Christoph Oelckers
2be13e1b9f
- changed shader loader to load only one shader at a time
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This is merely preparation - the actual loading is still in one uninterrupted piece.
2022-05-13 08:22:22 +02:00
Christoph Oelckers
47c7734042
- add -compatmode for setting a compatibility mode on startup
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As a replacement for +compatmode not working as intended.
2022-05-06 08:35:34 +02:00
Christoph Oelckers
3fb292ac71
Revert "- added a bit of hackery so that compatmode CVAR can be set up on startup"
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This reverts commit c4408d8536
.
This does not work. It always overwrites the saved compatibility settings with the current compatmode.
2022-05-06 08:31:16 +02:00
Christoph Oelckers
010f41a3aa
- load the hex font as early as possible.
2022-05-01 14:12:21 +02:00
Christoph Oelckers
2235b42993
- fixed setup of files to load on startup.
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Order of addition was not correct and one function had a bad parameter type.
2022-04-30 23:26:51 +02:00
Christoph Oelckers
70c0b6a9a6
- moved -rngseed init to D_InitGame
2022-04-29 02:25:29 +02:00
Christoph Oelckers
72be9bcc27
- pass ´hashfile´ to filesystem as parameter
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Avoid global variables, also check args as late as possible.
2022-04-29 02:20:35 +02:00
Christoph Oelckers
ac1cfa6027
- cleaned up the startup code a bit.
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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
ff58e4ec6f
- fixed Playdemo and Timedemo check
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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
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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
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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
c83344f5c2
- removed all remains of the corpsegibs flag and made vileghosts interactive
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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
0de3ff81e1
- add wipe transition support to the screenjob runner.
2022-04-26 20:50:37 +02:00
Christoph Oelckers
feb65bcb99
- moved wipe code into the backend
2022-04-26 20:50:36 +02:00
Christoph Oelckers
ccdf5fb23c
- moved the wipe loop out of d_main.cpp into f_wipe.cpp
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As preparation fior fully moving it into the backend
2022-04-26 20:50:36 +02:00
Christoph Oelckers
1aa71cc5a3
- prepared DrawFullscreenSubtitle for script export.
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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
082daccd2d
- summary screen is working again
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minus the initial wipe…
2022-04-26 20:50:36 +02:00
Christoph Oelckers
336c45aaa4
- SCreenjob fixes
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Still doesn’r show anything but we got it all set up now.
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
9898ee542c
- route all accesses to gameaction from the backend through the sysCallbacks.
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gameactions are frontend specific so this needs to be decoupled.
2022-04-26 20:50:34 +02:00
Christoph Oelckers
7c2d315479
- added a nullptr check for StatusBar when drawing „Paused“
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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
Lippeth
7830033722
- added vertical bullet spread relative to ssg
2022-04-09 22:46:20 +02:00
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
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
Christoph Oelckers
c48de5d8d3
- added a 'no MBF21' compatibility flag.
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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
57112742fe
Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
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# 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
Magnus Norddahl
d197d19122
Fix light probes not working for maps having no dynamic lights at all
2021-11-13 05:09:25 +01:00
Marisa Kirisame
95b8629fe0
Allow customization of pause screen.
2021-10-16 11:33:30 +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
Rachael Alexanderson
79cbaf5d4f
- split defcvars parser into its own file
2021-09-05 08:21:34 -04:00
Christoph Oelckers
196a4c0b36
- added a modified version of MBF's stay-on-lift feature.
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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
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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
109069f718
- removed the unused palette parameter from the V_GetColor family of functions.
2021-08-14 09:57:23 +02:00
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
alexey.lysiuk
ed606b8ed3
- extended 2D buffer lifetime to the end of the frame
2021-08-11 19:50:49 +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.
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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
c1a8776a15
- updated common code from screenjob branch.
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That is, all parts not related to cutscenes.
2021-08-03 12:30:44 +02:00
alexey.lysiuk
b5247182f4
- fixed premature destruction of status bar
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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
Christoph Oelckers
b0ccd3a7df
- moved Doom specific font init code out of the backend.
2021-05-31 22:13:40 +02:00
Christoph Oelckers
af137dbb35
- reset the 'playedtitlemusic' flag in D_StartTitle.
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When returning to the title loop the music should play once again.
2021-05-19 16:43:01 +02:00
Christoph Oelckers
e47671c865
- make the title music only play once, unless a real demo is successfully played.
2021-05-17 11:41:43 +02:00
nashmuhandes
4d353318d9
Don't let the game start if the saved game passed to -loadgame is invalid. Often times, especially during a multiplayer game, a player can accidentally pass an invalid save file to load at the command line, which results in the netgame starting anyway before immediately desyncing. This aims to address that.
2021-03-26 07:13:39 -04:00
emily
c6073d9c9d
Make i_timescale cvar virtual
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Changing i_timescale in a netgame would cause its callback to recurse
into itself infinitely. CVAR_VIRTUAL prevents this.
2021-03-24 19:03:41 +01:00
Rachael Alexanderson
c86715e521
- add -noautoexec
command line parameter to disable the execution of autoexec.cfg files
2021-02-14 10:47:00 -05:00