Christoph Oelckers
8f96729e06
- fixed portal benchmarking and added separate output for 2D and finishing the main scene.
2018-05-13 09:48:19 +02:00
alexey.lysiuk
8a6ae503be
- use map axes in bad sound position/velocity warning
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https://forum.zdoom.org/viewtopic.php?t=60578
2018-05-13 10:13:59 +03:00
Christoph Oelckers
142368d958
- fixed alpha of weapon sprite.
2018-05-12 18:45:12 +02:00
Christoph Oelckers
c2a7a4bf30
- moved viewport code to DFrameBuffer.
2018-05-12 17:23:56 +02:00
alexey.lysiuk
f17f8c9359
- added end line to various messages
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so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
Magnus Norddahl
643828f5fa
- move 3d floor code into functions
2018-05-11 17:00:12 +02:00
Magnus Norddahl
e4d740e586
- more pointless complexity removal
2018-05-11 14:27:09 +02:00
Magnus Norddahl
acf9f55849
- remove pointless code
2018-05-11 13:29:24 +02:00
Magnus Norddahl
b0cc472e85
- fixed sloped drawer crash
2018-05-11 12:28:10 +02:00
alexey.lysiuk
2c2b19bb7f
- fixed crash during autoloading of material textures
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https://forum.zdoom.org/viewtopic.php?t=60546
2018-05-10 18:01:29 +03:00
alexey.lysiuk
a7e7db1fe9
- fixed calculation of glow color
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Width and pitch were mixed up for RGB format texture, pixel data were read outside of designated buffer
https://forum.zdoom.org/viewtopic.php?t=60538
2018-05-10 15:45:29 +03:00
Magnus Norddahl
46e2e0b57c
- reduce the number of direct OpenGL calls done by the post processing steps
2018-05-10 14:43:34 +02:00
landfillbaby
ba9a340c1f
fix highlighting in snd_listmididevices
2018-05-10 11:51:23 +03:00
alexey.lysiuk
ef536e7b00
- fixed crash in DECORATE parsing
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The case with forward declared class used as a parent must be handled explicitly
actor MyWeapon : Weapon { Weapon.AmmoType "MyBaseAmmo" }
actor MyAmmo : MyBaseAmmo { }
actor MyBaseAmmo : Ammo { }
2018-05-10 11:47:16 +03:00
alexey.lysiuk
821cc2a140
- added end line to recursive sound warning
2018-05-10 11:43:27 +03:00
Christoph Oelckers
e1ad4b618d
- fixed: The targeter drawer did not check the return value of its setup function.
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This caused invalid items to be passed to the renderer.
2018-05-10 09:09:24 +02:00
Christoph Oelckers
50cdcc79c8
- fixed OpenGL2.0 may not call the modern light setup code.
2018-05-10 09:05:26 +02:00
alexey.lysiuk
fd5df6e8d1
- Cocoa: ability to use drag and drop with custom IWADs
2018-05-09 12:47:11 +03:00
alexey.lysiuk
23dcc27542
- Cocoa: proper defaults in .plist
2018-05-09 12:33:19 +03:00
Magnus Norddahl
459f748c4e
- added r_debug_draw that shows how the software renderer composes its scene
2018-05-08 22:22:15 +02:00
David Carlier
1b68b69ed8
Needed headers for time and WIF*
2018-05-08 22:04:20 +03:00
Magnus Norddahl
b27655db70
- 3d floor clipping support for models
2018-05-08 01:36:18 +02:00
Magnus Norddahl
49c9de350f
- GetTimeFloat is not renderer specific
2018-05-07 00:40:12 +02:00
Magnus Norddahl
bfe6bffd33
- fix hud model clipping
2018-05-07 00:33:16 +02:00
alexey.lysiuk
78c06554af
- proper handle pixel format creation errors in Cocoa backend
2018-05-06 17:53:53 +03:00
alexey.lysiuk
7fcefa2ed1
- SDL: clear button state when switching from/to GUI input
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https://forum.zdoom.org/viewtopic.php?t=60451
2018-05-06 14:37:04 +03:00
alexey.lysiuk
ce18ff1df3
- use libc++ for all targets on macOS
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clang: warning: libstdc++ is deprecated; move to libc++ with a minimum deployment target of OS X 10.9
2018-05-06 09:44:13 +03:00
Magnus Norddahl
4642861501
- fixed missing depth for models
2018-05-06 03:23:07 +02:00
Magnus Norddahl
1d929dd79b
- fix translucent walls when r_models is enabled
2018-05-06 02:54:03 +02:00
Magnus Norddahl
d667a0192a
- fix null pointer crash
2018-05-06 02:31:58 +02:00
Christoph Oelckers
099057b142
- moved the vertex and light data generation back to the render pass for modern OpenGL with persistently mapped buffers.
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Having this extra CPU time in there allows for better parallelization with the graphics driver and GPU.
2018-05-05 23:32:55 +02:00
Christoph Oelckers
72c7a05ba8
- added compatibility fix for bad sector reference in Plutonia MAP11.
2018-05-05 19:58:34 +02:00
alexey.lysiuk
437b44bafb
- serialize 'spawned' object flag, WorldThingDestroyed event relies on it
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https://forum.zdoom.org/viewtopic.php?t=60435
2018-05-05 17:55:44 +03:00
alexey.lysiuk
f4c49b6cff
- updated Travis configuration
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Enabled usage of embedded thirdparty libraries to make sure that they are in buildable state
Added GTK+ version 2 or 3 as dependency to each Linux target
2018-05-05 17:18:12 +03:00
Christoph Oelckers
74b624002c
- moved the software renderer's drawer to the swrenderer directory.
2018-05-05 11:44:42 +02:00
Christoph Oelckers
de15b589c0
- moved the screen blending code out of the renderer.
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This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
2018-05-05 11:20:37 +02:00
Christoph Oelckers
52d73eabbf
- weapon drawing code refactor complete.
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Setup and drawing are now done separately, this also no longer needs the Quad drawer.
2018-05-04 23:11:37 +02:00
alexey.lysiuk
2be84dc636
- skip rendering when application is not active
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Use vid_activeinbackground CVAR to override this behavior
2018-05-04 11:24:37 +03:00
alexey.lysiuk
311259b0f5
- updated LZMA library to version 18.05
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https://www.7-zip.org/
https://www.7-zip.org/a/lzma1805.7z
2018-05-04 11:24:15 +03:00
Christoph Oelckers
e0833d5005
- prepared the weapon sprite drawer for full separation.
2018-05-03 23:49:16 +02:00
Christoph Oelckers
e309fd1f3d
- moved a bit more of the wall setup to the API independent side.
2018-05-03 22:14:25 +02:00
Christoph Oelckers
6285a309ce
- added UploadLights to the DrawInfo interface.
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- removed GLPASS_PLAIN because it was the same as GLPASS_ALL.
2018-05-03 21:47:58 +02:00
Christoph Oelckers
96ac1fa363
- changed GLDecal to work without a pointer to the generating GLWall.
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Although this is currently safe there is no guarantee that future refactorings will keep the current draw lists, so it's better if GLDecal used its own copy of the data.
2018-05-03 21:42:34 +02:00
Christoph Oelckers
43b491ea33
- moved the global 'no dynamic lights' variable to FLevelLocals so that it is outside renderer specific data.
2018-05-03 21:27:45 +02:00
Hisymak
583da7f6cf
OPL Synth fix: Double-voice instruments randomly don't play second voice
2018-05-03 21:10:17 +02:00
alexey.lysiuk
e87cdd3658
- fixed missing geometry with render precision set to quality
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https://forum.zdoom.org/viewtopic.php?t=60423
2018-05-03 21:10:05 +02:00
Christoph Oelckers
14410ae526
- fixed: FDrawInfo must be kept around until DrawEndScene2D finishes.
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Otherwise some code crashes on invalid data.
2018-05-01 19:01:01 +02:00
Christoph Oelckers
9bdb0f2e49
- renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
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- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
2018-05-01 11:29:29 +02:00
Christoph Oelckers
f49c6cbde2
- use sector_t::GetHeightSec consistently and optimize it.
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This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.
2018-05-01 09:47:09 +02:00
Christoph Oelckers
3c49804c6c
- some Transfer_Heights related optimizations.
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* only call hw_CheckViewArea if the result is not known yet.
* check the map up front if it even contains heightsecs. This allows to shortcut the above check entirely for maps without sector transfers and will allow further optimizations.
2018-05-01 09:02:24 +02:00