Magnus Norddahl
c70aa1fe99
Added bilinear filtering
2016-06-20 08:24:02 +02:00
MajorCooke
630dc8c8cd
Fixed execution prevention.
2016-06-19 22:18:43 -05:00
Magnus Norddahl
6daeb5a158
Blend mode fixes
2016-06-20 02:36:54 +02:00
MajorCooke
e02ed3a6f7
Take in the targeter layers if someone disables the safety and uses 0 for start and stop.
2016-06-20 01:15:51 +02:00
MajorCooke
ecfa7415b3
This small change was left out by mistake.
2016-06-20 01:15:51 +02:00
MajorCooke
30880aab79
And a bit more optimization...
2016-06-20 01:15:50 +02:00
MajorCooke
2b91db7b3a
Refactored A_ClearOverlays.
2016-06-20 01:15:50 +02:00
MajorCooke
dd410876cf
Added A_ClearOverlays(int start, int stop, bool safety).
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- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.
Added no override boolean to A_Overlay and a boolean return type.
- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Magnus Norddahl
d3bc68a160
Disabled the AVX intrinsics
2016-06-19 23:37:22 +02:00
Magnus Norddahl
b322043724
Merge remote-tracking branch 'upstream/master' into truecolor
2016-06-19 23:13:16 +02:00
Magnus Norddahl
e72a032a11
Fixed alpha channel issue with textures
2016-06-19 23:12:10 +02:00
Magnus Norddahl
38aba81dcc
Added more SSE drawers
2016-06-19 23:11:41 +02:00
Edoardo Prezioso
2f6c98ead3
- Added support for old Skulltag ACS PlayerTeam.
2016-06-19 22:57:42 +02:00
Edoardo Prezioso
de55d693f9
- Fixed ACS Singleplayer for non-net multiplayer.
2016-06-19 12:59:46 +02:00
Christoph Oelckers
8cf150e68a
- set up portal rotations in the finalizing step, not during initialization.
...
Anything earlier may miss some information required to do this correctly.
2016-06-19 12:40:38 +02:00
Christoph Oelckers
da05dfa72e
fixed: Polyobject-based line portals may not cache their angle as it may change at any time.
2016-06-19 12:32:45 +02:00
Edoardo Prezioso
4e148f00e6
- Fixed wrong Skulltag ConsoleCommand pcode name.
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Also report this pcode as not supported by the program.
2016-06-19 12:01:29 +02:00
Christoph Oelckers
b364926e93
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-19 11:53:17 +02:00
Christoph Oelckers
cebd877191
- fixed the center point calculation for triangular sectors.
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The old method does not work as expected with the higher precision of doubles, so instead just average the 3 vertex positions to get the triangle's center.
2016-06-19 11:48:20 +02:00
alexey.lysiuk
2813a22740
Fixed inconsistent state of lights in compatibility renderer
2016-06-19 11:19:31 +03:00
Magnus Norddahl
3f905197d0
Moved vectorized drawers to their own files
2016-06-19 07:40:01 +02:00
Christoph Oelckers
7b99c883e1
- use the exact same semantics and methods to handle player visibility as in the software renderer.
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This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Magnus Norddahl
3e7eb79729
Added some experimental AVX2 drawers
2016-06-18 11:17:59 +02:00
Christoph Oelckers
849ee50689
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-18 10:01:44 +02:00
Christoph Oelckers
87d27b8db3
- fixed some crash issues with recent changes.
2016-06-18 10:01:24 +02:00
Magnus Norddahl
e7cdcd9c0a
Change to one pass rendering to remove fuzz artifact
2016-06-18 05:20:34 +02:00
Edoardo Prezioso
56508a2d82
- Avoid issues with misused Strife actions.
2016-06-17 23:09:34 +02:00
Leonard2
24c73071f4
Fixed a crash with A_JumpIfNoAmmo
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Non-weapon layers can pass the caller check even when there is no ReadyWeapon
2016-06-17 18:36:57 +02:00
Leonard2
68c483c041
Renamed the weapon action function caller check to ACTION_CALL_FROM_PSPRITE to avoid confusion
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This was always checking for every psprites rather than just weapon layers
2016-06-17 18:36:57 +02:00
Leonard2
abc7113e09
Removed the INSTATECALL flag because it is now unused and was replaced by stateinfo
2016-06-17 18:36:57 +02:00
Christoph Oelckers
92e2ce2aef
- adjustments for weapon rendering in GL.
...
This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
Christoph Oelckers
b7d13c0711
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-17 16:18:24 +02:00
Christoph Oelckers
8ca07443f1
- fixed: Sprite splitting at 3D floors must set the fog parameters for the new light level.
2016-06-17 16:16:31 +02:00
Christoph Oelckers
05fabbe294
- fixed: G_InitNew may only clear the hub statistics when it is not called during loading of a savegame.
2016-06-17 16:14:58 +02:00
Christoph Oelckers
2c928a2cda
- fixed: Strife's firehands' coordinates need WEAPONTOP being added because it cannot be taken from the main weapon layer which no longer exists when the hands appear.
2016-06-17 15:26:00 +02:00
Magnus Norddahl
4ef2fb3cdb
Fixed multithreaded rendering issue with the fuzz effect
2016-06-17 14:45:52 +02:00
Christoph Oelckers
018615ca0d
- fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter.
2016-06-17 14:14:35 +02:00
Magnus Norddahl
822bbd5b9a
Fuzz (invisibility) adjustments
2016-06-17 13:40:23 +02:00
Magnus Norddahl
f53e468f3f
Fixed fill column rgba drawers
2016-06-17 12:38:00 +02:00
Magnus Norddahl
35c078dc1e
Screenshot fix
2016-06-17 11:24:21 +02:00
Magnus Norddahl
12a50c140c
Fix animated textures not updating in swtruecolor mode
2016-06-17 10:47:30 +02:00
Edoardo Prezioso
574f2936d4
- Fixed GCC/Clang compiler errors and warnings.
2016-06-17 10:19:03 +02:00
Magnus Norddahl
5963f29afd
Added missing SetUpdated
2016-06-17 10:16:34 +02:00
Magnus Norddahl
000008e04d
Fixed empty canvas in kdizd intermission screen
2016-06-17 10:14:33 +02:00
Magnus Norddahl
3089043b07
Fixed typo
2016-06-17 08:28:30 +02:00
Magnus Norddahl
3369a2747c
Merge remote-tracking branch 'upstream/master' into truecolor
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# Conflicts:
# src/r_things.cpp
2016-06-17 08:23:42 +02:00
Magnus Norddahl
fee8650357
Add r_multithreaded and fix color issue
2016-06-17 08:02:41 +02:00
Magnus Norddahl
70dbde4f78
Added r_multithreaded CVAR and fixed some broken colors
2016-06-17 07:38:05 +02:00
Christoph Oelckers
cfaa3e3fa9
- changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
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With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers
7ccdbf9b62
Merge branch 'PSprites'
2016-06-16 16:16:16 +02:00