Christoph Oelckers
0e017f1e2d
- cleaned up the merge and consolidated redundant code.
2016-01-11 15:40:25 +01:00
Christoph Oelckers
f83b21ff26
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/p_spec.cpp
2016-01-11 15:35:01 +01:00
Christoph Oelckers
011385a20e
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-11 15:30:04 +01:00
Christoph Oelckers
7115590c1d
- moved setup code for Eternity-style skyboxes to p_spec.cpp and consolidated most of it with nearly identical parts of the stacked sector portal setup code.
2016-01-11 15:29:44 +01:00
Christoph Oelckers
ef7bcb3a66
- implement Eternity-Style flat and horizon portals. Not tested yet due to lack of material to work with.
2016-01-11 15:07:58 +01:00
Randy Heit
42e9a6a711
Make atlas size a macro definition and default it to 512x512 (was 256x256)
2016-01-10 22:14:35 -06:00
Randy Heit
aaac5ac7a1
Use not so brilliant backgrounds for allocated atlas backgrounds
2016-01-10 22:01:29 -06:00
Randy Heit
670058fa3c
Switch to the bottom-left picker for the Skyline Bin Packer
2016-01-10 21:54:28 -06:00
Randy Heit
4f0046105d
Change texture atlas display to show allocated rectangles
2016-01-10 21:09:16 -06:00
Christoph Oelckers
ab1bf2bca3
Merge branch 'master' of https://github.com/rheit/zdoom
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Conflicts:
src/actor.h
2016-01-10 22:43:34 +01:00
Christoph Oelckers
918a2ed562
-fixed: Eternity-style skyboxes must check if some portal copy definitions have been set for them.
2016-01-10 22:26:08 +01:00
Christoph Oelckers
2c0f64cf9f
- refactoring of R_PointToAngle2 when used to calculate direction between two actors.
2016-01-10 20:46:26 +01:00
Christoph Oelckers
1e2ce9a622
- some refactoring of P_AproxDistance calls into newly defined AActor method AproxDistance.
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The main reason here is to reduce the number of instances where AActor::x and AActor::y are being referenced.
2016-01-10 17:52:41 +01:00
Christoph Oelckers
bfbc160b0c
Merge branch 'zmaster'
2016-01-10 10:30:23 +01:00
Randy Heit
1f34372abc
Remove the upper limit on midi_voices.
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- Black MIDIs can be brutal, and there's really no reason that this needs
to be artificially limited to a paltry 256 voices.
2016-01-09 17:55:39 -06:00
Christoph Oelckers
68b4c23a82
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-09 21:10:46 +01:00
Christoph Oelckers
53d385a596
- need to validate SetSectorTerrain's 'plane' parameter,
2016-01-09 21:10:12 +01:00
Christoph Oelckers
f391216ab9
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-09 19:48:01 +01:00
coelckers
725408d9fe
Merge pull request #468 from alexey-lysiuk/osx_fullscreen_shortcut
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Shortcut to toggle fullscreen on OS X
2016-01-09 18:23:43 +01:00
alexey.lysiuk
b27fdcffb5
Added shortcut to toggle fullscreen on OS X
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Press Command+F to toggle fullscreen mode in native OS X backend
Set k_allowfullscreentoggle CVAR to false to disable the shortcut
2016-01-09 17:12:58 +02:00
Christoph Oelckers
23cfd29dbb
- let's save the terrain properties as names so that they survive a change in the definition files.
2016-01-09 12:28:42 +01:00
Christoph Oelckers
7f454358b9
- added ACS SetSectorTerrain function.
2016-01-09 12:16:41 +01:00
Christoph Oelckers
71c7f2b42c
- added 'floorterrain' and 'ceilingterrain' sector properties for UDMF. These will take precedence over texture based terrain if used.
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'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
2016-01-09 12:10:36 +01:00
Christoph Oelckers
4b3adf548a
- fixed compile errors.
2016-01-09 11:44:05 +01:00
Christoph Oelckers
a5054b0882
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-09 10:11:46 +01:00
Christoph Oelckers
0b5e419593
- fixed friction logic for sectors.
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Issues with the old code:
* when calculating friction for a 3D-floor - swimmable or not - the 3D floor's top texture must be used. The previous version always checked the sector's floor texture, even though the top might as well come from the sector's ceiling.
* 3D floors never checked for the SECF_FRICTION flag at all. According to Boom specs, sector-based friction must be ignored if this is the case.
* Terrain based friction had a higher priority than the sector's own value.
Changed the rules as follows:
* if the sector's SECF_FRICTION flag is set (i.e. something explicitly changed the sector's friction), this value is used regardless of terrain settings.
* if this flag is not set, the terrain's friction is used, if defined, using the proper plane for 3D-floors.
* otherwise the default is used.
2016-01-09 10:11:20 +01:00
Randy Heit
786caaf36b
Execute disconnect scripts immediately before the player is destroyed.
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- Disconnect scripts were previously run at some point after the player
left. Now they are run immediately before destroying the player. Since
the player hasn't actually been destroyed yet, the player also gets to
be the script's activator. This gives you a chance to scrape whatever data
you want from the player before they're history. Note that if you do
anything to make the script wait, the script's activator will become the
world, as it was before.
2016-01-08 22:41:23 -06:00
Randy Heit
bf31d66d31
Use a better packing algorithm for the texture atlases
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- The old algorithm is something I threw together that produced decent,
but not spectacular results since it had a tendency to waste space by
forcing everything onto "shelves".
The new packer is the Skyline-MinWaste-WasteMap-BestFirstFit algorithm
described by Jukka Jylanki in his paper *A Thousand Ways to Pack the Bin - A
Practical Approach to Two-Dimensional Rectangle Bin Packing*, which can
currently be read at http://clb.demon.fi/files/RectangleBinPack.pdf
This is minus the optimization to rotate rectangles to make better fits.
2016-01-08 22:37:06 -06:00
Randy Heit
f330a81909
Rename packing textures to texture atlases for the D3D code
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- I figure since I now know the "proper" name for these things, I should
call them by it.
2016-01-08 20:08:10 -06:00
Randy Heit
a43f5a8eca
Remove now unused variable from SpawnPolyobj
2016-01-08 20:08:06 -06:00
Christoph Oelckers
52bab6571b
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-01-09 01:24:18 +01:00
Christoph Oelckers
23ff54c942
Merge branch 'zmaster'
2016-01-09 01:23:45 +01:00
Christoph Oelckers
cf564c60c2
- simplified setup of polyobjects defined from explicit lines
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The old method had a problem with missing order numbers and aborted the level load and made many assumptions that no longer apply with BSP based polyobject rendering.
2016-01-09 01:23:00 +01:00
coelckers
ddc8c06da8
Merge pull request #35 from alexey-lysiuk/fix_mmx_check
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- fixed: check for MMX availability
2016-01-08 10:20:29 +01:00
coelckers
500c1623d0
Merge pull request #467 from kevans91/freebsd-build
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I missed one last spot where a FreeBSD compilation should follow the …
2016-01-08 09:58:55 +01:00
alexey.lysiuk
d97494afea
- fixed: check for MMX availability
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the check was using C compiler flags instead of C++ which led to test failure for 32-bit Intel targets, at least on Linux with GCC
2016-01-08 10:18:16 +02:00
Kyle Evans
d20f18a4bb
I missed one last spot where a FreeBSD compilation should follow the path of OS X -- <signal.h> needs to be pulled in for signal functions
2016-01-07 22:48:25 -06:00
Christoph Oelckers
926e9fdac4
- fixed: For 2D-drawing of camera textures the render style was not set.
2016-01-07 22:20:57 +01:00
Randy Heit
efaaccc030
Added $ check for language support for drawing Option Values
2016-01-07 12:59:16 -06:00
Randy Heit
cd4076dc1b
Added $ check for language support for StaticTextSwitchable
2016-01-07 12:59:16 -06:00
Christoph Oelckers
1b20a06ec4
Merge branch 'master' of https://github.com/rheit/zdoom
2016-01-06 17:16:06 +01:00
Christoph Oelckers
eafa394af4
- re-added and fixed terrain splashes for damaging sectors.
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Turned out that P_HitWater wasn't even able to spawn the splashes, even after the call was re-added.
2016-01-06 16:42:21 +01:00
Christoph Oelckers
f8b2b4558f
- fixed a few typos (Get instead of Set...)
2016-01-06 15:47:56 +01:00
Christoph Oelckers
154e106315
- make better use of the damageinterval value for Strife's delayed damage.
2016-01-06 14:16:42 +01:00
Christoph Oelckers
990323fb26
Merge branch 'fix_intermission_font' of https://github.com/alexey-lysiuk/gzdoom
2016-01-06 13:37:23 +01:00
Christoph Oelckers
6afd76e5db
- enable damage types for Strife's delayed damage. It will always use the type of damage that was last encountered.
2016-01-06 13:36:22 +01:00
Christoph Oelckers
eb6c855a95
- handle intermediate special values in thinkers. They also need to take care of the related damage variables and flags.
2016-01-06 13:30:28 +01:00
Christoph Oelckers
bd8513c063
- made sector_t::damageamount an int so that it can hold TELEFRAG_DAMAGE.
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- marked all places where sector_t::special needs to be addressed for the damage overhaul.
NOTE: This commit will not compile!
2016-01-06 12:56:35 +01:00
Christoph Oelckers
1ee441412a
- add savegame compatibility handling for damage related changes: When loading an old savegame the sector specials must be reinitialized to set the damage properties.
2016-01-06 12:31:27 +01:00
alexey.lysiuk
73f4e013f1
Font kerning is no longer ignored in intermission screen
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See http://forum.zdoom.org/viewtopic.php?t=50304
2016-01-06 13:26:05 +02:00