Christoph Oelckers
9e51a2f63c
- added Build's NPOT emulation to the backend.
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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
drfrag
65df05cba2
- fixed crash with texture upscaling in the truecolor software renderer.
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Based on: 4746d0c626
2020-06-08 22:37:23 +02:00
drfrag
68e0e52aaf
- Fixed crash rendering 3D floors without ceiling or floor textures in software.
2020-06-08 19:04:38 +02:00
nashmuhandes
6371fa91f9
Fixed wrong MINDEMOVERSION which was committed in 95f447927a
2020-06-08 15:10:00 +02:00
alexey.lysiuk
4c3c32dca6
- fixed compilation of non-x86 targets
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src/common/utility/x86.cpp:48:6: error: ambiguating new declaration of ‘void DumpCPUInfo(const CPUInfo*)’
2020-06-07 21:52:58 +03:00
Christoph Oelckers
3fc0d0d794
- backend changes from Raze, mainly to properly load keyboard presets.
2020-06-07 15:09:10 +02:00
Marisa Kirisame
e81641dd01
Hotfix: LineTrace now reports the correct number of portal crossings.
2020-06-07 15:04:44 +02:00
alexey.lysiuk
0e8473906e
- tighten rules for action functions called from Decorate
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FxVMFunctionCall (previously used to call action functions from Decorate) skipped self pointer compatibility checks
https://forum.zdoom.org/viewtopic.php?t=68678
2020-06-07 15:00:32 +03:00
Christoph Oelckers
5220a01070
- fixed: The full dotted lump filter string was never used.
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The code added all partial matches to the file system but not the full match.
2020-06-07 11:56:07 +02:00
alexey.lysiuk
8a1091c6fe
- fixed (un)morphing of more than one actor from ACS
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https://forum.zdoom.org/viewtopic.php?t=68847
2020-06-07 12:16:46 +03:00
alexey.lysiuk
11ba0be4c2
- fixed setup of JIT functions that require extra frame space
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https://forum.zdoom.org/viewtopic.php?t=68816
2020-06-07 11:34:58 +03:00
alexey.lysiuk
718e2ea0f5
- fixed compilation warnings reported by Clang
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src/g_level.cpp:1575:16: warning: delete called on non-final 'DoomLevelAABBTree' that has virtual functions but non-virtual destructor [-Wdelete-non-abstract-non-virtual-dtor]
src/p_setup.cpp:367:16: warning: delete called on non-final 'DoomLevelAABBTree' that has virtual functions but non-virtual destructor [-Wdelete-non-abstract-non-virtual-dtor]
2020-06-07 11:32:35 +03:00
Alexander Kromm
928c738e19
make various getter and pure-math methods clearscope, and where applicable, const
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Original PR: https://github.com/coelckers/gzdoom/pull/532
Status of the original PR
1. Actor
- [already in] deltaangle
- [already in] absangle
- [already in] AngleToVector
- [already in] RotateVector
- [already in] Normalize180
- [already in] BobSin
- [already in] GetDefaultSpeed
- [this PR] GetBobOffset
- [this PR] InStateSequence
- [already in] FindState
- [already in] GetDropItems
- [this PR] DistanceBySpeed
- [this PR] AccuracyFactor
- [not in original PR, for PlayerInfo.isTotallyFrozen] isFrozen
2. PlayerInfo
- [this PR] GetUserName
- [this PR] GetColor
- [this PR] GetDisplayColor
- [this PR] GetColorSet
- [this PR] GetPlayerClassNum
- [this PR] GetSkin
- [this PR] GetNeverSwitch
- [this PR] GetGender
- [this PR] GetTeam
- [this PR] GetAutoaim
- [this PR] GetNoAutostartMap
- [this PR] GetClassicFlight
- [this PR] IsTotallyFrozen
3. C++ methods, to match ZScript:
- [scriptified] AActor::AccuracyFactor() to Actor.AccuracyFactor
- [this PR] AActor::DistanceBySpeed(AActor *, double) — it is a combination of getter and pure math
- [this PR] AActor::Distance2D(AActor *, bool) — called by DistanceBySpeed
- [this PR] AActor::Distance2D(AActor *, double, double, bool) — called by DistanceBySpeed
- [not in original PR, for PlayerInfo.isTotallyFrozen] AActor::isFrozen
2020-06-07 09:39:30 +02:00
Christoph Oelckers
b06af634e2
- added a flash component to the colormap shader.
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Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
2020-06-07 09:16:56 +02:00
Christoph Oelckers
db93f2969e
- fixed offsets for hires replacements of already scaled textures.
2020-06-06 19:01:11 +02:00
Cacodemon345
9c7f5e941e
Fix compilation on NetBSD
2020-06-06 19:38:47 +03:00
Christoph Oelckers
5ab648b055
- fixed texture sampler generation in the Vulkan backend.
2020-06-06 16:10:19 +02:00
Christoph Oelckers
d643a42c4f
- added per pixel lighting for decals.
2020-06-06 15:18:07 +02:00
Christoph Oelckers
16e64a19ae
- fixed incorrect offsets for textures in the hires/ folder.
2020-06-06 13:59:39 +02:00
Christoph Oelckers
9f6d244016
- advanced coordinate control for overlays over DTA_Fullscreen images.
2020-06-06 12:51:03 +02:00
Christoph Oelckers
e00f27ddf5
- added limited support for replacing the intermission backgrounds in Doom 1 with widescreen images.
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Due to how the placement works here, it is only usable with fullscreenautoaspect mode 3.
2020-06-06 10:19:02 +02:00
Christoph Oelckers
4746d0c626
- fixed crash with texture upscaling in the software renderer.
2020-06-06 09:24:12 +02:00
Cacodemon345
9bf0f9bbfc
Add option to disable SDL joystick support.
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This also adds some extra sanity checks to avoid crashes when the joystick isn't initialized.
2020-06-04 17:38:49 +03:00
Christoph Oelckers
b441b649c4
- fixed some double to float conversion warnings.
2020-06-04 08:05:38 +02:00
Christoph Oelckers
8b91bf9b61
- enabled CVAR descriptions.
2020-06-04 08:04:51 +02:00
Christoph Oelckers
fd3845ce09
- fixed: vertically mirrored textures should not be subjected to empty space optimizations because the algorithm cannot deal with the inverted case.
2020-06-03 22:30:44 +02:00
Christoph Oelckers
87d81656e1
- fixed: the 3D floor processing code in the renderer did not restore the render style after finishing.
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Normally this won't be noticable, the only exception is if the last processed 3D floor had additive translucency and colored fog - this case is special because for additive rendering the fog color needs to be disabled.
2020-06-03 21:35:09 +02:00
Christoph Oelckers
720853cff8
- made some changes so that material definitions can properly check automatic layers when determining their material type.
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Most importantly this means that any texture with a custom material definition needs to load its automatic layers before applying the definition.
2020-06-03 21:16:36 +02:00
Edoardo Prezioso
8ab6575bd1
- Fixed OpenAL regression with looping sounds with playing length 0.
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If such case occurs, the starttime parameter passed to the sound functions is ignored and truncated to 0.
2020-06-03 15:27:50 +02:00
Cacodemon345
e2e47b8d8c
Include signal.h if either compiling for macOS or one of the BSD systems
2020-06-03 08:26:28 +02:00
Cacodemon345
392f78dfbc
Allow dialogs to be displayed on other Unix-like OSs
2020-06-03 09:17:14 +03:00
Christoph Oelckers
fa54afbd08
- addressed a problem with materials depending on automatically added textures.
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This isn't a fix, it just removes a sanity check that really shouldn't be, but thanks of an underspecification of the material definition it was never possible to do this case properly.
2020-06-03 00:16:25 +02:00
Christoph Oelckers
932b2d820d
- fixed floorclipping checks for 3D floors.
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Neither the setup nor the in-game checks were correct, because this code comes from a time where ceilings could not have a terrain, meaning that 3D floors couldn't have one.
2020-06-02 23:04:05 +02:00
Christoph Oelckers
c537e5a0b7
- fixed bad ACS translation indexing.
2020-06-02 22:31:04 +02:00
Christoph Oelckers
1279ec081a
- Strip out any color escape sequences before setting a window title.
2020-06-02 21:49:53 +02:00
Christoph Oelckers
1881cb45d2
- reject all 0-special lines for activation.
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This is to ensure consistency between all callers of this function.
2020-06-02 21:38:55 +02:00
Christoph Oelckers
c48fa818ff
- use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
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This was apparently overlooked when refactoring the damage system 4 years ago.
2020-06-02 21:24:34 +02:00
Christoph Oelckers
96cf16c923
- fixed: Copying a texture's size must also copy the offset.
2020-06-02 21:23:38 +02:00
Christoph Oelckers
f91958e88d
- fixed scale setup for multipatch textures.
2020-06-02 20:38:46 +02:00
Christoph Oelckers
f118cd78bf
- fixed missing custom shader setup in cases where a shader got used more than once.
2020-06-02 20:20:18 +02:00
Christoph Oelckers
8f07ab87c8
- make sure that incomplete multipatch textures are technically complete.
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They need a valid FTexture backing them and should have their name cleared so that nothing references them by accident.
2020-06-02 20:15:55 +02:00
Christoph Oelckers
8480a390a1
- synced texture sampler setup fixes from Raze.
2020-06-02 11:45:34 +02:00
Christoph Oelckers
83153efcad
- refixed translations on Vulkan.
2020-06-02 11:41:49 +02:00
Christoph Oelckers
ff99dfbbc6
Merge branch 'master' of https://github.com/coelckers/gzdoom
2020-05-31 23:38:17 +02:00
Christoph Oelckers
4c11b01588
- backend sync with Raze.
2020-05-31 23:37:11 +02:00
Hugo Locurcio
80c5b4d37b
Add a cvar to control weapon bobbing while firing
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This simulates a feature found in Crispy Doom, which keeps the
weapon bobbing while firing. This leads to a "smoother" appearance
which may look a bit prettier to some people.
The default value of 0 preserves the old behavior.
2020-05-31 23:12:11 +02:00
drfrag
8c539539df
- Fixed crash on maps with out of range sidedef and sector numbers, adapted from PRBoom.
2020-05-29 18:59:58 +02:00
Christoph Oelckers
b60fd4d8bc
- removed redundant TextureFilterChanged method from DFrameBuffer.
2020-05-29 11:53:37 +02:00
Christoph Oelckers
5861fdd4bd
- minor cleanup of FHardwareTexture.
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Inlining of a trivial function and removing dependency on the render state, unbinding the render state should be done elsewhere.
2020-05-29 11:48:29 +02:00
Christoph Oelckers
a517b04908
- texture sampler cleanup.
2020-05-28 22:51:17 +02:00