nashmuhandes
8ea47fdcc3
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
...
# Conflicts:
# src/common/engine/namedef.h
2022-01-21 01:39:37 +08:00
nashmuhandes
f79bbed130
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-20 14:19:45 +08:00
Christoph Oelckers
851d058a4b
- split up namedef.h into a shared and game specific part and cleaned out many unused names.
2022-01-20 00:14:08 +01:00
Xaser Acheron
25f28c4b50
fix mbf21 A_ConsumeAmmo taking 0 ammo instead of 1 if ammopershot field not set (need to amend the spec for this, argh)
2022-01-18 08:06:29 +01:00
Xaser Acheron
00d4442fc8
fix MBF21 A_WeaponMeleeAttack function name typo & args
2022-01-18 08:06:29 +01:00
Xaser Acheron
97859fd608
fix MBF21 GetSoundArg off-by-one: sound indices are 1-indexed in args because Killough
2022-01-18 08:06:29 +01:00
Christoph Oelckers
e6c6471e2f
- fixed logic error with depth bias state in hardware renderer.
2022-01-17 00:32:54 +01:00
Christoph Oelckers
84458ddb9f
- redid postprocessing shader interface to be free of the player dependency.
...
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
Rachael Alexanderson
12ed24d066
- separate i_pauseinbackground
and i_soundinbackground
- they probably should ultimately be moved out of the sound code
2022-01-15 20:17:11 -05:00
nashmuhandes
57112742fe
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
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# Conflicts:
# src/common/rendering/gl/gl_shader.cpp
# src/common/rendering/hwrenderer/data/buffers.h
# src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers
79c9b979d2
- backend update from Raze.
2022-01-11 17:19:16 +01:00
Marisa Heit
a1d0d27278
Make GC::CheckTime 64-bit, just in case.
2022-01-11 13:01:31 +01:00
Marisa Heit
e529f2d4d1
Revert "- be a bit more aggressive with the GC when not running the game loop."
...
This reverts commit b4d03501af
.
2022-01-11 13:01:31 +01:00
Marisa Heit
31549997b4
Fix GC so collection rate is proportional to alloc rate
...
- Previous comments in dobjgc.cpp suggested that StepMul was used
to determine how quickly garbage was collected based on how quickly
memory was being allocated. This was not the case. Now it is.
- Remove calls to CheckGC from the thinkers. With GC running at a
stable rate (once per frame), there should be no need to inject
pauses into the collection process to keep it from injecting stutters
(provided StepMul is sane). The risk of running out of memory because
we don't run a collection pass absolutely every thinker should be
practically zero.
- Reduce DEFAULT_GCMUL from 400 to 200, since it does what it says now
instead of something else.
2022-01-11 13:01:31 +01:00
Christoph Oelckers
597856c1d4
- use an enum for the FX_* flags.
...
These were still #defines.
2022-01-07 00:40:40 +01:00
Christoph Oelckers
32de663210
- fixed MBF21's A_SeekTracer.
...
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Christoph Oelckers
49ab6612cb
- fixed Dehacked parsing issues with weapon properties.
...
Due to a badly used string length check this code didn't really do what it was supposed to.
2022-01-07 00:31:57 +01:00
Christoph Oelckers
64ef03428d
- added proper range check to the main sound playing function.
...
We got a report where this crashed on a bad sound index.
2022-01-07 00:16:30 +01:00
Christoph Oelckers
63fa01205f
- fixed potential infinite loop in Hexen-style stair builder.
2022-01-07 00:09:59 +01:00
Marisa Kirisame
ee1774e956
Relicense UE1 model loader as MIT.
...
Match up with the same relicensing that affected umeshtools,
which this loader takes most of its code from.
2022-01-02 18:09:10 +01:00
Christoph Oelckers
e60e6967c0
- whitespace cleanup, updated from Raze.
2022-01-02 12:23:42 +01:00
Christoph Oelckers
3b879c5656
- changed the license of 3 more files free of external contributions to LGPL v2.
2022-01-02 12:08:47 +01:00
Christoph Oelckers
9d2431187d
- reverted the license of the stereo3D code to BSD.
...
None of this was ever put under the GPL by its original author, so it is now back to its original license.
2022-01-02 11:41:32 +01:00
Christoph Oelckers
1c517d19fa
- Backend update from Raze.
...
This is mainly code cleanup from setting the compiler to a stricter warning level.
2022-01-02 11:39:17 +01:00
Player701
f02060f822
- Fixed crash with Scroll_Texture_Offsets with non-zero tag
2021-12-27 15:34:27 +01:00
Major Cooke
b4c74fabd3
Added NoTrim support for ANIMDEFS, same syntax as TEXTURES outside a definition.
2021-12-14 15:22:01 +01:00
Major Cooke
bbd91be5d5
Added NoTrim for TEXTURES.
...
- This can be applied either in or outside of a definition of a sprite.
- Simply adding "NoTrim" inside a definition will apply it.
- Syntax outside of a sprite is `NoTrim <SpriteName>`.
2021-12-14 15:22:01 +01:00
Player701
2ce5b49cab
- Exported the "paused" global variable to ZScript
2021-12-06 16:26:34 +01:00
Sean Baggaley
bf1577a984
ACS: fixed an old regression in which printing a map char array did not dereference the given array variable
2021-11-29 07:47:30 +01:00
Player701
d0697d9801
- Fixed some issues with the scaling feature of DStatusBarCore::DrawString
2021-11-25 15:42:27 +01:00
Emile Belanger
54ad3433b1
GLES: Load default shader if we try to load user shader to avoid crash
2021-11-21 13:14:02 +01:00
Christoph Oelckers
4530a7b583
- minor optimization to last PR to use a FixedBitArray to reduce stack impact of the check array.
2021-11-21 10:10:58 +01:00
Mitch Richters
b1fea228be
- D_ProcessEvents()
: Fix bad setup with delayedevents
array that was holding pointers to items in the events[]
array instead of making a copy.
2021-11-21 10:03:26 +01:00
Mitch Richters
c4f7760ab2
- D_ProcessEvents()
: Delay EV_KeyUp
events until any EV_KeyDown
events for the corresponding key have been processed. This makes the mouse under SDL a lot better.
2021-11-21 10:03:26 +01:00
Rachael Alexanderson
312b5ce66e
- add SDL hint to not minimize the window on focus loss
2021-11-19 15:26:04 +01:00
nashmuhandes
2ed99c735d
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-11-15 02:56:10 +08:00
Magnus Norddahl
8c54015b4b
Fix upload and sampling bug for array textures in the vulkan backend
2021-11-14 19:53:10 +01:00
nashmuhandes
1570ce9c90
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-11-14 22:01:13 +08:00
nashmuhandes
879c514120
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-14 22:01:03 +08:00
Magnus Norddahl
f5c8953fc7
Merge remote-tracking branch 'nash/lightmaps2' into lightmaps2
2021-11-13 05:09:56 +01:00
Magnus Norddahl
d197d19122
Fix light probes not working for maps having no dynamic lights at all
2021-11-13 05:09:25 +01:00
nashmuhandes
e40c927624
Forgot to add the new ZDRayInfo keywords in the UDMF parser
2021-11-12 18:42:37 +08:00
Christoph Oelckers
c598d9bab7
- Backend update from Raze.
...
* TArray extensions
* MSVC setup so that [[deprecated]] emits warnings.
2021-11-12 09:36:46 +01:00
nashmuhandes
9b853dd275
- Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
...
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes
bb50aff87f
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-11-10 19:58:10 +08:00
nashmuhandes
1b95f2515b
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-10 19:57:49 +08:00
Kyle Evans
70ea671f01
src: fix i386 build
...
SSE_MATTERS formally went away in 466ed4e8f2
, leaving behind this dead
branch that still needed to happen for 32-bit targets. It was further
broken later with some path restructuring.
2021-11-07 17:18:29 +01:00
Christoph Oelckers
7f66df2625
- fixed compiler warnings
2021-11-06 23:55:16 +01:00
Magnus Norddahl
5dec391c8c
Merge remote-tracking branch 'gzdoom/master' into lightmaps2
2021-11-04 23:59:00 +01:00
Rachael Alexanderson
fba5c7884d
- add LoadBrightmaps
, LoadLights
, and LoadWidescreen
directives for IWADINFO
- these function exactly the same as their GAMEINFO
equivalents.
2021-11-03 18:41:33 -04:00