From 7206bfcfbc8ca0a26234f7a807abf3907999fa3f Mon Sep 17 00:00:00 2001 From: "alexey.lysiuk" Date: Fri, 26 Jan 2018 09:53:31 +0200 Subject: [PATCH 1/5] Made software fuzz shader compatible with supported OpenGL versions Use array constructors because initializer list is a core feature since OpenGL 4.2 --- wadsrc/static/shaders/glsl/fuzz_software.fp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/wadsrc/static/shaders/glsl/fuzz_software.fp b/wadsrc/static/shaders/glsl/fuzz_software.fp index cf905bb6e..b17b49b8a 100644 --- a/wadsrc/static/shaders/glsl/fuzz_software.fp +++ b/wadsrc/static/shaders/glsl/fuzz_software.fp @@ -6,8 +6,8 @@ uniform float timer; #define FRACBITS 16 #define fixed_t int -int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] = -{ +int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] = int[] +( 75, 76, 21, 91, 56, 33, 62, 99, 61, 79, 95, 54, 41, 18, 69, 43, 49, 59, 10, 84, 94, 17, 57, 46, 9, 39, 55, 34,100, 81, @@ -18,16 +18,16 @@ int fuzz_random_x_offset[FUZZ_RANDOM_X_SIZE] = 65, 15, 97, 20, 67, 74, 98, 85, 60, 68, 19, 26, 8, 87, 86, 64, 11, 37, 31, 47, 25, 5, 50, 51, 23, 2, 93, 70, 40, 45 -}; +); -int fuzzoffset[FUZZTABLE] = -{ +int fuzzoffset[FUZZTABLE] = int[] +( 6, 11, 6, 11, 6, 6, 11, 6, 6, 11, 6, 6, 6, 11, 6, 6, 6, 11, 15, 18, 21, 6, 11, 15, 6, 6, 6, 6, 11, 6, 11, 6, 6, 11, 15, 6, 6, 11, 15, 18, 21, 6, 6, 6, 6, 11, 6, 6, 11, 6 -}; +); vec4 ProcessTexel() { From 577c6b033eefb426a95005964863abf3ff5297b6 Mon Sep 17 00:00:00 2001 From: "alexey.lysiuk" Date: Fri, 26 Jan 2018 10:10:51 +0200 Subject: [PATCH 2/5] Changed quad stereo mode restart notification Restart requirement for quad stereo mode should be output to console because CVAR can be toggled directly from it Long option names break menu layout on some aspect ratios like 16:10 --- src/gl/stereo3d/gl_stereo_cvars.cpp | 6 +++++- wadsrc/static/language.enu | 2 +- 2 files changed, 6 insertions(+), 2 deletions(-) diff --git a/src/gl/stereo3d/gl_stereo_cvars.cpp b/src/gl/stereo3d/gl_stereo_cvars.cpp index 201e33590..47b7ff217 100644 --- a/src/gl/stereo3d/gl_stereo_cvars.cpp +++ b/src/gl/stereo3d/gl_stereo_cvars.cpp @@ -32,6 +32,7 @@ #include "gl/stereo3d/gl_sidebyside3d.h" #include "gl/stereo3d/gl_interleaved3d.h" #include "gl/system/gl_cvars.h" +#include "version.h" // Set up 3D-specific console variables: CVAR(Int, vr_mode, 0, CVAR_GLOBALCONFIG) @@ -42,7 +43,10 @@ CVAR(Bool, vr_swap_eyes, false, CVAR_GLOBALCONFIG) // 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 -CVAR(Bool, vr_enable_quadbuffered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) +CUSTOM_CVAR(Bool, vr_enable_quadbuffered, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) +{ + Printf("You must restart " GAMENAME " to switch quad stereo mode\n"); +} // intraocular distance in meters CVAR(Float, vr_ipd, 0.062f, CVAR_ARCHIVE|CVAR_GLOBALCONFIG) // METERS diff --git a/wadsrc/static/language.enu b/wadsrc/static/language.enu index 7b5eed9a0..501436552 100644 --- a/wadsrc/static/language.enu +++ b/wadsrc/static/language.enu @@ -2729,7 +2729,7 @@ GLPREFMNU_AMBLIGHT = "Ambient light level"; GLPREFMNU_RENDERQUALITY = "Rendering quality"; GLPREFMNU_MENUBLUR = "Menu Blur"; GLPREFMNU_VRMODE = "Stereo 3D VR"; -GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo (Requires Restart)"; +GLPREFMNU_VRQUADSTEREO = "Enable Quad Stereo"; GLPREFMNU_MULTISAMPLE = "Multisample"; GLPREFMNU_TONEMAP = "Tonemap Mode"; GLPREFMNU_BLOOM = "Bloom effect"; From a77b253cbac9803a7680c38ab5e90023c9df97d9 Mon Sep 17 00:00:00 2001 From: "alexey.lysiuk" Date: Fri, 26 Jan 2018 10:29:37 +0200 Subject: [PATCH 3/5] Fixed Sector.SetYScale() function in ZScript https://forum.zdoom.org/viewtopic.php?t=59224 --- src/p_sectors.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_sectors.cpp b/src/p_sectors.cpp index 369c5de61..fb4789e17 100644 --- a/src/p_sectors.cpp +++ b/src/p_sectors.cpp @@ -1659,7 +1659,7 @@ DEFINE_ACTION_FUNCTION(_Sector, NextLowestFloorAt) PARAM_SELF_STRUCT_PROLOGUE(sector_t); PARAM_INT(pos); PARAM_FLOAT(o); - self->SetXScale(pos, o); + self->SetYScale(pos, o); return 0; } From 866d42d26e09305f6cdb040aa0bfe921e2c8451d Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Fri, 26 Jan 2018 03:31:52 -0500 Subject: [PATCH 4/5] - add README.md file for Github friendliness --- README.md | 22 ++++++++++++++++++++++ 1 file changed, 22 insertions(+) create mode 100644 README.md diff --git a/README.md b/README.md new file mode 100644 index 000000000..0a8bc960b --- /dev/null +++ b/README.md @@ -0,0 +1,22 @@ +# Welcome to GZDoom! + +[![Build Status](https://travis-ci.org/coelckers/gzdoom.svg?branch=master)](https://travis-ci.org/coelckers/gzdoom) + +## GZDoom is a modder-friendly OpenGL source port based on the DOOM engine + +Copyright (c) 1998-2018 ZDoom + GZDoom teams, and contributors + +Doom Source (c) 1997 id Software, Raven Software, and contributors + +Please see license files for individual contributor licenses + +Special thanks to Coraline of the 3DGE team for allowing us to use her README.md as a template for this one. + +### Licensed under the GPL v3 (or greater) +##### https://www.gnu.org/licenses/quick-guide-gplv3.en.html +--- + +## How to build GZDoom + +To build GZDoom, please see the [wiki](https://zdoom.org/wiki/) and see the "Programmer's Corner" on the bottom-right corner of the page to build for your plaform. + From 8cfb1cba7c7a5c0e899bb28e74547480bcf0560a Mon Sep 17 00:00:00 2001 From: Rachael Alexanderson Date: Fri, 26 Jan 2018 04:50:07 -0500 Subject: [PATCH 5/5] - add AppVeyor badge --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 0a8bc960b..5d55239b6 100644 --- a/README.md +++ b/README.md @@ -1,6 +1,6 @@ # Welcome to GZDoom! -[![Build Status](https://travis-ci.org/coelckers/gzdoom.svg?branch=master)](https://travis-ci.org/coelckers/gzdoom) +[![Build Status](https://ci.appveyor.com/api/projects/status/github/coelckers/gzdoom?branch=master&svg=true)](https://ci.appveyor.com/project/coelckers/gzdoom) [![Build Status](https://travis-ci.org/coelckers/gzdoom.svg?branch=master)](https://travis-ci.org/coelckers/gzdoom) ## GZDoom is a modder-friendly OpenGL source port based on the DOOM engine