Magnus Norddahl
9c8f841858
Merge branch 'llvmcompiler' into qzdoom
2016-10-03 23:22:28 +02:00
raa-eruanna
267b131c03
Merge http://github.com/rheit/zdoom
2016-10-02 23:10:28 -04:00
raa-eruanna
c6408e92e2
Merge http://github.com/coelckers/gzdoom
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# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderer.cpp
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.zz
2016-10-02 23:10:07 -04:00
Major Cooke
201ae3c60f
Added OverlayID() for retrieving psprite layer numbers.
2016-10-03 00:44:06 +02:00
alexey.lysiuk
c68aa2b241
Added FXAA post-processing
...
Implementation of Fast Approximate Anti-Aliasing is based on nVidia sample:
https://github.com/NVIDIAGameWorks/GraphicsSamples/tree/master/samples/es3-kepler/FXAA
2016-10-03 00:15:45 +02:00
Christopher Bruns
5391216756
Delete unused new BlitFromEyeTexture() method I ended up not using.
2016-10-02 16:27:43 -04:00
Christopher Bruns
63b28a1d80
Retain stereoscopic parity after dragging window in row interleaved 3D mode.
2016-10-02 16:11:06 -04:00
Christopher Bruns
0240cdef18
Modulate row interleaved stereo 3d offset with window height parity, because gl_FragCoord.y approaches zero at the bottom, not the top of the window.
2016-10-02 16:10:58 -04:00
Christopher Bruns
576619504e
Remove unused WindowHeight uniform.
2016-10-02 16:10:50 -04:00
Christopher Bruns
fcbf9342d6
Compute row location using gl_FragCoord.
2016-10-02 16:10:39 -04:00
Christopher Bruns
460b653709
Row interlaced 3d might be working, at least in fullscreen 1920x1080 mode.
2016-10-02 16:10:21 -04:00
Christopher Bruns
79046580d5
Partial implementation of row interlaced mode.
2016-10-02 16:09:22 -04:00
Christopher Bruns
960d4d6755
Create TopBottom3D mode and begin sketching RowInterleaved3D mode.
2016-10-02 16:09:02 -04:00
N.E.C
671646be26
Fix errors encountered when compiling for v140_xp target
2016-10-02 13:05:26 -07:00
Major Cooke
1620ff58c8
Added INTCVAR to DrawNumber.
...
- Allows retrieval and displaying of an int/bool user/server cvar.
2016-10-02 20:11:13 +02:00
Christoph Oelckers
e84a7de390
- variable was in the wrong scope.
2016-10-02 18:56:04 +02:00
Christoph Oelckers
37d61167ea
- hotfix for a RapidJSON bug: If the Writer tries to process an INF or NaN value, it aborts and leaves the writer in a broken state, unable to recover. Changed so that it writes a 0 value so that the resulting JSON at least parses correctly.
2016-10-02 18:50:37 +02:00
Christoph Oelckers
3418710a38
- be a bit more thorough and also call Effect() on vertically moving missiles with zero damage.
2016-10-02 14:38:48 +02:00
Christoph Oelckers
865863ab6f
- fixed: AFastProjectile did not work properly for perfectly vertically moving missiles. Like AActor::Tick it needs to ensure that a tiny bit of lateral movement is present so that collision detection and the Effect() function work as intended.
2016-10-02 14:37:26 +02:00
Christoph Oelckers
0bce6e3925
- added ACS and DECORATE setter functions for named translations.
2016-10-02 14:09:45 +02:00
Christoph Oelckers
a505e91032
- added TRNSLATE lump for defining global translations which are accessible by name.
...
This is only the definition part, manipulation functions for ACS and DECORATE still to do.
2016-10-02 13:35:25 +02:00
alexey.lysiuk
d7683a8c55
Fixed crash on early fatal error exit
...
Process terminates correctly if zdoom.pk3 is missing
2016-10-02 10:13:45 +03:00
Marisa Heit
efc9ed2fe9
Fix state lookup from non-action functions (i.e. Damage functions)
2016-10-01 22:31:07 -05:00
Marisa Heit
eb2ee33950
FxVMFunctionCall must pass null pointers when calling an action function from a non-action function
2016-10-01 22:29:57 -05:00
Marisa Heit
944ae2bc09
Only generate the self==stateowner check inside action functions
2016-10-01 21:47:43 -05:00
raa-eruanna
ff0d409e2b
Merge http://github.com/rheit/zdoom
2016-10-01 19:06:43 -04:00
raa-eruanna
a89ec61dc1
Merge http://github.com/coelckers/gzdoom
2016-10-01 19:06:40 -04:00
Christoph Oelckers
51ffd6d9c6
- fixed some warnings.
...
- A_SetRenderStyle should not default to STYLE_None.
2016-10-02 01:00:07 +02:00
Christoph Oelckers
80f2f5829f
- added A_SetRenderStyle function which replaces A_SetTranslucent. A_SetTranslucent had to be deprecated due to obsolete semantics of the renderstyle argument.
2016-10-02 00:43:05 +02:00
Christoph Oelckers
ff0b879323
- added UDMF portal flags. Names are identical with Eternity for compatibility reasons.
2016-10-02 00:31:25 +02:00
Christoph Oelckers
cfa6b817b5
- made bloom and tonemap settings game specific and save all related CVARs.
...
As was pointed out: "That said, there is one minor problem - different game artstyles can constitute whether Bloom is turned on, which tonemap is used, etc. For example, when playing Doom, I like having my bloom on, but if I am going to start playing the Adventures of Square, the art style and bloom don't mix, in my opinion. For this, I have to remember to switch my bloom settings every time I switch IWad"
2016-10-01 21:34:13 +02:00
Christoph Oelckers
3a3d538a45
Merge branch 'master' of https://github.com/rheit/zdoom
2016-10-01 18:22:00 +02:00
Christoph Oelckers
7720359f4c
- fixed: AActor::Masacre must restore the flag if it cannot kill the monster.
2016-10-01 12:08:07 +02:00
alexey.lysiuk
099bfed806
Fixed endianness issue with precaching of MUS files
2016-10-01 11:50:29 +02:00
Magnus Norddahl
c960742dbd
Fix 64 bit compile errors
2016-10-01 11:47:21 +02:00
alexey.lysiuk
e9ce699042
Fixed compilation with GCC or Clang
2016-10-01 12:17:15 +03:00
Magnus Norddahl
8765cf2016
Change Windows build to use a precompiled version of LLVM
2016-10-01 06:51:55 +02:00
raa-eruanna
558a7fcfb0
Merge http://github.com/rheit/zdoom
2016-09-30 19:34:27 -04:00
Christoph Oelckers
b400cf1454
- added an integrity check to the SNDINFO parser to detect and eliminate recursive links. Normally these would crash the sound code later.
...
- allow recursive linking of $random definitions (as long as they do not link back, see above.)
- fixed the sound precaching which did not handle $alias inside $random. Normally this went undetected but in cases where the random sound index was the same as a sound index in the current link chain this could hang the function.
2016-09-30 10:50:41 +02:00
Magnus Norddahl
28bb5da181
Hooked up LLVM wall drawers
2016-09-30 07:27:25 +02:00
raa-eruanna
6e3a49b065
Multilayer skies (Hexen) now properly show in truecolor mode. This is only supported for paletted skies, but it still offers a true-color output.
2016-09-29 21:29:40 -04:00
raa-eruanna
bbec9b86a3
- fixed: un-commented the line with said hack. oops.
2016-09-29 20:00:56 -04:00
raa-eruanna
1560ed07af
Added a hack that allows maps using fogmap to display properly in the true-color renderer. Unfortunately, this could be implemented better but at least for now it's here.
2016-09-29 20:00:00 -04:00
raa-eruanna
7cbaf80a2a
- Okay - so - last commit didn't actually fix anything. I think for now, it's better to turn off multi-threading by default until this can be fixed. r_multithreading has been changed to false by default, and is now saved in the user's .ini.
2016-09-29 12:49:10 -04:00
raa-eruanna
d58da58aee
- fixed: Prevents too many drawer thread commands from queueing up. Previously, drawing too many columns (which was accumulated by amassing a huge number of sprites) would crash the game.
2016-09-29 12:20:32 -04:00
raa-eruanna
2987668af8
Non-tiling skies (Heretic/Hexen) now render properly.
2016-09-29 06:20:30 -04:00
raa-eruanna
172f521002
Merge http://github.com/rheit/zdoom
2016-09-29 05:37:07 -04:00
Magnus Norddahl
afab45674b
Added half of wall codegen
2016-09-29 07:38:33 +02:00
Magnus Norddahl
7be2511269
Add codegen files for walls and columns
2016-09-29 05:21:43 +02:00
Magnus Norddahl
e5f3c119cd
Codegen all DrawSpan variants
2016-09-29 04:01:42 +02:00