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7867 commits

Author SHA1 Message Date
Christoph Oelckers
9229146eeb - fixed: DFloor set the 'gap' for one wrong movement type. 2016-08-05 12:13:47 +02:00
Christoph Oelckers
13527fdd0a Merge branch 'lensshader' of https://github.com/dpjudas/zdoom 2016-08-05 00:58:14 +02:00
Magnus Norddahl
976a78429e Simplify post process buffer handling 2016-08-04 17:16:49 +02:00
Christoph Oelckers
1d434add50 - fixed: monsters which were made friendly by the MBF map flag lost their friendliness when being revived with Thing_Raise. 2016-08-04 17:14:31 +02:00
Magnus Norddahl
6fc7596d52 Fix aspect ratio and texture clipping in lens shader 2016-08-04 15:47:15 +02:00
Christoph Oelckers
21536781a9 - forgot to save this. 2016-08-04 13:01:42 +02:00
Christoph Oelckers
63ad7d99d1 - fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers.
Since there is a command line switch to revert to the lower behavior it can well be that they do not match.
2016-08-04 12:55:21 +02:00
Christoph Oelckers
7ba6269450 - changed rendering of sky cubemaps to use precalculated vertex data from the SkyVertexBuffer. 2016-08-04 12:16:53 +02:00
Christoph Oelckers
c1a4dd74c4 - added handling for Eternity's 'gap' parameter to:
Ceiling_LowerToFloor
Ceiling_LowerToHighestFloor
Ceiling_ToFloorInstant
Floor_RaiseToCeiling
Floor_RaiseToLowestCeiling
Floor_ToCeilingInstant
2016-08-03 12:59:40 +02:00
Christoph Oelckers
d8ab0b40dc Merge branch 'master' of https://github.com/rheit/zdoom 2016-08-03 12:17:55 +02:00
Christoph Oelckers
95c3464973 - properly handle 3D floors with inverted planes in the list sorter. 2016-08-03 12:17:22 +02:00
Magnus Norddahl
6b9529d70f Added lens distortion shader 2016-08-02 17:32:21 +02:00
Magnus Norddahl
43e577ce79 Merge remote-tracking branch 'gzdoom_upstream/master' into postprocess_vbo_bind_fix
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
2016-08-02 10:00:53 +02:00
Magnus Norddahl
5a67ae6021 Fix missing VBO bind calls 2016-08-02 00:27:01 +02:00
Magnus Norddahl
f980a1f42b Fix wrong UV calculations when resizing or maximizing window 2016-08-01 15:12:13 +02:00
Christoph Oelckers
8aebfdb3ab - fixed: gl_bloom_amount may never be 0. 2016-08-01 11:29:28 +02:00
Magnus Norddahl
e8c98a5901 No gamma and player sprites on screenshots 2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0 Fix broken viewport/backbuffer location for WriteSavePic 2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf Fix incorrect viewport location when not using fullscreen HUD 2016-07-31 13:23:49 +02:00
alexey.lysiuk
d3457f4508 Implemented hardware gamma support for macOS
Hardware gamma is limited to main display only, use shader-based correction for other displays
2016-07-31 12:19:08 +03:00
Christoph Oelckers
a69182f9ef Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-31 09:19:36 +02:00
Christoph Oelckers
20f4975e2b Merge branch 'blurshader_120_fix' of https://github.com/dpjudas/zdoom 2016-07-31 09:17:28 +02:00
Magnus Norddahl
849e80074e Added GLSL 120 fallback support 2016-07-31 03:54:16 +02:00
Magnus Norddahl
b789aaa0eb Fix binding error that Nvidia didn't complain about but Intel on Mac does 2016-07-31 03:16:48 +02:00
Leonard2
c0d3eb997a Fixed: the instant weapon switch flag didn't work anymore 2016-07-30 23:50:14 +02:00
Christoph Oelckers
c93204cace Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-07-30 22:09:56 +02:00
Christoph Oelckers
bc51e98612 Merge branch 'blackscreenfix' of https://github.com/dpjudas/zdoom 2016-07-30 20:28:41 +02:00
Magnus Norddahl
1682b02c67 Fix glBindSampler state messing up post processing shaders 2016-07-30 19:54:20 +02:00
Christoph Oelckers
124c109e18 Merge branch 'multisamplingbuffers' of https://github.com/dpjudas/zdoom 2016-07-30 16:35:19 +02:00
Magnus Norddahl
cfc20d1198 Added multisample support to FGLRenderBuffers and added gl_multisample to the menus 2016-07-30 15:33:30 +02:00
alexey.lysiuk
bd3fd22ac9 Do not use unicode characters in macOS console window
The same characters as in stdout are now used to draw bars in console window on macOS
All messages are treated as in ISO Latin 1 encoding and bars looked like garbage output
2016-07-30 16:21:48 +03:00
alexey.lysiuk
7de242930a Removed obsolete gamma correct shader used on macOS only 2016-07-30 15:30:35 +03:00
alexey.lysiuk
cbe0a34f0b Fixed usages of abs() function with double arguments
Clang no longer issues "warning: using integer absolute value function 'abs' when argument is of floating point type"
2016-07-30 14:03:57 +02:00
Christoph Oelckers
39059b3b5c Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-07-30 13:26:37 +02:00
Christoph Oelckers
0c8a4689b8 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-30 13:26:25 +02:00
Christoph Oelckers
5ddee98e70 - fixed: Voxels with scaled to 0 caused a division by zero crash. 2016-07-30 13:19:02 +02:00
alexey.lysiuk
0648ef693f Fixed compilation with Clang and GCC
No more "error: cannot pass object of non-trivial type 'FString' through variadic method; call will abort at runtime"
2016-07-30 13:04:16 +02:00
alexey.lysiuk
c0b86278e3 Removed old cruft from macOS OpenGL backend
The only thing left unimplemented is gl_smooth_rendered CVAR
2016-07-30 12:57:30 +03:00
Christoph Oelckers
b52d457146 Merge branch 'master' of https://github.com/coelckers/gzdoom 2016-07-30 11:45:19 +02:00
alexey.lysiuk
e2a2d38a25 Removed redundant comparison in compatibility renderer
Clang no longer reports "warning: comparison of array 'this->tcs' not equal to a null pointer is always true"
2016-07-30 10:25:42 +03:00
Xaser Acheron
a1a0da1f13 added SWF_SELECTPRIORITY flag to A_SelectWeapon 2016-07-29 18:48:54 -05:00
Major Cooke
36705b0f04 Added GZDoom version of SpriteAngle and SpriteRotation. 2016-07-30 00:33:33 +02:00
Christoph Oelckers
50765f8b79 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-30 00:32:29 +02:00
Christoph Oelckers
f4cbde856b Merge branch 'bloom' of https://github.com/dpjudas/zdoom 2016-07-30 00:30:27 +02:00
Major Cooke
13fa06fe7a Renamed GetProximity to CountProximity.
# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-30 00:27:12 +02:00
Major Cooke
167cb28563 Added GetProximity(classname, distance, flags, ptr).
- Behaves similarly to A_CheckProximity but returns the count of classname instead of true/false.

# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-30 00:26:55 +02:00
Leonard2
d0b953cbb7 Added for loops to DECORATE 2016-07-30 00:26:42 +02:00
Leonard2
e2fa8c2257 Added do-while loops to DECORATE 2016-07-30 00:26:41 +02:00
Leonard2
d1749233ec Added while loops to DECORATE 2016-07-30 00:26:41 +02:00
Leonard2
c4eafc1c38 DECORATE can now handle jump statements
break and continue were added but are not yet useable anywhere
This was made general enough so that loops and switch statements that accept breaks/continues can be done without much difficulty as well as goto statements with explicit labels if those are ever wanted
2016-07-30 00:26:41 +02:00
Major Cooke
dfed6ac1fb Added SpriteAngle and SpriteRotation properties.
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
Magnus Norddahl
9bfce5b6ea Moved post processing effects to its own file 2016-07-30 00:02:26 +02:00
Magnus Norddahl
5849c83028 Added bloom and tonemap to menus
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8 Added tonemapping and sector based exposure control 2016-07-29 00:36:43 +02:00
Major Cooke
6ada8aa644 Fixed A_CopySpriteFrame not working under certain circumstances. 2016-07-28 15:55:49 -05:00
Leonard2
5907ff662d Added a new state that the weapon jumps to when it is lowered all the way and the player is currently dead
The state is undefined by default to preserve the original behavior of having the weapon layer deleted which modders can now avoid by defining it properly
2016-07-28 17:42:22 +02:00
Christoph Oelckers
b8abec4e1f Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-28 09:20:48 +02:00
Christoph Oelckers
759753eadc - replaced more copystrings with FString. 2016-07-28 09:06:49 +02:00
Christoph Oelckers
66006a5c14 - use an FString to handle the new message. 2016-07-28 08:54:51 +02:00
yqco
58a6d7df1f Added optional prompt argument to MENUDEF's SafeCommand 2016-07-28 08:41:55 +02:00
MajorCooke
3d9591229e Added A_CopySpriteFrame(from, to, flags)..
- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
2016-07-28 08:39:32 +02:00
Jordon Moss
c0eb8f3b96 Added KILL Script type and associated flags and GameInfo keyword.
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
MajorCooke
1322ef2449 Renamed NODEATHJUMP to NODEATHDESELECT. 2016-07-28 08:29:47 +02:00
Leonard2
797f3aec0a Added a weapon flag to ignore a player's input when dead
The reason this is not set by default is because before that anyone could call A_WeaponReady within their Deselect state which would have allowed players to fire even when dead
2016-07-28 08:29:46 +02:00
Leonard2
bcb18cf7d8 Added a flag to prevent the weapon from jumping to its Deselect state when the player dies 2016-07-28 08:29:46 +02:00
alexey.lysiuk
f38f7adf17 Automatic layout for ammo images in alternative HUD
When ammo icon is displayed before text its position depends on number of digits in current and maximum amounts
2016-07-28 08:19:31 +02:00
Magnus Norddahl
69f52cc898 Added bloom shaders 2016-07-27 21:50:30 +02:00
Christoph Oelckers
da1762ac2c - fixed: DoSetMapSection could cause a stack overflow on large maps. Made it iterative instead of recursive to avoid that. 2016-07-27 16:27:40 +02:00
Christoph Oelckers
c9f93d9c88 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-27 11:28:55 +02:00
Magnus Norddahl
e82c38e4f9 Update copyright and typo fix 2016-07-27 11:15:20 +02:00
Magnus Norddahl
aeb7df09de Added hardware gamma option and improved window handling on Windows 2016-07-27 11:15:19 +02:00
Christoph Oelckers
f67243a40f - fixed: The NO_CHANGE constant shouldn't have been floatified because this is an input value for action specials which will remain integers. 2016-07-27 08:23:00 +02:00
Christoph Oelckers
071485b22e - fixed: If the resulting render style, after all adjustments, is None for the weapon sprite, do not attempt to draw it at all. 2016-07-25 11:55:47 +02:00
alexey.lysiuk
4345623e28 Fixed incorrect scaling of particles
http://forum.zdoom.org/viewtopic.php?t=52906
2016-07-24 14:25:31 +03:00
MajorCooke
41414830a5 - Fixed: A_Warp never properly positioned actors on floors, if they wound up in or on one 2016-07-24 01:02:21 +02:00
Blue-Shadow
121db8fd37 Fixed: The player failed to unmorph upon resurrection
This happened if the morphing was triggered by a PowerMorph power-up.
2016-07-24 00:59:35 +02:00
Blue-Shadow
69a00ddabb Added TRANSFERTRANSLATION morph flag 2016-07-24 00:56:57 +02:00
Magnus Norddahl
41e959e102 Adds the last texture filter mode (trilinear min filter with nearest magnification) 2016-07-23 18:57:37 +02:00
Christoph Oelckers
2cdc77de34 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-23 10:56:12 +02:00
Christoph Oelckers
54a120d612 - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present.
This solves the most severe occurences of sprites being drawn in front of a portal's contents. It is not a full fix, though, there's still some extreme cases where portals may glitch if some stuff gets between the camera and the actual portal area.
Normally this has to perform a full check of the subsector against the portal's camera-facing linedefs but that's too costly for those rare cases where it may be an issue.
2016-07-23 10:23:34 +02:00
alexey.lysiuk
a1a0bdefff Added support for older versions of DeHackEd patches
Patches from DeHackEd 2.3 and 2.4 are now loaded without warnings/errors
2016-07-23 11:09:52 +03:00
Christoph Oelckers
d405cf5b7c - fixed: Before rendering a sector stack portal the clipper needs to be completely filled, if the view point's subsector is not inside the portal. If this is not done, some setups where a recursive look into the originating area is possible may exhibit some issues. 2016-07-23 09:47:14 +02:00
yqco
4d6532d303 Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack 2016-07-22 02:46:41 -06:00
MajorCooke
35666f1e09 Fixed a nullptr crash with flatsprite actors. 2016-07-21 13:12:59 -05:00
Christoph Oelckers
dd962798a5 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-21 12:01:53 +02:00
Christoph Oelckers
fa22acca5d - fixed: Dehacked's 'Speed' value should be treated as signed when being assigned to a double variable. 2016-07-21 12:01:06 +02:00
Christoph Oelckers
881731d76b Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-21 08:28:56 +02:00
Blue-Shadow
c428e376cd Added INFLICTORDMGTYPE flag to A_Damage* action functions
It forces the use of the inflictor's damagetype instead of whatever is
passed to the functions.
2016-07-19 08:34:55 +02:00
Blue-Shadow
d09ec5a930 Added DamageType ACS actor property 2016-07-19 03:16:12 +03:00
Christoph Oelckers
d4352dd1a7 - fixed slope calculation error. 2016-07-17 23:13:10 +02:00
alexey.lysiuk
8369833dc5 Fixed setting of custom color for static text in menu 2016-07-17 17:28:46 +02:00
Leonard2
446bc1018c Fixed: weapons didn't clear their flash layer when the player died 2016-07-17 17:28:45 +02:00
Leonard2
e482a54389 Fixed a crash with A_ClearOverlays 2016-07-17 14:27:56 +02:00
alexey.lysiuk
39042dc4bf macOS application controller is now using proper delegate protocol
Fixes compilation error with Xcode 8:
cannot initialize a parameter of type 'id<NSApplicationDelegate> _Nullable' with an lvalue of type 'ApplicationController *'
2016-07-17 08:02:55 +02:00
Christoph Oelckers
bce9929c22 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-16 19:57:09 +02:00
Christoph Oelckers
c150116f79 - fixed: When changing weapons due to starting or ending a Tome of Power effect, the PSprite's caller needs to be changed.
In this case the PSprite animation won't be changed, only the ReadyWeapon. But in order to work, the PSprite's caller needs to change as well so that the next weapon check does not fail.
2016-07-16 19:55:00 +02:00
MajorCooke
7544adfc91 Combined the target/master/tracer checking into AimBulletMissile. 2016-07-16 17:43:00 +02:00
MajorCooke
376c9b0306 - Optimized handling of puffs in the event they're null.
- Only spawn the puff as needed again if the projectile actually spawns.
2016-07-16 17:41:28 +02:00
MajorCooke
02064437c5 Fixed wrong angle/slopes being used and one too many &s for NOINTERACT. 2016-07-16 17:34:17 +02:00
MajorCooke
10fabc3ab7 Cleaned up code. Puffs no longer need ALWAYSPUFF.
- A_CustomBulletAttack and A_FireBullets will perform a second P_LineAttack to get a puff which only returns to the previous function after a tracer.
2016-07-16 17:34:17 +02:00
MajorCooke
4750dfd8b6 Added ability to set the puffs directly as the spawned projectile's target, master, and/or tracer. 2016-07-16 17:34:16 +02:00
MajorCooke
cc8e7f8de6 Cleaning finished. 2016-07-16 17:34:16 +02:00
MajorCooke
791852a6bd Cleaned up. 2016-07-16 17:34:15 +02:00
MajorCooke
3c7e1e0528 - Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
The projectiles spawning conditions rely upon the puff successfully spawning.

# Conflicts:
#	wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
alexey.lysiuk
ee72760f3a libc++ is now used by the linker too (when applicable) 2016-07-16 17:04:38 +02:00
alexey.lysiuk
58fb993402 Added ability to select ammo image and text display order in alternative HUD
Controlled via hud_ammo_order CVAR:
* 0 (default): image and text
* any other value: text and image
2016-07-16 16:15:59 +02:00
alexey.lysiuk
74fc45d7b7 Fixed instant boss brain spawning
There was a possibility of division by zero which led to nonsensical spawn time
http://forum.zdoom.org/viewtopic.php?t=52760
2016-07-16 15:39:57 +03:00
Christoph Oelckers
c5db5dff99 - fixed a crash when initializing the GL portal data for an incomplete or inactive portal. Also did a bit of cleanup on this code, the 'delta' member was never used. 2016-07-16 12:45:49 +02:00
Christoph Oelckers
a2f56b6ef5 - This should have been part of an earlier commit, no idea why it wasn't saved... 2016-07-16 09:35:20 +02:00
Jordon Moss
1ef8057fa7 Updated SurfaceSkin to take the path property. 2016-07-16 09:30:26 +02:00
Jordon Moss
6014bde3d0 Renamed PushSpriteFrame to PushSpriteMDLFrame for consistency. 2016-07-16 09:30:26 +02:00
Jordon Moss
8bbc04a46f Fixed a minor typo in SurfaceSkin validity check. 2016-07-16 09:30:25 +02:00
Jordon Moss
b3b2eb42c6 Added SurfaceSkin MODELDEF property, allows overriding MD3 per-surface skins. 2016-07-16 09:30:25 +02:00
Christoph Oelckers
bc7b439dd0 - addressed: MDL_INHERITACTORPITCH got the direction of the rotation wrong. Fixed by deprecating this flag (and also MDL_INHERITACTORROLL) and introducing proper flags, named MDL_USE*. This not only resolves the issue but also elimintates the nonsensical INHERIT part of the names. 2016-07-16 09:10:18 +02:00
Christoph Oelckers
f4b80a451e - fixed: The render style specific blend settings were overridden when adding code to ensure proper setup of all properties.
It turned out that the only thing that wasn't set is the alpha function, not the blend settings themselves.
2016-07-16 08:57:48 +02:00
Christoph Oelckers
943a799aee Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-16 08:30:33 +02:00
MajorCooke
b121284fc0 Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead. 2016-07-14 17:14:17 +02:00
MajorCooke
09175a6a7a This wasn't supposed to be committed... 2016-07-14 09:55:13 -05:00
MajorCooke
59593e57c6 - Fixed: RGF_ITEMS wasn't considered a part of the RGF_MASK flag. 2016-07-14 09:27:29 -05:00
Leonard2
5c182c7fd7 Fixed a crash with heretic's ChickenPlayer class 2016-07-13 13:01:32 +02:00
Leonard2
05d1df3571 Fixed crashes with the A_CrispyPlayer and A_HandLower action functions
Simply using FindPSprite in those functions wouldn't be enough because if a mod is using the firehands layer when they are called this would go very wrong
2016-07-13 13:01:32 +02:00
Leonard2
3ea70980f9 Fixed: the strife firehands were interpolated if a mod used the layer before them
The flags were also already reset, no need to do it twice
2016-07-13 13:01:32 +02:00
Leonard2
b8e1bead0a Removed unneeded checks
GetPSprite cannot return a null pointer and calling setstate with a null pointer destroys it
2016-07-13 13:01:32 +02:00
Leonard2
da6e12d5bc Fixed: the weapon layer offsets were interpolated even after the player switched his weapon 2016-07-13 13:01:32 +02:00
Leonard2
75cb8c00a6 Fixed: the flags weren't properly reset if a mod used the old layers before the code used them 2016-07-13 13:01:32 +02:00
MajorCooke
e56196eb1a Disable facing camera rotations if the actor is a flat/wall sprite.
- It not only looks bad, it also throws off users when trying to make perfectly aligned images since the plane is distorted wildly.
2016-07-13 09:31:22 +02:00
MajorCooke
cc8d84cd5d Fixed sprites defaulting to rotate around the center instead of the offsets. Seeing how it's still useful however, ROLLCENTER can still be used to center upon actors that are offsetted like monsters. 2016-07-13 09:31:22 +02:00
Christoph Oelckers
2a42c20c8c Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-13 09:30:16 +02:00
MajorCooke
7ded355d5d Added rollcenter compatibility. 2016-07-13 09:29:36 +02:00
Christoph Oelckers
79264cb8cd - fixed missing QuakeEx parameter conversion. 2016-07-12 19:57:32 +02:00
Leonard2
bdeb233849 Fixed: conditionals didn't properly compile to vm code 2016-07-12 19:50:37 +02:00
Leonard2
bbdc64a955 Fixed bad serialization of float types
The value was written twice if it couldn't be reduced to a single precision value
2016-07-12 19:37:00 +02:00
Leonard2
af53f5a825 Properly use the boolean type in function declarations
This will get rid of useless casts like 'if (isPointerEqual(x))'
It will also allow for proper casting in parameters like using a state as a boolean which is allowed in if statements for example
2016-07-12 19:36:59 +02:00
Leonard2
371896b2cc Properly use the boolean type in expressions
This fixes things like 'if (GetCVar(x))' not working
2016-07-12 19:36:59 +02:00
subenji
7d1dc46665 Implemented fix discussed in http://forum.zdoom.org/viewtopic.php?f=2&t=52428 rearding UserVar corruption in savegames 2016-07-12 19:36:59 +02:00
Blue-Shadow
1f2c8181bb Added IfWaterLevel SBARINFO command 2016-07-12 19:36:58 +02:00
Braden Obrzut
e401588f40 - Set -stdlib=libc++ and disable inconsistent-missing-override warning with OS X Clang (the latter may be useful for recent versions of Clang in general, but I can't tell at the moment.) 2016-07-11 01:22:37 -04:00
Christoph Oelckers
b2a88c1abd - fixed: mapthinghexen_t::flags needs to be unsigned.
This is necessary so that an incorrectly set 0x8000 bit won't enable all high flags.
2016-07-05 01:17:12 +02:00
Christoph Oelckers
6f57c9c8b1 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-04 22:37:12 +02:00
Christoph Oelckers
b81876698f - changed P_ChangeSector so that for bridges it only keeps the floorz and ceilingz of the spawn position.
This is necessary to prevent moving sectors from altering the bridge's z-position. The bridge should remain at its current z, even if the sector change would cause floorz or ceilingz to be changed in a way that would make P_ZMovement adjust the bridge.
2016-07-04 22:36:27 +02:00
Christoph Oelckers
6b0b7ea049 - fixed sprite z coordinate calculation for flatsprites. 2016-07-04 01:00:01 +02:00
Christoph Oelckers
cc784fff14 Merge branch 'rollGZ2' of https://github.com/MajorCooke/zdoom 2016-07-04 00:45:37 +02:00
Christoph Oelckers
279b939521 Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-07-04 00:44:52 +02:00
Christoph Oelckers
0b93e9b897 Merge branch 'roll' of https://github.com/MajorCooke/zdoom 2016-07-04 00:43:16 +02:00
Christoph Oelckers
d87665bfe0 - fixed: A_CheckTerrain must add to the actor's current velocity, not set it. 2016-07-04 00:39:35 +02:00
Christoph Oelckers
560c1d5c1c Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-03 13:43:44 +02:00
Christoph Oelckers
d6d9057f1f - removed the old way to stop the AnimatedDoor interpolation, now that the parent class can be told that we do not want one. This old code was no longer functionsl. 2016-07-03 13:42:54 +02:00
Christoph Oelckers
e42442732a Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-03 13:39:58 +02:00
Christoph Oelckers
1b6a850bf6 - fixed: DAnimatedDoor's main constructor did not disable ceiling interpolation. 2016-07-03 13:39:33 +02:00
Christoph Oelckers
3e3a0cdc3d Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-30 12:02:51 +02:00
Christoph Oelckers
7bdb98cc0b - removed debug stuff. 2016-06-30 11:31:00 +02:00
Christoph Oelckers
fc3682006a - fixed PointOnSide functions to consider 'on the line' as 'in front of'.
The bad code was taken from the 2005 floating point rewrite that, by comparing the value with '> -EQUAL_EPSILON', returned 1 for any value close to 0 (as 'on the line') so it was mistakenly reported as 'behind the line'.
2016-06-30 11:30:32 +02:00
Christoph Oelckers
c6fb35ed52 - added per-item colors for static text items in the menu.
For option menus this replaces the 'highlighted' parameter with an actual color, for list menus it adds a new parameter.
2016-06-30 10:27:14 +02:00
Christoph Oelckers
57667c2e0b Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	wadsrc/static/language.eng
2016-06-29 14:58:32 +02:00
Edoardo Prezioso
4defb6e967 - Fix myoffsetof using misaligned pointer access.
That could be a problem for particularly pedantic platforms.
2016-06-29 13:04:31 +02:00
MajorCooke
41d20fa6cf Fixed freeze with A_ClearOverlays. 2016-06-29 12:46:50 +02:00
Christoph Oelckers
6cf96372ba - fixed: incorrect flag masking for polyobjects disabled all line portals. 2016-06-29 12:46:20 +02:00
Christoph Oelckers
f8ae166281 - fixed return value inversion of FS's ceilingheight and floorheight functions. 2016-06-29 12:46:20 +02:00
Christoph Oelckers
a3450ab824 - removed unused cruft in FS code. 2016-06-29 12:46:19 +02:00
Christoph Oelckers
c6d8125b45 - fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset. 2016-06-29 12:46:19 +02:00
alexey.lysiuk
924b8105c5 Fixed splitting of complex walls in compatibility renderer
Example: +warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-06-29 12:34:35 +02:00
alexey.lysiuk
e6a7db99e4 Fixed missing polyobjects in compatibility renderer 2016-06-29 12:23:16 +02:00
alexey.lysiuk
fc8eaab57b Fixed crash in dynamic lights compatibility renderer
Reproduces using -iwad plutonia -file brutalv20b.pk3 +map map07
2016-06-29 12:21:39 +02:00
Christoph Oelckers
17c212d5bc - disable transparent door render hacks if any of the involved sectors contains floor slopes.
These lead to false positives but rarely represent actual hacks.
2016-06-29 12:19:00 +02:00
Christoph Oelckers
a99ff71d18 Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-06-27 12:01:48 +02:00
Christoph Oelckers
8e3263a433 - fixed return value inversion of FS's ceilingheight and floorheight functions. 2016-06-27 12:01:11 +02:00
Christoph Oelckers
96272fc8b8 - removed unused cruft in FS code. 2016-06-22 13:37:35 +02:00
Christoph Oelckers
4e1c53af91 - fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset. 2016-06-22 13:35:03 +02:00
Christoph Oelckers
af20f31b94 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-21 10:46:12 +02:00
Christoph Oelckers
4899c405c3 - fixed: all non-ZDoom compatibility profiles need compat_maskedmidtex set.
This was neither fixed in Boom nor MBF.
2016-06-21 10:45:17 +02:00
MajorCooke
613fa4c9e4 Fixed: GetDistance was missing the original Z check disabling introduced in commit bd16ccb. 2016-06-21 10:14:25 +02:00
MajorCooke
9df65f73fc Localized the input checker into P_Thing_CheckInputNum now called by both ACS and DECORATE.. 2016-06-20 09:41:46 -05:00
MajorCooke
26408a5043 Switched the pointer to AAPTR_DEFAULT. 2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88 Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
Edoardo Prezioso
6384e81d0f - Add support for Skulltag ACS IsNetworkGame.
Once known as PlayerOnTeam, then it became IsMultiplayer, but Skulltag code ignored emulated multiplayer, hence the new and clearer name.
2016-06-20 09:34:41 +02:00
MajorCooke
e02ed3a6f7 Take in the targeter layers if someone disables the safety and uses 0 for start and stop. 2016-06-20 01:15:51 +02:00
MajorCooke
ecfa7415b3 This small change was left out by mistake. 2016-06-20 01:15:51 +02:00
MajorCooke
30880aab79 And a bit more optimization... 2016-06-20 01:15:50 +02:00
MajorCooke
2b91db7b3a Refactored A_ClearOverlays. 2016-06-20 01:15:50 +02:00
MajorCooke
dd410876cf Added A_ClearOverlays(int start, int stop, bool safety).
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.

Added no override boolean to A_Overlay and a boolean return type.

- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Edoardo Prezioso
2f6c98ead3 - Added support for old Skulltag ACS PlayerTeam. 2016-06-19 22:57:42 +02:00
Edoardo Prezioso
de55d693f9 - Fixed ACS Singleplayer for non-net multiplayer. 2016-06-19 12:59:46 +02:00
Christoph Oelckers
8cf150e68a - set up portal rotations in the finalizing step, not during initialization.
Anything earlier may miss some information required to do this correctly.
2016-06-19 12:40:38 +02:00
Christoph Oelckers
da05dfa72e fixed: Polyobject-based line portals may not cache their angle as it may change at any time. 2016-06-19 12:32:45 +02:00
Edoardo Prezioso
4e148f00e6 - Fixed wrong Skulltag ConsoleCommand pcode name.
Also report this pcode as not supported by the program.
2016-06-19 12:01:29 +02:00
Christoph Oelckers
b364926e93 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-19 11:53:17 +02:00
Christoph Oelckers
cebd877191 - fixed the center point calculation for triangular sectors.
The old method does not work as expected with the higher precision of doubles, so instead just average the 3 vertex positions to get the triangle's center.
2016-06-19 11:48:20 +02:00
alexey.lysiuk
2813a22740 Fixed inconsistent state of lights in compatibility renderer 2016-06-19 11:19:31 +03:00
Christoph Oelckers
7b99c883e1 - use the exact same semantics and methods to handle player visibility as in the software renderer.
This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Christoph Oelckers
849ee50689 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-18 10:01:44 +02:00
Christoph Oelckers
87d27b8db3 - fixed some crash issues with recent changes. 2016-06-18 10:01:24 +02:00
Edoardo Prezioso
56508a2d82 - Avoid issues with misused Strife actions. 2016-06-17 23:09:34 +02:00
Leonard2
24c73071f4 Fixed a crash with A_JumpIfNoAmmo
Non-weapon layers can pass the caller check even when there is no ReadyWeapon
2016-06-17 18:36:57 +02:00
Leonard2
68c483c041 Renamed the weapon action function caller check to ACTION_CALL_FROM_PSPRITE to avoid confusion
This was always checking for every psprites rather than just weapon layers
2016-06-17 18:36:57 +02:00
Leonard2
abc7113e09 Removed the INSTATECALL flag because it is now unused and was replaced by stateinfo 2016-06-17 18:36:57 +02:00
Christoph Oelckers
92e2ce2aef - adjustments for weapon rendering in GL.
This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
Christoph Oelckers
b7d13c0711 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-17 16:18:24 +02:00
Christoph Oelckers
8ca07443f1 - fixed: Sprite splitting at 3D floors must set the fog parameters for the new light level. 2016-06-17 16:16:31 +02:00
Christoph Oelckers
05fabbe294 - fixed: G_InitNew may only clear the hub statistics when it is not called during loading of a savegame. 2016-06-17 16:14:58 +02:00
Christoph Oelckers
2c928a2cda - fixed: Strife's firehands' coordinates need WEAPONTOP being added because it cannot be taken from the main weapon layer which no longer exists when the hands appear. 2016-06-17 15:26:00 +02:00