ZZYZX
23c9386add
Removed RenderCamera, RenderBeforeThing, RenderAfterThing. Serialization preparations.
2017-01-23 23:05:51 +02:00
ZZYZX
35ec14f465
Made the EventHandler class tree a bit more branchy. Now disallowing creation of Static* via EventHandler.Create.
2017-01-23 20:48:57 +02:00
ZZYZX
302af61686
Added per-thing render hooks
2017-01-23 20:48:57 +02:00
ZZYZX
ce616f9c06
Added: prototype event system
2017-01-23 20:48:57 +02:00
ZZYZX
659c11514b
OpenGL: Added picnum override handling for actors
2017-01-21 23:04:45 +01:00
Christoph Oelckers
c880b26d98
- scriptified MorphProjectile and CustomSprite.
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This should for now conclude actor class scriptification. The remaining ten classes with the exception of MorphedMonster are all too essential or too closely tied to engine feature so they should remain native.
2017-01-20 01:11:36 +01:00
Christoph Oelckers
3c30b59bab
more inventory scriptification
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* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.
- fixed: Passing local variables by reference did not work in the VM.
2017-01-19 23:42:12 +01:00
Christoph Oelckers
d3ab691afb
- scriptified APowerInvisibility.
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- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
2017-01-16 20:34:12 +01:00
Christoph Oelckers
d2d6e5d486
- scriptified PowerFlight and PowerWeaponLevel2.
2017-01-15 23:21:38 +01:00
Edoardo Prezioso
d91023ba0b
- Fixed GCC/Clang compile errors.
2017-01-14 18:30:01 +01:00
Christoph Oelckers
a9ef73528d
- removed all skybox class types from code in preparation for exporting these classes.
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- moved SectorPortal struct to FLevelLocals and exported it.
2017-01-14 16:05:40 +01:00
Edoardo Prezioso
6eb9015303
- Fixed GCC/Clang compile errors.
2017-01-13 15:42:53 +01:00
Christoph Oelckers
6cbc0a80e8
- let 'forcenoskystretch' also apply to sky mode 2 and OpenGL, to reflect its true meaning the internal flag has been renamed to FORCETILEDSKY which it always was about.
2017-01-13 11:12:43 +01:00
Christoph Oelckers
cd7986b1b1
- refactored global sides array to be more VM friendly.
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- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
cb89a1a81a
- fixed inconsistent use of line_t::portaltransferred.
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Some parts used 0 as 'nothing' others used UINT_MAX. 0 should refer to the map's default sky, not to nothing.
2017-01-08 14:59:31 +01:00
Christoph Oelckers
71d1138376
- refactored the global lines array into a more VM friendly form, moved it to FLevelLocals and exported it to ZScript.
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- disabled the Build map loader after finding out that it has been completely broken and nonfunctional for a long time. Since this has no real value it will probably removed entirely in an upcoming commit.
2017-01-08 14:39:16 +01:00
Christoph Oelckers
c02281a439
- refactored the global sectors array into a more VM friendly type and moved it into FLevelLocals.
2017-01-07 19:32:24 +01:00
Christoph Oelckers
581cd27818
- floatified the translucency values in particle_t to elimintate the gross inaccuracies with fadeout time.
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- widened ttl variable in particle_t to short to allow longer living particles than 6 seconds.
- reordered fields in particle_t to reduce struct size a bit.
2017-01-07 15:44:39 +01:00
Christoph Oelckers
acf66d9f8f
- fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed.
2017-01-07 15:44:38 +01:00
Christoph Oelckers
b11c8fef57
- renamed a few variables for clarity.
2017-01-06 11:56:17 +01:00
alexey.lysiuk
9ed2da176e
Fixed signed/unsigned mismatch in comparisons
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No more 'comparison of integers of different signs' warnings reported by GCC/Clang
2017-01-06 10:40:51 +01:00
Christoph Oelckers
1261046f1a
- fixed: The check for explicitly not splitting wall polygons at seg vertices was inverted.
2017-01-02 23:21:28 +01:00
Christoph Oelckers
1a16f664e4
- added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM.
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- used this to replace the line list in Sector because that gets already used and implemented proper bounds checks for this type of array.
2017-01-02 21:40:52 +01:00
Christoph Oelckers
e4c63563e3
- fixed: The 3D floor light splitting code for sprites did not copy the sector's fog density.
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- fixed: fog calculations for fuzz effects were wrong.
2017-01-01 00:16:53 +01:00
Christoph Oelckers
a000b57204
- fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good.
2016-12-29 22:19:09 +01:00
Christoph Oelckers
f52744e8a4
- fixed: When looking through a plane mirror the portal plane exclusion logic needs to be flipped, because the mirror inverts the vertical view direction.
2016-12-29 19:54:38 +01:00
Christoph Oelckers
a3070e8846
- fixed: FGLTexture::CreateTexBuffer needs to be more careful with setting the texture's translucency information.
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First, if it has already been determined the value should be left alone and second, for translated textures the generated buffer is inconclusive so in that case it cannot be used at all.
2016-12-29 14:33:53 +01:00
Christoph Oelckers
02c3b3613f
- added UDMF properties to set glows per sector.
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- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
2016-12-28 21:35:42 +01:00
Christoph Oelckers
be508bc670
- adjust to using msecnode_t's.
2016-12-26 12:11:55 +01:00
ZZYZX
6f16597668
GL renderer now uses RenderRadius links too
2016-12-25 23:46:03 +01:00
Christoph Oelckers
c5d75c18b4
- make gl_finishbeforeswap more useful by handling the case where it causes stalls on NVidia.
2016-12-25 22:56:18 +01:00
Christoph Oelckers
a825d1d92f
Merge branch 'ssao' of https://github.com/dpjudas/dpDoom
2016-12-22 12:40:57 +01:00
Christoph Oelckers
8f45664089
- fixed: Fog boundaries were not drawn on line portals.
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There's two restrictions, though:
* on one-sided-line portals fog boundaries will not be drawn.
* the filler sector behind the portal may not have a sky ceiling texture. This is because the drawing code contains several sky checks which get in the way here.
2016-12-08 17:00:15 +01:00
Christoph Oelckers
3558b2234c
- fixed: The dynamic light setup for walls did not portal-translate the light's coordinate.
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- changed ADynamicLight::CollectWithinRadius to work iteratively to avoid the high stack overhead of 64 bit code.
2016-12-08 12:50:45 +01:00
Christoph Oelckers
c3fb43db3a
Merge branch 'gz-zscript'
2016-12-06 22:47:37 +01:00
Christoph Oelckers
a3ae05299b
- fixed: glPolygonOffset was not called for flat sprites.
2016-12-06 19:17:02 +01:00
Christoph Oelckers
17698467d7
- made application of dynamic lights to additively blended surfaces a MAPINFO option. In most cases this is not wanted but sometimes this can be used to good effect so it should be there as an option.
2016-12-06 12:58:45 +01:00
Christoph Oelckers
34970c9b9c
- removed hexenglobal include from GL files.
2016-12-03 18:49:52 +01:00
Magnus Norddahl
057060022a
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-11-27 09:59:57 +01:00
Christoph Oelckers
b3b5cb2fa4
- fixed: Lines with both sides in the same sector but an active portal may not be discarded early.
2016-11-17 23:13:17 +01:00
nashmuhandes
970c750daa
Added OpenGL support to the underwater view blend scalar option.
2016-11-11 18:08:47 +08:00
Christoph Oelckers
fbe2b76705
- fixed checks in sprite sorting logic. There were some missing parentheses.
2016-10-23 19:08:43 +02:00
Magnus Norddahl
6c1c0d2972
Improve scene selection for SSAO so that the mainview drawmode always takes precedence
2016-10-22 21:35:49 +02:00
Magnus Norddahl
a3e19bf337
Fixed gl_ssao_portals not having effect
2016-10-22 21:25:29 +02:00
Magnus Norddahl
e891911a99
Fix broken SSAO portal rendering and let FRenderState do the glDrawBuffers calls
2016-10-22 00:09:06 +02:00
Magnus Norddahl
be2c50f11c
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
Christoph Oelckers
59576e6d23
- use the newly added OF_Transient flag to avoid writing out the owned dynamic lights to savegames instead of destroying and recreating them each time.
2016-10-16 09:12:43 +02:00
Magnus Norddahl
660a45a0e0
Add normals to decals
2016-10-13 18:04:00 +02:00
Major Cooke
41bf9def80
GZDoom compatibility for PSPF_FLIP.
2016-10-11 20:18:06 -05:00
alexey.lysiuk
7510ad1635
Fixed missing fake floors in deferred buffer mode
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wow.wad is now genuine and authentic...
2016-10-11 14:56:22 +03:00