Commit Graph

17462 Commits

Author SHA1 Message Date
Major Cooke b4cfea4e4d Re-ordered drawing a little. 2019-07-03 18:01:45 +02:00
Major Cooke 7b698b4a0e Added RenderUnderlay.
- Works exactly like RenderOverlay, but is drawn behind the status bar/huds instead.
2019-07-03 18:01:45 +02:00
Dzmitry Malyshau e7e46f8c7c vk: Check for the time query support on the graphics queue (#884) 2019-07-03 16:49:06 +02:00
alexey.lysiuk 73f46089cc - added validation of LevelCompatibility.Apply() signature 2019-07-03 13:11:48 +03:00
Rachael Alexanderson bc88ceea94 - clarify too old ZScript version message 2019-06-30 22:14:23 -04:00
Magnus Norddahl 259909b6dd - fix querying for the wrong interface when the UNICODE define is set 2019-06-30 21:13:56 +02:00
Magnus Norddahl 6e29d81502 - remove dead code 2019-06-30 21:13:15 +02:00
cybermind 1b7aeb35e1 Fixed copy-paste typo in SphericalCoords 2019-06-29 21:32:41 +03:00
alexey.lysiuk 5c29d88058 - updated bzip2 to version 1.0.7
https://www.sourceware.org/bzip2/
https://www.sourceware.org/pub/bzip2/bzip2-1.0.7.tar.gz
2019-06-28 12:24:36 +03:00
alexey.lysiuk 80c20b6a3b - added detection of macOS Catalina 2019-06-28 12:20:52 +03:00
alexey.lysiuk 77ea4a9fb7 - fixed inconsistent wipe state with stereo 3D mode enabled
https://forum.zdoom.org/viewtopic.php?t=65181
2019-06-26 22:26:14 +03:00
Christoph Oelckers 8f00eb54d8 - removed UTF-8 marker. 2019-06-24 05:07:23 +02:00
Rachael Alexanderson 5a77271983 - add missing newline to PrintMiscActorInfo 2019-06-23 21:52:08 -04:00
alexey.lysiuk 841a69d527 - fixed: endgame menu no longer resets player's userinfo
User CVARs can be stored in member variables for quicker access
Unconditional call to G_CheckDemoStatus() destructs and recreates such CVARs
Dangling pointers could be accessed during the last game tick, e.g. from event handlers

https://forum.zdoom.org/viewtopic.php?t=65150
2019-06-23 10:48:17 +03:00
alexey.lysiuk 8ad9aafaa8 - added Debug x64 target to AppVeyor configuration 2019-06-21 22:21:30 +03:00
Christoph Oelckers 860edd490a - defaulted a few empty constructors. 2019-06-21 07:52:25 +02:00
Christoph Oelckers 3030a6d389 - set Visual C++ compiler to use /permissive- mode and fixed the one error this generated.
This also means that Visual Studio 2015 is no longer supported as it has no proper standard conforming compile mode.
2019-06-20 20:25:34 +02:00
Christoph Oelckers 3d3f364874 - consolidated postprocessing code a bit.
The code that determines the order of effects should not be duplicated between renderers.
2019-06-20 11:55:45 +02:00
Christoph Oelckers 4722720f4b - fixed incorrect implementation of "episode = clear" in UMAPINFO. 2019-06-19 20:35:41 +02:00
alexey.lysiuk ade60584cc - fixed incomplete parsing of UMAPINFO when map already exists
https://forum.zdoom.org/viewtopic.php?t=65100
2019-06-19 15:54:24 +03:00
alexey.lysiuk ceacda6029 - fixed missing skill menu for episodes defined by UMAPINFO
https://forum.zdoom.org/viewtopic.php?t=65096
2019-06-19 14:48:11 +03:00
alexey.lysiuk 1f61b9d24f - fixed: all UMAPINFO definitions were applied to default map slot
https://forum.zdoom.org/viewtopic.php?t=65102
2019-06-19 13:10:47 +03:00
Christoph Oelckers 20b6395cf0 - give UMAPINFO the ability to disable cluster-based exit texts. 2019-06-18 20:40:41 +02:00
alexey.lysiuk 3d60381107 - updated Travis CI configuration
Added GCC 9
Updated to Clang 8
Moved Windows targets to trigger them earlier
2019-06-18 17:44:11 +03:00
alexey.lysiuk 44f896174a - restored indication of console scrolling
https://forum.zdoom.org/viewtopic.php?t=65070
2019-06-17 10:32:13 +03:00
alexey.lysiuk 459fe74a1f - made console cursor fill whole character box
https://forum.zdoom.org/viewtopic.php?t=64962
2019-06-17 09:46:57 +03:00
alexey.lysiuk d5d509ea10 - switched to unconditional level exit in scriptified actors
Action special may not work properly in a very specific setup
E.g., exit to the next level within a hub via boss brain death was broken
2019-06-16 15:05:36 +02:00
alexey.lysiuk cc5bff6c9c - exported unconditional level exit to ZScript
Exit_Normal and Exit_Secret specials imply addition conditions to make a decision about proceeding to the next map
A few scriptified actors require a bypass of these conditions in order to work properly
2019-06-16 15:05:36 +02:00
Magnus Norddahl 774955dbc4 - write into stream buffers before opening the next render pass 2019-06-16 13:08:25 +02:00
Magnus Norddahl d31dbf14e4 - wait for space if the stream buffers are exhausted 2019-06-16 13:05:12 +02:00
Magnus Norddahl 240a32f4c8 - also reset framebuffers when the image is reset 2019-06-16 10:31:12 +02:00
Rachael Alexanderson 764e95f34f - compat_pointonline for doom2 map14 2019-06-15 04:57:03 -04:00
Rachael Alexanderson ba387f51f3 Revert "Install soundfonts and WOPL/WOPN banks"
This reverts commit 2d1c7ba17c.
2019-06-14 07:51:18 -04:00
Chronos Ouroboros 1b106d109d Fixed "if (!(lhs ~== rhs))" breaking with vectors. 2019-06-14 12:49:57 +02:00
William Breathitt Gray 2d1c7ba17c Install soundfonts and WOPL/WOPN banks
The INSTALL_SOUNDFONT_PATH cache entry is used to configure the
installation directory.
2019-06-13 07:43:43 -04:00
Christoph Oelckers 393f708248 - some clarification on plane equations in the UDMF spec. 2019-06-13 10:36:22 +02:00
Alexander c161635cca localize custom menu titles in option search results 2019-06-12 17:37:29 +02:00
Rachael Alexanderson cb8c98827a - add nullptr checks for double-frame model interpolation 2019-06-12 10:21:43 -04:00
alexey.lysiuk 7e901055ea - fixed: light mode from mapinfo had no effect
https://forum.zdoom.org/viewtopic.php?t=64997
2019-06-12 09:49:40 +03:00
alexey.lysiuk b6ada166fc - fixed compilation of FXAA shader by macOS OpenGL
Compile Shader 'shaders/glsl/fxaa.fp':
ERROR: 0:250: '' : syntax error: incorrect preprocessor directive
ERROR: 0:250: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:265: '' : syntax error: incorrect preprocessor directive
ERROR: 0:265: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:266: '' :   Macro Redefined lumaM
ERROR: 0:301: '' : syntax error: incorrect preprocessor directive
ERROR: 0:301: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline
ERROR: 0:599: '' : syntax error: incorrect preprocessor directive
ERROR: 0:599: '' : syntax error: unexpected tokens following #if preprocessor directive - expected a newline

https://forum.zdoom.org/viewtopic.php?t=65003
2019-06-11 08:20:24 +03:00
Magnus Norddahl a093f686a7 - store the vulkan framebuffer with the image (this ensures the framebuffer object is destroyed along with the image) 2019-06-10 22:14:02 +02:00
alexey.lysiuk ea8af08bcf - fixed compilation of Cocoa backend
src/posix/cocoa/i_main.mm:225:12: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:247:17: error: Objective-C declarations may only appear in global scope
src/posix/cocoa/i_main.mm:545:2: error: expected '}'
2019-06-10 14:44:06 +03:00
Christoph Oelckers 583cd489b1 - on second thought, better call M_ClearMenus instead of calling Destroy directly. 2019-06-10 12:15:52 +02:00
Christoph Oelckers 4c622ba066 - fixed: DeinitMenus must explicitly destroy the active menu before taking down the descriptors.
Otherwise the menu will only be collected by the garbage collector and no longer find all relevant data.
2019-06-10 12:06:03 +02:00
Christoph Oelckers 2766303cfc - consolidated the 3 atterm implementations.
Each platform had its own copy. Why?
2019-06-10 12:01:01 +02:00
Christoph Oelckers 9f2fbc1294 - renamed GLViewpointBuffer to HWViewpointBuffer. 2019-06-10 10:50:45 +02:00
Magnus Norddahl 13cab1c0b6 - delay postprocess texture destruction until the end of the frame 2019-06-10 09:13:56 +02:00
Magnus Norddahl 8853872bb4 - fix wipe screen when using -loadgame 2019-06-10 08:40:49 +02:00
Christoph Oelckers 037b69c8a7 - reworked buffer binding logic.
This shouldn't be in the hardware independent interface because the semantics on OpenGL and Vulkan are too different, so a common implementation is not possible.
Most bind calls were in the GL interface anyway, so these no longer pass through hardware independent code.

This also moves the bind calls in the shadowmap code into the GL interface - these never did anything useful in Vulkan and aren't needed there.

Last but not least, this moves the legacy buffer binding handling into FGLRenderState and performs the initial binding for the light buffer in a more suitable place so that this doesn't have to pollute the render state.
2019-06-09 20:37:11 +02:00
Christoph Oelckers 6af77b25c0 - gitignore update. 2019-06-09 18:05:31 +02:00