alexey.lysiuk
a2a1d2a36d
Fixed significant distortion of sound effects with FMOD Studio API
2016-09-12 20:37:11 +02:00
Magnus Norddahl
7bdbaaff22
GL aspect ratio adjustments
2016-09-12 20:29:26 +02:00
Magnus Norddahl
7070bded77
Merge remote-tracking branch 'origin/aspectratio' into aspectratio_gzdoom
2016-09-12 20:03:21 +02:00
Magnus Norddahl
01b1efe9ee
Switch from abs to fabs
2016-09-12 18:44:04 +02:00
Magnus Norddahl
4e58e6626c
Fix buffer overrun in CommandAspectRatio for 21:9 aspect ratio
2016-09-12 16:05:42 +02:00
Magnus Norddahl
5b438d220f
Switch from ratio enum to float
2016-09-12 15:51:50 +02:00
Magnus Norddahl
6d4e4dad25
BaseRatioSizes replacement functions
2016-09-12 14:37:10 +02:00
Magnus Norddahl
5720634045
Add ActiveRatio to be used where CheckRatio is used today
2016-09-12 13:59:01 +02:00
Magnus Norddahl
b003c47e3e
Improve CheckRatio to always return the closest ratio
2016-09-12 13:37:05 +02:00
Magnus Norddahl
d3d8180f57
Resize framebuffer in windowed mode to match the client area
2016-09-12 13:04:36 +02:00
Magnus Norddahl
a0b6a0275c
Fix random texture sampling bug
2016-09-11 11:09:40 +02:00
Christoph Oelckers
be647dc7b2
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-11 00:45:40 +02:00
Christopher Bruns
924aaa3a92
fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided.
2016-09-11 00:45:17 +02:00
Magnus Norddahl
03d0b09f29
Fix depth blur
2016-09-10 22:39:09 +02:00
alexey.lysiuk
66c5121e38
Do not use OpenGL Core Profile for software renderer on macOS
2016-09-10 17:54:19 +03:00
Christoph Oelckers
71f4bacbd7
- missed something for last commit.
2016-09-10 12:36:44 +02:00
Christoph Oelckers
d3246be488
- draw wall sprites without translucent pixels as opaque. This looses the border smoothing with texture filtering but avoids sorting problems.
2016-09-10 12:24:13 +02:00
Christoph Oelckers
30cb651d92
- completely removed the flat sprite code.
...
This was conceptionally so wrong that there is no chance to salvage any of it.
2016-09-10 10:58:53 +02:00
raa-eruanna
02e4ba464a
Fixed mirror angle issue, fixes rendering of mirrors
2016-09-10 08:56:40 +02:00
Magnus Norddahl
303da0e071
Fix center text alignment issue
2016-09-09 20:09:54 +02:00
Magnus Norddahl
63fb604e98
Fix stripes in the reconstructed normals due to down scaling
2016-09-09 18:19:00 +02:00
raa-eruanna
b0e104d566
Merge http://github.com/coelckers/gzdoom
2016-09-09 11:31:31 -04:00
Magnus Norddahl
8861b1aaff
Grab tanHalfFovy from the projection matrix
2016-09-09 09:47:46 +02:00
Magnus Norddahl
f6bede8374
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.z
2016-09-09 09:31:30 +02:00
Magnus Norddahl
d83a72f361
Add missing IsEnabled check
2016-09-09 00:36:12 +02:00
Magnus Norddahl
63dc394913
Present function for left, right and quad-buffered stereo3d
2016-09-09 00:36:11 +02:00
Magnus Norddahl
8b7267cf87
MaskAnaglyph present mode
2016-09-09 00:36:11 +02:00
Magnus Norddahl
ccbe5160b0
Split F2DDrawer::Flush into Draw and Clear
2016-09-09 00:36:10 +02:00
Magnus Norddahl
aaa3581ee6
Hook up eye textures in renderer
2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09
Add eye textures and FBOs to FGLRenderBuffers
2016-09-09 00:36:09 +02:00
Christoph Oelckers
b9ca3c85f8
- fixed: translucency detection in multipatch textures did not work.
...
- fixed: The flat drawer never checked if a texture had translucent parts.
2016-09-08 12:18:09 +02:00
raa-eruanna
dede94b7e2
Merge branch 'master' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/posix/cocoa/i_video.mm
# src/win32/hardware.cpp
# wadsrc/static/menudef.txt
2016-09-08 03:26:11 -04:00
raa-eruanna
32f758de41
Merge branch 'truecolor' of https://github.com/dpjudas/zdoom
...
# Conflicts:
# src/v_video.cpp
2016-09-08 03:19:08 -04:00
raa-eruanna
5a64307ad1
Changes the tonemap generation algorithm.
2016-09-08 00:51:48 +02:00
Christoph Oelckers
7e2e3e8768
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-08 00:48:27 +02:00
Magnus Norddahl
e794e59cd2
Add con_scale for scaling just the console
2016-09-08 00:39:52 +02:00
Magnus Norddahl
d2f8fc63fc
Scale the console itself as specified by con_scaletext
2016-09-08 00:39:51 +02:00
Magnus Norddahl
6414e01354
Add uiscale slider controlling what scale the On setting uses for hud_scale, hud_althudscale and con_scaletext
2016-09-08 00:39:51 +02:00
Major Cooke
01e9d351b4
- Don't pass flags directly from A_Explode to P_RadiusAttack. XF_EXPLICITDAMAGETYPE would cause explosions to deal no damage otherwise.
2016-09-08 00:38:12 +02:00
Major Cooke
043ada24da
Wave quakes now stack.
2016-09-08 00:38:12 +02:00
Major Cooke
ce13b5c6e1
Enhanced FastProjectile trails.
...
- Trails now copy pitch, and set the projectile as the target.
- Added GETOWNER flag. Using it sets the owner of the fast projectile as the target instead, if it has an owner.
2016-09-08 00:38:11 +02:00
yqco
2e8aa53e6a
Add SetActorFlag ACS function
...
int SetActorFlag(int tid, str flagname, bool value);
- Mimics DECORATE's A_ChangeFlag
- Returns number of actors affected (number of things with the flag)
- Affects activator if TID is 0
# Conflicts:
# src/p_acs.cpp
2016-09-07 20:44:56 +02:00
Christoph Oelckers
33ac551a9a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-06 22:37:15 +02:00
Christoph Oelckers
f536523fbd
- It's Height, not height...
2016-09-06 22:36:53 +02:00
Christoph Oelckers
77a79048f8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-06 22:35:27 +02:00
Christoph Oelckers
5a3147407e
- fixed floatification error in A_MaulerTorpedoWave.
2016-09-06 22:34:59 +02:00
Christoph Oelckers
181e5dc4db
- fixed floor clipping of sprites.
2016-09-06 22:18:47 +02:00
Christoph Oelckers
bfe34f4dc7
- cleanup.
2016-09-06 21:39:13 +02:00
Christoph Oelckers
a36d89405a
- separated the coordinate calculation from GLSprite::Draw.
2016-09-06 12:22:00 +02:00
Christoph Oelckers
a5c0f9a548
- use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer.
2016-09-06 11:58:22 +02:00