alexey.lysiuk
aaf8323eb2
- updated continuous integration settings
...
* Restored Clang 6 target by removing GCC 11 because its libstdc++ cannot be used with older compilers
* Replaced GCC 10 with 11
2021-05-15 10:54:11 +03:00
nashmuhandes
e2d3f26a35
Fixed wrong alpha value being applied on sprite shadows in the hardware renderer.
2021-05-12 10:48:51 -04:00
alexey.lysiuk
ddcf1535a6
- disabled clang 6 in continuous integration
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I cannot reproduce this compilation error with up-to-date Ubuntu 20.04
2021-05-12 14:44:53 +03:00
Christoph Oelckers
31b1d760b1
- include fix.
2021-05-12 09:58:26 +02:00
Cacodemon345
c1c4066c76
SDL: Report Vulkan initialization errors
2021-05-09 22:57:00 +03:00
Christoph Oelckers
cf3c573222
- give the first 16 DEHEXTRA states proper content.
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No idea where this BLD2 stuff came from...
2021-05-07 23:03:46 +02:00
Rachael Alexanderson
bc15ded2a1
- make DI_ALPHAMAPPED
change the style to STYLE_Shaded
in the status bar drawer
2021-05-07 03:41:41 -04:00
Christoph Oelckers
c51af868de
Revert "- restricted the portal rendering shortcut only to real skies in the primary layer."
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This reverts commit b193e582ce
.
This made the one thing I hoped it would fix even worse so it's useless.
2021-05-07 09:05:56 +02:00
Rachael Alexanderson
bb58dedff2
this fix was requested here: https://forum.zdoom.org/viewtopic.php?p=1188347#p1188347
2021-05-04 07:59:13 +02:00
Christoph Oelckers
3477d6c7c1
- added missing default values.
2021-05-03 14:33:40 +02:00
Christoph Oelckers
52554dc32c
- Backend update fron Raze, mainly new script exports and extensions.
2021-05-03 14:13:03 +02:00
Christoph Oelckers
b193e582ce
- restricted the portal rendering shortcut only to real skies in the primary layer.
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This won't work properly with sector portals that contain other portals because those setups require a proper stencil to work as expected.
2021-05-03 13:58:46 +02:00
alexey.lysiuk
66e220ff9c
- removed SDL2 version check
...
https://forum.zdoom.org/viewtopic.php?t=72152
2021-05-03 08:20:01 +03:00
alexey.lysiuk
80ba522b20
- brought back old SDL2 CMake module
...
https://forum.zdoom.org/viewtopic.php?t=72152
2021-05-02 22:02:35 +03:00
alexey.lysiuk
1efb9f4def
- cleaned and minimized SDL2 version check
2021-05-02 13:05:20 +03:00
Cacodemon345
e4ada10e78
Remove support for SDL2 2.0.5 and earlier
2021-05-02 12:59:38 +03:00
William Breathitt Gray
f676cd81d2
Remove FindSDL2 find-module, use sdl2-config.cmake instead
...
This requires SDL >= 2.0.4.
Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464 > was fixed in
SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was
not itself built using CMake: it installs a sdl2-config.cmake file to
${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and
library, analogous to a pkg-config .pc file.
As a result, we no longer need to copy/paste a "find-module package"
to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2).
Find-module packages are now discouraged by the CMake developers, in
favour of having upstream projects behave as config-file packages.
This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR
and SDL2_LIBRARY, but the standard behaviour for config-file packages is
to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword
to make sure we search in config-file package mode, and will not find a
FindSDL2.cmake in some other directory that implements the old interface.
In addition to deleting redundant code, this avoids some assumptions in
FindSDL2 about the layout of a SDL installation. The current libsdl2-dev
package in Debian breaks those assumptions; this is considered a bug
and will hopefully be fixed soon, but it illustrates how fragile these
assumptions can be. We can be more robust against different installation
layouts by relying on SDL's own CMake integration.
When linking to a copy of CMake in a non-standard location, users can
now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point
to it; previously, these users would have used the SDL2DIR environment
variable. This continues to be unnecessary if using matching system-wide
installations of CMake and SDL2, for example both from Debian.
This is based on the patch written by Simon McVittie for OpenJK:
52030235f0
2021-05-02 12:45:45 +03:00
Rachael Alexanderson
153968dc7c
- change vid_allowtrueultrawide
- -1 allows for any arbitrary ratio for hud aspects, 0 changed to old behavior (max 16:9), 1 changed to old behavior except at 21:9, 1 is now the default.
...
- `vid_allowtrueultrawide` is now placed in game-specific config, instead of global.
2021-05-02 01:25:21 -04:00
nashmuhandes
ff35ea9ac7
Don't print the weapon tag if the game is paused
2021-04-27 00:07:24 +02:00
nashmuhandes
afd7b2e954
Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString
2021-04-26 23:04:39 +02:00
nashmuhandes
c12a671b3e
Made OptionMenuSliderBase::IsGrayed virtual
2021-04-26 23:02:35 +02:00
alexey.lysiuk
8695325383
- fixed saving game to wrong save slot
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This is a temporary solution as it makes GZDoom and Raze code bases incompatible
https://forum.zdoom.org/viewtopic.php?t=72085
2021-04-26 09:46:20 +03:00
Rachael Alexanderson
a2d3dbf74e
- Change VKHardwareTexture::CreateTexture
to allow a null buffer to be passed. This is used by the software renderer to create an arbitrary texture for screen rendering.
2021-04-25 02:06:40 -04:00
nashmuhandes
bfb83abbc2
Default Heretic's, Hexen's and Strife's default screen wipe styles to match their original counterparts.
2021-04-24 22:46:03 -04:00
nashmuhandes
57e6d84d46
Expose sprite shadow options to the Display menu
2021-04-24 22:40:54 -04:00
nashmuhandes
15159a3c19
Add sprite shadows for the hardware renderer
2021-04-24 22:40:54 -04:00
nashmuhandes
5446a1a355
Add sprite shadows for the software renderer
2021-04-24 22:40:54 -04:00
Marisa Kirisame
a172513535
Expose level_info_t to scripting + helper functions.
2021-04-24 22:37:50 -04:00
James Le Cuirot
90381c4ad6
Allow ACS SpawnDecal zoffset and distance args to be fixed point
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The wiki currently says they should be fixed point but the code
currently treats them as integers. Given that they are placed with
double precision horizontally, it is odd that the same precision
cannot be applied vertically. Changing this would break existing maps
so add two flags to support both types.
2021-04-24 14:37:20 -04:00
Nikolay Ambartsumov
cf30982ddf
Add Polyobj_StopSound special
2021-04-24 15:31:04 -03:00
alexey.lysiuk
4bcea0ab78
- handle empty command names when getting key binds
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See https://github.com/Realm667/WolfenDoom/issues/498
2021-04-19 18:09:20 +03:00
alexey.lysiuk
de0361842f
- removed useless initializations in binds printing ACS code
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variables are initialized by FKeyBindings::GetKeysForCommand() anyway
2021-04-19 18:05:52 +03:00
emily
e24ff0ac9c
Don't warn about UDMF comments or user fields
2021-04-19 14:07:54 +02:00
Christoph Oelckers
ba146ed5e5
- Backend update from Raze
2021-04-19 12:58:35 +02:00
Blue Shadow
55ce0510c2
- added a A_SetFriendly function
2021-04-04 08:57:56 +02:00
alexey.lysiuk
9be78b1ebd
- unified continuous integration settings with Raze
2021-04-01 11:44:55 +03:00
Rachael Alexanderson
0ecd35b0b4
- remove Vulkan button on startup if Vulkan compilation is disabled
2021-03-31 18:39:52 -04:00
drfrag
25ab8e20ba
- Fix crash with fog and software light modes.
2021-03-29 09:38:51 -04:00
Magnus Norddahl
4e503a1d1b
Removed depthClamp requirement (note: portals will not render correctly on such devices)
...
Added format fallback support for VK_FORMAT_A2R10G10B10_UNORM_PACK32 since the pi4 doesn't support it
2021-03-28 18:26:23 +02:00
Rachael Alexanderson
ad8ae0f146
- set libADL and libOPN bank settings (only) to game specific
2021-03-28 09:01:54 -04:00
Erick Vasquez Garcia
03473abea2
A software implementation for gamma, brightness, contrast and saturation effects on SoftPoly. Based on original code by @dpjudas, thanks for the code.
2021-03-27 10:35:41 +01:00
Erick Vasquez Garcia
bf3018cc84
Bug fix in invulnerability in Doom Software Render Mode and True Color SW Render in SoftPoly.
2021-03-27 10:35:41 +01:00
nashmuhandes
4d353318d9
Don't let the game start if the saved game passed to -loadgame is invalid. Often times, especially during a multiplayer game, a player can accidentally pass an invalid save file to load at the command line, which results in the netgame starting anyway before immediately desyncing. This aims to address that.
2021-03-26 07:13:39 -04:00
Magnus Norddahl
61d49a2007
Fix texture loading race condition and improve performance by only locking the load mutex if data hasn't already been updated for this frame
2021-03-26 07:09:33 -04:00
Magnus Norddahl
d1f47afd96
Add debug code for showing the render slices
2021-03-26 07:09:33 -04:00
Magnus Norddahl
272ca6cd92
Fix truecolor drawer crash
2021-03-26 07:09:33 -04:00
Magnus Norddahl
e7476e5dac
Fix fullbright shade bug
2021-03-26 07:09:33 -04:00
Magnus Norddahl
bdb35e5e86
Fix some r_scene_multithreaded crashes
2021-03-26 07:09:33 -04:00
Magnus Norddahl
fb87f90d86
Fix some r_scene_multithreaded related bugs
2021-03-26 07:09:33 -04:00
Magnus Norddahl
4cd994c027
Remove threading from the drawers
2021-03-26 07:09:33 -04:00