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
Christoph Oelckers
54e0201204
- added vanilla donut handling to compat_floormove.
2022-10-20 17:12:43 +02:00
nashmuhandes
8394de00ca
Fixed: voxel models pitch/roll properties weren't initialized correctly
2022-10-20 08:05:14 -04:00
Christoph Oelckers
457b9b71d9
- disable the native part of coronas as well.
2022-10-20 07:50:53 +02:00
nashmuhandes
80a31b074d
Disable coronas for now
2022-10-19 22:52:27 +02:00
inkoalawetrust
29421e6975
Added QF_SHAKEONLY
...
The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.
2022-10-19 22:50:50 +02:00
inkoalawetrust
457ad97553
Added QF_AFFECTACTORS.
...
The QF_AFFECTACTORS flag makes the thrusting and harming of damaging earthquakes also affect monsters. Monsters with DONTTHRUST will not be flung around by earthquakes.
2022-10-19 22:50:50 +02:00
inkoalawetrust
05a5a4be51
Added the QF_GROUNDONLY flag.
...
The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.
2022-10-19 22:50:50 +02:00
Shiny Metagross
7722784de6
Voxels did not have an animationID causing a crash
...
- Needed to assign -1 to the first index of animations for voxels or a crash occurs
2022-10-19 22:48:57 +02:00
Shiny Metagross
7972afc350
Revert "Before moving boneSelector from unsigned complete"
...
This reverts commit 8f2b8fa878
.
2022-10-19 22:48:57 +02:00
Shiny Metagross
ee7c467a17
Before moving boneSelector from unsigned complete
...
- boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it
2022-10-19 22:48:57 +02:00
Shiny Metagross
13edabac19
Fixed crash on Intel cards with less than 64 uniform block align
...
- This should fix the crash with Intel cards. Sprite blinking appears to not occur either
2022-10-19 22:48:57 +02:00
Shiny Metagross
a8bab6a21d
Intel fix
...
- GZDoom can launch for Intel users - IQMs work for Intel too
2022-10-19 22:48:57 +02:00
Shiny Metagross
5b60118af2
HUD models now render properly
...
- IQM HUD Models will now render properly
2022-10-19 22:48:57 +02:00
Shiny Metagross
6564adf310
Fixed a couple bugs
...
- MODELSAREATTACHMENTS was basically being applied anyways
- Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model
2022-10-19 22:48:57 +02:00
Shiny Metagross
be9a671217
Update models_iqm.cpp
...
- Fixed an issue with IQMs exported from blender that caused some issues in the blend weights
2022-10-19 22:48:57 +02:00
Shiny Metagross
ab7be9b4a4
This fixes models without animation clips
...
- IQMs lacking animation clips would not appear
2022-10-19 22:48:57 +02:00
Shiny Metagross
b7c1c53eb0
Almost done with To-Dos
...
- The compile errors should be fixed
- Implemented a way for skeletal models using the MODELSAREATTACHMENTS flag to not upload duplicate bones to the bone buffer
2022-10-19 22:48:57 +02:00
Shiny Metagross
3f8141ed04
I'm not done with this
...
- I need to figure out how I'm gonna reference the same boneStartIndex between the indices. Maybe some property in smf? The problem is that even though the bone calculations are done just once per instance of the actor when the flag is enabled, the bone buffers are being copied still, and if there's too much data, some will quit uploading because it's full. Besides doing this, I may just see about increasing the buffer size if possible. It's really just not very big.
2022-10-19 22:48:57 +02:00
Shiny Metagross
3c9a1ffe5e
Give a fatal error when no mesh data is loaded
...
- Part of having mesh data in an IQM includes joints. If a model doesn't have any mesh data to it, it won't have joints, and those are necessary. Poses are a different story however.
2022-10-19 22:48:57 +02:00
Shiny Metagross
5f0bf8eda6
Update models.cpp
...
- Removed an unnecessary bool
2022-10-19 22:48:57 +02:00
Shiny Metagross
5670e6f54c
Some of the to-dos
...
- Implemented Animation parameters for A_ChangeModel
- Made a modeldef flag to treat additional model indices as just attachments, meaning they will use armature data from index 0
- Fixed an issue with A_ChangeModel where generated indices lower than smf frame amounts could not actually generate anything
2022-10-19 22:48:57 +02:00
Shiny Metagross
e9e919b54c
Changes before To-Dos
...
- Removed redundant AttachAnimationData functions from derived model classes
- Fixed indentation in IQM loader
- Fixed a merging issue in the MD3 FindFrame
- Fixed a formatting issue in FindFrame in Model.h?
2022-10-19 22:48:57 +02:00
Shiny Metagross
08f520f1c6
IQM Support Implemented
...
More info to come
2022-10-19 22:48:57 +02:00
Christoph Oelckers
dbd6a9dea1
- fixed DrawLine commands by giving them a consistent floating point interface.
2022-10-19 20:39:41 +02:00
Christoph Oelckers
57add9a45c
- fixed some warnings and updated vectors.h
2022-10-15 12:10:01 +02:00
Christoph Oelckers
1241b277f3
- fixed direct native interface for Draw(Thick)Line.
2022-10-15 09:10:49 +02:00
Christoph Oelckers
c0c9f8e15c
- Backend update from Raze.
2022-10-14 20:11:05 +02:00
Christoph Oelckers
169053587c
- fixed: The main loop never checked the cutscene flag for disabling wipes.
2022-10-14 07:10:15 +02:00
Chris Robinson
9aee7415eb
Sync movie video playback to the audio, when possible
2022-10-14 07:10:06 +02:00
Christoph Oelckers
f34ba48e3e
- constant update.
2022-10-12 19:30:16 +02:00
Magnus Norddahl
37039721bd
Fix washed out colors in Vulkan HDR mode
2022-10-11 00:10:02 +02:00
Chris Robinson
d2f8c57136
Make frame timing consistent between movie players
2022-10-10 08:33:23 +02:00
Chris Robinson
bf2e7c210d
Use a MovieAudioTrack for synchronized audio with MvePlayer
2022-10-10 08:33:23 +02:00
Chris Robinson
573784b37f
Handle the SoundStream in MvePlayer instead of InterplayDecoder
2022-10-10 08:33:23 +02:00
Chris Robinson
bf933b3904
Decode audio and video separately in InterplayDecoder
2022-10-10 08:33:23 +02:00
Chris Robinson
fa2cea3e5b
Read whole chunks at a time from Interplay MVE files
2022-10-10 08:33:23 +02:00
Chris Robinson
80bf62cb3c
Start the VPX audio track on the first frame
...
MoviePlayer::Start is called about a second (potentially) before
MoviePlayer::Frame starts getting called to actually play the video, causing
the audio to start early and require significant synchronization adjustment.
This isn't ideal to constantly check if the audio track needs to play in
MoviePlayer::Frame, but it's better than starting prematurely.
2022-10-10 08:33:23 +02:00
Chris Robinson
5e465a65e2
Make a common class to help with movie audio streams
2022-10-10 08:33:23 +02:00
Chris Robinson
d11e2ef1ac
Always output 16-bit samples from SmackerDecoder
2022-10-10 08:33:23 +02:00
Chris Robinson
3b6723e6f2
Better report the number of Smacker audio tracks
2022-10-10 08:33:23 +02:00
Chris Robinson
1a692f5c28
Synchronize Smacker movie audio tracks
2022-10-10 08:33:23 +02:00
Chris Robinson
5d00b96e5f
Read Smacker video and audio data separately
2022-10-10 08:33:23 +02:00
Chris Robinson
19a4eb79aa
Read in full packets at a time from smacker files
2022-10-10 08:33:23 +02:00
Chris Robinson
7401e02a14
Include the source latency for movie audio synchronization
2022-10-10 08:33:23 +02:00
Chris Robinson
23fff7791e
Update and use OpenAL Soft's extension headers
2022-10-10 08:33:23 +02:00
Chris Robinson
c825ff3543
Use a more reasonable buffer size for the movie audio stream
2022-10-10 08:33:23 +02:00
Chris Robinson
a2f0c1aee6
Update the audio offset when skipping a full update
2022-10-10 08:33:23 +02:00
Chris Robinson
1a233b08c3
Synchronize the VPX "soundtrack" with the frame clock
2022-10-10 08:33:23 +02:00
Chris Robinson
78f40fe99c
Add a method to retrieve the play position of a SoundStream
2022-10-10 08:33:23 +02:00
Chris Robinson
c808aad595
Play the VPX "soundtrack" as a SoundStream
2022-10-10 08:33:23 +02:00
Christoph Oelckers
94b249172a
- normalize the timer with the app start, not the epoch.
...
This ensures smaller values and less wraparounds with integer values in scripts.
2022-10-09 14:52:08 +02:00
Christoph Oelckers
b225a910a0
- Backend update from Raze
2022-10-09 13:44:43 +02:00
Kevin Caccamo
83373d117d
Fix compilation on POSIX (Linux/macOS) systems
2022-10-02 22:04:40 +02:00
Christoph Oelckers
2c29a93f1f
- fixed compile.
2022-10-02 20:45:00 +02:00
Christoph Oelckers
519005ff4d
- snd_reset cannot be shared.
2022-10-02 20:22:23 +02:00
Christoph Oelckers
00bb258d58
- moved some stuff from wipe.h to wipe.cpp.
2022-10-02 19:26:23 +02:00
Christoph Oelckers
207913bced
- added a config getter to the interface.
...
Now the only external reference left in the backend code is the call to GameMain.
2022-10-02 18:42:08 +02:00
Christoph Oelckers
e6615629b3
- move two more backend->frontend calls to the interface
2022-10-02 18:29:57 +02:00
Christoph Oelckers
b19b0db150
- moved language CVAR to backend.
2022-10-02 17:59:39 +02:00
Christoph Oelckers
73142ef2cf
- handle menu customization via callbacks.
2022-10-02 17:49:39 +02:00
Christoph Oelckers
a084667bed
- move hud scale CVARs to the backend.
2022-10-02 17:33:49 +02:00
Christoph Oelckers
9076145319
- handle autoload flags in startup through function parameters instead of directly accessing the CVARs.
2022-10-02 17:12:34 +02:00
Christoph Oelckers
f63d4d8a12
- handle Build tiles via explicit callback to the init function.
2022-10-02 16:54:43 +02:00
Christoph Oelckers
8aaab153fa
- add a system interface for CheckCheatmode and moved some sound code to the backend.
2022-10-02 16:48:56 +02:00
Christoph Oelckers
75afc69306
- moved IWAD CVARs to backend.
2022-10-02 14:42:26 +02:00
Christoph Oelckers
c596095fe0
- minor cleanup.
2022-10-02 14:36:49 +02:00
Christoph Oelckers
8e6bdd72fa
- moved UpdateVRModes, AppActive and gamestate into the backend.
2022-10-02 14:28:40 +02:00
Christoph Oelckers
65f6e788eb
- moved gitinfo.h into the backend
2022-10-02 14:20:15 +02:00
Christoph Oelckers
307ff4e163
- pass filename to I_WriteIniFailed as parameter.
...
This accessed game data from the backend.
2022-10-02 14:08:07 +02:00
Christoph Oelckers
34f30ee70b
- remove gi.h includes in backend code.
2022-10-02 14:04:24 +02:00
Christoph Oelckers
01f8131969
- moved chatmodeon to the backend.
2022-10-02 14:01:43 +02:00
Christoph Oelckers
12adee5256
- fixed a few includes
2022-10-02 13:57:36 +02:00
Player701
78360c1888
- Exported GetDisplayTopOffset for font characters to ZScript
2022-09-30 10:07:41 +02:00
inkoalawetrust
69b9f107f0
Added support for BLOCKLANDMONSTERS in Line_SetBlocking.
...
This PR was written by MrRaveYard
2022-09-28 07:56:12 +02:00
inkoalawetrust
502c9fef5c
Added APROP_FriendlySeeBlocks to Set/GetActorProperty
2022-09-24 16:44:11 -04:00
ZZYZX
662027f429
Fix typo that was always calling SetXOffset even in SetYOffset
2022-09-20 15:08:02 -04:00
ZZYZX
a4a4e4e9f9
Fix planeval; add direct sector slope manipulation
2022-09-20 15:08:02 -04:00
ZZYZX
f049421831
Modify to have one GetVertexZ rather than IsVertexZSet / GetVertexZ
2022-09-20 15:08:02 -04:00
ZZYZX
a58acfc625
Add vertex height manipulation functions to LevelPostProcessor
2022-09-20 15:08:02 -04:00
Alison Watson
18a67cfdb2
use constexpr constructor for PARAM_COLOR_AT
2022-09-16 20:50:33 +02:00
Alison Watson
c6d6322494
use PalEntry instead of int for ParseDrawTextureTags
2022-09-16 20:50:33 +02:00
Alison Watson
fb32ff45dd
fix Screen.DrawShapeFill not properly setting renderstyle
2022-09-16 20:50:33 +02:00
Chronos Ouroboros
12995b84c7
- fixed FDynArray_Obj not performing write barriers properly.
2022-09-16 20:45:39 +02:00
nashmuhandes
7ce364bf0f
Add sv_noextraammo. When set to true, disables that weird hardcoded behavior from original Doom that gives extra ammo when picking up weapons in deathmatch
2022-09-15 20:41:16 -04:00
Christoph Oelckers
c87e87365d
- fixed: all script methods adding an object to a dynamic array must perform a write barrier.
2022-09-08 13:30:00 +02:00
Christoph Oelckers
175c91308a
- move BobSin to game side.
2022-09-04 09:01:57 +02:00
Christoph Oelckers
8cba80a2cd
Revert "- fixed allocation size when constructing a string from a file system entry."
...
This reverts commit 513d8cea8d
.
This change broke voxel loading and possibly other things as well
2022-09-04 08:58:45 +02:00
inkoalawetrust
664ccf8a7c
- fix bug with 06ee21c51d
- if (!pl) should always return false
2022-09-03 19:06:46 -04:00
Rachael Alexanderson
ca6a2152b9
- add freezetics actor property
2022-09-03 17:58:16 -04:00
Rachael Alexanderson
06ee21c51d
- allow notification of actor goal is reached inside of a SECF_NOATTACK sector
2022-09-03 17:37:48 -04:00
Emile Belanger
ba83879e99
GLES2: Fix anistropic filtering
2022-08-30 18:33:52 -04:00
Christoph Oelckers
c7e425f759
- make TAngle::Degrees() constexpr.
2022-08-26 18:32:23 +02:00
Christoph Oelckers
7ad09c7a77
- fixed sky cap color handling
...
Backported from Raze
2022-08-26 18:17:02 +02:00
Christoph Oelckers
ed5287ef23
- added Q16 and Build angle converters to TAngle
...
To have full coverage. Q16 is what ACS uses and Build angles are needed in Raze.
2022-08-26 18:09:39 +02:00
Christoph Oelckers
4032576519
- blocked off direct access to TAngle’s internal storage.
2022-08-26 18:09:29 +02:00
Christoph Oelckers
3d2578820b
- block direct comparisons of TAngle with floats
2022-08-26 18:01:52 +02:00
Christoph Oelckers
f0fbdba593
- disable implicit conversions from float to TAngle
2022-08-26 18:01:26 +02:00
Rachael Alexanderson
8468f712e0
- fix arti teleport and arti teleother not respecting useplayerstartz mapflag
2022-08-26 04:11:29 -04:00
Marisa the Magician
8c0ad50db3
UE1 models now handle frame index -1 properly.
2022-08-24 19:56:07 +02:00
Yarn366
f27acfa6b2
Add support for the GOG releases of the Unity versions of Doom and Doom II.
2022-08-19 08:00:53 +02:00
Rachael Alexanderson
0eae1b9be2
- change the Linux/BSD version of system
call to std::system
2022-08-18 00:42:27 -04:00
Christoph Oelckers
4bdb8edea6
- removed redundant argument.
2022-08-18 00:06:40 +02:00
Christoph Oelckers
03c725c0da
- use NSFileManager on macOS to handle the current directory.
2022-08-17 23:43:56 +02:00
Christoph Oelckers
532a493752
- get_current_dir_name apparently does not exist on macOS
2022-08-17 22:57:30 +02:00
Christoph Oelckers
7f3c09c918
- use get_current_dir_name for I_GetCWD on POSIX.
2022-08-17 22:51:39 +02:00
Rachael Alexanderson
e261132db0
- use char* get_current_dir_name() in Mac/Linux to save the cwd in the shell open function
2022-08-17 16:32:09 -04:00
Christoph Oelckers
a2369b945c
- fixed custom obituary lookup.
2022-08-17 21:35:59 +02:00
Christoph Oelckers
1940527dba
- carry over the tiling flag from the finished to the entering screen
2022-08-17 21:28:52 +02:00
Ed the Bat
88674b5ea0
Prevent Keyconf from adding duplicate playerclass
2022-08-17 21:12:10 +02:00
Christoph Oelckers
513d8cea8d
- fixed allocation size when constructing a string from a file system entry.
...
The internal allocator already added space for the terminazing \0, so the string's size was one character too large.
2022-08-17 21:10:15 +02:00
Christoph Oelckers
8d3c1adf05
- do not use POSIX directory functions in common code.
...
For Windows these need to redirect to Unicode system functions to properly handle paths not representable in 8 bit encodings.
2022-08-17 10:02:25 +02:00
Christoph Oelckers
c5f4967871
- cleanup of Windows's I_OpenShell* functions
...
* do not use deprecated library features (wstring_convert was deorecated in C++17) - instead use the existing WideString utility.
* do proper calculation of the current directory's path length.
* remove the mostly redundant I_OpenShellFile function and instead use ExtractFilePath to get the config's path.
2022-08-17 00:31:22 +02:00
Rachael Alexanderson
64824430fa
- make shell folder functions unicode aware
2022-08-16 22:10:09 -04:00
Rachael Alexanderson
ee132372d8
- patch for this note: 03d76027cf (commitcomment-81265953)
2022-08-15 21:35:36 -04:00
Rachael Alexanderson
a9cadd345d
- change the way posix folders are opened - fixes issue #1707
2022-08-14 18:38:20 -04:00
Rachael Alexanderson
03d76027cf
- fix issue #1708 - respect user preferences when specifying custom save/config/screenshot paths
2022-08-14 15:03:20 -04:00
Rachael Alexanderson
dd07f6513f
- encapsulate folder/file names in quotes on Windows too
2022-08-14 10:38:15 -04:00
Rachael Alexanderson
259a8e0f74
- fixed: encapsulate folders for shell commands in quotes for Linux/Mac
2022-08-12 23:20:30 -04:00
Christoph Oelckers
e27e3453f9
- fixed obituary string generation
2022-08-12 21:24:09 +02:00
Yarn366
6489f5ebf0
Add detection for the Final Doom WADs that were recently added to the Steam version of Doom II.
...
Also add detection for the Steam Unity versions of Doom and Doom II to posix/i_steam.cpp, which was apparently missed by whoever added it to the win32 version.
2022-08-12 11:39:41 +02:00
Christoph Oelckers
1b43575580
- new method to define obituaries without modifying actors.
...
Adding strings to the language file named OBITUARY_{classname}_{damagetype} or OBITUARY_{classname} will now be detected automatically and override all other definitions.
This not only allows damage type aware obituaries but also makes it easier to retroactively add them to mods that have none defined.
2022-08-11 23:46:09 +02:00
Christoph Oelckers
c89ae6358e
- Backend update from Raze, mostly maintenance changes without new functionality.
2022-08-11 22:51:19 +02:00
Christoph Oelckers
283c5d688c
Merge branch 'master' of https://github.com/coelckers/gzdoom
2022-08-11 22:39:53 +02:00
Rachael Alexanderson
8e50c59301
- remove latch flag from sv_cheats
2022-08-11 15:43:22 -04:00
nashmuhandes
50d16c75d9
Add corona actor
2022-08-11 20:38:24 +08:00
Rachael Alexanderson
04a6fa321b
- use FString instead of std::string in the Windows shell functions
2022-08-10 18:13:49 -04:00
Rachael Alexanderson
f2df781b76
- add menu entries
2022-08-10 13:10:13 -04:00
Rachael Alexanderson
82d0376520
- add openscreenshots
opensaves
and openconfig
console commands on Windows and Linux and Mac
2022-08-10 13:00:33 -04:00
Christoph Oelckers
4710a40fb5
- reapply PR 1512 which was accidentally deleted
2022-08-09 10:48:00 +02:00
Christoph Oelckers
735c2a9545
- pass clip rect as pointer to F2DDrawer::AddLine.
2022-08-05 21:13:47 +02:00
Marisa the Magician
931211b9db
Export FindLumpFullName to ZScript.
2022-08-05 20:25:02 +02:00
Marisa Heit
4c6d0e4209
Better error message for unknown nested types
2022-08-04 07:42:46 +02:00
Marisa Heit
66460bfeb8
Add support for nested user types
...
The grammar already understood these constructs. Now the compiler does too.
2022-08-04 07:42:46 +02:00
Christoph Oelckers
ef0e9c025e
- fixed comparison checks.
2022-08-03 10:58:37 +02:00
Christoph Oelckers
3563c99ead
- made adjustments for proper int type promotion to allow internal ZScript to compile with it on.
...
* Emit a warning when relational comparisons are made between signed and unsigned ints.
* Handle shift operators so that they do not fail for constant definitions.
* changed return type of Array::Size() to signed int as most code out there is using it this way and would otherwise drown in warnings.
* fixed a few deprecation warnings.
2022-08-03 10:26:29 +02:00
Christoph Oelckers
388a5cb481
- ZScript: fixed integer type promotion for shift operator
...
* the first operand must never be sign-changed.
* the second operand should always be made unsigned. Shift by negative values is undefined and may produce undefined behavior on some systems.
2022-08-03 09:03:03 +02:00
Christoph Oelckers
8eabaf61c9
- version-restrict int to uint promotion.
...
Some mods depend on this not happening.
2022-08-03 08:45:37 +02:00
Christoph Oelckers
5cee2b5803
- fixed: The compile context for constant evaluation did not initialize its Version member.
2022-08-03 08:44:38 +02:00
Marisa Heit
f7f9746a0f
Don't throw away unsignedness when passing unsigned constants to the codegen
2022-08-02 07:48:21 +02:00
Marisa Heit
7ce29fe855
Add signed->unsigned promotion for binary operators
...
The C-style rules for integer promotion are that when you have a signed int and an unsigned int, if you can't promote to a wider type, then the signed type is promoted to an unsigned type.
2022-08-02 07:48:21 +02:00
Christoph Oelckers
15c5728f01
- fixes and improvements for survey code.
...
Check for Windows on ARM and do proper checks for GLES.
32 bit checks are still retained to catch non-official builds that disable the compile check.
2022-07-31 17:49:21 +02:00
Christoph Oelckers
4422f9079c
- fix menu commands with semicolon separated commands
...
C_DoCommand only executes one command, to do full processing AddCommandString is needed.
2022-07-29 08:38:34 +02:00
Christoph Oelckers
ee2c775bd8
- fix last commit
2022-07-29 08:36:26 +02:00
Christoph Oelckers
5bae588f80
- get rid of M_Malloc call in WriteSavePic
...
Use TArray instead
2022-07-29 08:25:55 +02:00
Marisa Heit
b9501a7291
Fix definition order of ZScript structs
...
Do a first pass over the Structs array in CompileAllFields() to reorder them such that if a struct uses other structs, those structs will be resolved first.
2022-07-29 08:17:33 +02:00
Magnus Norddahl
742ae8c907
Fix viewpoint buffer not getting cleared when in the menus
2022-07-28 13:52:09 +02:00
Christoph Oelckers
aae85a1b91
- backported KDE detection from Raze.
2022-07-28 10:52:26 +02:00
Christoph Oelckers
5a63044141
- Project fix for Softpoly removal.
2022-07-28 10:51:55 +02:00
Christoph Oelckers
93e934c8d0
- removed the Softpoly backend.
...
Its only relevant use case has been to use the software renderer on hardware not capable of OpenGL 3.3, but a large chunk of that can now be serviced with GLES.
In addition it has ceased further development and has not received any of the recent 2D render features which further reduces its viability.
2022-07-28 10:31:56 +02:00
Marisa the Magician
9eb8d65cb1
Fix another incorrect mapping of texture indices for UE1 models.
2022-07-27 10:21:29 +02:00
Shiny Metagross
83077b6f95
Update models.cpp
...
- Removed a useless bool
- Fixed an issue with model containers having less models than their smf total models amount using the smaller amount
2022-07-27 07:38:50 +02:00
Magnus Norddahl
e2778ba442
Move TexMan.GetCanvas and GetTextureCanvas to common
2022-07-25 18:50:16 +02:00
Magnus Norddahl
753822359e
Add support for multiple 2d drawer viewpoints in the same frame
2022-07-25 18:50:16 +02:00
Magnus Norddahl
6c3fd3cc4d
Fix softpoly null pointer crash
2022-07-25 18:50:16 +02:00
Magnus Norddahl
fe3751a502
Fix renderdoc error message about not all textures getting bound
2022-07-25 18:50:16 +02:00
Magnus Norddahl
b8569fa29f
Fix GC shutdown crash due to canvas objects not getting GC'ed at the end
...
Fix typo in Draw2D and add support for specifying the viewport size directly
2022-07-25 18:50:16 +02:00
Magnus Norddahl
6137ea12d1
Fix typo
2022-07-25 18:50:16 +02:00
Magnus Norddahl
bb503950df
Add canvastexture definition to animdefs.
...
Split canvas texture rendering from camera texture rendering.
2022-07-25 18:50:16 +02:00
Magnus Norddahl
aa083604e1
Fix variable arg bindings
...
Always clear the drawer
2022-07-25 18:50:16 +02:00
Magnus Norddahl
0049fea8d6
Add missing DrawText binding
2022-07-25 18:50:16 +02:00
Magnus Norddahl
4f0b02b396
Add a 2d drawer to canvas textures
2022-07-25 18:50:16 +02:00
Marisa the Magician
cd20d707d4
Fix incorrect mapping of texture indices for UE1 models.
2022-07-25 13:52:46 +02:00
nashmuhandes
351a4c9a5a
Added PitchFromMomentum, UseActorPitch and UseActorRoll to VOXELDEF. Behaves exactly like their 3D model counterparts. Hardware renderer only.
2022-07-25 08:06:44 +02:00
Ricardo Luís Vaz Silva
12660b0015
Add special case for relative includes from top-level files
2022-07-24 09:05:16 +02:00
Rachael Alexanderson
27d4fc28db
- implement fix as suggested by user 'axet' fixes issue #1621
2022-07-23 19:00:59 -04:00
Christoph Oelckers
9875850c19
- got rid of the state variables in the model class entirely.
...
This is *not* the right way to reduce function parameter count. The data in question is far easier evaluated at the calling site and passed as a parameter.
2022-07-23 10:35:01 +02:00
Christoph Oelckers
76c8214d67
- fixed destructive logic and memory allocation issues in RenderFrameModels.
...
This completely avoids modification of the model data, instead using local variables.
2022-07-23 10:10:15 +02:00
Shiny Metagross
9ab6557822
A_ChangeModel now has generatorIndex
...
- To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
- Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.
2022-07-22 17:11:59 +02:00
Shiny Metagross
fa6dfdf64c
Update p_actionfunctions.cpp
...
Woah, this didn't work with custom inventory chains!
2022-07-22 17:11:59 +02:00
Shiny Metagross
69ee1eb0a2
Surfaceskin modification
...
- Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
- Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated
2022-07-22 17:11:59 +02:00
Shiny Metagross
ec3d81a34f
More fixes
...
- Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
- Added CMDL_HIDEMODEL flag. This makes a model index invisible.
2022-07-22 17:11:59 +02:00
Shiny Metagross
11f342795b
I did a no no
...
- This should fix it
2022-07-22 17:11:59 +02:00
Shiny Metagross
9805851bd8
Update p_actionfunctions.cpp
...
Uhh, maybe this is why mac builds failed
2022-07-22 17:11:59 +02:00
Shiny Metagross
9f2c7c850d
Update p_actionfunctions.cpp
...
- Let's fix some of the compile warnings
- We don't want to include models that were already parsed by modelDef, or already in savedModelFiles
2022-07-22 17:11:59 +02:00
Shiny Metagross
6d00e4a3f3
Finished serializing
...
- Implemented an FString TArray which goes into save files that saves a model file and path, and when the game is loaded, spits back out the model to be Loaded when loading a save file
2022-07-22 17:11:59 +02:00
Shiny Metagross
5b8789977a
Another fix, most serialization is working
...
- Changed some logic when giving an actor that doesn't have a modeldef a modeldef to make sure it knows it doesn't have one when cleared
- Fixed the serialization for modelData. Only problem now is that I was right about needing to push the models on load
2022-07-22 17:11:59 +02:00
Shiny Metagross
83a23c6525
Other updates
...
- Moved modelDef to modelData
- Replaced TArray.Deletes with TArray.Pop
- Made a few other optimizations in other places in the action function
2022-07-22 17:11:59 +02:00
Shiny Metagross
e827e9b086
TArrays to TObjPtr
...
- Made the 2 TArrays into a class called DActorModelData.
- Removed the skinindex and now just uses one index
- Replaced a bunch of nullptr for modelDef checking with NAME_None
- Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
- Attempted serialize code, putting up for review
2022-07-22 17:11:59 +02:00
Shiny Metagross
c304a8f974
Changed static arrays to TArrays
...
- Made the models and skins arrays TArrays
- The issue I described with models not always reverting to default properly was caused by the fact I was unintentionally overwriting smf data. Now intermediate TArrays store the data before the loop instead of overwriting anything
2022-07-22 17:11:59 +02:00
Shiny Metagross
5abadd3aab
A_ChangeModeldef
...
-Added A_ChangeModelDef
A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)
This can change the modeldef, model and skins of an actor.
Currently, modelindex and skinindex accept indices from 0-15.
An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.
Available flags:
CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.
One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.
2022-07-22 17:11:59 +02:00
Christoph Oelckers
e649357d4e
- fixed return values of FTextureAnimator::AddAnim
2022-07-22 08:35:56 +02:00
Rachael Alexanderson
f4f701a45c
- add longsavemessages to simple menu. set longsavemessages default to false.
2022-07-21 13:22:52 -04:00
Christoph Oelckers
d2454d4b3b
- DirectInput cleanup
...
Removing ancient code that's only useful on pre-XP OSs.
2022-07-20 14:41:06 +02:00
Christoph Oelckers
f13e95ccbe
- also allocate FDoorAnimation's frame table from the texture manager's memory arena.
...
The same lifetime rules as for the regular animations apply here.
2022-07-17 10:22:48 +02:00
Christoph Oelckers
6d635ce715
- optimized storage for animation definitions.
...
Instead of allocating everything on the heap as single blocks, use a value TArray and allocate the frame arrays from the texture manager's memory arena, since lifetime of the data is identical.
Most importantly this avoids using a variable size array at the end of the struct.
2022-07-17 10:15:09 +02:00
Magnus Norddahl
89f5428a9a
Fixes vulkan crash when multisampling is enabled
2022-07-16 17:51:44 +02:00
Christoph Oelckers
e4485b01f8
- removed redundant extern declarations from platform code.
2022-07-16 15:12:06 +02:00
Omar Polo
0f0b4b7620
fix gzdoom.pk3 not found error
...
Move the initialization before BaseFileSearch is called, otherwise
GameConfig is used not initialized and it doesn't find the gzdoom.pk3
file.
GameConfig used uninitalized was spotted by @LoneFox78.
2022-07-16 15:04:13 +02:00
Gutawer
937c22ff14
- add a method for filling a shape2d instead of using a texture ( #1661 )
...
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-07-16 14:57:22 +02:00
Gutawer
ee0d90a983
- add stencil buffer support for 2d drawing ( #1660 )
...
Co-authored-by: Christoph Oelckers <coelckers@users.noreply.github.com>
2022-07-16 14:56:28 +02:00
Gutawer
1e27fac288
- add a system for setting all of 2D drawing's transform, not just shapes
2022-07-16 14:53:07 +02:00
nashmuhandes
c6ae73d6d2
- Expose ConsoleState to scripts
...
- Make ConsoleState uint8_t sized
2022-07-16 14:38:47 +02:00
Magnus Norddahl
69778667aa
Minor cleanup of some vulkan rtx code
2022-07-16 08:55:57 +02:00
Christoph Oelckers
0e90098de8
- rewrote Windows console code for Windows 10's new terminal.
...
This allows dumping a lot of shit code using deprecated Windows functionality and bringing the code in line with Microsoft's roadmap for terminal/console functionality.
Note that this will cause garbled output of non-ASCII characters on Windows 7 and 8.1, but proper handling on these declining systems is of far lesser importance than future-proofing the feature.
2022-07-15 13:04:02 +02:00
Christoph Oelckers
595975fcc7
- did a test compile as C++20 and fixed all warnings that got emitted.
2022-07-15 09:17:50 +02:00
Kevin Caccamo
ffd8b5ed5a
Address Graf's comment
2022-07-15 07:43:57 +02:00
Kevin Caccamo
a89d32c850
Attempt to fix #1654
2022-07-15 07:43:57 +02:00
Christoph Oelckers
2c7761926e
- removed volatile type punning for clipping against line portals.
...
This now uses a common base for line_t and HWLinePortal.
2022-07-14 10:39:11 +02:00
Christoph Oelckers
fbd604b725
- fixed handling of *dive and *surface sounds.
...
The old water level needs to be retrieved before handling splashes, because SplashCheck already updates the waterlevel.
This was swapped around by a recent PR.
2022-07-14 08:13:54 +02:00
Rachael Alexanderson
e3238cd5b7
- always print GZDoom version in the startup log
2022-07-13 14:16:41 -04:00
Ricardo Luís Vaz Silva
365131e1e3
rename PrintString to PrintfEx and make it a vararg function
2022-07-11 19:35:51 +02:00
Ricardo Luís Vaz Silva
03c8da8a44
Expose Print Flags to ZScript
2022-07-11 19:35:51 +02:00
Christoph Oelckers
aae1d1439a
- reverted AActor::scale to a DVector2.
...
This was causing comparison precision issues with existing script code.
2022-07-11 12:20:34 +02:00
Emile Belanger
edc8204a61
If the system uses very high memory addresses this error will be hit
2022-07-10 22:26:57 +02:00
Rachael Alexanderson
9050ded1c2
- version.h update
2022-07-07 08:27:33 -04:00
Christoph Oelckers
7847a55d67
- do not include game specific stuff in the backend.
2022-07-02 10:26:17 +02:00
Christoph Oelckers
9002cdb61d
- fixed bad use of local variable.
2022-07-02 10:24:51 +02:00
Christoph Oelckers
35f8aab6bf
- fixed names for A_PlaySoundEx
...
These need to be contiguous because the implementation depends on it.
2022-06-30 21:45:59 +02:00
nashmuhandes
8da4f2a212
ZDRay UDMF key update (per-surface sampling distance https://github.com/dpjudas/ZDRay/pull/36 )
2022-06-29 09:12:18 +02:00
Christoph Oelckers
44a15bebea
- fixed background tiling for summary screen.
...
Since the background object gets recycled it must clear this flag before loading a new background.
2022-06-29 08:36:01 +02:00
RaveYard
9a083d2d13
Fix FVector to Vector comparison
2022-06-24 21:38:14 +02:00
alexey.lysiuk
59458cf463
- fixed compilation without JIT
...
src/common/scripting/vm/vmframe.cpp:674:16: error: call to 'JitCaptureStackTrace' is ambiguous
2022-06-23 13:26:36 +03:00
RaveYard
4c588077c2
Fix FVector incompatible operands errors
2022-06-23 10:54:31 +02:00
Christoph Oelckers
2d10ad9d2d
- removed incorrect assert.
...
This may fail if a narrow data type is negated.
2022-06-23 10:43:43 +02:00
Christoph Oelckers
124d71a7be
- let the "abort" button on the network pane of the startup screen do a hard exit on Windows.
...
This merely posted a quit message which did not get properly processed and let the game run into other code with incompletely set up data.
2022-06-23 09:35:45 +02:00
Sally Coolatta
67127e4cce
Bugfix for retro software mode mirrors not working
2022-06-23 07:47:04 +02:00
Christoph Oelckers
8c244f6f85
- use static_assert to make 32 bit builds fail.
2022-06-22 11:11:29 +02:00
Christoph Oelckers
aaf9618e61
- make sure ticdup is initialized.
...
Apparently sometimes it still does not happen.
2022-06-22 10:30:09 +02:00
nashmuhandes
593627f049
Add +ONLYVISIBLEINMIRRORS and +INVISIBLEINMIRRORS actor flags. The former makes the actor only visible in reflections, while the latter makes the actor not cast reflections in mirrors.
2022-06-22 09:36:04 +02:00