Mitchell Richters
8578c11789
- make SDL mouse scaling match that of Windows for consistency.
2020-07-04 18:25:44 +02:00
Rachael Alexanderson
383f3e5fd6
- change recent /0 fix to conform to UDMF specs
2020-06-25 09:30:52 -04:00
Rachael Alexanderson
f47055bca6
- amend previous commit: do the same for healing sectors, as well
2020-06-23 13:37:56 -04:00
Rachael Alexanderson
90895d154b
- when a damaging sector's damage interval is 0, instantly kill the player instead of dividing by 0
2020-06-23 13:12:25 -04:00
alexey.lysiuk
ece526a99c
- fixed freeze with StartSlideshow called for undefined intermission
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https://forum.zdoom.org/viewtopic.php?t=69079
2020-06-23 10:15:15 +03:00
lucy phipps
53ad870581
escape the escape character
2020-06-21 15:55:42 +03:00
Hugo Locurcio
f7bec90e74
Interpolate positions and angles in the automap for smoother appearance
2020-06-20 19:49:48 +02:00
alexey.lysiuk
9629a737b9
- added mixin support to AST output
2020-06-20 16:53:30 +03:00
alexey.lysiuk
18f2cf0fdc
- exposed menu blur amount to engine interface
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https://forum.zdoom.org/viewtopic.php?t=69056
2020-06-20 12:06:49 +03:00
alexey.lysiuk
04992f2bc8
- fixed leaking full VM frames
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https://forum.zdoom.org/viewtopic.php?t=69055
2020-06-20 11:34:04 +03:00
Cacodemon345
da04616b7d
Update am_map.cpp
2020-06-20 09:10:05 +02:00
alexey.lysiuk
0d3134d825
- assigned endoom lump name after mapinfo is parsed
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https://forum.zdoom.org/viewtopic.php?t=69032
2020-06-19 10:53:28 +03:00
alexey.lysiuk
f2ddbeeb81
- fixed crash when loading empty resource directory
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https://forum.zdoom.org/viewtopic.php?t=69004
2020-06-18 11:32:16 +03:00
Cacodemon345
a713a895a7
Get rid of color lookup, reverse red and green bits
2020-06-17 08:08:58 +02:00
Cacodemon345
8952e598a4
Add color output for SDL backend using ANSI escapes
2020-06-17 08:08:58 +02:00
Rachael Alexanderson
6a5315bf76
- Rename 'Play GZDoom' button to something more generic to more easily allow for use in forks or other projects
2020-06-16 08:04:19 -04:00
Christoph Oelckers
cfd8d07bf8
- added missing target check to A_RadiusDamageSelf.
2020-06-16 00:16:22 +02:00
Christoph Oelckers
9c7bc99201
- use a full ClearScreen when drawing fullscreen images.
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This removes the FillBorder function which was only used to clear the border around those images - but due to imprecisions can leave garbage behind.
2020-06-16 00:11:06 +02:00
Christoph Oelckers
d1cbabff66
- backend update from Raze.
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(No, the AnimTexture isn't used yet.)
2020-06-16 00:09:19 +02:00
Rachael Alexanderson
2c57d5e768
- fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized
2020-06-14 15:33:26 -04:00
Rachael Alexanderson
b441d8c399
- add "restart" button to error pane in Windows
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- add keyboard accelerator shortcuts to many Windows-specific dialogs
2020-06-14 14:28:29 -04:00
Christoph Oelckers
97d515005b
- moved the menu code back to the game side.
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This isn't really shareable. Although major parts may be identical, the specifics are not.
2020-06-14 18:37:06 +02:00
Christoph Oelckers
cf6bcf4d2b
- re-added a 'break' that got lost somehow.
2020-06-14 18:36:12 +02:00
Christoph Oelckers
75cd00a340
- fixed some issues with setup parts for ZScript in the wrong place.
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This never showed on GZDoom as an error but on Raze which has no actor classes it caused incompletely set up class descriptors.
2020-06-14 18:35:58 +02:00
Christoph Oelckers
248aa8b5a7
- moved s_reverbedit.cpp to 'common'.
2020-06-14 12:39:59 +02:00
Christoph Oelckers
46dc77cc64
- fixed some issues in the menu code.
2020-06-14 12:20:07 +02:00
Christoph Oelckers
82e4104900
- moved several VM exports for game independent objects to 'common'.
2020-06-14 12:16:22 +02:00
Christoph Oelckers
3b7e236971
- moved menudef.cpp to "common", as the last piece of the menu code.
2020-06-14 00:42:01 +02:00
Christoph Oelckers
712d80006a
- split game dependent parts out of menudef.cpp.
2020-06-14 00:27:32 +02:00
Christoph Oelckers
475f740058
- moved base menu code to "common".
2020-06-13 23:04:10 +02:00
Christoph Oelckers
90befff479
- moved out the Doom specific parts from menu.cpp and messagebox.cpp.
2020-06-13 22:43:35 +02:00
Christoph Oelckers
86e5f5a4cb
- fixed missing include.
2020-06-13 20:57:13 +02:00
Christoph Oelckers
5dfe9918d0
- moved some event related code to 'common'.
2020-06-13 20:31:57 +02:00
Christoph Oelckers
e47f016b23
- fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.
2020-06-12 23:11:45 +02:00
Christoph Oelckers
a3c100a2ed
- deleted the duplicate start screen class.
2020-06-12 23:10:19 +02:00
Christoph Oelckers
2f692e1f7b
Revert "- disabled the non-functional sidedef range check."
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This reverts commit 8e46f235a6
.
2020-06-12 17:05:08 +02:00
Christoph Oelckers
91a21e9cf1
- fixed: FGameTexture's GlowHeight was not initialized.
2020-06-12 16:43:27 +02:00
Christoph Oelckers
efbd80c325
- fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled.
2020-06-12 15:16:50 +02:00
Christoph Oelckers
80b5a66635
- fixed bad range check in shadowmap code.
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Since the last refactoring this only counts lights, not occupied entries in the array, but the check wasn't adjusted for that.
2020-06-12 15:07:13 +02:00
Christoph Oelckers
8e46f235a6
- disabled the non-functional sidedef range check.
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Due to how sidedefs are decompressed this must not be checked in the linedef loader.
2020-06-12 14:26:34 +02:00
drfrag
476ab9caea
- Fixed: check for bad sidedefs was not taking into account sidedef compression.
2020-06-12 14:14:46 +02:00
Christoph Oelckers
fe19aec059
- backend update from Raze.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
646457eb03
- fixed: The scale vector for detail maps was not passed to the shader.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
b0964101a5
- fixed: The flags for texture colorization were not passed to the backend.
2020-06-11 14:12:05 +02:00
Christoph Oelckers
95c232d31a
- fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
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Negative coordinates are treated as "disable scissor", so if some transformation results in something off-screen it needs to be handled before passing it to the backend.
2020-06-11 14:12:05 +02:00
Cacodemon345
b22ed9f237
Fix startup crash on DragonFly BSD
2020-06-11 21:41:00 +03:00
Mitchell Richters
8af21a13e7
- fix missing terminator in vk_shader.cpp on #ifdef guarded line.
2020-06-11 13:33:19 +03:00
Christoph Oelckers
b20de184a0
- made the new Build light mode operational
2020-06-11 08:48:33 +02:00
Christoph Oelckers
62138c66b8
- added a CCMD that lists all CVARS which don't have a description.
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This way it should be easier to fill in the missing texts.
2020-06-10 13:05:00 +02:00
Christoph Oelckers
82af7f4f68
- mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
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The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
Cacodemon345
20381a5929
Fix compilation on DragonFly BSD
2020-06-10 10:59:33 +03:00
Christoph Oelckers
60a20af8ff
- fixed code that deternines when to upscale a texture.
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This was very much non-functional.
2020-06-10 00:21:19 +02:00
Christoph Oelckers
2d13dcfc81
- fixed fallback lookup for multipatch textures referencing themselves as patch.
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The code hadn't been properly updated to the new 3-layer texture system.
2020-06-09 23:18:55 +02:00
Christoph Oelckers
af7c2fb4e9
- fixed the burn shader.
2020-06-09 22:06:19 +02:00
Christoph Oelckers
b41ae2dfdd
- do not allow playing sounds during PlayerFinishLevel.
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This gets called right before the level ends, any sound in here would play during the intermission or at the start of the next level.
2020-06-09 21:01:14 +02:00
Christoph Oelckers
c9833a811e
- added 3 more texture samplers to the shaders to compensate for the now always occupied slots for brightmap, glow and detail.
2020-06-09 20:40:43 +02:00
alexey.lysiuk
18371fb27a
- fixed calculation of allocated memory for garbage collection
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https://forum.zdoom.org/viewtopic.php?t=68897
2020-06-09 16:48:51 +03:00
Christoph Oelckers
3a23cc69d6
- since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided.
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This also necessitated localization support for CVAR descriptions because menu content is multi-language.
2020-06-08 23:37:22 +02:00
Christoph Oelckers
bb3e100c54
- fixed bad bit operations when calculating the base palette remap.
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The code assumed that the alpha channel is empty, but at this point it already contains the base palette's transparency info and needs to be masked out when using it differently.
2020-06-08 23:37:22 +02:00
Christoph Oelckers
a330b46d1a
- fixed: The mutipatch texture builder did not set the source lump.
2020-06-08 23:37:21 +02:00
Christoph Oelckers
58bc12ee19
- fixed: When reopening a lump, the full file name must be used.
2020-06-08 23:37:21 +02:00
Christoph Oelckers
666b6b7007
- moved m_joy to common.
2020-06-08 23:37:21 +02:00
Christoph Oelckers
5896f24eba
- added a new light mode that emulates Build's depth fading.
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Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
9e51a2f63c
- added Build's NPOT emulation to the backend.
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For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00
drfrag
65df05cba2
- fixed crash with texture upscaling in the truecolor software renderer.
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Based on: 4746d0c626
2020-06-08 22:37:23 +02:00
drfrag
68e0e52aaf
- Fixed crash rendering 3D floors without ceiling or floor textures in software.
2020-06-08 19:04:38 +02:00
nashmuhandes
6371fa91f9
Fixed wrong MINDEMOVERSION which was committed in 95f447927a
2020-06-08 15:10:00 +02:00
alexey.lysiuk
4c3c32dca6
- fixed compilation of non-x86 targets
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src/common/utility/x86.cpp:48:6: error: ambiguating new declaration of ‘void DumpCPUInfo(const CPUInfo*)’
2020-06-07 21:52:58 +03:00
Christoph Oelckers
3fc0d0d794
- backend changes from Raze, mainly to properly load keyboard presets.
2020-06-07 15:09:10 +02:00
Marisa Kirisame
e81641dd01
Hotfix: LineTrace now reports the correct number of portal crossings.
2020-06-07 15:04:44 +02:00
alexey.lysiuk
0e8473906e
- tighten rules for action functions called from Decorate
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FxVMFunctionCall (previously used to call action functions from Decorate) skipped self pointer compatibility checks
https://forum.zdoom.org/viewtopic.php?t=68678
2020-06-07 15:00:32 +03:00
Christoph Oelckers
5220a01070
- fixed: The full dotted lump filter string was never used.
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The code added all partial matches to the file system but not the full match.
2020-06-07 11:56:07 +02:00
alexey.lysiuk
8a1091c6fe
- fixed (un)morphing of more than one actor from ACS
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https://forum.zdoom.org/viewtopic.php?t=68847
2020-06-07 12:16:46 +03:00
alexey.lysiuk
11ba0be4c2
- fixed setup of JIT functions that require extra frame space
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https://forum.zdoom.org/viewtopic.php?t=68816
2020-06-07 11:34:58 +03:00
alexey.lysiuk
718e2ea0f5
- fixed compilation warnings reported by Clang
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src/g_level.cpp:1575:16: warning: delete called on non-final 'DoomLevelAABBTree' that has virtual functions but non-virtual destructor [-Wdelete-non-abstract-non-virtual-dtor]
src/p_setup.cpp:367:16: warning: delete called on non-final 'DoomLevelAABBTree' that has virtual functions but non-virtual destructor [-Wdelete-non-abstract-non-virtual-dtor]
2020-06-07 11:32:35 +03:00
Alexander Kromm
928c738e19
make various getter and pure-math methods clearscope, and where applicable, const
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Original PR: https://github.com/coelckers/gzdoom/pull/532
Status of the original PR
1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen
2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen
3. C++ methods, to match ZScript:
- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers
b06af634e2
- added a flash component to the colormap shader.
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Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers
db93f2969e
- fixed offsets for hires replacements of already scaled textures.
2020-06-06 19:01:11 +02:00
Cacodemon345
9c7f5e941e
Fix compilation on NetBSD
2020-06-06 19:38:47 +03:00
Christoph Oelckers
5ab648b055
- fixed texture sampler generation in the Vulkan backend.
2020-06-06 16:10:19 +02:00
Christoph Oelckers
d643a42c4f
- added per pixel lighting for decals.
2020-06-06 15:18:07 +02:00
Christoph Oelckers
16e64a19ae
- fixed incorrect offsets for textures in the hires/ folder.
2020-06-06 13:59:39 +02:00
Christoph Oelckers
9f6d244016
- advanced coordinate control for overlays over DTA_Fullscreen images.
2020-06-06 12:51:03 +02:00
Christoph Oelckers
e00f27ddf5
- added limited support for replacing the intermission backgrounds in Doom 1 with widescreen images.
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Due to how the placement works here, it is only usable with fullscreenautoaspect mode 3.
2020-06-06 10:19:02 +02:00
Christoph Oelckers
4746d0c626
- fixed crash with texture upscaling in the software renderer.
2020-06-06 09:24:12 +02:00
Cacodemon345
9bf0f9bbfc
Add option to disable SDL joystick support.
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This also adds some extra sanity checks to avoid crashes when the joystick isn't initialized.
2020-06-04 17:38:49 +03:00
Christoph Oelckers
b441b649c4
- fixed some double to float conversion warnings.
2020-06-04 08:05:38 +02:00
Christoph Oelckers
8b91bf9b61
- enabled CVAR descriptions.
2020-06-04 08:04:51 +02:00
Christoph Oelckers
fd3845ce09
- fixed: vertically mirrored textures should not be subjected to empty space optimizations because the algorithm cannot deal with the inverted case.
2020-06-03 22:30:44 +02:00
Christoph Oelckers
87d81656e1
- fixed: the 3D floor processing code in the renderer did not restore the render style after finishing.
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Normally this won't be noticable, the only exception is if the last processed 3D floor had additive translucency and colored fog - this case is special because for additive rendering the fog color needs to be disabled.
2020-06-03 21:35:09 +02:00
Christoph Oelckers
720853cff8
- made some changes so that material definitions can properly check automatic layers when determining their material type.
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Most importantly this means that any texture with a custom material definition needs to load its automatic layers before applying the definition.
2020-06-03 21:16:36 +02:00
Edoardo Prezioso
8ab6575bd1
- Fixed OpenAL regression with looping sounds with playing length 0.
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If such case occurs, the starttime parameter passed to the sound functions is ignored and truncated to 0.
2020-06-03 15:27:50 +02:00
Cacodemon345
e2e47b8d8c
Include signal.h if either compiling for macOS or one of the BSD systems
2020-06-03 08:26:28 +02:00
Cacodemon345
392f78dfbc
Allow dialogs to be displayed on other Unix-like OSs
2020-06-03 09:17:14 +03:00
Christoph Oelckers
fa54afbd08
- addressed a problem with materials depending on automatically added textures.
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This isn't a fix, it just removes a sanity check that really shouldn't be, but thanks of an underspecification of the material definition it was never possible to do this case properly.
2020-06-03 00:16:25 +02:00
Christoph Oelckers
932b2d820d
- fixed floorclipping checks for 3D floors.
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Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
2020-06-02 23:04:05 +02:00
Christoph Oelckers
c537e5a0b7
- fixed bad ACS translation indexing.
2020-06-02 22:31:04 +02:00
Christoph Oelckers
1279ec081a
- Strip out any color escape sequences before setting a window title.
2020-06-02 21:49:53 +02:00
Christoph Oelckers
1881cb45d2
- reject all 0-special lines for activation.
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This is to ensure consistency between all callers of this function.
2020-06-02 21:38:55 +02:00
Christoph Oelckers
c48fa818ff
- use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
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This was apparently overlooked when refactoring the damage system 4 years ago.
2020-06-02 21:24:34 +02:00