Commit graph

8530 commits

Author SHA1 Message Date
Christoph Oelckers
8aebfdb3ab - fixed: gl_bloom_amount may never be 0. 2016-08-01 11:29:28 +02:00
Magnus Norddahl
e8c98a5901 No gamma and player sprites on screenshots 2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0 Fix broken viewport/backbuffer location for WriteSavePic 2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf Fix incorrect viewport location when not using fullscreen HUD 2016-07-31 13:23:49 +02:00
alexey.lysiuk
d3457f4508 Implemented hardware gamma support for macOS
Hardware gamma is limited to main display only, use shader-based correction for other displays
2016-07-31 12:19:08 +03:00
Christoph Oelckers
a69182f9ef Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-31 09:19:36 +02:00
Christoph Oelckers
20f4975e2b Merge branch 'blurshader_120_fix' of https://github.com/dpjudas/zdoom 2016-07-31 09:17:28 +02:00
Leonard2
8068792f4b Fixed: A_RadiusGive had an incorrect definition 2016-07-31 09:06:14 +02:00
Magnus Norddahl
849e80074e Added GLSL 120 fallback support 2016-07-31 03:54:16 +02:00
Magnus Norddahl
b789aaa0eb Fix binding error that Nvidia didn't complain about but Intel on Mac does 2016-07-31 03:16:48 +02:00
Leonard2
c0d3eb997a Fixed: the instant weapon switch flag didn't work anymore 2016-07-30 23:50:14 +02:00
Christoph Oelckers
c93204cace Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-07-30 22:09:56 +02:00
Christoph Oelckers
bc51e98612 Merge branch 'blackscreenfix' of https://github.com/dpjudas/zdoom 2016-07-30 20:28:41 +02:00
Magnus Norddahl
1682b02c67 Fix glBindSampler state messing up post processing shaders 2016-07-30 19:54:20 +02:00
Christoph Oelckers
124c109e18 Merge branch 'multisamplingbuffers' of https://github.com/dpjudas/zdoom 2016-07-30 16:35:19 +02:00
Magnus Norddahl
cfc20d1198 Added multisample support to FGLRenderBuffers and added gl_multisample to the menus 2016-07-30 15:33:30 +02:00
alexey.lysiuk
bd3fd22ac9 Do not use unicode characters in macOS console window
The same characters as in stdout are now used to draw bars in console window on macOS
All messages are treated as in ISO Latin 1 encoding and bars looked like garbage output
2016-07-30 16:21:48 +03:00
alexey.lysiuk
7de242930a Removed obsolete gamma correct shader used on macOS only 2016-07-30 15:30:35 +03:00
alexey.lysiuk
cbe0a34f0b Fixed usages of abs() function with double arguments
Clang no longer issues "warning: using integer absolute value function 'abs' when argument is of floating point type"
2016-07-30 14:03:57 +02:00
Christoph Oelckers
39059b3b5c Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-07-30 13:26:37 +02:00
Christoph Oelckers
0c8a4689b8 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-30 13:26:25 +02:00
Christoph Oelckers
5ddee98e70 - fixed: Voxels with scaled to 0 caused a division by zero crash. 2016-07-30 13:19:02 +02:00
alexey.lysiuk
0648ef693f Fixed compilation with Clang and GCC
No more "error: cannot pass object of non-trivial type 'FString' through variadic method; call will abort at runtime"
2016-07-30 13:04:16 +02:00
alexey.lysiuk
c0b86278e3 Removed old cruft from macOS OpenGL backend
The only thing left unimplemented is gl_smooth_rendered CVAR
2016-07-30 12:57:30 +03:00
Christoph Oelckers
b52d457146 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-07-30 11:45:19 +02:00
alexey.lysiuk
e2a2d38a25 Removed redundant comparison in compatibility renderer
Clang no longer reports "warning: comparison of array 'this->tcs' not equal to a null pointer is always true"
2016-07-30 10:25:42 +03:00
Xaser Acheron
a1a0da1f13 added SWF_SELECTPRIORITY flag to A_SelectWeapon 2016-07-29 18:48:54 -05:00
Major Cooke
36705b0f04 Added GZDoom version of SpriteAngle and SpriteRotation. 2016-07-30 00:33:33 +02:00
Christoph Oelckers
50765f8b79 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-30 00:32:29 +02:00
Christoph Oelckers
f4cbde856b Merge branch 'bloom' of https://github.com/dpjudas/zdoom 2016-07-30 00:30:27 +02:00
Major Cooke
13fa06fe7a Renamed GetProximity to CountProximity.
# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-30 00:27:12 +02:00
Major Cooke
167cb28563 Added GetProximity(classname, distance, flags, ptr).
- Behaves similarly to A_CheckProximity but returns the count of classname instead of true/false.

# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-30 00:26:55 +02:00
Leonard2
d0b953cbb7 Added for loops to DECORATE 2016-07-30 00:26:42 +02:00
Leonard2
e2fa8c2257 Added do-while loops to DECORATE 2016-07-30 00:26:41 +02:00
Leonard2
d1749233ec Added while loops to DECORATE 2016-07-30 00:26:41 +02:00
Leonard2
c4eafc1c38 DECORATE can now handle jump statements
break and continue were added but are not yet useable anywhere
This was made general enough so that loops and switch statements that accept breaks/continues can be done without much difficulty as well as goto statements with explicit labels if those are ever wanted
2016-07-30 00:26:41 +02:00
Major Cooke
dfed6ac1fb Added SpriteAngle and SpriteRotation properties.
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
Magnus Norddahl
9bfce5b6ea Moved post processing effects to its own file 2016-07-30 00:02:26 +02:00
Magnus Norddahl
5849c83028 Added bloom and tonemap to menus
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8 Added tonemapping and sector based exposure control 2016-07-29 00:36:43 +02:00
Major Cooke
6ada8aa644 Fixed A_CopySpriteFrame not working under certain circumstances. 2016-07-28 15:55:49 -05:00
Leonard2
5907ff662d Added a new state that the weapon jumps to when it is lowered all the way and the player is currently dead
The state is undefined by default to preserve the original behavior of having the weapon layer deleted which modders can now avoid by defining it properly
2016-07-28 17:42:22 +02:00
Christoph Oelckers
b8abec4e1f Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-28 09:20:48 +02:00
Christoph Oelckers
759753eadc - replaced more copystrings with FString. 2016-07-28 09:06:49 +02:00
Christoph Oelckers
66006a5c14 - use an FString to handle the new message. 2016-07-28 08:54:51 +02:00
yqco
58a6d7df1f Added optional prompt argument to MENUDEF's SafeCommand 2016-07-28 08:41:55 +02:00
MajorCooke
3d9591229e Added A_CopySpriteFrame(from, to, flags)..
- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
2016-07-28 08:39:32 +02:00
Jordon Moss
c0eb8f3b96 Added KILL Script type and associated flags and GameInfo keyword.
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
MajorCooke
1322ef2449 Renamed NODEATHJUMP to NODEATHDESELECT. 2016-07-28 08:29:47 +02:00
Leonard2
797f3aec0a Added a weapon flag to ignore a player's input when dead
The reason this is not set by default is because before that anyone could call A_WeaponReady within their Deselect state which would have allowed players to fire even when dead
2016-07-28 08:29:46 +02:00