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
ca8ef7f3f3
- moved bobbing menu strings into the correct file.
2016-08-16 11:20:22 +02:00
Christoph Oelckers
314e89b84f
- fixed what looks like a copy/paste error in A_Explode.
2016-08-16 10:53:30 +02:00
Christoph Oelckers
04c4147052
- renamed flag to be more descriptive.
2016-08-16 09:02:23 +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
0e2d9affb2
Make sure tonemap shader never takes the sqrt of a negative number
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Fix bug where the old hardcoded exposure bias was still being used in the uncharted2 tonemap
2016-08-16 00:22:00 +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
Magnus Norddahl
f56250b910
Remove premultiplied alpha
2016-08-14 05:10:34 +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