Christoph Oelckers
49605bc109
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-11-24 09:59:48 +01:00
Magnus Norddahl
4eb32a50e3
Add vid_vsync support to Linux target
2016-11-24 09:59:40 +01:00
Christoph Oelckers
aa4b3bb230
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-24 09:58:29 +01:00
Edoardo Prezioso
ae382f4005
- Fixed the spline/cubic crashes for FMOD 4.24 64-bit, too.
2016-11-24 09:26:39 +01:00
Edoardo Prezioso
68dc3c4f2d
- Preventive fix for future include conflicts.
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basicinlines.h is only included in m_fixed.h, while basictypes.h is included only in headers, so it's better to respect this convention. OSX compiles fine also without m_fixed.h, even better.
2016-11-24 09:09:09 +01:00
Magnus Norddahl
cff72fb072
Add stencil value to decal, particle, plane, port, sky, sprite, wall and wallsprite classes
2016-11-24 08:23:50 +01:00
Magnus Norddahl
7b4df20c51
Merge branch 'linux_vsync' into qzdoom
2016-11-24 07:41:58 +01:00
Magnus Norddahl
33958ca5b2
Add vid_vsync support to Linux target
2016-11-24 07:37:15 +01:00
Rachael Alexanderson
2de7f67b7f
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-24 01:31:18 -05:00
Braden Obrzut
dc11b63157
- Fixed building with vanilla MinGW, at least with whatever modified header files that my system has from my last experimentation.
2016-11-24 00:47:53 -05:00
Magnus Norddahl
47aaf781c6
Split RenderPolyScene into two to allow rendering from multiple viewpoints
2016-11-24 05:51:37 +01:00
Magnus Norddahl
2316658dfc
Fix kdizd blinking issue because the vertex buffer was too small
2016-11-24 02:11:35 +01:00
Christoph Oelckers
3e890d182b
- scriptified D'Sparil.
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- added retrieval of defaults from an actor pointer.
2016-11-24 01:23:35 +01:00
Magnus Norddahl
0361e912cb
Minor bug fix
2016-11-24 01:01:02 +01:00
Edoardo Prezioso
cd919e72e1
- Don't null-check the ZCC_TreeNode 'this' pointer.
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Compilers are allowed to simplify the 'this == nullptr' code block because it makes no sense in 'well-defined C++ code'.
2016-11-23 23:30:54 +01:00
Magnus Norddahl
80a5f81f9a
Fix typo affecting walls on sloped floors
2016-11-23 23:29:53 +01:00
Christoph Oelckers
8a7671ad8b
- exported all member fields from the morph items.
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- renamed APowerMorph::Player to avoid accidental confusion with AActor::player, which in scripting is the same due to case insensitvity.
- renamed save key for above variable.
2016-11-23 23:28:03 +01:00
Magnus Norddahl
8bd92a2c48
Fix interpolation bug in the affine texturing block
2016-11-23 22:55:24 +01:00
Christoph Oelckers
7527141ad4
- fixed: The morph actors stored their required classes as names, not as class pointers.
...
This prevented any kind of error check on them.
Unfortunately, due to backwards compatibility needs, on DECORATE the missing class may not be fatal so a workaround had to be added to clear those bogus pointers later if they are discovered to be broken.
For ZScript, though, this will result in a compile error, which was the intention behind this change.
2016-11-23 22:34:17 +01:00
Christoph Oelckers
5e67cf79d3
- scriptified the Ironlich.
2016-11-23 21:26:59 +01:00
Magnus Norddahl
91d180bec6
Fix render to texture
2016-11-23 21:10:19 +01:00
Christoph Oelckers
1a20a5b999
- scriptified A_PainShootSkull which was the last remaining bit in g_doom, so this directory is gone now.
2016-11-23 19:47:09 +01:00
Christoph Oelckers
f8c6adb7eb
- completely redid how A_PainShootSkull checks the legality of the LS spawn.
...
It turned out that the Boom method does not work well with portals and fixing it while keeping it doesn't look feasible - the entire approach was bad from the start.
Instead, let's use the same approach as P_XYMovement: Spawn the Lost Soul at the center of the PE, and then use multiple P_TryMoves to get it to its intended location.
This will check all blocking lines, just like Boom did, but it will also properly handle z-positioning and portal transitions.
2016-11-23 18:54:16 +01:00
Christoph Oelckers
7325e3f0f8
- exported all member fields that make sense. Entirely private ones or classes that are not supposed to be extended were left out.
2016-11-23 17:34:36 +01:00
Rachael Alexanderson
2e7c512891
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-23 11:09:46 -05:00
Christoph Oelckers
d1f5d916c2
Merge branch 'master' into zscript
2016-11-23 14:39:14 +01:00
Christoph Oelckers
9bd19c2d2e
- ensure that the MAPINFO parser never mixes HexenHack parsing with the new format.
2016-11-23 14:38:45 +01:00
alexey.lysiuk
e138a3ffbc
Fixed infinite recursion with self-referencing multipatch textures
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See http://forum.zdoom.org/viewtopic.php?t=54355
2016-11-23 14:33:31 +01:00
Christoph Oelckers
5b059971f0
- fixed: P_SpawnMapThing forced gravity instead of disabling it when being given Gravity = 0 from UDMF.
2016-11-23 14:32:18 +01:00
Christoph Oelckers
6ae266c76e
- fixed: The check for identical floor planes on an opening should never allow it to be narrowed down.
...
This can cause problems in rare situations where a sloped plane is checked outside its sector boundaries.
2016-11-23 14:27:08 +01:00
Edoardo Prezioso
0489b6e7c5
- Fixed missing newlines to the conversation error message.
2016-11-23 10:19:52 +01:00
Christoph Oelckers
649c96261a
- clarified error messages for bogus conversation scripts.
2016-11-23 10:13:50 +01:00
Rachael Alexanderson
78db0a0d06
Merge branch 'master' of https://github.com/rheit/zdoom
2016-11-23 01:43:12 -05:00
Braden Obrzut
789315bb4a
- Fixed build with MinGW-w64 (TDM-GCC 5.1). Note that the resulting binary will crash under -O3 until the alignment violation is taken care of in FRemapTable::Alloc.
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- It appears that CMake added native support for building rc files with MinGW at some point so removed manual rc compiling code.
2016-11-22 22:41:32 -05:00
Christoph Oelckers
0c95568d98
- exported native fields of several more classes.
2016-11-23 01:31:48 +01:00
Magnus Norddahl
ff738de279
Bgra support
2016-11-23 01:01:28 +01:00
Magnus Norddahl
f313bfd2cc
Merge branch 'gl_swframebuffer' into qzdoom
2016-11-23 00:56:39 +01:00
Magnus Norddahl
7beac65471
Add Linux support for GLSWFrameBuffer
2016-11-23 00:55:07 +01:00
Christoph Oelckers
46757ff8bf
- exported the native fields of FState and FLevelLocals as well.
2016-11-23 00:35:06 +01:00
Christoph Oelckers
099b9970ef
- added proper definitions for all exported native fields.
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- synthesize native fields for all declared flags, not just for AActor.
2016-11-22 23:43:32 +01:00
Edoardo Prezioso
e1c4e4939a
- Fixed the order of the MS sections.
2016-11-22 21:20:42 +01:00
Edoardo Prezioso
e2167c661c
- Fixed GCC/Clang compile errors.
2016-11-22 21:16:13 +01:00
Christoph Oelckers
980c986305
- allow defining native fields through scripts. Internally this only requires exporting the address, but not the entire field.
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- added new VARF_Transient flag so that the decision whether to serialize a field does not depend solely on its native status. It may actually make a lot of sense to use the auto-serializer for native fields, too, as this would eliminate a lot of maintenance code.
- defined (u)int8/16 as aliases to the byte and short types (Can't we not just get rid of this naming convention already...?)
- exporting the fields of Actor revealed a few name clashes between them and some global types, so Actor.Sector was renamed to CurSector and Actor.Inventory was renamed to Actor.Inv.
2016-11-22 19:20:31 +01:00
Christoph Oelckers
ab5c11064a
- added a few missing tildes.
2016-11-22 13:03:46 +01:00
Christoph Oelckers
03a02a2036
- updated copyrights in a few files.
2016-11-22 12:28:11 +01:00
Christoph Oelckers
bbb0778fd4
- scriptified Chicken and Pig - not tested yet, because other things have priority.
2016-11-22 12:21:55 +01:00
Magnus Norddahl
dacb985878
Fix texture mapping bug
2016-11-22 01:59:28 +01:00
Christoph Oelckers
3db712cd73
- fixed: Switch statement without a default jumped to the first first case label instead.
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- removed placeholder code from scripted Marine.
2016-11-21 22:20:25 +01:00
Christoph Oelckers
135cfcf016
- implemented State as an actual native struct, so that its fields can be accessed from scripts.
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- refactored state bitfield members into a flag word because the address of a bitfield cannot be taken, making such variables inaccessible to scripts.
- actually use PNativeStruct for representing native structs defined in a script.
2016-11-21 21:34:34 +01:00
Magnus Norddahl
7af504df58
Draw 3d floor sides
2016-11-21 20:50:54 +01:00