Commit Graph

7657 Commits

Author SHA1 Message Date
alexey.lysiuk b9b0029373 Fixed overlapping of active artifacts with time/latency
Active artifacts are now displayed below time and/or latency on alternative HUD
2016-02-03 12:06:32 +02:00
alexey.lysiuk 1bf1fc199b Adjust latency position depending on time visibility
Latency placement is no longer fixed:
* If time is visible, it is placed on top of the screen and latency is placed below
* If time is not visible, latency is placed on top of the screen
Both are displayed on alternative HUD only
2016-02-03 12:06:20 +02:00
MajorCooke a1c1de9edb Fixed merge conflicts. 2016-02-02 18:26:20 -06:00
Christoph Oelckers 37578f85b3 Merge tag 'a' 2016-02-03 01:02:13 +01:00
Christoph Oelckers 66f053f131 - on second thought: this shouldn't explode the speakers with too high values. 2016-02-02 15:02:06 +01:00
Christoph Oelckers e12174ffc1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-02 14:53:48 +01:00
Christoph Oelckers c002c2fde9 - added a mastervolume setting for DUMB because its default volume is far less than all the other music options. 2016-02-02 14:45:32 +01:00
Christoph Oelckers df9c59bcff - moved gl_builddraw.cpp to a new 'unused' directory and also added gl_sections, which is needed by the Build algorithm to preprocess the level. 2016-02-02 12:07:07 +01:00
coelckers 5d19901cb7 Merge pull request #529 from alexey-lysiuk/fix_creative_openal
Fixed build with Creative Labs OpenAL SDK
2016-02-02 12:01:25 +01:00
Christoph Oelckers d797415745 - fixed: dynamic lights did not relink themselves when their position changed. 2016-02-02 11:58:00 +01:00
Christoph Oelckers 22e9fc9b76 - re-fixed FTexture::CheckTrans
The original broken code had it always reset the translucency info to 'not present'.
The first fix completely removed that line, although it was merely misplaced, but still necessary to avoid constant re-checking of the same texture.
2016-02-02 11:37:39 +01:00
Christoph Oelckers 0db679c90d - fixed clang compile error. 2016-02-02 10:53:56 +01:00
Christoph Oelckers 046541c7ef Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-02 10:46:50 +01:00
alexey.lysiuk 90dd6b61b4 Fixed build with Creative Labs OpenAL SDK
Tested with
* Creative OpenAL from https://www.openal.org/downloads/OpenAL11CoreSDK.zip
* OpenAL Soft from http://kcat.strangesoft.net/openal-binaries/openal-soft-1.17.1-bin.zip
2016-02-02 10:29:23 +02:00
Randy Heit c9d81dff53 Use absolute value of Y scale for 3D midtex
- Somebody might want to set a midtexture's Y scale negative to flip it
  vertically. I'm pretty sure this would mess up 3D mid textures if we
  don't make it positive again for those.
2016-02-01 21:07:09 -06:00
Randy Heit 6b6c1af0dc Add support for Y flipped non-vertically tiling masked midtextures 2016-02-01 21:07:09 -06:00
Randy Heit 03f0e1dc5c Remove something that looks like 3D floor development garbage 2016-02-01 21:07:08 -06:00
Christoph Oelckers 6b75f14c0f - fixed some Linux/GCC warnings. 2016-02-02 01:04:59 +01:00
Christoph Oelckers 420d370a4d Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-01 21:58:57 +01:00
Christoph Oelckers 9453a8a7e6 - reuse the same vertex buffer data for all slices of a decal. 2016-02-01 21:50:55 +01:00
Christoph Oelckers f11f86f05d - added light plane clipping for decals as well. 2016-02-01 21:45:26 +01:00
Christoph Oelckers faa08410de - handle nocoloredspritelighting with 3D light splitter 2016-02-01 19:10:15 +01:00
Christoph Oelckers fe3e56c6bc - fixed: oalload.h should only do stuff is NO_OPENAL is not defined. 2016-02-01 18:49:12 +01:00
Christoph Oelckers 7aeeb36560 Merge branch 'Clip3DLights' 2016-02-01 18:14:52 +01:00
Christoph Oelckers 5dba3b7017 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-01 18:14:39 +01:00
Christoph Oelckers 2c55dcca27 - use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites.
- add some restrictions for the checks that exclude sprites which are too close to the camera. Most importantly, for clipping the first frame of a projectile, do not solely clip against the projectile's speed but use the player's radius as a limiting factor to avoid too large distances.
2016-02-01 18:14:00 +01:00
Christoph Oelckers 1ad310e69b - only draw visible 3D-lights. 2016-02-01 16:13:07 +01:00
Christoph Oelckers ee045371a3 - On Windows, use LoadLibrary/GetProcAddress to load OpenAL function addresses.
The reason for this is that on my system, the static or delay loaded method always picks the (obsolete) system-installed OpenAL version (needed for some old games) which is not wanted here if there's another one in the local ZDoom directory.
This also removes the dependency on the broken import library that comes with OpenAL Soft which causes compile errors with more modern MSVC compilers on default settings.
2016-02-01 14:02:25 +01:00
Christoph Oelckers e0608f50d1 - create a separate translation table for Heretic's rain pillar.
These objects are supposed to be bright, but the standard translations for player do not take this into account, creating dark and/or invisible projectiles depending on the color being used.
The new translation uses hue and saturation from the player color, but combines brightness from the original color with the one for the player in an 8:2 ratio, so that no matter for the player color, these always remain bright and visible.
2016-02-01 10:45:33 +01:00
Christoph Oelckers 58196f77ff Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-01 10:00:39 +01:00
Christoph Oelckers fd2828b1fe - fixed typo in monster movement code. 2016-02-01 10:00:19 +01:00
Randy Heit 2f4dc17954 Add support for face sprite Y flipping 2016-01-31 22:05:32 -06:00
Randy Heit 809a9d801c Got a flag backwards 2016-01-31 21:23:45 -06:00
Randy Heit 0b9aeb33e1 Fixed potential divide by 0 when drawing voxels
- Since voxels can have their origin behind the viewer and still have a
  portion visible in front of the viewer, they aren't clipped to MINZ like
  face sprites are. The 3D floor handling in R_DrawSprite() neglected to
  clamp it when recalculating the diminished light colormap.
  - Aside, but R_DrawSprite() probably shouldn't be messing with these
    properties at all. Why isn't this done in R_ProjectSprite() before it
    ever gets to the drawing part?
2016-01-31 20:52:56 -06:00
Randy Heit 1d0a3d19c8 Fix a part in maskwallscan that was missed for right-edge exclusivity 2016-01-31 20:45:37 -06:00
Christoph Oelckers bddad29acb Merge branch 'Clip3DLights' 2016-02-01 01:50:56 +01:00
Christoph Oelckers 0d5386f923 Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-01 01:50:41 +01:00
Christoph Oelckers 67fc35e738 - some cleanup of wall processing code.
* removed SplitWall function
 * split PutWall into PutWall and PutPortal because none of the portal cases needs the overhead for normal walls.
2016-02-01 01:49:49 +01:00
Christoph Oelckers 9305cd86a0 - remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations.
- removed the SplitWall profiling timer because all it measures now is an almost empty function.
2016-02-01 01:03:34 +01:00
Christoph Oelckers 71da7406bd - since we no longer split walls at 3D floor boundaries, those planes no longer need to be added to the vertex height lists. 2016-02-01 00:42:37 +01:00
coelckers 52a6f40eff Merge pull request #527 from edward-san/level_info_fix
- Fixed uninitialized variable in level info code.
2016-01-31 23:35:48 +01:00
Edoardo Prezioso 4cbf752b4d - Fixed uninitialized variable in level info code.
Found with Valgrind.
2016-01-31 23:19:34 +01:00
Christoph Oelckers a1cd0401e4 - fixed: noclip2 should only set some minimal velocity if the player has none. 2016-01-31 22:38:08 +01:00
Christoph Oelckers 8068fca601 - fixed: player_t::Uncrouch should only reset the view height if the player is actually crouched. 2016-01-31 22:36:37 +01:00
Christoph Oelckers 53a389aafc - fixed: for untextured walls, the texture must be disabled before rendering.
- fixed: untextured walls should never be passed to SplitWall.
- fixed: untextured walls should not be affected by dynamic lights (it's either fog boundaries or outsides of 3D fog volumes.)
2016-01-31 22:24:48 +01:00
Christoph Oelckers 9ce6a7932c - implemented rendering of 3D lights with clip planes. 2016-01-31 22:04:20 +01:00
Christoph Oelckers 456e71ec4b Merge branch 'master' into Clip3DLights 2016-01-31 21:36:16 +01:00
Christoph Oelckers e73e26c15a Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-31 21:11:21 +01:00
Christoph Oelckers 5448b335c6 - rewrote render loop for walls. Not working yet. 2016-01-31 21:10:59 +01:00
coelckers c3cc98b5f3 Merge pull request #523 from alexey-lysiuk/osx_fullscreen
Final touches to fullscreen mode on OS X
2016-01-31 16:56:35 +01:00