Commit graph

10263 commits

Author SHA1 Message Date
Rachael Alexanderson
aa08285676 - Moved scaling before rotation again - this time, using a formula provided by Graf, the rendering pitch is now dynamically scaled based on the aspect ratio, causing pitch aiming to once again be correct. 2016-11-17 16:44:55 -05:00
Christoph Oelckers
6461f5995b - fixed: Script defined pointers were not added to the FlatPointers array. 2016-11-17 22:21:08 +01:00
Magnus Norddahl
6be80efa51 Moved scale back to be after pitch - otherwise the the bullets don't end up where you point 2016-11-17 21:19:50 +01:00
Magnus Norddahl
eac9367ace Fix perspective when status bar is visible 2016-11-17 21:07:00 +01:00
Christoph Oelckers
e4dfb13d25 - fixed: OP_LO was missing a read barrier. 2016-11-17 20:41:59 +01:00
Christoph Oelckers
3bcd85eb8a added class pointer casts. Due to grammar problems the type has to be put into parentheses to get the class token out of the global parsing namespace:
class<Actor> myclass = (class<Actor>)(GetClass());
2016-11-17 20:31:53 +01:00
Rachael Alexanderson
7447c49dc5 - Added pixelratio support for the softpoly renderer. 2016-11-17 13:50:35 -05:00
Christoph Oelckers
022228d8a9 - fixed code generation of class type cast for local variables. 2016-11-17 19:30:30 +01:00
Christoph Oelckers
8205e6cf08 - optimize access to array members with constant index. Like with struct members this can be combined with the outer index/address.
- fixed register allocation with array indices and stack variables.
2016-11-17 18:06:56 +01:00
Christoph Oelckers
2cc48ec378 - implemented code generation for stack variables.
- fixed code generation for using local variables as array index. This must use a different register for the array element offset because the original register may not be overwritten.
2016-11-17 16:44:41 +01:00
Magnus Norddahl
b02e3d9514 Add shaded blend mode for the decals 2016-11-17 14:28:14 +01:00
Christoph Oelckers
d86f03e2e0 - reverted most of the last commit after realizing that trying to manage constructing/destructing per variable is not going to work because it'd require some extensive exception management in the compiled VM code.
- instead add a list of SpecialInits to VMScriptFunction so this can be done transparently when setting up and popping the stack frame. The only drawback is that this requires permanent allocation of stack objects for the entire lifetime of a function but this is a relatively small tradeoff for significantly reduced maintenance work throughout.
- removed most #include "vm.h", because nearly all files already pull this in through dobject.h.
2016-11-17 13:10:19 +01:00
Christoph Oelckers
30e6e8e25f - added bookkeeping info to types for allowing data on the stack that requires construction and destruction.
- removed unused PVector type.
2016-11-17 11:16:00 +01:00
Magnus Norddahl
511eb59479 Add particle drawing 2016-11-17 01:29:08 +01:00
Magnus Norddahl
266924600a Missing include guard 2016-11-17 01:28:51 +01:00
Christoph Oelckers
21a1d5ffc8 - scriptified Hexen's Wraith and parts of the Spike. 2016-11-17 00:44:43 +01:00
Magnus Norddahl
ff2ab61abc Added decals 2016-11-16 23:34:05 +01:00
Magnus Norddahl
59f7dedfb4 Added wall sprite support. Unfortunately it would seem that a bullet hole is not a wall sprite.. 2016-11-16 22:31:49 +01:00
Christoph Oelckers
df43ee96ce - fixed a lost '='.
- scriptified A_TimeBomb.
2016-11-16 21:12:16 +01:00
Christoph Oelckers
7a29e6cfdc - scriptified Hexen's fog. 2016-11-16 20:00:25 +01:00
Magnus Norddahl
ae889acaea active_con_scale should respect uiscale 2016-11-16 19:49:46 +01:00
Christoph Oelckers
063e94971d - removed incorrect _DEF. 2016-11-16 19:47:07 +01:00
Major Cooke
af3bda3f2a Removed _DEF. 2016-11-16 19:47:06 +01:00
Major Cooke
60d93008ba Exported TryMove. 2016-11-16 19:47:06 +01:00
Magnus Norddahl
712e032573 Remove swrenderer2 2016-11-16 19:44:11 +01:00
Christoph Oelckers
76a74e0364 - scriptified Hexen's Dragon.
- fixed several places in the code generator that did not consider locked registers for local variables: array indices, abs and floating point builtin functions.
- added some debug aids to the bounds opcode. Just triggering an exception here which loses all relevant info is perfectly useless in a debug situation.
2016-11-16 19:18:21 +01:00
Magnus Norddahl
f457f0340c Add 3D floor planes 2016-11-16 11:18:40 +01:00
Rachael Alexanderson
71b4f57058 Merge commit 'refs/pull/122/head' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/posix/cocoa/i_video.mm
#	src/posix/sdl/hardware.cpp
#	src/win32/hardware.cpp
2016-11-16 01:03:32 -05:00
Rachael Alexanderson
813030efef - Fully implemented CVAR_OVERRIDEGET for vid_renderer from the ZDoom code submission. 2016-11-15 20:03:50 -05:00
Rachael Alexanderson
9b9ed64360 - Implemented sv_overridegetcvar: This will override the return value for GetCVar checks for certain CVars marked with the CVAR_OVERRIDEGET flag. Instead of returning their true value, they only return defaults instead.
- Implemented dummy CVar vid_renderer with a default value of 1. This allows mods not designed for the software renderer to run if sv_overridegetcvar is turned on.
2016-11-15 20:01:36 -05:00
Christoph Oelckers
633da6e5d8 - scriptified two of the Acolyte's functions.
- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.

This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
2016-11-16 01:36:21 +01:00
Magnus Norddahl
449d4963ae Mapping error workaround 2016-11-16 01:13:29 +01:00
Magnus Norddahl
a092a03c6d Some basic fixed light support 2016-11-15 23:30:42 +01:00
Magnus Norddahl
1b3d50951a Fix sky floodfill bug 2016-11-15 22:48:44 +01:00
Christoph Oelckers
a2e17c0ab5 - implemented usage restrictions for action functions. 2016-11-15 21:38:12 +01:00
Magnus Norddahl
a90a22e056 Fix segment culling bug 2016-11-15 19:27:21 +01:00
Major Cooke
f2ec266eec Fixed: Actors with NOINTERACTION shouldn't waste time continuously applying NOBLOCKMAP if it has it already and not moving. 2016-11-15 11:38:03 -06:00
Magnus Norddahl
cfc977f9e6 Fix texture coordinate 2016-11-15 18:14:18 +01:00
Christoph Oelckers
4cc7d95ba5 - fixed: A_ZoomFactor and A_SetCrosshair need to be declared 'action'. 2016-11-15 16:05:42 +01:00
Christoph Oelckers
e559109419 - made the floating point truncation warning a debug message because I can see this becoming more a hassle than an asset. 2016-11-15 16:01:08 +01:00
Christoph Oelckers
b0a0056097 Merge branch 'zscript' into gz-zscript 2016-11-15 15:35:35 +01:00
Christoph Oelckers
77a99890cf - relaxed the message for incompatible class types in DECORATE to a warning. Like finding no class at all here, this initially fell under a situation that was not discoverable and there's mods that break by making it a fatal error. 2016-11-15 15:34:25 +01:00
Christoph Oelckers
97e643c7e1 - fixed: DECORATE tried to resolved null states again, causing a type conflict. 2016-11-15 15:34:25 +01:00
Christoph Oelckers
d4d6b739e0 - fixed: FxUnaryNotBoolean is not necessarily TypeBoolean, it can be altered by a type cast so the asserts had to be adjusted to cover that case. 2016-11-15 15:34:25 +01:00
Magnus Norddahl
ee15856786 Deep water support 2016-11-15 15:15:26 +01:00
Magnus Norddahl
3b397183ac Clamp segment range 2016-11-15 15:15:01 +01:00
Christoph Oelckers
06cdcf1338 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript 2016-11-15 13:40:18 +01:00
Christoph Oelckers
a63c749f04 - moved A_Light to Actor after finding some mods which used it badly. Besides, it should be fine to use this from PlayerPawns as well. 2016-11-15 13:39:41 +01:00
Magnus Norddahl
5f1b822523 Mark rendered lines in the automap 2016-11-15 13:30:30 +01:00
Magnus Norddahl
f143b9b7b0 Fix midtexture repeat and yoffset bug 2016-11-15 12:31:57 +01:00
Christoph Oelckers
3a2d0e3486 - copied all necessary adjustments from the test branch in the QZDoom repo. 2016-11-15 11:49:27 +01:00
Christoph Oelckers
6e223ebc21 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
# Conflicts:
#	src/CMakeLists.txt
#	wadsrc/static/actors/doom/doomarmor.txt
#	wadsrc/static/decorate.txt
2016-11-15 11:36:59 +01:00
Christoph Oelckers
196986ae6b Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-15 11:25:42 +01:00
Christoph Oelckers
96d093d01f - added compile time checks for bad state links and state label references.
- preserve a state's source line information for the postprocessing phase so that the checker can output more useful information.
- added missing check for weapon psprites to DPSprite::SetState.
2016-11-15 11:21:08 +01:00
Christoph Oelckers
647e1399f1 - added runtime checks for the state usage flags. 2016-11-15 00:18:57 +01:00
Christoph Oelckers
4f998fa879 - finished the state usage parser.
- added state usage specifiers to Actor and Inventory. The states in these classes must be set to full access so that any existing mod can link to them.
2016-11-14 23:24:10 +01:00
Magnus Norddahl
e5f8af2216 Fix sky flood fill for E1M8 and Map11 2016-11-14 23:22:38 +01:00
Christoph Oelckers
c797319314 - fixed parser for state block options.
- fixed incorrect flags for weapons.
2016-11-14 20:00:01 +01:00
Christoph Oelckers
7bcd83f0c1 - parser for states flags. 2016-11-14 19:35:29 +01:00
Christoph Oelckers
384f4fe7ce - added a 'DefaultStateUsage' property so that this setting can be properly set up for the classes that can inject states into other actors. 2016-11-14 18:31:12 +01:00
Christoph Oelckers
199e2e2f9c - fixed CheckRange return value.
- removed the error message for multiple state blocks in DECORATE.
- added some constants for state types.
2016-11-14 17:50:09 +01:00
Rachael Alexanderson
62adb64a95 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-14 10:28:52 -05:00
Christoph Oelckers
0111ec451a Revert "Fixed: A_SetInventory with an amount of 0 was not truly eliminating the actor."
This reverts commit 02435b46a0.
2016-11-14 15:52:49 +01:00
Christoph Oelckers
ba62a86c80 - fixed: A_SetInventory still had default initializers. 2016-11-14 15:48:34 +01:00
Christoph Oelckers
85ff172ee3 Merge remote-tracking branch 'remotes/origin/master' into zscript 2016-11-14 15:03:14 +01:00
Christoph Oelckers
56a3dcfe80 - moved the 'brainexplode' state to the rocket, which is the actor which actually uses it.
This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP.
I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
2016-11-14 15:02:44 +01:00
Magnus Norddahl
3673338644 Split r_poly into multiple files handling each aspect of rendering a scene 2016-11-14 14:19:48 +01:00
Christoph Oelckers
ac86a535e7 - fixed: State labels were resolved in the calling function's context instead of the called function one's.
This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx.
This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem.
Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table.
The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions.

- refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility.

- let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests.
- the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 14:12:27 +01:00
Christoph Oelckers
109558d74d - added unsigned char casts to all isspace calls in zstring.cpp
isspace takes a signed integer as parameter which triggers an assert on any non-ASCII character taken from a signed char array.
2016-11-14 13:14:07 +01:00
Major Cooke
02435b46a0 Fixed: A_SetInventory with an amount of 0 was not truly eliminating the actor. 2016-11-13 19:27:59 -06:00
Rachael Alexanderson
23384a913c Merge pull request #2 from edward-san/qz_clang_fix
- Fixed Clang on Linux compilation.
2016-11-13 12:49:14 -05:00
Magnus Norddahl
c06798bca1 Adjust texture coordinates 2016-11-13 17:58:03 +01:00
Edoardo Prezioso
1442f7fb7b - Fixed Clang on Linux compilation. 2016-11-13 16:53:18 +01:00
Magnus Norddahl
acb2e821f0 Evict floats from the block code (too bad it didn't make any difference to the speed) 2016-11-13 16:36:47 +01:00
Magnus Norddahl
f25579849a Minor variable optimization 2016-11-13 15:43:54 +01:00
Magnus Norddahl
411eb57952 Fix rendering of masked walls 2016-11-13 15:16:55 +01:00
Christoph Oelckers
1e6a632774 - copy the Unsafe flag to the actual function. This must have gotten lost during the merge between my own code and Leonard2's fix.
Now even in DECORATE it is possible to report most cases in which user variables are accessed from non-item states as an error. This will report all states which can be traced by a direct link from a special state label. It will not find states that only get used via A_Jump etc.
2016-11-13 14:48:27 +01:00
Christoph Oelckers
a2f4cd7cda - fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
With the stricter type checks of the self pointer that were now implemented these all produced errors.
2016-11-13 14:20:30 +01:00
Rachael Alexanderson
470046ec5a Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-13 07:30:34 -05:00
Magnus Norddahl
c914a7a7fe Cull walls 2016-11-13 13:24:36 +01:00
Christoph Oelckers
7d49a82963 removed some unneeded checks
- since we now look for fields in the base class first the restriction check is no longer needed as it was for a different mode of looking up the identifier.
- In DECORATE we do not need to bother with non-action functions. Non-action functions cannot be defined from DECORATE so there's no need to check if we are in one.
- make the warning for unsafe access a debug message because this can affect legitimate code.
2016-11-13 12:37:28 +01:00
Christoph Oelckers
f238f0ba5c - try to preserve a bit more information about incorrect use of user variables to print more meaningful error messages. This is not complete yet and will need integration with the previous commit. 2016-11-13 12:02:41 +01:00
Magnus Norddahl
27eb8e36ae Fix solid segment culling 2016-11-13 11:44:07 +01:00
Leonard2
ac0413838c Fixed: A StateProvider actor could no longer use its own user variables
Refactored the FxIdentifier code a bit to avoid code duplication
2016-11-13 10:41:10 +01:00
Magnus Norddahl
af7a7ab7d7 Remove use of the llvm.round intrinsic as it apparently doesn't work in some environments 2016-11-13 08:57:29 +01:00
Braden Obrzut
472f35d2ce - Fixed building with gtk2 headers. 2016-11-13 00:17:09 -05:00
Rachael Alexanderson
87e9ba0f05 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-12 22:31:05 -05:00
Braden Obrzut
9342898361 - Added support for GTK3 (thanks to "MineyMe" and edward-san)
- Replaced GTK/OS X (note different from Cocoa) clipboard code with SDL clipboard API.
- Removed requirement to link to GTK in order to compile with GTK support.
	- GTK is no longer init'd if the GTK IWAD picker is not used.
	- Our usage of GTK is such that the dynamic loader can work with both GTK2 and GTK3 depending on what's installed.
	- Since we're accumulating a lot of library loaders I've built a generic interface as FModule which replaces TOptWin32Proc and the loaders in the OpenAL and Fluidsynth code.
2016-11-12 18:32:09 -05:00
Christoph Oelckers
49ef541513 - scriptified Hexen's Firedemon. 2016-11-12 19:16:47 +01:00
Christoph Oelckers
213b3f1fe4 - scriptified Hexen's Centaur. 2016-11-12 17:21:11 +01:00
alexey.lysiuk
b16e6725d7 Added missing #include to fix build with GCC/Clang 2016-11-12 18:09:05 +02:00
Christoph Oelckers
8f8017836f - scriptified Hexen's Bishop. 2016-11-12 16:32:26 +01:00
Rachael Alexanderson
f284a24ed9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-12 10:17:56 -05:00
Christoph Oelckers
c9ee17cdcd Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-11-12 15:36:59 +01:00
Christoph Oelckers
0c0cb6d69c - fixed warnings. 2016-11-12 15:36:36 +01:00
Christoph Oelckers
a603af805c - fixed identifier resolution in FxIdentifier for action functions with a different invoker than self.
- fixed creation of direct function invocations on a state line. In order to receive the implicit arguments this needs to be wrapped into a compound statement so that the local variable getter works.
2016-11-12 15:21:59 +01:00
Magnus Norddahl
402227d6b6 Add some intersection tests useful for culling 2016-11-12 14:55:14 +01:00
Christoph Oelckers
fe74a14431 - fixed: A_GiveInventory should not try to give stuff to an owned inventory item, because it doesn't own its Inventory pointer - it is used for the linked list of the owner's inventory. 2016-11-12 14:48:10 +01:00
Christoph Oelckers
32e0123e1b - fixed: FResourceLump::LumpNameSetup passed negative numbers to FString::Truncate for extension-less lump names. 2016-11-12 14:01:34 +01:00
Magnus Norddahl
e3dc9c93b9 Use a simpler algorithm for the stencil buffer as the old one was too slow 2016-11-12 13:50:28 +01:00
Edoardo Prezioso
ffea457d81 - Fixed GCC/Clang warnings with serializer Unicode parser. 2016-11-12 13:35:10 +01:00
Christoph Oelckers
479b216c06 - fixed: ZScript did not properly fill in tentatively created classes from defaults processing.
The proper setup for such classes was only done in CreateDerivedClass, but not in FindClassTentative itself. This extends CreateDerivedClass to allow it to create a class without fully initializing it.
2016-11-12 13:09:19 +01:00
Edoardo Prezioso
104030697f - Rename con_numnotify to con_notifylines.
Zandronum 1.1 added an option with the same purpose. Use it to avoid duplicates.
2016-11-12 11:08:33 +01:00
Edoardo Prezioso
f123da9385 - Fixed GCC warnings with new history code. 2016-11-12 11:07:39 +01:00
Magnus Norddahl
eb4021b997 Codegen for all triangle variants 2016-11-12 10:21:02 +01:00
Christoph Oelckers
e009cbec9e - fixed: PClass::StaticShutdown did not remove the class pointers for VM base classes from their class registration entries. 2016-11-12 10:17:57 +01:00
Christoph Oelckers
30a2171080 - let "" be synonymous with 'none' in ZScript. 2016-11-12 10:06:26 +01:00
Christoph Oelckers
62a259bb36 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-11-12 09:46:09 +01:00
Christoph Oelckers
34fc6323a4 - scriptified Hexen's bats.
- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
2016-11-12 09:33:43 +01:00
Marisa Heit
c69394fa40 Add con_numnotify cvar to control number of lines of notification text
- If con_numnotify < 0, then there is no limit on the number of lines of
  text.
- If con_numnotify == 0, then any text that would normally be shown in the
  notification area is discarded.
- If con_numnotify > 0, then that is the maximum number of lines of
  notification text to display.
2016-11-12 00:34:07 -06:00
Marisa Heit
1e497e0b3e Fixed: FString::StripLeftRight() lost the right character when copying to a new buffer
- Also, some minor improvements to the strip functions to avoid doing
  extra work.
2016-11-12 00:34:07 -06:00
Marisa Heit
513ad7f75f Use FString to store console atexit commands 2016-11-12 00:34:07 -06:00
Marisa Heit
c5eb28d360 Fix console scrolling too far when page scrolling with scaled text 2016-11-12 00:34:07 -06:00
Marisa Heit
4dce07762b Change con_scale behavior for value 0
- Do not use uiscale for con_scale default. A 40 column console when
  everything is defaults is maddening. The default is now CleanXfac minus 1.
2016-11-12 00:34:07 -06:00
Marisa Heit
3926ca13b0 Fix console input not scrolling when you hit the side of the screen
- Also changed the console input buffer into a struct instead of a
  frankenstein buffer.
2016-11-12 00:34:07 -06:00
Christoph Oelckers
5bc89e7efc - added a VM handler for PostBeginPlay.
- made a few changes to let the templates compile again on Linux.
2016-11-12 00:57:21 +01:00
Magnus Norddahl
c852b6c5e9 Add codegen for one of the triangle variants 2016-11-12 00:50:21 +01:00
Christoph Oelckers
696af7d7e5 - Moved all virtual function related template code to its own file because it depends on includes that cannot be done in dobject.h. 2016-11-12 00:33:40 +01:00
Christoph Oelckers
14a9c13113 - scriptified Heretic's wizard. 2016-11-11 23:32:13 +01:00
Christoph Oelckers
a5f9eb5be1 - Scriptified Heretic's knight. 2016-11-11 22:14:29 +01:00
Christoph Oelckers
924096694e - implemented super calls and proper dispatch of scripted virtual overrides for Destroy. 2016-11-11 21:52:08 +01:00
Magnus Norddahl
667f35bfce Declare structs to LLVM 2016-11-11 20:12:09 +01:00
Christoph Oelckers
72e77a6c65 - implemented handling for virtual function.
Syntax-wise I chose to make it as strict as possible to reduce the chance of errors: Virtual base functions must be declared with the 'virtual' keyword, and overrides in child classes with the 'override' keyword. This way any mismatch in parameters that otherwise would cause silent failure will outright produce a compile error.
2016-11-11 20:05:07 +01:00
Magnus Norddahl
0938420871 Make triangle drawers compatible with LLVMDrawers 2016-11-11 19:54:27 +01:00
Magnus Norddahl
3cc5cec5a0 Hook up subsector gbuffer 2016-11-11 19:26:28 +01:00
Magnus Norddahl
5a9d4ee9d9 Simplify argument passing 2016-11-11 18:24:59 +01:00
Rachael Alexanderson
c6f7848a09 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-11 11:39:53 -05:00
Leonard2
a1aceaf04f Fixed the remaining errors with GCC 2016-11-11 16:01:09 +01:00
Edoardo Prezioso
8d01ba7733 - Fixed Clang errors with delayed templates on. 2016-11-11 15:22:53 +01:00
Christoph Oelckers
5e8c8b80c9 - removed bogus token paste operator. 2016-11-11 14:51:36 +01:00
Christoph Oelckers
6529931281 fixed and completed the special field init code. Strings can now be used as class members, and so can structs which contain strings.
- made 'DamageMultiply' an actor property and moved the initialization of ConversationRoot to the property handler for the compiler to get this stuff out of the type classes.
- consolidate default initialization into one function which performs all the required setup. The original implementation did this when adding the fields but that cannot work because at that time no defaults have been created yet.
- fixed: When deriving a class the child class's defaults also must initialize the copied parent fields with special initialization. This part was completely missing.
- removed DECORATE code for parsing native classes because it's no longer needed.
2016-11-11 14:40:32 +01:00
nashmuhandes
970c750daa Added OpenGL support to the underwater view blend scalar option. 2016-11-11 18:08:47 +08:00
Magnus Norddahl
6989b7037e Fix stencil write bug 2016-11-11 10:25:40 +01:00
nashmuhandes
fd31c84745 Added a slider to control the intensity of underwater screen blending. 2016-11-11 17:18:39 +08:00
Magnus Norddahl
529a93b680 Sky rendering fixes 2016-11-11 10:15:27 +01:00
Christoph Oelckers
15ddf70f58 - typo 2016-11-11 09:27:52 +01:00
Christoph Oelckers
a60bdc2bfb use a memory arena for allocating code generation nodes.
- Since the number of small allocations here is extremely high this will help a lot to prevent fragmentation and since most nodes are collected up front and this is done when no large resources are being loaded it won't cause heap spikes.

let Emit methods delete FxExpression arrays when they are done.
- For some reason the deletion process does not work 100%, there are always some nodes left behind and so far I haven't found them. This ensures that these arrays do not live any longer than needed.
2016-11-10 15:13:31 +01:00
Magnus Norddahl
373038231c More stencil sky stuff 2016-11-10 13:58:03 +01:00
Christoph Oelckers
e0bd6a2c0a - fixed a memory leak in the compiler.
- removed test Printfs.
2016-11-10 13:37:38 +01:00
Magnus Norddahl
049ceecca5 Toying with stencils 2016-11-10 10:44:35 +01:00
Magnus Norddahl
204d09efde Add a stencil buffer 2016-11-10 08:08:37 +01:00
Magnus Norddahl
b94096ffe1 Crash fixes 2016-11-10 05:30:33 +01:00
Magnus Norddahl
6c52e1e52b Draw sky in a very expensive way 2016-11-10 05:01:33 +01:00
Christoph Oelckers
5151547df0 - fixed: String comparisons with constants did not work. 2016-11-09 20:28:46 +01:00
Leonard2
fb2a843c03 Test on a few methods/classes 2016-11-09 17:45:56 +01:00
Leonard2
26dc0c6df2 TODO: Find a better place to insert the classes in the hierarchy 2016-11-09 17:45:55 +01:00
Leonard2
7dbc4710f1 Add the new argument to all uses of the implement macro 2016-11-09 17:45:55 +01:00
Leonard2
33e2c74642 Provide a way to expose a native class to zscript for virtual functions overriding 2016-11-09 17:45:54 +01:00
Leonard2
ad19e439a6 Implement a general and easy-to-use way of overriding native virtual functions 2016-11-09 17:45:53 +01:00
Leonard2
bb2d61de50 Replaced the many implement macros with a single one that takes arguments instead 2016-11-09 17:45:53 +01:00
Leonard2
0b3585c83f Separate the pointer list from the implement macro 2016-11-09 17:45:52 +01:00
Magnus Norddahl
9820a6cb88 Request GL BSP instead of requiring automap texturing to be on 2016-11-09 12:07:07 +01:00
Magnus Norddahl
dc0e6d40a4 Distance sort sprites 2016-11-09 11:38:07 +01:00
Magnus Norddahl
cffdfdf7fd Cull bsp using solid segments 2016-11-09 01:33:40 +01:00
Magnus Norddahl
95df9bf48e Fix crash bug in 8 bit drawer 2016-11-09 00:35:41 +01:00
Magnus Norddahl
968150ceff Seems there could be more than 6 vertices 2016-11-09 00:22:05 +01:00
Magnus Norddahl
7d3e8d1414 Fix triangle drawer clipping bug 2016-11-08 23:08:25 +01:00
Christoph Oelckers
701ffb868b - fixed: The first argument of string-based ACS specials was missing a string to name cast. 2016-11-08 22:36:44 +01:00
Rachael Alexanderson
9413ea6edf - Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues. 2016-11-08 15:35:51 -05:00
Rachael Alexanderson
d36993a03b - Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues. 2016-11-08 15:05:23 -05:00
Magnus Norddahl
6ef8fe2da5 Add diminishing lighting 2016-11-08 18:08:13 +01:00
Magnus Norddahl
c1d496c17f A little bit of SSE to speed it slightly more 2016-11-08 17:38:19 +01:00
Magnus Norddahl
466274d7f6 Remove floats from the inner block loop 2016-11-08 16:46:15 +01:00
Magnus Norddahl
28d1cdc1cc Add TriUniforms and move light to it 2016-11-08 16:16:24 +01:00
Magnus Norddahl
6620d99fbb Fix frame buffer bounds and access errors 2016-11-08 15:27:45 +01:00
Christoph Oelckers
5c7affd102 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-08 14:31:10 +01:00
Magnus Norddahl
cb4b74e0c3 Double render speed of triangle drawer in the poly version by removing sprite clip and assigning whole blocks to threads 2016-11-08 14:28:58 +01:00
Christoph Oelckers
7b7b66d8b7 - added a new variable flag that allows defining variables which can only be modified by internal script code but not by external mods. Currently this is used by the NoBlockmap and NoSector flags which need special handling for changing. 2016-11-08 11:12:56 +01:00
Rachael Alexanderson
dffba5267d - Full freelook is now enabled if r_newrenderer is set to true. 2016-11-08 00:44:53 -05:00
Magnus Norddahl
2e2d6da00f Only draw thing if its in the subsector 2016-11-08 05:48:45 +01:00
Magnus Norddahl
d0f0500f0d Draw things 2016-11-08 05:17:29 +01:00
Magnus Norddahl
b9d6fc6856 Add some light and transparency 2016-11-08 02:48:14 +01:00
Christoph Oelckers
3661e479d9 - fixed: Runtime conversion of names to classes used the wrong argument to check the class type. 2016-11-07 23:29:54 +01:00
Christoph Oelckers
aac931192b - fixed: Declaring a damage function must set regular damage to -1 to disable it. 2016-11-07 23:22:00 +01:00
Christoph Oelckers
cf9cdeb480 - scriptified the Revenant's code. 2016-11-07 23:16:25 +01:00
Christoph Oelckers
387287008c - fixed: Clamp was initialized with incorrect values. 2016-11-07 14:57:59 +01:00
Christoph Oelckers
5e8c819a33 - fixed checks in Powerup.Type property to properly deal with the differences between DECORATE and ZScript.
- properly initialize Baggage everywhere it gets used.
- fixed a few items with incorrect Powerup.Type settings that got flagged by the above changes.
2016-11-07 11:53:49 +01:00
Christoph Oelckers
208fe28042 - properly clear all script compiler data for a restart. 2016-11-07 11:30:41 +01:00
Christoph Oelckers
dc055b74c1 - fixed the octal parser in strbin. Like its hex counterpart it needs to backtrack one character if it find the end of a sequence.
- since ZScript already receives filtered strings, the 'T' converter for the properties should not do it again.
2016-11-07 09:54:46 +01:00
Magnus Norddahl
237f54f4be Toying with triangle drawer and GL BSP nodes 2016-11-07 09:25:12 +01:00
Magnus Norddahl
47cc110498 Add true color triangle drawer 2016-11-07 05:24:17 +01:00
Magnus Norddahl
4e717cd9ee Merge remote-tracking branch 'origin/triangledrawer' into qzdoom 2016-11-07 04:30:28 +01:00
Magnus Norddahl
92be8f401c Remove old triangle version 2016-11-07 04:27:55 +01:00
Magnus Norddahl
3ea9d7cf04 Move software renderer transform to TriMatrix 2016-11-07 03:34:59 +01:00
Rachael Alexanderson
8e7e1b48e9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-06 19:54:08 -05:00
Christoph Oelckers
b206d19df4 - fixed: RegAvailability never set the number of allocated registers to more than 32.
- fixed register allocation in ?: operator which was quite broken.
2016-11-07 01:10:56 +01:00
Christoph Oelckers
7da4e0d03d - removed a parsing hack for the old internal definitions.
- fixed: The state cast hack for DECORATE could not properly create state constants.

Instead they were passed to FxRuntimeStateIndex without resolving them to something constant. This adds proper handling of constant indices within that class.
2016-11-06 23:10:23 +01:00
Braden Obrzut
640bf2a6d4 - Fixed: SBarInfo didn't support animated images in some places. 2016-11-06 17:07:44 -05:00
Christoph Oelckers
779f9d7a72 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-11-06 15:13:44 +01:00
Rachael Alexanderson
9f9e4ea19d - Added randi's "bottomclip" parameter to dpJudas's OpenGLSWFrameBuffer::FillSimplePoly implementation. The code refused to compile because of the new changes. Note that this is not tested on Linux or Mac, and will likely need changes there as well. 2016-11-06 08:58:06 -05:00
Major Cooke
2583da9680 Do not allow DMG_FORCED to bypass ultimate degreeslessness/buddha for players. 2016-11-06 07:44:30 -06:00
Christoph Oelckers
10ef430bae Revert "Do not allow DMG_FORCED to penetrate player ultimate degreelessness/buddha."
This reverts commit 0130bde077.

This wasn't supposed to get merged, so get rid of it again. The change in semantics here is not acceptable.
2016-11-06 14:18:13 +01:00
Christoph Oelckers
647fd53a15 - fixed: An 'if' statement with only one branch may never considered to be always returning. 2016-11-06 14:14:54 +01:00
Rachael Alexanderson
901727a7f8 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-06 08:11:04 -05:00
Christoph Oelckers
6414fd301b - let's add a 'float' cast, too, just in case. It still will cast to double, because single precision floats only can exist as memory values. 2016-11-06 13:21:47 +01:00
Christoph Oelckers
398433b5e6 - fixed: Explicit casts to bool were missing. 2016-11-06 13:20:22 +01:00
Christoph Oelckers
2ac0046cda - fixed and cleaned up state index jump handling
* use the function build list instead of the function to pass the info. The function is permanent so not the best place for compile-time info.
 * pass along the current state index which is needed to calculate the target state.
2016-11-06 13:14:46 +01:00
Christoph Oelckers
c354000f1c - block "" and 0 as valid state names in ZScript. There were common workarounds for the lack of a null pointer in DECORATE which no longer are supported as those and would produce errors now. 2016-11-06 12:00:16 +01:00
Magnus Norddahl
3a7532fd9b Improve flat mipmap selection 2016-11-06 11:39:28 +01:00
Christoph Oelckers
062574b726 - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
- made some tests about calling script code from native functions.

 * scriptified A_SkullAttack to have something to test
 * changed the A_SkullAttack call in A_PainShootSkull.
 * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
 * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
2016-11-06 11:36:12 +01:00
Christoph Oelckers
dbde0971ef - removed the second 'calculated' return value from the damage function call in GetMissileDamage as it is no longer needed or even code being generated for. 2016-11-06 10:28:01 +01:00
Christoph Oelckers
c3ae560289 - scriptified two more trivial functions. 2016-11-06 09:22:03 +01:00
Magnus Norddahl
aad2cde332 Oops, forced all sandy bridge CPUs to westmere instead of just Pentium G840 2016-11-06 07:37:18 +01:00
Magnus Norddahl
70d4097b34 Fix clamping bug when r_mipmap is off 2016-11-06 07:33:17 +01:00
Marisa Heit
55ee78fc0b Add bottomclip parameter to FillSimplePoly() for the software implementation
- Polygons will be clipped to bottomclip. If this is zero or below, they
  will be clipped to the bottom of the screen instead. This keeps the
  polygons from overwriting the status bar border for sofware 2D. The
  hardware version ignores it, since it always draws the status bar border
  every frame.
2016-11-05 22:49:33 -05:00
Rachael Alexanderson
5e547e9455 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/r_segs.cpp
#	src/v_draw.cpp
2016-11-05 23:38:50 -04:00
Marisa Heit
dbc54fbca0 Fix FillSimplePoly() for 1-pixel tall or wide textures 2016-11-05 22:30:16 -05:00
Marisa Heit
ae28c9b29c Fix divide by 0 in new wallscan functions with 1-pixel tall textures 2016-11-05 22:09:38 -05:00
Major Cooke
0130bde077 Do not allow DMG_FORCED to penetrate player ultimate degreelessness/buddha. 2016-11-05 20:15:41 -05:00
Christoph Oelckers
c9a96ed0ae - fixed: CALL_ACTION always set 3 args, even for normal methods. Also moved this to a sunfunction because the macro created a lot of code. 2016-11-06 01:34:54 +01:00
Christoph Oelckers
b59f4e950f - fixed: The return prototyxpe may only be retrieved after the return state of the function has been checked. Also made this a real error message instead of an assert because it will inevitably result in a crash if the prototype cannot be generated, making diagnostics impossible. 2016-11-05 21:02:26 +01:00
Christoph Oelckers
0f9ebff3ee - fixed: The return checking code must be inside the nullptr check for item.code. 2016-11-05 18:56:04 +01:00
Christoph Oelckers
0851d698de - don't run constant state indices through the runtime checker. 2016-11-05 18:15:53 +01:00
Christoph Oelckers
1b77a8f491 - fixed: Tacking on a return statement should only be done if the function has branches that actually reach the end. Otherwise it may interfere with return type deduction.
- used the return check to optimize out unneeded jumps at the end of an if statement's first block.
2016-11-05 18:05:57 +01:00
Christoph Oelckers
98fa3d2d93 - added an accessor to the actor defaults. This might have been possible with less work using a function but that would have necessitated some type casts when using it on subclasses.
- scriptified A_BarrelDestroy to test the above.
2016-11-05 17:14:16 +01:00
Magnus Norddahl
d084f77546 Fix mipmap generation bug
Fix crash due to dc_source2 not always being set
Add r_lod_bias to control mipmap selection
Improve LOD calculations to take the U texture coordinate into account
2016-11-05 16:12:59 +01:00
Christoph Oelckers
24925c88a8 - added readonly pointers. They need to be defined with 'readonly<classtype>'. These are significantly different from declaring a field readonly in that they do not disallow modification of the variable itself but what it points to. For the actor defaults this is necessary to prevent accidental modification. A readonly pointer is actually a different type than a regular pointer.
- fixed code generation for dynamic cast. It was missing the jump instruction after the compare.
2016-11-05 13:51:46 +01:00
Magnus Norddahl
4b18530047 Add linear filtering to column drawers and fix offsetting bug with wall/span linear filters 2016-11-05 11:29:50 +01:00
Christoph Oelckers
ca878b5e6b Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-11-05 10:40:02 +01:00
Christoph Oelckers
9ab779fd61 Merge commit '60ae4a8568d9fc929c803036fa16fa0f9bfb68a2' 2016-11-05 10:39:13 +01:00
Christoph Oelckers
b890f2b608 - fixed retrieval of constant for state index. 2016-11-05 10:38:23 +01:00
Christoph Oelckers
272dff6b8f Merge branch 'master' into zscript 2016-11-05 10:35:00 +01:00
Christoph Oelckers
76c34d7b2f - block access to private and protected data for the external variabler getter functions.
- fixed: The state index comparison against 0 was broken.
- fixed: Resolving codegen nodes must set the strictness flag per function so that ZSCRIPT and DECORATE are done properly.
2016-11-05 09:50:53 +01:00
Rachael Alexanderson
2fe5cb4f77 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-04 23:53:05 -04:00
Magnus Norddahl
484e1b56be Merge remote-tracking branch 'origin/new_wallscan' into qzdoom 2016-11-05 04:49:54 +01:00
Braden Obrzut
dd1f72bbf9 - Check the version of FMOD in CMake to produce an error on the condition that OpenAL is also enabled and the FMOD version is low enough to also export Xiph symbols. 2016-11-04 23:27:04 -04:00
Magnus Norddahl
60ae4a8568 Replace build wallscan with a rewritten version that tile and scale correctly 2016-11-05 04:02:30 +01:00
Christoph Oelckers
514bcfb128 Print a clearer error message if a function name is encountered without parentheses. 2016-11-05 01:24:52 +01:00
Christoph Oelckers
010fd038be - scriptified A_KeenDie.
- added an 'exact' parameter to FThinkerIterator's Next function. This is mainly for scripting which allows to do a lot more checks natively when running the iterator while looking for one specific class.
2016-11-05 01:19:41 +01:00
Christoph Oelckers
b6633bc489 - fixed: The states parser tried to simplify the head node for random duration but it has to simplify the two value nodes separately.
- added jump by index to ZScript.
2016-11-05 00:39:00 +01:00
Christoph Oelckers
8ae7aae14a - do not delete duplicate PFields - they are better be destroyed and left to the GC.
- removed two duplicate entries to the flag table.
2016-11-04 15:21:45 +01:00
Christoph Oelckers
407345668a - fixed: ZCCCompiler tried to process replacements too early, it can only be done after all classes have been created. 2016-11-04 15:16:56 +01:00
Christoph Oelckers
faea61cf01 - fixed: Turbo messages were printed, even when no turbo mode was active. 2016-11-04 12:43:23 +01:00
Christoph Oelckers
540f20882e - fixed: Degeneration should use the same base health value as all the rest of the engine.
- also replaced deh.MaxHealth in the bot code which was the only other remaining case where this was used as health limiter.
2016-11-04 11:32:57 +01:00
Christoph Oelckers
7755a3525a - do not allow menu slider values very close to zero. They not only can produce a glitched number display but also some weird inconsistencies when operating a slider. 2016-11-04 11:17:22 +01:00
Christoph Oelckers
07c24c7e27 - use different names for different AST dumps. 2016-11-04 10:35:14 +01:00
Magnus Norddahl
4b4d7a0768 Add texturefrac bounds clamping to R_DrawMaskedColumn to avoid buffer overruns 2016-11-04 10:16:44 +01:00
Magnus Norddahl
b04118032e Fix wrapping and scaling issue for the U texture coordinate for sprites 2016-11-04 10:15:57 +01:00
Christoph Oelckers
7068070c0d - fixed: The identifier fallback which existed for all other basic types was missing for 'state'.
- added the option to put code right into the ZSCRIPT lump for smaller definitions where a file list would be too cumbersome.
2016-11-04 09:56:03 +01:00
Christoph Oelckers
157cfe3ab3 - fixed: The RNG was not initialized for script calls that did not explicitly specify an RNG by name. 2016-11-04 09:23:29 +01:00
Christoph Oelckers
d433fb76c9 - completed the list of AActor exported member variables, with the exception of a few things that cannot be done yet.
Note that AActor::Inventory needed to be renamed because defining this symbol within AActor would hide the global type of the same name!
2016-11-04 08:57:10 +01:00
Magnus Norddahl
12a1755edf Move texture info to R_DrawMaskedColumn and add bounds checking 2016-11-04 01:39:53 +01:00
Christoph Oelckers
9563045305 - moved declaration of native fields into the respective class definitions.
This bypasses a declaration in the script in favor of a simpler implementation. In order to work it is always necessary to have an offset table to map the variables to, but doing it fully on the native side only requires adding the type to the declaration.
2016-11-04 00:19:36 +01:00
Christoph Oelckers
747b612860 Merge branch 'master' of https://github.com/rheit/zdoom 2016-11-03 19:42:03 +01:00
Christoph Oelckers
c9dad70408 - removed the GetConstantInt overloads since it appears they are not needed. 2016-11-03 16:46:55 +01:00
Christoph Oelckers
9188dc07a7 - removed excess parameter from A_FadeIn. 2016-11-03 14:38:18 +01:00
Christoph Oelckers
995f01f8aa - removed obsolete code from a_bossbrain.cpp.
- fixed: divisions wasted one register for each operation due to a double allocation.
- changed math operations to use less registers. There was a well-intended change to allocate the destination first, but the better approach is to first allocate the operands and free then before allocating the destination register.
2016-11-03 14:23:29 +01:00
Christoph Oelckers
a45523fb63 - scriptified A_SpawnFly.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
2016-11-03 13:38:40 +01:00
Magnus Norddahl
90c8b3370a Fix mipmap sampling bug 2016-11-03 12:51:07 +01:00
Magnus Norddahl
356830a8c8 Add CPU misdetection workaround for the Pentium G840 and a llvm_cpu CVAR that can force codegen to a specific CPU architecture 2016-11-03 12:02:07 +01:00
Christoph Oelckers
6aecb29995 - fixed: The VM function builder was set up with the wrong number of implicit arguments. 2016-11-02 16:05:57 +01:00
Christoph Oelckers
ff66dc3189 - flatten FxBinaryLogical chains into a single node for more efficient processing. 2016-11-02 15:46:15 +01:00
Christoph Oelckers
eca4fba0f6 - fixed a merge conflict which wasn't flagged by TortoiseMerge. 2016-11-02 14:15:09 +01:00
Christoph Oelckers
3a7f51db88 a_hereticimp.cpp does not exist anymore... 2016-11-02 13:39:37 +01:00
Christoph Oelckers
c44dc8d951 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-11-02 11:46:18 +01:00
Christoph Oelckers
570572fcf2 - scriptified a_hereticimp.cpp.
- fixed the comparison against 0 simplification which did not negate the result for '=='.
2016-11-02 11:44:48 +01:00
Christoph Oelckers
8b21719068 Merge branch 'zscript' of https://github.com/rheit/zdoom into zscript 2016-11-02 11:43:23 +01:00
Christoph Oelckers
703aaa373e SHA-1: 8852bc7278d033bbed66c51bf23aee841ee977a9
* Revert "Modify CMPJMP to produce more compact code (as far as VC++ is concerned, anyway)"

This reverts commit 6ff973a06b.

This modification did not work and broke the comparisons. Actually this had three problems:

* the asserts checked the wrong instruction
* the mask was not applied to regular comparisons.
* incrementing PC before testing does not work because 'test' references the PC.
2016-11-02 11:40:43 +01:00
Christoph Oelckers
f940216c17 Merge branch 'master' into zscript
# Conflicts:
#	src/p_actionfunctions.cpp
#	wadsrc/static/actors/actor.txt
2016-11-02 11:08:51 +01:00
Christoph Oelckers
ff8b216167 SHA-1: 8852bc7278d033bbed66c51bf23aee841ee977a9
* Revert "Modify CMPJMP to produce more compact code (as far as VC++ is concerned, anyway)"

This reverts commit 6ff973a06b.

This modification did not work and broke the comparisons. Actually this had three problems:

* the asserts checked the wrong instruction
* the mask was not applied to regular comparisons.
* incrementing PC before testing does not work because 'test' references the PC.
2016-11-02 10:52:14 +01:00
Rachael Alexanderson
7cba67ad45 Merge branch 'master' of http://github.com/rheit/zdoom 2016-11-02 03:12:21 -04:00
Marisa Heit
f8641c0ffb Fixed: MaxVisForFloor was broken by the switch to floats
- TODO: See if these visibility limits are even needed anymore.
2016-11-02 00:07:57 -05:00
Marisa Heit
3f32ccada6 Zero In2D before calling Flip()
- Fixes an assert when resizing the window in windowed mode. Flip() can call
  V_OutputResized() in windowed mode.
2016-11-01 22:54:27 -05:00
Magnus Norddahl
1b7d21790d Merge branch 'sprite_texcoord_fix' into qzdoom 2016-11-01 23:14:46 +01:00
Magnus Norddahl
5814270980 Fix wrapping and scaling issue for the U texture coordinate for sprites 2016-11-01 22:58:53 +01:00
Magnus Norddahl
477fb6d676 Added missing copyrights 2016-11-01 21:44:33 +01:00
Magnus Norddahl
1ccf190c4f Merge remote-tracking branch 'zdoom/master' into qzdoom 2016-11-01 19:51:17 +01:00
nashmuhandes
578bf9b09c Added "local" parameters to A_PlaySound and ACS PlaySound 2016-11-01 13:21:32 -04:00
Christoph Oelckers
48229837ed - fixed: ACSStringPool::AddString did not check for NULL pointers as input. Let's just map them to the empty string, that's a lot better than crashing. 2016-11-01 13:20:58 -04:00
Christoph Oelckers
bfb8886e93 - fixed: RapidJSON in ASCII mode cannot handle extended 8 bit character sets and will produce broken data if the input contains some. This means we need to perform the conversion to UTF-8 on ZDoom's side and run RapidJSON in UTF-8 mode.
Daedalus triggers this with a 0x85 character which in Windows CP 1252 is the ellipsis (...) The converter will assume ISO-8859-1, though, but cannot do anything with these characters because they map to the font being used here.
2016-11-01 13:20:58 -04:00
Christoph Oelckers
88fd47247d - scriptified several trivial functions from a_action.cpp. 2016-11-01 16:32:47 +01:00
nashmuhandes
b420347bab Added "local" parameters to A_PlaySound and ACS PlaySound 2016-11-01 15:14:06 +01:00
Rachael Alexanderson
6755373f46 - fixed: map commands will now take capslock DM/COOP as arguments 2016-11-01 15:09:09 +01:00
Rachael Alexanderson
f72ebe6768 - Extended map, recordmap, and open commands to accept "dm/coop" as an extra parameter - to open maps in multiplayer mode with the requested ruleset. 2016-11-01 15:09:08 +01:00
Rachael Alexanderson
33637dda23 - fixed: map commands will now take capslock DM/COOP as arguments 2016-11-01 09:47:01 -04:00
Christoph Oelckers
3f57269a8b - fixed: ACSStringPool::AddString did not check for NULL pointers as input. Let's just map them to the empty string, that's a lot better than crashing. 2016-11-01 13:36:33 +01:00
Christoph Oelckers
4cf0d76e8c - fixed: RapidJSON in ASCII mode cannot handle extended 8 bit character sets and will produce broken data if the input contains some. This means we need to perform the conversion to UTF-8 on ZDoom's side and run RapidJSON in UTF-8 mode.
Daedalus triggers this with a 0x85 character which in Windows CP 1252 is the ellipsis (...) The converter will assume ISO-8859-1, though, but cannot do anything with these characters because they map to the font being used here.
2016-11-01 13:33:18 +01:00
Edoardo Prezioso
7137e87b4b - Fixed GCC/Clang errors from recent commits. 2016-11-01 10:35:45 +01:00
Edoardo Prezioso
46a311b23c - Fixed a typo in 1 pixel tall support addition.
Found by Clang -Wparentheses warning.
2016-11-01 09:59:59 +01:00
Rachael Alexanderson
3102668dfa - Removed mp### commands, extended map, recordmap, and open commands to accept "dm/coop" as an extra parameter - to open maps in multiplayer mode with the respective ruleset. 2016-11-01 03:28:30 -04:00
Marisa Heit
429aed85e1 Fixed: Masked midtexture yscale incorrectly used the texture's X scale 2016-11-01 01:57:43 -04:00
Rachael Alexanderson
c6ea262baf Merge commit '8d7e400f8eaa964f359849df34306ade247cf850' 2016-11-01 01:52:33 -04:00
Marisa Heit
5df21fda68 Fixed: Masked midtexture yscale incorrectly used the texture's X scale 2016-11-01 00:18:56 -05:00
Marisa Heit
9388597443 Add 1 pixel tall and wide texture support to the renderer
- These require manual detection and overriding of the scaling factors to
  0, because a right shift of (32-0) bits wraps around to 0 and results in
  no shift at all rather than leaving the register zeroed out.
2016-11-01 00:08:16 -05:00
Marisa Heit
8d7e400f8e Fixed: DCanvas::FillSimplePoly must set dc_destorg
- dc_destorg is normally set to the upper-left corner of the view window.
  If there is a border, then this won't coincide with the upper-left
  corner of the screen, and DCanvas::FillSimplePoly would merrily write off
  the end of the screen buffer.
2016-10-31 22:34:46 -05:00
Rachael Alexanderson
fb8c05bcb3 Merge branch 'master' of http://github.com/rheit/zdoom 2016-10-31 21:27:16 -04:00
Christoph Oelckers
6e6249f896 - reverted WEAPONTOP to its original value of 32 and made the added fudging bit part of the render side.
This is needed so that 'offset(0,32)' does what it is supposed to do.
2016-10-31 18:53:28 +01:00
Christoph Oelckers
8e12e7462c Merge branch 'master' into zscript 2016-10-31 17:03:33 +01:00
Christoph Oelckers
e620c9bd7d - scriptified parts of a_bossbrain.cpp. Some things cannot be done yet, the script code is there but commented out.
- exported thinker iterator and drop item chain to scripting. Unlike its native counterpart the script-side iterator is wrapped into a DObject to allow proper handling for memory management.
- fixed: The VMFunctionBuilder only distinguished between member and action functions but failed on static ones.
- fixed: FxAssign did not add all needed type casts. Except for purely numeric types it will now wrap the expression in an FxTypeCast. Numeric handling remains unchanged for both performance reasons and not altering semantics for DECORATE.
- exported all internal flags as variables to scripting. They still cannot be used in an actor definition.
- make ATAG_STATE the same as ATAG_GENERIC. Since state pointers exist as actual variables they can take both values which on occasion can trigger some asserts.
- gave PClass a bExported flag, so that scripts cannot see purely internal classes. Especially the types like PInt can cause problems.

Todo: we need readonly references to safely expose the actor defaults. Right now some badly behaving code could overwrite them.
2016-10-31 17:03:26 +01:00
Magnus Norddahl
cdf8264dc3 Cube and dome sky modes 2016-10-31 08:30:39 +01:00
Magnus Norddahl
7a9c674f83 Add triangle fan and strip 2016-10-31 08:30:08 +01:00
Magnus Norddahl
a1ba371eed Added triangle drawer to the software renderer 2016-10-31 06:09:46 +01:00
Rachael Alexanderson
7333bdb57e - Changed helpful syntax error messages for mpmap, mprecordmap, and mpopen 2016-10-31 00:50:43 -04:00
Rachael Alexanderson
bc319dce1d - Corrected syntax error messages for mpmap, mpopen, mprecordmap
- Added initial state for "multiplayernext" to prevent possible initialization errors.

- Implemented "mpmap", "mpopen", and "mprecordmap". All 3 commands do exactly as their non-"mp" counterparts do, except they turn on multiplayer (botmode) emulation before doing so.
2016-10-31 00:49:19 -04:00
Rachael Alexanderson
49cccfae42 - Added initial state for "multiplayernext" to prevent possible initialization errors. 2016-10-31 00:42:02 -04:00
Rachael Alexanderson
4c5723c10a - Implemented "mpmap", "mpopen", and "mprecordmap". All 3 commands do exactly as their non-"mp" counterparts do, except they turn on multiplayer (botmode) emulation before doing so. 2016-10-31 00:29:15 -04:00
Rachael Alexanderson
beab686ca6 Merge branch 'master' of http://github.com/rheit/zdoom 2016-10-30 23:44:09 -04:00
Braden Obrzut
43b2584f79 - Fixed: Reference to freed stack object in R_FindPlane. This caused a massive slowdown (90% drop in total performance) in R_FindPlane when built with optimizations on in GCC6. Although I don't really understand why since the comparison should have been O(1) regardless of memory contents and even if the check failed every plane it would still be pretty fast, this is what they mean when they say that anything can happen when undefined behavior is triggered. 2016-10-30 23:27:29 -04:00
Marisa Heit
6ff973a06b Modify CMPJMP to produce more compact code (as far as VC++ is concerned, anyway) 2016-10-30 22:16:02 -05:00
Rachael Alexanderson
de2122e2aa Merge branch 'master' of http://github.com/rheit/zdoom 2016-10-30 21:36:13 -04:00
FishyClockwork
7c1f7aa81c Restricted custom goodbyes to ZSDF 2016-10-30 20:27:07 +01:00
Kyle Evans
1502eae2ac Add XPM (X PixMap) version of ZDoom icon 2016-10-30 19:31:32 +01:00
FishyClockwork
42be7bee93 For USDF treat Require/Exclude as unknown
For USDF treat Require/Exclude as an unknown keyword.
2016-10-30 19:30:55 +01:00
FishyClockwork
c341bc0d3c Added restriction of Require/Exclude to ZSDF
Added restriction of Require/Exclude to ZSDF (namespace = "ZDoom";).
A warning will be printed if a Require/Exclude block is detected in USDF (namespace = "Strife";).
2016-10-30 19:30:54 +01:00
FishyClockwork
b1880964fa Added two new sub-blocks for Choice blocks
Added two new sub-blocks for Choice blocks: Require and Exclude.
The syntax for both is the same as Cost blocks.

Require defines what item must be present in your inventory in order to show this choice/reply.
Exclude defines what item must not be present in your inventory in order to show this choice/reply.

If any Require/Exclude blocks are defined then this choice/reply will be hidden until all blocks of both types are satisfied.
2016-10-30 19:30:53 +01:00
Christoph Oelckers
2857fac338 - scriptified a_archvile.cpp.
- fixed the type checks for the conditional operator.
2016-10-30 18:41:39 +01:00
Christoph Oelckers
a652c5f259 - fixed: For named functions the prototype needs to be set before the code generator starts resolving. Otherwise it will crash on incompletely set up forward declarations. 2016-10-30 16:21:44 +01:00
Christoph Oelckers
f8ccda2dc8 - scriptified A_Mushroom to test something a bit more complex.
- fixed: FxMinusSign trashed local variables that were used with negation.
- fixed: FxConditional only handled ints and floats, but not pointers and strings.
- fixed: A 'no states in non-actors' error was triggered, even for classes without any states.
2016-10-30 14:00:11 +01:00
Christoph Oelckers
9eeb56212b - fixed: A VM function's NumArgs value needs to count stack arguments, not logical ones, meaning that for vectors each element needs to count separately.
- renamed VMFunction::Defaults to DefaultArgs to make searching easier.
- let ZCCCompiler process vector defaults for function parameters.
2016-10-30 09:05:42 +01:00
Magnus Norddahl
a7d06ddd77 Add texturing to triangle drawer 2016-10-30 08:18:55 +01:00
Leonard2
06ec6318a9 Fixed: A vector value could point to garbage data after being 'unnested' 2016-10-30 07:37:13 +01:00
Leonard2
5643d6c692 Make sure to use the REGT_MULTIREG flags for opcodes that need it 2016-10-30 07:37:12 +01:00
Leonard2
8be7af41a9 Don't use a struct reference for vectors as return type just like for parameters 2016-10-30 07:36:00 +01:00
Leonard2
94410accf4 Renamed "VectorInitializer" to "VectorValue"
This was really confusing for me as this is an actual vector "value" rather than an "initializer"
2016-10-30 07:34:14 +01:00
Rachael Alexanderson
6ea0baac3a - Next "pre" tag. 2016-10-29 22:49:34 -04:00
Rachael Alexanderson
e2fa16c99e Actually - changed our minds - this is going to be 1.0. :) 2016-10-29 21:51:43 -04:00
Rachael Alexanderson
09961abeea - Version 0.1.1 tag 2016-10-29 21:44:30 -04:00
Christoph Oelckers
ac1c022911 - implemented the 'is' operator (i.e. class type check.) 2016-10-30 01:05:56 +02:00
Christoph Oelckers
78a18acf46 - added string handling to comparison operators. 2016-10-29 18:57:56 +02:00
Christoph Oelckers
853c6f6684 - fixed initialization of local variables with other local variables.
- fixed several occurenced where vectors were treated as floats. NOTE: The entire codegen.cpp file needs to be carefully reviewed for bad use of the REGT_ constants, there's probably more places where using them has broken some type checks.
- fixed: committed test version of zscript.txt instead of changed actor.txt by accident.

Initialization and assignment for strings is working with this commit.
2016-10-29 16:49:21 +02:00
Christoph Oelckers
7f2350cf64 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-29 16:08:46 +02:00
Christoph Oelckers
4dc97a6ed0 - fixed register allocation for vector arguments to script functions.
- handle 2D and 3D vectors in SetReturn.
2016-10-29 13:42:37 +02:00
Christoph Oelckers
7209f9edd6 - implemented passing vectors as parameters. So far working for native functions.
- removed the bogus optional value from the first A_Jump argument. A quick test with an older ZDoom revealed that this was never working - and implementing it would make things a lot more complicated, especially error checking in the code generator.
- fixed: The check for insufficient parameters to a function call was missing.
2016-10-29 13:10:27 +02:00
Christoph Oelckers
e94b4cc74e Merge branch 'master' into zscript 2016-10-29 11:20:32 +02:00
Christoph Oelckers
f5d1b1a491 - added vector builtins Length() and Unit().
This should complete the vector type except for use as function parameter.
2016-10-29 10:43:22 +02:00
Christoph Oelckers
b5222f08e8 - implemented dot and cross products (not that I'd ever expect these to become useful in a game like Doom...) 2016-10-29 10:16:00 +02:00
Magnus Norddahl
de8260ed8b Merge remote-tracking branch 'origin/dancingsprites' into qzdoom 2016-10-29 08:13:20 +02:00
Magnus Norddahl
87ea75169e Fix texturefrac out of bounds bug 2016-10-29 08:11:12 +02:00
Magnus Norddahl
ea44a445af Improve drawer debug info details 2016-10-29 07:20:16 +02:00
Magnus Norddahl
ea9b45d988 Change read access violations to be non-fatal 2016-10-29 06:50:09 +02:00
Magnus Norddahl
deaced4bfa Merge remote-tracking branch 'origin/dancingsprites' into qzdoom 2016-10-29 06:14:22 +02:00
Magnus Norddahl
837ed7bd80 Fix dancing sprites due to texture coordinate calculations not taking pixel centers into account
Merge R_DrawMaskedColumn and R_DrawMaskedColumnHoriz into one function to remove code duplication
2016-10-29 05:35:41 +02:00
Leonard2
594a0c2008 Fixed: FxVMFunctionCall didn't check for varargs while checking argument count 2016-10-29 02:18:15 +02:00
Christoph Oelckers
e5878f0cb2 - implemented vector operations. Vectors are now fully working as local variables.
- removed mulv_kr and divv_kr instructions. The first are redundant and the second are useless. Maybe remove all other vector/const operations as well? They won't get used by the code generator.
- fixed disassembly of vector multiplication and division instructions.
2016-10-29 01:39:25 +02:00
Christoph Oelckers
9400f97189 - implemented local vector variables. Currently only the definition plus initial assignment works.
- removed all vector4 handling that had already been added, now that this type can no longer be defined.
2016-10-28 15:15:30 +02:00
Christoph Oelckers
f2f365bfef - fixed setup for PString which was missing the load/store/move instructions which caused me to overlook its register type.
- properly set up the vector types.
- fixed: a struct must start with a size of 0, not 1. This caused the layout of the vectors to be broken.
2016-10-28 14:43:29 +02:00
Christoph Oelckers
ed5a94d187 - fixed GetOps() call and added info for vectors. 2016-10-28 13:30:19 +02:00
Christoph Oelckers
f511a9398e - changed GetStore/LoadMoveOp and GetRegType to be based on a set of member variables instead of using virtual functions to return such trivial values. This not only creates significantly better code but also allows overriding these settings without having to create a new class just for changing them (as is needed for vectors.) 2016-10-28 10:44:01 +02:00
Christoph Oelckers
3b1f411dce - added a full set of 2D vector instructions to the VM. The existing one was 3D only but there's also need to handle two-dimensional vectors.
- added the missing divv* instructions.
2016-10-28 10:13:07 +02:00
Christoph Oelckers
35cd48b86b - fixed grammar rule for two-dimensional vectors. 2016-10-28 09:47:22 +02:00
Magnus Norddahl
54c94f6e58 Fix pinkie having the blues 2016-10-28 02:41:14 +02:00
Magnus Norddahl
767c3a2edd Fix dancing sprites due to texture coordinate calculations not taking pixel centers into account 2016-10-28 01:55:59 +02:00
Christoph Oelckers
3fa315aaea - replaced 'vector<2>' and 'vector<3>' with 'vector2' and 'vector3'.
- added initializer syntax for vectors. A vector can be set with vectorvar = (x,y,z); for a 3-dimensional vector and vectorvar = (x, y); for a 2-dimensional one.
2016-10-28 01:14:21 +02:00
Christoph Oelckers
286f9510d4 - got rid of all default parameter redundancies.
- scriptified a few more functions.
2016-10-28 00:32:52 +02:00
Christoph Oelckers
03efb63e93 - fixed bad register use in postincrement operator. 2016-10-27 19:14:16 +02:00
Christoph Oelckers
c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
948ef62fcd - use the function defaults from the script instead of explicitly setting them again in the code. This is a needless cause of potential errors and since the values are readily available now it's better to use them in the functions.
- fixed: ZCCCompiler did not process array access nodes.
- fixed: Function argument names were not placed in the destination list by the compiler.
- scriptified several trivial functions from p_actionfunctions.cpp.
2016-10-27 15:53:53 +02:00
Rachael Alexanderson
9ed45c7e03 Merge branch 'master' of http://github.com/rheit/zdoom 2016-10-26 22:06:25 -04:00
Jason A. Yundt
4c420938c9 - Added install rules so that 'make install' works. 2016-10-26 20:57:42 -04:00
Christoph Oelckers
66b1f36e56 - actually evaluate the default parameters and store them in the VMFunction.
- disabled the assert in PType::GetRegType. This assert blocks any use to check for types that are incompatible with function parameters.
- pass the default parameter constants to the native functions. At the moment this is not used yet.
- use the function defaults to complete argument lists to script functions.
- fixed all default values that got flagged by the expression evaluator as non-constant. Most were state labels and colors which were defaulted to "". The proper value is null for states and 0 for colors.
- also replaced all "" defaults for names with "none".
2016-10-27 01:30:34 +02:00
Christoph Oelckers
d32d52c0b9 - scriptified a_spidermaster.cpp.
- fixed bad assert in XOR_RK instruction.
2016-10-26 17:21:25 +02:00
Christoph Oelckers
c961e653a5 Merge branch 'master' into zscript 2016-10-26 15:55:56 +02:00
Christoph Oelckers
327d4d85a7 - fixed: UseOffsets can only be handled after the patch is has been set up. 2016-10-26 15:02:20 +02:00
Christoph Oelckers
a166183ab4 -fixed type handling for varargs (i.e. A_Jump.) 2016-10-26 14:15:11 +02:00
Christoph Oelckers
7c759f9fcf - removed the FxDamageValue hack and implemented it properly using FxReturnStatement.
- added handling of damage functions for ZScript.
2016-10-26 14:04:49 +02:00
Christoph Oelckers
e50315bd31 - fixed: Deprecation messages should never appear in DECORATE.
- removed some console message spam.
2016-10-26 13:22:36 +02:00
Christoph Oelckers
d4ea991763 Merge branch 'master' into zscript 2016-10-26 12:18:06 +02:00
Christoph Oelckers
12ce76426e Revert "Allows loading directories as IWADs using "-iwad" command line parameter."
This reverts commit 81449728d7.

Reverted because it compromises the IWAD file lookup and fixing it properly is not so trivial.
The skipping of adding the file name extension was not only broken, but even after fixing the code does not work if the IWADs are located outside the working directory.
2016-10-26 12:13:57 +02:00
Rachael Alexanderson
692a0034b4 Merge http://github.com/rheit/zdoom 2016-10-26 06:10:52 -04:00
Christoph Oelckers
5309209039 - print a developer warning if the texture manager had to resolve a circular reference. 2016-10-26 12:03:28 +02:00
Christoph Oelckers
28fefdabc7 - added a 'listall' option to FTextureManager::ListTextures, so that the multipatchtexture lookup can find multiple older versions with the same use type.
This fixes an issue with DUMP 2 which looked for patches of the same name as the texture currently being defined and where the patches had the same use type as the composite texture. The function as implemented would only find the newly added composite and print an error.
2016-10-26 11:56:15 +02:00
Christoph Oelckers
823c52aeb2 - scriptified the functions in a_possessed.cpp and added the needed exports and constants.
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
2016-10-26 11:30:30 +02:00
alexey.lysiuk
316e3395ad Fixed crash on loading multipatch texture with height of 256
http://forum.zdoom.org/viewtopic.php?t=53953
2016-10-26 12:15:22 +03:00
Magnus Norddahl
2838e1b5de Compile fix for macOS 2016-10-26 07:21:19 +02:00
Rachael Alexanderson
e533bc8234 Merge http://github.com/rheit/zdoom 2016-10-25 23:52:25 -04:00
Christoph Oelckers
fa8e05d56d - do not allow a multipatch texture to use itself as patch. Instead, look for an older texture with the same name. 2016-10-25 22:40:58 +02:00
Christoph Oelckers
33d00070b5 - made some variables signed that should not be unsigned. 2016-10-25 17:07:19 +02:00
Edoardo Prezioso
be4ce05aee - Fixed Clang compiler errors and some warnings. 2016-10-25 16:53:14 +02:00
Christoph Oelckers
6d0dad3b38 - scriptified the code for the Demon and DoomImp. 2016-10-25 14:41:58 +02:00
Christoph Oelckers
576fc0c237 - how did this happen. 2016-10-25 14:27:49 +02:00
Christoph Oelckers
142278a818 - fixed incomplete commit for bounce flags
- fixed flag clearing in new function.
2016-10-25 13:29:58 +02:00
Christoph Oelckers
656b8cb16e - added explicit setter functions for the count and link flags so that A_ChangeFlag and A_SetFlag can be deprecated. 2016-10-25 10:15:24 +02:00
Christoph Oelckers
ae728cc61a - made the count flags and NOBLOCKMAP and NOSECTOR read-only. These require special treatment to work which can only be done by a setter function. 2016-10-25 09:55:13 +02:00
Christoph Oelckers
34a07d4bd6 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-25 09:29:12 +02:00
MaxED
81449728d7 Allows loading directories as IWADs using "-iwad" command line parameter. 2016-10-25 09:25:57 +02:00
Rachael Alexanderson
623910bd2a - Putting the CVAR definition right in the middle of prediction stuff probably wasn't the best idea. 2016-10-25 09:25:57 +02:00
Rachael Alexanderson
043e761eec - Implemented sv_singleplayerrespawn 2016-10-25 09:25:56 +02:00
Rachael Alexanderson
b460ce31e8 Merge http://github.com/coelckers/gzdoom 2016-10-24 21:02:09 -04:00
Christoph Oelckers
f0ee3e3fa3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-25 01:04:43 +02:00
Christoph Oelckers
dad89b0783 - fixed: Portals with disconnected parts were not grouped correctly. 2016-10-25 01:03:44 +02:00
Christoph Oelckers
8368272b4d - just to be thorough, added a 'sprite' keyword to define a patch to give priority to the TEX_Sprite namespace. 2016-10-24 23:40:37 +02:00
Christoph Oelckers
4e4fd97950 - fixed: Multipatch textures may not set up their patch references until all textures have been loaded.
If done earlier they will not be able to detect overrides of sprites and graphics which are not part of the PATCHES lump. There was some fudging code to work around this problem but it was only partially working.
Now these textures only collect the texture name and use type during setup and resolve them after all textures have been created.
2016-10-24 23:35:18 +02:00
Christoph Oelckers
fe909c4e3b Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-24 22:25:04 +02:00
Christoph Oelckers
93ec6eb92e - fixed DACSThinker did not save its LastScript member.
This was probably responsible for some weird behavior recently, but with the addition of the OF_Transient flag this outright crashed because it left NULL pointers on reload in places where they weren't checked for.
2016-10-24 22:23:27 +02:00
Christoph Oelckers
f810b98167 - implement flag variables with the VM's sbit and lbit instructions.
- synthesize PField entries from the flag list for AActor. This intentionally excludes the bounce flags for now.
- allow deprecated flags that do not call the deprecated flag handler.
- disallow constructs like (a = b) = c by not allowing an address request on an assignment operation.
- restrict modify/assign on boolean variables to the bit operators. Everything else needs to promote the result to an integer to make sense so it should be disallowed.
2016-10-24 17:18:20 +02:00
Christoph Oelckers
808188ff18 - added handling for structs. When defined inside classes or other structs the double member access will be merged, so there is no performance hit by using structs to group data. 2016-10-24 13:18:13 +02:00
Rachael Alexanderson
64ae207fb9 Merge http://github.com/coelckers/gzdoom 2016-10-24 01:07:10 -04:00
Christoph Oelckers
3f1673f34f - scriptified A_HeadAttack, A_CyberAttack and A_Hoof. 2016-10-24 00:50:28 +02:00
Christoph Oelckers
bea625a42c - added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights. 2016-10-23 20:42:48 +02:00
Christoph Oelckers
fbe2b76705 - fixed checks in sprite sorting logic. There were some missing parentheses. 2016-10-23 19:08:43 +02:00
Christoph Oelckers
10203afa41 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-23 18:50:59 +02:00
Magnus Norddahl
6cd214c2b9 Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-23 17:43:27 +02:00
Magnus Norddahl
86f36b3081 Add function returning the generated assembly for a given llvm module 2016-10-23 17:43:18 +02:00
Christoph Oelckers
9f8a5dae21 - scriptified A_BruisAttack.
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00
Christoph Oelckers
da56e5908d - added an optimization to FxBoolCast that it doesn't force the source value to a 0/1 integer if not explicitly needed. When doing comparisons we do not care about actual values, we only want to know if it is 0 or not.
- added the above for the 'if' condition. It works for integers, floats and pointers and will save 3 instructions if the condition is a non-boolean that can be implicitly casted to bool.
2016-10-23 15:30:58 +02:00
Christoph Oelckers
5b952b116a - named class functions are working. Yay!!
- converted A_BspiAttack and A_BabyMetal to script functions to test the implementation.
2016-10-23 14:26:33 +02:00
Rachael Alexanderson
4934fc5070 - Removed duplicate definition from ZDoom merge 2016-10-23 08:19:29 -04:00
Rachael Alexanderson
7d174e6b3e Merge ../zdoom 2016-10-23 08:17:28 -04:00
Rachael Alexanderson
1e9d3b1917 - Putting the CVAR definition right in the middle of prediction stuff probably wasn't the best idea. 2016-10-23 08:14:54 -04:00
Christoph Oelckers
a2116fc7bf - created an export for P_SpawnMissile so that I can do some tests with functions.
- allow class extensions.

These are separate blocks in different files that get concatenated to one class body for processing. The reason is to allow spreading the many functions in Actor over multiple files, so that they remain manageable. For example, all the Doom action functions should be in their respective files, but their symbols need to be in Actor. To extend a class, both files need to be in the same translation unit, so it won't allow user-side extension of internal classes.
2016-10-23 12:57:21 +02:00
Rachael Alexanderson
a39807eb9a - Implemented sv_singleplayerrespawn 2016-10-23 06:10:24 -04:00
Rachael Alexanderson
edf2556ea3 - Implemented sv_singleplayerrespawn 2016-10-23 06:06:59 -04:00
Christoph Oelckers
f9cd2c9af7 - added switch/case processing. Right now it is just a sequence of test/jmp instructions. It may make sense to add a special opcode that can perform the comparisons natively but that's an option for later.
- added a TESTN instruction. This is like TEST but negates the operand. This was added to avoid flooding the constant table with too many case labels. With TEST and TESTN combined, all numbers between -65535 and 65535 can be kept entirely inside the instruction. Numbers outside this range still use a BEQ instruction.
2016-10-23 12:00:25 +02:00
Christoph Oelckers
6587828e32 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-23 08:34:46 +02:00
Marisa Heit
5ba5da0dcc Fixed: Loading a savegame momentarily left players with undefined pitch limits
- This was only visible when using a screen wipe because the initial frame wiped
  to would clamp the pitch to whatever undefined pitch range the player
  had before the proper range was received.
2016-10-22 21:02:10 -05:00
Marisa Heit
31f01d076e Fixed: Decals calculated "lighting" wrong
- Instead of calculating lighting based from the left edge of the wall
  segment the decal was on, it was calculated from the left edge of the
  wall instead.
2016-10-22 20:27:02 -05:00
Christoph Oelckers
ccabb6f9bd - Gave FxExpression a type identifier field so that certain combinations that are easy to optimize can be detected. 2016-10-23 01:14:49 +02:00
Magnus Norddahl
d804f94a5e Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-22 21:36:29 +02:00
Magnus Norddahl
6c1c0d2972 Improve scene selection for SSAO so that the mainview drawmode always takes precedence 2016-10-22 21:35:49 +02:00
Magnus Norddahl
1f8b2ebd9f Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-22 21:26:30 +02:00
Magnus Norddahl
a3e19bf337 Fixed gl_ssao_portals not having effect 2016-10-22 21:25:29 +02:00
Christoph Oelckers
32d33618ea - better fix for the class type problem: We already know the wanted type so let's use that instead of trying to determine it from the actual name. 2016-10-22 19:51:24 +02:00
Christoph Oelckers
c2b37aeeea - fixed a conversion warning with the pointer-type AActor fields.
- added master and tracer to the list of exported variables.
- fixed: 'none' as class type must map to the real null pointer so that it won't get rejected by the stricter type checks.
- added handling for member function calls to zcc_compile.cpp.
- fixed: FxMemberFunctionCall may not delete the self expression if it gets passed on to the actual function call.
2016-10-22 19:43:53 +02:00
Christoph Oelckers
37914223f0 - reviewed all places where VARF_Action and NAP were used and fixed what was still wrong. 2016-10-22 18:24:47 +02:00
Christoph Oelckers
371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00
Christoph Oelckers
32ac1a8ad7 - moved the special weapon functions from Inventory to StateProvider.
This will restrict them to the only classes that may use them: Weapon and CustomInventory.
Note: Should a mod surface which uses them improperly the better solution would be a warning message and NULLing the bogus code pointer instead of leaving them in Inventory.
2016-10-22 16:46:47 +02:00
Christoph Oelckers
d714670acc - allow calling non-action functions directly from a state.
Ironically this only requires a very minor change in the calling code and an added member for the VMFunction to tell that code how many parameters to pass.
This change will allow to turn the vast majority of action functions into regular members, the only ones that still need to be an action function are the few that actually use the pointers.
2016-10-22 16:35:48 +02:00
Rachael Alexanderson
02659fab95 Merge http://github.com/rheit/zdoom 2016-10-22 09:06:08 -04:00
Christoph Oelckers
d6047ae651 - added the required code genration nodes for member function calls.
This is not testable right now because finally the action function mess has come full circle. The current setup makes it impossible to call action functions from non-action functions because the needed info is local to the functions.
Long avoided, this needs to be refactored now so that the different semantics for action functions are no longer needed.
2016-10-22 12:10:19 +02:00
Christoph Oelckers
38fa26af75 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-22 10:15:52 +02:00
Christoph Oelckers
853e49a077 - fixed: R_InitSkyMap must check for the null texture which cannot be used as a sky because it has no bitmap and will cause an access violation in the sky cap color calculation. 2016-10-22 09:58:56 +02:00
Christoph Oelckers
43aec68559 - implemented ~== operator.
Turned out this was really simple because the functionality was already there.
2016-10-22 09:31:37 +02:00
Rachael Alexanderson
fb301d5996 Merge http://github.com/rheit/zdoom 2016-10-22 01:36:32 -04:00
Marisa Heit
09b82b8a3a Merge branch 'master' into zscript 2016-10-21 22:13:24 -05:00
Marisa Heit
5c596d3797 Change VM to increment PC after each instruction rather than before
- VC++ generated horribly stupid code for x64 when incrementing pc at the
  beginning of each instruction by storing hundreds of copies of it for
  every opcode executed. Incrementing pc at the end avoids this madness.
- It is possible I messed something up with this change. Hopefully not.
2016-10-21 22:11:23 -05:00
Christoph Oelckers
1e11042de0 - changed VM_EPSILON from 1/1024 to 1/65536 so that the ~== operator can actually be used.
1/1024 is far too coarse for ZDoom's purposes, this needs to be at least fixed point precision.
2016-10-22 02:52:28 +02:00
Rachael Alexanderson
9ee34254c8 - fixed: Crashing when using the "restart" ccmd 2016-10-21 19:26:05 -04:00
Christoph Oelckers
4b41e735f1 - added null pointer.
- fixed: FxMemberIdentifier checked for ClassPointers instead of object pointers to resolve the left hand side of the expression.
- allow comparison of pointers.
2016-10-22 00:50:04 +02:00
Rachael Alexanderson
f178043b81 Merge branch 'master' of https://github.com/raa-eruanna/QZDoom 2016-10-21 18:19:44 -04:00
Rachael Alexanderson
11a98bec7e - fixed: Compiler error in hardware.cpp (vid_forceddraw) 2016-10-21 18:18:48 -04:00
Magnus Norddahl
2ba7915d1a Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-22 00:14:35 +02:00
Magnus Norddahl
e891911a99 Fix broken SSAO portal rendering and let FRenderState do the glDrawBuffers calls 2016-10-22 00:09:06 +02:00
Rachael Alexanderson
16fded31e1 - Show current renderer on startup. This is for diagnostic purposes when we ask people for their startup logs so we know what key settings are being used when there is a problem. 2016-10-21 17:53:21 -04:00
Magnus Norddahl
be2c50f11c Merge remote-tracking branch 'gzdoom/master' into ssao 2016-10-21 23:48:30 +02:00
raa-eruanna
9cf9cc1318 Merge http://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/language.enu
2016-10-21 13:37:12 -04:00
Christoph Oelckers
3b0b0baf05 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	wadsrc/static/actors/shared/player.txt
2016-10-21 19:31:08 +02:00
Christoph Oelckers
b1289fa783 - fixed: The serialiter functionfor FDoorAnimation accessed the invalid destination pointer when loading a savegame. 2016-10-21 19:24:40 +02:00
nashmuhandes
21b690a3c7 Fixed: Player.ViewBob should be multiplying the bobbing height in P_CalcHeight, not the velocity of the bobbing.
This mimics the act of the user altering their movebob CVar to compensate for non-standard player movement speeds.
2016-10-21 19:24:39 +02:00
raa-eruanna
e0efdd97b3 - Added: PlayerPawn property "Player.ViewBob" which acts as a MoveBob/StillBob multiplier. 2016-10-21 19:24:39 +02:00
Christoph Oelckers
89416835a8 - preparations for null pointer support.
- add pointer support to FxAssign.
2016-10-21 19:18:39 +02:00
Christoph Oelckers
5bed0a2b39 - implemented class member access for variables. (Struct members and functions not done yet.) 2016-10-21 17:41:39 +02:00
Christoph Oelckers
f5e4c4b109 - implemented the '<>=' operator - more as a VM coding exercise than for its usefulness, though. 2016-10-21 16:35:07 +02:00
Christoph Oelckers
9f260983c7 - implemented all assign/modify operators.
- use a table to translate from PEX to tokens to make the code easier to read.
2016-10-21 14:18:31 +02:00
raa-eruanna
ec9dd3f5af - Fixed compiler errors with r_fullbrightignoresectorcolor merge 2016-10-21 07:53:32 -04:00
raa-eruanna
1ae478aacd Merge commit '8678baf6f589a68635939a1063a28231a0aa01a1'
# Conflicts:
#	src/r_data/colormaps.cpp
#	src/r_main.cpp
#	src/r_segs.cpp
#	src/r_things.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2016-10-21 07:42:28 -04:00
raa-eruanna
8678baf6f5 - Fullbright fixes 2016-10-21 07:32:18 -04:00
raa-eruanna
df6214b142 - Fixes 2016-10-21 07:21:56 -04:00
raa-eruanna
c76431414a - Implemented r_fullbrightignoresectorcolor from QZDoom 2016-10-21 07:06:24 -04:00
Christoph Oelckers
3e995d7aac - changed assignment operators to be expressions, like they are in C and DECORATE.
This also means that for now Lua-style multi-assignments are disabled, those should be easy to enable by making some changes to the assignment_statement grammar so that it doesn't recognize single assignments, but for now this is low priority because it adds a significant amount of complexity to do this right with functions that have multiple return values.
2016-10-21 12:22:42 +02:00
raa-eruanna
b327a3312e - Fully Implemented GZDoom fullbright emulation 2016-10-21 06:08:25 -04:00
Christoph Oelckers
1450c3dffb - tested and fixed the regular assignment statement for both local and member variables.
The generated object code can definitely use an optimization pass but that's something left for later when more things are working. Right now it creates one opcode more than necessary for all member accesses (instead of using the offset in the store command it calculates an actual address of the variable in another address register) and can create one too many for non-constant expressions being assigned to local variables (a move between two registers because the emitted expression on the right hand side does not know that it can emit to the actual variable's register.)
2016-10-21 10:09:01 +02:00
Christoph Oelckers
9f99ca4788 - process most of the remaining statement types.
- extend assignment operations to handle local variables (untested.)
- make the implicit function arguments read only.
2016-10-21 01:12:54 +02:00
Magnus Norddahl
1cd27ca98a Change how the LLVM execution engine to constructed and printf which target triple and CPU is being used 2016-10-20 21:57:45 +02:00
Christoph Oelckers
24394dfc92 - tested and fixed FxLocalVariableDeclaration.
- create proper variable data from the function prototype instead of assuming that there's just 3 pointers.
- added a printable name to VMScriptFunction for error output during gameplay in case something goes wrong.
2016-10-20 16:55:12 +02:00
Magnus Norddahl
1c2dcad36e Fix linear skies 2016-10-20 15:16:02 +02:00
raa-eruanna
c62ee28726 Merge http://github.com/coelckers/gzdoom 2016-10-20 04:54:44 -04:00
raa-eruanna
f2fdeaec8a Merge http://github.com/rheit/zdoom 2016-10-20 04:53:49 -04:00
Christoph Oelckers
2fd4fa9660 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	wadsrc/static/actors/doom/doomimp.txt
2016-10-20 10:44:53 +02:00
Christoph Oelckers
96437d95fa - use the new ZDoom code for retrieving a sky's cap color to avoid redundancies. 2016-10-20 10:36:23 +02:00
Christoph Oelckers
ce80d8157b Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-20 10:24:37 +02:00
Christoph Oelckers
4b956a2f2b - added support for the skyoffset property that had been settable in ANIMDEFS for GZDoom. This will only have an effect in sky mode 2. 2016-10-20 09:56:45 +02:00
raa-eruanna
a4393d352f Merge http://github.com/rheit/zdoom 2016-10-20 03:30:51 -04:00
Christoph Oelckers
19d070c9bd - fixed: averageColor swapped red and blue.
- renamed some stuff
2016-10-20 09:08:07 +02:00
Christoph Oelckers
ffc38d422e - split up FxCompoundStatement into the old FxSequence and a new subclass. FxSequence is just a sequence of expressions, while FxCompoundStatement is the one that actually implements handling of local variables. The split was done so that ZCCCompiler::ConvertNode can return multiple statements as one object and for that FxCompoundStatement is not suitable.
- added conversion of local variable declarations. This is still untested
2016-10-20 01:09:35 +02:00
Magnus Norddahl
aa199a91c5 Merge remote-tracking branch 'origin/capsky' into qzdoom
# Conflicts:
#	src/r_plane.cpp
#	src/r_sky.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2016-10-20 01:05:05 +02:00
Magnus Norddahl
2fe545a4fd Merge r_stretchsky and r_capsky into r_skymode 2016-10-20 00:59:51 +02:00
Magnus Norddahl
0888fc0cde Merge remote-tracking branch 'origin/capsky' into qzdoom 2016-10-20 00:13:58 +02:00
Magnus Norddahl
5de8112578 Add support for capping sky with a solid color 2016-10-19 23:52:09 +02:00
Magnus Norddahl
4ccb69fa61 Palette version of sky drawers 2016-10-19 23:21:09 +02:00
Christoph Oelckers
2d85efce2a - added processing of compound statements to the compiler. This means that anonymous functions without control statements are generating code now.
- added local variable declarations to the code generator. This is not tested yet, that will come with the next commit.
2016-10-19 19:05:48 +02:00
Magnus Norddahl
d5865a46a0 Move triangle drawer into a command and change the sky code to use it if r_cubesky is enabled 2016-10-19 17:44:50 +02:00
Christoph Oelckers
8a6230d64a - Renamed FxSequence to FxCompoundStatement.
- fixed: The state parser was unable to accept empty anonymous functions, which should be treated as if there is none at all.
2016-10-19 16:15:02 +02:00
Magnus Norddahl
ea72152c31 Add doom style column clipping to triangle drawer 2016-10-19 15:43:10 +02:00
Christoph Oelckers
458c68775f - fixed handling of loop statements.
All break and continue statements were collected in one list, and each loop statement taking hold of that entire list, including the breaks and continues from previous outer loops.
Changed it so that loop statements contain the jump addresses themselves and set a pointer in FCompileContext, so that the jump point can be set directly in the loop statement - and an error printed if there is none in the resolving stage, not the emitting one.
Consolidated the identical backpatching code of the three loop statement nodes into a subfunction.
2016-10-19 14:36:54 +02:00
Magnus Norddahl
6a7bb43ce1 Fix clipping bug 2016-10-19 14:32:28 +02:00
Christoph Oelckers
cfbcfc440d - 'fixed' local variable declrations to work like C, not like some Lua-inspired nightmare. Also added proper initialization syntax for arrays. 2016-10-19 13:07:44 +02:00
Christoph Oelckers
33567741f5 - fixed: The parser was not generating a compound statement node for anonymous action functions. 2016-10-19 10:38:25 +02:00
Magnus Norddahl
ef70ba0985 More triangle rendering 2016-10-19 03:49:42 +02:00
Christoph Oelckers
665d752686 - added 'null' token to the ZScript parser which is needed for null pointers.
- removed function declaration parser from DECORATE because it is not needed anymore.
- fixed: comparison operators could not handle names.
2016-10-19 00:35:34 +02:00
raa-eruanna
68efdf5cef - Fixed: Added linker flags for Linux to prevent crashes using LLVM. Using fix found by dpJudas. 2016-10-18 18:21:22 -04:00
raa-eruanna
226287875b Creating 0.2pre tag 2016-10-18 14:07:44 -04:00
Magnus Norddahl
694cae054c Add some experimental draw triangle code 2016-10-18 18:23:56 +02:00
raa-eruanna
79b14bbc08 - Updated version.h for beta tag 2016-10-18 11:38:35 -04:00
Christoph Oelckers
bef71f29e2 - make generation of the AST dump a command line parameter instead of having it depend on running a debug build.
- disable generation of the parser's trace file in debug builds.

This increases parsing time by a factor of 15 and is only needed when debugging a problem in the grammar.
2016-10-18 10:17:09 +02:00
Christoph Oelckers
61cc7dbb29 - another batch of Hexen items converted.
- fixed parsing of named damage types and pain chances.
2016-10-18 10:09:02 +02:00
Marisa Heit
1652c02a08 Add unsigned division opcodes to the VM 2016-10-17 22:37:49 -05:00
Magnus Norddahl
49b4860426 Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-18 01:16:45 +02:00
Magnus Norddahl
df3f5ae882 Use OpenGL to allocate the canvas buffer to avoid a costly memcpy 2016-10-18 01:16:36 +02:00
Christoph Oelckers
646f9b21c7 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	src/scripting/codegeneration/codegen.cpp
2016-10-18 00:55:56 +02:00
raa-eruanna
f32a2547bc - Fixed LLVM compile for LLVM 3.8 (Ubuntu) 2016-10-17 16:05:14 -04:00
Christoph Oelckers
1c21dbc44c - handle trinary conditional statement. 2016-10-17 21:43:14 +02:00
Christoph Oelckers
a6a0c4b93c - handle all unary operators.
- handle all binary operators which are already implemented in the code generator.
- implemented sizeof/alignof operators in code generator.
- rewrote RequestAddress so that its return value is not the writability of an address but the mere existence. Also changed it to not output errors itself because those cannot be dealt with by the calling function.
2016-10-17 20:33:35 +02:00
Christoph Oelckers
23a2a19a78 - added handling for shift and bit operators.
- added the '>>>' (unsigned shift) operator. Although, with unsigned numbers available, this is technically not really needed, DECORATE supports this so ZScript should, too, if only for the benefit of making conversion tools easier to handle.
2016-10-17 15:52:29 +02:00
Christoph Oelckers
938ab4ca70 - implemented '**' (power) operator. To ensure reliability, acustom 'pow' function will be used to calculate it.
- fixed: FxBinary::ResolveLR' check for numeric operations was incomplete. Like far too many other places it just assumed that everything with ValueType->GetRegType() == REGT_INT is a numeric type, but for names this is not the case.
2016-10-17 15:17:48 +02:00
raa-eruanna
cd21d017fb Merge remote-tracking branch 'remotes/origin/decorate-viewbob' 2016-10-17 09:04:37 -04:00
Christoph Oelckers
d0a8960f61 - added genuine PEX_GT, PEX_GTEQ and PEX_NEQ operations to the parser.
These were previously faked with the inverse plus a boolean not. Although this works, it either leads to sub-optimal code generation or some fudging to avoid the inefficient handling.
Just adding proper handling to the parser seems the easiest and most straightforward way to get around this. The code generator already can deal with these operations properly so there's no good reason to do it differently.
2016-10-17 14:38:51 +02:00
Christoph Oelckers
552f094ec1 - converted the rest of Heretic's actors.
- fixed: Boolean constants were not properly handled.
2016-10-17 12:58:23 +02:00
Magnus Norddahl
af937366d1 Added DetectRangeError function 2016-10-17 12:36:01 +02:00
Magnus Norddahl
c9a9e93c66 Fix warning C4805: '!=': unsafe mix of type 'bool' and type 'int' in operation 2016-10-17 11:54:03 +02:00
Christoph Oelckers
c13916ea18 - converted more Heretic actors. 2016-10-17 10:07:12 +02:00
raa-eruanna
931d241056 - Change "vid_used3d" to true by default, in Windows. 2016-10-17 01:13:58 -04:00
raa-eruanna
4ec2db43a4 Merge http://github.com/rheit/zdoom 2016-10-17 01:13:16 -04:00
Braden Obrzut
b4bdb8fa7d - Fixed: Assertion failure if a save was loaded without starting a new game (due to uninitialized RNG). 2016-10-17 00:22:06 -04:00
Braden Obrzut
741c9edf42 - Clear out GCC 6.2 warnings (interestingly they now check for misleading indentation which found a good case in fragglescript/t_func.cpp even though I believe it was harmless) 2016-10-17 00:19:08 -04:00
Magnus Norddahl
f8f710d9e2 Fix linker errors on Windows 2016-10-17 01:17:48 +02:00
Christoph Oelckers
c623539d2d Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-17 00:33:28 +02:00
Magnus Norddahl
c706d5465a Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-17 00:20:31 +02:00
Magnus Norddahl
d654301bc2 macOS compile fixes and support for slightly older versions of LLVM (to allow Mac users to brew install llvm) 2016-10-17 00:19:07 +02:00
raa-eruanna
963e33b49b Merge http://github.com/rheit/zdoom 2016-10-16 18:02:20 -04:00
Magnus Norddahl
dfed525e18 macOS warnings and build fix 2016-10-16 23:18:56 +02:00
Magnus Norddahl
8b297221fe Merge branch 'gl_swframebuffer' into qzdoom 2016-10-16 23:18:16 +02:00
Magnus Norddahl
f81d0d3964 macOS support and Intel driver bug fixes 2016-10-16 22:40:08 +02:00
Christoph Oelckers
6650e2bbfb - converted some Heretic stuff to ZScript for testing.
- added type casts to the arguments of function calls.
- added string constant to state conversion to FxTypeCast.
2016-10-16 22:32:52 +02:00
Braden Obrzut
9dd42be15f - Fixed: Demo playback on Windows XP since we don't patch fstat for v140_xp bug. 2016-10-16 16:22:21 -04:00
Christoph Oelckers
afd9347087 - changed order of script files to match the old DECORATE list for easy comparison of the disassembly.
- added a descriptive name to all types for error messages.
- added a generic type cast node to the code generator.
- added a few more cast operations to the 'cast' VM instruction.
- extended FxClassTypeCast to handle all possible input that can be cast to a class pointer, not just names.
2016-10-16 19:42:22 +02:00
Magnus Norddahl
2534e80a19 Fix vid_hw2d 0 rendering glitch 2016-10-16 16:14:54 +02:00
Magnus Norddahl
49e890f212 Fix hexen sky cap offset 2016-10-16 15:48:34 +02:00
Magnus Norddahl
204c037017 Fix blending modes 2016-10-16 15:41:47 +02:00
Magnus Norddahl
42138a6ab9 Fix hexen sky stretching 2016-10-16 13:08:52 +02:00
Magnus Norddahl
73f3ff9cd4 Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-16 13:08:14 +02:00
Magnus Norddahl
1711f13eeb Fix off-by-one bug 2016-10-16 13:08:06 +02:00
Christoph Oelckers
2da52cedc9 - restrict 8 and 16 bit integer types to struct and class members - and I am not really sure if they should even be allowed there, aside from legacy readonly properties. For 32 bit floats the same would hold, but those are already mapped to 64 bit doubles silently.
ZDoom only uses these types in a very few isolated places, and even those can be removed without problems, so it's very doubtful that having support for these types is of any benefit - on the other hand, having them will most likely introduce more code than is saved in the data by using them...
2016-10-16 12:47:26 +02:00
Christoph Oelckers
59ab8b7ccd - implemented array-style syntax for Random calls.
- implemented handling of the basic math operators so that heretic/beast.txt can be processed.

This is working, aside from still needing the type casts to properly transform the strings to class pointers.
2016-10-16 10:59:12 +02:00
raa-eruanna
135c861247 Merge http://github.com/coelckers/gzdoom 2016-10-16 04:02:34 -04:00
Christoph Oelckers
2c7c04e803 - when simplifying a non-constant expression, leave any identifier that cannot be trivially simplified to a constant alone. It is better to defer resolution to more context-aware code for those. 2016-10-16 09:31:03 +02:00
Christoph Oelckers
6a6263a614 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-10-16 09:13:19 +02:00
Christoph Oelckers
59576e6d23 - use the newly added OF_Transient flag to avoid writing out the owned dynamic lights to savegames instead of destroying and recreating them each time. 2016-10-16 09:12:43 +02:00
Christoph Oelckers
b03489a43c Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-16 08:51:13 +02:00
Marisa Heit
e4281454ce Split ANIMATED into three parts, filtered by game that uses them
- ANIMATED contained definitions for Doom, Heretic, and Strife, all
  crammed into a single file. This meant that animations from one game
  could erroneously make their way into maps for another game that
  provided custom textures with names that matched textures that animated
  in the other game. There are now three separate ANIMATED lumps with only
  the animations defined for the original game and no others. The one
  that gets loaded depends on the game being played.
- Added documentation for the ANIMATED file format to the comment for
  FTextureManager::InitAnimated(), since I had to figure it out from the
  code.
2016-10-15 21:40:24 -05:00
Marisa Heit
ae14993ba4 Fixed: Possible invalid processing for Crash states that immediately destroy the actor
- Setting an actor's Crash state has the potential to destroy the actor if
  the Crash state has one or more 0-tic states that end with Stop. This
  was not taken into account when the object's Z velocity was 0, but it
  was under the floor anyway.
2016-10-15 21:14:34 -05:00
Marisa Heit
58ec0e4594 Add OF_Transient flag for objects that shouldn't be written to disk 2016-10-15 20:57:56 -05:00
Christoph Oelckers
847b8c45ef - Changed ZCCCompiler::Simplify to allow running in constant and non-constant mode. The difference is that non-constant mode does not attempt to simplify function name expressions because these cannot be processed without destroying them, if some identifier in there is not referencing a symbol, which is quite common. 2016-10-16 01:33:36 +02:00
Christoph Oelckers
d6ce60f63a - added named RNG support to FxFunctionCall.
This looks simpler than duplicating all that stuff and avoids a lot code duplication.
2016-10-16 01:08:02 +02:00
Christoph Oelckers
55f6661c87 - added handling for all the builtins supported by DECORATE to FxFunctionCall.
For the random functions this class only handles the default-RNG version. The one with an explicit RNG needs to be done separately because the parser produces different output for them.
2016-10-16 00:12:33 +02:00
Magnus Norddahl
b3e4ba13ba Use GetSkyCapColor to pick the sky solid color 2016-10-15 21:53:45 +02:00
Christoph Oelckers
b299b64e47 - the compile context now knows if it is invoked by ZScript or DECORATE, so that it can be more strict with ZScript if needed.
- added a truncation warning to FxIntCast, which only occurs with ZScript, not with DECORATE. FxBoolCast is intentionally left out because it would defeat the reason for this cast type.
2016-10-15 21:35:31 +02:00
Christoph Oelckers
c3e693b507 - added FindClassMemberFunction which retrieves a function symbol and performs some verification.
- removed Self parameter from FxFunctionCall. Actual member function calls through an object require quite different handling so lumping these two together makes no sense.
- added a workaround to deal with ACS_NamedExecuteWithResult to both the compiler and FindClassMemberFunction. The way the ZScript compiler sets this up means that it will call the builtin, not the actual action function, so the parser needs to do some explicit check to get past the same-named action function.
- pass a proper self pointer to FxActionSpecial. Although it's still not being used, propagating design shortcuts through several function levels is a very, very bad idea.
2016-10-15 20:16:44 +02:00
Christoph Oelckers
cbb990a79e - pass the current function to the compile context instead of just the containing class. 2016-10-15 17:40:27 +02:00
Christoph Oelckers
db8ab1bc4a - give PFunction a bit more information:
* explicitly require passing the owning class when creating it.
 * extract self pointer class when adding a variant.
 * put the flags on the single variants, we can not fully rule out that they will be 100% identical, if variants ever get allowed.
2016-10-15 15:50:45 +02:00
Christoph Oelckers
091da92819 - Added AStateProvider class which is used to define the special action function behavior of weapons and custom inventorys. The class itself does not do anything, but the compiler will use it to set up the action function prototypes differently which in turn will be used to do type checking during code generation. 2016-10-15 15:10:48 +02:00
Magnus Norddahl
491a4e28c0 Move true color sky drawing to its own drawers and chamge r_stretchsky to false as the new drawers can fade to a solid color 2016-10-15 15:04:14 +02:00
Christoph Oelckers
32a3f57a54 - more preparations to compile functions:
* Allow PFunction to work without a VMFunction being attached.
 * The Variant for a function must store the prototype itself instead of relying on the VMFunction it points to. Otherwise it would not be possible to reference a prototype during compilation of the function because it does not exist yet.
 * Give the variant a list of the function's argument's names, because these are also needed to compile the function.
 * create an anonymous function symbol when the function gets registered to the builder. At this point we have all the needed information to set it up correctly, but later this is no longer the case. This is the most convenient info to have here because it contains everything that's needed to compile the function in the proper context, so it has to be present when starting compilation.
 * added some preparations to implement special handling for weapons and custom inventory items, which can run action functions in another actor's context. This part is not active yet but the basics are present in SetImplicitArgs.
2016-10-15 14:36:08 +02:00
raa-eruanna
cfb985ceb3 Merge http://github.com/rheit/zdoom 2016-10-15 07:58:16 -04:00
Christoph Oelckers
2cb5839c11 - count errors in the parser and abort afterward if there were some.
- use FScriptPosition's error counter throughout the compiler so that there is only one counter for everything, not two.

Parts of the compiler use FScriptPosition, so this is easier to handle than having a separate counter in the compiler class. It also avoids having to pass the compiler object to any function where an error may be output. The TreeNodes contain sufficient data to be converted to an FScriptPosition and using that for error message formatting.
2016-10-15 12:15:25 +02:00
Christoph Oelckers
5f5da26321 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-15 10:52:35 +02:00
Christoph Oelckers
162da2fcaf - allow to specify "none" to set an actor's translation to the identity table. 2016-10-15 10:51:48 +02:00
Christoph Oelckers
3b0d687b22 - committed from the wrong subdirectory and missed all files that just changed the #include line. 2016-10-15 10:43:02 +02:00
Christoph Oelckers
f86e64e712 - renamed thingdef_expression to codegen. Eventually this needs to be split up into smaller units because the file is already quite large and there's still a lot to add here. 2016-10-15 10:39:58 +02:00
Christoph Oelckers
d8a8b59006 - cleaned up the loop statement nodes in the code generator, which put some handling in FCompileContext and some of their data into the base FxExpression class instead of having an intermediate base class for all loops which is responsible for the relevant data. All this is now encapsulated in a new FxLoopStatement class which serves as base for the actual loop statements. 2016-10-15 10:34:26 +02:00
raa-eruanna
a61f76dc89 Merge http://github.com/rheit/zdoom 2016-10-14 18:16:55 -04:00
raa-eruanna
6608678ad8 - Fullbright sprites and decals now defy sector colormaps as they do in GZDoom. This is controlled by the setting "r_fullbrightignoresectorcolor". 2016-10-14 18:11:49 -04:00
Christoph Oelckers
7bdd320f13 - forgot to save this. 2016-10-14 23:51:38 +02:00
Christoph Oelckers
2e882a41a3 - removed some redundancy. 2016-10-14 23:13:08 +02:00
FishyClockwork
08504dcbe2 Added a small check just in case... 2016-10-14 23:11:58 +02:00
FishyClockwork
ecffd0bea6 Done the code changes.
This time only nulls I've added are nullptrs
2016-10-14 23:11:57 +02:00
alexey.lysiuk
0370592422 Fixed serialization of DSeqPolyNode class objects
Polyobject pointer was not serialized at all
2016-10-14 23:05:02 +02:00
Magnus Norddahl
36aff68501 Fix divide by zero if yscale is too small a number 2016-10-14 23:02:16 +02:00
Magnus Norddahl
657abb374b Fix SkyViewpoint skyboxes not being rendered 2016-10-14 23:01:10 +02:00
Christoph Oelckers
9def9ec095 - added more casting kludges so that I can run some tests with Heretic's definitions. 2016-10-14 22:54:22 +02:00
Christoph Oelckers
d00e93bdab - fixed order of state setup.
It looks like the setup of the action function and the adding of the states got inverted by something I tried, leaving the ActionFunc member empty on the real states.
2016-10-14 21:56:45 +02:00
Christoph Oelckers
52005214c1 - Added some fudging so that A_PlayerSkinCheck creates proper code until I can rewrite the FunctionCall expression to match what the script compiler needs. The current version of this class is too much geared toward DECORATE. 2016-10-14 21:15:46 +02:00
Christoph Oelckers
784f7ed671 - converted all of Doom's actors.
- fixed a few problems that were encountered during conversion:
 * action specials as action functions were not recognized by the parser.
 * Player.StartItem could not be parsed.
 * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
 * states and defaults were not checked for empty bodies.
 * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
2016-10-14 20:08:41 +02:00
raa-eruanna
00b9528e5f Merge branch 'yscale_dividebyzero_fix' of http://github.com/dpjudas/dpdoom 2016-10-14 11:52:25 -04:00
raa-eruanna
b54b4f2786 Merge http://github.com/coelckers/gzdoom 2016-10-14 11:50:06 -04:00
alexey.lysiuk
c3ced5842a Added multithreaded upscaling with xBRZ (macOS only) 2016-10-14 17:14:49 +03:00
alexey.lysiuk
58d44e89c9 Use single helper for xBRZ scalers 2016-10-14 17:03:26 +03:00
Magnus Norddahl
2a4a61d4d0 Fix divide by zero if yscale is too small a number 2016-10-14 15:23:23 +02:00
raa-eruanna
71e5ccc4da Merge branch 'skyviewportfix' of http://github.com/dpjudas/dpdoom 2016-10-14 07:37:22 -04:00
raa-eruanna
b236dd9dc1 Merge http://github.com/rheit/zdoom 2016-10-14 07:34:30 -04:00
alexey.lysiuk
d6b3cbe0c9 Fixed serialization of MovePoly class objects
See http://forum.zdoom.org/viewtopic.php?t=53787
Removed "speed" field which is serialized in the parent class
2016-10-14 14:33:13 +03:00
Magnus Norddahl
f82195bc49 Switch to true color for translated sprites 2016-10-14 12:10:11 +02:00
Magnus Norddahl
f05e2337c2 Fix SkyViewpoint skyboxes not being rendered 2016-10-14 11:24:03 +02:00
Christoph Oelckers
9e2830a3db - converted the rest of actors/shared.
- moved damagetype definitions to MAPINFO. These were in DECORATE which is not correct. The old code is left for compatibility.
2016-10-14 10:46:15 +02:00
Christoph Oelckers
b8a2059aa9 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-14 09:11:54 +02:00
Magnus Norddahl
366d494b18 Merged R_DrawMaskedColumnHoriz into R_DrawMaskedColumn 2016-10-14 08:33:59 +02:00
Marisa Heit
97107b6b6d Update lempar.c to 2016-10-04 version
- Every update rolled into one, because I'm pretty sure I missed some while
updating lemon.c (not counting today's commits), since it wasn't always
updated at the same time as lemon.c.
- In particular, I think this check-in from 2016-06-06 was very important to
  us after commit 3d5867d29e (For the
  Lemon-generated parser, add a new action type SHIFTREDUCE and use it to
  further compress the parser tables and improve parser performance.):
  * Fix lempar.c so that the shift-reduce optimization works for error
    processing.
2016-10-13 22:30:12 -05:00
Christoph Oelckers
7de683f9f5 - converted a few more DECORATE files.
- started with the AST converter. So far it only deals with direct function calls with simple constants as parameters.
- added an error condition for the defaults block to get rid of some asserts.
2016-10-14 00:40:20 +02:00
Christoph Oelckers
7e8d7eb2ec - fixed parsing of 'damage' default property.
- fixed processing of goto labels.
2016-10-13 22:52:31 +02:00
Christoph Oelckers
433bf46010 - removed token 'mode' because it isn't used anywhere and clashed with some actor properties.
- fixed uninitialized counter variable in DECORATE parser.
- allow dottable_id of xxx.color so that the property parser can parse 'powerup.color'.
- fixed crash with actor replacement in script compiler.
- add the lump number to tree nodes because parts of the property parser need that to make decisions.
- removed test stuff.
- converted inventory.txt, player.txt and specialspot.txt to ZSCRIPT. These were the minimal files required to allow actor.txt to parse successfully.
- removed the converted files from the DECORATE include list so that these are entirely handled by ZSCRIPT now.
2016-10-13 20:45:52 +02:00
Magnus Norddahl
2a0ab96341 Merge remote-tracking branch 'origin/ssao' into qzdoom 2016-10-13 18:12:56 +02:00
Magnus Norddahl
660a45a0e0 Add normals to decals 2016-10-13 18:04:00 +02:00
Magnus Norddahl
6caa53529f Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-13 11:17:00 +02:00
Magnus Norddahl
d1d443497f Fix weird access violation in some of the drawers 2016-10-13 11:16:51 +02:00
raa-eruanna
3a13394661 - Changed max sky buffer to 3072 from 2048 2016-10-13 02:47:07 -04:00
raa-eruanna
5d08a81240 - fixed: compiler warning with bad copy-paste
- fixed: speed up sky compositing in truecolor mode with large buffers - only the last 4 buffers used are checked.
2016-10-13 02:37:38 -04:00
raa-eruanna
d96ec6c311 - Expand truecolor sky buffer from 4 columns to 2048 columns. 2048 is probably the max we'll ever need, even with 4k, 8k, or higher resolutions, since the algorithm checks for repeat columns. 2016-10-13 02:12:48 -04:00
Christoph Oelckers
a72fbb771f - separated the code generation from the DECORATE parser and cleaned up the interface to the code generator. Most importantly, the VMScriptFunctions are now preallocated when being added to the list of functions to compile and will be filled in later by the code generator. This allowed the removal of some ugly maintenance code. 2016-10-13 00:53:59 +02:00
raa-eruanna
e01cdf6946 Merge http://github.com/rheit/zdoom 2016-10-12 18:20:44 -04:00
Christoph Oelckers
59ed26c0b6 - resorted some of thingdef.cpp's contents into more appropriate files.
- split FinishActor into several functions. While DECORATE can, ZSCRIPT cannot do all this in one go.
- split the state finalization into several class-specific virtual functions.
2016-10-12 20:42:41 +02:00
raa-eruanna
fbbdd403f1 - Implemented r_linearsky for dual-layer skies 2016-10-12 14:37:57 -04:00
Major Cooke
3f50eac145 Fixed merge conflicts and removed PSPF_FLIP now that it's already in ZDoom. 2016-10-12 13:16:16 -05:00
Christoph Oelckers
b1a83bfd26 - started with cleanup and separation of DECORATE code.
* everything related to scripting is now placed in a subdirectory 'scripting', which itself is separated into DECORATE, ZSCRIPT, the VM and code generation.
 * a few items have been moved to different headers so that the DECORATE parser definitions can mostly be kept local. The only exception at the moment is the flags interface on which 3 source files depend.
2016-10-12 19:22:33 +02:00
Christoph Oelckers
6a8ab9a4d3 - implemented the state compiler. So far all it can handle is parameter-less functions.
To do the rest, some cleanup is needed first, to untangle the DECORATE parser from the actual code generation so that the low end stuff can actually be reused here instead of having to be redone.
2016-10-12 17:50:23 +02:00
Magnus Norddahl
b5b96ee222 Add a little bit more debug information 2016-10-12 13:49:12 +02:00
Magnus Norddahl
27b432a930 Improve crash handling in drawers 2016-10-12 13:25:05 +02:00
Christoph Oelckers
900644e465 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-12 12:43:56 +02:00
Christoph Oelckers
6f92efc72c - renamed thingdef_codeptr.cpp and moved it out of thingdef/.
Ultimately, thingdef should only contain code that is directly related to the DECORATE parser, but that's not the case with this file. It's only function definitions which get used during gameplay and will also be accessed by ZScript.
The change is intentionally on master so that pull requests can adjust to it now instead of creating conflicts later.
2016-10-12 12:43:26 +02:00
raa-eruanna
15c08f73d5 Merge http://github.com/coelckers/gzdoom 2016-10-12 03:15:03 -04:00
Christoph Oelckers
a4a00435e2 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-12 08:42:37 +02:00
Magnus Norddahl
3146f75ae0 Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom 2016-10-12 08:05:39 +02:00
Magnus Norddahl
c5ebfd9e65 Add vid_max_width and vid_max_height 2016-10-12 08:05:31 +02:00
Magnus Norddahl
052f7900c2 Fix swapped x and y in DrawLetterbox 2016-10-12 08:04:42 +02:00
Magnus Norddahl
403b3e2319 Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-12 07:39:20 +02:00
Magnus Norddahl
77a566a57e Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom 2016-10-12 07:38:56 +02:00
Magnus Norddahl
698b05ee69 Fix pixel center and letter box issues 2016-10-12 07:34:07 +02:00
Major Cooke
41bf9def80 GZDoom compatibility for PSPF_FLIP. 2016-10-11 20:18:06 -05:00
Major Cooke
3de83b8943 Added PSPF_FLIP.
Flips the overlay on the X axis.
2016-10-11 17:20:58 -05:00
Christoph Oelckers
f46b6b5be5 - fixed some issues with the grammar for parsing states:
* Goto did not support the class scope operator '::'. Like in DECORATE, this cannot be done with a simple '.' because it creates semantic problems with first part of a state label. This requires different syntax so that it can unambiguously distinguish between a scope identifier and the actual label
 * Goto used the incorrect token PLUS for '+' instead of ADD.
 * The state's duration was not stored in the AST.
 * Truncating the sprite name inside the parser is probably not the best idea because it used a simple Printf to report this. Let's do this during processing of the AST where this can be properly handled as an error.
2016-10-12 00:04:30 +02:00
raa-eruanna
49745e133d Merge http://github.com/rheit/zdoom 2016-10-11 17:43:27 -04:00
raa-eruanna
5e458866bc - Added CVAR handling for vid_used3d - allows to switch software mode canvas between OpenGL and Direct3D upon restart. 2016-10-11 17:10:54 -04:00
Major Cooke
5dc94a10c3 Added A_SetInventory.
- Sets the absolute amount of an inventory actor.
- Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
2016-10-11 14:44:31 -05:00
Christoph Oelckers
d8c689d874 - initialize function symbols. At the moment all it does is process the existing native functions. Any further processing will be done once the base classes of the engine can be parsed from the scripting files.
- switched the types of the internal 'self' and 'stateowner' parameters so that they get assigned correctly. I can't tell if this will error out if fields get accessed from the caller with the wrong class, but for actual scripting to work these must be correct.

The committed 'actor.txt' can be parsed successfully, with the exception of a few subclass references that cannot be resolved yet.
2016-10-11 18:53:10 +02:00
raa-eruanna
289e76cce7 Merge http://github.com/rheit/zdoom 2016-10-11 10:38:05 -04:00
raa-eruanna
b724de6ee3 Merge http://github.com/coelckers/gzdoom 2016-10-11 10:38:02 -04:00
Magnus Norddahl
f37ee3a024 Add bgra support to OpenGLSWFrameBuffer 2016-10-11 15:43:12 +02:00
Magnus Norddahl
f5c069c759 Merge remote-tracking branch 'origin/gl_swframebuffer' into qzdoom 2016-10-11 14:54:18 +02:00
Christoph Oelckers
bdbc7c3fb7 - removed CreateDamageFunction, because it's no longer needed for defining a 'damage' constant. 2016-10-11 14:43:17 +02:00
Magnus Norddahl
3c7d6234cb Add wipes 2016-10-11 14:37:57 +02:00
alexey.lysiuk
7510ad1635 Fixed missing fake floors in deferred buffer mode
wow.wad is now genuine and authentic...
2016-10-11 14:56:22 +03:00
Christoph Oelckers
6989b81688 - extended the grammar so that the DECORATE function declaration list can almost be used as-is, with the sole exception of requiring any action function to declare a return type, even if it is void.
This adds:
 * builtin types color, state and sound.
 * ending a parameter list with an ellipsis to declare a varargs list. (A_Jump uses this.)
 * allowing to declare optional arguments by giving them a default value.
 * adding an 'action' qualifier for function declarations.
2016-10-11 13:11:40 +02:00
Magnus Norddahl
7911302ad8 Hook in gamma shader 2016-10-11 13:09:32 +02:00
Magnus Norddahl
01dc9de8d1 Misc bug fixes and performance improvements 2016-10-11 10:27:18 +02:00
Christoph Oelckers
dde25820e2 - fixed winding of voxel polygons. 2016-10-11 09:08:31 +02:00
raa-eruanna
1ea533add5 Merge http://github.com/rheit/zdoom 2016-10-11 02:27:55 -04:00
Christoph Oelckers
acec2e5b07 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-11 00:57:31 +02:00
Christoph Oelckers
3b19887637 - implemented the Defaults property initializer.
This uses the same property and flag tables as DECORATE with a few changes:

 * it sets the parse mode to strict, so that several DECORATE warnings are now errors.
 * trying to change a deprecated flag will print a warning.
 * setting of editor numbers, spawn and conversation ID id not possible. Use MAPINFO to do this.
 * all subclass flags must use the qualified name now (e.g. +ALWAYSPICKUP will print an error.)
 * the scriptable Damage property is not yet implemented. This will require a special case with a differently named property in the processing function because in the AST it is no longer possible to distinguish between a damage value and a constant damage function.
2016-10-11 00:56:47 +02:00
Christoph Oelckers
084bf8c576 - fixed: VisibleAngle and VisiblePitch actor properties require both parameters to be present, but the second one was set to optional. 2016-10-11 00:23:50 +02:00
Magnus Norddahl
682b040b97 OpenGL based software renderer hardware accel now works for most things 2016-10-11 00:03:46 +02:00
Magnus Norddahl
f4308b3184 Add glsl shader version of the d3d9 shaders and get enough of it working for it to boot without errors 2016-10-10 21:03:55 +02:00
Major Cooke
b6b122b1e6 Added ability to change overlay alphas independently and renderstyles.
- A_OverlayRenderStyle(int layer, int style) - Sets the renderstyle of a layer to one of the STYLE_ types.
- A_OverlayAlpha(int layer, float alphaset) - Sets the alpha of a layer.
- OverlayAlpha(int layer) - Non-action function retrieves the alpha of a layer.

New overlay flags:

- PSPF_ALPHA/STYLE - enables individual alpha and render styles on the layers set with them.
- PSPF_FORCE(ALPHA/STYLE) - Forces the overlay's alpha to be rendered with its own amount instead of multiplying. This does not count towards fuzzy, transsouls, or stencil (use stenciladd, etc. for stencil).
- PSPF_FLIP - Flips the X of the layer over, drawing it in reverse.
2016-10-10 10:11:32 -05:00
Christoph Oelckers
2b9af0176c - changed grammar for a class's default block to look and act like DECORATE, so that it can hook into the same property dispatcher.
This had been defined as a regular compound statement but in the context this will be used in, that makes very little sense, because all it can do is set some constant values.
The most important thing here is that it doesn't provide an unnecessary learning curve to its users and doing it this way will not only ensure that but also avoid redundant documentation.
To allow initialization of other user-defined properties it will require some extensions but that's a job for later and can just as easily be done in the current framework, rather than throwing everything out and start from zero.
2016-10-10 16:53:24 +02:00
raa-eruanna
2a7b902a0a Merge http://github.com/coelckers/gzdoom
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
2016-10-10 10:39:07 -04:00
Christoph Oelckers
14a6e7989b Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/menudef.txt
2016-10-10 11:38:08 +02:00
Major Cooke
31ca5a1900 Added OverlayX/Y(int layer)
- Retrieves the X/Y positions of an overlay.
- A_OverlayFlags and A_OverlayOffset now interpret a layer of 0 to mean 'use this calling layer'.
2016-10-10 10:48:50 +02:00
alexey.lysiuk
a771a3edd4 Fixed potential crash caused by A_Warp()
ACSF_Warp case was refactored to express its intention clearly
http://forum.zdoom.org/viewtopic.php?f=2&t=53734
2016-10-10 10:47:43 +02:00
Magnus Norddahl
40df46f94e Implement OpenGL versions of GPU objects 2016-10-10 07:39:02 +02:00
raa-eruanna
1fab0cc514 - Added: PlayerPawn property "Player.ViewBob" which acts as a MoveBob/StillBob multiplier. 2016-10-10 01:35:47 -04:00
Christoph Oelckers
e84d6a06d8 - changed PClass:AddField so that it doesn't create defaults if none are present. The ZScript compiler will not create any defaults until after all fields have been added and this function created bad data if it was run on a class without defaults.
- added checks for duplicate field names.
- moved the tree node symbol tables out of PSymbolTreeNode to the worker data. That symbol is a bad location because it restricts the usefulness of the symbol class which is also needed for variables which use different AST structs.
- fixed some memory management issues with the work classes for the compiler that became apparent after moving the symbol tables in there. In several places these were copied around, possibly losing data.
2016-10-10 01:18:47 +02:00
Christoph Oelckers
4ecd7dd13a - a bit of cleanup. 2016-10-09 22:01:23 +02:00
Christoph Oelckers
ad43f2bc7e - parse the list of class/struct fields and add the PField entries to their type.
- fixed a few issues with trying to access a class's Type before it got initialized.
2016-10-09 21:54:23 +02:00
Christopher Bruns
779e6acb7b Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
Magnus Norddahl
5f0088ab8b Created new OpenGL framebuffer using the software renderer's hardware acceleration 2016-10-09 12:50:57 +02:00
Christoph Oelckers
49f18c0a19 - renamed the symbol tables holding the tree nodes so that the code becomes clearer to read. Necessary because the unclear naming caused:
- fixed: The tree nodes for classes and struct members were stored in the global tree nodes table.
- sort variable declarations into their own list for processing.
2016-10-09 09:09:17 +02:00
Magnus Norddahl
94d8e10f96 Merge branch 'ssao' into qzdoom 2016-10-09 06:27:42 +02:00
Magnus Norddahl
1b7c42f45f Multisampling ssao bug fixes and split linear depth to its own buffer 2016-10-09 06:17:48 +02:00
Christoph Oelckers
efcd5a8683 - forgot to delete these lines. 2016-10-08 22:18:51 +02:00
Christoph Oelckers
08f313d011 - implemented complete resolving of constants - both global and class-local.
This uses a different algorithm as the old implementation - instead of recursively resolving unknown symbols it will first collect all constants from all scopes and then process them in one operation, doing multiple passes over the list until no more constants can be resolved anymore.
2016-10-08 22:16:10 +02:00
Christoph Oelckers
5bb6bb31ca - added ProcessStruct, analogous to ProcessClass.
Now everything should be in place to resolve all constants - inside and outside classes or structs.
2016-10-08 15:39:54 +02:00
Christoph Oelckers
d139ee9f68 - give the 'default' block its own node type in the AST.
- group a class's body the same way as the global AST. Only partially implemented so far so that constants can be processed.
2016-10-08 15:27:20 +02:00
alexey.lysiuk
9a72ef1bf1 Added detection of current macOS version 2016-10-08 15:47:16 +03:00
Christoph Oelckers
82ac2081b6 - create struct types.
- fixed class creation. There was an infinite loop and some missing checks for native classes.
- do not write the compiler's symbols to the same symbol table as the output. The output must go to GlobalSymbols but the internal symbols must go to a namespace specific table that can be discarded after compilation.
2016-10-08 13:34:37 +02:00
Christoph Oelckers
b71e8d09ed - create class types from the AST.
This is the first thing the compiler has to do to get access to the class's symbol table. Of course at this point the final size of a class is not known yet so these are currently all treated as tentative.
2016-10-08 11:54:33 +02:00
Magnus Norddahl
fc07a25306 Add aliasing meta data to loads and stores 2016-10-08 09:29:26 +02:00
Christoph Oelckers
fff428c71d - added copyright headers to scripting files. 2016-10-08 08:35:16 +02:00
Magnus Norddahl
0b0ee2e3c2 Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-08 06:50:42 +02:00
Magnus Norddahl
b3be0d22cc Unroll loops by 8 and enable some additional passes 2016-10-08 06:50:33 +02:00
raa-eruanna
f5681cf42f Merge http://github.com/rheit/zdoom 2016-10-08 00:31:54 -04:00
Magnus Norddahl
606b7f5a00 Run module level LLVM optimization passes before calling finalizeObject 2016-10-08 04:59:24 +02:00
Christoph Oelckers
994bb4fc7a - started to make ZScript parser work on real-life data. It will now read a lump named ZSCRIPT which is a list of filenames to be compiled.
- place generated symbols into GlobalSymbols instead of a scratch table that will be discarded right away.
- allow the state object to change source file scanners (I hope this works, but the old implementation was unable to do more than one with with a parse state so I had to change it.)
- It can now parse constants.txt and insert everything in it into the global symbol table and make subsequent DECORATE compile properly.
2016-10-08 01:05:27 +02:00
Christoph Oelckers
d819aafcf3 - changed handling of duplicate classes in DECORATE.
Instead of replacing the original, the second class will get renamed now, using the originating file as an identifier. In the vast majority of cases this should do exactly what is needed: Create an unconflicting second class that can coexist with the original. Unless the class is used by name this should eliminate all problems with this, but so far I haven't seen anything that used them by name.

This is choosing the lesser of two evils. While some mod out there may get broken, the old setup meant that the first class of a given name could not be written out to a savegame because it was not retrievable when loading it back.
2016-10-07 15:28:25 +02:00
raa-eruanna
a2551ce95e Merge http://github.com/rheit/zdoom 2016-10-07 08:30:25 -04:00
Christoph Oelckers
06ca41f8b5 - do not declare PNamedType::Outer as DObject.
Ultimately we may have to get a fully qualified name out of this, so Outer should be a type that can handle this feature. The new class for this is currently used as base for PType and PSymbol so that PNamedType inherits from it and maybe later a namespace symbol can, too.
2016-10-07 13:59:29 +02:00
Magnus Norddahl
aae4571c95 Changed column drawers to use true color textures 2016-10-07 12:45:21 +02:00
Christoph Oelckers
ee66d22034 Revert "- added an option to disable the pickup screen flash."
This reverts commit 2d320a2e86.

The feature has been superseded by pickup_fade_scalar and is no longer needed.
2016-10-07 08:46:06 +02:00
Magnus Norddahl
6512068005 Remove unused queue_wallcommand 2016-10-07 07:03:13 +02:00
Magnus Norddahl
78415461b9 Removed old SSE macros and drawers 2016-10-07 06:56:20 +02:00
Magnus Norddahl
5a0f67308f Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-07 06:40:39 +02:00
Magnus Norddahl
8c259f50b1 Add codegen for rt column drawers 2016-10-07 06:40:29 +02:00
raa-eruanna
a80c67c2ca - Backported blood_fade_scalar from Skulltag
- Added new pickup_fade_scalar which works the same way for pickups
- Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
2016-10-07 00:35:06 -04:00
Christoph Oelckers
2e78d34046 - fixed: DCeiling's main constructor could leave some fields uninitialized. 2016-10-07 00:33:53 -04:00
Christoph Oelckers
f89d47d03e - fixed: ZCC_OpInfoType::FindBestProto was missing checks for exact match of the required conversion before testing if it is a F32->F64 conversion.
Of course, since 0 means that there is no conversion it also means that there is no data that could be checked.
2016-10-07 00:33:53 -04:00
Christoph Oelckers
9dc51b2743 - rewrote AActor::DestroyAllInventory so that it clears the item's link to its owner and the owner's inventory list before destroying them.
There have been reports about crashes in here with Linux that point to some of the code that gets called here doing unwanted things on the owner, so with these links cleared that should no longer be possible.
2016-10-07 00:33:53 -04:00
Magnus Norddahl
584220edf0 Move DrawerCommandQueue to its own file 2016-10-07 04:01:38 +02:00
Magnus Norddahl
c1e859dbca Added codegen for column drawers 2016-10-07 03:38:43 +02:00
raa-eruanna
02f66fa34e - Backported blood_fade_scalar from Skulltag
- Added new pickup_fade_scalar which works the same way for pickups
- Default for blood_fade_scalar is 1.0 instead of 0.5 from Skulltag.
2016-10-06 20:01:20 -04:00
Christoph Oelckers
fc246be03e Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-06 21:21:46 +02:00
Christoph Oelckers
99c4d03ad4 - fixed: DCeiling's main constructor could leave some fields uninitialized. 2016-10-06 21:20:49 +02:00
Christoph Oelckers
d7bb5bb41e - fixed: ZCC_OpInfoType::FindBestProto was missing checks for exact match of the required conversion before testing if it is a F32->F64 conversion.
Of course, since 0 means that there is no conversion it also means that there is no data that could be checked.
2016-10-06 12:08:38 +02:00
Christoph Oelckers
c56d2eecb0 - rewrote AActor::DestroyAllInventory so that it clears the item's link to its owner and the owner's inventory list before destroying them.
There have been reports about crashes in here with Linux that point to some of the code that gets called here doing unwanted things on the owner, so with these links cleared that should no longer be possible.
2016-10-06 08:50:46 +02:00
Magnus Norddahl
bb79dcb634 SSAO math bug fixes 2016-10-06 07:36:49 +02:00
raa-eruanna
e592473f57 Merge http://github.com/rheit/zdoom 2016-10-05 21:36:23 -04:00
Christoph Oelckers
59d5b42abf - fixed: G_UnsnapshotLevel should abort with an error if it cannot read the savegame.
- fixed: The exception handler in G_DoLoadGame needs to rethrow the exception it receives.
2016-10-05 19:02:53 +02:00
Christoph Oelckers
aeb5377821 - do not generate SYSEX events when playing MIDIs through FMod, because there has been a report that it doesn't work correctly. 2016-10-05 16:45:12 +02:00
Christoph Oelckers
2d320a2e86 - added an option to disable the pickup screen flash. 2016-10-05 09:59:19 +02:00
Magnus Norddahl
00e72028ef Add another gbuffer with normal data and make ssao pass use it 2016-10-05 07:57:27 +02:00
raa-eruanna
3f020e686f Merge http://github.com/coelckers/gzdoom 2016-10-04 23:26:50 -04:00
Magnus Norddahl
490dd612b3 Keep using render buffers when ssao is off, for better performance 2016-10-05 03:56:58 +02:00
Christoph Oelckers
64863d30f3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-04 18:17:32 +02:00
Major Cooke
0e9f808c8a Fixed: FLATSPRITES were drawn backwards. 2016-10-04 10:05:57 -05:00
Christoph Oelckers
15cbf4bae6 - fixed: DecoHandleRuntimeState must check all parent classes when trying to determine if the target is a valid state. It should also ensure that both the calling and target state belong to the same actor. Although unlikely it cannot be entirely ruled out that a bogus index randomly points to a seemingly valid state elsewhere. 2016-10-04 09:28:19 +02:00
raa-eruanna
cc5f3a0ec0 Merge http://github.com/rheit/zdoom 2016-10-03 23:49:31 -04:00
Marisa Heit
594b344be9 Don't use MIN<short> when clamping topclip.
- This was fine with fixed point numbers, since they could never be
  outside of short range when converted to regular ints. With floating
  point numbers now, that condition no longer holds.
2016-10-03 22:05:02 -05:00
raa-eruanna
f9795a2533 Revert "Remove linear sky again"
This reverts commit 21390e91b8.

- also set r_linearsky to "false" by default.
2016-10-03 21:39:15 -04:00
Magnus Norddahl
e05ed47fee Remove C++ and SSE drawers 2016-10-04 01:36:26 +02:00
Magnus Norddahl
e9d13e5d74 Remove gl_light_math (reverts last remains of old lightmath branch) 2016-10-04 00:25:35 +02:00
Magnus Norddahl
51f867bc6c Merge branch 'ssao' into qzdoom
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
#	wadsrc/static/shaders/glsl/main.fp
2016-10-04 00:16:05 +02:00
Magnus Norddahl
ecb57d6cd9 Merge remote-tracking branch 'gzdoom/master' into ssao
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	src/gl/shaders/gl_shader.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-04 00:01:03 +02:00
Magnus Norddahl
bcb64a3445 Merge branch 'ssao' into qzdoom
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	src/gl/shaders/gl_ambientshader.cpp
#	src/gl/shaders/gl_ambientshader.h
#	src/gl/system/gl_cvars.h
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-03 23:47:09 +02:00
Magnus Norddahl
dcb6c1ac3a Move ApplyFXAA to PostProcessScene 2016-10-03 23:30:00 +02:00
Magnus Norddahl
9c8f841858 Merge branch 'llvmcompiler' into qzdoom 2016-10-03 23:22:28 +02:00
alexey.lysiuk
5d99e7dafe Fixed compilation on platforms other than Windows 2016-10-03 22:13:33 +03:00
alexey.lysiuk
d6346fb0c6 Fixed compilation with GCC or Clang 2016-10-03 21:44:00 +03:00
Major Cooke
d597af1494 - Fixed a few corner cases where forcing alpha wouldn't work.
- On the other hand, soultrans, fuzzy and stencil (as is, not including the mixing styles like stenciladd) are no longer accounted for by FORCEALPHA.
2016-10-03 13:14:48 -05:00
Christoph Oelckers
15af9242d6 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-03 16:22:16 +02:00
Christoph Oelckers
7ab7fc9a57 - seems I missed this part... 2016-10-03 16:21:50 +02:00
Christoph Oelckers
4eb5f10b02 - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
Christoph Oelckers
41ab08ee47 - fixed: TVector::Resized needs to consider that the input vector has a length of 0. In this case just performing the normal calculations results in an invalid vector. 2016-10-03 11:00:26 +02:00
Magnus Norddahl
7c47806382 Fix aspect ratio bug in LensDistortScene 2016-10-03 09:18:47 +02:00
raa-eruanna
267b131c03 Merge http://github.com/rheit/zdoom 2016-10-02 23:10:28 -04:00
raa-eruanna
c6408e92e2 Merge http://github.com/coelckers/gzdoom
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-02 23:10:07 -04:00
Major Cooke
8cfeca655d Added priority renderstyles, and added PSPF_FORCE(ALPHA / STYLE).
- Renderstyles now override alpha based on which is used.
- The new flags will override whatever renderstyle and alpha is currently being utilized.
2016-10-02 21:19:56 -05:00
Major Cooke
4865e7109c Fixed merge conflicts. 2016-10-02 21:18:01 -05:00
Christoph Oelckers
2da18bfa56 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-03 00:56:55 +02:00
Major Cooke
201ae3c60f Added OverlayID() for retrieving psprite layer numbers. 2016-10-03 00:44:06 +02:00
alexey.lysiuk
c68aa2b241 Added FXAA post-processing
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
5391216756 Delete unused new BlitFromEyeTexture() method I ended up not using. 2016-10-02 16:27:43 -04:00
Christopher Bruns
63b28a1d80 Retain stereoscopic parity after dragging window in row interleaved 3D mode. 2016-10-02 16:11:06 -04:00
Christopher Bruns
0240cdef18 Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window. 2016-10-02 16:10:58 -04:00
Christopher Bruns
576619504e Remove unused WindowHeight uniform. 2016-10-02 16:10:50 -04:00
Christopher Bruns
fcbf9342d6 Compute row location using gl_FragCoord. 2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709 Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode. 2016-10-02 16:10:21 -04:00
Christopher Bruns
79046580d5 Partial implementation of row interlaced mode. 2016-10-02 16:09:22 -04:00
Christopher Bruns
960d4d6755 Create TopBottom3D mode and begin sketching RowInterleaved3D mode. 2016-10-02 16:09:02 -04:00
N.E.C
671646be26 Fix errors encountered when compiling for v140_xp target 2016-10-02 13:05:26 -07:00
Major Cooke
1620ff58c8 Added INTCVAR to DrawNumber.
- Allows retrieval and displaying of an int/bool user/server cvar.
2016-10-02 20:11:13 +02:00
Christoph Oelckers
e84a7de390 - variable was in the wrong scope. 2016-10-02 18:56:04 +02:00
Christoph Oelckers
37d61167ea - hotfix for a RapidJSON bug: If the Writer tries to process an INF or NaN value, it aborts and leaves the writer in a broken state, unable to recover. Changed so that it writes a 0 value so that the resulting JSON at least parses correctly. 2016-10-02 18:50:37 +02:00
Christoph Oelckers
3418710a38 - be a bit more thorough and also call Effect() on vertically moving missiles with zero damage. 2016-10-02 14:38:48 +02:00
Christoph Oelckers
865863ab6f - fixed: AFastProjectile did not work properly for perfectly vertically moving missiles. Like AActor::Tick it needs to ensure that a tiny bit of lateral movement is present so that collision detection and the Effect() function work as intended. 2016-10-02 14:37:26 +02:00
Christoph Oelckers
0bce6e3925 - added ACS and DECORATE setter functions for named translations. 2016-10-02 14:09:45 +02:00
Christoph Oelckers
a505e91032 - added TRNSLATE lump for defining global translations which are accessible by name.
This is only the definition part, manipulation functions for ACS and DECORATE still to do.
2016-10-02 13:35:25 +02:00
alexey.lysiuk
d7683a8c55 Fixed crash on early fatal error exit
Process terminates correctly if zdoom.pk3 is missing
2016-10-02 10:13:45 +03:00
Marisa Heit
efc9ed2fe9 Fix state lookup from non-action functions (i.e. Damage functions) 2016-10-01 22:31:07 -05:00
Marisa Heit
eb2ee33950 FxVMFunctionCall must pass null pointers when calling an action function from a non-action function 2016-10-01 22:29:57 -05:00
Marisa Heit
944ae2bc09 Only generate the self==stateowner check inside action functions 2016-10-01 21:47:43 -05:00
raa-eruanna
ff0d409e2b Merge http://github.com/rheit/zdoom 2016-10-01 19:06:43 -04:00
raa-eruanna
a89ec61dc1 Merge http://github.com/coelckers/gzdoom 2016-10-01 19:06:40 -04:00
Christoph Oelckers
51ffd6d9c6 - fixed some warnings.
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers
80f2f5829f - added A_SetRenderStyle function which replaces A_SetTranslucent. A_SetTranslucent had to be deprecated due to obsolete semantics of the renderstyle argument. 2016-10-02 00:43:05 +02:00
Christoph Oelckers
ff0b879323 - added UDMF portal flags. Names are identical with Eternity for compatibility reasons. 2016-10-02 00:31:25 +02:00
Christoph Oelckers
cfa6b817b5 - made bloom and tonemap settings game specific and save all related CVARs.
As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +02:00
Christoph Oelckers
3a3d538a45 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-01 18:22:00 +02:00
Christoph Oelckers
7720359f4c - fixed: AActor::Masacre must restore the flag if it cannot kill the monster. 2016-10-01 12:08:07 +02:00
alexey.lysiuk
099bfed806 Fixed endianness issue with precaching of MUS files 2016-10-01 11:50:29 +02:00
Magnus Norddahl
c960742dbd Fix 64 bit compile errors 2016-10-01 11:47:21 +02:00
alexey.lysiuk
e9ce699042 Fixed compilation with GCC or Clang 2016-10-01 12:17:15 +03:00
Magnus Norddahl
8765cf2016 Change Windows build to use a precompiled version of LLVM 2016-10-01 06:51:55 +02:00
raa-eruanna
558a7fcfb0 Merge http://github.com/rheit/zdoom 2016-09-30 19:34:27 -04:00
Christoph Oelckers
b400cf1454 - added an integrity check to the SNDINFO parser to detect and eliminate recursive links. Normally these would crash the sound code later.
- allow recursive linking of $random definitions (as long as they do not link back, see above.)
- fixed the sound precaching which did not handle $alias inside $random. Normally this went undetected but in cases where the random sound index was the same as a sound index in the current link chain this could hang the function.
2016-09-30 10:50:41 +02:00
Magnus Norddahl
28bb5da181 Hooked up LLVM wall drawers 2016-09-30 07:27:25 +02:00
raa-eruanna
6e3a49b065 Multilayer skies (Hexen) now properly show in truecolor mode. This is only supported for paletted skies, but it still offers a true-color output. 2016-09-29 21:29:40 -04:00
raa-eruanna
bbec9b86a3 - fixed: un-commented the line with said hack. oops. 2016-09-29 20:00:56 -04:00
raa-eruanna
1560ed07af Added a hack that allows maps using fogmap to display properly in the true-color renderer. Unfortunately, this could be implemented better but at least for now it's here. 2016-09-29 20:00:00 -04:00
raa-eruanna
7cbaf80a2a - Okay - so - last commit didn't actually fix anything. I think for now, it's better to turn off multi-threading by default until this can be fixed. r_multithreading has been changed to false by default, and is now saved in the user's .ini. 2016-09-29 12:49:10 -04:00
raa-eruanna
d58da58aee - fixed: Prevents too many drawer thread commands from queueing up. Previously, drawing too many columns (which was accumulated by amassing a huge number of sprites) would crash the game. 2016-09-29 12:20:32 -04:00
raa-eruanna
2987668af8 Non-tiling skies (Heretic/Hexen) now render properly. 2016-09-29 06:20:30 -04:00
Magnus Norddahl
afab45674b Added half of wall codegen 2016-09-29 07:38:33 +02:00
Magnus Norddahl
7be2511269 Add codegen files for walls and columns 2016-09-29 05:21:43 +02:00
Magnus Norddahl
e5f3c119cd Codegen all DrawSpan variants 2016-09-29 04:01:42 +02:00
Magnus Norddahl
efd22346d8 Fix linear sampling bug 2016-09-29 02:26:36 +02:00
Magnus Norddahl
bfa291b02f Create LLVMDrawers class as the external interface to the drawers 2016-09-29 02:10:14 +02:00
Magnus Norddahl
3aea3a0bee Fully implemented codegen for DrawSpan 2016-09-28 18:49:39 +02:00
raa-eruanna
2f557419ed Merge http://github.com/rheit/zdoom 2016-09-28 06:40:58 -04:00
raa-eruanna
dd9881b5fa Merge http://github.com/coelckers/gzdoom 2016-09-28 06:40:56 -04:00
Marisa Heit
3988a63789 Fixed: The menu no longer refreshed the screen border 2016-09-28 06:40:55 -04:00
Marisa Heit
77ea195162 Fixed: Y and Z were flipped for sound velocity 2016-09-28 06:40:54 -04:00
Christoph Oelckers
2d5061e81f - fixed: DScroller did not initialize m_LastHeight in all situations. This caused a problem with the serializer because RapidJSON aborts the write of a floating point value if it is invalid.
- ensure that floats are always written out. If the actual value causes an error (i.e. INF or NaN), write a 0 to guarantee proper formatting.
2016-09-28 11:58:12 +02:00
Christoph Oelckers
f1bb7679a3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-28 09:50:03 +02:00
Christoph Oelckers
676d2365e1 - fixed: The ACS strings deserializer set incorrect indices in the bucket array. This only caused a problem if there were gaps in the string pool. 2016-09-28 09:49:41 +02:00
Christoph Oelckers
b75395aa74 - fixed: Screen size update coordinates were copied into the wrong buffer location. 2016-09-28 09:25:48 +02:00
Christoph Oelckers
d5e31aff1b Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-28 08:27:55 +02:00
Christoph Oelckers
12ea8ffbe4 - removed some leftover garbage from the floating point rewrite in the floorRaiseToLowestCeiling case of DFloor. 2016-09-28 08:06:15 +02:00
Magnus Norddahl
576fed5afc Add light, blend and sampler functions 2016-09-28 05:18:16 +02:00
Marisa Heit
e3be6e4819 Fixed: The menu no longer refreshed the screen border 2016-09-27 18:58:09 -05:00
raa-eruanna
d05ed3740b Corrected forum links in version.h 2016-09-27 19:27:57 -04:00
Marisa Heit
40f0dbf51c Fixed: Y and Z were flipped for sound velocity 2016-09-27 16:27:31 -05:00
Magnus Norddahl
f9a7186550 Improve DrawSpan codegen enough to do the simple shade for 64x64 flats 2016-09-27 22:54:37 +02:00
Magnus Norddahl
20f67ad40a Add SSAShort, shift, and, or, and fix unaligned store 2016-09-27 22:53:20 +02:00
raa-eruanna
1b7827342c - Fixed: Changed r_clearbuffer to do a little more than clear the top quarter of the screen. Still need to do an actual color fill - will do it later. 2016-09-27 04:14:00 -04:00
Magnus Norddahl
d5c7a7ab76 Make LLVM compile and optimize for the current CPU 2016-09-27 03:07:03 +02:00
Magnus Norddahl
4f2ae42ed5 Revert duplicate entry in CMakeLists.txt 2016-09-26 09:04:29 +02:00
Magnus Norddahl
3dd8b593b6 Use LLVM to JIT the code for one of the drawer functions 2016-09-26 09:00:19 +02:00
raa-eruanna
c8d0a478d8 Merge http://github.com/coelckers/gzdoom 2016-09-25 19:43:52 -04:00
Christoph Oelckers
750c194959 - changed order of SwapBuffers and glFinish call. The new order with glFinish coming last is recommended by OpenGL and it fixes a stalling problem with portals and camera textures visible at the same time.
- check and use WGL_EXT_swap_control_tear extension. The above change makes the system always wait for a full vsync with a wglSwapInterval of 1, so it now uses the official extension that enables adaptive vsync. Hopefully this also works on the cards where the old setup did not.
2016-09-26 01:38:25 +02:00
raa-eruanna
0bc54cbda4 Fixed SDL backend. This project is now Linux capable! 2016-09-25 17:40:37 -04:00
raa-eruanna
d91fe1572c Merge http://github.com/coelckers/gzdoom 2016-09-25 14:08:20 -04:00
raa-eruanna
6cc1cea54d Merge branch 'master' of https://github.com/raa-eruanna/QZDoom 2016-09-25 13:50:11 -04:00
raa-eruanna
08166473ca Merge branch 'truecolor' of http://github.com/dpjudas/dpdoom
# Conflicts:
#	src/v_video.cpp
2016-09-25 13:48:52 -04:00
alexey.lysiuk
e9b1da57a3 Fixed compilation on macOS 2016-09-25 17:43:52 +03:00
Christoph Oelckers
d65589281f Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-25 10:28:51 +02:00
Christoph Oelckers
f4462a7b93 - fixed: Any DSectorEffect thinker must be placed into STAT_SECTOREFFECT.
The slot had been there forever to address this same problem but only one of the two constructors actually set it, too bad that it was the wrong one...

This is something that normally won't be noticed. But if some actor is spawned on a moving platform, with both thinkers on the same statnum it means that the order of execution is not correct with the platform being done first, resulting in the actor to 'jump' while the platform is moving. To prevent this it is necessary that all sector movers only tick after all actors have completed their thinking turn.
2016-09-25 09:43:17 +02:00
Christoph Oelckers
92d0043a81 - undid part of the last commit and hopefully corrected it for good now.
We have to be extremely careful with the player data, because there's just too much code littered around that has certain expectations about what needs to be present and what not.
Obviously, when travelling in a hub, the player_t should be retained from the previous level. But we still have to set player_t::mo to the PlayerPawn from the savegame so that G_UnsnapshotLevel doesn't prematurely delete it and all associated voodoo dolls, because it checks player_t::mo to decide whether a player is valid or not.
The actual deletion of this redundant PlayerPawn should only be done in G_FinishTravel, after the actual player has been fully set up
2016-09-25 09:23:44 +02:00
raa-eruanna
ed07ff1bdd Merge http://github.com/dpjudas/dpdoom 2016-09-25 02:19:39 -04:00
raa-eruanna
1c25ad7ce4 Merge http://github.com/rheit/zdoom 2016-09-24 23:36:51 -04:00
raa-eruanna
9ecb7d44f7 Merge http://github.com/coelckers/gzdoom 2016-09-24 23:36:47 -04:00
Christoph Oelckers
6a6a0e8017 - removed some more hubtravel related player start fudging.
* do not skip the player_t init when travelling in a hub. The old player may still be needed in some edge cases. This applies only to singleplayer for now. The multiplayer version still needs reviewing. I left it alone because it may shuffle players around which is not wanted when doing hub travelling.
 * do not spawn two temp players in G_FinishTravel. Instead handle the case where no player_t::mo can be found gracefully by adding a few nullptr checks. This temp player served no real purpose except for having a valid pointer. The actual start position was retrieved from somewhere else.
2016-09-25 01:28:27 +02:00
Magnus Norddahl
287acea6b4 Update copyright 2016-09-25 00:31:57 +02:00
Magnus Norddahl
6cb9f875dd Fix missing call from merge 2016-09-25 00:31:43 +02:00
Magnus Norddahl
979e70ca8f Add gl_ssao_portals for controlling how many portals gets SSAO 2016-09-25 00:22:38 +02:00
Magnus Norddahl
3f11c0562c Add ssao quality setting 2016-09-25 00:22:38 +02:00
Magnus Norddahl
0397fe185f Don't do ambient occlusion when rendering to texture 2016-09-25 00:22:32 +02:00
Magnus Norddahl
d774136282 Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it 2016-09-25 00:22:32 +02:00
Magnus Norddahl
9af34bac69 Add gbuffer pass support to FShaderManager and FRenderState 2016-09-25 00:22:32 +02:00
Magnus Norddahl
37e3172c94 Fix random texture sampling bug 2016-09-25 00:22:31 +02:00
Magnus Norddahl
0a8cc1b74c Fix depth blur 2016-09-25 00:22:31 +02:00
Magnus Norddahl
24ab13f1ce Fix stripes in the reconstructed normals due to down scaling 2016-09-25 00:22:31 +02:00
Magnus Norddahl
11725c435e Grab tanHalfFovy from the projection matrix 2016-09-25 00:22:31 +02:00
Magnus Norddahl
e025f6e54b Mark portals in scene alpha channel for the SSAO pass 2016-09-25 00:22:31 +02:00
Magnus Norddahl
c7c0ffadb5 Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
2016-09-25 00:19:16 +02:00
Magnus Norddahl
09bec67821 Resolve multisampling depth in shader 2016-09-25 00:19:16 +02:00
Magnus Norddahl
a246b58673 Change SSAO blur to be depth aware 2016-09-25 00:19:16 +02:00
Magnus Norddahl
a6fdaca633 Fix precision issue in SSAO shader 2016-09-25 00:19:16 +02:00
Magnus Norddahl
723eb746f6 Add ssao random texture 2016-09-25 00:19:15 +02:00
Magnus Norddahl
9076d46261 Added SSAO pass 2016-09-25 00:19:15 +02:00
Christoph Oelckers
7d978a115e Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-24 17:54:53 +02:00
Major Cooke
74b8e9f286 - Don't use Normalized180() on angles. This could result in ranges being wrongly inverted.
- Fixed properties not having the proper indices.
- Use ViewPos-to-actor instead of measuring actor-to-actor.
- Use the actual camera instead of the actor so camera textures can work.
2016-09-24 17:54:09 +02:00
alexey.lysiuk
a419b581a8 Fixed compilation on macOS 2016-09-24 13:15:45 +03:00
Christoph Oelckers
8907a8bfe8 - fixed incorrect function name in sprites drawer.
- fixed duplicate property key in ADynamicLight serializer. Radius was already claimed by AActor so this needs a different name.
2016-09-24 12:09:53 +02:00
Christoph Oelckers
3f17d64f90 - fixed pitch comparison in visibility checking. 2016-09-24 09:42:35 +02:00
Magnus Norddahl
5ef46d1730 Merge remote-tracking branch 'gzdoom/master' into qzdoom 2016-09-24 09:37:18 +02:00
Magnus Norddahl
7ef5a9f117 Add the experimental swrenderer2 2016-09-24 09:36:37 +02:00
Major Cooke
561edd31ec Added check for angle visibility for GZDoom. 2016-09-24 09:29:00 +02:00
Christoph Oelckers
6b02ea9871 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	CMakeLists.txt
2016-09-24 09:28:09 +02:00
Christoph Oelckers
3862c77b4b - undid savegame version bump because it's not needed. 2016-09-24 09:18:25 +02:00
Major Cooke
dfa4f38c8f Updated to new save game code. 2016-09-24 09:17:18 +02:00
Edoardo Prezioso
7e4d0ecdbf - Fixed GCC/Clang regression post serialization. 2016-09-24 09:00:31 +02:00
Magnus Norddahl
8172949800 Merge branch 'lightmath' into dpdoom 2016-09-24 08:40:47 +02:00
Magnus Norddahl
4350587714 Remove accidental UpdateCameraExposure duplicate from merge 2016-09-24 08:40:28 +02:00
Magnus Norddahl
c21090333f Merge remote-tracking branch 'qzdoom/master' into dpdoom 2016-09-24 08:17:49 +02:00
Magnus Norddahl
d126e91ded Merge remote-tracking branch 'gzdoom/master' into lightmath
# Conflicts:
#	src/gl/renderer/gl_renderbuffers.cpp
#	src/gl/renderer/gl_renderbuffers.h
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_scene.cpp
2016-09-24 08:12:12 +02:00
Christoph Oelckers
ee2766d00b - made adjustments for new savegame code. 2016-09-24 01:47:44 +02:00
Christoph Oelckers
6bfbe30b99 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/CMakeLists.txt
#	src/g_level.cpp
#	src/p_saveg.cpp
#	src/r_defs.h
#	src/version.h

(note that this commit will not compile!)
2016-09-24 00:40:15 +02:00
Christoph Oelckers
b7c822d208 - fixed secplane_t serializer. It passed incorrect defaults to the sub-serializers and calculated negiC wrong. 2016-09-23 23:47:25 +02:00
Christoph Oelckers
69291b9cf9 - completely eliminated the horrible fudging that went on with players during hub travel. This means that DestroyMostThinkers and the player substitution mechanism in the object deserializer are gone now.
I wish I had realized this the last time it came up - it would have saved me a lot of trouble.
But as it turns out, the more recent travelling code makes all of this completely unnecessary, working perfectly fine with deleting the player pawns along with the rest of the thinkers before loading the stored ones from the savegame (and getting rid of those in G_FinishTravel.)
And with a sane savegame format that does not depend on side effects from how the thinker serializing handled linking into the lists the old code was even harmful, leaving voodoo dolls behind.
I had the exact same effect when I tried to reshuffle some things for reliably restoring portals, but did not make the connection to interference between two mutually incompatible player travelling mechanisms that just worked by sheer happenstance with the original order of things.
2016-09-23 23:03:11 +02:00
Christoph Oelckers
2318db0b1a - let DWaggleBase use the interpolation pointer of its parent instead of defining its own one.
- do not call checking code for loading savegames when writing them in ACS module serializer.
2016-09-23 22:03:44 +02:00
Christoph Oelckers
36bf099d54 - fixed: object pointers as array members may not be skipped if they are null.
- changed S_GetMusic to return a const pointer to the actual music name instead of a copy. The only thing this is used for is the savegame code and it has no use for a copy, it can work far more efficiently with a const pointer.
2016-09-23 21:24:56 +02:00
Christoph Oelckers
02b3884dff - added copyright header to serializer.cpp. 2016-09-23 20:13:22 +02:00
Christoph Oelckers
e4924c3d47 - added some missing End... calls in player deserialization code.
- fixed reading of music name.

In its current state the code is now capable of reading an E1M1 savegame and continuing play.
2016-09-23 20:05:12 +02:00
Christoph Oelckers
b844ab137e - added some comments about the special player treatment in hub travels because this is not really intuitive... 2016-09-23 18:12:38 +02:00
Christoph Oelckers
01d28e3eb2 - added the last missing bits of the savegame code - thinker list deserialization and handling of players during hub travel. Now testing is what remains... 2016-09-23 17:49:33 +02:00
Christoph Oelckers
edb7f7959e - re-enable some commented-out stuff. 2016-09-23 14:06:51 +02:00
Christoph Oelckers
86e9282193 - removed the sequential processing of JSON objects because the benefit is too small.
After testing with a savegame on ZDCMP2 which is probably the largest map in existence, timing both methods resulted in a speed difference of less than 40 ms (70 vs 110 ms for reading all sectory, linedefs, sidedefs and objects).
This compares to an overall restoration time, including reloading the level, precaching all textures and setting everything up, of approx. 1.2 s, meaning an increase of 3% of the entire reloading time.
That's simply not worth all the negative side effects that may happen with a method that highly depends on proper code construction.
On the other hand, using random access means that a savegame version change is only needed now when the semantics of a field change, but not if some get added or deleted.

- do not I_Error out in the serializer unless caused by a programming error.

It is better to let the serializer finish, collect all the errors and I_Error out when the game is known to be in a stable enough state to allow unwinding.
2016-09-23 14:04:05 +02:00
Christoph Oelckers
5a3f1dcdb6 - made reading of objects from the savegame work.
It turned out this may not be done automatically when opening the savegame - it has to be done later, after the pre-spawned map thinkers and all connected objects have been destroyed.
The object deserializer also has to be rather careful about dealing with parse errors, because if something goes wrong a whole batch of uninitialized or partially initialized objects will be left behind to destroy.
This means that no object class may assume that anything but the default constructor has been run on it and needs to check any variable it may reference.
2016-09-23 09:38:55 +02:00
Christoph Oelckers
a83ea4ddd2 - fixed two typos in property names. 2016-09-23 09:20:58 +02:00
Christoph Oelckers
cad2be46ac - fixed several Destroy methods which blanketly assumed that the object's pointers were valid to use without checks.
This is not the case if deserialization prematurely aborts. The entire object may be invalid if something in the deserializer I_Error's out.
2016-09-23 08:49:30 +02:00
Christoph Oelckers
657140f985 - fixed: The canvastexture serializer did not call EndArray to close the containing object. 2016-09-23 08:27:31 +02:00
Christoph Oelckers
4964f94de1 - added a destructor zo DFsScript, because if this gets deleted outside the GC process it'll leave an allocated buffer behind, so make sure it always gets destroyed. 2016-09-23 08:26:36 +02:00
Christoph Oelckers
f397a4943c - added OutputDebugString calls to I_Error functions in Win32, so that these messages can be seen in the debug output. 2016-09-23 08:14:40 +02:00
Christoph Oelckers
c17da32dbd - added object deserialization. It seems to work, at least the stuff I sampled looked like it was properly reatored and it triggers no error condition.
- always make the top level object randomaccess when opening a JSON file for reading. Some things won't work right if this is opened for sequential access.
2016-09-23 00:45:41 +02:00
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.
- 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
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()
(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.
(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.
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
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.
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
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.
- 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
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.
- 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.
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.
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
Christoph Oelckers
075e98c967 - use FCompressedBuffer to store level snapshots. FCompressedMemFile has been removed. 2016-09-21 01:48:23 +02:00
Christoph Oelckers
da83d9e2bd - converted player serializer and everything it needs.
This means that everything belonging to the level snapshot will be generated in the JSON output.
2016-09-21 01:18:29 +02:00
Christoph Oelckers
3a1191281f - some preparations for converting the player serialization code.
- converted sound and canvas texture serialization.
- refactored file_zip, so that it can be used to load loose zip files and extract their compressed data directly.
- added handling to FSerializer to generate and consume compressed Zip file entries.

If all goes well this will allow saving savegames as Zips when the rework is done, which will make analyzing them a lot easier.
2016-09-20 23:13:12 +02:00
Christoph Oelckers
970c168b13 - re-added serialization of treanslations.
- removed more dead code.
2016-09-20 19:45:32 +02:00
Christoph Oelckers
e101014432 - converted the user variable serializer. 2016-09-20 18:27:47 +02:00
Christoph Oelckers
e41296a64d - added some separators to dobject.cpp
- added restore code for subsector automap info.
2016-09-20 13:30:31 +02:00
Christoph Oelckers
f3e8c7c241 - fixed incomplete hudmessage serialization.
- fixed a few errors in the ACS module serializer.
- reordered a few things to how they were in the old code.
- optimized serialization of the level.Scrolls array to happen within the sector. This is to allow skipping 0-entries which normally constitute the vast majority of them.
2016-09-20 13:21:41 +02:00
Christoph Oelckers
cf1e6d5275 - converted FBehavior::StaticSerializeModuleStates.
- removed some code which is no longer needed.
2016-09-20 11:35:25 +02:00
Christoph Oelckers
42e38f6cc1 - more cleanup to reduce references to FArchive. 2016-09-20 10:59:48 +02:00
Christoph Oelckers
af6404f763 - all DObjects converted.
- cleaned out some old cruft that's no longer needed.
2016-09-20 10:27:53 +02:00
Christoph Oelckers
daf43f9d35 - added polyobject serializer.
- added sanity checks to prevent a savegame from being loaded with an incompatible map
- refactored a few things to simplify serialization.
- started work on main level serializer function.
2016-09-20 09:11:13 +02:00
Magnus Norddahl
24f748da03 Add gbuffer pass support to FShaderManager and FRenderState 2016-09-20 02:57:57 +02:00
Christoph Oelckers
ab43e0c8cb - all thinker serializers done. 2016-09-20 00:41:22 +02:00
Magnus Norddahl
77233f2f65 Merge remote-tracking branch 'upstream/master' into truecolor
# Conflicts:
#	src/v_video.cpp
2016-09-19 23:55:15 +02:00
Christoph Oelckers
a5000ead4c - another batch. 2016-09-19 19:58:04 +02:00
Christoph Oelckers
e89d072abc - most thinkers are done. Some stuff about polyobject pointers is temporarily disabled right now because some of the required functions have already been pulled out. 2016-09-19 19:14:30 +02:00
Christoph Oelckers
340c7795f3 - clean out the dump. It's not like this branch is ever going zo be used for saving with the old code anyway. Only the stuff needed to not make it crash or fail on compilation is kept. 2016-09-19 16:10:25 +02:00
Christoph Oelckers
88eab9d1f9 - And another batch of serializers. 2016-09-19 15:07:53 +02:00
Christoph Oelckers
a542e99143 - a few more 2016-09-19 13:36:58 +02:00
Christoph Oelckers
7edf4c1afc - added new serializers to several classes and moved the old ones to the dump file. 2016-09-19 12:53:42 +02:00
Christoph Oelckers
d24aa5dec9 - reformatting for easier search. 2016-09-19 10:47:59 +02:00
Christoph Oelckers
e754fae0a8 - removed FS HUD pics. No mod in existence ever used them and a quickly thrown together test showed that the code did not even work. And since there's no reason to fix it they are gone now. 2016-09-19 10:41:21 +02:00
Christoph Oelckers
c665cc53f9 - moved new code to its proper location and started moving the replaced old archive code to a placeholder file for easy removal later. 2016-09-19 10:34:54 +02:00
raa-eruanna
20e620bbe7 Merge http://github.com/coelckers/gzdoom
# Conflicts:
#	src/version.h
2016-09-19 03:05:38 -04:00
Christoph Oelckers
475077f1de Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-19 09:01:34 +02:00
Christoph Oelckers
daf33b5b4f - master is now at 2.3pre. 2016-09-19 09:01:21 +02:00
Christoph Oelckers
65c6388d44 Merge branch 'master' into json 2016-09-19 03:54:36 +02:00
Christoph Oelckers
3eb1af6957 - added a GetMissileDamage function to DECORATE which can be used to properly retrieve an actor's damage value.
The damage property should be considered deprecated inside expressions from now on.
2016-09-19 03:45:22 +02:00
Christoph Oelckers
f1ba19073f - split Damage into two variables: DamageVal for the old constant and DamageFunc for the DECORATE function.
The way this was done was a major headache inducer, requiring reconstruction of the function each time the value was changed and in general made actor damage a major hassle.
There was a DECORATE wrapper to mimic the original behavior but this looked quite broken because it completely ignored the different semantics of both damage calculation types.
It also made it impossible to determine if damage was a function or a value.
This accessor has been reverted to what it should be, only returning the constant, which now is -1 for a damage function. I am sorry if this may break the odd mod out but a quick look over some DECORATE-heavy stuff showed that this was never combined in any of them so that accessing 'damage' in DECORATE code depended on an actual damage function.

To get proper damage, a future commit will add a DECORATE function which calls AActor::GetMissileDamage.
2016-09-19 03:36:51 +02:00
Christoph Oelckers
967ed48fd3 - fixing. 2016-09-19 01:48:48 +02:00
Christoph Oelckers
718614a820 - cleanup 2016-09-19 01:07:51 +02:00
Magnus Norddahl
b1871b272b Merge branch 'exposure_pass' into lightmath 2016-09-18 19:31:36 +02:00
Magnus Norddahl
210dd6d26a Make bloom/exposure less aggressive 2016-09-18 19:31:09 +02:00
Christoph Oelckers
ceaa040750 - added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass. 2016-09-18 17:45:02 +02:00
Christoph Oelckers
a5628518c1 - cut down on data size by not saving trivial defaults. 2016-09-18 16:41:34 +02:00
Magnus Norddahl
38be2333d0 Merge branch 'exposure_pass' into lightmath
# Conflicts:
#	src/gl/renderer/gl_renderbuffers.cpp
#	src/gl/renderer/gl_renderbuffers.h
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_scene.cpp
2016-09-18 16:22:44 +02:00
Magnus Norddahl
8dd12c8216 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-18 16:01:21 +02:00
Magnus Norddahl
1e2935f4e0 Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-18 15:57:22 +02:00
Christoph Oelckers
9313a99e12 - started implementing a JSON based serializer. Unfortunately it is far too slow to be of any real use. 2016-09-18 13:26:34 +02:00
Christoph Oelckers
3db7d9ad84 - fixed: AActor::alternative was not declared as a pointer. 2016-09-18 12:22:56 +02:00
raa-eruanna
e47e6d1d6e Merge http://github.com/coelckers/gzdoom 2016-09-17 20:06:22 -04:00
Christoph Oelckers
6b4aee28bc Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-17 20:22:43 +02:00
Major Cooke
80c1baa596 Fixed: Pitch was rotating around the wrong axis. 2016-09-17 12:10:22 -05:00
raa-eruanna
962291d18e Merge http://github.com/coelckers/gzdoom 2016-09-17 11:32:57 -04:00
Christoph Oelckers
bec17bd222 - FLATSPRITE fixes. 2016-09-17 08:26:30 +02:00
Major Cooke
d01b0e061e Moved flatsprite code into CalculateVertices. 2016-09-16 12:07:28 -05:00
Major Cooke
66d20726c2 Reintroduced flat sprites once more.
- Take note, current flat sprites will change. With no pitch involved, sprites are now flat across the ground.
2016-09-16 11:47:20 -05:00
raa-eruanna
922360ae35 Merge http://github.com/rheit/zdoom 2016-09-16 11:49:45 -04:00
raa-eruanna
7da94e5aca Merge http://github.com/coelckers/gzdoom 2016-09-16 11:49:42 -04:00
Christoph Oelckers
7c2886e8ea - fixed the last commit:
The altered vertices must always be copied to the actual buffer and it's not necessary to copy everything, copying the 4 changed ones is sufficient.
2016-09-16 08:10:19 +02:00
raa-eruanna
476b727d5d "actorlist" and "actornum" no longer return already-owned inventory objects 2016-09-16 00:47:56 -04:00
Magnus Norddahl
3c1868f7e6 Fix wrong flash rectangle size after window resize 2016-09-16 02:53:19 +02:00
raa-eruanna
a83477e549 Merge http://github.com/rheit/zdoom 2016-09-15 19:18:56 -04:00
raa-eruanna
ac70f77e44 Added the following ccmds:
actorlist, actornum, monsternum, itemsnum, countitemsnum
Modified the following ccmds:
 monster, items, countitems

All commands with "num" at the end simply print a count of their respective filters, all other listed commands now print a list and a count.
2016-09-15 15:09:36 -04:00
Magnus Norddahl
0d27996a64 Replace CheckRatio with AspectTallerThanWide in DrawHUD 2016-09-15 07:52:53 +02:00
Magnus Norddahl
48f491cfd1 Fix video mode selection bug 2016-09-15 07:52:53 +02:00
Magnus Norddahl
95fef44200 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-15 00:31:34 +02:00
Christoph Oelckers
d128e28044 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-14 21:05:45 +02:00
Leonard2
cb17e109f1 Added "division by zero" to the VM-aborting errors 2016-09-14 20:47:00 +02:00
Leonard2
65af26f962 The VM now properly aborts on critical errors 2016-09-14 20:46:18 +02:00
raa-eruanna
4ccba9c49e Merge http://github.com/rheit/zdoom 2016-09-14 14:08:41 -04:00
raa-eruanna
343cde4595 Merge http://github.com/coelckers/gzdoom 2016-09-14 14:08:19 -04:00
Christoph Oelckers
8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
raa-eruanna
842558384a Forgot to set vid_renderer defaults for Linux and Mac. 2016-09-14 07:33:31 -04:00
raa-eruanna
b0029fcd1e Set version to 0.0 (prerelease), set render defaults for true-color software renderer since that is the focus of this project 2016-09-14 06:38:08 -04:00
raa-eruanna
3ebf8c7e74 More code fixes - now it compiles. 2016-09-14 06:28:39 -04:00
raa-eruanna
004c7de89b Part 1 of code merge 2016-09-14 04:03:39 -04:00
raa-eruanna
b17b7446cb Merge http://github.com/coelckers/gzdoom 2016-09-14 03:15:56 -04:00
raa-eruanna
81545d9b4e Merge http://github.com/rheit/zdoom
# Conflicts:
#	src/v_video.cpp
2016-09-14 02:24:59 -04:00
raa-eruanna
b85e3b56e3 Establish QZDoom 2016-09-14 02:21:35 -04:00
Major Cooke
3b2359959e Quakes must use their own independent falloffs.This caused discrepencies and sudden drop-outs in stacked quakes otherwise. 2016-09-13 23:06:57 -05:00
Braden Obrzut
f1bca9d20e The old DirectX setup is required to utilize v140_xp.
Revert "- removed DirectX setup from CMakeLists for Visual Studio"

This reverts commit 954ac8ce5e.
2016-09-13 20:12:59 -04:00
Magnus Norddahl
c54b4e74f5 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-13 23:44:12 +02:00
Magnus Norddahl
017d1cee29 Change canvas rendering to use the aspect ratio of the canvas and generalize 5:4 rendering as AspectTallerThanWide 2016-09-13 23:42:05 +02:00
Magnus Norddahl
172f58c165 Fix 5:4 aspect ratio gun and status bar 2016-09-13 23:42:05 +02:00
Christoph Oelckers
0c0e716ccd Merge remote-tracking branch 'remotes/zdoom/master' 2016-09-13 23:37:30 +02:00
Christoph Oelckers
a98f364cc3 - added another missing nullptr check. 2016-09-13 23:37:19 +02:00
alexey.lysiuk
dcabcaa5b6 Fixed compilation on non-Windows platforms 2016-09-13 22:10:07 +03:00
Christoph Oelckers
ba68cfd611 - do not even allow creation of names in C_RemoveTabCommands if there are no tab commands, so that FindName cannot be called after the NameManager has been destroyed. 2016-09-13 21:01:50 +02:00
Christoph Oelckers
e10abcad06 - fixed: The TabCommands array needs to be cleared before the NameManager is destroyed.
TabCommands use an FName to store the command's name so once the NameManager is destroyed its data will become invalid.
This is a problem because C_RemoveTabCommand is being called from FBaseCVar's destructor and most CVARs are global variables.
2016-09-13 10:43:53 +02:00
Christoph Oelckers
c593dda8f3 - added missing nullptr check. 2016-09-12 23:03:27 +02:00
Magnus Norddahl
0fc5ee1ffd Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-12 22:30:46 +02:00
Christoph Oelckers
3778799f92 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-12 21:33:49 +02:00
Christoph Oelckers
823f75e592 - fixed: UDMF user value lists need to be sorted for binary search to work but weren't. 2016-09-12 21:32:17 +02:00
Magnus Norddahl
b378b3d05a Remove black bars from windowed mode 2016-09-12 20:43:45 +02:00
alexey.lysiuk
b308a7df52 Proper name of FMOD .dylib in loading path adjustment for macOS 2016-09-12 20:37:13 +02:00
alexey.lysiuk
9c91686e0f Set delay loading for proper .dll depending on FMOD version (Studio vs. Ex) 2016-09-12 20:37:13 +02:00
alexey.lysiuk
7e61a1ce2b Added simple detection for FMOD Studio API in CMake 2016-09-12 20:37:12 +02:00
alexey.lysiuk
c88eec3d73 Fixed 'unreferenced local variable' warnings when building with FMOD Studio API 2016-09-12 20:37:12 +02:00
alexey.lysiuk
764705a8e0 Fixed 'Could not set resampler method. Defaults will be used. (Error 31)' message with FMOD Studio API 2016-09-12 20:37:11 +02:00
alexey.lysiuk
a2a1d2a36d Fixed significant distortion of sound effects with FMOD Studio API 2016-09-12 20:37:11 +02:00
Magnus Norddahl
7bdbaaff22 GL aspect ratio adjustments 2016-09-12 20:29:26 +02:00
Magnus Norddahl
7070bded77 Merge remote-tracking branch 'origin/aspectratio' into aspectratio_gzdoom 2016-09-12 20:03:21 +02:00
Magnus Norddahl
01b1efe9ee Switch from abs to fabs 2016-09-12 18:44:04 +02:00
Magnus Norddahl
4e58e6626c Fix buffer overrun in CommandAspectRatio for 21:9 aspect ratio 2016-09-12 16:05:42 +02:00
Magnus Norddahl
5b438d220f Switch from ratio enum to float 2016-09-12 15:51:50 +02:00
Magnus Norddahl
6d4e4dad25 BaseRatioSizes replacement functions 2016-09-12 14:37:10 +02:00
Magnus Norddahl
5720634045 Add ActiveRatio to be used where CheckRatio is used today 2016-09-12 13:59:01 +02:00
Magnus Norddahl
b003c47e3e Improve CheckRatio to always return the closest ratio 2016-09-12 13:37:05 +02:00
Magnus Norddahl
d3d8180f57 Resize framebuffer in windowed mode to match the client area 2016-09-12 13:04:36 +02:00
Magnus Norddahl
a0b6a0275c Fix random texture sampling bug 2016-09-11 11:09:40 +02:00
Christoph Oelckers
be647dc7b2 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-11 00:45:40 +02:00
Christopher Bruns
924aaa3a92 fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided. 2016-09-11 00:45:17 +02:00
Magnus Norddahl
03d0b09f29 Fix depth blur 2016-09-10 22:39:09 +02:00
alexey.lysiuk
66c5121e38 Do not use OpenGL Core Profile for software renderer on macOS 2016-09-10 17:54:19 +03:00
Christoph Oelckers
71f4bacbd7 - missed something for last commit. 2016-09-10 12:36:44 +02:00
Christoph Oelckers
d3246be488 - draw wall sprites without translucent pixels as opaque. This looses the border smoothing with texture filtering but avoids sorting problems. 2016-09-10 12:24:13 +02:00
Christoph Oelckers
30cb651d92 - completely removed the flat sprite code.
This was conceptionally so wrong that there is no chance to salvage any of it.
2016-09-10 10:58:53 +02:00
raa-eruanna
02e4ba464a Fixed mirror angle issue, fixes rendering of mirrors 2016-09-10 08:56:40 +02:00
Magnus Norddahl
303da0e071 Fix center text alignment issue 2016-09-09 20:09:54 +02:00
Magnus Norddahl
63fb604e98 Fix stripes in the reconstructed normals due to down scaling 2016-09-09 18:19:00 +02:00
raa-eruanna
b0e104d566 Merge http://github.com/coelckers/gzdoom 2016-09-09 11:31:31 -04:00
Magnus Norddahl
8861b1aaff Grab tanHalfFovy from the projection matrix 2016-09-09 09:47:46 +02:00
Magnus Norddahl
f6bede8374 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts:
#	src/gl/renderer/gl_renderbuffers.cpp
#	src/gl/renderer/gl_renderbuffers.h
#	src/gl/renderer/gl_renderer.h
#	src/gl/scene/gl_scene.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.z
2016-09-09 09:31:30 +02:00
Magnus Norddahl
d83a72f361 Add missing IsEnabled check 2016-09-09 00:36:12 +02:00
Magnus Norddahl
63dc394913 Present function for left, right and quad-buffered stereo3d 2016-09-09 00:36:11 +02:00
Magnus Norddahl
8b7267cf87 MaskAnaglyph present mode 2016-09-09 00:36:11 +02:00
Magnus Norddahl
ccbe5160b0 Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
Magnus Norddahl
aaa3581ee6 Hook up eye textures in renderer 2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09 Add eye textures and FBOs to FGLRenderBuffers 2016-09-09 00:36:09 +02:00
Christoph Oelckers
b9ca3c85f8 - fixed: translucency detection in multipatch textures did not work.
- fixed: The flat drawer never checked if a texture had translucent parts.
2016-09-08 12:18:09 +02:00
raa-eruanna
dede94b7e2 Merge branch 'master' of https://github.com/coelckers/gzdoom
# Conflicts:
#	src/posix/cocoa/i_video.mm
#	src/win32/hardware.cpp
#	wadsrc/static/menudef.txt
2016-09-08 03:26:11 -04:00
raa-eruanna
32f758de41 Merge branch 'truecolor' of https://github.com/dpjudas/zdoom
# Conflicts:
#	src/v_video.cpp
2016-09-08 03:19:08 -04:00
raa-eruanna
5a64307ad1 Changes the tonemap generation algorithm. 2016-09-08 00:51:48 +02:00
Christoph Oelckers
7e2e3e8768 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-08 00:48:27 +02:00
Magnus Norddahl
e794e59cd2 Add con_scale for scaling just the console 2016-09-08 00:39:52 +02:00
Magnus Norddahl
d2f8fc63fc Scale the console itself as specified by con_scaletext 2016-09-08 00:39:51 +02:00
Magnus Norddahl
6414e01354 Add uiscale slider controlling what scale the On setting uses for hud_scale, hud_althudscale and con_scaletext 2016-09-08 00:39:51 +02:00
Major Cooke
01e9d351b4 - Don't pass flags directly from A_Explode to P_RadiusAttack. XF_EXPLICITDAMAGETYPE would cause explosions to deal no damage otherwise. 2016-09-08 00:38:12 +02:00
Major Cooke
043ada24da Wave quakes now stack. 2016-09-08 00:38:12 +02:00
Major Cooke
ce13b5c6e1 Enhanced FastProjectile trails.
- Trails now copy pitch, and set the projectile as the target.
- Added GETOWNER flag. Using it sets the owner of the fast projectile as the target instead, if it has an owner.
2016-09-08 00:38:11 +02:00
yqco
2e8aa53e6a Add SetActorFlag ACS function
int SetActorFlag(int tid, str flagname, bool value);

- Mimics DECORATE's A_ChangeFlag
- Returns number of actors affected (number of things with the flag)
- Affects activator if TID is 0

# Conflicts:
#	src/p_acs.cpp
2016-09-07 20:44:56 +02:00
Christoph Oelckers
33ac551a9a Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-06 22:37:15 +02:00
Christoph Oelckers
f536523fbd - It's Height, not height... 2016-09-06 22:36:53 +02:00
Christoph Oelckers
77a79048f8 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-06 22:35:27 +02:00
Christoph Oelckers
5a3147407e - fixed floatification error in A_MaulerTorpedoWave. 2016-09-06 22:34:59 +02:00
Christoph Oelckers
181e5dc4db - fixed floor clipping of sprites. 2016-09-06 22:18:47 +02:00
Christoph Oelckers
bfe34f4dc7 - cleanup. 2016-09-06 21:39:13 +02:00
Christoph Oelckers
a36d89405a - separated the coordinate calculation from GLSprite::Draw. 2016-09-06 12:22:00 +02:00
Christoph Oelckers
a5c0f9a548 - use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer. 2016-09-06 11:58:22 +02:00
Christoph Oelckers
3ce25bc348 - fixed: FxPreIncrDecr depended on undefined compiler behavior.
It could only work with right to left function argument processing, but with left to right it failed because the ParseExpressionA call altered sc.TokenType.
Note that with register-based arguments on 64 bit platforms this is a very critical issue!
2016-09-06 08:41:13 +02:00
Christoph Oelckers
74ede7bb4e - fixed: The DrawBlend call in the postprocessing case was using the global 'viewsector' variable directly.
As with the Stereo3D stuff, this cannot be done because recursive processing of portals will change it. Instead the local copy has to be used here, just like the EndDrawScene call already did.
2016-09-05 09:10:29 +02:00
alexey.lysiuk
108dcf122a Updated support for legacy renderer in Cocoa backend
Added fallback to legacy profile when creation of pixel format for core context failed
Added handling of -glversion command line switch
2016-09-04 15:25:37 +03:00
Christoph Oelckers
d2ead39bcc - force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Christoph Oelckers
95bedac6ca - inlined FHardwareTexture::GetTexDimension. 2016-09-04 13:14:14 +02:00
Christoph Oelckers
8b01a88b76 - removed gl_lights_size and gl_lights_intensity.
Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3 - removed unused forceadditive parameter from gl_GetLight.
- restricted gl_lights_additive to legacy code and removed menu entry for this.

For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Christoph Oelckers
37d0f97808 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-04 10:29:15 +02:00
Christoph Oelckers
954ac8ce5e - removed DirectX setup from CMakeLists for Visual Studio
For VS 2015 this is no longer needed, the DX headers and libraries are part of the Windows SDK and do not need to be looked for explicitly.
2016-09-04 10:28:29 +02:00
Christoph Oelckers
eff03d13f0 - fixed last commit. 2016-09-04 10:28:29 +02:00
alexey.lysiuk
677efb73bc Fixed compilation with GCC/Clang
No longer aborts with error: cannot pass object of non-trivial type 'FString' through variadic method; call will abort at runtime
2016-09-04 10:05:07 +03:00
Christoph Oelckers
f021d13ead Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-04 08:33:40 +02:00
Christoph Oelckers
77ac3bb265 - fixed angle range checks in A_CheckIfTargetInLOS.
The fixed point version had a mostly useless check that excluded ANGLE_MAX, this got incorrectly converted to floating point.
Note that this version will clamp the angle to 360°, not merely overflow like it did with the fixed point code
2016-09-04 08:33:19 +02:00
Magnus Norddahl
3727c5ed0f Mark portals in scene alpha channel for the SSAO pass 2016-09-04 08:15:29 +02:00
Magnus Norddahl
527703ae8c Fix missing flash if multisampling was on and no post processing effects active 2016-09-04 03:21:47 +02:00
Magnus Norddahl
5f02e08c8e Fix minimize crash 2016-09-04 03:15:50 +02:00
Magnus Norddahl
dc39a006dc Fix palette tonemap precision and compile error on Intel 2016-09-04 02:37:59 +02:00
Christoph Oelckers
4eda5f841e Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-04 01:46:49 +02:00
Christoph Oelckers
217601f338 - fixed: FPortal::ClearScreen may not use the 2D drawing code anymore.
2D calls are accumulated and then executed all at once at the end of the frame, but this one needs to be interleaved with the 3D rendering. It now uses the quad drawer to fill the portal with blackness.
2016-09-04 01:46:29 +02:00
Blue-Shadow
2ed4208a1b Added IfCVarInt SBARINFO command 2016-09-03 18:55:19 +03:00
Christoph Oelckers
c3ad0a2f16 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-03 17:29:47 +02:00
Christoph Oelckers
f31346968f - added missing #include. 2016-09-03 17:29:28 +02:00
Christoph Oelckers
3ae2e77512 - added xBRZ files. 2016-09-03 16:55:16 +02:00
Christoph Oelckers
4a80f8e4ed - fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode. 2016-09-03 16:54:17 +02:00
Christoph Oelckers
e08015a181 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-03 14:02:28 +02:00
Christoph Oelckers
aece9aaa58 - added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder. 2016-09-03 14:01:51 +02:00
Christoph Oelckers
5770e5dfaf - split up m_specialpaths.cpp to be a separate file for each operating system.
The reason for this is that the macOS version uses a deprecated API and in order to correct this, the file needs to be compiled as Objective-C++ which requires a different extension.
2016-09-03 12:00:08 +02:00
arookas
d7b5bdc0f7 Renamed Thing_Damage3 to DamageActor 2016-09-03 08:27:38 +02:00
arookas
d14782fb37 Added Thing_Damage3 function
It acts as a simple wrapper around P_DamageMobj which can damage a
single actor, but can also set the actor inflicting the damage. It
returns the amount of damage actually done, or -1 if the damaging was
cancelled.
2016-09-03 08:27:38 +02:00
Magnus Norddahl
e7765bb240 Move SSAO pass to be before translucent rendering
Fix depth sampling location when not using fullscreen scene
2016-09-03 04:29:50 +02:00
Magnus Norddahl
902097d6da Resolve multisampling depth in shader 2016-09-03 04:12:00 +02:00
Magnus Norddahl
b1c1e6aae7 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts:
#	src/gl/renderer/gl_renderbuffers.cpp
2016-09-03 01:17:16 +02:00
Christoph Oelckers
8b7a87f256 - fix conditions for DrawBlend calls. 2016-09-03 00:43:18 +02:00
Christoph Oelckers
90ab0223a6 - handle colormap parameter reset when renderbuffers are toggled. 2016-09-03 00:36:23 +02:00
Magnus Norddahl
77dde2e3ad Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off 2016-09-03 00:13:05 +02:00
Christoph Oelckers
ee503ea275 - removed now redundant mystdint.h file.
Visual Studio now ships stdint.h so this workaround is no longer needed.
2016-09-02 10:55:56 +02:00
Magnus Norddahl
98032bc73f Change SSAO blur to be depth aware 2016-09-02 05:45:00 +02:00
Magnus Norddahl
5a0c61a2d5 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderbuffers.cpp
#	src/gl/scene/gl_scene.cpp
2016-09-02 02:40:44 +02:00
Christoph Oelckers
7135a6909c Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-02 00:44:10 +02:00
Major Cooke
c4357bd352 Tracer pointer is no longer a safe candidate for storing player morph pointers. Instead, actors must have a new, non-manipulatable pointer. This fixes the following circumstances:
- Crashes occurred if a particular actor was a tracer to the player and the actor was not gone by the time the player unmorphs.
- Failed unmorphs occur if tracer was manipulated through means like A_RearrangePointers, etc.
2016-09-01 13:49:58 -05:00
Christoph Oelckers
4e8027612f - restored 2 lines of code that somehow got lost before the last commit. 2016-09-01 17:38:17 +02:00
Christoph Oelckers
589936f570 - draw the colormap blend after postprocessing, not before it.
- added colormap shader to postprocessing.

This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
7efae2c8f8 - fixed: When requesting GL version 2.x, do not try to create a core profile context, because that can not support legacy features. 2016-09-01 12:14:20 +02:00
Christoph Oelckers
3389a5a74e - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
Magnus Norddahl
8a2737a0ce Fix precision issue in SSAO shader 2016-09-01 07:15:40 +02:00
Christoph Oelckers
4a0e082836 - fixed: The wall splitter in the translucent sorting code needs to set fracleft and fracright so that vertex generation is done correctly for the split segments. 2016-08-31 23:26:49 +02:00
Christoph Oelckers
4993018520 - fixed: Actor velocity requires an upper limit to prevent uncontrolled accumulation, as can happen when multiple exploding and pushable objects overlap. The value 5000 was chosen because it is high enough to not occur under regular circumstances and small enough to prevent severe slowdowns. In the old fixed point code the lack of such a check just caused random overflows. 2016-08-31 09:18:59 +02:00
Magnus Norddahl
55ea4a7729 Add ssao random texture 2016-08-30 01:09:21 +02:00
Christoph Oelckers
45ff15559d - removed gl_draw_synv because with the postprocessing this is no longer useful. 2016-08-30 00:33:02 +02:00
Magnus Norddahl
240ebf94a1 Remove radius increase in point light modes 2016-08-29 22:42:46 +02:00
alexey.lysiuk
3ba3149df3 Deleted remains of obsolete multisampling in Cocoa backend 2016-08-29 22:08:57 +03:00
alexey.lysiuk
b7ec26335f Enabled OpenGL Core Profile on macOS 2016-08-29 22:03:25 +03:00
Magnus Norddahl
737e700774 Added SSAO pass 2016-08-29 13:10:22 +02:00
Magnus Norddahl
a1d90e1229 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-08-29 12:58:20 +02:00
Christoph Oelckers
8f535997f8 - enable core profile by default on GL 3.x.
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
2016-08-29 11:33:20 +02:00
Christoph Oelckers
0f0dc2c852 - implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here. 2016-08-29 10:43:03 +02:00
Magnus Norddahl
e0e43ee7b3 Fix mColor reset value 2016-08-29 05:31:12 +02:00
Magnus Norddahl
71387b1b42 Fix wrong initial mClipSplit values. 2016-08-29 05:19:47 +02:00
Magnus Norddahl
945d5b154a Remove gl_vid_multisample 2016-08-28 18:10:39 +02:00
Magnus Norddahl
bb066f6f07 Fall back to gl_renderbuffers 0 if buffer creation fails 2016-08-28 18:07:44 +02:00
Christoph Oelckers
3299a29c44 - added CheckClass ACS function. 2016-08-28 16:14:24 +02:00
alexey.lysiuk
47714509d6 Changed render buffers format back to RGBA16F
Reverted a03b2ff48b to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Christoph Oelckers
03d055a5ec - adjustments for message modes. 2016-08-28 10:11:09 +02:00
Christoph Oelckers
abafcd5486 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/language.enu
2016-08-28 10:00:19 +02:00
Christoph Oelckers
e04055dbb2 - added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
alexey.lysiuk
9b91a13487 Restored legacy way to collect OpenGL extensions 2016-08-28 10:21:20 +03:00
Braden Obrzut
716fbec8ee - Added support for building with FMOD Studio Low Level API (partially based off of Emile Belanger's/Beloko Games Android work)
- Use with FMOD Studio 1.06.x. 1.07 and 1.08 compile but for some reason produce a lot of noise on vanilla Doom sounds.
	- Crashes when used with fluidsynth provided by Ubuntu 16.04, but a self compiled version of the library works just fine.
	- Reverbs are mostly untested, but implemented.
	- Debug waveform drawing is not implemented as it requires a non-trivial amount of work.
	- It will still show as FMOD Ex in the menus since I'm too lazy at the moment to make it a "separate" backend.
2016-08-27 22:14:57 -04:00
Magnus Norddahl
6c5109ec99 Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle 2016-08-27 06:24:36 +02:00
Magnus Norddahl
b1a0108a96 Fix tonemap palette not being rebuilt on palette change 2016-08-26 19:52:15 +02:00
Christoph Oelckers
c9578ae72d - create vertex buffer data for horizon portals in the constructor instead of in the draw function.
This was the last remaining place where the vertex buffer was accessed in the render pass.
2016-08-26 18:18:50 +02:00
Christoph Oelckers
5303526c70 - actually use the parameter... 2016-08-26 08:34:27 +02:00
Christoph Oelckers
597e10116f - added missing framebuffer function to fudging block. 2016-08-26 08:30:47 +02:00
Christoph Oelckers
58bc64ee8f Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-26 02:20:53 +02:00
Christoph Oelckers
10550c4ef0 Merge branch 'init_global_state' of https://github.com/dpjudas/zdoom 2016-08-26 02:20:00 +02:00
Christoph Oelckers
465792df0a - make sure that after travelling has finished, no travelling thinkers are left in the list.
Since this list is excluded from regular thinker cleaning, anything that may survive through the end of G_FinishTravel will endlessly multiply and severely break the following savegames or just simply crash on broken pointers.
2016-08-26 02:16:06 +02:00
Christoph Oelckers
abba548e40 - render sector hacks through the quad renderer if the vertex buffer is not accessible. 2016-08-26 02:03:24 +02:00
Magnus Norddahl
5f09d3b7ef Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero 2016-08-26 01:46:39 +02:00
Magnus Norddahl
b68bbaf617 Fix uninitialized memory access if a FShaderProgram is destroyed without being fully compiled and linked 2016-08-26 01:40:28 +02:00
Magnus Norddahl
960038bb81 Clear global state tracking variables when the OpenGL context is (re)created 2016-08-26 01:36:21 +02:00
Christoph Oelckers
f6544f3c44 - removed unused GLFLat::sub and all codes depending on it a valid pointer. 2016-08-26 00:04:29 +02:00
Christoph Oelckers
6755cb2a25 - use the quad drawer for skybox-flagged sectors. 2016-08-26 00:02:32 +02:00
Christoph Oelckers
b83c2056a8 - store the stencil caps in the reserved part of the main vertex buffer instead of constantly recreating them. 2016-08-26 00:01:51 +02:00
Christoph Oelckers
76d7b52fcd - handle the case where a wall gets drawn with an unmapped buffer and no vertex data.
This uses the quad drawer because it can only happen with translucent walls that got split during sorting.
2016-08-25 23:20:23 +02:00
Christoph Oelckers
4598c4138c - added vertex initialization for walls in the processing pass for core profile without persistent buffers.
This is slower than doing it in the render pass so it's only active when actually needed - it's also slower than using a client array so this code only gets used when there is no choice but to work with a 3.x core profile context.
2016-08-25 23:13:49 +02:00
Christoph Oelckers
8f331f56e2 - use MakeVertices directly in the portal code and remove all related code from RenderWall. 2016-08-25 23:02:43 +02:00
Christoph Oelckers
8cf53f04e8 - split off the vertex creation from RenderWall. 2016-08-25 22:54:08 +02:00
Christoph Oelckers
4ab8ca63ce - use more desctiptive names for the predefined vertex buffer indices. 2016-08-25 22:23:31 +02:00
Christoph Oelckers
4a822a8f50 Merge branch 'master' of c:\programming\doom-dev\zdoom into Branch_97ff4cc02574e3773ff231b1d74c0fdb25e9440d 2016-08-25 22:02:23 +02:00
Christoph Oelckers
9ca6764556 Revert "- removed STAT_INVENTORY."
This reverts commit 5ff0abe568.

- use STAT_INVENTORY only for held items.

Seems this was causing some strange issues with hubs, but for items placed in the world it still cannot be allowed to have them in a different statnum.
2016-08-25 21:41:17 +02:00
Christoph Oelckers
48430d9b1a - don't assume that deserializing an actor will result in a valid pointer.
This addresses a very strange crash I encounteded while travelling in a hub, and ended up with a NULL pointer after the 'Serialize' call which means that some code cleared the variable that is currently being deserialized. I was completely unable to find out what caused this because there is so much recursion going on in the deserializer. All actions on the deserialized actor are now being done with a local copy of that variable so that altering the actual one won't have any adverse effects.
2016-08-25 21:15:53 +02:00
Magnus Norddahl
9525d3690f Added gl_light_math and changed pixelpos + lights to be in eye space 2016-08-25 06:25:05 +02:00
alexey.lysiuk
f79c442df5 Fixed compilation of SDL backend 2016-08-24 16:44:40 +03:00
alexey.lysiuk
52b51e79b9 Fixed missing decals in compatibility renderer
The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
alexey.lysiuk
a185886924 Added compatibility handling for fog and dynamic lights used together
See http://forum.drdteam.org/viewtopic.php?t=7063
2016-08-24 10:26:11 +03:00
Magnus Norddahl
25645d901e Add Palette LUT tonemap mode 2016-08-23 09:18:18 +02:00
Christoph Oelckers
13a583faee Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-22 22:02:44 +02:00
Christoph Oelckers
9555617816 - fixed: The default for position.w is 1, so gl_quaddrawer.cpp needs to set this, too, for the uniform vertex positions. 2016-08-22 22:02:02 +02:00
Christoph Oelckers
b946114145 - removed unused variable. 2016-08-22 22:00:45 +02:00
Magnus Norddahl
276fb7dbb2 Add vid_maxfps support for Windows and Linux 2016-08-22 22:00:44 +02:00
Magnus Norddahl
1594cc9570 Only use KHR_debug if available 2016-08-22 19:25:13 +02:00
Christoph Oelckers
250be72939 - added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening... 2016-08-22 15:31:23 +02:00
Christoph Oelckers
7ba5acfb35 - added quad drawer interface so that this part can be done without altering a vertex buffer.
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Major Cooke
e22043a25b Fixed: A_FaceMovementDirection would not adjust the angle if it was actually under the limit. 2016-08-22 09:46:00 +02:00
yqco
df4a8e38c5 Add CheckActorState ACS function
bool CheckActorState(int tid, str statename, bool exact = false);

- Same parameter order as SetActorState
- Returns true if actor has the state; else returns false
2016-08-22 01:21:38 -06:00
Magnus Norddahl
302f59ea33 Fix r_clearbuffer color not being used 2016-08-22 01:52:51 +02:00
alexey.lysiuk
3e01039bbb Fixed missing #include for GCC/Clang 2016-08-21 15:47:56 +03:00
Christoph Oelckers
dde81b33ea - glEnable(GL_TEXTURE_2D) only makes sense if no shaders are being used. 2016-08-21 08:45:21 +02:00
Christoph Oelckers
5c267a2169 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/language.eng
2016-08-21 08:42:06 +02:00
Christoph Oelckers
5ff0abe568 - removed STAT_INVENTORY.
This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items.
The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
2016-08-20 19:10:14 +02:00
Christoph Oelckers
97ff4cc025 Merge branch 'debug' of https://github.com/dpjudas/zdoom 2016-08-20 12:34:56 +02:00
Magnus Norddahl
f63635e07a Fix RFL_INVALIDATE_BUFFER check being inverted 2016-08-19 01:11:11 +02:00
Christoph Oelckers
eadc2f35dd - fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer. 2016-08-19 00:21:17 +02:00
Magnus Norddahl
e8fc935f04 Another IsFilteredByDebugLevel typo.. 2016-08-18 02:24:57 +02:00
Magnus Norddahl
4241026f1c Swapped order in IsFilteredByDebugLevel 2016-08-18 02:21:53 +02:00
Magnus Norddahl
f75b6d8c5d Improve debug level filtering 2016-08-18 02:10:54 +02:00
Magnus Norddahl
b21b65eb43 Rearrange binding of texture and sampler to get rid of texture state usage warning 2016-08-18 01:32:41 +02:00
Magnus Norddahl
01f9a2d27a Fix clear warning 2016-08-18 00:21:33 +02:00
Magnus Norddahl
18ff65fb0e Filter logging to only display each message once 2016-08-17 23:52:20 +02:00
Magnus Norddahl
d380d765c9 OpenGL object labels and debug groups 2016-08-17 23:18:47 +02:00
Magnus Norddahl
2825bd4967 Fix invalid value error 2016-08-17 21:25:31 +02:00
Magnus Norddahl
a37225b81e Don't debug break on notifications 2016-08-17 21:25:03 +02:00
Magnus Norddahl
0c2db5447c Save gl_debug in ini file and add support in Linux 2016-08-17 20:57:00 +02:00
Magnus Norddahl
2cb5f1740e Add OpenGL debug messages to the console 2016-08-17 20:33:10 +02:00
Magnus Norddahl
fc01a6b832 Only query for GL_MAX_SAMPLES once 2016-08-17 17:59:47 +02:00
Magnus Norddahl
3c08f5ae48 Fix multisample count bug 2016-08-17 17:37:49 +02:00
Magnus Norddahl
5eeac830eb Clear and InvalidateFramebuffer optimization 2016-08-17 17:37:13 +02:00
Magnus Norddahl
fa2bcebd51 Add KHR_debug and ARB_invalidate_subdata 2016-08-17 16:48:11 +02:00
Christoph Oelckers
314e89b84f - fixed what looks like a copy/paste error in A_Explode. 2016-08-16 10:53:30 +02:00
Leonard2
e93b64f249 Fixed: a register from a return statement's value would not be freed 2016-08-16 08:59:27 +02:00
Major Cooke
aa2ca77412 Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Christoph Oelckers
c02960e2cf - added error message highlighting for one overlooked DECORATE error. 2016-08-16 08:58:29 +02:00
Magnus Norddahl
a8d1197ea7 Make sure we never pass a negative value to pow, and optimize gamma uniform 2016-08-16 00:01:18 +02:00
Magnus Norddahl
a03b2ff48b Change render buffers from RGBA16F to RGBA16 2016-08-15 23:51:49 +02:00
Christoph Oelckers
ac80ffcc00 - fixed scissor calculations in 2D drawer. 2016-08-15 08:53:49 +02:00
Christoph Oelckers
df0f06a5ce - fixed: FraggleScript's SetCamera function must call SetOrigin to set the camera's z. This needs updating of floorz and ceilingz, in case the camera is moved past a 3D floor. 2016-08-14 23:33:31 +02:00
Christoph Oelckers
0a555038e3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-14 22:11:17 +02:00
Christoph Oelckers
6deb185b46 - fixed another typo in scroller code.
Now Scroll_Texture_Model is working properly again. (Note: Whoever designed this function must have been on drugs - its use of the source data in Boom is completely insane.)
2016-08-14 22:10:44 +02:00
Christoph Oelckers
c59fd26d8a Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-08-14 21:57:04 +02:00
Christoph Oelckers
47d2fd403c - fixed typos in scroll code. 2016-08-14 21:55:20 +02:00
Christoph Oelckers
4275aed3d9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-14 20:52:35 +02:00
Christoph Oelckers
a0d66be6e9 - fixed: Terrain splashes could be generated for 3D floors that were below the sector's actual floor. 2016-08-14 20:52:13 +02:00
Christoph Oelckers
e03696a6c9 - fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer. 2016-08-14 20:11:46 +02:00
Christoph Oelckers
4e8a96aa0e - removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times. 2016-08-14 09:14:26 +02:00
Magnus Norddahl
f8cc56ea3a Move SetOutputViewport to OpenGLFrameBuffer::Update as it cannot be safely called from Begin2D 2016-08-14 09:05:54 +02:00
Magnus Norddahl
fd4422eb62 Restore bound texture when FGLRenderBuffers::Setup finishes 2016-08-14 09:05:53 +02:00
Magnus Norddahl
94b72d25e9 First render may not have known scene dimensions 2016-08-14 09:05:52 +02:00
Magnus Norddahl
af62352860 Fix uninitialized data in render buffers at creation 2016-08-14 09:05:52 +02:00
Magnus Norddahl
847d2e8862 Fix viewport not being updated when resizing window when no scene is active 2016-08-14 09:05:51 +02:00
Magnus Norddahl
4e38f31a86 Change GetClientWidth/GetClientHeight on macOS to grab size from view.
Fix that GetClientWidth/Height returns 0 when queried before initial show.
Allow window to be resizable on macOS.
2016-08-14 09:05:51 +02:00
Magnus Norddahl
647ef5d029 Fix blur shader to use RenderScreenQuad 2016-08-14 09:05:50 +02:00
Magnus Norddahl
210fce1193 Fix bloom shader missing its target 2016-08-14 09:05:50 +02:00
Magnus Norddahl
4ecb77385d GetScreenshotBuffer bug fix 2016-08-14 09:05:49 +02:00
Magnus Norddahl
d5b122b092 Fix GetScreenshotBuffer grabbing from wrong location 2016-08-14 09:05:48 +02:00
Magnus Norddahl
c817979eae Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport 2016-08-14 09:05:48 +02:00
Magnus Norddahl
f56250b910 Remove premultiplied alpha 2016-08-14 05:10:34 +02:00
Christoph Oelckers
353a464f5b - fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist. 2016-08-13 22:15:00 +02:00
Christoph Oelckers
34c62c4d33 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-12 09:23:24 +02:00
Major Cooke
9dd458030e This isn't needed. It's already checked at this point. 2016-08-12 09:17:21 +02:00
Major Cooke
7ffccd0009 Fixed: RGF_KILLED was not part of the mask.
- Greatly optimized DoRadiusGive by putting actor flag checking first ahead of pointer, classname and species checking.
2016-08-12 09:17:20 +02:00
Major Cooke
ec14dd94a7 A_Explode now returns the number of actors damaged and can be used in expressions.
- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
yqco
ee7d933ed6 Add assert for previous I_Error condition 2016-08-11 04:47:17 -06:00
yqco
054f5c963e Use verbose error message with DECORATE array indices 2016-08-11 04:22:37 -06:00
Christoph Oelckers
0fdd80eae7 - removed debug Printf. 2016-08-10 16:32:31 +02:00
Christoph Oelckers
0e5a3ebe50 - fixed bad function call in vertex buffer init code. 2016-08-10 00:35:42 +02:00
Christoph Oelckers
36a4352867 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-09 20:15:35 +02:00
Christoph Oelckers
b4e712ab01 - made disabling the push window check a real compatibility option.
No idea why this was a hidden one, this one definitely needs to be in the menu.

- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +02:00
Christoph Oelckers
7104b01193 - added Hexen compatible handling to specials that stop perpetual sector movement.
This uses the same logic as Eternity.
2016-08-09 17:09:12 +02:00
Christoph Oelckers
054dd8e5d9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-09 15:11:41 +02:00
Christoph Oelckers
6b27d0c3ba - fixed: FPolyObj::RecalcActorFloorCeil altered the floorz of all actors in the same blockmap block as the polyobject, even when they were nowhere near its bounding box.
This fix is still incomplete, it should really discard everything outside the polyobject, not outside its bounding box, but at least it eliminates the most severe occurences of dislocated items.
2016-08-09 15:11:11 +02:00
yqco
b2a6512981 Fix partial initialization in ACS PickActor function 2016-08-09 02:11:13 -06:00
Christoph Oelckers
30b49572e1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-09 10:07:41 +02:00
Christoph Oelckers
19b65195ea - added an internal compatibility option to disable setting the line ID for the Plane_Align special.
There have been reports for some Skulltag maps a few years back and I just ran across an old beta version of a map that got completely broken by this.
2016-08-09 10:07:06 +02:00
Magnus Norddahl
abef073ea4 Implemented sloped planes for true color mode 2016-08-09 01:17:45 +02:00
Magnus Norddahl
3c8719f945 Fix buffer overflow in FTexture::GenerateBgraMipmaps 2016-08-08 22:35:26 +02:00
Christoph Oelckers
56a60ebe85 - restored a line that got accidentally deleted. 2016-08-08 20:47:54 +02:00
Christoph Oelckers
e5f88a9883 - fixed: The textured automap was not using correct light levels.
In order for the externally passed vertex attribute to work the buffer's color attrib array needs to be disabled for these.
2016-08-08 16:18:07 +02:00
Christoph Oelckers
675822004d - use static buffer data and a uniform to handle the texture positioning of the present shader.
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00
Christoph Oelckers
8daaf61160 - predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object. 2016-08-08 14:24:48 +02:00
Christoph Oelckers
d7c0dda722 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-08 13:08:41 +02:00
Christoph Oelckers
d62d345a7b - fixed: The cosine of 0° is 1, not 0, as the portal code assumed for linked portals. 2016-08-08 13:06:29 +02:00
Christoph Oelckers
9c9edbffdb - on older ATI drivers where the clip planes are broken, only disable the clip planes themselves, but not OpenGL 3.x so that dynamic lights still work as intended.
- only disable clip planes on Windows, but not on Linux or macOS.
- If a driver reports full OpenGL 4.5 support, assume that all features are working properly.
2016-08-08 12:55:09 +02:00
Magnus Norddahl
2ac91f0c5a Fix Nvidia driver ignoring wglSwapIntervalEXT 2016-08-08 12:22:40 +02:00
alexey.lysiuk
9ab9548723 Additional fix for splitting of complex wall in compatibility renderer
warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-08-08 12:19:37 +02:00
Christoph Oelckers
def3ad7533 - refactored all 2D drawing to use its own vertex buffer which does not need to be mapped permanently. 2016-08-08 12:13:09 +02:00
Christoph Oelckers
9a5cbbe6d8 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-07 22:13:55 +02:00
Leonard2
b97024b710 The return statement now accepts any expression as its return value
So something like 'return ++user_x;' is now possible
Admittedly this needed quite a bit of refactoring mainly due to the fact that return types now have to be checked after resolving the function rather than before
2016-08-07 22:10:02 +02:00
Leonard2
e79c0225ed Added all compound assignment operators to DECORATE 2016-08-07 22:10:02 +02:00
Leonard2
90cc79a902 Added the direct assignment operator to DECORATE 2016-08-07 22:10:01 +02:00
Leonard2
8437313e7c Added post/pre increment/decrement operators to DECORATE 2016-08-07 22:10:01 +02:00
Leonard2
2ef51d0d50 Re-allow casts in sequences 2016-08-07 22:10:00 +02:00
Leonard2
db9f4c1385 Re-allow indexes as state parameter in sequences 2016-08-07 22:10:00 +02:00
Leonard2
a4142ad9fb Re-allow action function calls with no argument list in sequences 2016-08-07 22:09:59 +02:00
Leonard2
078881a941 Parse statements as expressions in sequences
This will be needed for assignment operators to work
2016-08-07 22:09:59 +02:00
Christoph Oelckers
ab837b608d - compatibility optioned triggering sector actions by indirectly initiated teleports
There's several old maps depending on this not happening.

- Set the option for Hell's Twisted Influence Part 1.
2016-08-07 22:04:16 +02:00
Edoardo Prezioso
5a66fdf9be - Hide Clang -Winconsistent-missing-override warnings in non-Apple targets, too. 2016-08-07 20:55:16 +02:00
alexey.lysiuk
5b079dd40b Fixed wrong height of player coordinates text 2016-08-07 11:32:55 +02:00
Magnus Norddahl
d4615861ae Fix missing FGLRenderBuffers::IsEnabled checks 2016-08-07 00:41:17 +02:00
Christoph Oelckers
04c59b434b - renamed WipeVertexBuffer to FSimpleVertexBuffer because this will be useful elsewhere, too. 2016-08-07 00:40:31 +02:00
Magnus Norddahl
2f512e54cd Remove unused code 2016-08-06 23:12:34 +02:00
Magnus Norddahl
7000d0ccf9 Change GetPixelsBgra to use CopyTrueColorPixels 2016-08-06 22:59:16 +02:00
Magnus Norddahl
21390e91b8 Remove linear sky again 2016-08-06 21:04:45 +02:00
Christoph Oelckers
52537b0af2 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-06 20:57:46 +02:00
Magnus Norddahl
9953d70eaa Merge remote-tracking branch 'upstream/master' into truecolor 2016-08-06 20:45:35 +02:00
Christoph Oelckers
fd7b833ad5 - added some helper code mainly designed to help GZDoom maintain the vertex buffer for the textured automap. 2016-08-06 19:20:41 +02:00
Christoph Oelckers
8f0629932d - ImmRenderBuffer is not needed anymore. 2016-08-06 14:29:21 +02:00
Christoph Oelckers
6a66d0255d - use a dedicated vertex buffer for rendering the wipes.
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
2016-08-06 14:12:40 +02:00
Christoph Oelckers
7576e85cef - force use of shaders on all hardware, unless -noshader is specified.
Right it's only for easy testing, so only the code that does the feature checking has been disabled.
2016-08-06 13:06:55 +02:00
Christoph Oelckers
2e555e6dab - use client arrays on compatibility profiles instead of calling glBegin/glEnd.
This eliminates most behavioral differences for FFlatVertexBuffer between both operating modes, now the only difference is where the buffer is located.
2016-08-06 12:03:16 +02:00
Magnus Norddahl
346badf25f Moved state to FGLPostProcessState and merged vertex shaders 2016-08-06 11:51:08 +02:00
Christoph Oelckers
13a2bf57e5 - fixed vertex coordinate ordering for the sky cubemap.
This was done differently for FFlatVertex and FSkyVertex which caused a switch of the y and z coordinates for the skybox image.
2016-08-06 11:47:03 +02:00
Christoph Oelckers
5b201287fa - fixed bad #pragma pack combination in hqnx_asm_Image.h 2016-08-05 15:27:35 +02:00
Christoph Oelckers
09e40840b5 Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-05 15:15:11 +02:00
Magnus Norddahl
a893013dbb Adds HUD quadruple scale and a scale slider for the crosshair 2016-08-05 12:20:34 +02:00