Commit graph

15181 commits

Author SHA1 Message Date
Rachael Alexanderson
0c4e6f88a6 - bump ZScript version number to 3.6.0, since GZDoom 3.5.1 updated it and that's not yet reflected in the master. 2018-08-25 16:46:09 -04:00
Christoph Oelckers
d263f7bcc8 - removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now. 2018-08-25 20:54:16 +02:00
Christoph Oelckers
c04c48d157 - renamed RIndexOf to RightIndexOf 2018-08-25 20:39:58 +02:00
Kevin Caccamo
884de51b70 Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.

Deprecate the LastIndexOf method of StringStruct
2018-08-25 20:37:40 +02:00
Rachael Alexanderson
a99b71e19a - disable survey code, 3.5.0's is over 2018-08-23 15:09:40 -04:00
Magnus Norddahl
01ea329cd4 - only render visual portals if they are front facing 2018-08-23 18:19:53 +02:00
Kevin Caccamo
cbbf4fb662 Add 1280x1024 to the resolution preset menu 2018-08-21 20:16:46 +02:00
argv-minus-one
1d930b45cf Add ZScript method LevelLocals.SphericalCoords.
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-21 08:22:16 +02:00
Christopher Bruns
03fa1a12cb Avoid overriding vr eye-specific buffer binding during 2D rendering. 2018-08-20 00:59:52 +02:00
Christoph Oelckers
fad406c4c9 - got rid of FNameNoInit and made the default constructor of FName non-initializing.
This setup has been a constant source of problems so now I reviewed all uses of FName to make sure that everything that needs to be initialized is done manually.
This also merges the player_t constructor into the class definition as default values.
2018-08-19 08:19:19 +02:00
alexey.lysiuk
34f2d8f310
- fixed typo in error message 2018-08-18 17:45:26 +03:00
alexey.lysiuk
12b8510574 - cleaned up inconsistent leading whitespaces
Bump copyright year as well
2018-08-18 16:05:33 +03:00
alexey.lysiuk
31bd7cfc04
- prohibit assignment of dynamic arrays
https://forum.zdoom.org/viewtopic.php?t=61682
2018-08-18 15:20:38 +03:00
alexey.lysiuk
d965c9aa76
- support static const arrays inside structs
https://forum.zdoom.org/viewtopic.php?t=61677
2018-08-18 13:00:33 +03:00
Marisa Kirisame
20b6db30d7 Added missing check for HITOWNER on bouncers with 0 damage. 2018-08-17 21:39:41 +02:00
Marisa Kirisame
155afebb65 Add HITOWNER flag, when set, allows a projectile to collide with its shooter. 2018-08-17 19:47:12 +02:00
Marisa Kirisame
02926a5567 Add "IsFinal" parameter for CheckReplacement.
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-16 21:44:21 +02:00
Marisa Kirisame
4e690b1f60 Fix SDL window "sticking" to the center of the screen after using vid_setsize. 2018-08-15 21:03:07 +02:00
Marisa Kirisame
e18b17217f Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-15 19:31:09 +02:00
Christoph Oelckers
7d40edd6ac - disable runtime buffer security check in release build.
This has a minor but measurable effect on performance because it gets inserted into every function which uses a local stack space structure.
2018-08-14 21:29:14 +02:00
Christoph Oelckers
96ec6b1dc6 - fixed FS camera for real. 2018-08-14 21:12:50 +02:00
argv-minus-one
0717f5aede Make various getter and pure-math Actor methods clearscope.
These methods do not examine or change playsim state. They only perform math or look at class metadata.

Methods changed are:

• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
2018-08-14 11:52:44 +02:00
Christoph Oelckers
57ed4df85e - fixed FraggleScript's moving camera.
The logic here was a bit more complicated than I assumed but it was all buried in a heap of code that tried to deal with angular wraparounds in the BAM format.
2018-08-13 20:48:27 +02:00
Christoph Oelckers
c33f358894 - clear GLWF_TRANSLUCENT at the end of PutWall. 2018-08-13 20:48:27 +02:00
argv-minus-one
a10f9526bc Bump ZScript version to 3.5.0.
When GZDoom 3.5.0 was released, the ZScript version in the release commit was set to 3.5.0, but on master it was left at 3.4.0.

In the future, I suggest setting the ZScript version *before* making a release commit. Then master will remain up to date.
2018-08-12 10:01:27 +02:00
alexey.lysiuk
b6ff468aaf - creation of dither texture no longer affects active unit
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2018-08-12 10:55:24 +03:00
Christoph Oelckers
19a5a2fd2b - fixed dither math. 2018-08-11 09:27:35 +02:00
Rachael Alexanderson
ecdc485e05 - Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display. 2018-08-09 15:13:26 -04:00
Magnus Norddahl
d121fa21bf - add gl_dither for toggling dithered output on and off 2018-08-08 21:58:23 +02:00
Christoph Oelckers
863b9fff8a
Make dither texture data constant 2018-08-08 08:43:46 +02:00
Rachael Alexanderson
24e2c3a611 - replace dither texture with a hand pre-calculated table) 2018-08-07 20:47:17 -04:00
Magnus Norddahl
31addbc859 - use a texture for the dither matrix 2018-08-08 00:54:12 +02:00
Rachael Alexanderson
07c9db682d - change 'halfstep' in the dither shader to a #define 2018-08-07 17:06:05 -04:00
Rachael Alexanderson
1cfed9de45 - expand the dither matrix from 4x4 to 8x8 2018-08-06 23:00:20 -04:00
Rachael Alexanderson
0cfe79d85d - further math tweaks 2018-08-06 21:51:23 -04:00
Rachael Alexanderson
cdd77ad5fa - fix up a bit of math on the dither shader 2018-08-06 21:37:45 -04:00
Magnus Norddahl
7362070504 - add dithering to present shader 2018-08-07 03:03:40 +02:00
Christoph Oelckers
4c20553a62 Revert "Add RenderStyle API"
This reverts commit 8c7d3b6ab8.

With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:17:50 +02:00
Zombie
8c7d3b6ab8 Add RenderStyle API 2018-08-05 09:44:05 -04:00
Marisa Kirisame
51b57cebb1 Additional blocking-related flags for Actor.LineTrace() 2018-08-05 09:42:40 -04:00
Marisa Kirisame
a2f7d36dc3 Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated. 2018-08-05 09:40:01 -04:00
Magnus Norddahl
48c83d36b5 - add post processing support to the software renderer and softpoly 2018-08-04 14:58:55 +02:00
David Carlier
1e11ce3bee Texture data overlap occuring here, using memmove instead. 2018-08-04 09:21:55 +03:00
alexey.lysiuk
9d2b7e560b - fixed compilation warning reported by MSVC
src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-03 16:29:13 +03:00
alexey.lysiuk
eeec943cc0 - bump version number 2018-08-03 16:27:37 +03:00
Rachael Alexanderson
bc9ba4d306 - these should not be here. they are just unused templates I forgot to remove 2018-08-02 09:54:55 -04:00
Rachael Alexanderson
29bb32c039 - export resolution strings to the language file 2018-08-02 09:53:34 -04:00
Rachael Alexanderson
bd1e484c1e - redo the menu a bit, add in some C++ support code to make it a little bit more flexible
- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Sterling Parker
68bd618aaa Initial "resolution mode selector" implementation 2018-08-01 07:20:35 -06:00
Magnus Norddahl
00ada6cf56 fix: softpoly TEXTURES sprites with scale of 2 are tiled 2018-07-30 22:09:40 +02:00