Rachael Alexanderson
00de8880b8
- set i_friendlywindowtitle to true by default
2017-11-18 00:53:16 -05:00
Rachael Alexanderson
8bbb462276
Merge branch 'friendly_window_title' of ../gzdoom
2017-11-18 00:52:21 -05:00
Rachael Alexanderson
e9b98881c0
- implemented i_timescale to control the flow of time.
2017-11-18 00:50:22 -05:00
Rachael Alexanderson
6fe679bb69
- set appveyor to artifact qzdoom.zip instead of gzdoom.zip
2017-11-15 23:57:19 -05:00
Rachael Alexanderson
d99732eeaa
Revert "Merge branch 'newtimercode' of https://github.com/coelckers/gzdoom "
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This reverts commit 277ad1e6ed
, reversing
changes made to 0063118442
.
2017-11-15 22:44:19 -05:00
Rachael Alexanderson
cccd19485a
Merge remote-tracking branch 'gzdoom/newtimercode4'
2017-11-15 22:37:19 -05:00
Rachael Alexanderson
556974441e
Revert "Merge ../gzdoom"
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This reverts commit ee7ea6b9a2
, reversing
changes made to c04b50c41f
.
2017-11-15 22:36:47 -05:00
Rachael Alexanderson
e867d75712
Merge remote-tracking branch 'origin/master' into newtimercode4
2017-11-15 22:33:27 -05:00
Rachael Alexanderson
e418663a26
- fixed: Reverted an accident in a previous commit where I_StartTic() was moved inappropriately. The new location fixed a mouse stutter, however, it causes net desyncs so it cannot be used here.
2017-11-15 22:20:55 -05:00
Rachael Alexanderson
909daadd75
- update more millisecond-storing data structures to u/int64_t to fix possible rollover bugs
2017-11-15 20:33:08 -05:00
Christoph Oelckers
16fa0cba21
- fixed comparison.
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The timer reset must also occur when the values are equal, meaning they got set during the same millisecond.
2017-11-15 18:02:41 +01:00
Rachael Alexanderson
ab32cb4c88
- track level start time for the shader system, reset the shaders.
2017-11-15 11:06:21 -05:00
Rachael Alexanderson
d2bc24737b
- put in timer resets for the shader system, so that they can continue being passed as floats
2017-11-14 22:46:28 -05:00
Rachael Alexanderson
277ad1e6ed
Merge branch 'newtimercode' of https://github.com/coelckers/gzdoom
2017-11-14 18:45:15 -05:00
Rachael Alexanderson
0063118442
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-11-14 18:45:07 -05:00
Rachael Alexanderson
0dcb1fe74c
- fix zscript-side definition for Warp
2017-11-14 18:44:35 -05:00
Rachael Alexanderson
c5775edc95
- fixed: Reset the renderer timer to 0 at the start of render. This prevents screen jankiness with systems at longer than ~2 days uptime.
2017-11-14 16:36:21 -05:00
Rachael Alexanderson
763222b571
- fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.
2017-11-14 16:15:25 -05:00
Rachael Alexanderson
08d826a6e5
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-11-14 08:49:15 -05:00
Rachael Alexanderson
ee7ea6b9a2
Merge ../gzdoom
2017-11-14 08:48:58 -05:00
Rachael Alexanderson
04ecaef0ad
- added i_timescale to change the flow of time.
2017-11-14 08:41:40 -05:00
Christoph Oelckers
5935e14c09
- exported P_Thing_Warp to ZScript.
2017-11-13 21:00:17 +01:00
Rachael Alexanderson
c04b50c41f
Merge branch 'newtimercode' of https://github.com/coelckers/gzdoom
2017-11-12 19:44:12 -05:00
Rachael Alexanderson
a0469d42df
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-11-12 19:44:03 -05:00
Christoph Oelckers
0323f54384
- rename I_FPSTime function.
...
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.
The only feature this value was ever used for was texture warping.
2017-11-13 00:54:32 +01:00
Christoph Oelckers
96e9eadd97
- removed I_MSTime entirely after checking how the wipe code actually works.
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Since this calls I_WaitVBL, which resets the frame time, it was essentially just like calling a real-time timer anyway and nothing in it required a specific 0-timepoint.
The same applies to the ZScript interface. All it needs is a millisecond-precise timer with no semantics attached.
2017-11-13 00:38:04 +01:00
Christoph Oelckers
2c65f08011
- more timer cleanup
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* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
2017-11-13 00:28:43 +01:00
Christoph Oelckers
e94109f1c3
- Inside the renderer, use only the time value being passed to RenderView.
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The voxel rotation code of the software renderer and R_SetupFrame still called I_FPSTime directly.
2017-11-12 23:53:46 +01:00
Christoph Oelckers
f54475b1f1
- I_FPSTime may not return the time at frame start.
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This is used for real-time profiling and as such needs to return the current time or most of its uses will break.
2017-11-12 23:39:48 +01:00
Christoph Oelckers
93e9c383fa
- get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation.
2017-11-12 18:51:11 +01:00
Christoph Oelckers
0289d9ad9f
- the timing compensation which was necessary for millisecond-precise timing is not needed anymore with nanoseconds.
2017-11-12 13:49:53 +01:00
alexey.lysiuk
5d83ee5e89
Exposed String.Remove() function to ZScript
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https://forum.zdoom.org/viewtopic.php?t=58402
2017-11-12 14:44:21 +02:00
Magnus Norddahl
efa7c3cacf
- Fix typo in I_FPSTimeNS
2017-11-12 13:22:52 +01:00
Magnus Norddahl
e3141a4af3
- Upgrade timer code to use nanosecond accuracy internally
2017-11-12 12:57:19 +01:00
Christoph Oelckers
0db0f2f7b9
- removed redundant POSIX version of I_WaitVBL
2017-11-12 12:12:51 +01:00
Christoph Oelckers
e50b012c87
- fixed: Model rotation should use the time of the current frame's start, not the time of the time of processing the particular actor.
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Reading the time directly would result in different values for different viewpoints in a scene or for different objects in the same scene which is not how this is supposed to work.
2017-11-12 12:04:11 +01:00
alexey.lysiuk
285834ae5b
Fixed return state of player entered event
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https://forum.zdoom.org/viewtopic.php?t=58433
2017-11-12 11:03:08 +02:00
Christoph Oelckers
d9808e6d68
- there were still some old definitions left...
2017-11-12 10:02:29 +01:00
Christoph Oelckers
7cf7936ede
Merge remote-tracking branch 'remotes/origin/master' into newtimercode
2017-11-12 09:07:14 +01:00
Christoph Oelckers
6bd76d6b5a
- fixed compilation in debug mode.
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- moved timer definitions into their own header/source files. d_main is not the right place for this.
- removed some leftover cruft from the old timer code.
2017-11-12 09:06:40 +01:00
Magnus Norddahl
7d63c3324d
- Fix macOS compile errors
2017-11-12 03:51:37 +01:00
Magnus Norddahl
307d8931d8
- Switch to C++11 steady clock
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- Move the C++11 implementation to d_main
- Remove the platform specific timer implementations
2017-11-12 03:12:22 +01:00
Rachael Alexanderson
1088c60add
- add doom e1m6 to rebuildnodes list. https://forum.zdoom.org/viewtopic.php?f=15&t=58430
2017-11-11 15:54:42 -05:00
Magnus Norddahl
090943eaa4
- Fix freeze interpolation bug
2017-11-11 17:28:38 +01:00
Magnus Norddahl
28401cd674
- Rewrite win32 game tick timer backend to use performance counters and only calculate values once per frame
2017-11-11 17:28:20 +01:00
Rachael Alexanderson
cdf0733c8b
- added latching CVARs to CVARINFO
2017-11-11 09:37:41 -05:00
Rachael Alexanderson
5716dfe050
- put limits on A_SoundVolume
2017-11-10 08:21:28 -05:00
Rachael Alexanderson
ceb736a878
Merge commit 'refs/pull/384/head' of https://github.com/coelckers/gzdoom
2017-11-07 11:59:00 -05:00
Rachael Alexanderson
1f10a9fc11
- set correct version for QZDoom
2017-11-07 11:58:39 -05:00
Rachael Alexanderson
a87b24b510
Merge branch 'master' of https://github.com/coelckers/gzdoom
2017-11-07 11:57:25 -05:00