Commit graph

18969 commits

Author SHA1 Message Date
Christoph Oelckers
843e9e950f - make the non-fullscreen window default to 80% of the current display size on Windows. 2018-07-28 11:57:51 +02:00
alexey.lysiuk
d58fe1f78a - fixed compilation of Cocoa backend
src/posix/cocoa/i_main.mm:262:2: error: use of undeclared identifier 'fullscreen'
2018-07-28 12:24:23 +03:00
Christoph Oelckers
0d8d860c93 - moved the win_* CVARs to a single platform independent location. 2018-07-28 10:27:41 +02:00
Christoph Oelckers
3b53f31da3 - default to fullscreen display. 2018-07-28 10:05:50 +02:00
Magnus Norddahl
990f02d7c5 - add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded 2018-07-28 04:57:23 +02:00
Christoph Oelckers
c60b4239ed - more parentheses. 2018-07-27 20:55:57 +02:00
Christoph Oelckers
bb5dc92225 - added information about full OpenGL features support to survey code. 2018-07-27 20:47:23 +02:00
alexey.lysiuk
5011f1b33b - updated Travis CI configuration with Xcode 9.4 and GCC 8 2018-07-27 16:34:18 +03:00
Christoph Oelckers
9653aa95a4 - fixed: The BossCube must account for its target being gone. 2018-07-27 08:46:28 +02:00
Marisa Kirisame
79f0deaff4 Implement vid_setsize on SDL backend. 2018-07-25 10:34:52 +03:00
Christoph Oelckers
96bb8a779c - fixed incomplete reordering of code. 2018-07-23 21:17:57 +02:00
Christoph Oelckers
6076f0a69d - disable any texture clamping for textures with a user shader.
This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
alexey.lysiuk
3a6e05710a - fixed missing decals on 3D floors with hardware renderer
https://forum.zdoom.org/viewtopic.php?t=61404
2018-07-23 16:46:51 +03:00
Rachael Alexanderson
63393e8f1a - fixed: use templates.h function for minimal value check
- fixed: it was `MAX` all along, not `min` :P
2018-07-22 18:08:54 -04:00
Magnus Norddahl
b1468d9dcc - somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL! 2018-07-22 22:51:08 +02:00
Christoph Oelckers
2382b9a238 - fixed: GLScenePortal did not forward IsSky to its backing object. 2018-07-22 21:18:00 +02:00
Rachael Alexanderson
fccb0b76c6 - fixed: correct the functionality of the 'min' function in the scaling code 2018-07-22 12:34:33 -04:00
Rachael Alexanderson
8cb281bf42 - fixed: I misnamed the function in my last commit, it should've been called 'min' not 'max' 2018-07-22 12:07:46 -04:00
Rachael Alexanderson
682b0ebf48 - enforce 320x200 minimum in actual scaling code 2018-07-22 12:05:16 -04:00
Christoph Oelckers
d84497c85a - don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds. 2018-07-22 11:40:12 +02:00
Christoph Oelckers
6d0b172762 - added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations. 2018-07-22 11:32:45 +02:00
alexey.lysiuk
051521a898 - set minimum size for Cocoa window 2018-07-22 12:10:06 +03:00
alexey.lysiuk
43d472328c - implemented vid_setsize CCMD in Cocoa backend 2018-07-22 11:16:48 +03:00
alexey.lysiuk
4bb125d76c - removed obsolete list of video modes 2018-07-22 11:04:38 +03:00
Rachael Alexanderson
f71b5154c7 - fix vid_showcurrentscaling so that it works even when vid_scalemode is 2 or greater. 2018-07-21 22:27:43 -04:00
Rachael Alexanderson
e4fd6ee03f - the error checking on the previous commit should've been done slightly differently 2018-07-21 21:51:37 -04:00
Rachael Alexanderson
d7b7ae06e7 - implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-21 21:39:35 -04:00
Christoph Oelckers
156ed5790e - added vid_setsize CCMD and fixed some issues with window restoration when switching from fullscreen.
Windows apparently cannot both undo borderless fullscreen and resize the window at the same time, so this must delay the resizing one frame.
2018-07-21 21:32:02 +02:00
Christoph Oelckers
369267bbe9 - adjusted stat code for the new survey. 2018-07-21 19:14:11 +02:00
Rachael Alexanderson
21575bc3df - re-enable stats sending
- re-direct stats sending to new stats script
2018-07-21 07:21:37 -04:00
Rachael Alexanderson
aab9f34bd5 - add LICENSE file for GitHub's info displays 2018-07-21 07:03:52 -04:00
Christoph Oelckers
6ca2b3fce1 - fixed display for smaller screeblocks value.
When refactoring the screen scaling one line too many was altered by accident.
2018-07-21 12:13:17 +02:00
Christoph Oelckers
57f65a9379 - fixed: The 2D drawer did not restore the blend mode after finishing. 2018-07-20 19:46:53 +02:00
Christoph Oelckers
18213f377c - fixed: Inventory items that have been modified with Dehacked to be monsters should not be killed by P_Massacre when being owned. 2018-07-20 11:43:49 +02:00
Christoph Oelckers
2a0c3e63a3 - allow temporary strings to be used as self pointer for String's member functions.
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
2018-07-20 10:38:55 +02:00
Christoph Oelckers
4a7b1aada7 Merge remote-tracking branch 'remotes/origin/modern'
# Conflicts:
#	wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
a841602d70 - change the software renderer to render to a DSimpleCanvas like the old D3D9 target did. Then use the drawer threads to memcpy the result to the PBO 2018-07-20 05:48:15 +02:00
alexey.lysiuk
4d35b12808 - fixed crash on accessing state owner during VM abort
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 13:38:49 +03:00
Magnus Norddahl
7da61ddfee - fix missing forward declaration when falling back to older user shaders 2018-07-19 02:34:45 +02:00
Magnus Norddahl
a0a7fd53e8 - change software renderer back to writing directly into the pixel buffer object, but change the creation and mapping so that hopefully all vendors put it in system memory 2018-07-18 17:47:09 +02:00
Magnus Norddahl
23c0f8f6ac - fix buffer usage warning caused by using the wrong flag for glMapBuffer after switching to doing a plain memcpy 2018-07-18 16:04:35 +02:00
Magnus Norddahl
e93d1e3ebc - change software renderer upload code to use GL_STREAM_DRAW and a memcpy from system memory 2018-07-18 06:46:30 +02:00
alexey.lysiuk
4e2385e912 - load common conversation lumps regardless of map naming scheme
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:56:23 +03:00
alexey.lysiuk
7acf9f96b6 - added placeholders for removed video menu classes 2018-07-16 17:15:41 +03:00
alexey.lysiuk
b2697a99f8 - added missing null pointer checks to VM ops 2018-07-16 17:10:47 +03:00
Magnus Norddahl
1ef9938320 - fix user defines and textures not working 2018-07-15 23:34:58 +02:00
Magnus Norddahl
fcb14494d7 - improve the gldefs syntax by allowing the shader to be specified in the material section 2018-07-15 23:21:06 +02:00
Magnus Norddahl
8a500a25f5 - rewrite the user shader support for materials - new syntax is to create a 'Material ProcessMaterial()' function 2018-07-15 23:01:40 +02:00
Christoph Oelckers
79b3c41677 - fixed titlepic animation.
It needed more than using the animated accessor. The code here nearly went out of its way to circumvent the texture manager's built in logic.
2018-07-15 22:51:25 +02:00
Christoph Oelckers
f62e2f9ba3 - fixed: The stencil cap may never write to the depth buffer.
Due to the way nested portals work this will block rendering of the nested cap entriely and cause some visual glitches when looking straight up or down in such a sector.
2018-07-15 19:16:12 +02:00