Magnus Norddahl
801fbddd47
- Fix gcc compile error
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- Fix weapon null pointer crash
2017-08-02 01:41:48 +02:00
Magnus Norddahl
aaa00cbcb9
- Include all lights touching a model actor's render radius
2017-08-01 00:43:58 +02:00
Magnus Norddahl
65d5f4ae18
- Fix normal normalize
2017-07-27 22:31:57 +02:00
Magnus Norddahl
cbda6e9427
- Improve dynamic lights for the HUD model
2017-07-26 09:18:05 +02:00
Magnus Norddahl
0c0f0789c2
- Improved dynamic lights on models
2017-07-25 23:00:09 +02:00
Magnus Norddahl
d2e0933a81
- Fix packed normal order bug
2017-07-25 20:20:13 +02:00
Magnus Norddahl
2000784307
- normalize the normal vector in the vertex shader because our vertex attribute uses a low precision format (10 bits)
2017-07-25 20:20:13 +02:00
Magnus Norddahl
4e14ed4e9e
- Hook up model normals
2017-07-25 20:20:12 +02:00
Rachael Alexanderson
e0494b6f13
- fixed an issue with previous commit that undid some scaling code
2017-07-25 08:09:01 -04:00
David Carlier
64e96c5f46
OpenBSD support
2017-07-25 07:56:19 -04:00
Rachael Alexanderson
e42500c07a
Revert "- ported Linux crash fix to Mac"
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This reverts commit 6a49251722
.
2017-07-25 07:34:26 -04:00
Rachael Alexanderson
6a49251722
- ported Linux crash fix to Mac
2017-07-25 06:55:29 -04:00
Magnus Norddahl
d8c6966917
- Fixed startup crash on Linux
2017-07-25 11:51:15 +02:00
Christoph Oelckers
b81a23c5e5
- fixed return type of CountsAsKill.
2017-07-25 08:14:46 +02:00
Rachael Alexanderson
28af2fe66b
- maxviewpitch now affects the 2.5D software renderer
2017-07-24 10:33:44 -04:00
Christoph Oelckers
cd2a349c36
- fixed name generation for cached nodes to not contain any ':'. A colon inside a file name will cause Windows to write the data to an alternate data stream.
2017-07-24 09:20:35 +02:00
Magnus Norddahl
e06f87cf10
- Added 0.75x scale mode
2017-07-24 08:35:27 +02:00
Magnus Norddahl
1ce3b4c79c
- Fix dynamic light clamping issue in truecolor drawers
2017-07-23 23:45:43 +02:00
Magnus Norddahl
bf4d7234e1
- Increase MAXWIDTH and MAXHEIGHT defines to support supersampled 5K monitors
2017-07-23 22:04:00 +02:00
Magnus Norddahl
1a4cf16168
- Fix swtruecolor cvar messing up the chosen video mode
2017-07-23 20:54:03 +02:00
Rachael Alexanderson
6c328ec7df
- added SSAA menu entry
2017-07-23 11:29:06 -04:00
Magnus Norddahl
18f0f6be4b
- Pixel stretch for 320x200 and 640x400 in glswfb
2017-07-23 17:26:55 +02:00
Rachael Alexanderson
2f37c4b272
- added vid_scalemode == 4 to super-sample the screen
2017-07-23 11:24:04 -04:00
Magnus Norddahl
449c4cb711
- Pixel stretch 320x200 and 640x400 scale modes in the GL renderer
2017-07-23 17:18:25 +02:00
Rachael Alexanderson
45a37211e4
- added special handling for vid_scalemode == [1||2] to force video aspect scaling off unless the user explicitly specified an aspect override.
2017-07-23 10:49:13 -04:00
Rachael Alexanderson
b30b93f40f
- made postprocess shader parsing a little more strict, will error out more frequently with common mistakes.
2017-07-23 06:11:04 -04:00
alexey.lysiuk
7436693860
Enabled dynamic stack size in ZScript parser generated by Lemon
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https://forum.zdoom.org/viewtopic.php?t=57322
2017-07-23 11:54:16 +03:00
alexey.lysiuk
28e6477a03
Made Lemon's dynamic stack size compatible with C++
2017-07-23 11:54:16 +03:00
Magnus Norddahl
370e53befe
- Replace vid_max_width and vid_max_height with vid_scalemode for the GL software framebuffer backend
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- Fix a crash if the window was resized before creating a game
- Fix main menu scaling being wrong if the video mode didn't match the unscaled screen size
2017-07-23 04:23:13 +02:00
Magnus Norddahl
c3702ae9e7
Add vid_scalemode support to GL framebuffer
2017-07-23 00:33:56 +02:00
Rachael Alexanderson
2e6c4eeab9
- removed NOSAVE flags from sv_damagefactor* cvars so that they get put in a savegame
2017-07-22 08:25:39 -04:00
Rachael Alexanderson
a958d2ad72
- fixed pixel centering for unaccelerated player sprites
2017-07-22 08:01:27 -04:00
Rachael Alexanderson
04db494310
- 'kill baddies' cheat now describes what it is killing. This is mostly for multiplayer purposes when other players see the feedback when the cheat is used, allowing players to see if it was 'kill monsters' or 'kill baddies'
2017-07-22 07:25:58 -04:00
Magnus Norddahl
8311a18282
- Fix plane pixel center sampling bug
2017-07-22 12:29:46 +02:00
Magnus Norddahl
3ff021608d
- Fix pixel center sampling bug in SWCanvas::DrawTexture
2017-07-22 10:40:30 +02:00
alexey.lysiuk
c56cd245ac
Added IndexOf() and LastIndexOf() functions to ZScript string type
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https://forum.zdoom.org/viewtopic.php?t=57313
2017-07-22 10:54:32 +03:00
Magnus Norddahl
ebd20daed8
- Fix wall texture sampling to be done at pixel centers
2017-07-22 01:45:06 +02:00
Rachael Alexanderson
8d3d271484
- tweaked the banded software lightmode shader a bit more, looks a little closer (but still not quite...) to real ZDoom in paletted mode
2017-07-21 18:45:08 -04:00
Rachael Alexanderson
8d95ee6882
- 'Player' is turbo! cheat is no longer shown in single player.
2017-07-21 17:21:58 -04:00
Magnus Norddahl
5be74890b7
- Fix missing pixels on walls in palette mode for npot2 textures
2017-07-21 22:48:44 +02:00
alexey.lysiuk
b1d1ac13b6
Fixed serpent staff's alternate attack against shielding centaur
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https://forum.zdoom.org/viewtopic.php?t=57305
2017-07-21 11:17:50 +03:00
Christoph Oelckers
714ada01aa
Merge remote-tracking branch 'remotes/origin/qzdoom-merge'
2017-07-20 18:33:20 +02:00
Christoph Oelckers
e8e940d221
- fixed portal handling for P_CheckMissileSpawn to obey commonly established rules about portal types.
2017-07-20 18:32:54 +02:00
Christoph Oelckers
ffc529d100
- let r_*_cull variables default to 0.
2017-07-20 14:23:45 +02:00
Christoph Oelckers
03ed0656e1
- fixed: The frame timer for interpolating the renderer should always take its time from the actual beginning of the frame instead of checking the system timer in real time when rendering starts.
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This fixes two issues:
* timer related texture animations are not being recreated multiple times if a scene renders multiple viewpoints (e.g. camera textures or portals.)
* interpolation is smoother when maps have a high think time of multiple milliseconds. A good map to see the difference would be ZDCMP2 which has a think time of 4-5 milliseconds. With the timer taken in real time after the thinkers have run and VSync on this resulted in alternating time slices of 11 and 21 ms between frame interpolations instead of an even 16 as should be done for smooth 60 fps because roughly every second frame was offset by those 5 ms.
2017-07-20 14:20:50 +02:00
Rachael Alexanderson
f4e0690c41
- missed one qzdoom reference
2017-07-20 06:45:08 -04:00
Rachael Alexanderson
d020ec68d2
Merge branch 'master' into qzdoom-merge
2017-07-20 06:43:03 -04:00
Rachael Alexanderson
bc38f7f776
- changed gl_ssao_portals default to 1
2017-07-20 06:41:34 -04:00
Rachael Alexanderson
77617a2757
Merge branch 'master' into qzdoom-merge
2017-07-19 17:32:41 -04:00
Rachael Alexanderson
5918167fb3
- added 'kill baddies' cheat - does the same thing as 'kill monsters' only it ignores friendly monsters
2017-07-19 15:03:27 -04:00