Christoph Oelckers
ac1cfa6027
- cleaned up the startup code a bit.
...
Mainly splitting up D_DoomMain_Internal to put all the actual initialization from game data into a subfunction
2022-04-29 02:17:21 +02:00
Christoph Oelckers
65a37856ec
-fix TArray::Append with rvalue parameter
...
This must clear the source array to obey move rules.
2022-04-29 02:10:43 +02:00
Christoph Oelckers
ff58e4ec6f
- fixed Playdemo and Timedemo check
...
The assumption that D_DoomLoop never returns does not apply anymore. Let it fall through to the end instead where this is properly handled.
2022-04-29 01:40:28 +02:00
Christoph Oelckers
2bc787b1cc
- only check „allowduplicates“ for the final file system init
...
The other calls to InitMultipleFiles should not use it.
Also fix the check to not skip some entries.
2022-04-29 01:36:06 +02:00
Christoph Oelckers
18912d1ee9
- removed all leftover x87 configuration voodoo
...
x86 32 bit without SSE2 hasn’t been a supported target for several years, none of this is still needed
2022-04-29 01:30:16 +02:00
Christoph Oelckers
6bce14b86f
- added ‚repeat‘ option to SetLineActivation ACS function
2022-04-29 00:58:07 +02:00
Christoph Oelckers
bd885977e8
- added MSTimef script function
...
This also deprecates MSTime due to value range / overflow issues.
2022-04-29 00:47:06 +02:00
Christoph Oelckers
c83344f5c2
- removed all remains of the corpsegibs flag and made vileghosts interactive
...
Ghosts are still off by default, but they will now be enabled when selecting the vanilla (strict) compatibility mode.
2022-04-29 00:28:34 +02:00
Christoph Oelckers
de0fcc3b6c
- restrict RealGibs for players only
...
All non-players will now always act as if the ‚corpsegibs‘ flag was set, regardless of the current setting.
2022-04-29 00:24:47 +02:00
Christoph Oelckers
63bba40d7d
- expose the ‚attenuatelights‘ map flag.
2022-04-29 00:02:11 +02:00
Christoph Oelckers
739b015a4d
- reinstated code that has gotten lost.
...
Fixes texture trimming.
2022-04-28 21:14:50 +02:00
Christoph Oelckers
86c968c8a3
- where did that '!' come from?
2022-04-28 20:48:00 +02:00
Christoph Oelckers
643e5c87fd
- added an option to delete a terrain type from a texture.
...
Just define a texture's terrain to 'none'.
(A bit puzzling that such a feature did not exist yet...)
2022-04-28 08:42:12 +02:00
Christoph Oelckers
9b0b44d83b
- proper handling for running an end-of-game intermission.
2022-04-27 10:53:07 +02:00
Christoph Oelckers
0de3ff81e1
- add wipe transition support to the screenjob runner.
2022-04-26 20:50:37 +02:00
Christoph Oelckers
4e72ea1cfa
- Backend update from Raze
2022-04-26 20:50:36 +02:00
Christoph Oelckers
feb65bcb99
- moved wipe code into the backend
2022-04-26 20:50:36 +02:00
Christoph Oelckers
a067eacc79
- change license of wipe code
...
There’s nothing really left here of id’s original code
2022-04-26 20:50:36 +02:00
Christoph Oelckers
ccdf5fb23c
- moved the wipe loop out of d_main.cpp into f_wipe.cpp
...
As preparation fior fully moving it into the backend
2022-04-26 20:50:36 +02:00
Christoph Oelckers
7b59293995
- properly deal with 'gototitle'.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
1aa71cc5a3
- prepared DrawFullscreenSubtitle for script export.
...
This needed to get the font passed as argument and take care of stringtable lookup inside the function.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
aabe59c533
- made intermissions work as screenjob.
2022-04-26 20:50:36 +02:00
Christoph Oelckers
082daccd2d
- summary screen is working again
...
minus the initial wipe…
2022-04-26 20:50:36 +02:00
Christoph Oelckers
336c45aaa4
- SCreenjob fixes
...
Still doesn’r show anything but we got it all set up now.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
54329bd87b
- make stuff compile again
2022-04-26 20:50:35 +02:00
Christoph Oelckers
7ed8d3b3e2
- screenjob. fixes from Raze
2022-04-26 20:50:35 +02:00
Christoph Oelckers
1bb750c061
Screenjob WIP stuff
2022-04-26 20:50:35 +02:00
Christoph Oelckers
390bf58698
- first stage of migrating intermissions to screenjobs.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
d994369fd0
- timer code fixes.
2022-04-26 20:50:35 +02:00
Christoph Oelckers
9898ee542c
- route all accesses to gameaction from the backend through the sysCallbacks.
...
gameactions are frontend specific so this needs to be decoupled.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
e5baef837a
- text screen helper stuff for cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
933fa62782
- added the script side core module for the cutscene system.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
df0412d634
- a few things may not be static anymore.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
5aaabbeb01
- did some project file cleanup.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
69a7715a02
- added all the prerequisites for the cutscene system from Raze:
...
* libvpx library
* libsmackerdec
* playmve
* MoviePlayer class.
* ScreenJob engine core.
2022-04-26 20:50:34 +02:00
Kevin Caccamo
ecc0afd2f2
Fix usage of -1 as OBJ model FrameIndex
...
So that what is said on the ZDoom Wiki (see https://zdoom.org/wiki/MODELDEF#Notes ) holds true for OBJ models.
2022-04-24 19:40:08 +02:00
Christoph Oelckers
4aa04f11ce
- zip64 handling
2022-04-22 11:10:25 +02:00
Christoph Oelckers
6cb035b7b2
- added workaround to Dehacked so that „Doom“ only replaces the music name
...
Of all these short strings this is the only one that occurs elsewhere as well.
2022-04-22 00:53:27 +02:00
Rachael Alexanderson
0fa830ddd7
Revert "- change cvars gl_custompost
and gl_customshader
to archive and save to .ini since there are uses for these shaders beyond mere debugging."
...
This reverts commit 2420371c46
.
2022-04-21 02:49:39 -04:00
Rachael Alexanderson
991b4725dd
Revert "- don't modify gl_customshader
cvar in GLES backend; the backend will not show custom shaders anyhow"
...
This reverts commit ab27d1dd33
.
2022-04-21 02:48:07 -04:00
Christoph Oelckers
40e50f07e9
- fixed some incorrect array allocation sizes in polyobj code
2022-04-19 10:25:14 +02:00
Christoph Oelckers
11b1a2ef7b
- revert. accidental change in polyobject code
2022-04-19 10:21:45 +02:00
Christoph Oelckers
760bffbf06
- do not clamp warped textures.
2022-04-17 23:41:20 +02:00
Christoph Oelckers
346cae04be
- disabled deletion of previous event handlers when using 'eventhandler' keyword in MAPINFO.
2022-04-17 13:25:07 +02:00
Christoph Oelckers
1c4d48f5f2
- added some fudging so that the Dehacked parser can properly deal with ConsumeAmmo.
...
This is a parameterized code pointer, so checking state functions for names won't work. Additionally, the handling was not correct for weapons with an ammo use other than 1.
2022-04-17 08:53:52 +02:00
Christoph Oelckers
525351c695
- fixed: decal things failed to spawn their decals on 3D floors.
...
The value wasn't passed on to StaticCreate.
2022-04-16 22:49:13 +02:00
Christoph Oelckers
2f90f49931
- validate the index argument for GetSavegame and abort if out of range.
2022-04-16 22:27:59 +02:00
Rachael Alexanderson
43a419b318
- lock cvar shader uniforms behind a command line parameter for now
2022-04-16 12:12:40 -04:00
Christoph Oelckers
1ba4dfbfa8
- fixed setup of PolyBSPs when the software renderer is active.
...
Some needed initialization was still in the hardware renderer and not the data creator.
2022-04-15 23:59:43 +02:00
Christoph Oelckers
bdab9c2d9d
- fixed Dehacked drop items.
2022-04-15 23:10:53 +02:00
Christoph Oelckers
3fa7fb7158
- fixed: The alt HUD's draw call did not use the virtual interface.
2022-04-15 22:54:26 +02:00
Christoph Oelckers
a40b1f1934
- fixed: group teleporters must always preserve orientation.
2022-04-15 22:49:23 +02:00
Christoph Oelckers
a25ba16755
- don't move bad polyobjects in the savegame loader.
2022-04-15 22:41:55 +02:00
Christoph Oelckers
c8296f0d7c
- cast arguments for fastcos/sinbam
...
Use xs_Float to ensure proper wraparound which is important here.
2022-04-15 22:31:12 +02:00
Christoph Oelckers
a669d3718f
- copy size info from defaults when starting a list menu block.
2022-04-15 22:30:11 +02:00
Christoph Oelckers
e7f78ce911
- handle cases of empty state labels in ZScript.
...
Sadly this cannot print a full error message because it got no context for it when it is detected.
2022-04-15 22:25:04 +02:00
Christoph Oelckers
9c5b284d72
- fixed bad color range check in ACS HudMessage code.
2022-04-14 14:04:26 +02:00
Christoph Oelckers
d0e1aea273
- fixed Dehacked check for A_ConsumeAmmo.
...
This must use the internal function name.
2022-04-14 12:21:24 +02:00
Christoph Oelckers
29d1739371
- let A_SpawnParticle respect the float bob offset
2022-04-12 00:52:11 +02:00
Christoph Oelckers
18ebc9986e
- separate message for disabling noclip2
2022-04-12 00:51:34 +02:00
Christoph Oelckers
7c2d315479
- added a nullptr check for StatusBar when drawing „Paused“
...
It looks like some edge cases can trigger this.
2022-04-12 00:37:15 +02:00
Christoph Oelckers
c4408d8536
- added a bit of hackery so that compatmode CVAR can be set up on startup
2022-04-12 00:31:31 +02:00
Christoph Oelckers
dfdf330722
- make menu scale adjustments for ultra-wide aspect ratios.
2022-04-12 00:30:43 +02:00
Christoph Oelckers
bc566fac4e
- treat PSP layer ID 0 as invalid
...
No PSprites with this ID may ever be created, as there is no means to find them again.
2022-04-12 00:17:25 +02:00
Christoph Oelckers
f3d557bcf5
- fixed: The skill menu did not remember its last selection.
2022-04-12 00:04:45 +02:00
Christoph Oelckers
a97a2ec133
- backend sync with Raze
...
Nothing really useful here…
2022-04-11 00:26:50 +02:00
Christoph Oelckers
45e7badb71
- avoid passing game structs to common backend code
...
InitLightmap was using a „FLevelLocals“ pointer, better pass the needed elements separately instead.
2022-04-11 00:01:30 +02:00
Lippeth
7830033722
- added vertical bullet spread relative to ssg
2022-04-09 22:46:20 +02:00
Emanuele Disco
71dedf6c87
Fixed GUS Emulation with DMXGUS(C) lump conf.
...
- changed default value for midi_config to empty string since gus is not working with sf2 file
- fixed SetupDMXGUS not loading lump correctly, wrong use of CheckNumForFullName
- midi_config default to empty string, since lzdoom.sf2 doesn't seem supported (distorted sound)
- added absolute paths to FZipPatReader so we can add custom patches to resource files by using gus_patchdir and/or ULTRADIR variable (some custom maps has custom patches that can be added this way without putting them inside the resource file or in the same folder of the configuration file)
- set timidity_reverb_level min value to 0 in menudef.txt, set to 9 by mistake?
2022-04-09 22:45:31 +02:00
inkoalawetrust
3d1ddbc80e
Toggleable player following. ( #1583 )
...
* Added MF8_DONTFOLLOWPLAYERS.
Added the MF8_DONTFOLLOWPLAYERS flag, which allows friendly monsters to not follow their FriendPlayer when they have no target or goal left to head to.
* Changed the order that the DONTFOLLOWPLAYERS check runs in.
This is done to not produce unnecessary overhead on hostile monsters.
2022-04-07 23:32:16 -04:00
Christoph Oelckers
e0289eb0ac
- fixed Font struct export and removed the duplicate handler.
2022-04-07 15:11:50 +02:00
Christoph Oelckers
89999be49e
- fix detection for misplaced | when creating the small fallback font
...
This needs doomtemplate set.
2022-04-04 00:05:06 +02:00
Christoph Oelckers
27cba4c990
- implement proper GC handling for AActor::ViewPos.
2022-04-02 07:52:50 +02:00
Marisa Kirisame
eeb67bcec3
Use RDTSC equivalent on AARCH64.
2022-03-25 17:01:39 +01:00
RaveYard
196d2efc86
Add CHF_DONTIDLE for A_Chase
2022-03-23 21:51:35 +01:00
Christoph Oelckers
a685754abf
- added a time widget to the level stats display on the alt HUD, similar to how Raze does it.
2022-03-22 08:35:18 +01:00
Rachael Alexanderson
b9e0473392
- move richpresence into common code to be sync with Raze
2022-03-18 03:36:34 -04:00
Christoph Oelckers
fe4c95a03e
- fixed order of slope creation so that slope copies are the last thing being done.
2022-03-16 08:06:59 +01:00
Marisa Kirisame
7ba5a74f2e
correct preprocessor fall-through for stats.h
(linux)
2022-03-15 18:12:53 -04:00
Marisa Kirisame
0937068dad
Fix compilation on GCC7.
2022-03-15 18:12:53 -04:00
Marisa Kirisame
9578c23aa1
Use RDTSC on Linux if possible for stats.
2022-03-15 18:12:53 -04:00
Rachael Alexanderson
d348bad823
- only overwrite rpath if not already defined
2022-03-11 23:11:08 -05:00
Rachael Alexanderson
3723b79b3b
- fix DiscordAppId and SteamAppId from GameInfo
2022-03-11 10:43:50 -05:00
Rachael Alexanderson
add069885f
- add i_discordrpc (defaults false) to control Discord Presence
2022-03-10 14:12:19 -05:00
Rachael Alexanderson
8fe07f1449
- add steamappid field for DRPC
2022-03-10 00:03:50 -05:00
Rachael Alexanderson
f5eab7d3e8
- oops, add missing file
2022-03-09 22:53:30 -05:00
Rachael Alexanderson
85c432c699
- Discord RPC presence. Adds new IWADINFO and GAMEINFO keys: DiscordAppId - this should point to your AppId for your game. It will use a default GZDoom one if not found.
2022-03-09 22:45:59 -05:00
Rachael Alexanderson
550e1212af
- add $ORIGIN to rpath in Linux
2022-03-09 17:31:06 -05:00
Rachael Alexanderson
eb6aa9f5d3
- correct the processor fall-through on stats.h
2022-03-08 17:17:09 -05:00
nashmuhandes
1785788bdc
- Added 'ScaleWeaponFOV' flag to MODELDEF. Affects weapon models only; will scale the model along with the user's FOV to reduce distortion.
...
- Additionally, a 'cl_scaleweaponfov' CVar has been added to allow users to further fine-tune the weapon model scale with higher FOVs
2022-03-08 07:43:39 +01:00
Rachael Alexanderson
ab27d1dd33
- don't modify gl_customshader
cvar in GLES backend; the backend will not show custom shaders anyhow
2022-03-07 08:46:45 -05:00
Rachael Alexanderson
254da4b769
- fix function pointer for player landing sound
2022-02-24 17:20:39 -05:00
Rachael Alexanderson
36629d2f80
- revert the previous two commits for now - needs further optimization and testing
2022-02-23 06:00:14 -05:00
Major Cooke
992141d8e3
Added a vector to CanCrossLine to indicate the next position the actor will be in if the move succeeds.
2022-02-23 05:20:09 -05:00
Major Cooke
bb862098ea
Added CanCrossLine virtual for actors.
...
- Called last after all other line checks occur. Returning false means the actor cannot cross that line.
2022-02-23 05:20:09 -05:00
Major Cooke
c75a6c1e7d
Terrain small splashes and splash bases now set their target to the thing that spawned them, allowing for extra customization.
2022-02-23 10:00:52 +01:00
Major Cooke
421c40e929
Replaced GetTerrainDef with the global Terrains array.
2022-02-22 19:35:50 +01:00
Major Cooke
579c4152d2
Added GetTerrainDef and Sector variant of GetFloorTerrain.
...
- GetTerrainDef takes the raw number of the Terrains[] index. Can return null.
- GetFloorTerrain (Sector) gets the defs from the position given (either Sector.Floor or Sector.Ceiling).
2022-02-22 19:35:50 +01:00
Nikolay Ambartsumov
85d68b30bb
Fix 3d floor-related crash in software renderer
...
3d floors can cause the software renderer to set incorrect
sprite clipping values that trigger a buffer overflow (and
a subsequent crash) when rendering sprites. This commit
keeps the clipping values within the view area.
2022-02-20 08:11:26 +01:00
nashmuhandes
6caa491595
ZDRay keyword updates.
2022-02-19 22:04:36 +01:00
Rachael Alexanderson
c926b7533f
- play both land and grunt sound if not the same, even if grunted (emulates pre-virtual behavior)
2022-02-17 01:36:38 -05:00
Rachael Alexanderson
28d9fe68ae
- add duplication checking to file list, prevent loading the same file twice unless explicitly asked by the user
2022-02-17 01:05:39 -05:00
Chronos Ouroboros
590f45441f
- fix the wrong register type being freed when initializing arrays.
2022-02-17 00:19:34 -05:00
nashmuhandes
1919534298
Remove more unused UDMF keywords for ZDRayInfo. Sun direction is now determined by the actor's angle and pitch
2022-02-16 08:48:47 +01:00
nashmuhandes
01876dfcec
Remove some of the recognized UDMF keys for static lights, as ZDRay no longer uses them for light baking.
2022-02-16 08:48:47 +01:00
Christoph Oelckers
bba806f43e
- initialize FSwitchDef::QuestPanel when reading a Boom SWITCHES lump.
2022-02-15 17:22:05 +01:00
Christoph Oelckers
e6184ccb96
- silence some warnings.
2022-02-14 20:05:42 +01:00
Christoph Oelckers
c48de5d8d3
- added a 'no MBF21' compatibility flag.
...
Turns out that there's a few old maps that have the extended line flags set but not the guard bit that forces their clearance.
Astrostein 1's first map is an example for this.
2022-02-14 20:00:06 +01:00
nashmuhandes
396bac5e4f
- Initialize some variables in FModelVertex::Set
...
- Fix wrong normal vector in the FModelVertexBuffer constructor
This fixes models having strange flickering when the model animation frame changes
2022-02-14 12:16:45 -05:00
Rachael Alexanderson
add4ff12ac
- virtualize player landing on thing sound
2022-02-14 08:07:10 +01:00
Chronos Ouroboros
238952da35
- fixed local array initialization for const values.
2022-02-13 22:42:15 -05:00
Chronos Ouroboros
2f56ff3833
- fixed local vector array initialization.
2022-02-12 10:44:58 -05:00
Emile Belanger
3ff27b4281
GLES: Fix data buffer resize
2022-02-10 23:46:52 +01:00
Rachael Alexanderson
08b5f95e07
Revert "Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example."
...
This reverts commit ee0330b0b1
.
2022-02-09 09:11:07 -05:00
nashmuhandes
ee0330b0b1
Fixed: opaque blood decals did not respect the GAMEINFO's blood color. This fixes opaque blood decals not getting the correct color in Chex Quest, as an example.
2022-02-09 07:26:06 -05:00
Rachael Alexanderson
084c4f84bd
- another fix
2022-02-09 07:20:34 -05:00
Rachael Alexanderson
1b9148a443
- fix a few glaring issues with cvar uniforms
2022-02-09 07:05:21 -05:00
Rachael Alexanderson
eae2704a9b
- allow floats for uniform cvar defaults
2022-02-06 10:33:35 -05:00
Rachael Alexanderson
751f859c7a
- fix compile on clang
2022-02-01 12:50:51 -05:00
Rachael Alexanderson
e7e5bd99fc
- fix compiling on Linux/et-al
2022-02-01 12:32:44 -05:00
Rachael Alexanderson
267e714bf1
- implement direct cvar linking to custom shader uniforms
2022-02-01 11:42:55 -05:00
Rachael Alexanderson
95c5449a75
- silence some warning spam in textures.h
2022-01-26 18:30:55 -05:00
Nikolay Ambartsumov
df976e218e
Add per-tier sidedef light levels to UDMF maps
2022-01-26 18:25:04 -05:00
Rachael Alexanderson
a9eaae074f
- move lightmaps warning down the return chain a bit to show only when a map has valid lightmaps
2022-01-24 13:44:42 -05:00
Rachael Alexanderson
f0c5328481
- lock lightmaps behind a command line argument with a warning
2022-01-24 13:39:17 -05:00
Christoph Oelckers
78c8aa6e62
- file update.
2022-01-24 19:05:47 +01:00
Christoph Oelckers
6a92470846
- made a few more names common.
...
These are needed by the ZScript compiler backend.
2022-01-24 19:05:46 +01:00
Christoph Oelckers
673f06c05f
- make m_alloc optional for tarray and memarena
2022-01-24 19:05:46 +01:00
Rachael Alexanderson
410c35b942
Merge commit 'refs/pull/1508/head' of https://github.com/coelckers/gzdoom
2022-01-24 12:30:59 -05:00
emily
20d16381f8
Add TexMan.SetCameraTextureAspectRatio
...
Allows ZScript to change the aspect ratio of a camera texture.
2022-01-24 12:18:55 -05:00
Major Cooke
6432e4f6a8
Optimized P_TestMobjZ by not running the iterator if actor
also has THRUACTORS.
2022-01-24 12:17:52 -05:00
Rachael Alexanderson
688e5ac694
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps-new
2022-01-24 12:10:18 -05:00
drfrag
6112307cc8
- Fix decals in Softpoly.
...
(partial revert of "- cleanup of the revised y-clamping feature.")
2022-01-24 12:01:34 -05:00
Blue Shadow
fefb0e9702
- make m_quickexit
a global CVAR
2022-01-24 12:01:04 -05:00
Major Cooke
046799db68
Removed all attempts to stop the sprite from appearing in portals. This may likely require a fundamental breakdown of the system itself in order to address the problem.
2022-01-24 12:00:33 -05:00
Major Cooke
4e8d59951b
Added A_SetViewPos(Vector3 Offset, int Flags = -1)
...
- Offset: The offset from the actor's view to move the camera about.
- Flags: (Default is -1, which means don't change flags)
- VPSF_ABSOLUTEOFFSET: Don't include actor angles in calculation.
- VPSF_ABSOLUTEPOS: Position is absolute, and disables all transformations. Modders are responsible for being portal aware!
Notes:
- `ViewPos` in Actor will be `null` until A_SetViewPos is called for the first time.
**Issues:**
- Hiding sprite while in portal incomplete.
2022-01-24 12:00:33 -05:00
Xaser Acheron
a07e16099d
move WeaponScaleX/Y namedefs to namedef_custom.h; clean unwanted stuff from merge
2022-01-23 20:05:32 -06:00
Xaser Acheron
bfb79e5b32
Merge branch 'master' into feature_weaponscale
2022-01-23 20:01:59 -06:00
Xaser Acheron
e9c86017e4
apply WeaponScaleX/Y to all PSprites on a weapon
2022-01-23 19:59:06 -06:00
nashmuhandes
db92e63e22
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-22 18:06:05 +08:00
Rachael Alexanderson
4c4fafc2c0
- add debug ccmds to manipulate custom postprocess shaders and their uniforms from the console
2022-01-20 22:38:46 -05:00
Rachael Alexanderson
64f4332b43
- add cmath includes to fix the mac compile std::floor errors
2022-01-20 13:31:57 -05:00
nashmuhandes
e67c421201
Add the lightmap UDMF keywords into namedef_custom.h
2022-01-21 01:42:54 +08:00
nashmuhandes
8ea47fdcc3
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
...
# Conflicts:
# src/common/engine/namedef.h
2022-01-21 01:39:37 +08:00
nashmuhandes
f79bbed130
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2022-01-20 14:19:45 +08:00
Christoph Oelckers
851d058a4b
- split up namedef.h into a shared and game specific part and cleaned out many unused names.
2022-01-20 00:14:08 +01:00
Xaser Acheron
25f28c4b50
fix mbf21 A_ConsumeAmmo taking 0 ammo instead of 1 if ammopershot field not set (need to amend the spec for this, argh)
2022-01-18 08:06:29 +01:00
Xaser Acheron
00d4442fc8
fix MBF21 A_WeaponMeleeAttack function name typo & args
2022-01-18 08:06:29 +01:00
Xaser Acheron
97859fd608
fix MBF21 GetSoundArg off-by-one: sound indices are 1-indexed in args because Killough
2022-01-18 08:06:29 +01:00
Christoph Oelckers
e6c6471e2f
- fixed logic error with depth bias state in hardware renderer.
2022-01-17 00:32:54 +01:00
Christoph Oelckers
84458ddb9f
- redid postprocessing shader interface to be free of the player dependency.
...
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
Rachael Alexanderson
12ed24d066
- separate i_pauseinbackground
and i_soundinbackground
- they probably should ultimately be moved out of the sound code
2022-01-15 20:17:11 -05:00
nashmuhandes
57112742fe
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
...
# Conflicts:
# src/common/rendering/gl/gl_shader.cpp
# src/common/rendering/hwrenderer/data/buffers.h
# src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
Christoph Oelckers
79c9b979d2
- backend update from Raze.
2022-01-11 17:19:16 +01:00
Marisa Heit
a1d0d27278
Make GC::CheckTime 64-bit, just in case.
2022-01-11 13:01:31 +01:00
Marisa Heit
e529f2d4d1
Revert "- be a bit more aggressive with the GC when not running the game loop."
...
This reverts commit b4d03501af
.
2022-01-11 13:01:31 +01:00
Marisa Heit
31549997b4
Fix GC so collection rate is proportional to alloc rate
...
- Previous comments in dobjgc.cpp suggested that StepMul was used
to determine how quickly garbage was collected based on how quickly
memory was being allocated. This was not the case. Now it is.
- Remove calls to CheckGC from the thinkers. With GC running at a
stable rate (once per frame), there should be no need to inject
pauses into the collection process to keep it from injecting stutters
(provided StepMul is sane). The risk of running out of memory because
we don't run a collection pass absolutely every thinker should be
practically zero.
- Reduce DEFAULT_GCMUL from 400 to 200, since it does what it says now
instead of something else.
2022-01-11 13:01:31 +01:00
Christoph Oelckers
597856c1d4
- use an enum for the FX_* flags.
...
These were still #defines.
2022-01-07 00:40:40 +01:00
Christoph Oelckers
32de663210
- fixed MBF21's A_SeekTracer.
...
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Christoph Oelckers
49ab6612cb
- fixed Dehacked parsing issues with weapon properties.
...
Due to a badly used string length check this code didn't really do what it was supposed to.
2022-01-07 00:31:57 +01:00
Christoph Oelckers
64ef03428d
- added proper range check to the main sound playing function.
...
We got a report where this crashed on a bad sound index.
2022-01-07 00:16:30 +01:00
Christoph Oelckers
63fa01205f
- fixed potential infinite loop in Hexen-style stair builder.
2022-01-07 00:09:59 +01:00
Marisa Kirisame
ee1774e956
Relicense UE1 model loader as MIT.
...
Match up with the same relicensing that affected umeshtools,
which this loader takes most of its code from.
2022-01-02 18:09:10 +01:00
Christoph Oelckers
e60e6967c0
- whitespace cleanup, updated from Raze.
2022-01-02 12:23:42 +01:00
Christoph Oelckers
3b879c5656
- changed the license of 3 more files free of external contributions to LGPL v2.
2022-01-02 12:08:47 +01:00
Christoph Oelckers
9d2431187d
- reverted the license of the stereo3D code to BSD.
...
None of this was ever put under the GPL by its original author, so it is now back to its original license.
2022-01-02 11:41:32 +01:00
Christoph Oelckers
1c517d19fa
- Backend update from Raze.
...
This is mainly code cleanup from setting the compiler to a stricter warning level.
2022-01-02 11:39:17 +01:00
Player701
f02060f822
- Fixed crash with Scroll_Texture_Offsets with non-zero tag
2021-12-27 15:34:27 +01:00
Major Cooke
b4c74fabd3
Added NoTrim support for ANIMDEFS, same syntax as TEXTURES outside a definition.
2021-12-14 15:22:01 +01:00
Major Cooke
bbd91be5d5
Added NoTrim for TEXTURES.
...
- This can be applied either in or outside of a definition of a sprite.
- Simply adding "NoTrim" inside a definition will apply it.
- Syntax outside of a sprite is `NoTrim <SpriteName>`.
2021-12-14 15:22:01 +01:00
Player701
2ce5b49cab
- Exported the "paused" global variable to ZScript
2021-12-06 16:26:34 +01:00
Sean Baggaley
bf1577a984
ACS: fixed an old regression in which printing a map char array did not dereference the given array variable
2021-11-29 07:47:30 +01:00
Player701
d0697d9801
- Fixed some issues with the scaling feature of DStatusBarCore::DrawString
2021-11-25 15:42:27 +01:00
Emile Belanger
54ad3433b1
GLES: Load default shader if we try to load user shader to avoid crash
2021-11-21 13:14:02 +01:00
Christoph Oelckers
4530a7b583
- minor optimization to last PR to use a FixedBitArray to reduce stack impact of the check array.
2021-11-21 10:10:58 +01:00
Mitch Richters
b1fea228be
- D_ProcessEvents()
: Fix bad setup with delayedevents
array that was holding pointers to items in the events[]
array instead of making a copy.
2021-11-21 10:03:26 +01:00
Mitch Richters
c4f7760ab2
- D_ProcessEvents()
: Delay EV_KeyUp
events until any EV_KeyDown
events for the corresponding key have been processed. This makes the mouse under SDL a lot better.
2021-11-21 10:03:26 +01:00
Rachael Alexanderson
312b5ce66e
- add SDL hint to not minimize the window on focus loss
2021-11-19 15:26:04 +01:00
Xaser Acheron
441b70022d
apply weaponscale relative to baseline
2021-11-15 01:52:49 -06:00
Xaser Acheron
0b93aef776
add WeaponScaleX/WeaponScaleY properties for applying global scaling to a weapon's PSprites
2021-11-14 23:21:07 -06:00
nashmuhandes
2ed99c735d
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-11-15 02:56:10 +08:00
Magnus Norddahl
8c54015b4b
Fix upload and sampling bug for array textures in the vulkan backend
2021-11-14 19:53:10 +01:00
nashmuhandes
1570ce9c90
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-11-14 22:01:13 +08:00
nashmuhandes
879c514120
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-14 22:01:03 +08:00
Magnus Norddahl
f5c8953fc7
Merge remote-tracking branch 'nash/lightmaps2' into lightmaps2
2021-11-13 05:09:56 +01:00
Magnus Norddahl
d197d19122
Fix light probes not working for maps having no dynamic lights at all
2021-11-13 05:09:25 +01:00
nashmuhandes
e40c927624
Forgot to add the new ZDRayInfo keywords in the UDMF parser
2021-11-12 18:42:37 +08:00
Christoph Oelckers
c598d9bab7
- Backend update from Raze.
...
* TArray extensions
* MSVC setup so that [[deprecated]] emits warnings.
2021-11-12 09:36:46 +01:00
nashmuhandes
9b853dd275
- Remove ALightProbe from the engine (light probes are now stored inside a map's LIGHTMAP lump)
...
- Recognize the new ZDRayInfo UDMF keywords
2021-11-11 19:21:45 +08:00
nashmuhandes
bb50aff87f
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-11-10 19:58:10 +08:00
nashmuhandes
1b95f2515b
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-11-10 19:57:49 +08:00
Kyle Evans
70ea671f01
src: fix i386 build
...
SSE_MATTERS formally went away in 466ed4e8f2
, leaving behind this dead
branch that still needed to happen for 32-bit targets. It was further
broken later with some path restructuring.
2021-11-07 17:18:29 +01:00
Christoph Oelckers
7f66df2625
- fixed compiler warnings
2021-11-06 23:55:16 +01:00
Magnus Norddahl
5dec391c8c
Merge remote-tracking branch 'gzdoom/master' into lightmaps2
2021-11-04 23:59:00 +01:00
Rachael Alexanderson
fba5c7884d
- add LoadBrightmaps
, LoadLights
, and LoadWidescreen
directives for IWADINFO
- these function exactly the same as their GAMEINFO
equivalents.
2021-11-03 18:41:33 -04:00
alexey.lysiuk
8db550d251
- fixed compilation of POSIX Debug targets
...
src/rendering/2d/f_wipe.cpp:291: undefined reference to `Wiper_Melt::HEIGHT'
2021-10-30 15:58:07 +03:00
drfrag
5ca3ab3fc9
- Fix abort with dir command and empty string on Windows.
2021-10-30 12:46:36 +02:00
Christoph Oelckers
ce99cda019
- fixed compilation on non-Windows.
...
In this header we must explicitly use the std:: namespace for min/max.
2021-10-30 11:38:20 +02:00
Christoph Oelckers
77d74a11d1
- removed most templates.h includes.
2021-10-30 10:49:12 +02:00
Christoph Oelckers
eb69bbcae0
- replaced MIN/MAX in common code.
2021-10-30 10:46:17 +02:00
Christoph Oelckers
07a181090b
- missed some MAX's.
2021-10-30 10:45:58 +02:00
Christoph Oelckers
75c8e0af7c
- use the standard library's 'clamp' function instead of our homegrown variant.
2021-10-30 10:21:50 +02:00
Christoph Oelckers
1d0aed219e
- replaced MIN/MAX in all non-common code.
2021-10-30 10:16:52 +02:00
Christoph Oelckers
226666ce7f
- replaced MIN/MAX with min/max from the C++ standard library in the software renderer
2021-10-30 10:08:11 +02:00
Christoph Oelckers
cc617d9085
- Backend update from Raze.
...
Mostly warning fixes reported by Clang, plus GLES update.
2021-10-30 09:29:21 +02:00
Magnus Norddahl
8e59ed754e
Fix vulkan validation errors for wrong image transitions and buffers used after destroyed
2021-10-29 22:38:18 +02:00
nashmuhandes
c2b3600981
Add a render style parameter to Screen.Dim
2021-10-29 21:08:32 +02:00
Magnus Norddahl
d853961a83
Fix vulkan buffers not using the stream usage for the 2d drawer
...
Add BufferUsageType enum to clarify what kind of usage is expected by the buffer allocated by SetData
2021-10-26 22:43:38 -04:00
alexey.lysiuk
8e1dd7d2c5
- removed obsolete code from Cocoa backend
2021-10-23 13:46:59 +03:00
Blue Shadow
6799566dc2
- fixed: menu delegate class error message referenced the wrong gameinfo property
2021-10-23 09:22:39 +02:00
Magnus Norddahl
b52aea5a4d
Merge remote-tracking branch 'nash/lightmaps2' into lightmaps2
2021-10-22 13:26:53 +02:00
nashmuhandes
1c3e0f1a75
Added 'NoPerPixelLighting' flag to models to force it to not use per-pixel lighting. Main use case is for voxels that have been converted to models.
2021-10-22 07:57:11 +02:00
Magnus Norddahl
adda5dae32
Fix warning that implied destructors might not been called
2021-10-21 23:16:09 +02:00
Magnus Norddahl
f216ca4ea8
Merge branch 'master' into lightmaps2
2021-10-21 23:08:55 +02:00
nashmuhandes
b657478f6f
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-21 20:56:36 +08:00
Rachael Alexanderson
2420371c46
- change cvars gl_custompost
and gl_customshader
to archive and save to .ini since there are uses for these shaders beyond mere debugging.
2021-10-20 11:23:05 -04:00
nashmuhandes
5c20a5918e
Merge branch 'master' of https://github.com/nashmuhandes/gzdoom into lightmaps2
2021-10-20 21:59:37 +08:00
Rachael Alexanderson
bb44f3dcd9
- add cvar r_skipmats
- speeds up rendering on slower cards for mods that use a lot of specularity/pbr, effective on both the opengl and vulkan backends
2021-10-20 06:49:45 -04:00
Christoph Oelckers
2fc1481202
- validate the newly added menu customizations.
2021-10-20 08:08:51 +02:00
nashmuhandes
ab3146054b
Fixed: SBar_DrawTextureRotated was missing the angle parameter
2021-10-19 11:44:34 +02:00
Marisa Kirisame
58e66f4805
ReadThisMenu / MenuDelegate overriding.
2021-10-19 11:43:27 +02:00
Christoph Oelckers
047c0c9537
- fixed recreation of state lights
...
This must also happen if the previous state had a light but the current one does not.
2021-10-19 08:07:06 +02:00
alexey.lysiuk
8ec6c21195
- fixed deprecation warnings in Cocoa backend
2021-10-18 11:03:34 +03:00
alexey.lysiuk
7741a934b8
- bump macOS version to 10.12 in .plist
2021-10-18 10:41:02 +03:00
alexey.lysiuk
c27fc92776
- fixed xcode bundle identifier warning
...
warning: User-supplied CFBundleIdentifier value 'org.drdteam.gzdoom' in the Info.plist must be the same as the PRODUCT_BUNDLE_IDENTIFIER build setting value ''.
2021-10-18 10:40:25 +03:00
alexey.lysiuk
b85282fe5e
- disabled nullability warnings in Vulkan memory allocator
2021-10-18 10:27:03 +03:00
alexey.lysiuk
e0cdb1e32e
- removed NoVirtualRefCountedBase class
2021-10-18 10:26:21 +03:00
alexey.lysiuk
94b77de5ed
- fixed Vulkan memory allocator initialization
2021-10-18 09:50:33 +03:00
alexey.lysiuk
df2d07e0d5
- update Vulkan headers to the latest released SDK
...
https://github.com/KhronosGroup/Vulkan-Headers/releases/tag/sdk-1.2.189.1
This fixes missing `VK_ERROR_UNKNOWN` definition
2021-10-18 09:47:44 +03:00
alexey.lysiuk
80b8ab8fa2
- add missing vk_mem_alloc.natvis
...
1b0bd18053/src/vk_mem_alloc.natvis
2021-10-18 09:44:47 +03:00
Christoph Oelckers
eb9f752db8
- updated vk_mem_alloc.
2021-10-17 09:12:03 +02:00
nashmuhandes
12c509cc46
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-17 03:42:15 +08:00
Marisa Kirisame
95b8629fe0
Allow customization of pause screen.
2021-10-16 11:33:30 +02:00
nashmuhandes
4b386fd268
Merge branch 'lightmaps2' of https://github.com/dpjudas/gzdoom into lightmaps2
2021-10-15 12:52:17 +08:00
Magnus Norddahl
81f7b083c0
Improve light probe lookup speed for large sectors by using a grid instead of subsectors
2021-10-15 04:21:18 +02:00
nashmuhandes
ea560172f7
Add light probes to wall decals
2021-10-14 17:35:44 +08:00
nashmuhandes
96383792fa
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-14 12:20:42 +08:00
Magnus Norddahl
6a804cd4c7
Fix lightmaps got applied to model meshes
2021-10-14 06:11:54 +02:00
Magnus Norddahl
764a08752f
Use a faster way to find the closest light probe
...
Fix light probe not being applied to psprite
2021-10-14 05:43:35 +02:00
Hugo Locurcio
d0975467f5
Add cvars to control automap line alpha and thickness
...
This can be used to improve automap readability on high-resolution
displays.
Some automap options in the menu were reordered to follow a more
logical order.
2021-10-11 22:30:31 +02:00
Magnus Norddahl
b59bd46b79
Fix crash in GetDynSpriteLight when the actor is null
2021-10-08 21:47:43 +02:00
Marisa Kirisame
7c591cd0e9
Allow map markers to scale relative to automap zoom.
2021-10-08 16:03:51 +02:00
nashmuhandes
635a279186
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-08 16:26:26 +08:00
Magnus Norddahl
a77dfae0bc
Fix out of pool memory error
2021-10-08 10:15:01 +02:00
Christoph Oelckers
19aac25f19
- fixed some imprecisions in font luminosity calculation.
...
This was still going through the palette which could result in off-by-one errors.
2021-10-07 00:13:34 +02:00
Christoph Oelckers
60bf096912
- fixed palette initialization for single lump fonts (FON2 and BMF)
...
The bad increment was due to the palette being a byte array in older versions.
2021-10-06 20:30:29 +02:00
Christoph Oelckers
a8ea5bef00
- removed unused static array.
2021-10-06 14:10:22 +02:00
Christoph Oelckers
8d9d56c339
- push sprite shadows a little back for distance sorting
...
They always need to be behind sprites with the same distance.
2021-10-05 13:57:31 +02:00
nashmuhandes
52004f36b4
Add sunlight actor for ZDRay
2021-10-05 18:09:00 +08:00
nashmuhandes
d35cd9549f
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-10-05 12:53:05 +08:00
Christoph Oelckers
3c961a2aa2
- avoid multiple Dehacked mappings to the same function.
...
Due to some MBF21 related changes these would cause interference.
Instead the two affected functions, A_NailBomb and A_RadiusDamage are now separate script functions that just call A_Explode with the correct parameters.
2021-10-03 18:16:37 +02:00
Christoph Oelckers
6e9e75c02c
- disallow changing the line spacing for option menus.
...
With the VGA font this makes no sense anymore.
2021-10-03 15:54:08 +02:00
Christoph Oelckers
6bf487dac3
- fixed wrong state being checked for dynamic light updating.
2021-10-03 15:44:42 +02:00
Christoph Oelckers
b4d03501af
- be a bit more aggressive with the GC when not running the game loop.
...
Since most CheckGC calls are within the main game ticker, the engine can accumulate a lot of data when creating/deleting objects in the menu or other UI parts and never manage to collect everything
2021-10-03 14:01:27 +02:00
Christoph Oelckers
88be3b8a1b
- fixed base class for DShape2DBufferInfo.
2021-10-03 13:09:39 +02:00
Christoph Oelckers
6da9f00e6e
- allow "INDEXFON" as an alias for "INDEXFONT".
2021-10-03 09:00:24 +02:00
Magnus Norddahl
247deff5bb
Fix using wrong lightmap UV coordinates after all the wall clipping did its thing
2021-10-03 03:47:40 +02:00
Magnus Norddahl
0ac1baac48
Simplify the lightmap array slightly
2021-10-02 22:14:56 +02:00
Marisa Kirisame
457f7c31c3
Allow WorldUnloaded events to know the next map name (if any).
2021-10-01 20:18:36 +02:00
Rachael Alexanderson
a15d4e574d
- oops forgot the namespace
2021-09-29 10:52:46 -04:00
Rachael Alexanderson
e9ce77c39e
- fix the ugly constants in udmf.cpp - namespace them to the file, and add comments depicting what they are
2021-09-29 10:51:59 -04:00
nashmuhandes
70b72a2157
- Recognize the new lightmap UDMF keywords
...
- Add dummy actors to hold the UDMF keys for lightmapping. These actors will despawn at map start
- Make light probe despawn at map start as well
2021-09-29 17:42:48 +08:00
nashmuhandes
ff3cdb7e56
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
2021-09-27 07:32:30 +08:00
Magnus Norddahl
e0ea5e3b55
Add light probe support for sprites
2021-09-25 18:53:18 +02:00
Emile Belanger
8f54de99e0
GLES: Fix texture MapBuffer and AllocateBuffer create client side memory.
2021-09-25 11:14:18 -04:00
Magnus Norddahl
b59554f319
Fix "out of memory" errors when the vulkan backend is asked to create zero byte sized buffers
2021-09-25 08:42:31 -04:00
Jan Engelhardt
25350109e8
gles: look for libGLESv2.so.2
...
Distros do not have the .so files at all times, because those are
counted as development and not runtime.
2021-09-25 04:21:16 -04:00
nashmuhandes
d2b8f1aaff
Add light probe actor
2021-09-25 12:00:25 +08:00
Magnus Norddahl
8a2f445dd6
Fix lightmap texture not getting bound by the OpenGL backend
2021-09-25 00:39:28 +02:00
Magnus Norddahl
63ecb36889
Add lightmap texture support to vulkan backend
...
Also fix a warning in SetFlatVertex
2021-09-25 00:13:25 +02:00
Magnus Norddahl
24070cba2d
Add missing LightMap bind call
2021-09-24 17:24:59 +02:00
Magnus Norddahl
604c4ff8e0
Fix vertex layout locations and add lightmap to vulkan shader
2021-09-24 16:21:23 +02:00
nashmuhandes
934b5af975
Add lightmaps to 3D floors
2021-09-24 17:42:34 +08:00
nashmuhandes
3f3769afdb
- implement drawing sides with lightmaps
...
- misc bug fixes in lump loading and format
2021-09-24 17:27:23 +08:00
nashmuhandes
2f8cff90b6
- Add lightmaps to the main shader (currently only OpenGL)
...
- Create a version of CreateIndexedSectorVertices that works with lightmap sectors
2021-09-24 16:56:15 +08:00
nashmuhandes
39481f0d07
- Add support for loading lightmap data generated by ZDRay
...
- Initialize lightmap texture in the hardware abstract parts of the engine
2021-09-24 14:51:48 +08:00
Christoph Oelckers
3ef60a40a5
- fixed particle processing in the main thinker loop
...
This may not be guarded by the dynamic light flags, only the light ticking may.
2021-09-24 08:33:37 +02:00
drfrag
d84b44cbd1
- Add missing null pointer check.
2021-09-24 08:07:20 +02:00
Christoph Oelckers
23477342c3
- fixed handling of states with the 'light' keyword.
2021-09-24 00:01:19 +02:00
drfrag
c13cd74766
- Fixed broken V_BreakLines.
2021-09-23 15:36:24 +02:00
Christoph Oelckers
708717b6ab
- we're past 4.7 now.
2021-09-23 14:01:14 +02:00
Christoph Oelckers
dc116721fb
- missed the index.
2021-09-23 11:41:48 +02:00
Christoph Oelckers
f10578a04b
- treat "materials" as a known folder name for eliminating root folders in Zips.
2021-09-23 10:54:18 +02:00
Christoph Oelckers
55186d3f6c
- updated survey code to check for Apple's M1 CPU.
2021-09-21 22:01:50 +02:00
Christoph Oelckers
702b75e96a
- fixed one frame activation delay for dynamic lights.
...
We cannot check HasDynamicLights in ProcessThinkers because it gets set too late.
2021-09-21 20:43:21 +02:00
Christoph Oelckers
6c12a8de12
- properly track whether some action in the current frame may have triggered a dynamic light activation.
2021-09-21 20:31:43 +02:00
Christoph Oelckers
da806b354d
- cleanup of the revised y-clamping feature.
...
This integrates better with the existing features.
2021-09-21 20:31:42 +02:00
Emile Belanger
4de6b769d3
GLES: Only use GPU sync if necessary and available.
...
If there are complaints of reduced performance, or visual artefacts compared to 4.6.1, it may be worth increasing HW_MAX_PIPELINE_BUFFERS to 4 again.
2021-09-21 18:45:55 +02:00
Emile Belanger
db59a4f9af
Add buffer synchronisation for GLES when using mapped buffers.
2021-09-20 18:12:20 -04:00
Emile Belanger
76875f0a3c
Fix spot lights for GLES
2021-09-20 18:12:20 -04:00
Emile Belanger
e361ff1a9c
Removed unused EGL files
2021-09-20 18:12:20 -04:00
Yarn366
6d8862b514
Added detection for IWADs downloaded via the Bethesda.net Launcher
2021-09-20 10:50:19 -04:00
Cacodemon345
567bff403a
Fix broken text input when SDL2 is using Wayland
2021-09-20 10:49:41 -04:00
Rachael Alexanderson
cb0c8922e0
- downgrade GL_EXTENSIONS message in OpenGL ES to logging level
2021-09-20 08:46:34 -04:00
Christoph Oelckers
a0043ec09d
- better handling of texture clamp state.
...
Free combination of clamping with all texture modes still missing in GLES and Softpoly renderers!
2021-09-19 14:54:34 +02:00
Christoph Oelckers
3acc5a2723
- fixed code generation issues with parameterized MBF21 functions.
2021-09-19 12:59:24 +02:00
Christoph Oelckers
fb107f80e6
- fixed vertex generation when splitting walls by planes on old hardware.
2021-09-18 13:09:05 +02:00
Rachael Alexanderson
614b8477b8
- change URL for stats script
2021-09-18 06:58:21 -04:00
Christoph Oelckers
fc2818b195
- menu system update from Raze for better control of animated menus.
2021-09-18 12:19:35 +02:00
Christoph Oelckers
31de21e6aa
- GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on.
2021-09-18 10:27:41 +02:00
Christoph Oelckers
1fe5fc2edc
- changed survey control CVAR to avoid sending data for participants of the previous survey without confirmation.
2021-09-18 10:19:23 +02:00
Christoph Oelckers
7aaea65f28
- fixed GLES startup
2021-09-18 10:18:23 +02:00
Christoph Oelckers
a6819bfe62
- use explicit virtual screen sizes for the scripted intermission backgrounds to better cope with background replacements.
...
A new command, "screensize", has been added to allow setting it explicitly, and this has been used for all the stock animations.
2021-09-18 09:19:34 +02:00
Christoph Oelckers
2350780db0
- fixed: "Dialogue" in MAPINFO must clear all "AddDialogues" that came before.
2021-09-17 23:04:13 +02:00
Christoph Oelckers
67958833b7
Merge branch 'gles2_merge'
2021-09-17 21:22:41 +02:00
Christoph Oelckers
c9d9982b68
- fixed: Decal things did not spawn their lower decals.
2021-09-17 00:48:12 +02:00
Christoph Oelckers
918e9e9b0d
- fixed texture clamping for elements that are partially behind a slope.
...
This is mainly mid textures on linedefs and decals.
2021-09-17 00:25:28 +02:00
Christoph Oelckers
23a2ccec2b
- Consider 'Program Files' a read only location without actually checking.
...
Due to virtualization the actual check may not produce correct results, plus writing there is bad style anyway.
2021-09-15 00:39:18 +02:00
Christoph Oelckers
8c715d48cd
- fixed: 3D floor model sectors were not added to the sector lists for precise rendering.
2021-09-14 19:49:42 +02:00
Christoph Oelckers
17638426b9
- removed the redundant gl_render_precise CVAR.
...
The menu now uses gl_seamless directly without the redirection.
2021-09-14 19:49:42 +02:00
Christoph Oelckers
b0382599f6
- removed the SSBO block for desktop OS’s when gl_pipeline_depth is enabled
2021-09-14 00:13:08 +02:00
Magnus Norddahl
796890bb98
Limit texture upload transfer buffers to roughly 64 MB
2021-09-13 23:56:15 +02:00
Christoph Oelckers
f783a94835
- treat 'vid_adapter 0' as what Windows considers the primary monitor.
...
Courtesy of https://devblogs.microsoft.com/oldnewthing/20070809-00/?p=25643
2021-09-12 10:02:30 +02:00
Christoph Oelckers
b550f57ce3
- fixed: Brightmap application for horizons was undefined..
...
This depended on the state of the previously rendered portal which could have switched it off.
2021-09-12 08:37:19 +02:00
Christoph Oelckers
43c38a2097
Merge branch 'master' of https://github.com/coelckers/gzdoom
2021-09-09 13:58:23 +02:00
Rachael Alexanderson
f56ad02716
- enable cvar blacklisting for defcvars for certain platform variables
2021-09-05 10:27:06 -04:00
Rachael Alexanderson
42d948f2fe
- demote unknown/invalid defcvars to warnings
2021-09-05 09:47:05 -04:00
Rachael Alexanderson
79cbaf5d4f
- split defcvars parser into its own file
2021-09-05 08:21:34 -04:00
Christoph Oelckers
b5294e9e90
- backend update from Raze.
2021-08-31 07:59:37 +02:00
Christoph Oelckers
78fd7aa090
- fixed bad file in last commit.
2021-08-24 16:03:53 +02:00
Christoph Oelckers
c2a2e08f05
- exported STAYONLIFT flag.
2021-08-24 15:50:30 +02:00
Christoph Oelckers
196a4c0b36
- added a modified version of MBF's stay-on-lift feature.
...
The reason this was never added was the hard dependency on the line trigger types. This implements some modified logic that does not try to find all potential lifts in the map.
Also moving the MBF flags to compatflags so that they are easier to control by the user as these must be part of compatibility presets.
2021-08-24 11:48:07 +02:00
alexey.lysiuk
4bd617187b
- fixed crash on getting location description without a level
...
Run `bench` CCMD in fullscreen console, i.e. with no level loaded, wait five seconds, open menu
https://forum.zdoom.org/viewtopic.php?t=73109&start=15#p1198234
2021-08-24 11:34:28 +03:00
Christoph Oelckers
03c8fd9956
- block user overrides for the logic module of core fragment shaders.
2021-08-24 10:24:23 +02:00
Christoph Oelckers
dfd51ec6d5
- added missing MBF21 Dehacked keys "blood color" and "dropped item".
2021-08-22 16:36:10 +02:00
Christoph Oelckers
854e11a9de
- made CheckMeleeRange a normal function again.
...
This way it can be directly used as a native ZScript export.
Like SuggestMissileAttack the change to a method was for virtual overrides that have been turned into flags since then.
2021-08-21 12:44:36 +02:00
Christoph Oelckers
ac48518abc
- merged SuggestMissileAttack back into P_CheckMissileRange.
...
This was once a virtual function to handle the various monster specific modifiers but this had been changed into properties a long time ago.
2021-08-21 12:37:23 +02:00
Christoph Oelckers
d15f450fef
- implemented MBF's monsters_avoid_hazards feature.
...
Both as a map flag for MBF21 support and as an actor flag for better control.
2021-08-21 12:29:24 +02:00
Christoph Oelckers
5382e7c17b
- fixed compilation
2021-08-21 12:22:53 +02:00
Christoph Oelckers
8bdd4befbf
- replaced deprecated throw() with noexcept in TObjPtr
2021-08-21 12:22:15 +02:00
Christoph Oelckers
b1de11dce8
- added a map flag to disable MF6_JUMPDOWN.
...
Not really useful but since MBF has this we may need it if we support the OPTIONS lump for MBF21 later.
This is intentionally not exposed to MAPINFO.
2021-08-21 11:37:57 +02:00
Christoph Oelckers
ff497996a3
- added a per-level AVOIDMELEE flag.
...
This already existed as a per-actor flag, but for proper MBF support it needs to be settable on a per-map basis as well.
2021-08-21 10:55:22 +02:00
Christoph Oelckers
4614ce41cd
- allow passing a remap table to BestColor.
2021-08-21 10:55:21 +02:00
Christoph Oelckers
19c8eb1e33
- fixed bad check for gl pipeline type.
2021-08-20 08:07:16 +02:00
Rachael Alexanderson
2096fefcee
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-18 12:31:47 -04:00
Marisa Kirisame
13bdd324e1
hud models: add nullptr check for psprites without caller.
2021-08-15 08:47:04 +02:00
Christoph Oelckers
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
Rachael Alexanderson
92a3731f20
Merge remote-tracking branch 'origin/master' into gles2_merge
2021-08-13 08:11:58 -04:00
Christoph Oelckers
c3772fe203
- changed FString API to use ptrdiff_t instead of long for signed size arguments.
2021-08-12 00:45:59 +02:00
Marisa Kirisame
1d96b68e1a
Fixed IsHUDModelForPlayerAvailable limitation.
2021-08-11 20:09:25 +02:00
Marisa Kirisame
888eab3063
HUD model tweaks:
...
- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
- Allow Strife hands psprite to be a model.
2021-08-11 20:09:25 +02:00
Christoph Oelckers
f34258281f
- fixed: crushing stairs must use HexenCrush mode.
...
This was the default for floors even in Doom, so it must also apply to the stairs.
2021-08-11 19:58:57 +02:00
alexey.lysiuk
ed606b8ed3
- extended 2D buffer lifetime to the end of the frame
2021-08-11 19:50:49 +02:00
alexey.lysiuk
387aef27ad
- use RefCountedPtr to manage 2D shape buffer infos
2021-08-11 19:50:49 +02:00
alexey.lysiuk
76ecf44549
- added RefCountedBase without virtual destructor
2021-08-11 19:50:49 +02:00
alexey.lysiuk
bbcd522052
- made RefCountedPtr follow rule of five
2021-08-11 19:50:49 +02:00
Gutawer
67e7d1a6f5
- make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing
2021-08-11 19:50:49 +02:00
Christoph Oelckers
ccf46281df
- fixed line color handling in V_BreakLines.
...
This cannot use the last color found while reading ahead - it must pick the last color of the string part that just got broken out into its own line when starting the next one.
2021-08-11 16:01:40 +02:00
Christoph Oelckers
139f501ec5
- run the dynamic light recreation loop before calling the light ticker.
...
This was done afterward which performed some needed cleanup too late.
2021-08-11 15:41:42 +02:00
Christoph Oelckers
1097bd6c73
- fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
...
Especially in the thinker code this is needed for software rendering.
Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
2021-08-11 14:09:00 +02:00
Christoph Oelckers
26d00e14c7
- file system update from Raze.
2021-08-11 12:39:32 +02:00
Christoph Oelckers
3adadfe4d3
- do not run the dynamic light ticker when lights are switched off.
2021-08-11 12:39:17 +02:00
Christoph Oelckers
f662c629e3
- ensure that shadowmap indices only get set when shadowmaps are enabled.
...
Having valid indices set when shadowmaps are off would cause the shader to run the full checks for all lights.
2021-08-11 10:06:22 +02:00
Christoph Oelckers
436ec28e94
- fixed file system's zip loader to not strip away a 'filter/' prefix.
2021-08-11 10:01:11 +02:00
Christoph Oelckers
c24f644a61
- do not perform shadowmap updates when dynamic lights are disabled.
2021-08-11 08:08:29 +02:00
Christoph Oelckers
6a63d9e70e
- moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs.
2021-08-10 22:17:00 +02:00
Christoph Oelckers
4505bfa4b8
- delay the restart action from the error pane until after everything has been shut down.
...
This cannot be done from a place where the old instance still can write to the config file, which happens only in the shutdown process.
2021-08-10 22:09:32 +02:00
Christoph Oelckers
b6156ac490
- re-fixed the font spacing.
2021-08-10 22:04:32 +02:00
Christoph Oelckers
9cd1e8cf7a
- use proper XMove for sheet fonts.
2021-08-10 21:18:27 +02:00
Christoph Oelckers
99c66071fb
- use original menu spacing for skill and episode menus if all elements are patches.
2021-08-10 21:08:26 +02:00
Christoph Oelckers
f29eff5b4c
- fixed: the software scene drawer must be deleted before calling ST_Endoom.
...
This contains render data that won't get deleted in time before taking down the render backend if not manually performed.
2021-08-10 19:22:19 +02:00
Christoph Oelckers
03b7324f71
- reorder evaluation for 'if' statements to handle the condition first.
...
Otherwise this won't emit errors if a bad condition is used with an empty conditional part.
2021-08-10 19:03:40 +02:00
Christoph Oelckers
a16088f4b4
- fixed two vr_* CVARs not getting archived.
2021-08-10 18:51:44 +02:00
Christoph Oelckers
61efe76ffd
- fixed: palette index 0 (transparent) was left uninitialized for BMF fonts.
2021-08-10 18:18:44 +02:00
Christoph Oelckers
4cee567b23
- fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions.
2021-08-10 18:04:10 +02:00
Christoph Oelckers
61739b4086
- fixed BlockThingsIterator to not reset its list of processed actors when traversing portals.
2021-08-10 18:00:14 +02:00
alexey.lysiuk
747c291ae1
- fixed patch version in compatibility implementation of macOS detection
2021-08-07 12:37:18 +03:00
alexey.lysiuk
a21c388dd6
- destroyed stale thinkers after change level failure
...
https://forum.zdoom.org/viewtopic.php?t=72890
2021-08-06 15:10:21 +03:00
alexey.lysiuk
dcfd72c766
- fixed crash after change level failure
...
https://forum.zdoom.org/viewtopic.php?t=72890
2021-08-06 15:02:00 +03:00
Cacodemon345
a067466dd8
SDL2: Properly print white bold text to the screen
2021-08-04 20:27:14 +03:00
Christoph Oelckers
441cd0796f
- merged gzdoom-gles2 and fixed some issues with pipeline size validation.
2021-08-03 20:12:19 +02:00
Christoph Oelckers
a8a5613675
- use proper music check in 'idmus' CCMD.
2021-08-03 12:59:10 +02:00
Christoph Oelckers
b82b5384a0
- Backend update from Raze.
...
* voc loader fix.
* better prefix detection in Zip loader.
* SDL Vulkan init.
* disabling of shadowmap management when the feature is off.
2021-08-03 12:52:21 +02:00
Christoph Oelckers
c1a8776a15
- updated common code from screenjob branch.
...
That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
drfrag
f89e6950c3
- Make changemap use + for next and +$ for nextsecret maps.
2021-07-29 10:16:10 +02:00
drfrag
5a0dc4297f
- Extend the changemap command to allow warping to next or nextsecret.
2021-07-28 10:24:25 -04:00
alexey.lysiuk
7a3d8bd0e5
- fixed crash after fatal error in SDL backend
...
https://forum.zdoom.org/viewtopic.php?t=72885
2021-07-28 09:50:34 +03:00
alexey.lysiuk
b5247182f4
- fixed premature destruction of status bar
...
Status bar was already freed while `FCajunMaster::RemoveAllBots()` function may still access it
Status bar is destroyed a bit later in `P_Shutdown()` function
https://forum.zdoom.org/viewtopic.php?t=72843
2021-07-28 09:48:52 +03:00
Cacodemon345
b4fe164192
Search $HOME/.local/share/games/doom directory...
...
...for soundfonts, IWADs and WAD files.
This partially matches Chocolate Doom behaviour.
2021-07-23 15:51:55 -04:00
Jeroen de Baat
8ac8e31a61
Fix typo in sw renderer comment
2021-07-21 20:58:41 +02:00
drfrag
2d0a876ab1
- Fix wrong thiswad check for materials too.
2021-07-18 13:11:57 +03:00
drfrag
d00c6e4ecc
- Added missing null pointer check.
2021-07-17 23:23:32 +02:00
Gaerzi
3f9a3a454b
Brightmaps fix
...
See https://forum.zdoom.org/viewtopic.php?f=2&t=72687 for more information.
2021-07-16 21:14:59 +02:00
Rachael Alexanderson
eb2646b613
- change previous /0 fix: as suggested here: cb8ae0b560 (commitcomment-53414064)
2021-07-13 06:32:54 -04:00
Christoph Oelckers
0cffeef2c6
- added map option to disable shadowmaps.
...
Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.
2021-07-13 11:54:25 +02:00
Rachael Alexanderson
cb8ae0b560
- fix /0 error caused by having a completely black font character. this error was triggered by Return of the Triad.
2021-07-13 00:15:39 -04:00
alexey.lysiuk
e02690af58
- do not precache unreferenced textures
...
https://forum.zdoom.org/viewtopic.php?t=72649
2021-07-12 13:27:49 +03:00
Christoph Oelckers
e453f97872
- Backend update from Raze.
2021-07-11 09:53:01 +02:00
Christoph Oelckers
92a92b1303
- fixed: MBF21' scrollers need to divide the offsets by 8.
2021-07-04 11:33:34 +02:00
Christoph Oelckers
9082ef7d49
- MBF21: more work on flags.
...
* added handlers for the missing upper flags in the first flag word.
* refactored some code related to MF_BOUNCES to adapt to other flags' changes to avoid constant property updates for too many flags.
* treat anything with RF_ZDOOMTRANS as non-translucent for the purpose of the flag checks.
2021-07-02 19:48:58 +02:00
Christoph Oelckers
e82fd43313
- tweaked shadow code a bit.
...
* let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
* reordered code to do the more costly checks only when needed.
2021-07-02 09:12:26 +02:00
Christoph Oelckers
5273ef360e
- fixed: shadow alpha for translucent objects was not correct in the hardware renderer.
2021-07-02 08:54:15 +02:00
Christoph Oelckers
8547a55677
- better sprite shadow control
...
* exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
* exclude wall and flat sprites from casting shadows.
In both of these cases the shadow math is unable to produce anything useful that doesn't look off.
2021-07-02 08:47:58 +02:00
Christoph Oelckers
ff129b26d1
- MBF21: added the code generator for the new functions.
2021-07-01 17:42:24 +02:00
Christoph Oelckers
483c1f6dcf
- MBF21: added the weapon functions.
2021-07-01 17:42:24 +02:00
alexey.lysiuk
e63f3e394c
- fixed format specifier compilation warnings
...
src/common/engine/serializer_internal.h:241: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat]
src/common/engine/serializer_internal.h:250: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat]
src/common/rendering/vulkan/system/vk_device.cpp:364:29: warning: format specifies type 'unsigned long long' but the argument has type 'uint64_t' (aka 'unsigned long') [-Wformat]
src/common/rendering/vulkan/system/vk_framebuffer.cpp:701:57: warning: format specifies type 'unsigned long long' but the argument has type 'VkDeviceSize' (aka 'unsigned long') [-Wformat]
2021-07-01 13:19:18 +03:00
Christoph Oelckers
c8557b8ab4
- let the DEH parser handle 64 bit values.
...
We may need them, depending on how the MBF21 flag stuff evolves.
2021-07-01 08:55:01 +02:00
Christoph Oelckers
7ade3b829b
- moved MF_INCHASE to flags7.
...
Due to how the MBF21 flag checkers work the first flag word may not repurpose any unused flags in it. We still need MF_SLIDE to be usable by them, despite being totally unused.
2021-07-01 08:55:01 +02:00
alexey.lysiuk
29f6dd23b9
- fixed compilation with GCC and Clang
...
src/playsim/p_maputl.cpp:1691:42: error: too many arguments provided to function-like macro invocation
src/gamedata/d_dehacked.cpp:2385:62: error: cannot pass non-trivial object of type 'FString' to variadic function;
2021-07-01 09:24:33 +03:00
Christoph Oelckers
c700682a36
- MBF21: ported the code pointers to ZScript.
...
So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.
2021-07-01 00:53:15 +02:00
Christoph Oelckers
f701ef5c68
- MBF21: Added parser for the state's 'fast' flag.
2021-06-30 17:44:08 +02:00
Christoph Oelckers
1a0398ae59
- MBF21: new weapon flags.
...
Except for NOAUTOSWITCHTO all remappings to existing features.
2021-06-30 17:19:38 +02:00
Christoph Oelckers
b043a5a5de
- add melee range support to A_Saw and A_Punch.
...
This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!
2021-06-30 14:48:13 +02:00
alexey.lysiuk
a9ad3d1fc3
- prevent appearance of dangling pointers in corpse queue
...
A dangling pointer in corpse queue may appear if actor is added to the queue when GC is in propagation state.
Enqueued corpse actor remains white, and if it’s destroyed and garbage collected before dequeue, a dangling pointer will be accessed during its removal from the queue.
In console, do `summon CorpseSpawner` and `gc now` with the following script loaded. Without a write barrier, it will crash in two seconds.
```
class TestCorpse : Actor
{
States
{
Spawn:
POSS U 1 A_Die;
Death:
POSS U 1 A_QueueCorpse;
Stop;
}
}
class CorpseSpawner : Actor
{
override void Tick()
{
A_SpawnItem("TestCorpse");
}
}
```
https://forum.zdoom.org/viewtopic.php?t=69842
2021-06-30 10:19:08 +03:00
Christoph Oelckers
9b3782ea0f
- MBF21: remaining actor properties.
2021-06-29 22:32:38 +02:00
Christoph Oelckers
e2e8ec8b3e
- MBF21: implemented thing flags.
2021-06-29 21:08:58 +02:00
Christoph Oelckers
0bb5ec0d22
- MBF21: splash group.
2021-06-29 17:47:52 +02:00
Christoph Oelckers
cc801a7efa
- MBF21: added projectile group.
2021-06-29 17:33:16 +02:00
Christoph Oelckers
bca8d01ab3
- MBF21: infighting groups.
2021-06-29 01:34:14 +02:00
Christoph Oelckers
9b4a4157b9
- added an OnDestroy method to Shape2D so that its users can explicitly free the data it holds.
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In this case it is very important to care about management, because this class will hold GPU-side buffers!
2021-06-28 22:21:27 +02:00
Christoph Oelckers
3bef08b1aa
- MBF21: implemented the new line scroller types.
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These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.
2021-06-28 22:06:07 +02:00
Cacodemon345
5b1b6f1db4
Add Windows 11 detection
2021-06-28 20:18:52 +02:00
Christoph Oelckers
c4ed0cefde
- MBF21: implemented new line flags.
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While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work...
This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.
2021-06-28 20:17:08 +02:00
Christoph Oelckers
057cc0678b
- MBF21: handling of new flags in sector special.
2021-06-28 16:20:35 +02:00
alexey.lysiuk
256451115b
- report correct macOS version with older SDKs
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When built against 10.15 SDK or earlier, macOS 11.0+ returns 10.16 for compatibility, and external process is needed to output the actual version for us
2021-06-15 10:35:33 +03:00
alexey.lysiuk
cf4c72d4a7
- fixed potential crash when sound sequence is destroyed
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Level can be unset if sound sequence destruction happens after saved game loading failure
https://forum.zdoom.org/viewtopic.php?t=72551
2021-06-14 09:30:51 +03:00
Christoph Oelckers
4e46a83734
- fixed bad type in FxFontCast.
2021-06-14 08:00:08 +02:00
alexey.lysiuk
38f2402d2d
- added TVector2<>
constructor from float*
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As we seem to do not like explicit constructors, this will make temporary `TVector3<>` object creation much less probable
2021-06-13 10:42:34 +03:00
alexey.lysiuk
ff784fc905
- fixed parsing of 2D vectors in OBJ model loader
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There is no `TVector2<>` constructor that accepts a pointer to float. However, there is such constructor in `TVector3<>`, so `TVector2<>` can be constructed from `float*` implicitly via temporary `TVector3<>` object.
2021-06-13 10:42:34 +03:00
alexey.lysiuk
e0f07d7088
- fixed initialization of model frames
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Replaced loop arrays initialization and obvious comments with something more readable, I hope
https://forum.zdoom.org/viewtopic.php?t=72523
2021-06-10 11:54:26 +03:00
alexey.lysiuk
5b1c73e15f
- prevent redundant string copying in Strife conversation parser
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strifedialogue.cpp:110:22: warning: loop variable 'addd' of type 'const FString' creates a copy from type 'const FString' [-Wrange-loop-analysis]
2021-06-08 10:31:45 +03:00
alexey.lysiuk
e166eeb13d
- added detection of macOS 12 Monterey
2021-06-08 10:25:05 +03:00
Christoph Oelckers
b3fd8ce12a
- fixed permission validation in OptionMenuItemCommand.DoCommand.
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This was missing the InMenu check like the other critical menu functions.
2021-06-07 08:16:53 +02:00
emily
4f034950be
Make sprite shadows ignore float bob
2021-06-06 13:40:17 +02:00
Christoph Oelckers
8b5847d4a2
- corrected the NUL checks in S_FindSkinnedSound.
2021-06-04 08:26:29 +02:00
alexey.lysiuk
7d1ce1c8cd
- fixed parsing of MAPxx par times in BEX lumps
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https://forum.zdoom.org/viewtopic.php?t=72458
2021-06-03 16:46:55 +03:00
Christoph Oelckers
30e24938ca
- let dynamic lights call UpdateLocation instead of just setting their position right after being spawned.
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This ensures that the position is correct and that everything gets set up properly.
2021-05-31 22:13:40 +02:00
Christoph Oelckers
b0ccd3a7df
- moved Doom specific font init code out of the backend.
2021-05-31 22:13:40 +02:00
drfrag
d9db8984af
- Fixed crash calling ChangeSky() with an invalid texture.
2021-05-29 15:07:45 -04:00
Zandrewnum
acb4d89f52
APROP_Soundclass update again
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- Just set init for SoundClass to empty.
- Removed code block from SetActorProperty for APROP_Soundclass that does nothing
- Lower-cased soundclass in FSerializer
- Created a new const char to read the player's soundclass. If the playerpawn returns NAME_None for it's default, then it will set defaultsoundclass to "player". After running the skin code, the function now returns defaultsoundclass or soundclass, depending if soundclass is empty or not.
- Renamed GetSoundClass to S_GetSoundClass
2021-05-28 20:22:37 +02:00
Zandrewnum
a5cf0c6605
Sound Class renovations
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- SoundClass is instantiated to "" by default. Since this property is only used when it is not empty (otherwise GetSoundClass just defaults to player), we can get away with this.
- We may want the soundclass to remain the same if we explicitly set it to the same one that is currently used (say, we set SoundClass to "Caleb" so all other skins can use it)
- GetActorProperty for APROP_SoundClass just calls GetSoundClass,
- CheckActorProperty also just runs GetSoundClass
- GetSoundClass is no longer a static method. We needed to access it in other places.
- Made renovations to GetSoundClass. First of all, SoundClass is no longer instantiated there. Secondly, skinned sounds are now returned if SoundClass is empty. Thirdly, "sclass" in this method will return the default soundclass of the player pawn or SoundClass, depending on if SoundClass is empty. Finally, sclass will retrieve "player" if it is empty.
2021-05-28 20:22:37 +02:00
Shiny Metagross
4c9461d364
Update d_player.h
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- Deleted some comment fragments I left when trying to get the SoundClass to init to NAME_SoundClass
2021-05-28 20:22:37 +02:00
Zandrewnum
c7cd25cbcc
Made S_FindSkinnedSound to use GetSoundClass again
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- I couldn't simply init SoundClass to NAME_SoundClass, even after converting it to the appropriate type. Probably because NAME_SoundClass hasn't been parsed from decorate yet. Instead, I change it to NAME_SoundClass through GetSoundClass if it's valid and currently "player".
- The skin checker code in GetSoundClass now checks if the SoundClass is equal to NAME_SoundClass. This mechanism exists so that way reverting the SoundClass to NAME_SoundClass processes the skin soundclass code. If it's different, the code is not processed.
- Just returns sclass. This is never null, so there's no need to check if so.
- S_FindSkinnedSound just uses GetSoundClass. This makes sure skins are checked.
2021-05-28 20:22:37 +02:00
Zandrewnum
f6bdbfe535
APROP_SoundClass inits a default value and checks for null pointers
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- Gave default init value to SoundClass as "Player"
- Changed SoundClass detection to use the if/else structure
- Checked for null pointer in S_FindSkinnedSound when reading the player's sound class
2021-05-28 20:22:37 +02:00
Zandrewnum
852a96497d
Added APROP_SoundClass
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- Added APROP_SoundClass to GetActorProperty, SetActorProperty, CheckActorProperty
2021-05-28 20:22:37 +02:00
nashmuhandes
08fc91fe3e
Add 'AddDialogues' in MAPINFO to additively add Strife NPC dialogs without overwriting each other.
2021-05-28 16:15:37 +02:00
Christoph Oelckers
868220107b
- added fallback to the parenthesis glyphs for the braces.
2021-05-28 12:36:47 +02:00
Christoph Oelckers
38520e36c8
- fixed generation of default color range for the option menu font.
2021-05-28 12:11:34 +02:00
Christoph Oelckers
20b665c161
- fixed: Actors did not set the position when spawning a dynamic light.
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It always reused the previous content of the 'Pos' field which was either undefined or an older position where the actor was located when last spawning a light.
2021-05-28 11:25:01 +02:00
Christoph Oelckers
d36fd4f42b
- fixed: GetColorTranslation did not handle translation-less single pic 'fonts' properly.
2021-05-28 10:47:11 +02:00
Christoph Oelckers
36e84a3669
- do not calculate translations for empty fonts.
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FONTDEFS will create some due to lack of game filtering.
2021-05-27 13:50:02 +02:00
Christoph Oelckers
5f02b92cd0
- font system overhaul.
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This eliminates nearly all palette dependencies, most importantly font translation will now be done on True Color data, making translations on True Color font less destructive.
2021-05-24 21:28:21 +02:00
Rachael Alexanderson
5cde02141c
- version bump
2021-05-22 12:48:46 -04:00
nashmuhandes
aeaa7f21c7
Add some new optional parameters to A_SprayDecal:
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- useBloodColor: when true, the sprayed decal will be shaded to match the calling actor's blood color.
- decalColor: when defined, the sprayed decal will be shaded to the specified color. Note that this will take precedence over useBloodColor. It is recommended to use only one parameter.
Note that due to how decals work in the engine, the "decalColor" parameter will only properly colorize the decal if the image is grayscale.
2021-05-22 10:20:52 -04:00
Christoph Oelckers
7eef7614f8
- do not send depth bias changes to the GPU if nothing has changed.
2021-05-21 21:01:20 +02:00
Cacodemon345
9a860ae445
Account for portals when spawning missiles in A_FireBullets/A_CustomBulletAttack
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This also gives the caller the information whether the LineAttack
hitscan passed through a portal regardless of whether it actually hit an
actor or not as a nice bonus.
2021-05-20 19:42:29 +02:00
Christoph Oelckers
e963010eea
- strip trailing spaces off the lines for intermission texts.
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Some mods have trailing spaces here that affect the formatting.
2021-05-19 21:28:16 +02:00
Christoph Oelckers
9df70cd0df
- change switch checking back to vanilla order.
2021-05-19 19:25:32 +02:00
Christoph Oelckers
a3a65f184f
- use stb-image to handle PNGs with 16 bit color channels.
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It is still not recommended to use this format - images tend to be huge and setup time is normally prohibitive - but at least they work now.
2021-05-19 19:20:51 +02:00
Christoph Oelckers
bd0ca55a35
- fixed: explicit float to int casts should not emit truncation warnings.
2021-05-19 18:35:36 +02:00