Commit graph

9668 commits

Author SHA1 Message Date
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