Commit graph

13277 commits

Author SHA1 Message Date
raa-eruanna
5795e0fd3e - included another header in order to fix an error reported by travis ci 2017-07-27 03:37:01 -04:00
Rachael Alexanderson
030450b6a9 - fixed: include missing header 2017-07-27 03:08:42 -04:00
Rachael Alexanderson
16e38816ba - oops, forgot one thing in the last commit... 2017-07-27 03:07:19 -04:00
Rachael Alexanderson
30087f7cd7 - cleaned up the video scale mode code a bit, in order to increase future flexibility. 2017-07-27 03:05:01 -04:00
Rachael Alexanderson
f1a6ef9cc8 - changed sv_singleplayerrespawn from 'latch' to 'cheat' since it was originally coded before the CVAR_CHEAT flag was implemented. 2017-07-26 13:34:17 -04:00
Rachael Alexanderson
012496ee98 - added cheat protection to sv_damagefactor* 2017-07-26 13:32:45 -04:00
Magnus Norddahl
cbda6e9427 - Improve dynamic lights for the HUD model 2017-07-26 09:18:05 +02:00
Magnus Norddahl
0c0f0789c2 - Improved dynamic lights on models 2017-07-25 23:00:09 +02:00
Magnus Norddahl
d2e0933a81 - Fix packed normal order bug 2017-07-25 20:20:13 +02:00
Magnus Norddahl
2000784307 - normalize the normal vector in the vertex shader because our vertex attribute uses a low precision format (10 bits) 2017-07-25 20:20:13 +02:00
Magnus Norddahl
4e14ed4e9e - Hook up model normals 2017-07-25 20:20:12 +02:00
Rachael Alexanderson
e0494b6f13 - fixed an issue with previous commit that undid some scaling code 2017-07-25 08:09:01 -04:00
David Carlier
64e96c5f46 OpenBSD support 2017-07-25 07:56:19 -04:00
Rachael Alexanderson
e42500c07a Revert "- ported Linux crash fix to Mac"
This reverts commit 6a49251722.
2017-07-25 07:34:26 -04:00
Rachael Alexanderson
6a49251722 - ported Linux crash fix to Mac 2017-07-25 06:55:29 -04:00
Magnus Norddahl
d8c6966917 - Fixed startup crash on Linux 2017-07-25 11:51:15 +02:00
Christoph Oelckers
b81a23c5e5 - fixed return type of CountsAsKill. 2017-07-25 08:14:46 +02:00
Rachael Alexanderson
28af2fe66b - maxviewpitch now affects the 2.5D software renderer 2017-07-24 10:33:44 -04:00
Christoph Oelckers
cd2a349c36 - fixed name generation for cached nodes to not contain any ':'. A colon inside a file name will cause Windows to write the data to an alternate data stream. 2017-07-24 09:20:35 +02:00
Magnus Norddahl
e06f87cf10 - Added 0.75x scale mode 2017-07-24 08:35:27 +02:00
Magnus Norddahl
1ce3b4c79c - Fix dynamic light clamping issue in truecolor drawers 2017-07-23 23:45:43 +02:00
Magnus Norddahl
bf4d7234e1 - Increase MAXWIDTH and MAXHEIGHT defines to support supersampled 5K monitors 2017-07-23 22:04:00 +02:00
Magnus Norddahl
1a4cf16168 - Fix swtruecolor cvar messing up the chosen video mode 2017-07-23 20:54:03 +02:00
Rachael Alexanderson
6c328ec7df - added SSAA menu entry 2017-07-23 11:29:06 -04:00
Magnus Norddahl
18f0f6be4b - Pixel stretch for 320x200 and 640x400 in glswfb 2017-07-23 17:26:55 +02:00
Rachael Alexanderson
2f37c4b272 - added vid_scalemode == 4 to super-sample the screen 2017-07-23 11:24:04 -04:00
Magnus Norddahl
449c4cb711 - Pixel stretch 320x200 and 640x400 scale modes in the GL renderer 2017-07-23 17:18:25 +02:00
Rachael Alexanderson
45a37211e4 - added special handling for vid_scalemode == [1||2] to force video aspect scaling off unless the user explicitly specified an aspect override. 2017-07-23 10:49:13 -04:00
Rachael Alexanderson
b30b93f40f - made postprocess shader parsing a little more strict, will error out more frequently with common mistakes. 2017-07-23 06:11:04 -04:00
alexey.lysiuk
7436693860 Enabled dynamic stack size in ZScript parser generated by Lemon
https://forum.zdoom.org/viewtopic.php?t=57322
2017-07-23 11:54:16 +03:00
alexey.lysiuk
28e6477a03 Made Lemon's dynamic stack size compatible with C++ 2017-07-23 11:54:16 +03:00
Magnus Norddahl
370e53befe - Replace vid_max_width and vid_max_height with vid_scalemode for the GL software framebuffer backend
- Fix a crash if the window was resized before creating a game
- Fix main menu scaling being wrong if the video mode didn't match the unscaled screen size
2017-07-23 04:23:13 +02:00
Magnus Norddahl
c3702ae9e7 Add vid_scalemode support to GL framebuffer 2017-07-23 00:33:56 +02:00
Rachael Alexanderson
2e6c4eeab9 - removed NOSAVE flags from sv_damagefactor* cvars so that they get put in a savegame 2017-07-22 08:25:39 -04:00
Rachael Alexanderson
a958d2ad72 - fixed pixel centering for unaccelerated player sprites 2017-07-22 08:01:27 -04:00
Rachael Alexanderson
04db494310 - 'kill baddies' cheat now describes what it is killing. This is mostly for multiplayer purposes when other players see the feedback when the cheat is used, allowing players to see if it was 'kill monsters' or 'kill baddies' 2017-07-22 07:25:58 -04:00
Magnus Norddahl
8311a18282 - Fix plane pixel center sampling bug 2017-07-22 12:29:46 +02:00
Magnus Norddahl
3ff021608d - Fix pixel center sampling bug in SWCanvas::DrawTexture 2017-07-22 10:40:30 +02:00
alexey.lysiuk
c56cd245ac Added IndexOf() and LastIndexOf() functions to ZScript string type
https://forum.zdoom.org/viewtopic.php?t=57313
2017-07-22 10:54:32 +03:00
Magnus Norddahl
ebd20daed8 - Fix wall texture sampling to be done at pixel centers 2017-07-22 01:45:06 +02:00
Rachael Alexanderson
8d3d271484 - tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode 2017-07-21 18:45:08 -04:00
Rachael Alexanderson
8d95ee6882 - 'Player' is turbo! cheat is no longer shown in single player. 2017-07-21 17:21:58 -04:00
Magnus Norddahl
5be74890b7 - Fix missing pixels on walls in palette mode for npot2 textures 2017-07-21 22:48:44 +02:00
alexey.lysiuk
b1d1ac13b6 Fixed serpent staff's alternate attack against shielding centaur
https://forum.zdoom.org/viewtopic.php?t=57305
2017-07-21 11:17:50 +03:00
Christoph Oelckers
714ada01aa Merge remote-tracking branch 'remotes/origin/qzdoom-merge' 2017-07-20 18:33:20 +02:00
Christoph Oelckers
e8e940d221 - fixed portal handling for P_CheckMissileSpawn to obey commonly established rules about portal types. 2017-07-20 18:32:54 +02:00
Christoph Oelckers
ffc529d100 - let r_*_cull variables default to 0. 2017-07-20 14:23:45 +02:00
Christoph Oelckers
03ed0656e1 - fixed: The frame timer for interpolating the renderer should always take its time from the actual beginning of the frame instead of checking the system timer in real time when rendering starts.
This fixes two issues:

* timer related texture animations are not being recreated multiple times if a scene renders multiple viewpoints (e.g. camera textures or portals.)
* interpolation is smoother when maps have a high think time of multiple milliseconds. A good map to see the difference would be ZDCMP2 which has a think time of 4-5 milliseconds. With the timer taken in real time after the thinkers have run and VSync on this resulted in alternating time slices of 11 and 21 ms between frame interpolations instead of an even 16 as should be done for smooth 60 fps because roughly every second frame was offset by those 5 ms.
2017-07-20 14:20:50 +02:00
Rachael Alexanderson
f4e0690c41 - missed one qzdoom reference 2017-07-20 06:45:08 -04:00
Rachael Alexanderson
d020ec68d2 Merge branch 'master' into qzdoom-merge 2017-07-20 06:43:03 -04:00