Commit graph

17214 commits

Author SHA1 Message Date
Cacodemon345
3b50f7dfa6 SDL: Don't write garbage to output if it is redirected 2021-03-21 12:09:19 +02:00
sgrunt
0c776e3acd Move the modified behaviour to a new "resetvel" parameter 2021-03-19 20:12:20 +01:00
sgrunt
3873ad6151 Fix behaviour of VelIntercept's oldvel parameter
Previously Vel would be reset only if the target was moving. This change
ensures that Vel is always reset, as seems to be the intent of the
oldvel parameter.
2021-03-19 20:12:20 +01:00
drfrag
cdbae4b5d9 - Fixed crash with voodoo dolls in MP after players quit the game. 2021-03-19 20:10:39 +01:00
James Le Cuirot
8ef02544a7 Fix camera texture aspect ratio in hardware renderer
It wasn't respecting the map's pixel ratio setting. This wouldn't have
been very noticeable with the default pixel ratio of 1.2 but it was
very obvious with 1.8.
2021-03-19 00:04:46 +01:00
nashmuhandes
b28e5cb917 Add GetCharacterName() to retrieve an NPC's name as defined in its dialogue script, if it exists. Otherwise it will just return the same output as GetTag(). 2021-03-15 21:31:16 +01:00
Christoph Oelckers
798604e6de - removed config updates for pre-GZDoom versions of ZDoom.
GZDoom 0.9 had config version 205, so the adapters for 202-204 are not needed.
2021-03-14 08:44:30 +01:00
Christoph Oelckers
a80775a1e8 - adapt mod_dumb_mastervolume to the increased default volume in ZMusic. 2021-03-14 08:40:34 +01:00
Christoph Oelckers
f0ddc063b0 - do not sort level names in the statistics output when saving.
Instead do this when creating the data to avoid trashing manual edits. The old sorter resorted all data loaded from the old file as well.
2021-03-13 13:11:03 +01:00
Christoph Oelckers
fa0be28af1 - print a message if saving the statistics file fails. 2021-03-13 12:21:35 +01:00
Christoph Oelckers
ae09ca7a48 - moved EColorManipulation into the backend. 2021-03-13 12:21:07 +01:00
Christoph Oelckers
a0cffca3bb - restore accidentally deleted 'testmusicvol' CCMD. 2021-03-12 08:48:59 +01:00
Christoph Oelckers
3d55c76a89 Merge branch 'replaygain' 2021-03-12 08:48:00 +01:00
Christoph Oelckers
d1023046ba - default replay gain to 'off'. 2021-03-11 15:47:05 +01:00
Christoph Oelckers
b9dafaaa6b - fill in the MIDI defaults for generating the lookup string for replay gain.
Both synth and sound font can be very relevant here for the final volume so using the same song with different settings needs to create different strings.
2021-03-11 00:20:19 +01:00
Christoph Oelckers
f11780600f - implemented replay gain calculation and management.
This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
drfrag
12aa7a8ff6 - Fix crash with wind effect on special water sectors. 2021-03-10 13:37:57 +01:00
nashmuhandes
b7bbfd4efd Add SetSubtitleNumber(int num, str sound) ACS function. Works exactly like its ZScript counterpart. The activator of the script must be a player. 2021-03-09 09:37:10 +01:00
Christoph Oelckers
ba618d308c - bumped CMake version to 3.1.0 in all projects to reduce warning spam in recent versions.
3.1.0 is the highest minimum set in the existing subprojects so this will not exclude anything that hadn't been already.
2021-03-08 13:58:29 +01:00
alexey.lysiuk
952d43b884 - escape double quotes in Cocoa IWAD picker's extra arguments
https://forum.zdoom.org/viewtopic.php?t=71675
2021-03-08 11:44:14 +02:00
Christoph Oelckers
d18b74b537 Merge branch 'master' of https://github.com/Chernoskill/gzdoom 2021-03-06 11:32:31 +01:00
Chernoskill
bb18bbaff4
Update models.cpp 2021-03-06 11:28:13 +01:00
Chernoskill
d1ea33a815
Update models_obj.cpp 2021-03-06 11:27:23 +01:00
Chernoskill
27cf152438
Update models_ue1.cpp 2021-03-06 11:26:53 +01:00
Chernoskill
4e583772d7
Update models_md3.cpp 2021-03-06 11:26:31 +01:00
Chernoskill
72787c2c4c
Update model.h 2021-03-06 11:18:45 +01:00
Christoph Oelckers
8feba7dff9 - fixed: line portal rendering PR was missing handling for portals with z offset.
Since it used the back sector's height directly the needed offsetting was not applied to the upper and lower texture.
2021-03-05 17:19:02 +01:00
Timothy Quinn
fa2228d523 - Line_QuickPortal must check the partner line's special. 2021-03-05 16:40:12 +01:00
Christoph Oelckers
0c0ef4f938 - reinstated rendering of mid textures over two-sided wall portals.
This was removed in the last PR due to z-fighting problems which now have also been addressed
2021-03-05 12:25:41 +01:00
Timothy Quinn
a15216c90f - fixed rendering of one-sided line portals in the hardware renderer
# draw upper and lower textures when the back sector does not properly match
# do not draw middle textures on portal lines
# minor optimization to 'is***Portal' functions to avoid memory access in the most common case of no portal being present.
2021-03-05 12:02:31 +01:00
nashmuhandes
16b0dd2fe8 Fix random crash when travelling between hub maps in multiplayer. 2021-03-05 10:56:51 +01:00
Timothy Quinn
7e74d1c4a1 - ported Eternity's Line_QuickPortal 2021-03-04 22:54:36 +01:00
Christoph Oelckers
ecc4d31aa5 - fixed memory leak in UDMF loader.
When the extsector allocation was moved, this hadn't been adjusted yet, it still allocated its own buffer which never got freed again.
2021-03-04 16:55:50 +01:00
Christoph Oelckers
357163c60d - Backend update from Raze. 2021-03-04 14:45:29 +01:00
Magnus Norddahl
996b4f9f5c Implement depth clamp 2021-03-02 03:22:18 +01:00
Magnus Norddahl
d6f8e80177
Fix portals not working in softpoly (#1323) 2021-02-28 20:24:15 -05:00
Chernoskill
fa2058004b The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message).

modelIDs are given a default value of -1.

Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances.

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]
Used TArray.Alloc to make TArrays have the correct size depending on the number of models.

Also removed MAX_MODELS_PER_FRAME.
Edited skinSurfaceIDs access for one-dimensional TArray

Added MD3_MODELS_MIN
To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
2021-02-26 22:22:33 +01:00
Christoph Oelckers
feb3520ee9 - added m_swapbuttons CVAR for the Windows RawInput and DirectInput backends.
The problem I discovered is that these backends do not respect the GUI-side system setting for swapping the buttons, so this needs to be done in-application so that swapped buttons can behave the same in the menu and the game.
2021-02-26 10:37:55 +01:00
Gutawer
73dc528112
- fix some crashes in the Shape2D VBO code due to unsound pointer usage (#1318) 2021-02-25 10:49:41 -05:00
Rachael Alexanderson
d6987ff6b2 Revert "Dynamic number of models per frame instead of a hard limit of four. (#1298)"
This reverts commit 769d60a64f.
2021-02-25 09:58:17 -05:00
Xaser Acheron
4b7560cd36 fix: MBF's A_Spawn DEH codepointer should use misc2 as spawnheight, not distance 2021-02-25 08:05:10 +01:00
Cacodemon345
a531c9c35f
Properly abort the program if the SDL window can't be created at all (#1296) 2021-02-24 15:27:42 -05:00
Chernoskill
769d60a64f
Dynamic number of models per frame instead of a hard limit of four. (#1298)
* Changed model-related arrays to TArrays.

* Update models.cpp

Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, it's size is now (models * MD3_MAX_SURFACES)
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case sSurfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Changed model-related arrays to TArrays.

Also removed MAX_MODELS_PER_FRAME.

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Update models.h

* Edited MAX_MODELS_MD3

* Update models_obj.cpp
2021-02-24 15:26:47 -05:00
nashmuhandes
4d56754171 Made Strife NPC's dialog voice audible for all players. 2021-02-24 08:18:53 +01:00
Nash Muhandes
21ea68d552
Fix player not being able to talk to a Strife NPC during netplay, if another player talked to that NPC first. (#1312)
The ConversationNPC and ConversationPC fields were not cleared if the conversation was closed by selecting the goodbye option, or if the conversation was closed from the item checks.

https://forum.zdoom.org/viewtopic.php?f=2&t=53655
2021-02-23 12:35:06 -05:00
DarkOK
1cf0b18897 Fix typo with name in copyright
The first 'h' in Christopher is capitalized when it shouldn't be
2021-02-20 20:25:24 +01:00
alexey.lysiuk
e6810620cd - restored sound-related developer messages
https://forum.zdoom.org/viewtopic.php?t=71486
2021-02-20 11:00:12 +02:00
Erick Vasquez Garcia
65b0047b26 SoftPoly: Fixed the md3 models, you can now correctly display the frame of the model, in addition, interpolation is added to the model.
This error is mentioned by drfrag in the following link https://forum.zdoom.org/viewtopic.php?f=336&t=71228
2021-02-20 09:14:18 +01:00
dondiego
395fc28e12
SoftPoly: Fixed the screen turning white with invulnerability sphere in Doom and in Heretic avoiding color errors in some pixels when activating the "ring of invincibility". (#1307)
Co-authored-by: Erick Vasquez Garcia <erickv5394@gmail.com>
2021-02-18 23:37:53 -05:00
Player701
387abf81a0
- Added a new intrinsic for class pointers to check if the class is abstract (#1308) 2021-02-18 11:17:23 +01:00
Erick Vasquez Garcia
78c0ec0470 - Fixed sprites were not affected by dynamic lights on SoftPoly. 2021-02-16 08:27:02 -05:00
alexey.lysiuk
d23755f76b - fixed missing 'player left the game' message 2021-02-15 11:18:06 +02:00
Magnus Norddahl
3b7ada83bf Fix black wall sprites 2021-02-14 14:05:52 -05:00
Magnus Norddahl
2855b1c4ae Fix line portal clipping bug 2021-02-14 13:59:35 -05:00
Rachael Alexanderson
c86715e521 - add -noautoexec command line parameter to disable the execution of autoexec.cfg files 2021-02-14 10:47:00 -05:00
drfrag
97a4080496 - Amend previous commit: fix the wallsprites crash. 2021-02-13 12:34:31 -05:00
Magnus Norddahl
1a5f0fd40a Fix Additive Shaded renderstyle for UDMF things bugged 2021-02-13 12:32:28 -05:00
Raccoon
59fcf45222
Add Warnings for when PNG loads fail due to unsupported flags (#1302)
This was the result of an issue which stumped the entire Discord, which led to me having to debug from source to find why some relatively standard publicly available PBR materials work.  GZDoom is the ONLY program in the typical development stack (GIMP, Slade, UDB) with this narrow of support for the PNG format. As such, the average developer will have no other way to figure out what's going wrong without these: these CANNOT be allowed to fail silently.  As things like PNG-compression and 64-bit color become more common in royalty-free PBR materials, support should be an eventual target.  Even then, these warnings should remain to prevent this from being an issue the next time things change.
2021-02-12 19:37:18 +01:00
Christoph Oelckers
c9ed4293f7 - backend update from Raze. 2021-02-12 14:40:34 +01:00
Rachael Alexanderson
4100251e25 - another wallsprite crash fix: https://forum.zdoom.org/viewtopic.php?f=56&t=71450 2021-02-12 06:49:47 -05:00
Magnus Norddahl
7e68223794 Add support for zero size buffers as the hwrenderer uses that!
Also add a sanity check on zero size textures just in case that ever happens!
2021-02-12 06:38:26 -05:00
Cacodemon345
f2469c6dcf Change _access to _waccess 2021-02-12 09:07:09 +01:00
Cacodemon345
349a2e9235 Fix crash when trying to open unreadable IWAD files 2021-02-12 09:07:09 +01:00
Cacodemon345
0a30c19138 Fix crash when following symlinks to nonexistent IWAD files 2021-02-12 09:07:09 +01:00
alexey.lysiuk
6bc82bdeff - fixed incorrect extension of overridden function prototype
Prototype of overridden function with optional argument(s) missing could extend unrelated prototype of previously defined function when their arguments and return value(s) match

https://forum.zdoom.org/viewtopic.php?t=71340
2021-02-12 08:42:57 +01:00
Magnus Norddahl
d7924d6e9d Fix dancing sprites regression 2021-02-11 23:05:08 -05:00
alexey.lysiuk
e0e0fb0d8f - fixed uninitialized global rolloff in sound engine
Depending on SNDINFO definitions, type of global rolloff could left uninitialized, and linear rolloff might be treated as logarithmic

https://forum.zdoom.org/viewtopic.php?t=70248
2021-02-08 11:50:00 +02:00
Christoph Oelckers
917eb2b5e3 - fixed: FTextureManager::ReplaceTexture did not calculate the upscale flags. 2021-02-07 09:19:56 +01:00
alexey.lysiuk
74685a1360 - added detection of more x86 extended CPU instructions
Replaced report of 3DNow support with recent fancy CPU instructions
2021-02-06 16:56:59 +02:00
alexey.lysiuk
6d47d79e22 - removed useless x86.h #include's 2021-02-06 15:01:08 +02:00
alexey.lysiuk
d9a5c00cd4 - cleaned x86 CPU detection of obsolete code 2021-02-06 15:01:08 +02:00
alexey.lysiuk
a7e97daa86 - added detection of a few x86 extended CPU instructions
i hope this will make some people a bit happier
2021-02-06 15:01:08 +02:00
Christoph Oelckers
572db3930d - removed unused FSoftwareTexture::GenerateBgraMipmapsFast() function. 2021-02-06 13:18:15 +01:00
Gutawer
aad50cb218 - fix alpha (and other parameter properties) not reuploading the buffer on Shape2D 2021-02-06 06:49:20 -05:00
Alexander Kromm
a2f8b7d0df add "hidepartimes" MAPINFO/GameInfo property 2021-02-02 03:36:06 -05:00
Cacodemon345
b5f80bb69c Hitscan attacks can now hit SPECTRAL actors if the hitscan puff has SPECTRAL flag set 2021-02-02 03:33:23 -05:00
Cacodemon345
3c5f5f392f Add progress bar for SDL backend 2021-02-02 03:32:40 -05:00
drfrag
421b6a0343 - Fixed "Messages ON" not being printed. 2021-02-02 03:31:20 -05:00
alexey.lysiuk
9bd07e5c83 - improved JIT simple frame error message
https://forum.zdoom.org/viewtopic.php?t=71340
2021-01-31 14:47:33 +02:00
Rachael Alexanderson
ad66063354 - oops this was not supposed to be in master
Revert "- failed attempt at automap line thickness"

This reverts commit 9651dd3a48.
2021-01-31 06:24:43 -05:00
Rachael Alexanderson
8a4b5dfb77 - remove Raspberry Pi1/2 support completely 2021-01-31 06:18:21 -05:00
Rachael Alexanderson
6dc218062f Merge branch 'master' of https://github.com/coelckers/gzdoom 2021-01-30 23:28:51 -05:00
alexey.lysiuk
7e02c5f210 - replaced linked sector constructor with default initializers 2021-01-30 15:49:55 +02:00
alexey.lysiuk
ac05f0a6b2 - added initialization of linked sectors
Resizing of linked sectors arrays during serialization could lead to processing of pointers to junk data

https://forum.zdoom.org/viewtopic.php?t=71252
2021-01-30 15:09:35 +02:00
Rachael Alexanderson
b9e37ff0f4 Merge branch 'master' of https://github.com/coelckers/gzdoom 2021-01-29 22:52:33 -05:00
Rachael Alexanderson
9651dd3a48 - failed attempt at automap line thickness 2021-01-29 22:52:28 -05:00
drfrag
638c49fe0f - Fixed nodes were not rebuilt after loading broken extended nodes. 2021-01-29 20:39:27 +01:00
Christoph Oelckers
f108a106c9 - backend update from Raze. 2021-01-29 13:54:18 +01:00
Rachael Alexanderson
d3804911cf - Fix the previous commit
Revert "Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures."

This reverts commit 619f44decd.
2021-01-18 04:02:12 -05:00
Chronos Ouroboros
619f44decd Fixed a missing parameter in S_Sound's ZScript prototype that was causing assertion failures. 2021-01-17 22:22:40 -03:00
Rachael Alexanderson
c783b9dce9 - 21:9 improvements
- vid_aspect is now set to change to 21:9's ACTUAL aspect - 64:27
- screen elements now scale to 64:27 properly. to restore classic behavior, set cvar `vid_allowtrueultrawide` to false
2021-01-17 11:41:36 -05:00
Rachael Alexanderson
efa788cd5e - remove erroneous assert in the ZScript codegen compiler
- fixes issue #1279
2021-01-17 10:58:44 -05:00
Rachael Alexanderson
b70c66e2cc - make ARM compiler flags optional, detect based on ${ZDOOM_TARGET_ARCH}, do not activate on Apple build systems 2021-01-17 06:30:14 -05:00
Kevin Caccamo
26eac560dd Fix ScriptCall missing default arguments
There was one VMCall in DLevelScript::ScriptCall that didn't use default arguments. This was causing assertion failures in the GZDoom debug build when trying to run Wolfenstein: Blade of Agony on any map that wasn't TITLEMAP, because ACSTools.FindInventoryClass returns a boolean, and it has a default argument.
2021-01-16 17:11:39 +01:00
Marisa Kirisame
44b4359ba5 Add alternate "Full" mode for PowerIronFeet that prevents leaky damage. 2021-01-16 17:09:57 +01:00
drfrag
24cf27e9e2 - Fix ALWAYSFAST actor flag. 2021-01-13 20:13:52 +01:00
William E. Waterman
3261eb3643
Side By Side Letterbox Display mode (#1255)
* Added SBSLETTERBOX to menudef.txt

* Changed PresentSideBySide in gl_renderer

Needed for new side-by-side mode

* Added VR_SIDEBYSIDELETTERBOX to gl_stereo3d.cpp

For side by side letterbox display mode

* Added VR_SIDEBYSIDELETTERBOX to hw_modes.h

For new side by side letterbox display mode

* Added VR_SIDEBYSIDELETTERBOX to hw_vrmodes.cpp

For Side By Side Letterbox display mode
2021-01-13 07:09:13 -05:00
Rachael Alexanderson
476e59fbab - add sv_instantreaction dmflag 2021-01-13 07:04:18 -05:00
drfrag
4ff72e937f - Fixed: Monster reaction time was always zero with fast monsters and not just on nightmare. 2021-01-13 06:30:13 -05:00
Chronos Ouroboros
d8164e0050 - Fix the "Max" constant being incorrect for unsigned int types. 2021-01-06 15:50:58 -03:00