Commit graph

13578 commits

Author SHA1 Message Date
alexey.lysiuk
34f2d8f310
- fixed typo in error message 2018-08-18 17:45:26 +03:00
alexey.lysiuk
12b8510574 - cleaned up inconsistent leading whitespaces
Bump copyright year as well
2018-08-18 16:05:33 +03:00
alexey.lysiuk
31bd7cfc04
- prohibit assignment of dynamic arrays
https://forum.zdoom.org/viewtopic.php?t=61682
2018-08-18 15:20:38 +03:00
Magnus Norddahl
9d68d43ce7 - disable all unimplemented opcodes in the switch to ensure 'Unknown VM opcode' fatal error is generated if CanJit has a bug 2018-08-18 13:18:52 +02:00
Magnus Norddahl
68b2cd58d8 Fix compile errors on macOS 2018-08-18 12:37:33 +02:00
alexey.lysiuk
d965c9aa76
- support static const arrays inside structs
https://forum.zdoom.org/viewtopic.php?t=61677
2018-08-18 13:00:33 +03:00
Jonathan Russell
6a40e092fe - added remaining int arithmetic opcodes (and fixed float loading offset issue) 2018-08-17 22:06:12 +01:00
Marisa Kirisame
20b6db30d7 Added missing check for HITOWNER on bouncers with 0 damage. 2018-08-17 21:39:41 +02:00
Jonathan Russell
758ee5cbfb - forgot to turn off debug switch in last commit 2018-08-17 19:15:27 +01:00
Jonathan Russell
08c0ac541f - made absMaskInt const 2018-08-17 19:14:31 +01:00
Jonathan Russell
d137b3c94e - implemented CMP_APPROX for OP_EQF_*, making ~== work for doubles 2018-08-17 19:08:19 +01:00
Marisa Kirisame
155afebb65 Add HITOWNER flag, when set, allows a projectile to collide with its shooter. 2018-08-17 19:47:12 +02:00
Chronos Ouroboros
079391e5ac Updated CanJit's supported opcodes list. 2018-08-16 21:45:04 +02:00
Chronos Ouroboros
a8ce626708 Pointer addition opcodes must leave NULL pointers as they are. 2018-08-16 21:45:04 +02:00
Marisa Kirisame
02926a5567 Add "IsFinal" parameter for CheckReplacement.
If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
2018-08-16 21:44:21 +02:00
Marisa Kirisame
4e690b1f60 Fix SDL window "sticking" to the center of the screen after using vid_setsize. 2018-08-15 21:03:07 +02:00
Marisa Kirisame
e18b17217f Added CheckReplacement to event handlers, a function inspired by its namesake in Unreal's Mutator class.
Performs runtime replacement of actor classes.
Takes priority over the "replaces" keyword in both DECORATE and ZScript.
2018-08-15 19:31:09 +02:00
Chronos Ouroboros
591783087d Changed binary int ops to use a temporary register, fixed some opcodes.
For some reason, binary ops might reuse one of the input registers as the output register.
This is a problem for very obvious reasons.
2018-08-14 20:08:04 -03:00
Jonathan Russell
dc03cb7a80 - made CMP_CHECK checking compile time 2018-08-14 20:50:32 +01:00
Christoph Oelckers
96ec6b1dc6 - fixed FS camera for real. 2018-08-14 21:12:50 +02:00
Jonathan Russell
740415246e - added exact floating point comparison opcodes 2018-08-14 18:32:17 +01:00
Jonathan Russell
167693f102 - implemented all integer comparison operators 2018-08-14 15:07:09 +01:00
Jonathan Russell
b30df47499 - adds OP_EQ_R, the first instruction using jumps 2018-08-14 13:02:56 +01:00
Magnus Norddahl
0ced612d2c - add misc float opcodes 2018-08-14 01:07:30 +02:00
Jonathan Russell
cdb5a9d91e - added most vector maths opcodes 2018-08-13 21:36:55 +01:00
Christoph Oelckers
57ed4df85e - fixed FraggleScript's moving camera.
The logic here was a bit more complicated than I assumed but it was all buried in a heap of code that tried to deal with angular wraparounds in the BAM format.
2018-08-13 20:48:27 +02:00
Christoph Oelckers
c33f358894 - clear GLWF_TRANSLUCENT at the end of PutWall. 2018-08-13 20:48:27 +02:00
Chronos Ouroboros
cb28bbc72e Fix floats and implement some more opcodes. 2018-08-13 13:07:36 -03:00
Magnus Norddahl
83d769f55c - copy initial register values from the VM frame 2018-08-13 00:15:42 +02:00
argv-minus-one
a10f9526bc Bump ZScript version to 3.5.0.
When GZDoom 3.5.0 was released, the ZScript version in the release commit was set to 3.5.0, but on master it was left at 3.4.0.

In the future, I suggest setting the ZScript version *before* making a release commit. Then master will remain up to date.
2018-08-12 10:01:27 +02:00
alexey.lysiuk
b6ff468aaf - creation of dither texture no longer affects active unit
Red checkerboard was rendered upon startup instead of
* the first saved game's thumbnail
* the first game frame
2018-08-12 10:55:24 +03:00
Magnus Norddahl
7108fd6228 - implement most of the integer math opcodes 2018-08-12 04:34:57 +02:00
Magnus Norddahl
cbb945d8a7 - embed and use asmjit to JIT ZScript VM functions 2018-08-12 02:11:13 +02:00
Christoph Oelckers
19a5a2fd2b - fixed dither math. 2018-08-11 09:27:35 +02:00
Rachael Alexanderson
ecdc485e05 - Allow specifying monitor bits-per-channel for dithering output. Not all displays are created equal, so this option is actually important for specifying the exact amount for your display. 2018-08-09 15:13:26 -04:00
Magnus Norddahl
d121fa21bf - add gl_dither for toggling dithered output on and off 2018-08-08 21:58:23 +02:00
Christoph Oelckers
863b9fff8a
Make dither texture data constant 2018-08-08 08:43:46 +02:00
Rachael Alexanderson
24e2c3a611 - replace dither texture with a hand pre-calculated table) 2018-08-07 20:47:17 -04:00
Magnus Norddahl
31addbc859 - use a texture for the dither matrix 2018-08-08 00:54:12 +02:00
Marisa Kirisame
51b57cebb1 Additional blocking-related flags for Actor.LineTrace() 2018-08-05 09:42:40 -04:00
Marisa Kirisame
a2f7d36dc3 Fix model rendering only using interpolated yaw. Pitch and roll are now also interpolated. 2018-08-05 09:40:01 -04:00
Magnus Norddahl
48c83d36b5 - add post processing support to the software renderer and softpoly 2018-08-04 14:58:55 +02:00
David Carlier
1e11ce3bee Texture data overlap occuring here, using memmove instead. 2018-08-04 09:21:55 +03:00
alexey.lysiuk
9d2b7e560b - fixed compilation warning reported by MSVC
src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
2018-08-03 16:29:13 +03:00
alexey.lysiuk
eeec943cc0 - bump version number 2018-08-03 16:27:37 +03:00
Rachael Alexanderson
bd1e484c1e - redo the menu a bit, add in some C++ support code to make it a little bit more flexible
- further tweaks. reduce clutter in custom resolution submenu by moving it to another
- add 'prevmenu' ccmd
2018-08-02 07:37:07 -04:00
Magnus Norddahl
00ada6cf56 fix: softpoly TEXTURES sprites with scale of 2 are tiled 2018-07-30 22:09:40 +02:00
Magnus Norddahl
5b8a016cad - add vid_hdr cvar that enables higher than 8bpc output for monitors that support it 2018-07-30 22:01:05 +02:00
Christoph Oelckers
a516210b18 - always retrieve uniform buffer properties.
They are sometimes needed even if shader storage buffers are available.
2018-07-29 21:31:16 +02:00
Christoph Oelckers
6634416b89 - allow skipping optional arguments of the parent function in a virtual override definition.
This is mainly to allow retroactive addition to existing virtual functions without breaking existing content.
The MeansOfDeath fix for Actor.Die would not be possible without such handling.
2018-07-29 17:00:05 +02:00
Christoph Oelckers
ff69d945e1 - fixed: A global variable was used to pass MeansOfDeath to ClientObituary.
The problem here is that this affects the public scripting interface so it cannot be committed to master without further adjustments.

# Conflicts:
#	src/p_interaction.cpp
2018-07-29 17:00:05 +02:00
alexey.lysiuk
269ca3155a - fixed buffer overflow in saved game comment
https://forum.zdoom.org/viewtopic.php?t=61465
2018-07-29 11:29:29 +03:00
alexey.lysiuk
e9041c0697 - fixed potential garbage collection of still referenced objects
Objects from dynamic array stored in items of array of structures were incorrectly treated as unreachable

https://forum.zdoom.org/viewtopic.php?t=61354
2018-07-28 19:34:20 +02:00
Christoph Oelckers
7e69cd862e - restore the viewport after the SSAO pass.
This runs through the generic postprocessing code which restores the screen's viewport but since this is run in the middle of the scene it needs to restore the scene's viewport (i.e. the window controlled by screenblocks.)
2018-07-28 19:01:34 +02:00
Marisa Kirisame
66f616dc1a Set default window size to 80% of current display in SDL.
Make vid_setsize center window on current display in SDL.
2018-07-28 17:45:19 +02:00
alexey.lysiuk
477d2d0389 - center Cocoa window on vid_setsize CCMD 2018-07-28 18:17:25 +03:00
Christoph Oelckers
7c39773f98 - somehow the fullscreen default got reset... 2018-07-28 14:28:48 +02:00
alexey.lysiuk
8fab9f8c13 - set default window size to 80% of screen in Cocoa backend 2018-07-28 15:05:06 +03:00
Christoph Oelckers
9768698eda - do not use SSBOs for dynamic lights on Intel graphics hardware for performance reasons.
This was already disabled for GL 4.4 and lower but also needs to be done for Intel's GL 4.5 drivers.
Unlike before this is now exclusive to the light buffer, the shadowmap feature is not affected anymore, although that should be impossible to use anyway on all affected hardware due to lack of computing power.
2018-07-28 12:43:35 +02:00
Christoph Oelckers
843e9e950f - make the non-fullscreen window default to 80% of the current display size on Windows. 2018-07-28 11:57:51 +02:00
alexey.lysiuk
d58fe1f78a - fixed compilation of Cocoa backend
src/posix/cocoa/i_main.mm:262:2: error: use of undeclared identifier 'fullscreen'
2018-07-28 12:24:23 +03:00
Christoph Oelckers
0d8d860c93 - moved the win_* CVARs to a single platform independent location. 2018-07-28 10:27:41 +02:00
Christoph Oelckers
3b53f31da3 - default to fullscreen display. 2018-07-28 10:05:50 +02:00
Magnus Norddahl
990f02d7c5 - add support for specifying the exact thread count to r_multithreaded and r_scene_multithreaded 2018-07-28 04:57:23 +02:00
Christoph Oelckers
c60b4239ed - more parentheses. 2018-07-27 20:55:57 +02:00
Christoph Oelckers
bb5dc92225 - added information about full OpenGL features support to survey code. 2018-07-27 20:47:23 +02:00
Marisa Kirisame
79f0deaff4 Implement vid_setsize on SDL backend. 2018-07-25 10:34:52 +03:00
Christoph Oelckers
96bb8a779c - fixed incomplete reordering of code. 2018-07-23 21:17:57 +02:00
Christoph Oelckers
6076f0a69d - disable any texture clamping for textures with a user shader.
This cannot be reliably determined so the least restrictive setting must be used.
2018-07-23 17:53:35 +02:00
alexey.lysiuk
3a6e05710a - fixed missing decals on 3D floors with hardware renderer
https://forum.zdoom.org/viewtopic.php?t=61404
2018-07-23 16:46:51 +03:00
Rachael Alexanderson
63393e8f1a - fixed: use templates.h function for minimal value check
- fixed: it was `MAX` all along, not `min` :P
2018-07-22 18:08:54 -04:00
Magnus Norddahl
b1468d9dcc - somehow visual studio 2015 miscompiles this so badly it triggers an out of bounds assert in STL! 2018-07-22 22:51:08 +02:00
Christoph Oelckers
2382b9a238 - fixed: GLScenePortal did not forward IsSky to its backing object. 2018-07-22 21:18:00 +02:00
Rachael Alexanderson
fccb0b76c6 - fixed: correct the functionality of the 'min' function in the scaling code 2018-07-22 12:34:33 -04:00
Rachael Alexanderson
8cb281bf42 - fixed: I misnamed the function in my last commit, it should've been called 'min' not 'max' 2018-07-22 12:07:46 -04:00
Rachael Alexanderson
682b0ebf48 - enforce 320x200 minimum in actual scaling code 2018-07-22 12:05:16 -04:00
Christoph Oelckers
d84497c85a - don't let the video scale let the screen end up with a client size less than 320x200, which may cause undefined behavior and trigger asserts in debug builds. 2018-07-22 11:40:12 +02:00
Christoph Oelckers
6d0b172762 - added MF8_DONTFACETALKER flag which prevents NPCs from facing the player in conversations. 2018-07-22 11:32:45 +02:00
alexey.lysiuk
051521a898 - set minimum size for Cocoa window 2018-07-22 12:10:06 +03:00
alexey.lysiuk
43d472328c - implemented vid_setsize CCMD in Cocoa backend 2018-07-22 11:16:48 +03:00
alexey.lysiuk
4bb125d76c - removed obsolete list of video modes 2018-07-22 11:04:38 +03:00
Rachael Alexanderson
f71b5154c7 - fix vid_showcurrentscaling so that it works even when vid_scalemode is 2 or greater. 2018-07-21 22:27:43 -04:00
Rachael Alexanderson
e4fd6ee03f - the error checking on the previous commit should've been done slightly differently 2018-07-21 21:51:37 -04:00
Rachael Alexanderson
d7b7ae06e7 - implement a new vid_scalemode: 5 - this allows the usage of custom absolute scaling modes
- new ccmd: vid_setscale <x> <y> [linear] [fake-mcga-4:3] - sets vid_scalemode to 5 with the absolute scaling parameters. example: vid_scalemode 800 600 allows you to see the screen (stretched) as if it were 800x600. Linear specifies whether to force the scaling to be linear in this mode, and "fake-mcga-4:3" is meant for 320x200-like modes that mimic mode13h scaling.
2018-07-21 21:39:35 -04:00
Christoph Oelckers
156ed5790e - added vid_setsize CCMD and fixed some issues with window restoration when switching from fullscreen.
Windows apparently cannot both undo borderless fullscreen and resize the window at the same time, so this must delay the resizing one frame.
2018-07-21 21:32:02 +02:00
Christoph Oelckers
369267bbe9 - adjusted stat code for the new survey. 2018-07-21 19:14:11 +02:00
Rachael Alexanderson
21575bc3df - re-enable stats sending
- re-direct stats sending to new stats script
2018-07-21 07:21:37 -04:00
Christoph Oelckers
6ca2b3fce1 - fixed display for smaller screeblocks value.
When refactoring the screen scaling one line too many was altered by accident.
2018-07-21 12:13:17 +02:00
Christoph Oelckers
57f65a9379 - fixed: The 2D drawer did not restore the blend mode after finishing. 2018-07-20 19:46:53 +02:00
Christoph Oelckers
18213f377c - fixed: Inventory items that have been modified with Dehacked to be monsters should not be killed by P_Massacre when being owned. 2018-07-20 11:43:49 +02:00
Christoph Oelckers
2a0c3e63a3 - allow temporary strings to be used as self pointer for String's member functions.
Due to how function calls get resolved by the code generator there were some incorrect flags on the self pointer which triggered an assert and caused incorrect code generation.
Fortunately this was a mostly contained special case for which a workaround was possible.
2018-07-20 10:38:55 +02:00
Christoph Oelckers
4a7b1aada7 Merge remote-tracking branch 'remotes/origin/modern'
# Conflicts:
#	wadsrc/static/shaders/glsl/main.fp
2018-07-20 10:19:07 +02:00
Magnus Norddahl
a841602d70 - change the software renderer to render to a DSimpleCanvas like the old D3D9 target did. Then use the drawer threads to memcpy the result to the PBO 2018-07-20 05:48:15 +02:00
alexey.lysiuk
4d35b12808 - fixed crash on accessing state owner during VM abort
https://forum.zdoom.org/viewtopic.php?t=61338
2018-07-19 13:38:49 +03:00
Magnus Norddahl
7da61ddfee - fix missing forward declaration when falling back to older user shaders 2018-07-19 02:34:45 +02:00
Magnus Norddahl
a0a7fd53e8 - change software renderer back to writing directly into the pixel buffer object, but change the creation and mapping so that hopefully all vendors put it in system memory 2018-07-18 17:47:09 +02:00
Magnus Norddahl
23c0f8f6ac - fix buffer usage warning caused by using the wrong flag for glMapBuffer after switching to doing a plain memcpy 2018-07-18 16:04:35 +02:00
Magnus Norddahl
e93d1e3ebc - change software renderer upload code to use GL_STREAM_DRAW and a memcpy from system memory 2018-07-18 06:46:30 +02:00
alexey.lysiuk
4e2385e912 - load common conversation lumps regardless of map naming scheme
https://forum.zdoom.org/viewtopic.php?t=61313
2018-07-17 12:56:23 +03:00
alexey.lysiuk
b2697a99f8 - added missing null pointer checks to VM ops 2018-07-16 17:10:47 +03:00