Magnus Norddahl
d380d765c9
OpenGL object labels and debug groups
2016-08-17 23:18:47 +02:00
Magnus Norddahl
2825bd4967
Fix invalid value error
2016-08-17 21:25:31 +02:00
Magnus Norddahl
a37225b81e
Don't debug break on notifications
2016-08-17 21:25:03 +02:00
Magnus Norddahl
0c2db5447c
Save gl_debug in ini file and add support in Linux
2016-08-17 20:57:00 +02:00
Magnus Norddahl
2cb5f1740e
Add OpenGL debug messages to the console
2016-08-17 20:33:10 +02:00
Magnus Norddahl
fc01a6b832
Only query for GL_MAX_SAMPLES once
2016-08-17 17:59:47 +02:00
Magnus Norddahl
3c08f5ae48
Fix multisample count bug
2016-08-17 17:37:49 +02:00
Magnus Norddahl
5eeac830eb
Clear and InvalidateFramebuffer optimization
2016-08-17 17:37:13 +02:00
Magnus Norddahl
fa2bcebd51
Add KHR_debug and ARB_invalidate_subdata
2016-08-17 16:48:11 +02:00
Christoph Oelckers
314e89b84f
- fixed what looks like a copy/paste error in A_Explode.
2016-08-16 10:53:30 +02:00
Leonard2
e93b64f249
Fixed: a register from a return statement's value would not be freed
2016-08-16 08:59:27 +02:00
Major Cooke
aa2ca77412
Added damagetype parameter and XF_NOACTORTYPE to A_Explode.
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- By default, A_Explode will refer to the actor's damagetype if using none. The flag forces the function's type if used regardless of type.
2016-08-16 08:59:27 +02:00
Christoph Oelckers
c02960e2cf
- added error message highlighting for one overlooked DECORATE error.
2016-08-16 08:58:29 +02:00
Magnus Norddahl
a8d1197ea7
Make sure we never pass a negative value to pow, and optimize gamma uniform
2016-08-16 00:01:18 +02:00
Magnus Norddahl
a03b2ff48b
Change render buffers from RGBA16F to RGBA16
2016-08-15 23:51:49 +02:00
Christoph Oelckers
ac80ffcc00
- fixed scissor calculations in 2D drawer.
2016-08-15 08:53:49 +02:00
Christoph Oelckers
df0f06a5ce
- fixed: FraggleScript's SetCamera function must call SetOrigin to set the camera's z. This needs updating of floorz and ceilingz, in case the camera is moved past a 3D floor.
2016-08-14 23:33:31 +02:00
Christoph Oelckers
0a555038e3
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-14 22:11:17 +02:00
Christoph Oelckers
6deb185b46
- fixed another typo in scroller code.
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Now Scroll_Texture_Model is working properly again. (Note: Whoever designed this function must have been on drugs - its use of the source data in Boom is completely insane.)
2016-08-14 22:10:44 +02:00
Christoph Oelckers
c59fd26d8a
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-08-14 21:57:04 +02:00
Christoph Oelckers
47d2fd403c
- fixed typos in scroll code.
2016-08-14 21:55:20 +02:00
Christoph Oelckers
4275aed3d9
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-14 20:52:35 +02:00
Christoph Oelckers
a0d66be6e9
- fixed: Terrain splashes could be generated for 3D floors that were below the sector's actual floor.
2016-08-14 20:52:13 +02:00
Christoph Oelckers
e03696a6c9
- fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer.
2016-08-14 20:11:46 +02:00
Christoph Oelckers
4e8a96aa0e
- removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times.
2016-08-14 09:14:26 +02:00
Magnus Norddahl
f8cc56ea3a
Move SetOutputViewport to OpenGLFrameBuffer::Update as it cannot be safely called from Begin2D
2016-08-14 09:05:54 +02:00
Magnus Norddahl
fd4422eb62
Restore bound texture when FGLRenderBuffers::Setup finishes
2016-08-14 09:05:53 +02:00
Magnus Norddahl
94b72d25e9
First render may not have known scene dimensions
2016-08-14 09:05:52 +02:00
Magnus Norddahl
af62352860
Fix uninitialized data in render buffers at creation
2016-08-14 09:05:52 +02:00
Magnus Norddahl
847d2e8862
Fix viewport not being updated when resizing window when no scene is active
2016-08-14 09:05:51 +02:00
Magnus Norddahl
4e38f31a86
Change GetClientWidth/GetClientHeight on macOS to grab size from view.
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Fix that GetClientWidth/Height returns 0 when queried before initial show.
Allow window to be resizable on macOS.
2016-08-14 09:05:51 +02:00
Magnus Norddahl
647ef5d029
Fix blur shader to use RenderScreenQuad
2016-08-14 09:05:50 +02:00
Magnus Norddahl
210fce1193
Fix bloom shader missing its target
2016-08-14 09:05:50 +02:00
Magnus Norddahl
4ecb77385d
GetScreenshotBuffer bug fix
2016-08-14 09:05:49 +02:00
Magnus Norddahl
d5b122b092
Fix GetScreenshotBuffer grabbing from wrong location
2016-08-14 09:05:48 +02:00
Magnus Norddahl
c817979eae
Remove GetTrueHeight from GL renderer and concentrate all viewport calculations in SetOutputViewport
2016-08-14 09:05:48 +02:00
Christoph Oelckers
353a464f5b
- fixed: The 2D texture drawer did not reset the render state's color so any previously set desaturation would persist.
2016-08-13 22:15:00 +02:00
Christoph Oelckers
34c62c4d33
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-12 09:23:24 +02:00
Major Cooke
9dd458030e
This isn't needed. It's already checked at this point.
2016-08-12 09:17:21 +02:00
Major Cooke
7ffccd0009
Fixed: RGF_KILLED was not part of the mask.
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- Greatly optimized DoRadiusGive by putting actor flag checking first ahead of pointer, classname and species checking.
2016-08-12 09:17:20 +02:00
Major Cooke
ec14dd94a7
A_Explode now returns the number of actors damaged and can be used in expressions.
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- Enemies that do not take damage in any way are not counted.
2016-08-12 09:17:20 +02:00
yqco
ee7d933ed6
Add assert for previous I_Error condition
2016-08-11 04:47:17 -06:00
yqco
054f5c963e
Use verbose error message with DECORATE array indices
2016-08-11 04:22:37 -06:00
Christoph Oelckers
0fdd80eae7
- removed debug Printf.
2016-08-10 16:32:31 +02:00
Christoph Oelckers
0e5a3ebe50
- fixed bad function call in vertex buffer init code.
2016-08-10 00:35:42 +02:00
Christoph Oelckers
36a4352867
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-09 20:15:35 +02:00
Christoph Oelckers
b4e712ab01
- made disabling the push window check a real compatibility option.
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No idea why this was a hidden one, this one definitely needs to be in the menu.
- set some required compatibility options for Super Sonic Doom.
2016-08-09 20:15:13 +02:00
Christoph Oelckers
7104b01193
- added Hexen compatible handling to specials that stop perpetual sector movement.
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This uses the same logic as Eternity.
2016-08-09 17:09:12 +02:00
Christoph Oelckers
054dd8e5d9
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-09 15:11:41 +02:00
Christoph Oelckers
6b27d0c3ba
- fixed: FPolyObj::RecalcActorFloorCeil altered the floorz of all actors in the same blockmap block as the polyobject, even when they were nowhere near its bounding box.
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This fix is still incomplete, it should really discard everything outside the polyobject, not outside its bounding box, but at least it eliminates the most severe occurences of dislocated items.
2016-08-09 15:11:11 +02:00
yqco
b2a6512981
Fix partial initialization in ACS PickActor function
2016-08-09 02:11:13 -06:00
Christoph Oelckers
30b49572e1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-09 10:07:41 +02:00
Christoph Oelckers
19b65195ea
- added an internal compatibility option to disable setting the line ID for the Plane_Align special.
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There have been reports for some Skulltag maps a few years back and I just ran across an old beta version of a map that got completely broken by this.
2016-08-09 10:07:06 +02:00
Christoph Oelckers
56a60ebe85
- restored a line that got accidentally deleted.
2016-08-08 20:47:54 +02:00
Christoph Oelckers
e5f88a9883
- fixed: The textured automap was not using correct light levels.
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In order for the externally passed vertex attribute to work the buffer's color attrib array needs to be disabled for these.
2016-08-08 16:18:07 +02:00
Christoph Oelckers
675822004d
- use static buffer data and a uniform to handle the texture positioning of the present shader.
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That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00
Christoph Oelckers
8daaf61160
- predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object.
2016-08-08 14:24:48 +02:00
Christoph Oelckers
d7c0dda722
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-08 13:08:41 +02:00
Christoph Oelckers
d62d345a7b
- fixed: The cosine of 0° is 1, not 0, as the portal code assumed for linked portals.
2016-08-08 13:06:29 +02:00
Christoph Oelckers
9c9edbffdb
- on older ATI drivers where the clip planes are broken, only disable the clip planes themselves, but not OpenGL 3.x so that dynamic lights still work as intended.
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- only disable clip planes on Windows, but not on Linux or macOS.
- If a driver reports full OpenGL 4.5 support, assume that all features are working properly.
2016-08-08 12:55:09 +02:00
Magnus Norddahl
2ac91f0c5a
Fix Nvidia driver ignoring wglSwapIntervalEXT
2016-08-08 12:22:40 +02:00
alexey.lysiuk
9ab9548723
Additional fix for splitting of complex wall in compatibility renderer
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warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-08-08 12:19:37 +02:00
Christoph Oelckers
def3ad7533
- refactored all 2D drawing to use its own vertex buffer which does not need to be mapped permanently.
2016-08-08 12:13:09 +02:00
Christoph Oelckers
9a5cbbe6d8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-07 22:13:55 +02:00
Leonard2
b97024b710
The return statement now accepts any expression as its return value
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So something like 'return ++user_x;' is now possible
Admittedly this needed quite a bit of refactoring mainly due to the fact that return types now have to be checked after resolving the function rather than before
2016-08-07 22:10:02 +02:00
Leonard2
e79c0225ed
Added all compound assignment operators to DECORATE
2016-08-07 22:10:02 +02:00
Leonard2
90cc79a902
Added the direct assignment operator to DECORATE
2016-08-07 22:10:01 +02:00
Leonard2
8437313e7c
Added post/pre increment/decrement operators to DECORATE
2016-08-07 22:10:01 +02:00
Leonard2
2ef51d0d50
Re-allow casts in sequences
2016-08-07 22:10:00 +02:00
Leonard2
db9f4c1385
Re-allow indexes as state parameter in sequences
2016-08-07 22:10:00 +02:00
Leonard2
a4142ad9fb
Re-allow action function calls with no argument list in sequences
2016-08-07 22:09:59 +02:00
Leonard2
078881a941
Parse statements as expressions in sequences
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This will be needed for assignment operators to work
2016-08-07 22:09:59 +02:00
Christoph Oelckers
ab837b608d
- compatibility optioned triggering sector actions by indirectly initiated teleports
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There's several old maps depending on this not happening.
- Set the option for Hell's Twisted Influence Part 1.
2016-08-07 22:04:16 +02:00
Edoardo Prezioso
5a66fdf9be
- Hide Clang -Winconsistent-missing-override warnings in non-Apple targets, too.
2016-08-07 20:55:16 +02:00
alexey.lysiuk
5b079dd40b
Fixed wrong height of player coordinates text
2016-08-07 11:32:55 +02:00
Magnus Norddahl
d4615861ae
Fix missing FGLRenderBuffers::IsEnabled checks
2016-08-07 00:41:17 +02:00
Christoph Oelckers
04c59b434b
- renamed WipeVertexBuffer to FSimpleVertexBuffer because this will be useful elsewhere, too.
2016-08-07 00:40:31 +02:00
Christoph Oelckers
52537b0af2
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-06 20:57:46 +02:00
Christoph Oelckers
fd7b833ad5
- added some helper code mainly designed to help GZDoom maintain the vertex buffer for the textured automap.
2016-08-06 19:20:41 +02:00
Christoph Oelckers
8f0629932d
- ImmRenderBuffer is not needed anymore.
2016-08-06 14:29:21 +02:00
Christoph Oelckers
6a66d0255d
- use a dedicated vertex buffer for rendering the wipes.
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- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
2016-08-06 14:12:40 +02:00
Christoph Oelckers
7576e85cef
- force use of shaders on all hardware, unless -noshader is specified.
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Right it's only for easy testing, so only the code that does the feature checking has been disabled.
2016-08-06 13:06:55 +02:00
Christoph Oelckers
2e555e6dab
- use client arrays on compatibility profiles instead of calling glBegin/glEnd.
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This eliminates most behavioral differences for FFlatVertexBuffer between both operating modes, now the only difference is where the buffer is located.
2016-08-06 12:03:16 +02:00
Magnus Norddahl
346badf25f
Moved state to FGLPostProcessState and merged vertex shaders
2016-08-06 11:51:08 +02:00
Christoph Oelckers
13a2bf57e5
- fixed vertex coordinate ordering for the sky cubemap.
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This was done differently for FFlatVertex and FSkyVertex which caused a switch of the y and z coordinates for the skybox image.
2016-08-06 11:47:03 +02:00
Christoph Oelckers
5b201287fa
- fixed bad #pragma pack combination in hqnx_asm_Image.h
2016-08-05 15:27:35 +02:00
Christoph Oelckers
09e40840b5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-05 15:15:11 +02:00
Magnus Norddahl
a893013dbb
Adds HUD quadruple scale and a scale slider for the crosshair
2016-08-05 12:20:34 +02:00
Leonard2
01fb2eaecc
Fixed a typo in FxBoolCast::Emit
2016-08-05 12:16:13 +02:00
Leonard2
73d0ed78fe
Fixed: the game could crash while resolving expressions in some places
2016-08-05 12:16:13 +02:00
Leonard2
4a859393fe
Fixed: the game could crash while parsing expressions in some places
2016-08-05 12:16:12 +02:00
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.
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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:
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Ceiling_LowerToFloor
Ceiling_LowerToHighestFloor
Ceiling_ToFloorInstant
Floor_RaiseToCeiling
Floor_RaiseToLowestCeiling
Floor_ToCeilingInstant
2016-08-03 12:59:40 +02:00