Commit graph

16533 commits

Author SHA1 Message Date
Magnus Norddahl
c606346ae3 - remove dead code 2019-02-21 21:23:44 +01:00
Magnus Norddahl
478ef05a0a - create vulkan buffer objects implementation 2019-02-21 12:31:14 +01:00
Magnus Norddahl
fc79cd1280 - present an empty back buffer while keeping vsync 2019-02-21 10:19:59 +01:00
Magnus Norddahl
75403ec744 - hook up the glsl compiler 2019-02-21 00:25:51 +01:00
Magnus Norddahl
c6b29846d0 - add 3rd party vulkan dependencies
- add stubs for a vulkan hw renderer backend
- add RAII wrappers for vulkan object types
- add builder classes to isolate vulkan boilerplate code
- add a swap chain class
2019-02-20 21:21:57 +01:00
Major Cooke
32e65ff11d Pass the target as the source for active damage modifiers (i.e. PowerDamage) instead of the actual source.
- Getting the victim would be impossible otherwise, and passing in the original source is redundant when there's already the owner.
2019-02-16 17:26:21 +01:00
alexey.lysiuk
3864ed78e0 - fixed: offsets got lost in font's translated textures
https://forum.zdoom.org/viewtopic.php?t=63667
2019-02-16 17:26:02 +01:00
Rachael Alexanderson
35e2d40641 Squashed commit of the following:
- Implement page string names for dialog lumps
    - Create special new GZDoom name space for ZSDF
    - add usdf_gzdoom spec document
    - fixed: restored original behavior with negative conversation id's for the original strife dialog lumps
    - reposition the binary strife fix in a more appropriate location
    - add compatibility fix for negative numbers in responses in USDF/ZSDF (don't know if it's actually necessary)
2019-02-16 17:25:23 +01:00
Rachael Alexanderson
c7103cbe4d - autoload nerve.wad with Doom 2 2019-02-16 17:23:43 +01:00
Robert Cochran
07e0323771 Add handling of left and right mousewheel events to the SDL2 input path 2019-02-16 17:23:14 +01:00
Alexander
cce270ba72 moved controls to submenus in "Customize Controls" menu
What is done:
D1. Controls are separated by existing sections, each section is now a submenu;
D2. The original sections are preserved;
D3. The original controls order is preserved;
D4. "Controls" section is renamed to "Game", because "Controls" submenu of "Customize Controls" would be too confusing;
D5. Map (automap) controls are added as a section, map controls submenu is unchanged;
D6. Missing controls are added to "Other" section;
D7. Sections are given a title following the scheme "Customize <section> Controls", except N4 (see below).
D8. Inside the sections, spaces are added to group the related controls.

Things that I'm not sure about:
N1. "Game" controls section name is too generic - I'll gladly change it to something more suitable;
N2. "Other" controls section name is too generic - I'll gladly change it to something more suitable;
N3. Map controls submenu could use some spacing, and internal title ("Map Controls") is redundant;
N4. "Strife Popup Screens" section name is too long to fit in scheme described in D7, therefore the title is "Strife Popup Screens Controls";
N5. "Game" section could be divided further, but this will break the original menu structure.
2019-02-16 17:21:55 +01:00
Major Cooke
823eb90af8 - Fixed monsters waking up even if all the damage was absorbed without pain causing flags
- Fixed FORCEPAIN not overriding PainThreshold property
2019-02-15 18:57:34 +01:00
alexey.lysiuk
769be00483 - fixed automap marks placement with custom fonts
Automap rotation wasn't taken into account when drawing marks

https://forum.zdoom.org/viewtopic.php?t=63693
2019-02-15 17:21:59 +02:00
Rachael Alexanderson
0d2a24876b - Remove "gitversion.h" from "version.h" - should result in faster compiles after a commit in Windows
- Fix zdoom.rc to show the actual git commit tag and id for the Product Version
- Made zdoom.rc "codepage 1252" compliant as dictated by the #pragma (if this needs changed the pragma should be updated, this was messing up the version strings in the final compile)
2019-02-13 21:34:44 -05:00
alexey.lysiuk
be6ce43045 - added ability to customize font of automap marks
Set am_markfont CVAR to a desired font name
Use am_markcolor to select a text color, has no effect with the default font, AMMNUMx
2019-02-13 21:47:53 +01:00
Christoph Oelckers
914818cb88 - fixed run health clamping.
This didn't scale the move factors properly.
2019-02-13 20:12:13 +01:00
Christoph Oelckers
6ff6a6af00 - made gameaction read only
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
2019-02-13 14:59:55 +01:00
alexey.lysiuk
eaf0ac1f7b - added compatibility entries for maps affected by buggy CheckSwitchRange behavior 2019-02-11 17:57:03 +01:00
alexey.lysiuk
d4d010ac32 - added compatibility flag for buggy CheckSwitchRange behavior
https://forum.zdoom.org/viewtopic.php?t=63008
https://forum.zdoom.org/viewtopic.php?t=63650
2019-02-11 17:57:03 +01:00
Christoph Oelckers
af5a2fe522 - removed the ActiveSequences counter.
It was only used to avoid traversing the list if all sequences were paused which is an exceptional situation.
On the other hand, the way it counted was not correct so rather than fixing it it seemed more appropriate to remove it entirely.
2019-02-10 20:30:40 +01:00
Christoph Oelckers
072018bda2 - cleaned up .gitignore.
This still contained a lot of data from the pre-CMake build setup for Windows. None of these paths is relevant anymore.
2019-02-10 14:12:06 +01:00
Christoph Oelckers
5e6a96d021 - fixed path of texture directory. 2019-02-10 14:08:27 +01:00
Christoph Oelckers
59954fa4f9 - fixed accidentally duplicated variable name in ChangeLevel function. 2019-02-09 12:07:30 +01:00
Christoph Oelckers
244103b42f - deleted some accidentally committed files. 2019-02-09 10:56:34 +01:00
Christoph Oelckers
4642df3052 - fixed dropoff checks for portals and 3D floors in the same sector. 2019-02-09 10:39:08 +01:00
Christoph Oelckers
3c0c076226 - removed extraneous parameter in SpawnPlayerMissile call in A_FireProjectile.
The native variant has a MissileActor out parameter in this place, but in ZScript that's a secondary return value.
2019-02-09 09:25:29 +01:00
Christoph Oelckers
3d3f260137 - exported LevelLocals's compatibility flags to scripting and fixed all places where access to combined compatibility flags is needed. 2019-02-09 09:17:57 +01:00
Christoph Oelckers
8a28134254 Merge remote-tracking branch 'remotes/origin/master' into new_level_refactor 2019-02-09 08:47:07 +01:00
Christoph Oelckers
a5feff7aa0 - fixed: The level's local event manager wasn't fully taken down when freeing the level's data. 2019-02-09 08:46:48 +01:00
Major Cooke
acc510dfb3 Added inflictor, source and flag parameters to GetModifiedDamage on actors and ModifyDamage on inventory.
- The flags are used by DamageMobj so modders can determine radius damage, for example, by checking for DMG_EXPLOSION.
2019-02-08 20:07:49 +01:00
Major Cooke
1b97bae307 Added Z + camera roll relativity for A_QuakeEx's QF_RELATIVE flag. 2019-02-08 20:07:27 +01:00
Christoph Oelckers
449610496f - fixed: 'level.frozen' still needs to be writable and have an effect. 2019-02-08 20:04:45 +01:00
Christoph Oelckers
584dae85f4 - fixed: LEVEL_USEPLAYERSTARTZ was checked on the wrong variable. 2019-02-08 19:58:15 +01:00
alexey.lysiuk
fb1167ecfb - set MSBuild to utilise all CPUs in AppVeyor builds 2019-02-08 16:40:04 +02:00
alexey.lysiuk
96e249bcb1 - updated Travis CI configuration
Select Release configuration explicitly because CMAKE_BUILD_TYPE doesn't work with MSBuild projects
Use long names for command line options of native build tools
Enable minimal verbosity for MSBuild
2019-02-08 16:37:09 +02:00
Christoph Oelckers
0b2494f9ca - fixed: The global viewpoint's Level member was accessed before it was set.
All affected code needs to get a Level parameter passed in through its arguments.
2019-02-08 13:12:46 +01:00
Christoph Oelckers
bd1f5d9750 - start the HUD message ticker at -1 to compensate for the additional tick they now receive due to the change at which time the status bar gets ticked. 2019-02-08 08:58:16 +01:00
Christoph Oelckers
bcc1aa95b2 - fixed: ACS calls need to explicitly pass the level into COPY_AAPTR.
Unlike from an action function, this can be called with a null actor, which for the player constants still needs to return something valid.
2019-02-07 15:41:35 +01:00
Christoph Oelckers
5af5717cf1 - added a compatibility fix for KDiZD Z1M3 and fixed some tagging issues in the compatibility handler.
One sector in an underwater area of KDIZD Z1M3 got tagged with an incorrect Transfer_Heights effect which caused render glitches in that area.
There were also a few AddSectorTag calls without first clearing the sector's tags leading to potentially undefined behavior.
2019-02-07 09:42:51 +01:00
Christoph Oelckers
eec53a6670 - print more meaningful info in countdecals CCMD. 2019-02-07 09:39:37 +01:00
Christoph Oelckers
4cdbc99877 - fixed creation of phased light sequences. 2019-02-07 09:39:36 +01:00
Christoph Oelckers
9dec214c15 - properly un-count faded out decals without involving the Destroy method. 2019-02-07 09:39:36 +01:00
Christoph Oelckers
97e3e858a1 - re-count impact decals each time a savegame is loaded.
This counter is not always reliable, especially when running for longer periods, so putting it in a savegame is not a good idea.
2019-02-07 09:39:36 +01:00
Rachael Alexanderson
4f0850b098 Merge remote-tracking branch 'origin/new_level_refactor' into HEAD 2019-02-06 10:30:27 -05:00
Christoph Oelckers
74d34f6171 - fixed typo in ExitPic display.
It read the EnterPic instead.
2019-02-06 15:40:49 +01:00
Christoph Oelckers
f38060d01b - fixed: The static event manager never got a link to the primary level. 2019-02-06 15:40:49 +01:00
Rachael Alexanderson
0590de3be2 Merge remote-tracking branch 'origin/new_level_refactor' into HEAD 2019-02-06 08:05:45 -05:00
Rachael Alexanderson
20a9587bb7 Merge remote-tracking branch 'origin/master' into HEAD 2019-02-06 08:05:38 -05:00
alexey.lysiuk
37a79470de - fixed compilation on POSIX targets
src/p_acs.cpp:3250:75: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:354:56: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:438:51: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:548:58: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:572:59: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
src/p_conversation.cpp:584:58: error: cannot pass object of non-trivial type 'FString' through variadic constructor; call will abort at runtime [-Wnon-pod-varargs]
2019-02-06 12:22:05 +02:00
alexey.lysiuk
78c0b7f230 - changed type of Nop expression to void
Control flow statements with constant condition no longer cause misleading fatal errors in ZScript

https://forum.zdoom.org/viewtopic.php?t=63566
2019-02-06 12:09:14 +02:00