Ricardo Luís Vaz Silva
9468ff85a2
Add missing error for mapinfo tonemap
2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva
1ebd4f0d41
Add Tonemap support for Unclamped lighting mode
2023-01-14 11:29:12 -05:00
Ricardo Luís Vaz Silva
8e7897233e
Add Alternate Light Blending Options
2023-01-14 11:29:12 -05:00
Rachael Alexanderson
aa061562cd
- manually reimplement pull request #1850
2023-01-14 11:23:10 -05:00
yqco
e0275df931
CCMD listmaps: Colorize maps loaded from pwads in blue text
...
Colorize maps added from pwads differently so they stand out better
2023-01-14 07:58:16 +01:00
Ricardo Luís Vaz Silva
80d1c61714
Fix MapIterator<X, String>::GetValue
2023-01-14 00:30:43 +01:00
Boondorl
3dce874621
Exported bounce functions
2023-01-12 17:44:28 +01:00
CandiceJoy
955a841884
Fixed a bug where static events would fail to halt propagation.
...
Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-01-12 17:43:09 +01:00
Marisa the Magician
81e7d77b44
Fix diffuse-only material shaders not applying.
2023-01-12 17:01:59 +01:00
Rachael Alexanderson
cb3662dc24
- fix nullptr crash
2023-01-11 13:33:02 -05:00
Boondorl
769796800d
Minor tweaks to no player clipping
2023-01-09 12:31:08 -05:00
Rachael Alexanderson
af0f84183a
- fix a few errors in last commit
2023-01-09 12:02:41 -05:00
Rachael Alexanderson
5aba0c144c
- optimize P_ShouldPassThroughPlayer checks - move down in the check list, move thing->player check out of the function
2023-01-09 11:53:24 -05:00
Rachael Alexanderson
9777cfd500
- change P_ShouldPassThroughPlayer to static inline to improve performance on repeated calls
2023-01-08 22:12:37 -05:00
nashmuhandes
2fa2533982
- enable DM support for sv_noplayerclip
...
- fixed voodoo dolls with sv_noplayerclip
- fixed autoaim working incorrectly with sv_noplayerclip
2023-01-08 22:55:10 +08:00
nashmuhandes
3d6cc47dc1
Add sv_noplayerclip to allow players to walk through and shoot each other (only in coop)
2023-01-08 19:10:49 +08:00
Christoph Oelckers
aceafecce6
- optimized sheet font texture generation.
...
Instead of reloading the base image over and over again, let's cache it so that less time is needed for each single character.
2023-01-07 19:12:19 +01:00
Christoph Oelckers
4c751db489
- silence some warnings.
2023-01-07 18:35:30 +01:00
Christoph Oelckers
1a0aa95ff4
- changed return value of CreatePalettedPixels.
...
The new struct will allpw return of static pixel data without reallocation and copying.
2023-01-07 17:55:55 +01:00
Christoph Oelckers
4e4642d0ed
- fixed buffer size checks for raw textures.
2023-01-07 16:15:32 +01:00
Marisa the Magician
0e5c6e37b1
Prevent important messages from being accidentally filtered.
2023-01-04 17:54:09 +01:00
Boondorl
0d23816179
Added FlyBob Multiplier for Player
2023-01-02 08:14:24 +01:00
Boondorl
73159dac3e
Added WaterClimbSpeed Property to Players
2023-01-02 08:13:13 +01:00
CandiceJoy
b61be581d9
Fixed custom height and width not saving.
...
Signed-off-by: CandiceJoy <candice@candicejoy.com>
2023-01-01 22:52:55 -05:00
CandiceJoy
269431575b
Fixed implicit cast from bool to double.
2022-12-26 16:45:54 -05:00
Marisa the Magician
6f8901ea87
Rename ValidLock to IsLockDefined (more descriptive).
2022-12-23 22:48:01 +01:00
Marisa the Magician
b85add01c7
Additional lock-related ZScript functions.
...
* Key.ValidLock: returns whether a lock number is valid (can be unlocked) or belongs to a "does not work" door.
* Key.GetMapColorForLock: returns the automap color for a lock number (or -1 if the lock isn't valid).
* Key.GetMapColorForKey: likewise, but for a specific key.
2022-12-23 17:47:31 +01:00
Ricardo Luís Vaz Silva
6072260b3f
Fix FxMultiAssignDecl type
2022-12-23 15:54:23 +01:00
Rachael Alexanderson
adfef56fd8
- fix OpenGL ES selection on the windows startup dialog
2022-12-21 11:04:41 -05:00
Ricardo Luís Vaz Silva
c8fe074041
Multi-Assign Declarations
2022-12-20 23:22:37 +01:00
CandiceJoy
7b9a36c8fd
Fixed the ACS PLAYERINFO_FVIEWBOB to be a bool instead of a double.
2022-12-20 00:58:30 -05:00
Magnus Norddahl
7b864fd665
Add vulkan pipeline cache
2022-12-19 17:40:27 +01:00
Marisa the Magician
e99bf2b036
Update and clean up UE1 model loader.
2022-12-19 14:00:43 +01:00
Ricardo Luís Vaz Silva
43880bbbe1
Expose StripLeft and StripLeftRight to ZScript
2022-12-19 14:00:09 +01:00
Ricardo Luís Vaz Silva
3ffbda5526
Fix StripLeftRight
2022-12-19 14:00:09 +01:00
Ricardo Luís Vaz Silva
fb33a29400
Error out instead of crashing for vector out variables
2022-12-18 19:46:22 +01:00
Christoph Oelckers
941c0850ba
- Backend update from Raze.
...
Mainly optimizations for the sound system and texture manager.
2022-12-18 16:19:18 +01:00
Christoph Oelckers
79a38f1f3a
Merge branch 'master' of https://github.com/coelckers/gzdoom
2022-12-18 15:21:42 +01:00
Boondorl
0d4d5587b5
Added FOV Interpolation
2022-12-18 08:23:19 +01:00
Rachael Alexanderson
b08295e7e1
- fix spacing
2022-12-16 20:40:05 -05:00
CandiceJoy
0fdb740ac7
Added toggle control for weapon bob while flying
2022-12-16 17:12:03 -06:00
Ricardo Luís Vaz Silva
de65d1b96f
Misc Fixes for BobWeapon3D
...
- Fix inverted Y axis for offset/old BobWeapon
- finish adding PSPF_MIRROR
- fix missing pivot
2022-12-12 15:23:12 +01:00
Christoph Oelckers
e17e6868e6
- removed bogus errno check from Dehacked parser.
...
This checked errno without first confirming that there has been an error, it is also pointless because the value range check will automatically catch the error case as well.
2022-12-11 21:08:22 +01:00
Ricardo Luís Vaz Silva
46d36cf5c7
add BobWeapon3D
2022-12-09 21:49:38 +01:00
Boondorl
9a1e666303
Exposed Box and PointOnLineSide
2022-12-08 20:33:11 +01:00
Ricardo Luís Vaz Silva
dce456783d
Add support for Vector types as properties
2022-12-08 18:12:27 +01:00
Christoph Oelckers
68f48f3830
- removed bogus errno check from Dehacked parser.
...
This checked errno without first confirming that there has been an error, it is also pointless because the value range check will automatically catch the error case as well.
2022-12-08 09:50:06 +01:00
Ricardo Luís Vaz Silva
b610f4206f
Fix wrong assumptions about actor initialization in Map/MapIterator
2022-12-05 19:23:42 +01:00
Rachael Alexanderson
911d27148b
g4.11pre
2022-12-05 10:31:11 -05:00
Christoph Oelckers
aedf0e3ce5
- fixed GC::FullGC not collecting everything anymore.
...
With the delayed handling of internal references of destroyed objects the function now returned without making sure that it really got everything.
Repeating until it cannot delete anything new anymore makes it work again as intended.
2022-12-05 12:29:03 +01:00
Magnus Norddahl
449501c75b
Fix compile error on macOS
2022-12-05 07:49:43 +01:00
Magnus Norddahl
4c85f461b1
Avoid calling vulkan functions before the instance has been created
2022-12-05 07:49:43 +01:00
Magnus Norddahl
0a80ad3b83
Add missing forward declarations
2022-12-05 07:49:43 +01:00
Magnus Norddahl
cc96742d18
Add missing include statement
2022-12-05 07:49:43 +01:00
Magnus Norddahl
03ab65ab1e
Fix linux compile errors from the zvulkan switch
2022-12-05 07:49:43 +01:00
Magnus Norddahl
6a005e3a2a
Switch vulkan backend to use the zvulkan library
2022-12-05 07:49:43 +01:00
Ricardo Luís Vaz Silva
854c57611f
Fix Quicksave Rotation
2022-12-05 07:48:51 +01:00
Magnus Norddahl
7ae07d614e
Add all the functionality from the win32 startup window to the GTK version
2022-12-05 07:48:21 +01:00
Ricardo Luís Vaz Silva
24d27a6746
Fix PMapValueReader warning on Clang/GCC
2022-12-04 23:53:51 +01:00
Ricardo Luís Vaz Silva
92761feee1
Add casts to F32 Map/MapIterator functions to get rid of double to float conversion warnings
2022-12-04 21:15:46 +01:00
Mitchell Richters
6629944d39
- Make the new scaled angle changes at frame rate opt-in behind new flag SPF_SCALEDNOLERP
.
...
* This will still test whether the game needs to lerp and will force `SPF_INTERPOLATE` if needed.
2022-12-04 15:11:17 +01:00
Mitchell Richters
cf1ac82da3
- Set up interpolated camera angle changes to occur at framerate when all conditions in P_NoInterpolation()
are met.
2022-12-04 15:11:17 +01:00
Mitchell Richters
20bf9e89f5
- Split insane interpolation test if statement into a function, we'll need this elsewhere later on.
2022-12-04 15:11:17 +01:00
Mitchell Richters
9f9c1eb18a
- Make view angles interpolate on a separate flag to the one that forces interpolation for the entire frame.
...
* As view angles are an offset, there's no reason why these cannot lerp separately.
2022-12-04 15:11:17 +01:00
Mitchell Richters
6594ec0750
- Remove local angle truncation in R_InterpolateView()
.
...
* Genuinely see no need for this. If the local angle is BAM, why not just use it to its maximum precision?
2022-12-04 15:11:17 +01:00
Mitchell Richters
c99b18dc45
- Bring in interpolatedvalue()
for TRotator<>
objects from Raze.
...
* Would have come in eventually but I may need it.
2022-12-04 15:11:17 +01:00
Ricardo Luís Vaz Silva
8b6a714d41
Map<K,V> and MapIterator<K,V> for ZScript
2022-12-04 15:11:00 +01:00
Christoph Oelckers
1e5e65546d
Revert "- add support for not localizing some text functions, and modify menu text fields to use this"
...
This reverts commit 91d3c4b606
.
This completely breaks the menus, so it needs to go.
2022-12-04 08:13:04 +01:00
Ricardo Luís Vaz Silva
cd46f97dcc
Structified A_SpawnParticle/Ex
2022-12-03 23:54:52 +01:00
Marisa the Magician
9ad7b8a048
Look up named frames using the Animation ID (if any).
2022-12-03 23:30:59 +01:00
Gutawer
91d3c4b606
- add support for not localizing some text functions, and modify menu text fields to use this
2022-12-03 23:30:38 +01:00
Ricardo Luís Vaz Silva
f666edc60c
Allow Disabling of XY Billboard for Particles
2022-12-03 23:27:46 +01:00
Boondorl
964534f4b0
Added Method For Getting Portal Group Count
2022-12-03 23:27:01 +01:00
Boondorl
ad80593cb7
Allow Getting Portal Group Offsets
2022-12-03 23:27:01 +01:00
Christoph Oelckers
e8d7e0227b
- fixed two memory leaks.
2022-12-03 20:39:54 +01:00
Shiny Metagross
169139c22c
Fixed A_Changemodel crash from invalid modeldef names
...
- Invalid modeldef names no longer result in a crash
https://forum.zdoom.org/viewtopic.php?t=76810
2022-11-30 18:26:26 +01:00
Kevin Caccamo
6cf3dc045f
Fix SNDINFO $rolloff always changing global rolloff
...
I investigated the issue a bit more by copying the grenade sounds from Wolfenstein: Blade of Agony and the definitions for the sounds from its SNDINFO lump, and then copying the entire SNDINFO lump from Wolfenstein: Blade of Agony into a small test mod, and disabling tags like $volume and $rolloff using sed. It turns out disabling $rolloff tags fixed the issue, and looking into the code, it seems as though the global rolloff was always being changed, or that rolloff was picking up a garbage pointer.
Fixes #1849
2022-11-27 21:02:07 +01:00
Ricardo Luís Vaz Silva
1a7a56ce39
Fix GC ignoring DynArrays inside fixed Arrays
2022-11-27 08:19:41 +01:00
Marisa the Magician
f256e7bb3d
Fix UV "fix" for OBJ models.
2022-11-25 23:57:44 +01:00
Marisa Heit
70df34674b
AST debug cleanup
...
- Add ArrayIterationStmt printer.
- Mark ZCC_TreeNodes as const for the AST printers.
- Use static_assert to catch missing printers without needing to run with -dumpast.
2022-11-25 19:20:24 +01:00
Christoph Oelckers
4103b282bb
- fixed: The raw texture caching in the texture manager did not work.
...
This erroneously checked for FrontSkyLayer.
Also including some change here that allows explicit setting of the RawTexture (not used yet.)
2022-11-25 12:29:36 +01:00
Christoph Oelckers
28f8d4570d
- silence compiler warning
2022-11-25 12:27:54 +01:00
Christoph Oelckers
473221bb33
- fixed SoundEngine::isValidSoundId.
...
This never accounted for linked and random sounds. It never got noticed because it never was used to validate anything essential before.
2022-11-25 10:28:18 +01:00
Marisa the Magician
8206c29edf
Allow assigning IQM frames by animation name plus frame offset.
2022-11-25 08:12:23 +01:00
Boondorl
f322792783
Added animation support for OptionMenus
...
Adds Animated and AnimatedTransition MENUDEF instructions for OptionMenus. Added DontDim and DontBlur MENUDEF instructions for all menus.
2022-11-25 00:39:05 +01:00
Marisa the Magician
b002d5b8ec
Fix crash if Animation is not explicitly assigned in MODELDEF.
2022-11-25 00:37:38 +01:00
Christoph Oelckers
ffdd0a11ea
- fixed memory leak in ZScript backend.
...
This allocated some memory and never freed it again. A TArray would have been better - but since we know the maximum size is 4 we may just use a static array here to keep things as efficient as possible.
2022-11-24 23:52:53 +01:00
Christoph Oelckers
65a26d6779
- removed the string constructors from FSoundID.
...
Due to C++ conversion rules this was a bit too volatile. There's really not enough places where being able to pass a string directly into the sound API was beneficial - the two most frequent functions now got overloaded variants.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
b89c4affae
- removed the string assignment operators.
...
These all caught literal 0's as well
2022-11-24 23:52:52 +01:00
Christoph Oelckers
d173c0453c
- handle all remaining places of sound ID conversions after removing the conversion operators.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
160633a4a2
- migrate a large part of the sound code to FSoundIDs.
...
This has always been a wild mixture of IDs and ints.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
1a6da52961
- use FSoundID in SoundEngine's interface.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
d13f12cc37
- this should take care of the S_* interface.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
7e8de9d1ba
- made more use of FSoundID.
2022-11-24 23:52:52 +01:00
Christoph Oelckers
225399a1ef
- use TMap for the playersound hashtable.
2022-11-24 23:52:51 +01:00
Christoph Oelckers
4d1b44d9e3
- eliminated GetSounds from the sound engine's interface.
2022-11-24 23:52:51 +01:00
Christoph Oelckers
419e593a4c
- allow SNDINFO to declare sound mappings by using 'sounda = soundfle'.
...
This works similar to MAPINFO: The first definition in a file declares the format, all later ones must be the same.
This change in syntax increases robustness significantly because it avoids the problems with the original syntax not being able to detect badly formatted names.
2022-11-24 23:52:51 +01:00
Rachael Alexanderson
f7f67114ed
- move posix I_GetGogPaths() stub to program-specific code for use later
2022-11-24 17:40:26 -05:00
Gutawer
8db4c5ea71
- process events every frame as well to ensure that menus can run at any framerate
2022-11-24 00:56:44 +01:00
Marisa the Magician
eab675c0cb
Make model stretch fix opt-in with a flag.
2022-11-22 17:58:32 +01:00
Marisa the Magician
0509d3a4e7
Fix incorrect pixelratio handling on rotated models.
2022-11-22 07:44:22 +01:00
Boondorl
599b00f2ea
Extended MENUDEF Functionality
...
*Added Font and TextureID types to Option and Image Scroller items (List items already have these)
*Added "Class" instruction for Image Scrollers
*Added ability for Option items to read in their OptionMenuDescriptor (List and Image Scroller items already have this)
*Added "ForceList" instruction for Lists so that skill, playerclass, and episode menus don't get overridden
2022-11-22 07:43:23 +01:00
Gutawer
63c2d93033
- quaternion improvements
2022-11-21 07:20:43 +01:00
Gutawer
9f0c518be9
- add remaining quaternion function implementations
2022-11-21 07:20:43 +01:00
RaveYard
540f778047
Quaternion structure and math ops
2022-11-21 07:20:43 +01:00
Ricardo Luís Vaz Silva
802f77ab19
Fix checking of wrong variable in String..Float concatenation
2022-11-19 23:55:17 +01:00
Rachael Alexanderson
b082ad9cef
- fix colormap remapping when colormap entries may have fullbright entries which should not be considered duplicates
...
- this should address the "fullbright teeth" issue with the imps in KDiKDiZD: https://forum.zdoom.org/viewtopic.php?t=76790
2022-11-18 07:42:09 +01:00
Christoph Oelckers
eb97346b0e
- stop all sound before showing ENDOOM.
2022-11-16 17:08:11 +01:00
Christoph Oelckers
d0c86952ee
- disabled shortcutting the intermission code if no summary screen is wanted.
...
This also disabled all cutscenes being attached to the completed map.
2022-11-16 16:29:02 +01:00
Christoph Oelckers
29b4418c3a
- added 'foreach' loop to ZScript.
...
Syntax:
foreach(variable : array)
{
}
the variable's type is automatically deducted.
2022-11-15 21:34:45 +01:00
Christoph Oelckers
4994e114c8
- backported Vector*::Sum() from Raze.
2022-11-14 19:49:37 +01:00
RaveYard
31ac1bd414
Initial implementation of Quaternion type in ZScript
2022-11-13 22:48:19 +01:00
Emile Belanger
f41f393e91
GLES: Added IQM bone support.
2022-11-13 21:19:54 +01:00
Boondorl
7517b64aee
Updated to Interface Event
...
Changed SendConsoleEvent to SendInterfaceEvent to make functionality clearer. Added InterfaceProcess virtual to EventHandlers. Added CCMD for sending interface events.
2022-11-13 21:04:38 +01:00
Boondorl
b4a8b1278f
SendConsoleEvent function for EventHandlers
2022-11-13 21:04:38 +01:00
Major Cooke
a483ad20be
Replaced memset for particles as recommended by dpJudas
2022-11-13 21:02:59 +01:00
Major Cooke
f044695d28
Future-proof particles by resetting them completely when replaced.
2022-11-13 21:02:59 +01:00
Christoph Oelckers
1047b766df
- added PlusZ intrinsic to Vector3 and ToVector intrinsic to numeric values.
...
These just mirror features of the internal vector classes.
2022-11-13 08:07:20 +01:00
Christoph Oelckers
f3b33f7cf8
- added LengthSquared and Angle intrinsics for all vector types, also allow calling VectorAngle with a full vector as a single parameter.
2022-11-13 08:07:12 +01:00
Christoph Oelckers
54f1cabed9
- backend update from Raze.
...
Progdir stuff for POSIX.
2022-11-13 07:44:36 +01:00
UnizoneDev
a21d0c70e4
Mark the PushSound property as meta
2022-11-13 07:38:07 +01:00
UnizoneDev
b66433478c
Simplify sliding objects for now
2022-11-13 07:38:07 +01:00
UnizoneDev
9af664d117
Add PushSound property and Slide state
...
First Commit, hip hip hooray!
2022-11-13 07:38:07 +01:00
Major Cooke
2a9e28d949
Added PS_REPLACE flag for A_SpawnParticle(Ex).
...
- When used, new particles that spawn when the limit is reached will replace the oldest particle.
2022-11-12 09:13:37 +01:00
RaveYard
31db5847cc
Finish Vector4 implementation
2022-11-12 09:04:38 +01:00
Shiny Metagross
a525233914
Attempted to add Vector4 to ZScript
2022-11-12 09:04:38 +01:00
Christoph Oelckers
31d8a23046
- avoid infinite portal recursion.
2022-11-12 09:00:18 +01:00
Boondorl
fc7bb4a7e6
Exposed LevelLocals' LookupString functionality
2022-11-11 07:32:56 +01:00
Boondorl
aea346f1f3
Improved Slam functionality:
...
*Added ONLYSLAMSOLID flag to ignore non-solid Actors that aren't shootable while SKULLFLY is on.
*Added Slam state that gets entered when slamming an Actor.
2022-11-10 22:55:43 +01:00
Yukita Mayako
15e00f22e8
Normalize angle in AngleToACS
...
Fixes GetActorAngle returning negative or large values with no range limit.
2022-11-10 07:20:28 +01:00
Ricardo Luís Vaz Silva
31ded6dd8a
Enable ANIMDEFS for particles
2022-11-08 23:56:03 -05:00
Rachael Alexanderson
a0786253c7
- add some more blacklisted cvars to defcvars
2022-11-08 14:51:41 -05:00
Christoph Oelckers
c39b7c7c7b
- fixed background setup for intermissions to apply tiling only where intended.
2022-11-08 20:50:08 +01:00
Christoph Oelckers
df7a58d756
- missed one BaseBlend use.
2022-11-08 12:01:34 +01:00
Christoph Oelckers
706d465781
- removed the unused BaseBlend* variables and the testblend CCMD.
...
When this was still working it was software rendering only anyway so no real loss here.
2022-11-08 11:46:13 +01:00
Christoph Oelckers
dab61709f8
- added a compile option to fully disable the software renderer.
...
This is mainly for new games which have been designed for hardware rendering.
Note that this does not remove the software renderer's code - all it does is to disable the vid_rendermode CVAR by turning it into a static constant with the value 4.
2022-11-08 11:24:35 +01:00
Rachael Alexanderson
c860e2d732
- add the following command line parameters:
...
- -noextras: disable loading of any extras (lights, brightmaps, widescreen)
- -nolights: disable loading of lights
- -nobrightmaps: disable loading of brightmaps
- -nowidescreen: disable loading of included widescreen assets
2022-11-08 00:13:30 -05:00
Christoph Oelckers
d422737a7e
- fixed statistics code to do proper checks for OpenGL's capabilities.
2022-11-06 23:29:29 +01:00
Marisa Heit
f34d4d2033
Fix compilation on Linux
2022-11-06 12:50:51 -06:00
Marisa Heit
7f899bd412
GC fixes/improvements
...
- Have a real finalizer stage for destroying objects instead of mixing them
in to the sweep stage.
- Base GC rate on a running average of the allocation rate instead of basing
it on the amount of time taken since the last sweep started.
- More GC stats for better tweaking.
2022-11-06 19:39:00 +01:00
Christoph Oelckers
5ea57a6c64
- when converting to a portable install, flag the current session accordingly.
2022-11-06 10:59:33 +01:00
Christoph Oelckers
4ebcff8573
- remaining changes for moving bone data to the backend
2022-11-06 10:59:33 +01:00
Christoph Oelckers
c2f64b3a90
- removed one more redundant include.
2022-11-06 10:43:58 +01:00
Christoph Oelckers
8cc3099bd0
- movrf DBoneComponents into the backend as this needs to be shared.
2022-11-06 10:41:16 +01:00
Christoph Oelckers
0e111ae151
- changed CalculateBones to receive the bone component data directly instead of the owning actor.
...
Since the backend also gets used by Raze it may not access Doom game data.
2022-11-06 10:27:17 +01:00
Christoph Oelckers
3e405c5215
- fixed quaternion multiply-assign operator.
...
This must go through a temporary because otherwise it'd overwrite its own factors.
2022-11-06 08:49:26 +01:00
Christoph Oelckers
c55dfbcddd
- Backend update from Raze.
2022-11-06 08:49:25 +01:00
Jan Engelhardt
53c2ac79e1
build: unbreak compilation on Linux
...
gzdoom/src/d_anonstats.cpp:14:10: fatal error: i_mainwindow.h: No such file or directory
14 | #include "i_mainwindow.h"
| ^~~~~~~~~~~~~~~~
compilation terminated.
make[2]: *** [src/CMakeFiles/zdoom.dir/build.make:1441: src/CMakeFiles/zdoom.dir/d_anonstats.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [CMakeFiles/Makefile2:959: src/CMakeFiles/zdoom.dir/all] Error 2
make: *** [Makefile:136: all] Error 2
gzdoom/src/d_anonstats.cpp:126:17: error: ‘actor’ was not declared in this scope; did you mean ‘AActor’?
126 | actor-> return false; // no host, disable
| ^~~~~
| AActor
$ find . -name "i_mainw*"
./src/common/platform/win32/i_mainwindow.h
./src/common/platform/win32/i_mainwindow.cpp
Fixes: g4.5pre-1327-g6670bc09b
Fixes: g4.9pre-359-g082818405
2022-11-05 19:48:46 -04:00
Christoph Oelckers
eb369b24c3
- fixed FileExists check for -loadgame.
...
This was done before the current savegame path was known so it always errored out.
2022-11-05 23:25:10 +01:00
Rachael Alexanderson
35f07008cf
- create g4.10pre tag
2022-11-05 18:04:50 -04:00
Shiny Metagross
9063bc8ef6
IQM 4.9 Last patch
...
- Improved performance of YZ axis swap matrix calculations by calculating them with the initial matrix calculations.
- IQMs with no bones will no longer crash
2022-11-05 19:22:19 +01:00
Christoph Oelckers
303e751a81
- fixed definition of "msg" CVAR.
2022-11-05 18:26:54 +01:00
Christoph Oelckers
4e72281fc6
- Better messages on migration requester.
2022-11-05 13:31:22 +01:00
Christoph Oelckers
ff37d710e2
- overhaul of savegame path management.
...
* use a different subfolder for each IWAD's saves.
* do not allow load and save CCMDs to escape the save folder. Absolute paths and '..' are being blocked now.
* unified savegame path and filename generation in one single function. All ad-hoc file name generation was replaced.
* -loadgame will also use the designated savegame folder now.
2022-11-05 13:28:31 +01:00
Christoph Oelckers
f0601a49a2
- changed save and load commands to work within the 'save' directory.
...
Escaping via absolute paths and '..' is blocked now.
2022-11-05 13:28:31 +01:00
Christoph Oelckers
33afe45dda
- changed Windows config and game data storage to prefer known folders over the program directory.
...
This matches modern software design standards, if a portable install is desired a config named "gzdoom_portable.ini" needs to be created in the program directory.
This may be an empty file for a first launch.
2022-11-05 13:28:31 +01:00
Marisa the Magician
2bb0dcca13
Fix print color of level load message.
2022-11-05 13:08:51 +01:00
Marisa the Magician
a75a96d993
Level name printout on load shouldn't be sent to the HUD.
2022-11-05 13:08:51 +01:00
Christoph Oelckers
0828184055
- did some cleanup on the statistics code.
2022-11-05 12:11:36 +01:00
Christoph Oelckers
72aa6fe3b8
- did some cleanup on p_mobj.cpp
...
* deleting some unused code
* turned several class methods into static local functions in cases where they never were used outside this file.
* inlined the dangerous assignment operator in the only place where it was used.
2022-11-05 12:00:43 +01:00
Christoph Oelckers
b8821eb6da
- declare C++ class AActor as final.
...
This is not supposed to be inherited from anymore so let's take this optimization opportunity.
2022-11-05 10:46:25 +01:00
Christoph Oelckers
500e2d6c5a
Revert software renderer parts of "- sprite lightlevel cleanup and fixes."
...
This code had some issues which are not easily fixed, so it's better to just undo it all.
2022-11-05 09:55:25 +01:00
Christoph Oelckers
435e7dddcd
- fixed: P_SpawnMapThing may not call playsim code.
...
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
2022-11-05 09:43:06 +01:00
Christoph Oelckers
ec1525b0c4
- added PARAM_NULLCHECK to the block iterator creation functions.
2022-11-05 09:16:55 +01:00
Christoph Oelckers
9c75a38ec3
- added [[noreturn]] to several functions that always throw exceptions.
2022-11-05 09:09:00 +01:00
Ricardo Luís Vaz Silva
7d81417829
Particle Rolling
2022-11-01 22:30:16 +01:00
Ricardo Luís Vaz Silva
b6202ffc4c
Add Textured Particles
2022-11-01 21:25:31 +01:00
crashmahoney
0ca868d93f
Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel
2022-11-01 11:48:16 +01:00
Shiny Metagross
bea6d2434e
Update p_actionfunctions.cpp
2022-10-31 11:34:55 +01:00
Shiny Metagross
f7c3615d3b
IQM Refactor Milestone
...
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there
2022-10-31 11:34:55 +01:00
Shiny Metagross
7092971331
Bone manipulation updates
...
- Factored in parent bone rotations to check if a bone needs updating
- Implemented multiply Quaternion functions to TVector4
- Converted Euler rotations in A_ManipulateBone to degrees
2022-10-31 11:34:55 +01:00
Shiny Metagross
28444d4cfd
Bone manipulation start
...
- Bone manipulation is largely finished, but I need to figure out how to multiply quaternions
2022-10-31 11:34:55 +01:00
Shiny Metagross
317e163fcf
Update models_iqm.cpp
...
- Swapped YZ axis of IQM models
- Cleaned up some leftovers
- Now just prints a benign error message if a model has no joint data
2022-10-31 11:34:55 +01:00
Shiny Metagross
3f3cc5bbc3
IQM Refactor start
...
- Refactored IQM and calculateBones to process TRS at runtime which resolves some of the faulty animations with large rotations. Will also make bone manipulations much easier to do
2022-10-31 11:34:55 +01:00
Marisa the Magician
c36da35e37
Fix inconsistent distance and hit position on traces that skip everything.
...
As it currently stood, only traces that never found anything in traversal had their distance and final position corrected.
Meanwhile, traces that skipped everything would return the distance and position of the last thing they crossed instead.
This change makes both cases consistent by "filling out" the remainder of the trace line for the latter.
2022-10-30 15:20:01 +01:00
Magnus Norddahl
181eda0a83
Fix canvas textures getting clipped by wrong scissor box
2022-10-28 18:01:59 -04:00
Magnus Norddahl
1a1adc5c29
Fix vulkan backend clearing the canvas textures to undefined contents
2022-10-28 14:53:05 -04:00
Christoph Oelckers
4ce0ef41b5
- made DMover and subclasses non-abstract so they can be inherited from.
...
This is needed for interpolated custom floor/ceiling movers.
2022-10-26 17:45:02 +02:00
Christoph Oelckers
6eab875ec2
- added option to show hub and episode names on the alt HUD.
...
Still very much work in progress because few mods have set this up.
CVARs default to off and are not exposed to the menu.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
7cd7630dbd
- deleted some obsolete settings from project.
2022-10-26 17:44:51 +02:00
Christoph Oelckers
7e0084f56b
- Backend update from Raze.
2022-10-25 07:02:45 +02:00
Christoph Oelckers
2b805e196d
- do two-step init of CVARs to ensure that flag and mask vars always find their master CVar.
2022-10-24 19:27:04 +02:00
alexey.lysiuk
da33b0f9c3
- removed obsolete defaults from Cocoa backend
...
This legacy code from the time of exclusive fullscreen mode began to crash after changes in console variables handling
2022-10-24 09:57:36 +03:00
Christoph Oelckers
671b8696bb
- made CVar declarations type safe again.
2022-10-22 09:29:38 +02:00
Christoph Oelckers
453688ccc6
- reworked CVARs to not use a linked list and to be initialized manually.
...
This solves two problems:
* The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
* The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.
2022-10-21 18:56:43 +02:00
Christoph Oelckers
ef887403cf
- marked a few Printf calls in critical error paths as PRINT_NONOTIFY.
2022-10-20 23:55:29 +02:00
Christoph Oelckers
07f08de474
- fixed some warnings.
2022-10-20 22:22:30 +02:00
Christoph Oelckers
7abe718abb
- removed some stuff from CMake that no longer applies.
2022-10-20 22:16:34 +02:00
Christoph Oelckers
0ba5803111
- two more CMake checks that are not needed anymore.
...
Neither of these function is in use so we do not need to check for them.
2022-10-20 21:19:01 +02:00
Christoph Oelckers
9e76faff1f
- removed some 32bit only CMake code.
2022-10-20 21:11:18 +02:00
Christoph Oelckers
5a52f61096
- fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.
2022-10-20 20:23:35 +02:00
Christoph Oelckers
96e98fc4a8
- use field initializers for VoxelOptions
2022-10-20 20:17:14 +02:00
Christoph Oelckers
70df444660
- Backend update from Raze
...
* fix for serializing vector arrays.
* a few adjustments for asan on Windows.
* NOMUSICCUTOFF flag for movie player.
* a bit of cleanup.
2022-10-20 20:12:06 +02:00
Christoph Oelckers
ca8897028f
- stupid typo...
2022-10-20 19:06:07 +02:00
Christoph Oelckers
ba8a334862
- removed two bogus asserts from the script compiler.
2022-10-20 18:39:51 +02:00
Christoph Oelckers
1855edba37
- don't crash on null pointers in V_GetFont.
2022-10-20 18:18:22 +02:00
Christoph Oelckers
4686d10f41
- zero the velocity of crunched sprites.
...
Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
6ba4295136
- don't crash when destroying incomplete textures.
...
This can happen during TEXTURES parsing in case of an error.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
b6c5232fea
- try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup.
...
This will still crash, but run long enough for the exception message to be visible.
2022-10-20 17:12:43 +02:00
Christoph Oelckers
936e89e3d4
- fixed F2DDrawer::SetClipRect.
2022-10-20 17:12:43 +02:00