Commit graph

13547 commits

Author SHA1 Message Date
Rachael Alexanderson
93dbbb661f Merge remote-tracking branch 'gzdoom/texman_models' 2017-11-19 11:55:22 -05:00
alexey.lysiuk
cf9a364f71 textures for models 2017-11-19 18:02:14 +02:00
Christoph Oelckers
f0dc619b5b - fixed bad use of FScanner::GetNumber and GetFloat in code inherited from ZDoomGL.
This could lead to bad error messages if some malformed definitions were used.
2017-11-19 15:30:45 +01:00
Rachael Alexanderson
de19efa79d - trying again: fix shader targets being case sensitive 2017-11-19 04:48:30 -05:00
Rachael Alexanderson
351de94311 - fixed: Accidentally committed in-progress work... again
Partial Revert "- fixed: Made shader targets not case sensitive"

This reverts commit 2c24d2e047.
2017-11-19 04:46:52 -05:00
Rachael Alexanderson
5c6e62cf6b Merge remote-tracking branch 'gzdoom/master' 2017-11-19 04:41:48 -05:00
Rachael Alexanderson
2c24d2e047 - fixed: Made shader targets not case sensitive 2017-11-19 04:41:07 -05:00
alexey.lysiuk
c2b4efbea0 Fixed applying of brightmaps to overridden textures
https://forum.zdoom.org/viewtopic.php?t=58444
2017-11-18 17:07:42 +02:00
raa-eruanna
4da9dbf864 - fix linux compile 2017-11-18 08:11:27 -05:00
alexey.lysiuk
b0fa21017b Implemented setting of window title in Cocoa backend 2017-11-18 07:42:17 -05:00
Rachael Alexanderson
0273b1a8cc - revert to before adding I_SetWindowTitle to DFrameBuffer 2017-11-18 07:42:15 -05:00
alexey.lysiuk
80b47cafb4 Fixed detection of the first entry from internal IWADINFO
https://forum.zdoom.org/viewtopic.php?t=58333
2017-11-18 14:37:12 +02:00
Rachael Alexanderson
25ca640354 - attempt to fix Mac OS compile 2017-11-18 02:27:24 -05:00
raa-eruanna
2e2c6fd416 - fix compile on Linux 2017-11-18 02:20:55 -05:00
Rachael Alexanderson
027dc99348 - move I_SetWindowTitle to DFrameBuffer class 2017-11-18 01:33:11 -05:00
Rachael Alexanderson
906607df45 Revert "committing unsaved changes"
This reverts commit 613cb7728a.
2017-11-18 01:00:33 -05:00
Rachael Alexanderson
00de8880b8 - set i_friendlywindowtitle to true by default 2017-11-18 00:53:16 -05:00
Rachael Alexanderson
8bbb462276 Merge branch 'friendly_window_title' of ../gzdoom 2017-11-18 00:52:21 -05:00
Rachael Alexanderson
e9b98881c0 - implemented i_timescale to control the flow of time. 2017-11-18 00:50:22 -05:00
Rachael Alexanderson
6fe679bb69 - set appveyor to artifact qzdoom.zip instead of gzdoom.zip 2017-11-15 23:57:19 -05:00
Rachael Alexanderson
d99732eeaa Revert "Merge branch 'newtimercode' of https://github.com/coelckers/gzdoom"
This reverts commit 277ad1e6ed, reversing
changes made to 0063118442.
2017-11-15 22:44:19 -05:00
Rachael Alexanderson
cccd19485a Merge remote-tracking branch 'gzdoom/newtimercode4' 2017-11-15 22:37:19 -05:00
Rachael Alexanderson
556974441e Revert "Merge ../gzdoom"
This reverts commit ee7ea6b9a2, reversing
changes made to c04b50c41f.
2017-11-15 22:36:47 -05:00
Rachael Alexanderson
e867d75712 Merge remote-tracking branch 'origin/master' into newtimercode4 2017-11-15 22:33:27 -05:00
Rachael Alexanderson
e418663a26 - fixed: Reverted an accident in a previous commit where I_StartTic() was moved inappropriately. The new location fixed a mouse stutter, however, it causes net desyncs so it cannot be used here. 2017-11-15 22:20:55 -05:00
Rachael Alexanderson
909daadd75 - update more millisecond-storing data structures to u/int64_t to fix possible rollover bugs 2017-11-15 20:33:08 -05:00
Christoph Oelckers
16fa0cba21 - fixed comparison.
The timer reset must also occur when the values are equal, meaning they got set during the same millisecond.
2017-11-15 18:02:41 +01:00
Rachael Alexanderson
ab32cb4c88 - track level start time for the shader system, reset the shaders. 2017-11-15 11:06:21 -05:00
Rachael Alexanderson
d2bc24737b - put in timer resets for the shader system, so that they can continue being passed as floats 2017-11-14 22:46:28 -05:00
Rachael Alexanderson
277ad1e6ed Merge branch 'newtimercode' of https://github.com/coelckers/gzdoom 2017-11-14 18:45:15 -05:00
Rachael Alexanderson
0063118442 Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-11-14 18:45:07 -05:00
Rachael Alexanderson
0dcb1fe74c - fix zscript-side definition for Warp 2017-11-14 18:44:35 -05:00
Rachael Alexanderson
c5775edc95 - fixed: Reset the renderer timer to 0 at the start of render. This prevents screen jankiness with systems at longer than ~2 days uptime. 2017-11-14 16:36:21 -05:00
Rachael Alexanderson
763222b571 - fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected. 2017-11-14 16:15:25 -05:00
Rachael Alexanderson
08d826a6e5 Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-11-14 08:49:15 -05:00
Rachael Alexanderson
ee7ea6b9a2 Merge ../gzdoom 2017-11-14 08:48:58 -05:00
Rachael Alexanderson
04ecaef0ad - added i_timescale to change the flow of time. 2017-11-14 08:41:40 -05:00
Christoph Oelckers
5935e14c09 - exported P_Thing_Warp to ZScript. 2017-11-13 21:00:17 +01:00
Rachael Alexanderson
c04b50c41f Merge branch 'newtimercode' of https://github.com/coelckers/gzdoom 2017-11-12 19:44:12 -05:00
Rachael Alexanderson
a0469d42df Merge branch 'master' of https://github.com/coelckers/gzdoom 2017-11-12 19:44:03 -05:00
Christoph Oelckers
0323f54384 - rename I_FPSTime function.
- now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.

The only feature this value was ever used for was texture warping.
2017-11-13 00:54:32 +01:00
Christoph Oelckers
96e9eadd97 - removed I_MSTime entirely after checking how the wipe code actually works.
Since this calls I_WaitVBL, which resets the frame time, it was essentially just like calling a real-time timer anyway and nothing in it required a specific 0-timepoint.
The same applies to the ZScript interface. All it needs is a millisecond-precise timer with no semantics attached.
2017-11-13 00:38:04 +01:00
Christoph Oelckers
2c65f08011 - more timer cleanup
* store the frame time in the current screen buffer from where all render code can access it.
* replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.
2017-11-13 00:28:43 +01:00
Christoph Oelckers
e94109f1c3 - Inside the renderer, use only the time value being passed to RenderView.
The voxel rotation code of the software renderer and R_SetupFrame still called I_FPSTime directly.
2017-11-12 23:53:46 +01:00
Christoph Oelckers
f54475b1f1 - I_FPSTime may not return the time at frame start.
This is used for real-time profiling and as such needs to return the current time or most of its uses will break.
2017-11-12 23:39:48 +01:00
Christoph Oelckers
93e9c383fa - get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation. 2017-11-12 18:51:11 +01:00
Christoph Oelckers
0289d9ad9f - the timing compensation which was necessary for millisecond-precise timing is not needed anymore with nanoseconds. 2017-11-12 13:49:53 +01:00
alexey.lysiuk
5d83ee5e89 Exposed String.Remove() function to ZScript
https://forum.zdoom.org/viewtopic.php?t=58402
2017-11-12 14:44:21 +02:00
Magnus Norddahl
efa7c3cacf - Fix typo in I_FPSTimeNS 2017-11-12 13:22:52 +01:00
Magnus Norddahl
e3141a4af3 - Upgrade timer code to use nanosecond accuracy internally 2017-11-12 12:57:19 +01:00