Commit graph

5054 commits

Author SHA1 Message Date
Randy Heit
4f0046105d Change texture atlas display to show allocated rectangles 2016-01-10 21:09:16 -06:00
Christoph Oelckers
918a2ed562 -fixed: Eternity-style skyboxes must check if some portal copy definitions have been set for them. 2016-01-10 22:26:08 +01:00
Christoph Oelckers
2c0f64cf9f - refactoring of R_PointToAngle2 when used to calculate direction between two actors. 2016-01-10 20:46:26 +01:00
Christoph Oelckers
1e2ce9a622 - some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
2016-01-10 17:52:41 +01:00
Randy Heit
1f34372abc Remove the upper limit on midi_voices.
- Black MIDIs can be brutal, and there's really no reason that this needs
  to be artificially limited to a paltry 256 voices.
2016-01-09 17:55:39 -06:00
Christoph Oelckers
68b4c23a82 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-09 21:10:46 +01:00
Christoph Oelckers
53d385a596 - need to validate SetSectorTerrain's 'plane' parameter, 2016-01-09 21:10:12 +01:00
alexey.lysiuk
b27fdcffb5 Added shortcut to toggle fullscreen on OS X
Press Command+F to toggle fullscreen mode in native OS X backend
Set k_allowfullscreentoggle CVAR to false to disable the shortcut
2016-01-09 17:12:58 +02:00
Christoph Oelckers
23cfd29dbb - let's save the terrain properties as names so that they survive a change in the definition files. 2016-01-09 12:28:42 +01:00
Christoph Oelckers
7f454358b9 - added ACS SetSectorTerrain function. 2016-01-09 12:16:41 +01:00
Christoph Oelckers
71c7f2b42c - added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
4b3adf548a - fixed compile errors. 2016-01-09 11:44:05 +01:00
Christoph Oelckers
a5054b0882 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-09 10:11:46 +01:00
Christoph Oelckers
0b5e419593 - fixed friction logic for sectors.
Issues with the old code:
* when calculating friction for a 3D-floor - swimmable or not - the 3D floor's top texture must be used. The previous version always checked the sector's floor texture, even though the top might as well come from the sector's ceiling.
* 3D floors never checked for the SECF_FRICTION flag at all. According to Boom specs, sector-based friction must be ignored if this is the case.
* Terrain based friction had a higher priority than the sector's own value.

Changed the rules as follows:
* if the sector's SECF_FRICTION flag is set (i.e. something explicitly changed the sector's friction), this value is used regardless of terrain settings.
* if this flag is not set, the terrain's friction is used, if defined, using the proper plane for 3D-floors.
* otherwise the default is used.
2016-01-09 10:11:20 +01:00
Randy Heit
786caaf36b Execute disconnect scripts immediately before the player is destroyed.
- Disconnect scripts were previously run at some point after the player
  left. Now they are run immediately before destroying the player. Since
  the player hasn't actually been destroyed yet, the player also gets to
  be the script's activator. This gives you a chance to scrape whatever data
  you want from the player before they're history. Note that if you do
  anything to make the script wait, the script's activator will become the
  world, as it was before.
2016-01-08 22:41:23 -06:00
Randy Heit
bf31d66d31 Use a better packing algorithm for the texture atlases
- The old algorithm is something I threw together that produced decent,
  but not spectacular results since it had a tendency to waste space by
  forcing everything onto "shelves".
  The new packer is the Skyline-MinWaste-WasteMap-BestFirstFit algorithm
  described by Jukka Jylanki in his paper *A Thousand Ways to Pack the Bin - A
  Practical Approach to Two-Dimensional Rectangle Bin Packing*, which can
  currently be read at http://clb.demon.fi/files/RectangleBinPack.pdf
  This is minus the optimization to rotate rectangles to make better fits.
2016-01-08 22:37:06 -06:00
Randy Heit
f330a81909 Rename packing textures to texture atlases for the D3D code
- I figure since I now know the "proper" name for these things, I should
  call them by it.
2016-01-08 20:08:10 -06:00
Randy Heit
a43f5a8eca Remove now unused variable from SpawnPolyobj 2016-01-08 20:08:06 -06:00
Christoph Oelckers
cf564c60c2 - simplified setup of polyobjects defined from explicit lines
The old method had a problem with missing order numbers and aborted the level load and made many assumptions that no longer apply with BSP based polyobject rendering.
2016-01-09 01:23:00 +01:00
coelckers
500c1623d0 Merge pull request #467 from kevans91/freebsd-build
I missed one last spot where a FreeBSD compilation should follow the …
2016-01-08 09:58:55 +01:00
Kyle Evans
d20f18a4bb I missed one last spot where a FreeBSD compilation should follow the path of OS X -- <signal.h> needs to be pulled in for signal functions 2016-01-07 22:48:25 -06:00
Randy Heit
efaaccc030 Added $ check for language support for drawing Option Values 2016-01-07 12:59:16 -06:00
Randy Heit
cd4076dc1b Added $ check for language support for StaticTextSwitchable 2016-01-07 12:59:16 -06:00
Christoph Oelckers
eafa394af4 - re-added and fixed terrain splashes for damaging sectors.
Turned out that P_HitWater wasn't even able to spawn the splashes, even after the call was re-added.
2016-01-06 16:42:21 +01:00
Christoph Oelckers
f8b2b4558f - fixed a few typos (Get instead of Set...) 2016-01-06 15:47:56 +01:00
Christoph Oelckers
154e106315 - make better use of the damageinterval value for Strife's delayed damage. 2016-01-06 14:16:42 +01:00
Christoph Oelckers
990323fb26 Merge branch 'fix_intermission_font' of https://github.com/alexey-lysiuk/gzdoom 2016-01-06 13:37:23 +01:00
Christoph Oelckers
6afd76e5db - enable damage types for Strife's delayed damage. It will always use the type of damage that was last encountered. 2016-01-06 13:36:22 +01:00
Christoph Oelckers
eb6c855a95 - handle intermediate special values in thinkers. They also need to take care of the related damage variables and flags. 2016-01-06 13:30:28 +01:00
Christoph Oelckers
bd8513c063 - made sector_t::damageamount an int so that it can hold TELEFRAG_DAMAGE.
- marked all places where sector_t::special needs to be addressed for the damage overhaul.

NOTE: This commit will not compile!
2016-01-06 12:56:35 +01:00
Christoph Oelckers
1ee441412a - add savegame compatibility handling for damage related changes: When loading an old savegame the sector specials must be reinitialized to set the damage properties. 2016-01-06 12:31:27 +01:00
alexey.lysiuk
73f4e013f1 Font kerning is no longer ignored in intermission screen
See http://forum.zdoom.org/viewtopic.php?t=50304
2016-01-06 13:26:05 +02:00
Christoph Oelckers
5474e01de8 - removed FraggleScript's 'sectortype' function. This was GZDoom exclusive and never documented so it got no public exposure. Since this is incompatible with the damage related changes, it has no more use.
- major overhaul of the static sector damage system:

* consolidated special based damage, Sector_SetDamage and UDMF properties into one set of damage properties. The parallel handling that could lead to double damage infliction was removed. This also means that damage through sector specials can be retroactively changed through Sector_SetDamage.
* all special cases were turned into flags. The new system can switch between Strife's delayed damage and regular damage, and it can also set whether terrain splashes are used or not. It also has access to the special properties of the end-level type (i.e. switching off god mode and ending the level.)
* the damage related flags are accessible through Sector_ChangeFlags, not the damage functions themselves.
2016-01-06 12:12:47 +01:00
Christoph Oelckers
b0db5d9b16 - added a SECF_SILENTMOVE flag.
Since Eternity got this it's a good candidate for a potential Super-Boom standard, and it's also useful for silencing a sector temporarily without removing the sound sequence.
2016-01-06 02:16:33 +01:00
Christoph Oelckers
d34077a3ba - ... and finally the push flag. 2016-01-06 02:05:39 +01:00
Christoph Oelckers
3ffcec3eb3 - moved friction flag from special to Flags as well. 2016-01-06 02:01:59 +01:00
Christoph Oelckers
6a63effa1f - fixed: A_CheckTerrain did not use the proper damage type for processing an instant death sector.
- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.

This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
2016-01-06 01:50:45 +01:00
Christoph Oelckers
1c6a00059f - fixed: MAPINFO option fs_nocheckposition parsed the '=' twice. 2016-01-05 20:41:59 +01:00
Christoph Oelckers
46b5900a0d Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-05 17:06:24 +01:00
Christoph Oelckers
d0c372692b - added new ACS function SetSectorDamage which allows the use of actual damage types, unlike the old Sector_SetDamage. Unlike Sector_SetDamage this function does not use damage amount dependent defaults for the interval and the leakiness if none are passed. 2016-01-05 16:29:04 +01:00
Christoph Oelckers
2b519a92b1 - allow setting the sector's damage properties through UDMF. 2016-01-05 16:19:55 +01:00
Christoph Oelckers
3e13e772ef - after realizing that changing the sector's MOD variable to an FNameNoInit doesn't do anything bad, I just went ahead and got rid of the last place in the engine that still used this data type for internal storage. 2016-01-05 16:10:04 +01:00
Christoph Oelckers
5d388f8e63 Merge branch 'master' of https://github.com/rheit/zdoom into zmaster 2016-01-05 15:41:19 +01:00
Christoph Oelckers
d432df55e9 - changed Sector_SetDamage so that it can explicitly set the damage interval and the leakiness probability, instead of hardcoding it to fixed damage ranges.
- fixed: FCajunMaster::IsDangerous did not check for Heretic's sludge type.
2016-01-05 15:39:21 +01:00
Christoph Oelckers
8ded18a96c - changed default frequency for Timidity++ to 44100kHz. 2016-01-05 14:09:34 +01:00
Christoph Oelckers
b2f860d7ae - better add a NULL pointer check here. 2016-01-05 11:07:59 +01:00
Benjamin Moir
c9afb199ca Added "pufftid" parameter for LineAttack. 2016-01-05 13:58:00 +10:00
Braden Obrzut
a1e0ac0b71 Merge branch 'osx_start_wnd' of git://github.com/alexey-lysiuk/gzdoom into osx_start_wnd 2016-01-04 22:11:46 -05:00
Christoph Oelckers
111479063f - fixed a potential overflow issue with calculating a portal's origin point.
- fixed: Sector_SetPortal's Eternity translation was not correct.

The ZDoom variant allows specifying the plane as part of the portal, Eternity does not. Added a new 'plane' type 3 which just means 'any'.
2016-01-04 21:05:09 +01:00
Christoph Oelckers
824801ae6b Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-04 11:52:29 +01:00
Christoph Oelckers
bd95c5eadf - fixed: the ambient sound things need both the args from the DoomEdNum mapping and the actual map. 2016-01-04 11:52:07 +01:00
alexey.lysiuk
02ff3291bd Fixed division by zero in RNG
Random number generator now returns zero for range [0, 0)
2016-01-04 12:16:09 +02:00
alexey.lysiuk
699f274b06 Fixed mouse cursor centering in fullscreen mode
Native OS X backed didn't center mouse cursor in fullscreen mode with Retina/HiDPI support enabled
Incorrect size of content view led to placement of cursor in upper right corner of the screen upon releasing of mouse capture
When some action is assigned to this corner using system Hot Corners feature, the given action was triggered on acquiring mouse capture
2016-01-04 10:51:54 +02:00
Christoph Oelckers
772a572431 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-03 11:32:39 +01:00
Christoph Oelckers
a75e65a3d8 - added BLOCKF_SOUND to flag list supported by Line_SetBlocking, 2016-01-03 11:32:23 +01:00
MajorCooke
77013877d1 A_WeaponReady Fix
- Zoom and Reload keys triggered the other states instead of themselves (i.e. zoom keybind triggered reload states instead of zoom)
2016-01-02 11:27:02 -06:00
Randy Heit
c86cd53753 Merge branch 'master' of https://github.com/crimsondusk/zdoom into crimsondusk-master
Conflicts:
	src/am_map.cpp
2015-12-31 20:18:54 -06:00
Randy Heit
1d759283c0 Cleanup the zoom/reload/userX handling for A_WeaponReady
- There was lots of code duplication. Consolidated it.
- Renamed WRF_UserX to WRF_AllowUserX for consistancy.
2015-12-31 16:46:19 -06:00
Randy Heit
4931c90839 Bump save version for bigger WeaponState property 2015-12-31 16:46:18 -06:00
MajorCooke
3566d3157a Use | instead of +. 2015-12-31 16:46:17 -06:00
MajorCooke
6478b98eea Update serialization to BYTE from WORD for older save games. 2015-12-31 16:46:17 -06:00
MajorCooke
b09a81126f - Changed WeaponState from 8-bit to 16-bit integer.
- Because the flags for WF_USER#OK are 256 on up, this is required in order to work.
2015-12-31 16:46:17 -06:00
MajorCooke
eed6680a67 Added support for weapon states User#.
- Added keybinds for the user state triggering.
- Added WRF_USER# flags which must be specified in order to use.
- # can be 1-4.
2015-12-31 16:46:16 -06:00
Christoph Oelckers
addd059410 Merge branch 'master' of https://github.com/rheit/zdoom 2015-12-31 23:05:13 +01:00
Christoph Oelckers
5e975ac9f6 - extended $mididevice to add an optional parameter, which has the following meaning for the different MIDI devices:
* OPL: specify the core to use for playing this song
* FluidSynth: specify a soundfont that should be used for playing the song.
* WildMidi: specify a config file that should be used for playing the song.
* Timidity++: specify an executable that should be used for playing the song. At least under Windows this allows using Timidity++ with different configs if the executable and each single config are placed in different directories.
* GUS: currently not operational, but should later also specify the config. This will need some work, because right now this is initialized only when the sound system is initialized.
* all other: no function.

These options should mainly be for end users who want to fine-tune how to play the music.
2015-12-31 23:03:53 +01:00
Randy Heit
d8af2e558f Fix potentiol buffer overrun in MUSSong2::Precache() 2015-12-31 15:28:18 -06:00
alexey.lysiuk
262580c92f Updated LZMA SDK to version 15.14
Enabled support for PPMD compression method
2015-12-31 17:25:49 +02:00
Christoph Oelckers
1316120fe4 - fixed: The MUS precacher did not handle invalid patches well.
- increased the valid range of patch values for MUS. According to the original MIDI2MUS code it can handle numbers up to 188, not 181, and at least one track from Eternal Doom uses #183.
2015-12-31 14:35:34 +01:00
alexey.lysiuk
94fec26cb6 Fixed runtime warning on OS X 10.4 Tiger
The 'invalid pixel format attribute' warning was introduced with automated graphics switching control
2015-12-31 11:00:05 +02:00
Christoph Oelckers
c88ed426a8 - oops, this somehow lost the shift operator... 2015-12-30 20:39:38 +01:00
Christoph Oelckers
3c40d71c20 - hopefully fixed the MUS precaching for good.
According to blzut3, it looks like it is a byte followed by a variable length field. It can be any value 0-15 and will be followed by that many bytes one for each bank used. If the bank count is 0 then it is shorthand for using one bank (bank 0).
2015-12-30 20:32:19 +01:00
Christoph Oelckers
be6daf5d78 - changed instrument lookup in MUS files.
Based on evidence from several songs in Eternal Doom the description in all known documents is wrong. The instruments are not stored in a 16-bit word but in an 8-bit byte, followed by some variable size data.

Known variations are:

* second byte is 0 - no additional data follows
* second byte is 1 - a third byte for the 'bank' value follows.
2015-12-30 19:13:28 +01:00
alexey.lysiuk
63993dee96 Hid resize indicator on OS X startup window
The resize indicator overlapped with progress bar and Quit/Cancel button on 10.6 and older versions
OS X 10.7 and newer don't have this indicator at all
2015-12-30 16:05:16 +02:00
alexey.lysiuk
3466a8c7a9 Disabled miniaturization for OS X startup window
Old versions of OS X don't support changing of window style mask
2015-12-30 12:19:50 +02:00
alexey.lysiuk
db207feed1 Added missing header #include for old OS X SDKs 2015-12-30 12:17:38 +02:00
Edoardo Prezioso
a2b377c580 - Fixed Clang errors/warnings on wildMIDI code. 2015-12-30 10:58:52 +01:00
Christoph Oelckers
aff42a6186 - don't look up a lump name in PathExpander if we are only looking for real files. 2015-12-30 10:21:17 +01:00
Christoph Oelckers
1def61e3e3 - allow changing the reverb and resampling mode setting for WildMidi.
- fixed: WildMidi did not initialize the reverb data structures.
- removed the menu option for midi_timiditylike.
2015-12-30 10:14:18 +01:00
Kyle Evans
6c13ba40ac Fix for __unix__ compilation -- section not changed with the rest of fe2dcfd588 2015-12-30 01:09:11 -06:00
Randy Heit
3ec6ad5018 Add SysEx retrieval to the MIDI file reader 2015-12-29 22:39:38 -06:00
Randy Heit
92e0bbeee9 Handle WildMidi's supported SysEx messages 2015-12-29 18:25:13 -06:00
Randy Heit
6d2e93254f Fix CreateSMF's SysEx writing
- It was wrong before. It might still be wrong, but at least it doesn't
  look obviously wrong anymore.
2015-12-29 17:55:20 -06:00
Randy Heit
545e2f7c69 Slap WildMidi onto snd_listmididevices's output for Windows 2015-12-29 17:55:20 -06:00
Randy Heit
900937929e Use critical sections for WildMidi locking
...because when you're trying to be thread-safe, it's generally a good
idea to use mechanisms that work across multiple processor cores.
2015-12-29 17:55:19 -06:00
Randy Heit
14361d9313 Remove midi_timiditylike
- Did anybody actually use this? Use WildMidi instead if you want
  something that sounds more like Timidity++ without actually being
  Timidity++, since not even the old Timidity manages that.
2015-12-29 17:51:08 -06:00
Christoph Oelckers
0cc4bd56d1 - removed the original WildMidi loader and the main playback function because none of those is actually being used anymore. 2015-12-29 23:18:39 +01:00
Christoph Oelckers
c3862d9101 - use PathExpander class for WildMidi's file access functions so that it can find Timdity's data on its own. 2015-12-29 21:18:46 +01:00
Christoph Oelckers
fe2dcfd588 - refactored the GUS/Timidity player's path building code so that it can also be used by WildMidi.
- fixed crash during sound reset - in this case I_ShutdownMusic should not close the WildMidi player.
2015-12-29 20:38:08 +01:00
Christoph Oelckers
0634205d7f - let WildMidi tokenizer handle quoted strings. 2015-12-29 18:01:15 +01:00
alexey.lysiuk
3af95e0aea Added native startup window for OS X 2015-12-29 15:19:42 +02:00
alexey.lysiuk
673e1b4faf Fixed compilation warning when building with OS X 10.11 SDK
The warning was 'null passed to a callee that requires a non-null argument'
2015-12-29 15:14:41 +02:00
alexey.lysiuk
2c3d9e3ab8 Fixed mouse capturing when video isn't initialized yet 2015-12-29 14:52:31 +02:00
alexey.lysiuk
15a269db9d Extended NSWindow with ability to exit application upon closing by user 2015-12-29 14:52:27 +02:00
alexey.lysiuk
3676a42512 Added missing include guard in i_common.h 2015-12-29 14:52:22 +02:00
alexey.lysiuk
0efdccd942 Separated POSIX's i_system.cpp from native OS X implementation 2015-12-29 14:52:18 +02:00
alexey.lysiuk
6f3e04785d Added preprocessor macros for AppKit framework versions
These macros are needed to build with earlier OS X SDKs
2015-12-29 14:52:11 +02:00
Christoph Oelckers
7fa289109b - removed all uses of __builtin_expect from WildMidi code. 2015-12-29 11:36:56 +01:00
Christoph Oelckers
944360557f - removed unused header stuff. 2015-12-29 11:23:43 +01:00
Edoardo Prezioso
7c82c576a3 - Fixed Linux compiler errors and snd_mididevice.
-- errno.h is required for 'errno';
-- don't use str(n)casecmp and rely on ZDoom CMake handling;
-- add a missing parenthesis around a 'signed char' cast;
-- remove an unneeded GNU_SOURCE redefinition;
-- the non-MSVC side of snd_mididevice was not adapted to the new code, making wildmidi unavailable through the menu.
2015-12-29 10:33:20 +01:00
Randy Heit
afc36544b7 Add a WildMidi softsynth device
- This removes the preceding psuedo MIDI device for WildMidi.
2015-12-28 22:16:35 -06:00