Commit graph

19408 commits

Author SHA1 Message Date
Christoph Oelckers
9c7bc99201 - use a full ClearScreen when drawing fullscreen images.
This removes the FillBorder function which was only used to clear the border around those images - but due to imprecisions can leave garbage behind.
2020-06-16 00:11:06 +02:00
Christoph Oelckers
d1cbabff66 - backend update from Raze.
(No, the AnimTexture isn't used yet.)
2020-06-16 00:09:19 +02:00
Rachael Alexanderson
2c57d5e768 - fix crash in nullptr access to DFrameBuffer object 'screen' if it is uninitialized 2020-06-14 15:33:26 -04:00
Rachael Alexanderson
b441d8c399 - add "restart" button to error pane in Windows
- add keyboard accelerator shortcuts to many Windows-specific dialogs
2020-06-14 14:28:29 -04:00
Christoph Oelckers
97d515005b - moved the menu code back to the game side.
This isn't really shareable. Although major parts may be identical, the specifics are not.
2020-06-14 18:37:06 +02:00
Christoph Oelckers
cf6bcf4d2b - re-added a 'break' that got lost somehow. 2020-06-14 18:36:12 +02:00
Christoph Oelckers
75cd00a340 - fixed some issues with setup parts for ZScript in the wrong place.
This never showed on GZDoom as an error but on Raze which has no actor classes it caused incompletely set up class descriptors.
2020-06-14 18:35:58 +02:00
Christoph Oelckers
248aa8b5a7 - moved s_reverbedit.cpp to 'common'. 2020-06-14 12:39:59 +02:00
Christoph Oelckers
46dc77cc64 - fixed some issues in the menu code. 2020-06-14 12:20:07 +02:00
Christoph Oelckers
82e4104900 - moved several VM exports for game independent objects to 'common'. 2020-06-14 12:16:22 +02:00
Christoph Oelckers
3b7e236971 - moved menudef.cpp to "common", as the last piece of the menu code. 2020-06-14 00:42:01 +02:00
Christoph Oelckers
712d80006a - split game dependent parts out of menudef.cpp. 2020-06-14 00:27:32 +02:00
Christoph Oelckers
475f740058 - moved base menu code to "common". 2020-06-13 23:04:10 +02:00
Christoph Oelckers
90befff479 - moved out the Doom specific parts from menu.cpp and messagebox.cpp. 2020-06-13 22:43:35 +02:00
Christoph Oelckers
86e5f5a4cb - fixed missing include. 2020-06-13 20:57:13 +02:00
Christoph Oelckers
5dfe9918d0 - moved some event related code to 'common'. 2020-06-13 20:31:57 +02:00
Christoph Oelckers
d739587f6b - let blastradius work without an effect actor. 2020-06-12 23:14:58 +02:00
Christoph Oelckers
e47f016b23 - fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions. 2020-06-12 23:11:45 +02:00
Christoph Oelckers
a3c100a2ed - deleted the duplicate start screen class. 2020-06-12 23:10:19 +02:00
Christoph Oelckers
2f692e1f7b Revert "- disabled the non-functional sidedef range check."
This reverts commit 8e46f235a6.
2020-06-12 17:05:08 +02:00
Christoph Oelckers
91a21e9cf1 - fixed: FGameTexture's GlowHeight was not initialized. 2020-06-12 16:43:27 +02:00
Christoph Oelckers
efbd80c325 - fixed: the attenuation flag wasn't passed to the shader if shadowmaps were disabled. 2020-06-12 15:16:50 +02:00
Christoph Oelckers
80b5a66635 - fixed bad range check in shadowmap code.
Since the last refactoring this only counts lights, not occupied entries in the array, but the check wasn't adjusted for that.
2020-06-12 15:07:13 +02:00
Christoph Oelckers
8e46f235a6 - disabled the non-functional sidedef range check.
Due to how sidedefs are decompressed this must not be checked in the linedef loader.
2020-06-12 14:26:34 +02:00
drfrag
476ab9caea - Fixed: check for bad sidedefs was not taking into account sidedef compression. 2020-06-12 14:14:46 +02:00
Christoph Oelckers
fe19aec059 - backend update from Raze. 2020-06-11 14:12:05 +02:00
Christoph Oelckers
646457eb03 - fixed: The scale vector for detail maps was not passed to the shader. 2020-06-11 14:12:05 +02:00
Christoph Oelckers
b0964101a5 - fixed: The flags for texture colorization were not passed to the backend. 2020-06-11 14:12:05 +02:00
Christoph Oelckers
95c232d31a - fixed: The scissor rectangle must be clipped to the upper left edge of the screen.
Negative coordinates are treated as "disable scissor", so if some transformation results in something off-screen it needs to be handled before passing it to the backend.
2020-06-11 14:12:05 +02:00
alexey.lysiuk
3e7061036a
- fixed Win32 CI build by forcing internal ZLib
64-bit ZLib is now in search paths after the last virtual machine update
2020-06-11 22:19:13 +03:00
Cacodemon345
b22ed9f237 Fix startup crash on DragonFly BSD 2020-06-11 21:41:00 +03:00
Mitchell Richters
8af21a13e7 - fix missing terminator in vk_shader.cpp on #ifdef guarded line. 2020-06-11 13:33:19 +03:00
Christoph Oelckers
b20de184a0 - made the new Build light mode operational 2020-06-11 08:48:33 +02:00
Christoph Oelckers
45210efb91 - text update 2020-06-11 08:48:33 +02:00
Christoph Oelckers
62138c66b8 - added a CCMD that lists all CVARS which don't have a description.
This way it should be easier to fill in the missing texts.
2020-06-10 13:05:00 +02:00
Christoph Oelckers
82af7f4f68 - mapped "Smooth mouse" back to m_filter CVAR and removed smooth_mouse.
The option effectively disables per frame mouse checks.
The motivation to add it was that many wireless mice 10-15 years ago had update rates of less than 35Hz, and on these it was necessary to sync mouse input with the playsim to properly interpolate between updates.
Today this is totally useless and even counterproductive because modern mice have significantly higher update rates, so this option no longer smoothes things but instead makes the mouse feel more choppy.
2020-06-10 12:55:04 +02:00
Cacodemon345
20381a5929 Fix compilation on DragonFly BSD 2020-06-10 10:59:33 +03:00
Christoph Oelckers
60a20af8ff - fixed code that deternines when to upscale a texture.
This was very much non-functional.
2020-06-10 00:21:19 +02:00
Christoph Oelckers
2d13dcfc81 - fixed fallback lookup for multipatch textures referencing themselves as patch.
The code hadn't been properly updated to the new 3-layer texture system.
2020-06-09 23:18:55 +02:00
Christoph Oelckers
af7c2fb4e9 - fixed the burn shader. 2020-06-09 22:06:19 +02:00
Christoph Oelckers
b41ae2dfdd - do not allow playing sounds during PlayerFinishLevel.
This gets called right before the level ends, any sound in here would play during the intermission or at the start of the next level.
2020-06-09 21:01:14 +02:00
Christoph Oelckers
c9833a811e - added 3 more texture samplers to the shaders to compensate for the now always occupied slots for brightmap, glow and detail. 2020-06-09 20:40:43 +02:00
alexey.lysiuk
18371fb27a - fixed calculation of allocated memory for garbage collection
https://forum.zdoom.org/viewtopic.php?t=68897
2020-06-09 16:48:51 +03:00
Christoph Oelckers
3a23cc69d6 - since we already got lots of CVAR descriptions from the menu's content, let's use that as CVAR description if none is explicitly provided.
This also necessitated localization support for CVAR descriptions because menu content is multi-language.
2020-06-08 23:37:22 +02:00
Christoph Oelckers
bb3e100c54 - fixed bad bit operations when calculating the base palette remap.
The code assumed that the alpha channel is empty, but at this point it already contains the base palette's transparency info and needs to be masked out when using it differently.
2020-06-08 23:37:22 +02:00
Christoph Oelckers
a330b46d1a - fixed: The mutipatch texture builder did not set the source lump. 2020-06-08 23:37:21 +02:00
Christoph Oelckers
58bc12ee19 - fixed: When reopening a lump, the full file name must be used. 2020-06-08 23:37:21 +02:00
Christoph Oelckers
666b6b7007 - moved m_joy to common. 2020-06-08 23:37:21 +02:00
Christoph Oelckers
5896f24eba - added a new light mode that emulates Build's depth fading.
Not active yet, this needs some testing and finetuning.
2020-06-08 23:37:20 +02:00
Christoph Oelckers
9e51a2f63c - added Build's NPOT emulation to the backend.
For GZDoom this is completely disabled, of course, because the Doom engine does not need it, but in order to have the same backend code in both engines it needs to be present.
2020-06-08 23:37:20 +02:00