Christoph Oelckers
de68361f27
- fixed: When a sprite is being renamed by Dehacked it also needs to be changed in the list of original sprite names, otherwise any subsequent attempt to use the altered sprite in a frame definition will fail.
2014-09-13 11:54:19 +02:00
Christoph Oelckers
2ada3fe00e
- remove debug stuff.
2014-09-13 11:40:06 +02:00
Christoph Oelckers
50a8297201
- fixed: G_ChangeLevel must resolve warptrans map links before getting the next level's levelinfo.
2014-09-13 11:00:25 +02:00
Christoph Oelckers
f0e9fde336
- fixed: In Raven games, don't chase after monsters in the titlemap or when actor has a goal.
2014-09-13 10:40:56 +02:00
Christoph Oelckers
2be3b776d8
- fixed: A_CustomMissile should not jump to the See state for dead monsters when using CMF_CHECKTARGETDEAD.
2014-09-13 10:15:09 +02:00
Christoph Oelckers
46ec364443
- fixed: When validating the crouch sprite it was assumed that both the regular and the crouch sprite were having full rotations.
2014-09-13 10:08:22 +02:00
Christoph Oelckers
1e82d72349
- fixed: G_FinishTravel must clear the MF2_BLASTED flag off the player pawn because this flag will result in damage from contact with other objects in the map.
2014-09-13 09:56:21 +02:00
Christoph Oelckers
a0f507d18f
- fixed: The crosshair setting code checked for existence of lumps, not textures and missed anything defined in a TEXTURES lump.
2014-09-13 09:51:49 +02:00
Christoph Oelckers
3c2f1952fd
Merge branch 'master' into v2.x
2014-09-12 21:01:55 +02:00
Christoph Oelckers
5a1ad75402
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-12 21:01:27 +02:00
Christoph Oelckers
109da206a6
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-12 20:59:41 +02:00
Christoph Oelckers
a2c81f1ca9
-fixed the file validity checks in MapData::GetChecksum.
...
They need to be done per lump, because MapData::Seek can alter the FileReader being used for a specific lump. Even worse, the FileReader will be NULL when the function as it was is called for a map inside a Zip-file.
2014-09-12 20:59:23 +02:00
Braden Obrzut
27ebfa783e
- Added IfHealth based on Blue Shadow's patch.
2014-09-12 00:49:09 -04:00
Braden Obrzut
0223b7f460
- Fixed: InInventory didn't work quite right with multiple items.
2014-09-12 00:39:36 -04:00
Christoph Oelckers
25951362fc
- fixed: When applying Boom's Transfer_Heights effect to a sector, gl_FakeFlat needs to remove all portals from the original sector planes that are being replaced in the sector copy.
2014-09-11 13:02:39 +02:00
Christoph Oelckers
acf6c259d8
- changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette.
2014-09-09 13:21:36 +02:00
Christoph Oelckers
4bb320a27c
- route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change.
2014-09-09 12:00:42 +02:00
Christoph Oelckers
d5633701b4
- swapped order of textures in burn shader to avoid some problems with the texture samplers.
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- fixed: texture sampler state for the burn texture was never set.
2014-09-09 10:17:44 +02:00
Christoph Oelckers
c6f4c0b6f0
- fixed: FMaterial's tex pointer could be accessed before it was set.
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- allow more than two texture units in shaders.
2014-09-09 10:03:34 +02:00
Christoph Oelckers
62880f113b
- fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.)
2014-09-09 08:47:39 +02:00
Christoph Oelckers
9b8869e78d
Merge branch 'master' into v2.x
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Conflicts:
src/gl/textures/gl_material.cpp
2014-09-09 01:30:11 +02:00
Christoph Oelckers
86d9c7ec8e
- add some compatibility settings to fix rendering glitches in BTSX_E1 MAP12.
2014-09-09 01:27:41 +02:00
Christoph Oelckers
e2c2f635ac
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-08 23:26:17 +02:00
Christoph Oelckers
5e34b78451
- missed a line.
2014-09-08 23:25:27 +02:00
Christoph Oelckers
0ff061b928
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-08 22:55:37 +02:00
Christoph Oelckers
580e580c42
- added option to set a sector's tag via compatibility.txt (needed by GZDoom)
2014-09-08 22:54:56 +02:00
Christoph Oelckers
3d2646cbae
Merge branch 'master' of https://github.com/rheit/zdoom
2014-09-08 13:02:39 +02:00
Christoph Oelckers
cfd24f438f
- jpalomo's A_Saw flags submission.
2014-09-08 13:02:05 +02:00
Gaerzi
4659a87292
Merge pull request #15 from alexey-lysiuk/fix_upscale_transparency
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Fixed missing transparency on upscaled textures
2014-09-07 16:15:44 +02:00
alexey.lysiuk
e29fce6951
Fixed missing transparency on upscaled textures
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Textures with diagonal patterns were treated as opaque after resizing
Images upscaled by hqNx were affected mostly by this issue
http://forum.drdteam.org/viewtopic.php?f=24&t=5370
http://zandronum.com/tracker/view.php?id=269
http://zandronum.com/tracker/view.php?id=315
2014-09-07 11:52:51 +03:00
Braden Obrzut
49382a2a14
- Added detection for The Adventures of Sqaure (based off MTrop's submission).
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- IWADINFO no longer requires a mapinfo to be specified.
2014-09-04 19:36:08 -04:00
Christoph Oelckers
b96dd6c421
- fixed: The missing fourth component of the texture coordinate must be filled with 1.0, not 0.0 before applying the texture matrix. Not doing so will cancel out the translation part of the matrix.
2014-09-02 10:31:48 +02:00
Christoph Oelckers
fa3a62e954
- fix a render glitch with Back to Saturn X MAP06: Do not flood missing upper and lower textures with the backsector's flat if that backsector is malformed (i.e. has no area.)
2014-08-31 23:01:53 +02:00
Christoph Oelckers
a280c20b4e
- fixed: If we want to cache texture binding state we have to reset it in all places where a texture becomes unbound.
2014-08-31 19:00:17 +02:00
Christoph Oelckers
12160bd29c
- remove some obsolete code from decal rendering.
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- avoid rebinding the same texture multiple times, as there's considerable overhead in the texture manager.
- check gl_sort_textures only once per scene, not per draw list.
2014-08-30 15:34:14 +02:00
Christoph Oelckers
6a3cd6378a
- found out that reading the CPU's real time clock costs a not insignificant amount of time so this is now only done when either the benchmark command is running or the rendertimes are shown.
2014-08-30 14:33:06 +02:00
Christoph Oelckers
49ec7beb8f
- separate draw lists for walls and flats. This makes the sorting much more efficient because draw types no longer need to be checked in the compare function. This is a lot more important than having perfect texture order.
2014-08-30 13:04:41 +02:00
Christoph Oelckers
8f238f8d32
- fixed: the Revenant's frame duration in its missile state were wrong.
2014-08-27 11:06:12 +02:00
Christoph Oelckers
1d2aa3df0c
fixed: The wait console command waited one tic too many because it got 1 added to it twice instead of only once.
2014-08-25 10:51:50 +02:00
Christoph Oelckers
a903cbe12e
- sorting draw items by light level no longer makes sense so remove all corresponding code from dicmp.
2014-08-24 13:10:45 +02:00
Christoph Oelckers
bf03d02228
- print OpenGL profile type in startup log.
2014-08-24 01:09:44 +02:00
Christoph Oelckers
904cc2e158
- some code cleanup.
2014-08-23 18:54:24 +02:00
alexey.lysiuk
51d7340288
Fixed crash on music volume change when no track is played using FluidSynth device
2014-08-23 16:35:05 +03:00
Christoph Oelckers
5364116354
- fixed: APROP_Friendly did not manage monster counting correctly.
2014-08-23 13:24:15 +02:00
Christoph Oelckers
bf6079af46
- fixed incorrect check for overrideshader.
2014-08-23 00:47:05 +02:00
Christoph Oelckers
1050013017
major cleanup of the texture manager:
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- use sampler objects to avoid creating up to 4 different system textures for one game texture just because of different clamping settings.
- avoids flushing all textures for change of texture filter mode.
- separate sprite and regular dimensions on the material level to have better control over which one gets used. It's now an explicit parameter of ValidateTexture. The main reason for this change is better handling of wall sprites which may not be subjected to such handling.
- create mipmaps based on use case, not texture type.
- allows removal of FCloneTexture hack for proper sharing of the same sprite for decals and other purposes.
- better precaching of skyboxes.
2014-08-22 23:50:38 +02:00
Christoph Oelckers
7a727b6807
Merge branch 'master' into v2.x
2014-08-21 13:44:41 +02:00
Christoph Oelckers
816999109e
Merge branch 'master' of https://github.com/rheit/zdoom
2014-08-21 13:42:43 +02:00
Christoph Oelckers
eebd5c9d4d
- fixed bad edit in linedef translation.
2014-08-21 13:38:47 +02:00
Christoph Oelckers
df0d3543a8
- fixed: *ALL* original ceiling crushers, not just type 49, require a distance of 8 to the floor for the destination height. For the silent types this required a new action special, Ceiling_CrushAndRaiseSilentDist. This change only affects the XLAT mapping, the Hexen format types behave as before.
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- removed the redundant internal ceilCrushAndRaiseDist ceiling movement type. It was precisely the same as ceilCrushAndRaise in all details.
2014-08-21 13:01:12 +02:00