Christoph Oelckers
dcefa3cd12
- GLSprite done, too.
2018-04-15 19:57:28 +02:00
Christoph Oelckers
ee1d1a29a6
- converted GLFLat list to use pointers as well.
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- added copy constructors and assignement operators to GLFlat and GLWall so that they can use memcpy instead of field-by-field copy. This actually increases performance slightly.
2018-04-15 19:00:54 +02:00
Magnus Norddahl
d10aa10889
- fix missing psprite when camera textures are in view
2018-04-15 17:16:13 +02:00
Christoph Oelckers
d17216d7dd
- fixed the translucent wall splitter, it forgot to copy the original wall before making adjustments to it and its copy.
2018-04-15 17:04:02 +02:00
Magnus Norddahl
21c2d38342
- fix softpoly canvas drawing not restoring all globals properly
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- add null pointer check on camera
2018-04-15 16:05:29 +02:00
Magnus Norddahl
25784c2e57
- always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (software drawer)
2018-04-15 14:58:19 +02:00
Magnus Norddahl
11bb626ab6
- always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (softpoly drawer)
2018-04-15 14:47:53 +02:00
Magnus Norddahl
61032cb6ae
- fix softpoly portal crash
2018-04-15 14:40:52 +02:00
Christoph Oelckers
e8eb8dd596
- store the wall render nodes as pointers, not as objects.
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This is mainly for future-proofing because storing these as objects in an array not only has a negative impact when using multithreading due to longer blocking time for the threads but also makes it hard to cache this data for reuse.
2018-04-15 14:25:42 +02:00
Magnus Norddahl
e15baa21cb
- Remove dead code
2018-04-15 12:21:40 +02:00
Christoph Oelckers
cf8447d19c
-protected critical portal data from getting written to by user code.
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This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk
4ea16acef5
Fixed broken portals after loading saved game
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Portals disabled initially and activated by scripting must be fully restored after loading of saved game
https://forum.zdoom.org/viewtopic.php?t=59999
2018-04-15 10:52:02 +02:00
Christoph Oelckers
35596dbbc4
- brighten the textured automap when in the hardware renderer with light modes 0, 1 and 4.
2018-04-15 08:53:38 +02:00
Christoph Oelckers
515323dcbd
- fixed: Rendering a translucent mid texture did not unset the render style for the following bottom texture.
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With additive translucency and non-black fog this caused visual errors.
2018-04-15 08:29:40 +02:00
Christoph Oelckers
c03024e1b0
- fixed last commit
2018-04-14 22:34:25 +02:00
Magnus Norddahl
48b0fbcf4b
- Remove r_swcanvas.cpp again. It got accidentally re-added somehow by the swmodels branch
2018-04-14 22:30:02 +02:00
Magnus Norddahl
b62d05ae0e
Merge branch 'swmodels' into gzdoom
2018-04-14 22:23:27 +02:00
Magnus Norddahl
ee443b6fb6
- disable software models
2018-04-14 22:22:40 +02:00
Christoph Oelckers
71c8417578
- removed UniqueLineToLines because it wasn't used anywhere.
2018-04-14 21:24:48 +02:00
Magnus Norddahl
c3bd93a85c
Merge remote-tracking branch 'gzdoom/master' into swmodels
2018-04-14 21:20:05 +02:00
Christoph Oelckers
790182a2f4
- split GLWall::PutWall in two.
2018-04-14 20:20:43 +02:00
Christoph Oelckers
59a08ce0df
- fixed a few warnings and changed the return type of FGLTexture::Bind, because no caller needs the hardware texture.
2018-04-14 12:24:04 +02:00
Christoph Oelckers
0affc119fd
- moved hardware independent part of flat vertex data out of GL folder.
2018-04-14 12:05:31 +02:00
alexey.lysiuk
ba4cc1a6ca
Added activation type to WorldLine(Pre)Activated events
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https://forum.zdoom.org/viewtopic.php?t=60232
2018-04-14 11:52:09 +03:00
alexey.lysiuk
83c513b6c9
Added names for arguments in DStaticEventHandler class definition
2018-04-14 11:52:09 +03:00
Christoph Oelckers
e654a99d39
- changed GLDebug to receive char pointers instead of FStrings.
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The most frequent call using this is the regular texture creation function where this results in a pointless allocation and destruction of a temporary string which is easily avoided.
2018-04-14 10:40:11 +02:00
Christoph Oelckers
ad021cc374
- fixed: Hardware camera textures were given a dimension of (0, 0).
2018-04-14 10:26:56 +02:00
Christoph Oelckers
870890d8cf
- r_clearcolor did not consider that the base palette's alpha is not set.
2018-04-14 09:33:45 +02:00
Christoph Oelckers
cef6ddca6e
- fixed: Rendering to a camera textures clobbered the main render target for the software renderer.
2018-04-14 08:09:40 +02:00
Magnus Norddahl
915f8862a7
- Remove code that seemingly doesn't do anything and really shouldn't be needed
2018-04-13 21:56:34 +02:00
Magnus Norddahl
7e544c66fe
Merge remote-tracking branch 'gzdoom/master' into swmodels
2018-04-13 21:35:21 +02:00
Christoph Oelckers
71a6cc4625
Merge branch '2D_Refactor'
2018-04-13 17:52:58 +02:00
Christoph Oelckers
81f72ca4dd
Merge branch 'ZCompat2'
2018-04-13 17:52:02 +02:00
Rachael Alexanderson
a23259f26a
- remove TLS workaround and turn it into an actual error since it is required in order to even properly compile and not all systems properly detect this.
2018-04-13 09:10:33 -04:00
Christoph Oelckers
387827555f
- added compatibility handler for Alien Vendetta MAP01 to properly display the deep water hack and avoid problems with a node rebuild.
2018-04-11 23:08:59 +02:00
Christoph Oelckers
3aea82797c
- removed the parser for complex compatibility settings, now that this can be done via scripting.
2018-04-11 19:21:02 +02:00
Christoph Oelckers
3988e27059
- scriptified the last remaining definition (BTSX MAP12 beta)
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- Changes to map geometry must force a node rebuild (SetVertex, SetLineSectorRef.)
- fixed incorrect use of scaling constant in SetWallYScale.
2018-04-11 19:10:15 +02:00
alexey.lysiuk
6631f208b1
Scriptified remaining compatibility entries
2018-04-11 17:01:57 +03:00
alexey.lysiuk
950443683b
Scriptified compatibility of more Heretic levels
2018-04-11 12:35:45 +03:00
Christoph Oelckers
0ecbf07769
-ported a large part of compatibility.txt
2018-04-10 23:19:22 +02:00
Christoph Oelckers
9daad477c3
- some improvements to compatibility scripts:
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* use names, not strings, to allow use of switch/case.
* avoid creating the checksum a second time per level.
* do an early-out check for maps that do not have scripted compatibility.
2018-04-09 22:09:28 +02:00
alexey.lysiuk
03ffb30c39
Enabled custom window title in SDL backend
2018-04-09 20:47:49 +02:00
alexey.lysiuk
e6e2b11167
Set common name for system-specific framebuffer class
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Implementation details are hidden as much as possible in platform-specific source files
Reduced number of included header files
2018-04-09 20:47:49 +02:00
alexey.lysiuk
640948703f
Level compatibility via ZScript -- PoC
2018-04-09 17:54:12 +03:00
Christoph Oelckers
e50d09ceb2
- removed the render mode settings from the launch popup.
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They were already deactivated because with 5 render modes present this was destructive, having only 2 options available.
Since the render mode can now be changed on the fly this isn't as critical anymore as it once was.
2018-04-08 22:03:38 +02:00
drfrag666
80f57dfaf0
- Increased size of the savegame comment area.
2018-04-08 21:56:35 +02:00
Marisa Kirisame
8ff81c93e8
Fix building on GCC7.
2018-04-08 21:53:20 +02:00
Marisa Kirisame
08f3afab0b
Separated P_ActivateLine ZScript export into two functions, one with and one without a vector parameter.
2018-04-08 21:53:20 +02:00
Marisa Kirisame
5d0ff4c8ba
Exports P_ActivateLine to ZScript (along with constants for activation type)
2018-04-08 21:53:20 +02:00
Christoph Oelckers
551691f42a
- made FTexture::GetPixels and FTexture::GetColumn non-pure-virtual.
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With the software renderer not being used for 2D anymore it would be quite annoying if every texture class had to implement these.
If done properly, the SW renderer should actually be forced to dynamic_cast any texture to a FWorldTexture before using this stuff, but that'd be some pointless overhead better saved.
2018-04-08 21:19:57 +02:00