Commit graph

461 commits

Author SHA1 Message Date
Randy Heit
b3b0886b64 Merge branch 'scripting'
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_blastradius.cpp
	src/p_enemy.cpp
	src/p_enemy.h
	src/thingdef/thingdef.h
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/constants.txt
2016-02-04 15:17:22 -06:00
alexey.lysiuk
70e569f79c Fixed restoration of window position with OpenGL renderer
Software renderer was not affected as it has maximize window button enabled
2016-02-04 11:57:26 +02:00
Christoph Oelckers
8bc7a0a24e Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-30 23:01:36 +01:00
Christoph Oelckers
06fdb6ca45 - fixed: The reverb editor failed to open in fullscreen mode at desktop resolution.
According to Blzut3:

The issue happens when the fullscreen resolution is the same as the desktop resolution. In this case WM_DISPLAYCHANGE doesn't occur so the editor never appears. This appears to be fixable by also catching WM_STYLECHANGED since at the very least the window caption will appear/disappear.
2016-01-30 21:49:03 +01:00
Christoph Oelckers
bf747075e8 Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_hexen/a_clericstaff.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:57:55 +01:00
Christoph Oelckers
cfcd2668cc Merge commit '772a5724313f2ad0bd6828fcc28545a9ee5e6068' into scripting
Conflicts:
	src/p_pspr.cpp
	src/thingdef/thingdef_codeptr.cpp
2016-01-17 20:00:45 +01:00
Christoph Oelckers
5207aa6cc0 Merge commit '125afcf3defb901e23bd44d32fa86681ef1748f6' into scripting
Conflicts:
	src/p_local.h
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/shared/inventory.txt
2016-01-17 19:09:05 +01:00
Christoph Oelckers
f83b21ff26 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/p_spec.cpp
2016-01-11 15:35:01 +01:00
Randy Heit
42e9a6a711 Make atlas size a macro definition and default it to 512x512 (was 256x256) 2016-01-10 22:14:35 -06:00
Randy Heit
aaac5ac7a1 Use not so brilliant backgrounds for allocated atlas backgrounds 2016-01-10 22:01:29 -06:00
Randy Heit
4f0046105d Change texture atlas display to show allocated rectangles 2016-01-10 21:09:16 -06:00
Christoph Oelckers
f391216ab9 Merge branch 'master' of https://github.com/rheit/zdoom 2016-01-09 19:48:01 +01:00
Randy Heit
bf31d66d31 Use a better packing algorithm for the texture atlases
- The old algorithm is something I threw together that produced decent,
  but not spectacular results since it had a tendency to waste space by
  forcing everything onto "shelves".
  The new packer is the Skyline-MinWaste-WasteMap-BestFirstFit algorithm
  described by Jukka Jylanki in his paper *A Thousand Ways to Pack the Bin - A
  Practical Approach to Two-Dimensional Rectangle Bin Packing*, which can
  currently be read at http://clb.demon.fi/files/RectangleBinPack.pdf
  This is minus the optimization to rotate rectangles to make better fits.
2016-01-08 22:37:06 -06:00
Randy Heit
f330a81909 Rename packing textures to texture atlases for the D3D code
- I figure since I now know the "proper" name for these things, I should
  call them by it.
2016-01-08 20:08:10 -06:00
Christopher Bruns
10088544c3 Merge branch 'master' of https://github.com/coelckers/gzdoom into stereo3d
Conflicts:
	src/win32/i_system.cpp
2015-12-09 18:34:20 -05:00
Christoph Oelckers
5b4323ec6c Merge branch 'master' of https://github.com/rheit/zdoom 2015-12-08 09:35:06 +01:00
Braden Obrzut
964ee6bb23 - Worked around issue where stat doesn't work in v140_xp. Even though the bug was supposedly fixed for awhile now it didn't make it into Update 1. 2015-12-07 04:49:40 -05:00
Christopher Bruns
151b47c3ae Merge branch 'master' of https://github.com/coelckers/gzdoom into merge_down
Conflicts:
	src/win32/i_system.cpp
2015-11-03 20:21:27 -05:00
Christoph Oelckers
a5b43dfb66 Merge branch 'master' of https://github.com/rheit/zdoom 2015-11-03 23:55:41 +01:00
Christopher Bruns
89328e685c Use eye->TearDown method to restore glColorMask.
Restore assert in i_system.cpp that was interfering with my debugging.
Restore scoped colorMask-ing in gl_portal.cpp and gl_drawinfo.cpp.
2015-10-30 21:48:42 -04:00
Christopher Bruns
b82d611936 Call EndDrawScene for each eye.
Actually use stereoscopic projection matrix.
2015-10-30 21:29:36 -04:00
alexey.lysiuk
37dde2e77d Make console to Windows debug output controlled by CVAR
DebugView can be used to view output without debugger attached
2015-09-23 10:18:57 +03:00
alexey.lysiuk
c743b19e6d Make console text to appear in Windows debug output
This works in Debug configuration only
Color escape sequences are stripped from text before output
2015-09-22 15:19:44 +03:00
Christoph Oelckers
61e09da1be Merge branch 'master' of https://github.com/rheit/zdoom 2015-09-06 08:41:27 +02:00
Edward Richardson
abb033d400 Fix deallocation of controllers with no axes 2015-09-05 14:18:48 +12:00
Gaerzi
98f214ee66 Added support for GOG paths
This works a bit differently from the Steam version, because each game
has its own registry keys and its own independent path.
2015-08-28 19:14:25 +02:00
Christoph Oelckers
44d25afaef Merge branch 'master' of https://github.com/rheit/zdoom 2015-08-01 09:38:37 +02:00
Christoph Oelckers
d9cc7c52ee - some declarations for selecting the proper GPU on modern laptops. 2015-08-01 09:38:20 +02:00
Christoph Oelckers
d8ea128f38 Merge branch 'master' into scripting
Conflicts:
	src/p_effect.cpp
	src/p_effect.h
	src/p_local.h
	src/p_map.cpp
	src/thingdef/thingdef_codeptr.cpp
2015-07-16 20:37:17 +02:00
Christoph Oelckers
add52d48cd - fixed: INPUT_XInput must also be available when compiling without XInput support so that the corresponding JoyDevice can be accessed. 2015-07-15 14:44:37 +02:00
Christoph Oelckers
47303b26c7 - define GET_XBUTTON_WPARAM for MinGW in all file which need it. 2015-07-15 14:09:21 +02:00
Christoph Oelckers
02c3828e8d Merge branch 'master' of https://github.com/rheit/zdoom 2015-07-15 13:03:12 +02:00
Christoph Oelckers
c677dd37f5 - changed I_PrintStr so that it doesn't add everything to the RichEdit control right away.
The RichEdit control can become quite slow with large amounts of text being added constantly.
Since anything that gets added while the game is running can't be seen anyway unless a fatal error is produced, it buffers the text locally now, without any processing, and only adds it to the RichEdit control in case a fatal error causes the control to be displayed again.
2015-07-15 12:53:58 +02:00
Christoph Oelckers
a59824cd88 - fixed: MD2 vertex indices were signed shorts but should be unsigned.
- fixed a few warnings from Visual C++ 2015.
2015-05-07 11:36:31 +02:00
Christoph Oelckers
450e5aec52 - this shouldn't have been committed. 2015-04-28 15:45:10 +02:00
Christoph Oelckers
2d0f6339f7 - fixed some memory leaks: The global symbol table and the argument list for DECORATE called action specials were never freed. 2015-04-28 15:34:48 +02:00
Christoph Oelckers
2e0f999fea Merge branch 'master' into scripting
Conflicts:
	src/p_effect.cpp
	src/p_effect.h
	src/p_local.h
	src/p_map.cpp
	src/thingdef/thingdef_codeptr.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/shared/inventory.txt
	zdoom.vcproj
2015-04-28 14:45:13 +02:00
Christoph Oelckers
8447990889 Merge commit '2719ce86dc07c9f7b1ad6d61a9a49c974896abf2' into scripting
Conflicts:
	src/info.h
	src/thingdef/thingdef_codeptr.cpp

(until right before the main work for multiple tags.)
2015-04-28 13:32:50 +02:00
Christoph Oelckers
065c0a79cd Merge commit '4f7ec3ad891d556c0d3f680e209a120ed38e9cdb' into scripting
Conflicts:
	src/d_main.cpp
	src/info.cpp
	src/info.h
	src/p_acs.cpp
	src/p_interaction.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_properties.cpp

(scripting branch update part 5)
2015-04-28 12:48:33 +02:00
Christoph Oelckers
792cad89b3 Merge commit '3849cb86231ce24131a86e9c29795a8cf3706a3d' into scripting
Conflicts:
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_hexenspecialdecs.cpp
	src/p_acs.cpp
	src/p_enemy.cpp
	src/p_interaction.cpp
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_expression.cpp

(Scripting branch update part 4)
2015-04-28 11:59:33 +02:00
Christoph Oelckers
0132c639b1 - fixed: The display mode enumeration code could add a screen size multiple times if later ones had lower refresh rates. 2015-04-27 11:00:50 +02:00
Christoph Oelckers
3ddc3d8feb Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/CMakeLists.txt
2015-04-27 09:41:06 +02:00
Randy Heit
68e43fe65d You never want to blindly switch between widechar and ANSI functions 2015-04-26 20:53:16 -05:00
Christoph Oelckers
ab1d90038c Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/p_3dfloors.cpp
2015-04-25 19:45:27 +02:00
Christoph Oelckers
682f3e230a - fixed: We should not try calling unicode functions on ASCII strings.
Should ZDoom ever switch to unicode I_GetLongPathName will have to be adjusted, but for now it must call GetLongPathNameA, not GetLongPathNameW.
2015-04-25 09:08:59 +02:00
Braden Obrzut
75471df787 - Made a few Win32 calls optional in order to restore capatibility with Windows NT 4.0 (not that anyone is using NT 4, but it was a trivial fix) 2015-04-24 23:07:32 -04:00
Christoph Oelckers
887014c322 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-17 21:39:35 +02:00
Christoph Oelckers
f983f778f2 - moved ScaleCoordsFromWindow to the BaseWinFB base class to eliminate two identical implementations.
(GZDoom would have had to implement a third identical copy in its GL framebuffer as well.)
2015-04-17 21:39:07 +02:00
Christoph Oelckers
550d1e3421 Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-17 21:20:16 +02:00
Randy Heit
9b6756114b Scale mouse coordinates based on window size
- Fixed: If you enlarged the game window (in windowed mode) so that the
  window is bigger than the selected resolution, the menu would still take
  its inputs from the portion in the upper left that matched the
  resolution.
2015-04-16 17:45:57 -05:00
Christoph Oelckers
7af458223e Merge branch 'master' of https://github.com/rheit/zdoom 2015-04-11 19:24:18 +02:00
Christoph Oelckers
0a1d1db0ba - fixed missing #incöudes of version.h for GAMENAME. 2015-04-11 17:40:26 +02:00
Edoardo Prezioso
0c5d55d0a3 - More GAMENAME replacements in strings.
These changes will change only some displayed messages.
2015-04-09 21:16:59 +02:00
Christoph Oelckers
f0886ce1f1 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/version.h
2015-04-03 09:45:04 +02:00
Edoardo Prezioso
7c7c3fb54e - Make the 'crashout' CCMD available in non-win32. 2015-04-02 20:14:33 +02:00
Christoph Oelckers
6eb4e2a224 Merge branch 'master' of https://github.com/rheit/zdoom 2015-03-31 18:25:31 +02:00
Randy Heit
5d27bf7742 Add Windows 8+ related bits to the manifest 2015-03-27 00:25:53 -05:00
Christoph Oelckers
97947f9e10 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	dumb/vc6/dumb_static/dumb_static.vcproj
	wadsrc/static/compatibility.txt
2015-03-15 11:42:59 +01:00
Randy Heit
4f04fb4fbd Don't use AdjustWindowRectEx to determine window sizes
- GetSystemMetrics can lie about the window border sizes, so we can't
  trust it if the executable is flagged as Vista-targetting
  (default behavior for VS2012/2013).
2015-03-11 13:59:51 -05:00
Edward Richardson
db36cf7d05 Fix string literals that lacked spaces for C++14 2015-02-26 15:24:09 +13:00
Randy Heit
b5e4153c78 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/b_think.cpp
	src/g_doom/a_doomweaps.cpp
	src/g_hexen/a_clericstaff.cpp
	src/g_hexen/a_fighterplayer.cpp
	src/namedef.h
	src/p_enemy.cpp
	src/p_local.h
	src/p_mobj.cpp
	src/p_teleport.cpp
	src/sc_man_tokens.h
	src/thingdef/thingdef_codeptr.cpp
	src/thingdef/thingdef_function.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/actor.txt
	wadsrc/static/actors/constants.txt
	wadsrc/static/actors/shared/inventory.txt

- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
  were added to thingdef_function.cpp over the past year, as this file no
  longer exists in this branch.
2014-12-21 21:15:11 -06:00
Randy Heit
2d87eb0ba2 Merge branch 'master' into gonesolong
Conflicts:
	src/CMakeLists.txt
	src/actor.h
	src/g_heretic/a_hereticmisc.cpp
	src/g_heretic/a_hereticweaps.cpp
	src/g_heretic/a_ironlich.cpp
	src/info.h
	src/namedef.h
	src/p_buildmap.cpp
	src/p_enemy.cpp
	src/p_map.cpp
	src/p_mobj.cpp
	src/thingdef/thingdef_codeptr.cpp
	zdoom.vcproj
2014-12-20 19:13:14 -06:00
Christoph Oelckers
4f00aa3957 Merge branch 'master' of https://github.com/rheit/zdoom 2014-12-16 17:38:37 +01:00
Braden Obrzut
86372fce34 - Added Steam detection for Stife: Veteran Edition.
- Added Steam install scanning for Linux and OS X. (OS X and Win32 not yet tested.)
2014-12-12 16:23:46 -05:00
Christoph Oelckers
bd811bea87 Merge branch 'master' of https://github.com/rheit/zdoom 2014-10-25 18:26:42 +02:00
Christoph Oelckers
be4b253215 - use a separate sound for the net notches on the startup screen. 2014-10-25 18:18:35 +02:00
Christoph Oelckers
5d032f3fcf - fixed: Since the engine can no longer change renderers on the fly, thanks to ZDoom's messed up video startup code, we have to abort with a fatal error if we can't create a GL context. Otherwise the user will never see a meaningful message. 2014-10-06 10:00:02 +02:00
Christoph Oelckers
a93cb0bfab - added a NULL check for GL resource context in init code. 2014-09-21 09:19:17 +02:00
Christoph Oelckers
32f08adaf3 - moved some code to better places.
- allow GL version 3.0 in Windows, too.
2014-09-14 23:01:57 +02:00
Christoph Oelckers
78815a9601 -we need this, too. 2014-08-21 11:29:43 +02:00
Christoph Oelckers
e132fc5eed - replaced GLEW with GLLoadGen for GL access. This allows to have a header that only contains what's actually required, namely OpenGL 3.3 plus glBegin and glEnd which are the only compatibility functions needed for the fallback render path.
GLEW has two major problems:

- it always includes everything, there is no way to restrict the header to a specific GL version
- it is mostly broken with a core profile and only works if all sanity checks get switched off.
2014-08-21 11:02:46 +02:00
Christoph Oelckers
86d37e06f9 - lowered requirements of GL 2.x to OpenGL 3.3.
There was one issue preventing the previous 2.0 betas from running under GL 3.x: The lack of persistently mapped buffers.
For the dynamic light buffer today's changes take care of that problem.
For the vertex buffer there is no good workaround but we can use immediate mode render calls instead which have been reinstated.

To handle the current setup, the engine first tries to get a core profile context and checks for presence of GL 4.4 or the GL_ARB_buffer_storage extension.
If this fails the context is deleted again and a compatibility context retrieved which is then used for 'old style' rendering which does work on older GL versions.

This new version does not support GL 3.2 or lower, meaning that Intel GMA 3000 or lower is not supported. The reason for this is that the engine uses a few GL 3.3 features which are not present in the latest Intel driver.
In general the Intel GMA 3000 is far too weak, though, to run the demanding shader of GZDoom 2.x, so this is no real loss. Performance would be far from satisfying.

A command line option '-gl3' exists to force the fallback render path. On my Geforce 550Ti there's approx. 10% performance loss on this path.
2014-08-19 15:56:33 +02:00
Christoph Oelckers
a8e9c1832f - decided to restrict the 2.0 beta to OpenGL 4.x with GL_ARB_buffer_storage extension and removed all code for supporting older versions.
Sadly, anything else makes no sense.
All the recently made changes live or die, depending on this extension's presence.
Without it, there are major performance issues with the buffer uploads. All of the traditional buffer upload methods are without exception horrendously slow, especially in the context of a Doom engine where frequent small updates are required.
It could be solved with a complete restructuring of the engine, of course, but that's hardly worth the effort, considering it's only for legacy hardware whose market share will inevitably shrink considerably over the next years.
And even then, under the best circumstances I'd still get the same performance as the old immediate mode renderer in GZDoom 1.x and still couldn't implement the additions I'd like to make.

So, since I need to keep GZDoom 1.x around anyway for older GL 2.x hardware, it may as well serve for 3.x hardware, too. It's certainly less work than constantly trying to find workarounds for the older hardware's limitations that cost more time than working on future-proofing the engine.

This new, trimmed down 4.x renderer runs on a core profile configuration and uses persistently mapped buffers for nearly everything that is getting transferred to the GPU. (The global uniforms are still being used as such but they'll be phased out after the first beta release.
2014-08-01 22:42:39 +02:00
Christoph Oelckers
ef8f66c9a1 - removed the code for hardware alpha testing again because it didn't work anymore with how things are set up now.
- we need to check all GL versions when trying to get a context because some drivers only give us the version we request, leaving out newer features that are not exposed via extension.
- added some status info about uniform blocks.
2014-07-30 23:13:16 +02:00
Christoph Oelckers
f64428dd2a Merge branch 'master' into Glew_Version_For_Real 2014-07-17 09:31:18 +02:00
Christoph Oelckers
b78b566b0a Merge branch 'master' of https://github.com/rheit/zdoom 2014-07-17 09:30:50 +02:00
Christoph Oelckers
eb9d2d9917 - reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers.
- reactivate alpha testing per fixed function pipeline
- use the 'modern' way to define clip planes (GL_CLIP_DISTANCE). This is far more portable than the old glClipPlane method and a lot more robust than checking this in the fragment shader.
2014-07-17 02:37:18 +02:00
Braden Obrzut
b6bbdf6195 - Call C_DeinitConsole in I_Quit so that we can be sure that Printf will work for as long as possible. Otherwise ZDoom will crash when ending a demo recording. 2014-07-16 18:59:49 -04:00
Christoph Oelckers
fc0cf4f998 - GZDoom now runs on an OpenGL core profile. :)
It's probably still necessary to replace GLEW with another loader library. GLEW is pretty much broken on core OpenGL without some hacky workarounds...
2014-07-15 02:26:23 +02:00
Christoph Oelckers
84a49e37ee - handle normals for spheremapped mirror surfaces using non-deprecated features.
- move all WGL references out of global header files so that global wgl header include is no longer necessary
2014-07-14 19:54:07 +02:00
Christoph Oelckers
e15f80f640 Merge branch 'master' of https://github.com/rheit/zdoom 2014-06-23 09:27:30 +02:00
Shawn Walker
6164807e97 - fix x64 visual studio linking for common controls 2014-06-21 22:49:42 -07:00
Christoph Oelckers
4e64ad847b Merge branch 'master' of https://github.com/rheit/zdoom 2014-05-15 09:46:47 +02:00
Christoph Oelckers
24886b6734 - removed the last static character arrays from FLevelLocals. 2014-05-13 23:16:13 +02:00
Christoph Oelckers
a05e62f3f7 - changed storage of lump and texture names in gameinfo to allow long names (with the exception of view border elements.) 2014-05-13 12:44:17 +02:00
Christoph Oelckers
29231fa3b7 Merge branch 'master' of https://github.com/rheit/zdoom 2014-04-16 11:34:32 +02:00
Christoph Oelckers
48b926e5b4 - check +logfile explicitly at the start of execution. Due to the custom CVAR rewrite it would get called so late that it'd miss half of the log.
- added version check for Windows 8. I also would have liked to add 8.1 but due to some incredibly stupid changes in the version API it's no longer possible to reliably retrieve the correct Windows version for later builds.
2014-04-16 09:53:07 +02:00
Christoph Oelckers
dc8f81c2a7 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	src/sdl/iwadpicker_cocoa.mm
2014-01-18 01:18:21 +01:00
Braden Obrzut
d8ff4ec281 - Fixed: All clang 5.0 warnings.
- Renamed autostart/autozend since Xcode’s build process links in strictly alphabetical order.
2014-01-05 19:50:09 -05:00
Christoph Oelckers
45070114e8 Merge branch 'master' of https://github.com/rheit/zdoom
Conflicts:
	.gitignore
	CMakeLists.txt
2013-11-28 12:44:27 +01:00
Christoph Oelckers
7cb70f60b3 - removed duplicate #define warning in fmodsound.cpp.
- commented out output of Cr0NpxState for floating point state because this variable was renamed in most recent Windows headers.
- added CMAKE option to generate assembly output for release builds.
- added my CMake-based project directory to .gitignore.
2013-11-28 11:03:19 +01:00
Christoph Oelckers
251cdacf26 Merge branch 'master' into scripting
Conflicts:
	src/g_shared/a_randomspawner.cpp
	src/g_strife/a_strifeweapons.cpp
	src/thingdef/thingdef_parse.cpp
	wadsrc/static/actors/constants.txt
2013-09-03 09:01:28 +02:00
Christoph Oelckers
bab56106c1 Merge branch 'master' of https://github.com/rheit/zdoom 2013-08-31 21:53:11 +02:00
Randy Heit
28e5cc536a Add some awareness of short file names
- Added I_GetLongPathName(). It wraps the Win32 API's GetLongPathName().
  DArgs::CollectFiles() now calls this for every argument it processes, so
  any arguments passed using short file names will be converted to long
  file names. This is mainly of interest so that savegames will never
  record the short file name, which can change based on what else is in
  the directory.
2013-08-29 21:24:05 -05:00
Christoph Oelckers
b61ef3a107 - bumped minimum supported OpenGL version to 1.4. The engine was already using several 1.3 and 1.4 features which would have caused problems on 1.2.
- removed gl_vid_compatibility. With the bump to 1.4 no hardware requiring this flag is supported anymore.
- disabled 16 bit framebuffers for the same reason. As a conseqence all code for rendering without stencil could also be removed.
2013-08-18 15:41:52 +02:00
Christoph Oelckers
761ab4ab78 - moved all system specific code out of gl_interface.cpp into the respective Video classes (Win32GLVideo andSDLGLVideo.) (SDL side not tested yet!) 2013-08-18 14:16:33 +02:00
Christoph Oelckers
b59d82ad5b - made win32gliface.cpp more readable. 2013-08-18 12:38:38 +02:00
Randy Heit
4deeb8d8ae Merge branch 'master' into scripting
Conflicts:
	src/actor.h
	src/g_doom/a_doomweaps.cpp
	src/p_local.h
	src/p_map.cpp
	src/sdl/i_main.cpp
	src/thingdef/thingdef_codeptr.cpp
2013-06-25 19:28:25 -05:00
Christoph Oelckers
399d0974ab - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
Randy Heit
98ac224e53 - Use gitinfo.h instead of svnrevision.h for versioning.
- Use functions in gitinfo.cpp to retrieve the strings from gitinfo.h so
  that changes to gitinfo.h only require recompiling one file instead of
  several.
2013-06-22 21:49:51 -05:00