mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-11 15:22:16 +00:00
Merge remote-tracking branch 'origin/master' into vulkan2
This commit is contained in:
commit
319099fee9
57 changed files with 158 additions and 53 deletions
|
@ -2635,6 +2635,7 @@ void D_DoomMain (void)
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V_Init2();
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UpdateJoystickMenu(NULL);
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UpdateVRModes();
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v = Args->CheckValue ("-loadgame");
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if (v)
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|
|
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@ -129,7 +129,7 @@ CUSTOM_CVAR(Float, teamdamage, 0.f, CVAR_SERVERINFO | CVAR_NOINITCALL)
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}
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}
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CUSTOM_CVAR(String, language, "auto", CVAR_ARCHIVE | CVAR_NOINITCALL)
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CUSTOM_CVAR(String, language, "auto", CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALCONFIG)
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{
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SetLanguageIDs();
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GStrings.UpdateLanguage();
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@ -108,6 +108,7 @@ CVAR (Bool, storesavepic, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, longsavemessages, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (String, save_dir, "", CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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CVAR (Bool, cl_waitforsave, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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CVAR (Bool, enablescriptscreenshot, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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EXTERN_CVAR (Float, con_midtime);
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//==========================================================================
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@ -1715,7 +1716,7 @@ void G_DoPlayerPop(int playernum)
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players[playernum].DestroyPSprites();
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}
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void G_ScreenShot (char *filename)
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void G_ScreenShot (const char *filename)
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{
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shotfile = filename;
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gameaction = ga_screenshot;
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@ -2876,6 +2877,26 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, StartSlideshow)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(FLevelLocals, MakeScreenShot)
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{
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if (enablescriptscreenshot)
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{
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G_ScreenShot("");
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}
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return 0;
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}
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void G_MakeAutoSave()
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{
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gameaction = ga_autosave;
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}
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DEFINE_ACTION_FUNCTION(FLevelLocals, MakeAutoSave)
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{
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G_MakeAutoSave();
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return 0;
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}
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DEFINE_GLOBAL(players)
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DEFINE_GLOBAL(playeringame)
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DEFINE_GLOBAL(PlayerClasses)
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@ -95,7 +95,7 @@ bool G_CheckDemoStatus (void);
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void G_Ticker (void);
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bool G_Responder (event_t* ev);
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void G_ScreenShot (char *filename);
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void G_ScreenShot (const char* filename);
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void G_StartSlideshow(FLevelLocals *Level, FName whichone);
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FString G_BuildSaveName (const char *prefix, int slot);
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@ -751,12 +751,24 @@ int FFont::GetCharCode(int code, bool needpic) const
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}
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}
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code = originalcode;
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if (myislower(code))
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{
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int upper = upperforlower[code];
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// Stripping accents did not help - now try uppercase for lowercase
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if (upper != code) return GetCharCode(upper, needpic);
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}
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// Same for the uppercase character. Since we restart at the accented version this must go through the entire thing again.
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while ((newcode = stripaccent(code)) != code)
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{
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code = newcode;
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if (code >= FirstChar && code <= LastChar && (!needpic || Chars[code - FirstChar].TranslatedPic != nullptr))
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{
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return code;
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}
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}
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}
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return -1;
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|
|
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@ -837,9 +837,18 @@ int stripaccent(int code)
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return 'P' + (code & 0x20); // well, it sort of looks like a 'P'
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}
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else if (code >= 0x100 && code < 0x180)
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{
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// For the double-accented Hungarian letters it makes more sense to first map them to the very similar looking Umlauts.
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// (And screw the crappy specs here that do not allow UTF-8 multibyte characters here.)
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if (code == 0x150) code = 0xd6;
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else if (code == 0x151) code = 0xf6;
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else if (code == 0x170) code = 0xdc;
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else if (code == 0x171) code = 0xfc;
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else
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{
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static const char accentless[] = "AaAaAaCcCcCcCcDdDdEeEeEeEeEeGgGgGgGgHhHhIiIiIiIiIiIiJjKkkLlLlLlLlLlNnNnNnnNnOoOoOoOoRrRrRrSsSsSsSsTtTtTtUuUuUuUuUuUuWwYyYZzZzZz ";
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return accentless[code -0x100];
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return accentless[code - 0x100];
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}
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}
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else if (code >= 0x200 && code < 0x21c)
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{
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|
|
|
@ -33,6 +33,7 @@
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**
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*/
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|
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#include <ctype.h>
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#include "resourcefile.h"
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#include "v_text.h"
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#include "w_wad.h"
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|
|
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@ -354,7 +354,7 @@ void FStringTable::InsertString(int langid, FName label, const FString &string)
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Printf("Bad macro in %s : %s\n", strlangid, label.GetChars());
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break;
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}
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FString macroname(string.GetChars() + index + 2, endindex - index - 2);
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FString macroname(te.strings[0].GetChars() + index + 2, endindex - index - 2);
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FStringf lookupstr("%s/%s", strlangid, macroname.GetChars());
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FStringf replacee("@[%s]", macroname.GetChars());
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FName lookupname(lookupstr, true);
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@ -34,6 +34,7 @@
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*/
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#include <ctype.h>
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#include "intermission/intermission.h"
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#include "g_level.h"
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#include "w_wad.h"
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|
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@ -363,4 +363,6 @@ DMenuItemBase * CreateListMenuItemPatch(double x, double y, int height, int hotk
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DMenuItemBase * CreateListMenuItemText(double x, double y, int height, int hotkey, const char *text, FFont *font, PalEntry color1, PalEntry color2, FName command, int param);
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DMenuItemBase * CreateOptionMenuItemCommand(const char *label, FName cmd, bool centered = false);
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|
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void UpdateVRModes(bool considerQuadBuffered=true);
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#endif
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@ -1724,3 +1724,31 @@ fail:
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}
|
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}
|
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}
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|
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|
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#ifdef _WIN32
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EXTERN_CVAR(Bool, vr_enable_quadbuffered)
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#endif
|
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|
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void UpdateVRModes(bool considerQuadBuffered)
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{
|
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FOptionValues ** pVRModes = OptionValues.CheckKey("VRMode");
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if (pVRModes == nullptr) return;
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|
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TArray<FOptionValues::Pair> & vals = (*pVRModes)->mValues;
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TArray<FOptionValues::Pair> filteredValues;
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int cnt = vals.Size();
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for (int i = 0; i < cnt; ++i) {
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auto const & mode = vals[i];
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if (mode.Value == 7) { // Quad-buffered stereo
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#ifdef _WIN32
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if (!vr_enable_quadbuffered) continue;
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#else
|
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continue; // Remove quad-buffered option on Mac and Linux
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#endif
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if (!considerQuadBuffered) continue; // Probably no compatible screen mode was found
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}
|
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filteredValues.Push(mode);
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}
|
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vals = filteredValues;
|
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}
|
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|
|
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@ -180,7 +180,7 @@ void I_Error (const char *error, ...)
|
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|
||||
va_start(argptr, error);
|
||||
|
||||
vsprintf (errortext, error, argptr);
|
||||
myvsnprintf (errortext, MAX_ERRORTEXT, error, argptr);
|
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va_end (argptr);
|
||||
throw CRecoverableError(errortext);
|
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}
|
||||
|
|
|
@ -229,7 +229,7 @@ void I_Error (const char *error, ...)
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|
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va_start(argptr, error);
|
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|
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vsprintf (errortext, error, argptr);
|
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myvsnprintf (errortext, MAX_ERRORTEXT, error, argptr);
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va_end (argptr);
|
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throw CRecoverableError(errortext);
|
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}
|
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|
|
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@ -35,6 +35,7 @@
|
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#include <stdio.h>
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#include <stdlib.h>
|
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#include <algorithm>
|
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#include <ctype.h>
|
||||
|
||||
#include "m_swap.h"
|
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#include "m_argv.h"
|
||||
|
|
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@ -121,20 +121,11 @@ void FGLRenderer::BlurScene(float gameinfobluramount)
|
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mBuffers->UpdateEffectTextures();
|
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|
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auto vrmode = VRMode::GetVRMode(true);
|
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if (vrmode->mEyeCount == 1)
|
||||
int eyeCount = vrmode->mEyeCount;
|
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for (int i = 0; i < eyeCount; ++i)
|
||||
{
|
||||
mBuffers->RenderEffect("BlurScene");
|
||||
}
|
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else
|
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{
|
||||
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
|
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{
|
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FGLDebug::PushGroup("EyeBlur");
|
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mBuffers->BlitFromEyeTexture(eye_ix);
|
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mBuffers->RenderEffect("BlurScene");
|
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mBuffers->BlitToEyeTexture(eye_ix);
|
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FGLDebug::PopGroup();
|
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}
|
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if (eyeCount - i > 1) mBuffers->NextEye(eyeCount);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -159,13 +150,12 @@ void FGLRenderer::Flush()
|
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else
|
||||
{
|
||||
// Render 2D to eye textures
|
||||
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
|
||||
int eyeCount = vrmode->mEyeCount;
|
||||
for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
|
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{
|
||||
FGLDebug::PushGroup("Eye2D");
|
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mBuffers->BlitFromEyeTexture(eye_ix);
|
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screen->Draw2D();
|
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mBuffers->BlitToEyeTexture(eye_ix);
|
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FGLDebug::PopGroup();
|
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if (eyeCount - eye_ix > 1)
|
||||
mBuffers->NextEye(eyeCount);
|
||||
}
|
||||
screen->Clear2D();
|
||||
|
||||
|
|
|
@ -532,7 +532,7 @@ void FGLRenderBuffers::BlitSceneToTexture()
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FGLRenderBuffers::BlitToEyeTexture(int eye)
|
||||
void FGLRenderBuffers::BlitToEyeTexture(int eye, bool allowInvalidate)
|
||||
{
|
||||
CreateEyeBuffers(eye);
|
||||
|
||||
|
@ -540,7 +540,7 @@ void FGLRenderBuffers::BlitToEyeTexture(int eye)
|
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mEyeFBs[eye].handle);
|
||||
glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
|
||||
if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0 && allowInvalidate)
|
||||
{
|
||||
GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
|
||||
glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
|
||||
|
@ -552,7 +552,7 @@ void FGLRenderBuffers::BlitToEyeTexture(int eye)
|
|||
|
||||
void FGLRenderBuffers::BlitFromEyeTexture(int eye)
|
||||
{
|
||||
CreateEyeBuffers(eye);
|
||||
if (mEyeFBs.Size() <= unsigned(eye)) return;
|
||||
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture].handle);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, mEyeFBs[eye].handle);
|
||||
|
@ -1002,4 +1002,17 @@ void FGLRenderBuffers::RenderEffect(const FString &name)
|
|||
FGLDebug::PopGroup();
|
||||
}
|
||||
|
||||
|
||||
// Store the current stereo 3D eye buffer, and Load the next one
|
||||
|
||||
int FGLRenderBuffers::NextEye(int eyeCount)
|
||||
{
|
||||
int nextEye = (mCurrentEye + 1) % eyeCount;
|
||||
if (nextEye == mCurrentEye) return mCurrentEye;
|
||||
BlitToEyeTexture(mCurrentEye);
|
||||
mCurrentEye = nextEye;
|
||||
BlitFromEyeTexture(mCurrentEye);
|
||||
return mCurrentEye;
|
||||
}
|
||||
|
||||
} // namespace OpenGLRenderer
|
|
@ -87,9 +87,11 @@ public:
|
|||
|
||||
void BindOutputFB();
|
||||
|
||||
void BlitToEyeTexture(int eye);
|
||||
void BlitToEyeTexture(int eye, bool allowInvalidate=true);
|
||||
void BlitFromEyeTexture(int eye);
|
||||
void BindEyeTexture(int eye, int texunit);
|
||||
int NextEye(int eyeCount);
|
||||
int & CurrentEye() { return mCurrentEye; }
|
||||
|
||||
void BindDitherTexture(int texunit);
|
||||
|
||||
|
@ -156,6 +158,7 @@ private:
|
|||
// Eye buffers
|
||||
TArray<PPGLTexture> mEyeTextures;
|
||||
TArray<PPGLFrameBuffer> mEyeFBs;
|
||||
int mCurrentEye = 0;
|
||||
|
||||
// Shadow map texture
|
||||
PPGLTexture mShadowMapTexture;
|
||||
|
|
|
@ -163,9 +163,11 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
|
|||
// Render (potentially) multiple views for stereo 3d
|
||||
// Fixme. The view offsetting should be done with a static table and not require setup of the entire render state for the mode.
|
||||
auto vrmode = VRMode::GetVRMode(mainview && toscreen);
|
||||
for (int eye_ix = 0; eye_ix < vrmode->mEyeCount; ++eye_ix)
|
||||
const int eyeCount = vrmode->mEyeCount;
|
||||
mBuffers->CurrentEye() = 0; // always begin at zero, in case eye count changed
|
||||
for (int eye_ix = 0; eye_ix < eyeCount; ++eye_ix)
|
||||
{
|
||||
const auto &eye = vrmode->mEyes[eye_ix];
|
||||
const auto &eye = vrmode->mEyes[mBuffers->CurrentEye()];
|
||||
screen->SetViewportRects(bounds);
|
||||
|
||||
if (mainview) // Bind the scene frame buffer and turn on draw buffers used by ssao
|
||||
|
@ -218,8 +220,8 @@ sector_t * FGLRenderer::RenderViewpoint (FRenderViewpoint &mainvp, AActor * came
|
|||
PostProcess.Unclock();
|
||||
}
|
||||
di->EndDrawInfo();
|
||||
if (vrmode->mEyeCount > 1)
|
||||
mBuffers->BlitToEyeTexture(eye_ix);
|
||||
if (eyeCount - eye_ix > 1)
|
||||
mBuffers->NextEye(eyeCount);
|
||||
}
|
||||
|
||||
return mainvp.sector;
|
||||
|
|
|
@ -34,6 +34,7 @@
|
|||
#include "gl/system/gl_framebuffer.h"
|
||||
#include "hwrenderer/postprocessing/hw_presentshader.h"
|
||||
#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
|
||||
#include "menu/menu.h"
|
||||
|
||||
EXTERN_CVAR(Int, vr_mode)
|
||||
EXTERN_CVAR(Float, vid_saturation)
|
||||
|
@ -283,6 +284,8 @@ bool FGLRenderer::QuadStereoCheckInitialRenderContextState()
|
|||
// Now check whether this context supports hardware stereo
|
||||
glGetBooleanv(GL_STEREO, &supportsStereo);
|
||||
bQuadStereoSupported = supportsStereo && supportsBuffered;
|
||||
if (! bQuadStereoSupported)
|
||||
UpdateVRModes(false);
|
||||
}
|
||||
}
|
||||
return bQuadStereoSupported;
|
||||
|
@ -324,6 +327,12 @@ void FGLRenderer::PresentQuadStereo()
|
|||
|
||||
void FGLRenderer::PresentStereo()
|
||||
{
|
||||
auto vrmode = VRMode::GetVRMode(true);
|
||||
const int eyeCount = vrmode->mEyeCount;
|
||||
// Don't invalidate the bound framebuffer (..., false)
|
||||
if (eyeCount > 1)
|
||||
mBuffers->BlitToEyeTexture(mBuffers->CurrentEye(), false);
|
||||
|
||||
switch (vr_mode)
|
||||
{
|
||||
default:
|
||||
|
|
|
@ -828,7 +828,7 @@ void cmsg(int type, int verbosity_level, const char *fmt, ...)
|
|||
char buf[1024];
|
||||
va_list args;
|
||||
va_start(args, fmt);
|
||||
vsprintf(buf, fmt, args);
|
||||
myvsnprintf(buf, sizeof buf, fmt, args);
|
||||
va_end(args);
|
||||
I_DebugPrint(buf);
|
||||
#endif
|
||||
|
|
|
@ -361,7 +361,6 @@ public:
|
|||
float glslversion = 0; // This is here so that the differences between old OpenGL and new OpenGL/Vulkan can be handled by platform independent code.
|
||||
int instack[2] = { 0,0 }; // this is globally maintained state for portal recursion avoidance.
|
||||
int stencilValue = 0; // Global stencil test value
|
||||
bool enable_quadbuffered = false; // Quad-buffered stereo available?
|
||||
unsigned int uniformblockalignment = 256; // Hardware dependent uniform buffer alignment.
|
||||
unsigned int maxuniformblock = 65536;
|
||||
const char *gl_vendorstring; // On OpenGL (not Vulkan) we have to account for some issues with Intel.
|
||||
|
|
|
@ -56,14 +56,6 @@ extern HWND Window;
|
|||
|
||||
PFNWGLSWAPINTERVALEXTPROC myWglSwapIntervalExtProc;
|
||||
|
||||
// For broadest GL compatibility, require user to explicitly enable quad-buffered stereo mode.
|
||||
// Setting vr_enable_quadbuffered_stereo does not automatically invoke quad-buffered stereo,
|
||||
// but makes it possible for subsequent "vr_mode 7" to invoke quad-buffered stereo
|
||||
CUSTOM_CVAR(Bool, vr_enable_quadbuffered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("You must restart " GAMENAME " to switch quad stereo mode\n");
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// Windows framebuffer
|
||||
|
@ -111,7 +103,6 @@ SystemGLFrameBuffer::SystemGLFrameBuffer(void *hMonitor, bool fullscreen) : Syst
|
|||
}
|
||||
}
|
||||
ReleaseDC(Window, hDC);
|
||||
enable_quadbuffered = vr_enable_quadbuffered;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
|
@ -433,7 +433,7 @@ void Writef (HANDLE file, const char *format, ...)
|
|||
DWORD len;
|
||||
|
||||
va_start (args, format);
|
||||
len = vsprintf (buffer, format, args);
|
||||
len = myvsnprintf (buffer, sizeof buffer, format, args);
|
||||
va_end (args);
|
||||
WriteFile (file, buffer, len, &len, NULL);
|
||||
}
|
||||
|
|
|
@ -55,8 +55,6 @@
|
|||
|
||||
CVAR(Int, vid_adapter, 1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
|
||||
|
||||
EXTERN_CVAR(Bool, vr_enable_quadbuffered)
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
@ -54,7 +54,6 @@
|
|||
#include "gl/system/gl_framebuffer.h"
|
||||
|
||||
EXTERN_CVAR(Int, vid_adapter)
|
||||
EXTERN_CVAR(Bool, vr_enable_quadbuffered)
|
||||
EXTERN_CVAR(Bool, vid_hdr)
|
||||
|
||||
CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
|
@ -62,6 +61,14 @@ CUSTOM_CVAR(Bool, gl_debug, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINI
|
|||
Printf("This won't take effect until " GAMENAME " is restarted.\n");
|
||||
}
|
||||
|
||||
// For broadest GL compatibility, require user to explicitly enable quad-buffered stereo mode.
|
||||
// Setting vr_enable_quadbuffered_stereo does not automatically invoke quad-buffered stereo,
|
||||
// but makes it possible for subsequent "vr_mode 7" to invoke quad-buffered stereo
|
||||
CUSTOM_CVAR(Bool, vr_enable_quadbuffered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINITCALL)
|
||||
{
|
||||
Printf("You must restart " GAMENAME " to switch quad stereo mode\n");
|
||||
}
|
||||
|
||||
extern bool vid_hdr_active;
|
||||
|
||||
// these get used before GLEW is initialized so we have to use separate pointers with different names
|
||||
|
|
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Before Width: | Height: | Size: 2 KiB After Width: | Height: | Size: 1.3 KiB |
|
@ -1986,6 +1986,7 @@ MISCMNU_ALLCHEATS = "Enable cheats from all games";
|
|||
MISCMNU_ENABLEAUTOSAVES = "Enable autosaves";
|
||||
MISCMNU_AUTOSAVECOUNT = "Number of autosaves";
|
||||
MISCMNU_SAVELOADCONFIRMATION = "Save/Load confirmation";
|
||||
MISCMNU_ENABLESCRIPTSCREENSHOTS = "Enable making screenshots by scripts";
|
||||
MISCMNU_DEHLOAD = "Load *.deh/*.bex lumps";
|
||||
MISCMNU_CACHENODES = "Cache nodes";
|
||||
MISCMNU_CACHETIME = "Time threshold for node caching";
|
||||
|
|
|
@ -1131,6 +1131,7 @@ OptionMenu "MiscOptions" protected
|
|||
Option "$MISCMNU_SAVELOADCONFIRMATION", "saveloadconfirmation", "OnOff"
|
||||
Slider "$MISCMNU_AUTOSAVECOUNT", "autosavecount", 1, 20, 1, 0
|
||||
Option "$MISCMNU_DEHLOAD", "dehload", "dehopt"
|
||||
Option "$MISCMNU_ENABLESCRIPTSCREENSHOTS", "enablescriptscreenshot", "OnOff"
|
||||
Option "$MISCMNU_INTERSCROLL", "nointerscrollabort", "OffOn"
|
||||
StaticText " "
|
||||
Option "$MISCMNU_CACHENODES", "gl_cachenodes", "OnOff"
|
||||
|
@ -1755,7 +1756,7 @@ OptionString SpeakerModes
|
|||
OptionString Resamplers
|
||||
{
|
||||
"NoInterp", "$OPTSTR_NOINTERPOLATION"
|
||||
"Linear", "$OPTVAL_LINEAR"
|
||||
"Linear", "$OPTVAL_LINEAR_1"
|
||||
"Cubic", "$OPTVAL_CUBIC"
|
||||
"Spline", "$OPTSTR_SPLINE"
|
||||
}
|
||||
|
@ -1893,7 +1894,7 @@ OptionValue ModReplayers
|
|||
OptionValue ModQuality
|
||||
{
|
||||
0.0, "$OPTVAL_ALIASING"
|
||||
1.0, "$OPTVAL_LINEAR"
|
||||
1.0, "$OPTVAL_LINEAR_1"
|
||||
2.0, "$OPTVAL_CUBIC"
|
||||
3.0, "$OPTVAL_BLEP" // Band-limited step
|
||||
4.0, "$OPTVAL_LINEARSLOW"
|
||||
|
@ -2224,7 +2225,7 @@ OptionValue "FilterModes"
|
|||
1, "$OPTVAL_NONENEARESTMIPMAP"
|
||||
5, "$OPTVAL_NONELINEARMIPMAP"
|
||||
6, "$OPTVAL_NONETRILINEAR"
|
||||
2, "$OPTVAL_LINEAR"
|
||||
2, "$OPTVAL_LINEAR_2"
|
||||
3, "$OPTVAL_BILINEAR"
|
||||
4, "$OPTVAL_TRILINEAR"
|
||||
}
|
||||
|
@ -2235,7 +2236,7 @@ OptionValue "TonemapModes"
|
|||
1, "$OPTVAL_UNCHARTED2"
|
||||
2, "$OPTVAL_HEJLDAWSON"
|
||||
3, "$OPTVAL_REINHARD"
|
||||
4, "$OPTVAL_LINEAR"
|
||||
4, "$OPTVAL_LINEAR_3"
|
||||
5, "$OPTVAL_PALETTE"
|
||||
}
|
||||
|
||||
|
|
|
@ -460,6 +460,15 @@ class Actor : Thinker native
|
|||
native void Substitute(Actor replacement);
|
||||
native ui void DisplayNameTag();
|
||||
|
||||
// Called by inventory items to see if this actor is capable of touching them.
|
||||
// If true, the item will attempt to be picked up. Useful for things like
|
||||
// allowing morphs to pick up limited items such as keys while preventing
|
||||
// them from picking other items up.
|
||||
virtual bool CanTouchItem(Inventory item)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Called by PIT_CheckThing to check if two actors actually can collide.
|
||||
virtual bool CanCollideWith(Actor other, bool passive)
|
||||
{
|
||||
|
|
|
@ -768,6 +768,9 @@ class Inventory : Actor
|
|||
|
||||
bool localview = toucher.CheckLocalView();
|
||||
|
||||
if (!toucher.CanTouchItem(self))
|
||||
return;
|
||||
|
||||
bool res;
|
||||
[res, toucher] = CallTryPickup(toucher);
|
||||
if (!res) return;
|
||||
|
|
|
@ -711,6 +711,8 @@ struct LevelLocals native
|
|||
native play int ExecuteSpecial(int special, Actor activator, line linedef, bool lineside, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0, int arg5 = 0);
|
||||
native void GiveSecret(Actor activator, bool printmsg = true, bool playsound = true);
|
||||
native void StartSlideshow(Name whichone = 'none');
|
||||
native static void MakeScreenShot();
|
||||
native static void MakeAutoSave();
|
||||
native void WorldDone();
|
||||
deprecated("3.8") static void RemoveAllBots(bool fromlist) { /* intentionally left as no-op. */ }
|
||||
native ui Vector2 GetAutomapPosition();
|
||||
|
|
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wadsrc_extra/static/filter/game-doom/fonts/bigfont/0150.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigfont/040D.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0151.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0170.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/0171.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/040D.lmp
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wadsrc_extra/static/filter/game-doom/fonts/bigupper/045D.lmp
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wadsrc_extra/static/filter/game-doom/fonts/defsmallfont/0150.lmp
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wadsrc_extra/static/filter/game-doom/fonts/defsmallfont/0150.lmp
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wadsrc_extra/static/filter/game-doom/fonts/defsmallfont/0170.lmp
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wadsrc_extra/static/filter/game-doom/fonts/defsmallfont/0170.lmp
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wadsrc_extra/static/filter/game-doom/fonts/defsmallfont/040D.lmp
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wadsrc_extra/static/filter/game-hexen/fonts/defbigfont/0150.lmp
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wadsrc_extra/static/filter/game-hexen/fonts/defbigfont/0150.lmp
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wadsrc_extra/static/filter/game-hexen/fonts/defbigfont/0170.lmp
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wadsrc_extra/static/filter/game-strife/fonts/bigfont/0150.lmp
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wadsrc_extra/static/filter/game-strife/fonts/bigfont/0150.lmp
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wadsrc_extra/static/filter/game-strife/fonts/bigfont/0170.lmp
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wadsrc_extra/static/filter/game-strife/fonts/bigfont/0170.lmp
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|
@ -0,0 +1 @@
|
|||
Kerning -1
|
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Loading…
Reference in a new issue