Christoph Oelckers
12ce76426e
Revert "Allows loading directories as IWADs using "-iwad" command line parameter."
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This reverts commit 81449728d7
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Reverted because it compromises the IWAD file lookup and fixing it properly is not so trivial.
The skipping of adding the file name extension was not only broken, but even after fixing the code does not work if the IWADs are located outside the working directory.
2016-10-26 12:13:57 +02:00
Rachael Alexanderson
692a0034b4
Merge http://github.com/rheit/zdoom
2016-10-26 06:10:52 -04:00
Christoph Oelckers
5309209039
- print a developer warning if the texture manager had to resolve a circular reference.
2016-10-26 12:03:28 +02:00
Christoph Oelckers
28fefdabc7
- added a 'listall' option to FTextureManager::ListTextures, so that the multipatchtexture lookup can find multiple older versions with the same use type.
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This fixes an issue with DUMP 2 which looked for patches of the same name as the texture currently being defined and where the patches had the same use type as the composite texture. The function as implemented would only find the newly added composite and print an error.
2016-10-26 11:56:15 +02:00
alexey.lysiuk
316e3395ad
Fixed crash on loading multipatch texture with height of 256
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http://forum.zdoom.org/viewtopic.php?t=53953
2016-10-26 12:15:22 +03:00
Magnus Norddahl
2838e1b5de
Compile fix for macOS
2016-10-26 07:21:19 +02:00
Rachael Alexanderson
08a90a13f4
- Moved renderer menu to options menu. Removed duplicate swtruecolor entry in "Truecolor Options"
2016-10-26 00:38:59 -04:00
Rachael Alexanderson
e533bc8234
Merge http://github.com/rheit/zdoom
2016-10-25 23:52:25 -04:00
Christoph Oelckers
fa8e05d56d
- do not allow a multipatch texture to use itself as patch. Instead, look for an older texture with the same name.
2016-10-25 22:40:58 +02:00
MaxED
81449728d7
Allows loading directories as IWADs using "-iwad" command line parameter.
2016-10-25 09:25:57 +02:00
Rachael Alexanderson
623910bd2a
- Putting the CVAR definition right in the middle of prediction stuff probably wasn't the best idea.
2016-10-25 09:25:57 +02:00
Rachael Alexanderson
043e761eec
- Implemented sv_singleplayerrespawn
2016-10-25 09:25:56 +02:00
Rachael Alexanderson
b460ce31e8
Merge http://github.com/coelckers/gzdoom
2016-10-24 21:02:09 -04:00
Christoph Oelckers
f0ee3e3fa3
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-25 01:04:43 +02:00
Christoph Oelckers
dad89b0783
- fixed: Portals with disconnected parts were not grouped correctly.
2016-10-25 01:03:44 +02:00
Christoph Oelckers
8368272b4d
- just to be thorough, added a 'sprite' keyword to define a patch to give priority to the TEX_Sprite namespace.
2016-10-24 23:40:37 +02:00
Christoph Oelckers
4e4fd97950
- fixed: Multipatch textures may not set up their patch references until all textures have been loaded.
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If done earlier they will not be able to detect overrides of sprites and graphics which are not part of the PATCHES lump. There was some fudging code to work around this problem but it was only partially working.
Now these textures only collect the texture name and use type during setup and resolve them after all textures have been created.
2016-10-24 23:35:18 +02:00
Christoph Oelckers
fe909c4e3b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-24 22:25:04 +02:00
Christoph Oelckers
93ec6eb92e
- fixed DACSThinker did not save its LastScript member.
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This was probably responsible for some weird behavior recently, but with the addition of the OF_Transient flag this outright crashed because it left NULL pointers on reload in places where they weren't checked for.
2016-10-24 22:23:27 +02:00
Rachael Alexanderson
64ae207fb9
Merge http://github.com/coelckers/gzdoom
2016-10-24 01:07:10 -04:00
Christoph Oelckers
bea625a42c
- added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights.
2016-10-23 20:42:48 +02:00
Christoph Oelckers
fbe2b76705
- fixed checks in sprite sorting logic. There were some missing parentheses.
2016-10-23 19:08:43 +02:00
Christoph Oelckers
10203afa41
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-23 18:50:59 +02:00
Magnus Norddahl
6cd214c2b9
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
2016-10-23 17:43:27 +02:00
Magnus Norddahl
86f36b3081
Add function returning the generated assembly for a given llvm module
2016-10-23 17:43:18 +02:00
Rachael Alexanderson
4934fc5070
- Removed duplicate definition from ZDoom merge
2016-10-23 08:19:29 -04:00
Rachael Alexanderson
7d174e6b3e
Merge ../zdoom
2016-10-23 08:17:28 -04:00
Rachael Alexanderson
1e9d3b1917
- Putting the CVAR definition right in the middle of prediction stuff probably wasn't the best idea.
2016-10-23 08:14:54 -04:00
Rachael Alexanderson
a39807eb9a
- Implemented sv_singleplayerrespawn
2016-10-23 06:10:24 -04:00
Rachael Alexanderson
edf2556ea3
- Implemented sv_singleplayerrespawn
2016-10-23 06:06:59 -04:00
Marisa Heit
5ba5da0dcc
Fixed: Loading a savegame momentarily left players with undefined pitch limits
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- This was only visible when using a screen wipe because the initial frame wiped
to would clamp the pitch to whatever undefined pitch range the player
had before the proper range was received.
2016-10-22 21:02:10 -05:00
Marisa Heit
31f01d076e
Fixed: Decals calculated "lighting" wrong
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- Instead of calculating lighting based from the left edge of the wall
segment the decal was on, it was calculated from the left edge of the
wall instead.
2016-10-22 20:27:02 -05:00
Magnus Norddahl
d804f94a5e
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-10-22 21:36:29 +02:00
Magnus Norddahl
6c1c0d2972
Improve scene selection for SSAO so that the mainview drawmode always takes precedence
2016-10-22 21:35:49 +02:00
Magnus Norddahl
1f8b2ebd9f
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-10-22 21:26:30 +02:00
Magnus Norddahl
a3e19bf337
Fixed gl_ssao_portals not having effect
2016-10-22 21:25:29 +02:00
Rachael Alexanderson
02659fab95
Merge http://github.com/rheit/zdoom
2016-10-22 09:06:08 -04:00
Christoph Oelckers
853e49a077
- fixed: R_InitSkyMap must check for the null texture which cannot be used as a sky because it has no bitmap and will cause an access violation in the sky cap color calculation.
2016-10-22 09:58:56 +02:00
Rachael Alexanderson
fb301d5996
Merge http://github.com/rheit/zdoom
2016-10-22 01:36:32 -04:00
Marisa Heit
5c596d3797
Change VM to increment PC after each instruction rather than before
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- VC++ generated horribly stupid code for x64 when incrementing pc at the
beginning of each instruction by storing hundreds of copies of it for
every opcode executed. Incrementing pc at the end avoids this madness.
- It is possible I messed something up with this change. Hopefully not.
2016-10-21 22:11:23 -05:00
Rachael Alexanderson
9ee34254c8
- fixed: Crashing when using the "restart" ccmd
2016-10-21 19:26:05 -04:00
Rachael Alexanderson
f178043b81
Merge branch 'master' of https://github.com/raa-eruanna/QZDoom
2016-10-21 18:19:44 -04:00
Rachael Alexanderson
11a98bec7e
- fixed: Compiler error in hardware.cpp (vid_forceddraw)
2016-10-21 18:18:48 -04:00
Magnus Norddahl
2ba7915d1a
Merge remote-tracking branch 'origin/ssao' into qzdoom
2016-10-22 00:14:35 +02:00
Magnus Norddahl
e891911a99
Fix broken SSAO portal rendering and let FRenderState do the glDrawBuffers calls
2016-10-22 00:09:06 +02:00
Rachael Alexanderson
16fded31e1
- Show current renderer on startup. This is for diagnostic purposes when we ask people for their startup logs so we know what key settings are being used when there is a problem.
2016-10-21 17:53:21 -04:00
Magnus Norddahl
be2c50f11c
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
raa-eruanna
9cf9cc1318
Merge http://github.com/rheit/zdoom
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# Conflicts:
# wadsrc/static/language.enu
2016-10-21 13:37:12 -04:00
Christoph Oelckers
b1289fa783
- fixed: The serialiter functionfor FDoorAnimation accessed the invalid destination pointer when loading a savegame.
2016-10-21 19:24:40 +02:00
nashmuhandes
21b690a3c7
Fixed: Player.ViewBob should be multiplying the bobbing height in P_CalcHeight, not the velocity of the bobbing.
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This mimics the act of the user altering their movebob CVar to compensate for non-standard player movement speeds.
2016-10-21 19:24:39 +02:00