add a CMake option to enable/disable SSE2 with Visual C++. This is necessary because since VC 2012 SSE2 is the default instruction set. 2013-11-29 12:35:45 +01:00
Braden Obrzut a8090dc22c - Remove a hardcoded "zdoom" so that the name passed into the copy operation should always match that passed to /MAP. 2013-11-29 02:09:27 -05:00
Braden Obrzut c21beb0b6c - Fixed: Some versions of Visual Studio put the map file in a different location. 2013-11-29 01:54:46 -05:00
Braden Obrzut c6c6487a30 - Fixed: Got a little hyper corrective in c763217. 2013-11-28 14:41:40 -05:00
Edward Richardson 447ce068f9 Merge pull request #3 from rheit/master
Merge branch 'master' of https://github.com/rheit/zdoom
2013-11-28 02:33:00 -08:00
Christoph Oelckers 7cb70f60b3 - removed duplicate #define warning in fmodsound.cpp.
- commented out output of Cr0NpxState for floating point state because this variable was renamed in most recent Windows headers.
- added CMAKE option to generate assembly output for release builds.
- added my CMake-based project directory to .gitignore.
2013-11-28 11:03:19 +01:00
Edward Richardson 97490a3b65 Merge pull request #2 from rheit/master
Merge branch 'master' of https://github.com/rheit/zdoom
2013-11-27 22:24:01 -08:00
Braden Obrzut 0c1d92834a - Fixed: Some setups require the dynamic linking library to be linked explicitly, so specify it when using DYN_FLUIDSYNTH 2013-11-26 17:58:55 -05:00
Braden Obrzut c7632174d8 - Fixed error in manifest embedding that stopped the binary from working on Windows XP.
- Tweaked PK3 copying commands so that it shouldn't be possible to end up with files named Debug/Release.
2013-11-26 12:49:23 -05:00
Christoph Oelckers 9cd59ddfcd Merge branch 'master' of https://github.com/rheit/zdoom 2013-11-24 10:27:35 +01:00
Christoph Oelckers 8bf5872fc0 - always add DelayImp.lib for MSVC. 2013-11-24 10:27:08 +01:00
Braden Obrzut 1710e92c3a - Fix issues with building XCode projects with CMake. 2013-11-21 01:54:56 -05:00
Edward Richardson 75968f54f8 Merge pull request #1 from rheit/master
Merge branch 'master' of https://github.com/rheit/zdoom
2013-11-19 20:42:15 -08:00
Randy Heit fe67ae5e54 Merge branch 'maint' 2013-11-19 21:01:15 -06:00
Randy Heit f4e9edccb9 Don't display the cost in dialogues twice
- Fixed: Commit 75dd5503, which was to enable the use of LANGUAGE
  substitutions for conversation items with a cost attached, neglected to
  remove the original code that attached the cost to the end of the item,
  so the cost got added twice.
2013-11-19 19:55:57 -06:00
Randy Heit d4304c3bde Change tspeed += 2 to *= 2
- Fixed: The initial keyboard turn rate used the running initial rate whether
  +speed was down or not.
2013-11-19 19:49:17 -06:00
Randy Heit 62ffe7e4e2 Add NOGRAVITY to every Raven actor with FLOATBOB
- Fixed: Heretic and Hexen completely skip all normal Z processing on
  mobjs with FLOATBOB set. To emulate that, we need to add NOGRAVITY to
  everything with that flag set.
2013-11-19 19:42:13 -06:00
Braden Obrzut c7099744bd - Minor changes to the CMake since it looks like VS2005 doesn't support a few things that were added. 2013-11-11 23:56:58 -05:00
Edward Richardson a967b05290 Improvements to restoring stalled netgames
- The waiting message is now always cleared, regardless if it needed to
be in the first place. It's a rather simple for-loop so I doubt it
matters.
- Nodes are also cleared from the list if they catch up while other
nodes are still behind.
- "lastglobalrecvtime" is now bumped after the waiting loop if a tic was
successful, rather then bumping it every time a packet was received. It
appears that you can receive a packet before the game knows it stalled,
thus stalling it anyway.
- Instead of comparing the nettics to the local node, all nodes are
tested against gametic+counts (the real reason why the game has
stopped).
- More then one node can be marked as late at any one time.
- In a packet-server game, the arbitrator is now assumed slow, rather
then testing it. There is no point, seeing as we already know the game
has stalled because of it.
2013-11-11 20:42:54 +13:00
Braden Obrzut 34457ce737 - Applied VoidMage's patch to strip color codes from system console on SDL platforms. 2013-11-06 13:42:05 -05:00
Braden Obrzut f0b946c3cf - Allow use of system GME library. It defaults to forcing the use of the internal library at least for now though. 2013-11-06 13:37:34 -05:00
Braden Obrzut 7dbf4ec38f - Slight cleanup and I accidentally inverted the map generation flag. 2013-10-12 01:58:39 -04:00
Braden Obrzut 0759a4b438 - Actually, lets not use /Gm since it's incompatible with /MP which will be much faster on multi-core machines.
- Added ZDOOM_GENERATE_MAPFILE which enables linker map file generation.
2013-10-12 01:44:57 -04:00
Braden Obrzut 03b75ae7c1 - Fixed a few flags for Visual Studio compilation. 2013-10-12 00:56:49 -04:00
Braden Obrzut 3e90b65014 - Use release compiler flags for debug builds of third party libraries. 2013-10-12 00:24:04 -04:00
Braden Obrzut b9a1528747 - DYN_FLUIDSYNTH now defaults to ON.
- Added ZDOOM_OUTPUT_OLDSTYLE (could probably use a more descriptive name) which causes CMake to vary the executable name by build type and place the exes and pk3s into the directory specified in ZDOOM_OUTPUT_DIR.
- ALL_BUILD will now launch ZDoom.
2013-10-10 17:40:15 -07:00
Randy Heit d76dbcaa9d Merge branch 'maint' 2013-10-09 22:33:58 -05:00
Randy Heit 02514dc9b2 - Fixed: AFSwordMissile::DoSpecialDamage had a unique prototype
so it would never actually be called.
2013-10-09 22:32:52 -05:00
Randy Heit 637798c1b5 Add handling for +warp at the command line.
- Command-line console commands are executed before a level is entered, so
  trying to use +warp to position yourself at a specific location will not
  work. We now specially handle this command so that it does work.
2013-10-09 22:15:11 -05:00
Randy Heit 1f723c10ae Add CF_INTERPVIEW for players.
- Added CF_INTERPVIEW flag for players. A_SetPitch/A_SetAngle and the
  similar ACS APROPs set this when changing an angle. This forces the
  renderer to interpolate the view angles instead of updating with the
  latest mouse positions. The effect lasts one tick.
2013-10-09 21:50:24 -05:00
Randy Heit c2bac9d2df Add WorldPanning flag for camera texture definitions.
- To make camera textures pan in world units instead of texture units, you
  can now add "WorldPanning" at the end of the cameratexture definition in
  ANIMDEFS, after the "fit" specification. e.g.

    cameratexture CAMTEX 128 128 fit 64 64 worldpanning
2013-10-09 21:29:28 -05:00
Christoph Oelckers 03f19a12fa Merge branch 'maint' 2013-10-09 12:52:33 +02:00
Christoph Oelckers 8170cfbf98 - added my own FMOD path to CMakeLists.txt so that I can use it to create VC++ 2010 files with it. 2013-10-09 12:52:07 +02:00
Randy Heit 242f2ab7b0 Merge branch 'maint' 2013-10-08 21:51:51 -05:00
Randy Heit 0c9c624e8c Do not follow NextThinker links in DestroyThinkersInList
- Fixed: DThinker::Destroy(Most)ThinkersInList() were unreliable when
  destroyed thinkers destroyed more thinkers in the same list.
  Specifically, if the thinker it destroyed caused the very next thinker
  in the list to also be destroyed, it would get lost in the thinker list
  and end up with a NULL node. So just keep iterating through the first
  thinker in the list until there are none left. Since destroying a
  thinker causes it to remove itself from its list, the first thinker will
  always be changing as long as there's something to destroy.
2013-10-08 21:32:26 -05:00
Randy Heit 3c376aa342 Move C_ExecCmdLineParams() call slightly later in the startup process.
- Fixed: You could not set any CVARINFO-defined cvars from the command line
  because command line console commands were executed before wads were
  even loaded. Off the top of my head, I can't think of anything that would\
  break by having them get executed after wads are loaded.
2013-10-08 20:18:35 -05:00
Randy Heit d558cf51a9 - Fixed: ABackpackItem::CreateTossable did not check for failure from the supermethod. 2013-10-08 19:59:46 -05:00
Braden Obrzut 4ced90756a - Let CMake know about noncompiled cpp files so they can appear in project files.
- Fixed: Somehow when I added a way to disable generator expressions I inverted the meaning of NO_GENERATOR_EXPRESSIONS.
2013-10-08 15:35:50 -04:00
Christoph Oelckers eb186a5b92 Merge branch 'maint' 2013-10-07 11:58:53 +02:00
Christoph Oelckers c4d2a021b0 - fixed: AInventory::BecomePickup must not restore the MF_COUNTITEM flag when transforming the inventory item into a pickup again. 2013-10-07 11:53:58 +02:00
Braden Obrzut f386d6b1e3 - Embed the proper manifest file and group soure files when building Visual Studio projects with CMake. (The groups probably also apply to other project types as well.) 2013-10-06 14:37:51 -04:00
Braden Obrzut ffae34c5fd - Changed the new default alignment keyword for drawimage from topleft to none in order to allow a potential topleft without image offsets. 2013-09-30 20:02:05 -04:00
Braden Obrzut 658b4f7e0f - For some reason git decided not to include the actual changes for the last commit. 2013-09-21 15:30:32 -04:00
Braden Obrzut e8bcbd14fb - Added vid_asyncblit for Linux and OS X. It defaults to true and sets SDL_AYNCBLIT on the frame buffer. This allows for ZDoom to obtain ~100% CPU usage with an uncapped frame rate on Linux like it should. (Not sure if it does anything for OS X yet.) It also makes uncapped play smoothly for me (as long as the frame rate is >= 2*refresh rate), but I'm not sure if capped feels more jittery or not. I could use some feedback here. Do note that vid_asyncblit requires a restart after the value is changed. 2013-09-21 13:20:36 -04:00
Braden Obrzut f73275ad88 - Applied Tesseract's patch for drawimage extensions. (Extended icon support and maximum width/height.) 2013-09-21 12:46:19 -04:00
Christoph Oelckers 625883cb0c Merge branch 'master' of https://github.com/rheit/zdoom 2013-09-20 10:44:03 +02:00
Christoph Oelckers a144221174 - changed the invisible waiting frame of the ExplosiveBarrel to use TNTA10 instead of the real barrel frame. This is so that sprite checks do not erroneously determine that there's still something to see. GZDoom's dynamic light code has problems with this. 2013-09-20 10:43:10 +02:00