Commit Graph

3267 Commits

Author SHA1 Message Date
Christoph Oelckers cf9cd58310 - scriptified ModifyDropAmount as a virtual function hierarchy for Inventory and children. 2018-11-24 19:59:24 +01:00
Christoph Oelckers 652606f70b - scriptified A_Explode and relatives. 2018-11-24 19:29:52 +01:00
Christoph Oelckers 44d51a6de9 - scriptified GetDefaultInventory. 2018-11-24 19:03:33 +01:00
Christoph Oelckers be100fa5d3 - removed MeleeWeapon flag from the tomed PhoenixRod and the fighterhammer.
In both cases, having this flag on will render the monster-backing-off-check for melee attacks ineffective because it would misinterpret these weapons as close range only - which they aren't. Even for the PhoenixRod the range is longer than what gets checked here.
As a consequence, the bot's check for missile shooting melee weapons has also become pointless because no such weapon is defined anymore.
2018-11-24 18:42:10 +01:00
Christoph Oelckers 814af66864 - exported one FraggleScript function for testing. 2018-11-24 18:33:42 +01:00
Christoph Oelckers 595208f2fd - exported a few more weapon handling functions so that the native GetDownState stub could be removed. 2018-11-24 18:21:40 +01:00
Christoph Oelckers 9584e3bc53 - scriptified P_BringUpWeapon because this was the only native function still referencing AWeapon::GetReadyState. 2018-11-24 17:22:59 +01:00
Christoph Oelckers b4c272ddff - scriptified A_SpawnItem(Ex) and A_ThrowGrenade.
These were the last native functions referencing AWeapon::DepleteAmmo, so that function is now exclusively on the scripting side.
2018-11-24 17:01:12 +01:00
Christoph Oelckers 6be7fc33f3 - scriptified 3 more functions in stateprovider. 2018-11-24 15:42:43 +01:00
Christoph Oelckers 4c1b3f81ab - scriptified A_RailAttack. 2018-11-24 15:12:30 +01:00
Christoph Oelckers 5c130737c4 - scriptified A_CustomPunch 2018-11-24 14:48:30 +01:00
Christoph Oelckers 7bb3855439 - scriptified A_FireProjectile 2018-11-24 14:16:08 +01:00
Alexander 1b82e2078d add monster tags (Friendly Names) for Hexen 2018-11-24 14:02:48 +01:00
Lucy Phipps ee6f4211c0 tnt1a0 is not a png 2018-11-24 14:01:52 +01:00
Christoph Oelckers e071be8371 - scriptified A_FireBullets and A_CustomBulletAttack. 2018-11-24 13:50:27 +01:00
Christoph Oelckers 6fc63b9b78 - started with a ScriptUtil class which will allow moving function implementations for ACS and FraggleScript to zscript.txt
So far 3 functions for testing implemented.
2018-11-24 13:06:01 +01:00
alexey.lysiuk f11b20122f - made ZRock4 solid like in vanilla Hexen
9164cc6e0f/INFO.C (L5731)
c0c1771e37/src/hexen/info.c (L5748)

https://forum.zdoom.org/viewtopic.php?t=62660
2018-11-24 12:51:14 +02:00
Christoph Oelckers ac77ca6474 - scriptified Weapon.CheckAmmo and Weapon.DepleteAmmo 2018-11-24 11:29:57 +01:00
Christoph Oelckers bd84a60663 - scriptified the rest of the morph code. 2018-11-24 10:47:42 +01:00
Christoph Oelckers ac1bffc51b - scriptified P_MorphMonster. 2018-11-24 09:33:03 +01:00
Christoph Oelckers 3ed7f4066d - fixed message output. 2018-11-24 08:41:07 +01:00
Christoph Oelckers cce1bad042 - testing and cleanup of scripted morph code. 2018-11-24 08:39:35 +01:00
Christoph Oelckers 78d6832d14 - P_UndoPlayerMorph scriptified.
Not tested yet and still missing a new native interface.
2018-11-24 08:17:30 +01:00
Christoph Oelckers 192104aea2 - scriptified P_MorphPlayer and dependencies.
It still needs its counterpart scriptified as well before it can work.
2018-11-24 07:45:49 +01:00
Magnus Norddahl 31ed1da4e5 Merge remote-tracking branch 'origin/master' into asmjit 2018-11-23 22:57:11 +01:00
Marisa Kirisame ee91cf77e4 expose defaultbloodcolor to ZScript. 2018-11-23 22:15:15 +01:00
Christoph Oelckers ce46f5165a Merge branch 'master' into asmjit 2018-11-23 11:12:52 +01:00
Magnus Norddahl 96df21e3dc - fix typo 2018-11-20 13:54:18 +01:00
Magnus Norddahl 216191c86d - interpolate the normal for models 2018-11-20 13:41:27 +01:00
Christoph Oelckers a5ee673c91 - exported ADecal to ZScript as a non-native class.
Its one function is still native but this was by far the easiest of the remaining actor classes to export.
2018-11-19 17:54:38 +01:00
Christoph Oelckers a981737855 - generate register type info for the parameter lists of all functions.
Currently used for loading parameters into registers.
For checking parameters of native functions some more work is needed to get the info to the function. Currently it doesn't receive the function descriptor.
2018-11-18 17:10:55 +01:00
Christoph Oelckers 16c85b532b - restored the old A_Jump prototype because DECORATE needs this to parse the arguments. 2018-11-17 21:22:18 +01:00
Christoph Oelckers 533f66396d Merge branch 'master' into asmjit 2018-11-17 20:16:03 +01:00
Christoph Oelckers adde0510fe - deconstruct A_Jump with multiple labels into A_Jump(chance, RandomPick(label1, label2, label3,...)) to remove this ugly special case from the VM calling convention.
This also adds the number of available choices to OP_IJMP.
2018-11-17 12:35:03 +01:00
Christoph Oelckers cfa11046ab - changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
* Everything with a damage factor for fire only uses that.
* Everything that bleeds takes half damage
* Robots take quarter damage.
2018-11-16 21:36:57 +01:00
Christoph Oelckers 33fb76698b Avoid using argument count for any kind of decision making in native VM functions.
This allows retaining the functionality, even if for the JIT compiler's benefit all default arguments are pushed onto the stack instead of reading them from the defaults array.
2018-11-16 15:25:37 +01:00
Christoph Oelckers feef0d4b62 - corrected A_DropFire for real, using the SVE source as reference. 2018-11-15 19:35:07 +01:00
Christoph Oelckers 99f1d6b82e - fixed: A_DropFire accidentally cleared the XF_HURTSOURCE flag by setting only XF_NOSPLASH. 2018-11-15 18:49:37 +01:00
Major Cooke 55f17fa90c Changed A_RaiseActor to just RaiseActor. 2018-11-13 19:01:56 +01:00
Major Cooke 71d2b39d92 Added A_RaiseActor(Actor other, int flags = 0) 2018-11-13 19:01:56 +01:00
Major Cooke b553be153d Added CanResurrect(Actor other, bool passive)
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
Christoph Oelckers ca2defa6a2 - added ZScript export for side_t::SetSpecialColor. 2018-11-12 00:13:14 +01:00
Christoph Oelckers f2dcff4386 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Major Cooke 9a7f570b19 Added DMG_NO_ENHANCE for DamageMobj.
- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-10 16:18:33 +01:00
Major Cooke 9ff7f338fd Added IsPointInMap(Vector3 p).
- Checks if a point is inside the map geometry or not.
2018-11-07 15:16:45 -05:00
Christoph Oelckers bfffe6df3e - fixed typo with RNG name. 2018-11-07 19:20:42 +01:00
ZZYZX a276ebfb08 Exported destructible geometry to ZScript 2018-11-07 00:12:37 +01:00
ZZYZX d85e5afdfb Destructible geometry - minor fixes and 3D floor support 2018-11-07 00:12:37 +01:00
Player701 56f76a141e - Added a function to get the actor's age in ticks. 2018-11-04 19:58:57 +01:00
Player701 a6dbfcf9c2 - Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-04 19:58:57 +01:00
Cacodemon345 b1d35eb0b3 Extend SKYEXPLODE flag for LineAttack 2018-11-03 15:24:30 +01:00
Christoph Oelckers b9f2cce8de - versioned the return mismatch check to demote it to a warning for older versions than 3.7. 2018-11-01 11:30:53 +01:00
ZippeyKeys12 77c5c1eb19 Export AllClasses 2018-11-01 00:20:46 +01:00
Jonathan Russell f39a389e99 - changed the way alpha works on DrawLine and DrawThickLine so they're consistent 2018-11-01 00:10:47 +01:00
Major Cooke 6a8b0df4ba Added VelIntercept.
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
  - targ: The actor the caller will aim at.
  - speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
  - aimpitch: If true, aims the pitch in the travelling direction. Default is true.
  - oldvel: If true, does not replace the velocity with the specified speed. Default is false.

- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 00:10:08 +01:00
ZZYZX 849d110f10 Fixed sector floor/ceiling actions not triggering in P_XYMovement 2018-11-01 00:05:43 +01:00
ZZYZX a6cdcab128 Implemented loading/saving of line/sector health and health groups in savegames 2018-10-31 22:14:40 +01:00
ZZYZX b911bbc424 Single commit - destructible geometry feature 2018-10-31 17:22:09 +01:00
Christoph Oelckers 40da1dbfbc - removed bad 'return' in C_MidPrint definition. 2018-10-31 13:13:32 +01:00
Marrub 0b460ccb03 Squashed commit of the following:
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date:   Tue Oct 30 04:01:09 2018 -0400

    ProMessage -> PronounMessage

commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date:   Mon Oct 29 23:56:58 2018 -0400

    improve variable naming

commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date:   Mon Oct 29 19:52:32 2018 -0400

    add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00
Christoph Oelckers 0200ee7c13 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-10-29 18:42:12 +01:00
Rachael Alexanderson c808af94ca - change 'other' gender to 'robotic' for English 2018-10-29 09:54:11 -04:00
Christoph Oelckers 21b658d34f Merge branch 'master' into renderstate_abstraction 2018-10-25 22:30:26 +02:00
Christoph Oelckers 89059a2acc - added a compatibility fix for Hacx's MAP05.
This is by no means perfect and looks different than what was originally intended, but at least this doesn't totally fail to render properly with the OpenGL renderer.
2018-10-21 20:27:33 +02:00
Christoph Oelckers 1768508c80 - first adjustments to decal code.
- moved texture mode constants to a global header and consolidated with the variants of the 2D drawer.
2018-10-21 08:14:48 +02:00
Rachael Alexanderson e2f6fa95d4 - fixed: attaching a new status bar to a player now calls 'setsizeneeded' - fixes an issue where the screen geometry is out of sync with the characteristics of the new status bar. 2018-10-20 13:22:11 -04:00
Christoph Oelckers 9253118bdc - removed the quad drawer class
This isn't needed anymore.
2018-10-20 11:59:12 +02:00
Magnus Norddahl 4ac43dac36 - fix distance attenuation for PBR materials 2018-10-17 09:03:18 +02:00
Erick Tenorio c0cf19e9b5 - Visually align Doom 2 MAP04 crusher floors
Use Transfer_Heights to fake floors on the crusher sectors
2018-10-16 17:38:15 +02:00
Erick Tenorio cc8112f88d -Fixed many IWAD mapping errors 2018-10-14 11:44:54 +02:00
player701 eee0946bc5 - Fixed indentation 2018-10-14 00:52:00 +02:00
player701 6dc026895c - Exported PickNewWeapon function from PlayerPawn to ZScript. 2018-10-14 00:52:00 +02:00
Erick Tenorio 22f8c26917 Fix missing enemies in HTP-RAW.WAD MAP22
Make 100% kills possible on MAP22 of Hell to Pay
2018-10-09 07:44:30 -04:00
Rachael Alexanderson 3d81be1517 - always enforce a minimum distance for fog when fogmode is set to standard. without this, it was possible for the GPU to error out and stop rendering pixels for certain screen blocks 2018-10-09 04:45:23 -04:00
Erick Tenorio 643e3a78d8 Fixes for Wraith Corporation WADs 2018-10-08 18:40:25 +02:00
Christoph Oelckers 2c9a82e084 - fixed potential null pointer access in Hexen's spike code. 2018-10-07 20:00:30 +02:00
Magnus Norddahl 8ea74770fd - fix artifact in PCF filter when the texture coordinate wraps 2018-10-05 21:30:16 +02:00
alexey.lysiuk 9cffc29134 - fixed stuck memory usage warning in options menu
https://forum.zdoom.org/viewtopic.php?t=62186
2018-10-05 15:22:21 +03:00
Magnus Norddahl 5e04678965 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-10-05 04:36:27 +02:00
Magnus Norddahl 6135e867a9 - remove shadow acne from PCF shadowmap filter and add three quality levels 2018-10-05 04:36:11 +02:00
Rachael Alexanderson e7f19b01cb - added normal5x and normal6x 2018-10-04 22:09:18 -04:00
Magnus Norddahl c60270bd9e Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-10-04 15:33:22 +02:00
Magnus Norddahl cd520a6528 - fix the nearest shadow map filter to have no shadow acne and replace linear with nearest in the menu 2018-10-04 15:33:07 +02:00
Marisa Kirisame c3894ee348 Exports various resurrection-related functions to ZScript. 2018-10-04 08:59:37 -04:00
Vitaly Novichkov 59c8d8ff64 Upgrade libADLMIDI and libOPNMIDI
Added full-panning stereo, improvement of channel management, and many other things.

Also, I have implemented an ability to use custom WOPL (for libADLMIDI) and WOPN (for libOPNMIDI) banks from the same path as "soundfonts", but also, in the same environment, the "fm_banks" folder was added for WOPL/WOPN storing purposes.
To toggle usage of embedded or custom bank, I have added togglable booleans. When bank fails to be loaded, the default embedded bank is getting to be used as fallback.

ADLMIDI 1.4.0   2018-10-01
 * Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for GS way of custom drum channels (through SysEx events)
 * Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
 * Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
 * Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
 * Fixed correctness of CMF files playing
 * Fixed unnecessary overuse of chip channels by blank notes
 * Added API to disable specific MIDI tracks or play one of MIDI tracks solo
 * Added support for more complex loop (loopStart=XX, loopEnd=0). Where XX - count of loops, or 0 - infinite. Nested loops are supported without of any limits.
 * Added working implementation of TMB's velocity offset
 * Added support for full-panning stereo option (Thanks to [Christopher Snowhill](https://github.com/kode54) for a work!)
 * Fixed inability to play high notes due physical tone frequency out of range on the OPL3 chip

OPNMIDI 1.4.0   2018-10-01
 * Implemented a full support for Portamento! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for SysEx event handling! (Thanks to [Jean Pierre Cimalando](https://github.com/jpcima) for a work!)
 * Added support for GS way of custom drum channels (through SysEx events)
 * Ignore some NRPN events and lsb bank number when using GS standard (after catching of GS Reset SysEx call)
 * Added support for CC66-Sostenuto controller (Pedal hold of currently-pressed notes only while CC64 holds also all next notes)
 * Added support for CC67-SoftPedal controller (SoftPedal lowers the volume of notes played)
 * Resolved a trouble which sometimes makes a junk noise sound and unnecessary overuse of chip channels
 * Volume models support taken from libADLMIDI has been adapted to OPN2's chip speficis
 * Fixed inability to play high notes due physical tone frequency out of range on the OPN2 chip
 * Added support for full-panning stereo option

ADL&OPN Hotfix: re-calculated default banks
The fix on side of measurer of OPL3-BE and OPN2-BE where some instruments getting zero releasing time.
2018-10-04 08:58:47 -04:00
Rachael Alexanderson 2fff5c4c39 - use correct multipliers for the memory warnings for normalNx scalers 2018-10-04 08:43:02 -04:00
Rachael Alexanderson b6bcc1b0f5 Add 'normalNx' texture scaling 2018-10-04 08:43:02 -04:00
alexey.lysiuk c589f1bba7 - added a warning for texture upscaling modes 2018-10-04 08:43:02 -04:00
alexey.lysiuk 778a7c370d - added 5x and 6x upscaling with xBRZ 2018-10-04 08:43:02 -04:00
alexey.lysiuk 36adbcd9ed - localized names for xBRZ scaling modes 2018-10-04 08:43:02 -04:00
Magnus Norddahl d65d462268 - add some comments to shadowmap.fp 2018-10-04 01:29:25 +02:00
Magnus Norddahl 36946a47fe - fix diagonal linear shadow map artifact 2018-10-04 00:46:17 +02:00
Christoph Oelckers 797f88a6c8 - some tweaking of shadowmap filter setting to allow changing the PCF filter's number of samplings. 2018-10-03 13:45:54 +02:00
Christoph Oelckers 35bb2d3079 - add new option to menu 2018-09-29 13:31:13 +02:00
Christoph Oelckers c8852b8fea - enabled the linear shadowmap filter.
Although this doesn't look as good as the PCF version it is a lot less calculation intensive and therefore more suitable for weaker hardware.
It also tends to bleed through walls a lot less.
2018-09-29 13:23:40 +02:00
Christoph Oelckers 86c7e87767 Merge branch 'master' of https://github.com/coelckers/gzdoom 2018-09-29 12:59:11 +02:00
Magnus Norddahl 3b8b312fae - clamp the software light to never get brighter than the initial light level 2018-09-23 17:58:17 +02:00
Christoph Oelckers bc1e659c7b Revert "- reworked fog uniforms to move the global fog mode setting to the viewpoint buffer."
This reverts commit 8b26b6dd1e.

This was causing problems with light mode 2 because some edge cases were no longer handled properly.
2018-09-16 22:38:20 +02:00
Marisa Kirisame 38c8f0d585 Adds OnDrop virtual to inventory items. Called on the dropped item at the end of AActor::DropInventory. 2018-09-16 17:58:57 +02:00
Major Cooke 1210e1a951 Added DMG_EXPLOSION flag.
- This allows modders to determine if damage is caused by an actual explosion, assigned by P_RadiusAttack and BlastActor for +TOUCHY actors.
2018-09-15 13:23:11 +02:00
ZippeyKeys12 60f82d1eb9 Make StatusScreen::End virtual
https://forum.zdoom.org/viewtopic.php?t=59419
2018-09-15 13:21:13 +02:00
ZippeyKeys12 7885a22cad Add NewGame to EventHandler
https://forum.zdoom.org/viewtopic.php?t=61908
2018-09-15 13:20:41 +02:00
Christoph Oelckers 8b26b6dd1e - reworked fog uniforms to move the global fog mode setting to the viewpoint buffer. 2018-09-06 19:14:30 +02:00
Christoph Oelckers 7cbc98e1d0 - fixed incorrect trigger types in compatibility setter.
These were caused by some bogus comment in the original compatibility.txt which erroneously added a "SPAC_PCross" remark to a line which actually set "SPAC_Cross".
2018-09-03 23:06:32 +02:00
Christoph Oelckers 5e39890118 - use a uniform buffer for per-scene data like rotation matrices. 2018-09-02 18:40:36 +02:00
Rachael Alexanderson 7c4dd9408d - update french language translation from Tapwave 2018-08-31 18:01:51 -04:00
Jonathan Russell ea81ab4097 - added Screen.DrawThickLine for drawing lines with thickness 2018-08-30 19:21:57 +02:00
Rachael Alexanderson e428f6948e - add menu sliders for `vr_ipd` and `vr_screendist` 2018-08-29 19:13:44 -04:00
Christoph Oelckers d263f7bcc8 - removed most of the old LastIndexOf methods in FString, only leaving one for ZScript and clearly giving it a name that says it all. RIndexOf has been made the proper version of LastIndexOf internally now. 2018-08-25 20:54:16 +02:00
Christoph Oelckers c04c48d157 - renamed RIndexOf to RightIndexOf 2018-08-25 20:39:58 +02:00
Kevin Caccamo 884de51b70 Add the "RIndexOf" method to FString, which works like String.lastIndexOf from JavaScript
RIndexOf returns the index where the substring starts, instead of the index where the substring ends - 1.

Deprecate the LastIndexOf method of StringStruct
2018-08-25 20:37:40 +02:00
Kevin Caccamo cbbf4fb662 Add 1280x1024 to the resolution preset menu 2018-08-21 20:16:46 +02:00
argv-minus-one 1d930b45cf Add ZScript method `LevelLocals.SphericalCoords`.
It computes spherical coordinates from one point in the world to another. Useful for checking whether one actor is inside another actor's view cone.
2018-08-21 08:22:16 +02:00
Marisa Kirisame 02926a5567 Add "IsFinal" parameter for CheckReplacement.
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-16 21:44:21 +02:00
Marisa Kirisame e18b17217f Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-15 19:31:09 +02:00
argv-minus-one 0717f5aede Make various getter and pure-math Actor methods clearscope.
These methods do not examine or change playsim state. They only perform math or look at class metadata.

Methods changed are:

• deltaangle
• absangle
• AngleToVector
• RotateVector
• Normalize180
• BobSin
• GetDefaultSpeed
• FindState
• GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
2018-08-14 11:52:44 +02:00
Rachael Alexanderson ecdc485e05 - Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display. 2018-08-09 15:13:26 -04:00
Magnus Norddahl d121fa21bf - add gl_dither for toggling dithered output on and off 2018-08-08 21:58:23 +02:00
Magnus Norddahl 31addbc859 - use a texture for the dither matrix 2018-08-08 00:54:12 +02:00
Rachael Alexanderson 07c9db682d - change 'halfstep' in the dither shader to a #define 2018-08-07 17:06:05 -04:00
Rachael Alexanderson 1cfed9de45 - expand the dither matrix from 4x4 to 8x8 2018-08-06 23:00:20 -04:00
Rachael Alexanderson 0cfe79d85d - further math tweaks 2018-08-06 21:51:23 -04:00
Rachael Alexanderson cdd77ad5fa - fix up a bit of math on the dither shader 2018-08-06 21:37:45 -04:00
Magnus Norddahl 7362070504 - add dithering to present shader 2018-08-07 03:03:40 +02:00
Christoph Oelckers 4c20553a62 Revert "Add RenderStyle API"
This reverts commit 8c7d3b6ab8.

With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
2018-08-05 20:17:50 +02:00
Zombie 8c7d3b6ab8 Add RenderStyle API 2018-08-05 09:44:05 -04:00
Marisa Kirisame 51b57cebb1 Additional blocking-related flags for Actor.LineTrace() 2018-08-05 09:42:40 -04:00
Rachael Alexanderson bc9ba4d306 - these should not be here. they are just unused templates I forgot to remove 2018-08-02 09:54:55 -04:00
Rachael Alexanderson 29bb32c039 - export resolution strings to the language file 2018-08-02 09:53:34 -04:00
Rachael Alexanderson bd1e484c1e - redo the menu a bit, add in some C++ support code to make it a little bit more flexible
- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Sterling Parker 68bd618aaa Initial "resolution mode selector" implementation 2018-08-01 07:20:35 -06:00
Christoph Oelckers ff69d945e1 - fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.

# Conflicts:
#	src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
Christoph Oelckers 9653aa95a4 - fixed: The BossCube must account for its target being gone. 2018-07-27 08:46:28 +02:00
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 4a7b1aada7 Merge remote-tracking branch 'remotes/origin/modern'
# Conflicts:
#	wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
alexey.lysiuk 7acf9f96b6 - added placeholders for removed video menu classes 2018-07-16 17:15:41 +03:00
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
Rachael Alexanderson d59bdbd7e8 - improved backdrop texture a little bit. replaced with a CC0 texture designed in Krita 2018-07-15 07:59:36 -04:00
Christoph Oelckers 7bda29387d - added missing files.
No idea why they weren't committed...
2018-07-15 00:26:22 +02:00
Christoph Oelckers 1294f3df64 - replaced the procedural backdrop texture with some warped noise texture.
This was done because the backdrop as implemented was the only texture in the entire game that had to be deleted and recreated each frame.
However, with Vulkan this would have necessitated quite a bit of synchronization with the render pipeline which wasn't really feasible just for this one single texture.
Now the texture manager can assume that once a texture was created it will be immutable and never has to change.
2018-07-15 00:00:00 +02:00
Christoph Oelckers 7a692b1557 - added DTA_LegacyRenderStyle so that STYLE_* constants can be passed directly to the Draw functions.
- fixed the optional parameter in Shape2D.Clear.
2018-07-14 22:58:24 +02:00
Christoph Oelckers 124fe63d00 Merge branch 'master' into modern 2018-07-14 10:24:41 +02:00
Marisa Kirisame 2d0fb4ed2e Adds 2D shape (triangle array) drawer, usable from ZScript. Handles most drawtexture parameters excluding those related to scaling, at the moment. 2018-07-13 20:24:06 +02:00
Erick Tenorio dfe635dd4a TNT.WAD fixes
MAP07 - Dropping onto the outdoor lava will now raise triangle sectors.
Should be impossible to get stuck in them now.
MAP08 - Fix (what I presume to be an unintentional) missing texture.
2018-07-12 17:42:58 +02:00
argv-minus-one ce1aa7e962 Move RandomSpawner's random selection logic into a virtual method.
With this, one can use its self-replacement code (which copies a bunch of its state into the replacement actor, and monitors for boss death if appropriate), but select the replacement class based on some other criteria (map number, the player's RPG stats, the player's class, etc).
2018-07-09 17:50:55 +02:00
argv-minus-one 6239796b92 Move RandomSpawner's recursion check into PostBeginPlay.
Previously, a RandomSpawner with infinite recursion would hang the game, because the recursion check was happening before the recursion counter (bouncecount) was set.
2018-07-09 17:50:55 +02:00
alexey.lysiuk c29651da95 - restored initial grayscale conversion in fragment shader
Accidental change of red color multiplier was discovered during investigation of https://forum.zdoom.org/viewtopic.php?t=61126
2018-07-02 17:31:48 +03:00
Magnus Norddahl 8eb825e25a - fix some postprocess bugs 2018-06-30 16:44:09 +02:00
Magnus Norddahl a7529ce3b4 Merge remote-tracking branch 'gzdoom/modern' into hw_postprocess 2018-06-29 20:24:32 +02:00
alexey.lysiuk 651e735246 Merge branch 'master' into modern 2018-06-29 17:51:10 +03:00