Magnus Norddahl
7beac65471
Add Linux support for GLSWFrameBuffer
2016-11-23 00:55:07 +01:00
Magnus Norddahl
f81d0d3964
macOS support and Intel driver bug fixes
2016-10-16 22:40:08 +02:00
Magnus Norddahl
052f7900c2
Fix swapped x and y in DrawLetterbox
2016-10-12 08:04:42 +02:00
Magnus Norddahl
698b05ee69
Fix pixel center and letter box issues
2016-10-12 07:34:07 +02:00
Magnus Norddahl
3c7d6234cb
Add wipes
2016-10-11 14:37:57 +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
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
Magnus Norddahl
40df46f94e
Implement OpenGL versions of GPU objects
2016-10-10 07:39:02 +02:00
Magnus Norddahl
5f0088ab8b
Created new OpenGL framebuffer using the software renderer's hardware acceleration
2016-10-09 12:50:57 +02:00
Christoph Oelckers
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
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
5b350dcdd5
- gave Boom's point pusher and puller things the NOCLIP flag so that they won't get moved around by scrollers.
2016-10-05 16:27:12 +02:00
Christoph Oelckers
2d320a2e86
- added an option to disable the pickup screen flash.
2016-10-05 09:59:19 +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
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
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
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
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