Magnus Norddahl
7f25913b2d
- Fix depth values written by sloped planes
2018-04-08 02:22:01 +02:00
Christoph Oelckers
0a2c415dbe
- deleted some copypasted but ultimately unused definitions.
2018-04-07 23:52:46 +02:00
Christoph Oelckers
df4f435952
- merged vid_renderer, swtruecolor and r_polyrender into one CVAR to reduce menu clutter.
...
- with renderers freely switchable, some shortcuts in the 3D floor code had to be removed, because now the hardware renderer can get FF_THISINSIDE-flagged 3D floors.
- changed handling of attenuated lights in the legacy renderer to be adjusted when being rendered instead of when being spawned. For the software renderer the light needs to retain its original values.
2018-04-07 23:30:28 +02:00
Magnus Norddahl
fde87c40d2
- fix crash when in software truecolor mode - the pitch is in pixels, not bytes
2018-04-07 19:56:54 +02:00
Christoph Oelckers
1fc1fac2c2
- added missing header.
2018-04-07 19:41:21 +02:00
Magnus Norddahl
c15328de2f
- Remove include that shouldn't be there (also caused macOS builds to fail)
2018-04-07 19:35:32 +02:00
Christoph Oelckers
adbeb3f251
Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
2018-04-07 18:50:24 +02:00
Christoph Oelckers
cd00f1fb45
- fixed incorrect check for SW texture recreation.
2018-04-07 18:41:25 +02:00
Magnus Norddahl
2d51fa5b43
- Clean up PolyTriangleDrawer API so that it can better support both softpoly and the swrenderer
...
- Slightly improve how softpoly processes portals
- Pass the vertex transform matrix via a command rather than being part of the drawer args
- Improve zbuffer drawers in the software renderer
- Misc model rendering fixes
2018-04-07 15:48:48 +02:00
Christoph Oelckers
5fbc723842
- live switching of the renderer works.
2018-04-07 12:59:04 +02:00
Christoph Oelckers
221beec979
- added palette shader and fixed a few things.
2018-04-07 12:17:23 +02:00
alexey.lysiuk
cb3650ed9e
Added message for absent explicitly referenced dialog file
2018-04-07 12:52:38 +03:00
alexey.lysiuk
3239a9eaa6
Added loading of ZSDF lumps by full paths
...
https://forum.zdoom.org/viewtopic.php?t=60139
2018-04-07 12:43:10 +03:00
Christoph Oelckers
211a7f2569
- made the screen blend work for the software renderer.
...
It may use the same calculations as the hardware renderer but must use the 2D drawer for display.
It should be investigated if the hardware renderer can do this as well.
2018-04-07 10:53:20 +02:00
Christoph Oelckers
b34d7f9e08
- added a software scene drawer to the GL renderer.
...
It still looks like shit and only works on the modern render path but at least the basics are working.
2018-04-07 10:20:59 +02:00
alexey.lysiuk
7bd281ddc9
Added zero initialization of implicit dynamic array items
...
https://forum.zdoom.org/viewtopic.php?t=60111
2018-04-05 12:22:41 +03:00
Magnus Norddahl
b1d33d1bba
- Fix mid texture rendering for self-referencing sector lines
2018-04-05 01:40:58 +02:00
alexey.lysiuk
b6f184491b
Restored vanilla behavior of lightning for original Hexen
...
https://forum.zdoom.org/viewtopic.php?t=60103
2018-04-04 16:46:01 +03:00
alexey.lysiuk
2e7d196f8b
Fixed crash when vid_setmode CCMD is used from command line
...
It's impossible to validate video mode at such early stage of initialization
Added sanity check for mode's width and height as well
https://forum.zdoom.org/viewtopic.php?t=59990
2018-04-04 11:46:14 +03:00
Christoph Oelckers
d474b849a5
- removed the remaining calls from the FRenderer interface from the main game code.
...
This does not work with a setup where the same backend is driving both renderers.
Most of this is now routed through 'screen', and the decision between renderers has to be made inside the actual render functions.
The software renderer is still driven by a thin opaque interface to keep it mostly an isolated module.
2018-04-04 00:21:25 +02:00
Christoph Oelckers
927b351174
- added missing validation to SetCameraToTexture ZScript function.
2018-04-03 23:01:15 +02:00
Christoph Oelckers
fcc33f0a09
- moved around more stuff from the FRenderer interface.
2018-04-03 22:50:47 +02:00
Christoph Oelckers
91813ec43d
- moved part of the fade init for LEVEL_HASFADETABLE to the common colormap initialization to have all of it in one place.
...
Otherwise this is easily overlooked when changing things later and potentially causing problems.
2018-04-03 20:55:36 +02:00
Christoph Oelckers
9ba32cb994
- with the new order of things we need the software renderer to be always available.
2018-04-03 20:14:26 +02:00
Christoph Oelckers
51bf2eb9fa
- took GetMaxViewPitch out of renderer interfaces.
...
With live switching and both renderers on the same backend the old approach will no longer work.
2018-04-03 19:18:16 +02:00
Christoph Oelckers
9a919960c9
- fixd bad comparators for std::sort
2018-04-03 01:01:10 +02:00
Christoph Oelckers
7589dfda25
- removed test and debug code.
2018-04-03 00:53:45 +02:00
Christoph Oelckers
853903bb7e
- removed the border refresh counter.
...
This was just a relic of DirectDraw as main backend and is no longer needed.
2018-04-03 00:50:40 +02:00
Christoph Oelckers
942460ba55
- changed voxel remapping to make a copy instead of destroying the original.
...
With live renderer switching both sets of data are needed.
2018-04-03 00:30:02 +02:00
Christoph Oelckers
2f96d3c61a
- moved global variable definitions to the top of a few files.
...
Most of these are not critical because they only get used in non-multithreaded contexts but it's definitely easier to look them up this way.
2018-04-02 23:42:45 +02:00
Christoph Oelckers
821c2ec4c7
- removed access to deleted variable.
2018-04-02 20:38:12 +02:00
Christoph Oelckers
b0460eee19
- regenerated gl_load with full OpenGL 4.5 declarations, mostly to get the direct state access functions.
2018-04-02 20:37:31 +02:00
Christoph Oelckers
6641d65237
- use std::sort to sort the draw lists to avoid having to go through global variables.
2018-04-02 20:10:51 +02:00
Christoph Oelckers
5d94af913a
- no, we do not want to use global variables to pass parameters around...
2018-04-02 18:13:18 +02:00
Christoph Oelckers
60aebff4a1
- starting separation of hardware dependent and hardware independent code, starting with aabbtree, because it was easy.
2018-04-02 15:58:28 +02:00
alexey.lysiuk
c70f9cf833
Reintroduced discarding of custom IWAD duplicates
...
Detection of duplicated IWADs now works the same for embedded and custom IWADINFO definitions
https://forum.zdoom.org/viewtopic.php?t=58333
2018-04-02 16:16:47 +03:00
alexey.lysiuk
4de9597006
Fixed detection of .ipk7 custom IWADs
2018-04-02 15:32:00 +03:00
alexey.lysiuk
ac7e5def32
Forbade dynamic array as the return type of a function
...
Compiler ignored this case silently but it crashed during code generation
2018-04-02 15:18:30 +03:00
Christoph Oelckers
52c5328412
- made the glow getter functions members of sector_t.
2018-04-02 13:36:28 +02:00
Christoph Oelckers
d01bc452ba
- moved all variables not related to the hardware renderer's texture state out of gl_info.
2018-04-02 13:00:33 +02:00
Christoph Oelckers
1fc4c9801b
- moved all GLDEFS parsing into a dedicated source file.
...
- split gl_postprocessshader.h in two so that the hardware independent part can be used by GLDEFS without pulling in all of OpenGL.
2018-04-02 12:28:20 +02:00
Christoph Oelckers
fd6fbc76c6
- moved the ZDoomGL texshader files to 'unused', where they belong. It is very unlikely that this code will ever be revisited.
2018-04-02 10:24:27 +02:00
Christoph Oelckers
7083103a0e
- moved dynlightdata to r_data
2018-04-02 09:51:51 +02:00
Christoph Oelckers
8080e039e0
- moved most of gl_setup.cpp to r_data as this is only some data setup in the main map data structures.
...
- made currentmapsections array something nicer to look at and made it a member of the scene drawer class.
2018-04-02 09:27:40 +02:00
Christoph Oelckers
202d209eb8
- made the MapSectionGenerator a class to remove a global array.
2018-04-02 08:25:07 +02:00
Christoph Oelckers
4357f0dc40
- removed translation hack for alpha textures.
...
This will cause incorrectly generated textures and the reason for this no longer exists because CreateTexBuffer is doing this as a postprocessing step now.
2018-04-02 03:38:25 +02:00
Christoph Oelckers
524df21d81
- moved portal grouping code out of GL and into r_data.
2018-04-02 00:39:04 +02:00
Christoph Oelckers
d84554f093
- deleting some unused stuff
2018-04-02 00:28:25 +02:00
Christoph Oelckers
64b504ee7f
- fixed last commit. This was missing an init call for the portal data.
2018-04-02 00:14:53 +02:00
Christoph Oelckers
248a29bf06
- resorted portal render data.
...
Compiles but does not work...
2018-04-01 22:26:57 +02:00
Christoph Oelckers
8be788a9b3
- moved portal data into FLevelLocals.
2018-04-01 20:17:39 +02:00
Christoph Oelckers
65e7b6dfaa
- moved the code in gl_data.cpp to better fitting places
...
* the MAPINFO options now get handled in g_mapinfo.cpp and g_level.cpp, just like the rest of them as members of level_info_t and FLevelLocals.
* RecalcVertexHeights has been made a member of vertex_t and been moved to p_sectors.cpp.
* the dumpgeometry CCMD has been moved to p_setup.cpp
2018-04-01 18:45:27 +02:00
Christoph Oelckers
0127a71974
- fixed last commit.
2018-04-01 17:16:53 +02:00
Christoph Oelckers
0ae371f3ce
- moved gl_use_hires check back into material class and cleaned up the interface a bit.
...
The function is supposed to be a worker, nothing more and its result should only depend on its arguments.
2018-04-01 16:32:37 +02:00
Christoph Oelckers
c60c025554
- moved gl_load headers out of the gl folder.
...
This is mainly to get them out of the way. The place is not optimal but will have to do as long as this remains a separate branch.
2018-04-01 16:30:34 +02:00
alexey.lysiuk
5df5e2abe7
Fixed excessive growth of ACS string pool
...
This fixes usage of uninitialized variable in ACSStringPool::PoolEntry objects
The initial version (before 66d15dc
) increased pool size by one entry and assign all its members right after that
The improved version reserved MIN_GC_SIZE entries but didn't initialize anything except the first one
ACSStringPool::FindFirstFreeEntry() cannot find the proper entry as it uses PoolEntry::Next member for list traversal
It's enough to initialize Next member with FREE_ENTRY value because other fields will be assigned anyway inside ACSStringPool::InsertString()
https://forum.zdoom.org/viewtopic.php?t=60049
2018-04-01 16:27:08 +03:00
Christoph Oelckers
8b79eedfea
- moved CreateTexBuffer out of the GL code.
...
This is merely a buffer creation function with no dependencies on the renderer.
2018-04-01 14:38:48 +02:00
Christoph Oelckers
711a88bab3
- consolidated cycle_t and glcycle_t because aside from glcycle_t's ability to be deactivated when no profiling takes place they did exactly the same thing.
2018-04-01 13:24:03 +02:00
Christoph Oelckers
d6fedd36b1
- moved the Plane class to vectors.h and deleted gl_geometric.h
2018-04-01 12:43:23 +02:00
Christoph Oelckers
cd64655f97
- removed empty header gl_convert.h
2018-04-01 12:00:51 +02:00
Christoph Oelckers
1461059dae
- moved contents of gl_templates.h to files outside of gl/
2018-04-01 11:59:12 +02:00
Christoph Oelckers
e49cd2cb83
- moved the hires replacement and upscaling code out of the GL classes into FTexture.
...
This theoretically means that the software renderer could access this data as well - if it just had been written with a more flexible texture interface.
However, as things stand, this may require quite a bit of work to achieve.
2018-04-01 10:41:04 +02:00
Christoph Oelckers
3671fd7f97
Merge branch 'master' into 2D_Refactor
2018-04-01 08:44:39 +02:00
Christoph Oelckers
0f12fb9d6d
- moved the texture file format handlers to a subdirectory for clarity.
2018-04-01 08:25:38 +02:00
Christoph Oelckers
a9d5533603
- integrated GL parts of translation handling into the main module.
...
Now that this doesn't have to share assets with HW2D it could be simplified a lot.
2018-04-01 00:59:49 +02:00
alexey.lysiuk
ff96980dda
Fixed handling of default values in String.Mid()
...
https://forum.zdoom.org/viewtopic.php?t=60047
2018-03-31 21:45:20 +03:00
Christoph Oelckers
bc485a7f2c
- moved a large portion of gl_textures.cpp into the main files for the implementing classes.
...
The old organization made sense when ZDoom still was a thing but now it'd be better if all pure data with no dependence on renderer implementation details was moved out.
A separation between GL2 and GL3+4 renderers looks to be inevitable and the more data is out of the renderer when that happens, the better.
2018-03-31 19:20:59 +02:00
alexey.lysiuk
b36fc82fff
Removed check for duplicate IWADs
...
Skipping of duplicate IWADs seems to serve a cosmetic purpose only but it caused troubles with custom IWADs
https://forum.zdoom.org/viewtopic.php?t=58333
2018-03-31 15:34:55 +03:00
alexey.lysiuk
ca0e39cd0c
Added ability to load any IWAD without extension
...
Previously, only .wad files can specified without file extension for -iwad command line option
For example, -iwad square1 will load square1.pk3 as IWAD
2018-03-31 15:32:28 +03:00
Christoph Oelckers
410d6817b2
- minor cleanup on the texture layer data in FTexture.
2018-03-31 12:27:41 +02:00
alexey.lysiuk
17bc9c3f69
Fixed handling of default value in Actor.Vec3Angle()
2018-03-31 11:46:06 +03:00
Christoph Oelckers
6d6196388e
- made SPROFS a more usable feature.
...
This was originally invented to fix the sprite offsets for the hardware renderer.
Changed it so that it doesn't override the original offsets but acts as a second set.
A new CVAR has been added to allow controlling the behavior per renderer.
2018-03-31 10:37:46 +02:00
ZippeyKeys12
0441994106
Default newradius in A_SetSize
2018-03-30 18:06:46 -05:00
Christoph Oelckers
5bdea6278c
- removed RequireGLNodes from FRenderer interface.
...
It returned true for both renderers anyway.
2018-03-31 00:33:09 +02:00
Christoph Oelckers
6cd26dec01
- remove some dead code.
2018-03-31 00:25:15 +02:00
Christoph Oelckers
a001a5304d
- removed the old software renderer framebuffers for Windows
...
This cannot be refactored with the old code still present and done properly both renderers should share what they can.
2018-03-30 23:18:25 +02:00
Christoph Oelckers
1e5fbc1423
Merge remote-tracking branch 'remotes/origin/master' into 2D_Refactor
...
# Conflicts:
# src/posix/cocoa/i_video.mm
2018-03-30 22:06:17 +02:00
Christoph Oelckers
ec8804cfd8
- added missing virtual destructor to DFrameBuffer.
...
Previously it inherited this from DCanvas but now both classes are no longer related.
2018-03-30 22:03:50 +02:00
Christoph Oelckers
ff19627251
- fixed legacy version of color overlay to use the correct blend settings.
2018-03-30 21:34:04 +02:00
Christoph Oelckers
00c66f42d3
- made DTA_SpecialColormap work, both for GL3+ and GL2 render paths.
...
This will only be used for HUD sprites. At the moment it will ignore sprite translations, though, when running in OpenGL 2 legacy mode.
2018-03-30 21:14:49 +02:00
Christoph Oelckers
832df6d43a
- implemented desaturation for the legacy GL renderer's 2D.
...
A lot of work that's only needed to be able to use the hardware renderer's 2D code with the software renderer.
2018-03-30 18:14:42 +02:00
alexey.lysiuk
709bbe3db0
Fixed crash on accessing player sprite's state in software renderer
...
https://forum.zdoom.org/viewtopic.php?t=60034
2018-03-30 16:40:31 +03:00
alexey.lysiuk
408a2f6dab
Fixed uninitialized members in DPSprite class
...
https://forum.zdoom.org/viewtopic.php?t=60034
2018-03-30 16:38:51 +03:00
alexey.lysiuk
140ad241c4
Adjusted validation limit for sound velocity again :(
...
https://forum.zdoom.org/viewtopic.php?t=59979
2018-03-30 10:42:22 +03:00
Vitaly Novichkov
74c5bab075
Attempt to fix a blank banks list of ADLMIDI
...
That happen because of silly dependency on soundfonts list which is totally unneeded to ADLMIDI as it uses embedded banks or external banks in a different format.
https://forum.zdoom.org/viewtopic.php?f=104&t=59997&p=1047184
2018-03-29 23:39:15 -04:00
Christoph Oelckers
811d96e07e
D3D 2D code refactored but not tested yet.
2018-03-29 23:21:25 +02:00
alexey.lysiuk
b952653303
Set more suitable limit for sound velocity validation
...
https://forum.zdoom.org/viewtopic.php?t=59979
2018-03-29 17:37:36 +03:00
Christoph Oelckers
a40e085a46
- 2D drawer implementation complete for hardware renderer.
...
This also replaces DTA_ColormapStyle with proper implementations of its components. As implemented it was a very awkward mixture of various effects that already existed in a separate form. As a result of its implementation it required additional but completely redundant shader support which could be removed now. As a side effect of this change a new DTA_Desaturate option was added.
2018-03-29 16:21:21 +02:00
alexey.lysiuk
cbad9ac219
Fixed crash when event handler class isn't derived from StaticEventHandler
2018-03-29 16:41:29 +03:00
Christoph Oelckers
077df87704
- 2D code works in GL legacy mode.
...
Not tested yet with shaders.
2018-03-29 11:58:28 +02:00
Christoph Oelckers
0ff1426b23
- fixed: The index info for the 2D lists was not set.
2018-03-29 07:55:35 +02:00
Christoph Oelckers
fa6ba84094
- fixed untextured vertex order and removed some test code.
2018-03-29 00:38:31 +02:00
Christoph Oelckers
a253b15334
- more fixes.
2018-03-28 23:57:50 +02:00
Christoph Oelckers
3ca3193379
- fixed a few things, but still not working.
2018-03-28 23:42:06 +02:00
Christoph Oelckers
b194f2c466
- game starts, but no 2D visible yet.
2018-03-28 22:04:28 +02:00
Christoph Oelckers
70b6754299
- implemented the 2D drawer for the hardware renderer. Not tested yet.
2018-03-28 21:38:00 +02:00
Wohlstand
2d79d187d5
OPNMIDI: Remove std:: from all snprintf calls
2018-03-28 20:37:55 +03:00
Wohlstand
6a497a0b92
ADLMIDI: Update latest update of DMXOPL3 bank by @sneakernets
...
And a small polishing of bank names to keep the informative, but much shorter
2018-03-28 20:34:28 +03:00
Wohlstand
99e24efc2c
ADLMIDI: Remove std:: from all snprintf-s
2018-03-28 20:33:02 +03:00
Christoph Oelckers
25999c1c6a
- looks like the 2D drawer sources did not get committed...
...
- This also adds the missing draw modes to the GLSL shader.
2018-03-28 19:07:43 +02:00
Christoph Oelckers
16480a3f4b
- it compiles again.
...
This won't work, though, because no backend for the new 2D code exists yet.
2018-03-28 16:40:09 +02:00
alexey.lysiuk
fdd93d704d
Merged list of video modes for Cocoa and SDL backends
...
https://forum.zdoom.org/viewtopic.php?t=59990
2018-03-28 15:12:07 +03:00
Christoph Oelckers
33289ade49
- renamed the 2D drawer in the GL renderer so that the same name can be used for the device-independent replacement.
2018-03-27 21:44:58 +02:00
Christoph Oelckers
29ad081368
- removed remaining DirectDraw code and a few other things that are no longer being used.
2018-03-27 21:04:01 +02:00
Christoph Oelckers
2ed744963c
- Changed frame buffer locking mechanism so that the only place where a lock is needed is when the software renderer wants to access the render buffer, which is precisely for the duration of the RenderView function.
...
No more locking insanity! :)
There are no locking counters or other saveguards here that would complicate the implementation because there's precisely two places where this buffer must be locked - the RenderView functions of the regular and poly SW renderer which cannot be called recursively.
2018-03-27 20:02:44 +02:00
Christoph Oelckers
0c3635e22c
- removed vid_hw2d CVar.
2018-03-27 17:58:25 +02:00
Christoph Oelckers
62f073ef60
- removed Accel2D variable and a little bit of locking cruft.
2018-03-27 17:13:10 +02:00
Christoph Oelckers
cff5f0e3c7
- removed DFrameBuffer's locking mechanism.
...
In its current form this is quite useless. What's really needed is to require a lock on the RenderBuffer for the 3D scene, but since this is not needed for the 2D stuff anymore it can be done far simpler.
2018-03-27 16:48:33 +02:00
Christoph Oelckers
c06ad5c59c
- separated DFrameBuffer from DCanvas.
...
This was a bad idea from the start and really only made sense with DirectDraw.
These days a FrameBuffer represents an abstract hardware canvas that shares nothing with a software canvas so having these classes linked together makes things needlessly complicated.
The software render buffer is now a canvas object owned by the FrameBuffer.
Note that this commit deactivates a few things in the software renderer, but from the looks of it none of those will be needed anymore if we set OpenGL 2 as minimum target.
2018-03-27 14:14:46 +02:00
Christoph Oelckers
bb9283a9af
- work on separating DFrameBuffer from DCanvas.
...
2D works in D3D backend, but 3D crashes because not all pointers have been rerouted yet.
2018-03-27 13:50:31 +02:00
Christoph Oelckers
377aa95e34
- removed empty header.
2018-03-27 12:01:15 +02:00
Christoph Oelckers
e0f1abdf81
- removed SDLFB and cleaned things up a bit.
2018-03-27 11:59:43 +02:00
Christoph Oelckers
1a28644d83
- cleaned out unused stuff from DCanvas.
...
- removed CocoaFrameBuffer because it is a software fallback which is no longer supported.
2018-03-27 11:25:06 +02:00
Christoph Oelckers
ba799aebbd
- moved locking logic from DCanvas to DFrameBuffer.
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The software canvases used for rendering camera textures and save pictures in the software renderer do not need this.
2018-03-27 11:12:13 +02:00
Christoph Oelckers
dd491d6558
- removed support for paletted Windows display modes.
...
This was only relevant for DirectDraw which has been removed.
2018-03-27 10:41:38 +02:00
Christoph Oelckers
ded21cba8e
- moved more code from DCanvas to DFrameBuffer.
2018-03-27 10:34:21 +02:00
Vitaly Novichkov
38156b9243
ADL&OPL: Added a fallback for a blank instruments in GS/XG banks
2018-03-27 07:36:07 +02:00
Christoph Oelckers
d650e37497
- stripped out the entire software 2D renderer and moved all 2D drawing functions to DFrameBuffer so that they cannot be used with software DSimpleCanvas anymore.
2018-03-26 23:16:27 +02:00
Christoph Oelckers
e0039179cb
- merge error fixed.
2018-03-26 22:11:13 +02:00
Christoph Oelckers
a350c43c87
. removed the texture atlases from the OpenGLSWFrameBuffer.
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# Conflicts:
# src/gl/system/gl_swframebuffer.cpp
2018-03-26 22:05:45 +02:00
Christoph Oelckers
41a0e6af4a
- removed the D3D texture atlas implementation.
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This is a necessary first step for simplifying the texture handling in order to refactor it.
# Conflicts:
# src/gl/system/gl_swframebuffer.cpp
# src/textures/textures.h
# src/win32/fb_d3d9.cpp
2018-03-26 22:05:35 +02:00
Christoph Oelckers
d9f6546c16
- removed Shader Model 1.4 support.
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The only hardware ever to support this is ATI's R200 which has been deprecated by ATI before Vista got released, and is no longer a relevant target.
2018-03-26 22:03:33 +02:00
Christoph Oelckers
40bbe5cd8a
- removed DirectDraw backend.
2018-03-26 22:03:32 +02:00
Marisa Kirisame
19b701728d
Typo fix in linetrace flags checking.
2018-03-26 22:00:17 +02:00
Christoph Oelckers
3c3c2f03e8
The missing parts of last commit.
2018-03-26 20:44:25 +02:00
Christoph Oelckers
7c333b1fd1
- changed the default settings for fluid_patchset, timidity_config and midi_config to point to the default sound font.
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wildmidi_config has not been changed because it cannot read .sf2 files.
2018-03-26 20:43:44 +02:00
Christoph Oelckers
d166ab95a9
Revert "- fixed: 3D floor that extend into the real sector's floor were not clipped properly."
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This reverts commit a33ad3c99e
.
Turns out that this breaks legitimate maps. So I'd rather let that one broken map glitch than the good ones.
2018-03-26 19:44:41 +02:00
Christoph Oelckers
f8019637cf
- fixed: FBuildTexture::CopyTrueColorPixels returned incorrect transparency information
2018-03-26 11:46:33 +02:00
Christoph Oelckers
755cbd341b
- fixed: A sprite having a picnum was not animating its image in the hardware renderer.
2018-03-25 22:01:18 +02:00
alexey.lysiuk
75a65873e7
Fixed applying of unsafe context in waiting command
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https://forum.zdoom.org/viewtopic.php?t=59947
2018-03-25 22:38:38 +03:00
Christoph Oelckers
e89a598b31
- renamed FTexture's UseType flags and gave them a dedicated type.
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This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
Christoph Oelckers
5c7f2e0217
- removed some dumb CMake script that messed around with Visual Studio's user settings.
2018-03-25 17:51:23 +02:00
Christoph Oelckers
c0893027da
- added a band-aid fix in case Timidity has both chorus and reverb active.
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This merely addresses the crashing issue, it does nothing about the faulty initialization logic here that causes the chorus not to get initialized properly if reverb is active.
The issue needs more in-detail investigation but for now this has to suffice.
2018-03-25 12:12:14 +02:00
Christoph Oelckers
4c4f8288a4
- disable XP toolset warning for 64 bit builds.
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- fixed an error with assigning a string constant to a non-const char * variable that was pointed out by compiling with /permissive-.
2018-03-25 10:50:14 +02:00
Vitaly Novichkov
27b9b67d68
ADL&OPN: More setup: Chips count and Volume model!
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Notes:
* ADL: The DMX volume model was set as default to unify volumes on all bank. Otherwise, if you will use 'Generic' or 'Win9x', the sound will became too loud than wanted. Each bank has own default volume model which is used when 'Auto' is set.
* ADL: 6 chips is optimal to work with default banks
* OPN: 8 chips are set to provide 48 polyphony channels. (each OPN2 chip has 6 channels only)
* Text files: junk spaces from end of lines are was auto-removed.
2018-03-25 08:14:35 +02:00
Vitaly Novichkov
f7e45b06b7
Fixed double-increment and use a safer way to fetch a bank names
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(in case of new bank will be added (or removed) on ADLMIDI side, no need to change the count of banks in "some deep place" of code)
2018-03-25 08:14:35 +02:00
Vitaly Novichkov
79d7067f07
Fixed typo in the error message: it's YM2612 is OPN2 which is not OPL
2018-03-25 08:14:35 +02:00
Rachael Alexanderson
3e31b89929
- corrected 2 spelling errors and added a linebreak with a really long line for the stats prompt
2018-03-25 00:35:57 -04:00
Vitaly Novichkov
a60dc64e71
ADL&OPN: Fix long
vs int64
conflict in 'CalcChGoodness'
2018-03-25 01:37:44 +03:00
Vitaly Novichkov
6e6d1b5e97
Merge branch 'master' of git@github.com:coelckers/gzdoom.git
2018-03-25 01:20:31 +03:00
Christoph Oelckers
95d7101e26
- stats sending message.
2018-03-24 23:16:21 +01:00
Christoph Oelckers
a33ad3c99e
- fixed: 3D floor that extend into the real sector's floor were not clipped properly.
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The only check being done on this was done after processing for the renderer which simply is too late.
2018-03-24 22:42:10 +01:00
Vitaly Novichkov
d202ef9e68
Merge branch 'master' of git@github.com:coelckers/gzdoom.git
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# Conflicts:
# src/sound/opnmidi/opnmidi_private.hpp
2018-03-25 00:41:11 +03:00
Vitaly Novichkov
15e133afb9
ADLMIDI & OPNMIDI: Little clean and MSVC warnings muting
2018-03-25 00:38:26 +03:00
Christoph Oelckers
73f9300c2b
- disable MSVC warnings in OPNMidi.
2018-03-24 21:53:37 +01:00
Vitaly Novichkov
5acffa693f
Merge branch 'master' of git@github.com:coelckers/gzdoom.git
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# Conflicts:
# src/sound/adlmidi/adlmidi.cpp
2018-03-24 23:51:36 +03:00
Vitaly Novichkov
be1b884a04
OPNMIDI: Natively disable embedded MUS and XMI, and MIDI sequencer
2018-03-24 23:46:05 +03:00
Vitaly Novichkov
0816018d36
ADLMIDI: Another warning fix
2018-03-24 23:33:39 +03:00
Christoph Oelckers
77a2101c06
- re-applied my changes to ADLMIDI code:
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* disable sstream. No point pulling in such a large piece of code for two error messages.
* disable MSVC warnings which get emitted by the code.
2018-03-24 21:30:59 +01:00
Vitaly Novichkov
e31830e8be
ADLMIDI: Tiny warning fix
2018-03-24 21:26:30 +01:00