Commit graph

11317 commits

Author SHA1 Message Date
Magnus Norddahl
40f79371f5 Remove GlobVis global as it apparently wasn't very global! 2017-01-12 18:38:27 +01:00
Magnus Norddahl
80e1844d6c Split r_main into r_viewport, r_scene and r_light 2017-01-12 16:21:46 +01:00
alexey.lysiuk
de6a66851e Fixed issue with extraction of built GL nodes
See https://mantis.zdoom.org/view.php?id=39
2017-01-12 16:24:55 +02:00
Christoph Oelckers
8e19dc8f10 - restored dialog ID and removed commented-out old code. 2017-01-12 11:54:53 +01:00
Christoph Oelckers
23482735a0 - removed PClassAmmo.
No need to maintain these clunky meta class for one single property. The overhead the mere existence of this class creates is far more than 100 spawned ammo items would cost.
There is no need to serialize AAmmo::DropAmount, this value has no meaning on an already spawned item.
2017-01-12 11:44:33 +01:00
Christoph Oelckers
da43576035 - updated IWAD picker template to the one submitted by Gez for QZDoom. 2017-01-12 10:11:43 +01:00
Christoph Oelckers
bcd73292d3 - checked P_GetRenderSector against the original implementation from before the glsegextras were added and reinstated all checks from that version. 2017-01-12 09:58:13 +01:00
Rachael Alexanderson
1b750c1cfd Merge https://github.com/coelckers/gzdoom 2017-01-12 00:17:40 -05:00
Christoph Oelckers
0d575a20cc - added new PRINTNAME_ constants for retrieving next and secret next level. 2017-01-12 01:11:26 +01:00
Rachael Alexanderson
a3ad22a460 Merge https://github.com/coelckers/gzdoom 2017-01-11 18:54:43 -05:00
Christoph Oelckers
85488f2f30 - added GetActorFloorTexture and GetActorFloorTerrain ACS functions. 2017-01-12 00:49:40 +01:00
Christoph Oelckers
ea163f3898 - exported FCheckPosition to the VM and completed the parameter lists for Actor.CheckPosition and Actor.TryMove. 2017-01-12 00:26:16 +01:00
Christoph Oelckers
5ef9429ae4 - added the ability to attach a constructor or destructor to an internally defined struct.
There are a few which require explicit native construction or destruction that need to be exported to the VM, e.g. FCheckPosition.
The VM cannot handle this directly, it needs two special functions to be attached to handle such elements.
2017-01-11 23:46:03 +01:00
Magnus Norddahl
c80860cd5d Split r_visibleplane into more files 2017-01-11 23:27:35 +01:00
Magnus Norddahl
2988a5fe87 Convert r_visibleplane into classes 2017-01-11 23:08:24 +01:00
Magnus Norddahl
9f8ac7e498 Convert r_skyplane into a class 2017-01-11 22:09:06 +01:00
Magnus Norddahl
0885ff44a0 Convert r_flatplane and r_slopeplane into classes 2017-01-11 21:59:26 +01:00
Magnus Norddahl
fc29958dc7 Convert r_fogboundary to a class 2017-01-11 21:33:28 +01:00
Magnus Norddahl
3f8e5d26b8 Rename RenderBSP to RenderOpaquePass and RenderTranslucent to RenderTranslucentPass 2017-01-11 20:42:39 +01:00
Magnus Norddahl
6f1836b68b Move classes in r_visiblesprite to their own files 2017-01-11 19:50:07 +01:00
Magnus Norddahl
32b91dd978 Convert r_visiblesprite to classes 2017-01-11 19:33:02 +01:00
Magnus Norddahl
8ed66791e7 Change define to enum 2017-01-11 18:38:51 +01:00
Magnus Norddahl
48b4915f5b Convert r_playersprite to a class 2017-01-11 18:35:20 +01:00
Magnus Norddahl
ee2811450d Convert r_wallsprite to a class 2017-01-11 18:28:19 +01:00
Magnus Norddahl
7bed0ffeb6 Convert r_voxel to a class 2017-01-11 18:25:14 +01:00
Magnus Norddahl
164af7264f Convert r_sprite into a class 2017-01-11 18:17:28 +01:00
Magnus Norddahl
deae5bb1a6 Convert r_particle to a class 2017-01-11 18:14:04 +01:00
Magnus Norddahl
7dfb46b8d9 Convert r_decal to a class 2017-01-11 18:10:51 +01:00
Magnus Norddahl
4b96d7377f Detach voxel and wallsprite projection from (normal) sprite projection and move the type decision making to RenderBSP::AddSprites 2017-01-11 17:59:29 +01:00
Christoph Oelckers
ca2ac4e4fd - reverted debug stuff. 2017-01-11 17:16:07 +01:00
Magnus Norddahl
dce3a1c81c Move remaining parts of r_things into r_visiblesprite 2017-01-11 15:41:42 +01:00
Magnus Norddahl
f288d589ff Move defines and enums to where they are used 2017-01-11 15:09:35 +01:00
Magnus Norddahl
72762e583f Move AddSprites to r_bsp and R_ProjectSprite to r_sprite 2017-01-11 15:02:36 +01:00
Rachael Alexanderson
82ee9e7399 Merge https://github.com/coelckers/gzdoom 2017-01-11 07:48:45 -05:00
Christoph Oelckers
7f3e18a6cc - fixed a few memory leaks. 2017-01-11 11:37:27 +01:00
Christoph Oelckers
72101473d0 - fixed: The texture for legacy dynamic light handling was always allocated, even if not needed, and it was never freed. 2017-01-11 10:47:45 +01:00
Christoph Oelckers
d1ce098d59 - fixed a crash with GL nodes not having partner segs where both sides have a sidedef. This can happen for some render hacks. 2017-01-11 10:46:26 +01:00
Christoph Oelckers
f4edaa2662 - fixed the railgun's spiral duration was set incorrectly. 2017-01-11 01:46:17 +01:00
Rachael Alexanderson
799d0d1091 Merge remote-tracking branch 'remotes/gzdoom/master' 2017-01-10 19:39:12 -05:00
Rachael Alexanderson
2044003542 Merge commit '11d93cb0302bdc3bc6afee65c4e253d4ecdc4b04'
# Conflicts:
#	src/r_draw.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.txt
2017-01-10 19:38:58 -05:00
Rachael Alexanderson
0362deefc4 Merge commit '6552e5a7a18cb334dfa1000e0c52836df2edec95' 2017-01-10 19:38:15 -05:00
Christoph Oelckers
385ebf2ed2 - fixed: Stairs_BuildUpDoomCrush wasn't in the special dispatcher list. 2017-01-11 01:13:39 +01:00
Christoph Oelckers
de4153ceaf some groundwork for the implementation of dynamic arrays
- created script exports for all relevant functions with all integral types.
- created script side definitions for the underlying data types.
- added a void pointer type so that the prototype for the pointer array can use a generic type every pointer can be assigned to.
2017-01-11 00:57:31 +01:00
Christoph Oelckers
11d93cb030 - removed r_columnmethod 1 because the code was broken and already gone from QZDoom. 2017-01-10 22:28:15 +01:00
Christoph Oelckers
6552e5a7a1 - fixed: 'stat music' tried to access a non-existent stream decoder for any music played through Timidity++ on OpenAL. 2017-01-10 22:16:32 +01:00
Christoph Oelckers
2abd16f117 - fixed: Any inventory item that is about to be placed in an inventory must stop all its sounds. 2017-01-10 22:01:29 +01:00
Christoph Oelckers
3e4f799bbc - made Actor.DamageMobj virtual. 2017-01-10 21:31:52 +01:00
Christoph Oelckers
3f94a15cfe - added a virtual PostSpawn method to RandomSpawner, this will get called when the actor has been spawned so that the spawner can do some special setup with it. 2017-01-10 20:14:48 +01:00
Christoph Oelckers
06c97d898b - added a new parameter to A_CustomRailgun to customize the inaccuracy induced by a moving target. 2017-01-10 20:08:23 +01:00
Magnus Norddahl
361bb11b13 Remove -28 offset to fix issue 0000012 2017-01-10 20:07:51 +01:00