Christoph Oelckers
ec7b4b1ba4
- initial work on textured dynamic light processing.
2016-05-04 22:14:39 +02:00
Christoph Oelckers
8817f89192
- do not clip the first frame of very slow projectiles.
2016-05-04 20:31:21 +02:00
Christoph Oelckers
7b65e6d424
- use glMapBuffer instead of glMapBufferRange on older hardware.
2016-05-04 19:16:07 +02:00
Christoph Oelckers
317730584f
- GZDoom still needs this.
2016-05-04 14:39:31 +02:00
Christoph Oelckers
bb378f2d94
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-04 14:38:57 +02:00
Christoph Oelckers
0b833be06e
- removed accidentally added GZDoom specials.
2016-05-04 14:37:52 +02:00
Christoph Oelckers
bdb7594e60
- fixed: Incomplete model definitions flagged the actor as having a model, which could cause a crash.
2016-05-04 14:25:58 +02:00
Christoph Oelckers
5f095082c0
- fixed: The 2D drawing code incorrectly set the shader override to disable all special effects.
2016-05-04 14:10:06 +02:00
Christoph Oelckers
2c88816577
- fixed parameters for warp type 2.
2016-05-04 13:25:26 +02:00
Christoph Oelckers
54571beaca
- reset the path to "" before a model definition is parsed.
2016-05-04 12:28:35 +02:00
Christoph Oelckers
fd8a59bd24
- fixed: INHERITACTORPITCH was inverted.
...
- changed PITCHFORMOMENTUM to do nothing for very small velocities.
2016-05-04 12:23:40 +02:00
Christoph Oelckers
ab8a647433
- fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result.
2016-05-04 11:33:18 +02:00
Christoph Oelckers
0a94371974
- reinstated old code for rendering fog boundaries and mirrot surfaces without shaders.
...
- added code for filling the render list for textured dynamic lights. This is not yet active because no code is present to handle this data.
2016-05-03 23:28:42 +02:00
Christoph Oelckers
4ea3339e40
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-03 19:46:09 +02:00
Christoph Oelckers
be3b126f7b
- fixed: Order of skybox and portal initialization was not well defined. It was always the last item to get initialized that got set. Changed it so that skyboxes cannot override portals at all.
2016-05-03 19:42:53 +02:00
Christoph Oelckers
0f8f08edfd
- fixed: camera facing sprites need to orient themselves toward the actual camera position, not the view actor (which may be invalid or in a completely different part of the map if a portal is being rendered.)
2016-05-03 19:24:28 +02:00
Christoph Oelckers
b6af4677f3
- implemented model precaching.
2016-05-03 18:14:16 +02:00
Christoph Oelckers
534500f36d
- fixed software-based model interpolation.
2016-05-03 16:49:10 +02:00
Christoph Oelckers
f7fda94ec9
- changed model data to store models and textures by index instead of by pointer.
...
The indices are needed for efficient precaching and actual changes to the logic are minor so that this was the best option overall.
2016-05-03 15:45:21 +02:00
Christoph Oelckers
0e14f00b51
- fixed caching of texture sampler state for old hardware.
...
- fixed handling of CLAMP_XY_NOMIP sampler mode. This cannot be lumped together with CLAMP_XY because it has different mipmap requirements.
2016-05-03 13:39:41 +02:00
Christoph Oelckers
4d7be0e20e
- added software interpolation as a fallback for models.
...
This is not tested yet so no guarantees!
2016-05-03 13:10:00 +02:00
Christoph Oelckers
ce714ac519
Merge remote-tracking branch 'remotes/zdoom/master'
2016-05-03 11:29:49 +02:00
Christoph Oelckers
942138b307
- undid some leftover texture state checks from the first attempt to handle this without sampler objects.
...
This code was written under the assumption that the glGenerateMipmap function does not exist. But all supported hardware has this function through the GL_EXT_framebuffer_object extension.
2016-05-03 11:27:52 +02:00
Christoph Oelckers
a576243ff2
- fixed: ThrustThing should add to the velocity, not set it.
2016-05-03 10:26:29 +02:00
Christoph Oelckers
6f2b0a6293
- rewrote texture caching so that not the base texture but the actually used translations for sprites get precached.
2016-05-03 01:00:52 +02:00
Christoph Oelckers
ec037bfd1a
- fixed: The check for one-way portals in the renderer was incomplete.
2016-05-02 19:47:27 +02:00
alexey.lysiuk
4c4b97316e
Fixed inconsistent texture wrapping
...
Sampler state needs to be reseted when hardware texture resources are released
2016-05-02 13:02:55 +03:00
alexey.lysiuk
333560086d
Calculate color values for gamma correction directly in shader
...
Gamma table texture is no longer needed
2016-05-02 11:24:42 +03:00
alexey.lysiuk
44b019413c
Implemented gamma correction in OS X native backend using shader effect
2016-05-02 10:04:09 +03:00
Christoph Oelckers
f2f3fa6d09
- parched the texture precaching so that it compiles and works again. The real work will come later.
2016-05-02 00:13:00 +02:00
Randy Heit
4fbe77fb82
Very minor optimization for ACS str(i)cmp
...
- If the two strings compared both point to the same location in memory,
then we know they are the same string without having to bother actually
comparing their contents. Note that the opposite is not neccessarily
true: If they point to two different locations, they could still match a
case-sensitive comparison because there are still two ACS string tables:
the one that belongs to the map's script and the one that belongs to
everything else.
2016-05-01 16:55:28 -05:00
Christoph Oelckers
b2e67c2c7e
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/textures/texturemanager.cpp
2016-05-01 23:46:05 +02:00
Christoph Oelckers
65e1589543
- allow specifying actor classes whose graphics to precache through MAPINFO.
...
- some reorganization of texture precaching so that the renderer can decide what to do with actors.
Just marking the sprite textures loses too much info if more is needed than just loading the images into memory.
2016-05-01 22:47:36 +02:00
Chris Robinson
0d402618a3
Load mono copies of multichannel sounds that are used in 3D
2016-05-01 21:44:03 +02:00
Christoph Oelckers
b443ac8f71
- let Trace() be a bit smarter about checking 3D slopes. If one matches right up with the floor or ceiling at the line where the trace enters a sector, check a second point to see whether we deal with something inside valid sector bounds or not.
2016-05-01 19:30:51 +02:00
Christoph Oelckers
26acf8e994
- fixed conditions for menu patching.
2016-05-01 17:43:30 +02:00
Edoardo Prezioso
3aee8a3eee
- Fixed a mistake in GiveInventory refactoring.
...
'give item' stopped working because commit 7b35f32f3d
and 6aca7604eb
didn't take account that give cheat with zero amount should not touch the item amount.
2016-05-01 17:07:39 +02:00
Christoph Oelckers
50ba1ecde8
- add menu patching for GL 2.x mode.
...
- use stdint types in model code, because we have to start somewhere with the transition.
2016-05-01 13:09:13 +02:00
Christoph Oelckers
4fb17561bc
- optimize VSMatrix::Translate.
...
- use FVector3 for sprite rotations.
2016-05-01 12:39:08 +02:00
Christoph Oelckers
47064e24c9
- only bind the uniform buffer if it is actually going to be used. No need to check if we are use a shader storage buffer.
2016-05-01 12:01:44 +02:00
Christoph Oelckers
5ead3503b2
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-05-01 11:57:13 +02:00
Christoph Oelckers
24526f7da5
- made adjustments to floating point bounding boxes for nodes and changes to the WarpBuffer function.
2016-05-01 11:56:45 +02:00
Edoardo Prezioso
a17ec55d0d
- Fixed drop style gameinfo inconsistency.
...
The gameinfo option was ignored when deciding the initial spawn height position.
2016-05-01 11:30:09 +02:00
Christoph Oelckers
737646b45d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-01 10:50:56 +02:00
alexey.lysiuk
1deb9742de
Do not call UBO functions when no extension available
2016-05-01 11:46:49 +03:00
alexey.lysiuk
138c6ea25e
Fixed black screen issue in OS X native backend
...
There was inconsistency with global render state
2016-05-01 11:45:57 +03:00
Randy Heit
7d03ed4dc7
Use floating point node bounding boxes
2016-04-30 22:37:02 -05:00
Randy Heit
265783e1f6
Use doubles for intermediates in the nodebuilder's FindMapBounds()
2016-04-30 21:28:41 -05:00
Christopher Bruns
6d95c9d544
Fix floating point update for camera facing billboard mode.
2016-04-30 18:15:29 -04:00
Christopher Bruns
5a33005303
Reorder two billboard rotations, so they work together correctly.
...
Fixes #126
# Conflicts:
# src/gl/scene/gl_sprite.cpp
2016-04-30 18:15:27 -04:00
Christopher Bruns
b320787102
Implement new CVAR gl_billboard_faces_camera, which orients sprites toward camera, rather than along view direction.
...
# Conflicts:
# gz3doom/GZ3DoomRiftMonitor1.bat
# src/gl/scene/gl_sprite.cpp
# src/gl/scene/gl_stereo3d.cpp
2016-04-30 18:15:27 -04:00
Christoph Oelckers
51991ef22d
* - render partial sprites on the front side of a portal for actors behind it.
2016-04-30 23:18:37 +02:00
Christoph Oelckers
ca95371a27
- fixed: gl_load.c did not handle the GL 2.x fallback for the lack of glGetStringi correctly, if that function was missing it just crashed.
2016-04-30 17:16:16 +02:00
Christoph Oelckers
8011958ebe
Merge branch 'gz2x' of https://github.com/alexey-lysiuk/gzdoom
...
# Conflicts:
# src/gl/system/gl_interface.cpp
2016-04-30 17:09:57 +02:00
Christoph Oelckers
d84e079282
- render partial sprites oon the back side of a portal for actors in front of it. This is needed because the stencil will clip away those parts.
2016-04-30 16:57:53 +02:00
Christoph Oelckers
c29e96d369
- print buffer info only if the buffer type is used.
...
- removed some GL specs that are not informative in GZDoom's context.
2016-04-30 16:31:09 +02:00
Christoph Oelckers
50ab301bd8
- fixed: If we want to support pre-GL3 hardware, we may not require the presence of glGetStringi.
2016-04-30 16:23:32 +02:00
alexey.lysiuk
4400d0cfcc
Fixed restoration of previously bound FBO
2016-04-30 16:29:22 +03:00
alexey.lysiuk
32412c7f75
Disabled printing of junk values for unsupported extensions in OpenGL startup log on OS X
2016-04-30 16:28:50 +03:00
alexey.lysiuk
6757447f1b
Enabled printing of OpenGL startup log on all platforms
2016-04-30 16:28:35 +03:00
alexey.lysiuk
461c97d25b
Fixed remaining issue with shader patching for old OpenGL
2016-04-30 16:28:19 +03:00
Christoph Oelckers
f387199442
- extended the voxeldef parser to allow negative numbers where appropriate.
2016-04-30 14:33:15 +02:00
Christoph Oelckers
86b647ed41
- added map name display to IDMYPOS.
2016-04-30 13:03:08 +02:00
Christoph Oelckers
2161ad2c4b
- fixed: P_GetMapColorForKey did not check for keys that worked as an alias defined through their species.
2016-04-30 12:48:51 +02:00
Christoph Oelckers
c3759646e7
- merged FWarpTexture and FWarp2Texture, making the choice of effect a parameter of the WarpBuffer function.
...
Ideally the warping shouldn't be a property of the texture class itself but an effect processor that can get added to a texture. Unfortunately the current setup will not allow this, requiring some significant refactoring of texture access first.
2016-04-30 12:36:55 +02:00
alexey.lysiuk
8fa5fb6a95
Disabled gamma shader in OS X native backend
2016-04-30 13:35:03 +03:00
alexey.lysiuk
893d0c8915
Added old method to collect extensions
...
This required manual changes in generated file gl_load.c
2016-04-30 13:33:54 +03:00
alexey.lysiuk
3816b46938
Fixed compilation of OS X with native backend
...
TODO: check Linux build
2016-04-30 11:53:31 +03:00
alexey.lysiuk
de6f13f0b4
Updated gl_load.* files generated with glLoadGen 2.0.5
...
Added OpenGL extensions list file for glLoadGen
Added extensions for OS X version
2016-04-30 11:43:08 +03:00
Randy Heit
a95c6b9644
Draw upper/lower textures on two-sided portal lines
2016-04-29 21:54:29 -05:00
Randy Heit
09730bff73
Fix incorrect texture mapping vectors for slopes
2016-04-29 20:35:55 -05:00
Christoph Oelckers
2b710ec73d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-29 23:14:27 +02:00
Christoph Oelckers
8309d8f634
- fixed coordinate typo.
2016-04-29 23:14:04 +02:00
Christoph Oelckers
a2d20b5a27
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-29 19:57:50 +02:00
MajorCooke
b9687b4a57
Compiler fix
2016-04-29 06:33:38 -05:00
Christoph Oelckers
70bf649364
- added clip planes for line portals and mirrors. This should eliminate the remaining problems with some visible geometry in front of the portal, it is also necessary to handle sprite splitting across line portals properly.
2016-04-29 12:26:57 +02:00
Christoph Oelckers
dc772a9f34
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-29 11:48:46 +02:00
Christoph Oelckers
4a72c7d2f1
- fixed: Decals may not be serialized before thinkers.
...
Since decals may have thinkers attached this will crash when such a savegame gets loaded, because the thinker lists get reset in P_SerializeThinkers, deleting any thinker that already was processed.
I also added an error message that immediately aborts the save process if such an out-of-sequence thinker is attempted to be written out.
This obviously breaks savegame compatibility again...
2016-04-29 11:44:17 +02:00
Randy Heit
f3d273c94f
Fixed: Tiled midtextures could go up past the ceiling when a 3D floor is in view
2016-04-28 22:06:57 -05:00
Randy Heit
8f3921190f
Keep values in floats longer for visplane drawing
2016-04-28 21:21:49 -05:00
Randy Heit
96228ca15f
Trying to fix some rounding, not sure it's actually correct yet
2016-04-28 21:14:48 -05:00
Christoph Oelckers
21283b18f4
- preparations for using clip planes on line portals.
2016-04-29 01:48:06 +02:00
Christoph Oelckers
e3fad118d2
- use the templated warp functions instead of the limited GZDoom 1.x version. gl_WarpBuffer has been removed.
2016-04-28 19:04:01 +02:00
Christoph Oelckers
27a3b6aafd
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-28 18:46:30 +02:00
Christoph Oelckers
3bbb5c7237
- moved the texture warping into templated subfunctions, so that the same code can be used for true color buffers as well.
2016-04-28 18:17:18 +02:00
Christoph Oelckers
434e39e62f
- made adjustments to ZDoom's last changes.
2016-04-28 17:55:58 +02:00
Christoph Oelckers
60a78a0d9b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-28 17:35:52 +02:00
Christoph Oelckers
af2a1769d8
- use the FP2005 method to calculate xtoviewangle, because it is far more straightforward than the old version.
2016-04-28 16:27:28 +02:00
Christoph Oelckers
ef98757c7c
- replaced finesine for texture warping with a smaller custom table, based on the old 2005 FP code, but fixes the generation of the sine table.
...
- removed all remnants of finesine and deleted tables.c and tables.h.
2016-04-28 15:59:37 +02:00
Christoph Oelckers
9f0c5d5909
-let's better be cautious about precision and use the CRT sin and cos functions for rotated plane textures.
2016-04-28 14:49:59 +02:00
Christoph Oelckers
027b8d29b8
- make FieldOfView a real angle and remove all uses of finetangent.
2016-04-28 13:59:06 +02:00
Christoph Oelckers
f301cf7c57
- don't use finetangent for generating xviewtoangle.
2016-04-28 13:03:48 +02:00
Christoph Oelckers
26f54b0ba4
- eliminated tantoangle and cleaned up r_tables.h
2016-04-28 12:18:33 +02:00
Christoph Oelckers
8171637a57
- removed the last remaining uses of the finesine table from the rendering code.
2016-04-28 11:37:02 +02:00
Randy Heit
ae7d048057
Store FTransform in visplane_t, not just a pointer
...
- The transform values passed to R_CheckPlane might live on the stack, so
it's not safe to only store a pointer to them.
2016-04-27 23:07:25 -05:00
Randy Heit
44adff459a
Remove halfviewwidth
...
- Why I thought I needed this variable in addition to centerx has
long ago left my memory.
2016-04-27 22:49:36 -05:00
Randy Heit
31d842a894
Store FTransform in visplanes instead of converting to fixed_t
2016-04-27 22:17:33 -05:00
Randy Heit
ac69ed3361
Minimal wallmost changes
...
- Add comments
- Fixed: When WallMost() finds a line entirely above the screen, it should
set the most array to 0, not -1.
2016-04-27 22:17:33 -05:00
Christoph Oelckers
d4806f82ca
- reinstated some texturing-based dynamic light code. Not active yet and not tested yet.
2016-04-28 00:58:44 +02:00
Christoph Oelckers
ee7a4daa8c
- preparations for textured dynamic lights.
2016-04-27 23:19:54 +02:00
MajorCooke
6f11a65893
- Converted rollIntensity from int to double.
...
- It was already a double in the save version serialization so nothing had to be changed there.
2016-04-27 12:58:18 -05:00
MajorCooke
64d01a3bb1
Forgot to undo this.
2016-04-27 10:26:06 -05:00
MajorCooke
0fc7055f51
- Fixed: Quakes with rolling were not unique; they borrowed from any other quakes that didn't have rolling, thus preventing the rolling from falling off properly.
2016-04-27 10:13:30 -05:00
Christoph Oelckers
38d92b23b9
- fixed: ACS's GetSectorCeilingZ and GetSectorFloorZ expected integer coordinates.
2016-04-27 15:41:22 +02:00
Christoph Oelckers
3fd0d27efa
- removed some leftover fixed point handling from PType.
2016-04-27 15:35:01 +02:00
Randy Heit
a14c0c8063
Fix a couple missing structs in vissprite_t
2016-04-27 08:13:22 -05:00
MajorCooke
3be33b5725
The GL part of Quake Rolls.
2016-04-27 13:49:51 +02:00
Christoph Oelckers
15480feb96
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-27 13:47:56 +02:00
Christoph Oelckers
3a17d6aa78
- fixed savegame compatibility.
2016-04-27 13:47:30 +02:00
MajorCooke
762d186657
Finished interpolation.
2016-04-27 13:42:16 +02:00
MajorCooke
be9b25e760
Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation.
2016-04-27 13:42:15 +02:00
MajorCooke
c972caa9f3
- Added rollIntensity and rollWave to A_QuakeEx.
...
- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
MajorCooke
660aff562d
- Added support for THRU flags on bullets and rails.
...
- ALLOWTHRUFLAGS must be used on the puffs, added for the sake of compatibility with older mods. This applies to the following:
-- Bullets: THRUACTORS, THRUSPECIES
-- Rails: Same as bullets, but includes THRUGHOST.
2016-04-27 13:38:27 +02:00
Christoph Oelckers
262f3575ae
- added a "custom" flag to drawmugshot so that the user-specified image can be forced to be used.
2016-04-27 13:16:35 +02:00
Christoph Oelckers
ebca8cc5b0
- added a portable config file option, for now only on Windows: If the engine finds a file named [GAMENAME]_portable.ini, it will use that instead of creating a user specific version, so that portable installs can carry their INI along.
2016-04-27 13:04:37 +02:00
Christoph Oelckers
934b1923d0
- fixed: CheckForPushSpecial did not check blocking 3D midtextures.
2016-04-27 12:37:38 +02:00
Christoph Oelckers
044bf4ada6
- fixed: P_CheckPosition must initialized tm.floorterrain.
2016-04-27 12:08:22 +02:00
Christoph Oelckers
f5afa30ee6
- added GetAngle(bool relative, int target) DECORATE function.
2016-04-27 11:52:52 +02:00
Randy Heit
d970be48f9
Use floating point xscale in R_RenderFakeWall()
2016-04-26 23:30:16 -05:00
Randy Heit
a029c7b664
Fix unneeded fixed_t height in R_3D_AddHeight()
2016-04-26 23:11:27 -05:00
Randy Heit
ee43c4ff95
Fixed: Accidentally left in /65536.0 in WallMost()
2016-04-26 23:00:41 -05:00
Christoph Oelckers
8bda356412
- fixed crash in slope drawing: Several overlooked occurences of fixed point math in R_CalcTiltedLighting. Slopes are still completely broken, though.
2016-04-27 04:08:06 +02:00
Christoph Oelckers
73823e6a09
- fixed the texture size checks for determining if a camera texture requires offscreen rendering were wrong and checked the scaled size, not the physical size.
2016-04-27 02:56:55 +02:00
Christoph Oelckers
a26d81e060
- fixed incomplete float conversion in R_RenderFakeWallRange.
2016-04-27 02:28:45 +02:00
Christoph Oelckers
fab38d092b
- fixed: P_LineOpening could miss a 3D floor if an actor was centered right against its side.
...
- restored the original 3D floor code to retrieve the current floor in P_CheckPosition. The portal aware version was a bit too strict and could place the actor on the wrong side when moving at high speeds.
2016-04-27 02:13:35 +02:00
Christoph Oelckers
09f54b0940
- cleaned up the clip plane management for portals.
...
Unfortunately the math behind the old clip planes is utterly impenetrable and so poorly documented that I have no idea how to set that up, so it is deactivated for now. It wasn't working anyway.
2016-04-27 00:41:00 +02:00
Christoph Oelckers
066d5c63e2
- better be safe and not call GL_CLIP_DISTANCE functions on old hardware.
2016-04-26 21:55:17 +02:00
Christoph Oelckers
3faf5afa3a
- re-added software translucency splitting for old hardware.
2016-04-26 21:49:30 +02:00
Christoph Oelckers
b06c86db38
- added old wall splitting code as a fallback for old hardware.
2016-04-26 21:42:15 +02:00
Christoph Oelckers
6e1b21d513
- added back sprite splitting for low end, plus some dynamic light code.
2016-04-26 21:31:24 +02:00
Christoph Oelckers
89f36fb963
- enabled texture and model matrices for shader-less rendering and fixed the sky cap color application.
2016-04-26 20:45:56 +02:00
Christoph Oelckers
9d71c91f01
- reenabled software warping for shader-less rendering.
2016-04-26 20:20:00 +02:00
Christoph Oelckers
924b72b633
- added workarounds for the invulnerability colormap for non-shader rendering. Unlike the shader based versions these do not decolorize the screen. The advantage to the old texture duplication is that this is far less stressful on performance.
2016-04-26 20:02:57 +02:00
Christoph Oelckers
913e3df7e3
- fixed display of alpha textures without shaders.
...
As it turned out, the translation's alpha channel was clobbered by the whole setup.
2016-04-26 19:11:32 +02:00
Christoph Oelckers
7e6e2bc0a8
- stated adding GL 2.0 compatibility handling
2016-04-26 18:24:02 +02:00
Christoph Oelckers
eb27057853
- enable shader-less rendering. Still very incomplete, but at least the basics are working.
2016-04-26 16:44:03 +02:00
Christoph Oelckers
3b1500438d
- got rid of VAO's. they have no impact on performance and are a general nuisance if some render paths cannot use them.
...
- cleaned up gl_interface and removed gl.compatibility.
2016-04-26 16:26:34 +02:00
Christoph Oelckers
f066457a48
- add shader patching to allow running the engine with GLSL 1.2.
...
- made some initial preparations for the shader-less fallback path.
2016-04-26 15:26:52 +02:00
Christoph Oelckers
ee9a40f5e9
- replace FLOATTYPE with float in stereo3d code.
2016-04-26 15:20:27 +02:00
Christoph Oelckers
090d13b915
- updated gl_interface to deal with older GL versions.
...
- added the framework for allowing multipass textured dynamic lights again.
2016-04-26 15:20:26 +02:00
Christoph Oelckers
8b5c741358
- check the proper command line option for rejecting a core profile.
2016-04-26 15:19:38 +02:00
Chris Robinson
6e25d3f618
Use a background thread for processing OpenAL streams
2016-04-26 06:12:56 -07:00
Chris Robinson
204d0c8572
Don't try to define __try/__except on non-MSVC systems
...
They didn't do anything anyway, and can clash with other compilers since they
may be used internally (macros and keywords starting with __ are for compiler
use).
2016-04-26 05:55:18 -07:00
Christoph Oelckers
97bed58d7d
- use a compatibility mode version of gl_load, so that the fallback GL 2 code can get its definitions.
2016-04-26 11:32:40 +02:00
Christoph Oelckers
172290224b
- make modes 2 and 3 of Teleport_NoFog compatible with Eternity by defaulting to mode 1 when no line is available.
2016-04-25 01:01:28 +02:00
Christoph Oelckers
22b7a38539
- fixed incorrect sky texture check with Transfer_Heights. The actual sector was checked, not the one created by gl_FakeFlat.
2016-04-24 14:17:06 +02:00
Christoph Oelckers
f77c4642cb
- made the adjustments.
2016-04-24 13:35:43 +02:00
Christoph Oelckers
2914cdc939
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/r_defs.h
2016-04-24 12:19:07 +02:00
Christoph Oelckers
0f99d7d73f
- floatified the few remaining linedef and sector properties that still were fixed_t. The only fixed point things left in r_defs.h are the nodes and a fixed point setter function for vertex_t, which is still needed by the node builder.
2016-04-24 12:15:09 +02:00
Christoph Oelckers
31845cd16b
- fixed two fixed/float mixups.
2016-04-24 10:24:43 +02:00
Randy Heit
e96ed6bf8d
Add FBaseCVar::GetHumanString()
...
- For most cvars, this is equivalent to calling GetGenericRep() to get a
string.
- For float cvars, it uses %g instead of %H, because %H is generally more
information than is needed.
2016-04-23 22:30:08 -05:00
Randy Heit
fc54dd1ff0
Use %H when converting float cvars to strings to avoid information loss
2016-04-23 22:08:49 -05:00
Randy Heit
3a0d046f7e
Fix rendering with SW 2D: modf usage was backwards
2016-04-23 21:29:40 -05:00
Randy Heit
96a0bee651
Quiet two more warnings from GCC
2016-04-23 21:00:35 -05:00
Randy Heit
3cabd5f0ed
Fix compilation with GCC
...
- GCC is pickier than Visual C++. GCC requires that structs with constructors, etc that are
used in a union must be defined outside the union. VC++ lets you do it inline.
2016-04-23 20:58:15 -05:00
Randy Heit
991f49e321
Avoid copying vissprite_t in R_DrawPSprites()
2016-04-23 20:42:14 -05:00
Randy Heit
b8e3e1f095
Remove BAM_FACTOR from FAngle, because it takes up physical space in the struct
2016-04-23 17:27:36 -05:00
Christoph Oelckers
565bab8bd3
- removed some unnecessary temporary variables.
2016-04-23 22:55:44 +02:00
Christoph Oelckers
f420ccd287
- made Teleport_NoFog compatible with Hexen and Eternity.
...
ZDoom defaulted to Boom's (buggy) angle adjustment.
Changed it so that
* Mode 0 is like Hexen, performing no adjustment at all. This still should match all known maps using this special.
* Mode 1 remains unchanged.
* Mode 2 replicates Boom's broken angle adjustment and is used in the xlat file.
* Mode 3 implements the correct angle adjustment that Boom originally intended.
(Note: Should some map require something different it should be handled with compatibility.txt instead of reverting this back to the broken way it was before.)
2016-04-23 21:32:40 +02:00
Christoph Oelckers
eaabb5e986
- fixed vissprite_t &operator= declaration.
2016-04-23 15:51:46 +02:00
Christoph Oelckers
0d17459c36
- do not disable sampler objects with -gl3.
2016-04-23 15:47:51 +02:00
MajorCooke
6bba84458c
- Rail spawned actor trails now set their targets to the shooter and transfer pitch.
2016-04-23 08:19:59 -05:00
Christoph Oelckers
78da8b5a60
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-23 14:22:56 +02:00
Christoph Oelckers
5fcdb7b80d
- bump savegame version for today's changes.
2016-04-23 14:20:40 +02:00
Christoph Oelckers
c246d1c1ad
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-04-23 13:56:05 +02:00
Christoph Oelckers
3c13d8085b
- removed unused R_PointToDist2 and R_PointToAngle2 functions.
2016-04-23 13:55:50 +02:00
Christoph Oelckers
9d9219795a
- adjusted function names.
2016-04-23 13:48:25 +02:00
Christoph Oelckers
bf36900299
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-04-23 13:40:19 +02:00
Christoph Oelckers
2447f7bc38
- renamed FTransform access functions.
2016-04-23 13:40:02 +02:00
Christoph Oelckers
38f1213387
- made some adjustments.
2016-04-23 13:35:51 +02:00
Christoph Oelckers
e56d643924
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-04-23 12:42:21 +02:00
Christoph Oelckers
04e614daec
- removed some fixed point functions that are no longer needed.
...
- fixed: Visplane checks should only compare the plane flags that are relevant for rendering and mask out the rest.
- floatified FTransform and made the visplane checks a bit less verbose by moving the comparison as an operator into FTransform.
Note that this operator needs forceinline on Visual Studio so that it won't get called as a function.
2016-04-23 12:42:07 +02:00
Christoph Oelckers
a17e0b70d2
- adjustment for function name changes.
2016-04-23 11:38:33 +02:00
Christoph Oelckers
47834907da
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-04-23 11:29:27 +02:00
Christoph Oelckers
35a6994d0a
- remove the 'F' prefix from the floating point access function to the sidedef texture info, now that the fixed point versions are gone.
2016-04-23 10:55:55 +02:00
Christoph Oelckers
be8d1b46a7
- remove the deleted functions, now that they are no longer needed.
2016-04-23 10:51:58 +02:00
Christoph Oelckers
6450752399
- made it compile again.
...
The software renderer float conversion removed viewx and viewy which are still needed for efficient position checks against nodes without constant float->fixed conversions.
2016-04-23 10:50:19 +02:00
Christoph Oelckers
ba37854e44
Merge branch 'master' of c:\programming\doom-dev\zdoom
...
# Conflicts:
# src/r_defs.h
2016-04-23 09:43:21 +02:00
Christoph Oelckers
4d4f31fd83
- floatified sidedef texture info and fixed two bugs involving this data.
2016-04-23 09:41:59 +02:00
Randy Heit
f1b3f59bcc
Renderer floatification: Use floating point for wall scale and yrepeat
2016-04-22 23:12:53 -05:00
Randy Heit
1f97488945
Renderer floatification: Use floating point for decals
2016-04-22 23:12:53 -05:00
Randy Heit
cb0fe38dfe
Renderer floatification: "fix for signed divide" isn't needed when using xs_RoundToInt
2016-04-22 23:12:53 -05:00
Randy Heit
b2b3e50c5c
Renderer floatification: Use floating point for geometry Zs
2016-04-22 23:12:53 -05:00
Randy Heit
3ef5a678d5
Renderer floatification: Use floating point for texturemids and Y scales
2016-04-22 23:12:53 -05:00
Randy Heit
4a1cc61822
Renderer floatification: Restore playersprite rendering
2016-04-22 23:12:27 -05:00
Randy Heit
ec8d038c99
Renderer floatification: Use floats for lighting values
2016-04-22 23:10:34 -05:00
Randy Heit
4416d88eb2
Renderer floatification: Use floating point for visibility values
2016-04-22 23:10:02 -05:00
Randy Heit
ded3f92452
Commence renderer floatification
2016-04-22 23:09:13 -05:00
Christoph Oelckers
c786b65727
- allow the engine to run without sampler objects. This will create some overhead in the texture code, but that's still better than having to error out on those few systems where it may be an issue.
2016-04-22 19:54:51 +02:00
Christoph Oelckers
3c7d0c971f
- fixed: It seems it is not allowed to serialize any thinker before the actual thinker chain is serialized. This means that sector_t::floordata, ceilingdata and lightdata's handling had to be moved to P_SerializeWorldActors.
2016-04-22 17:48:25 +02:00
Christoph Oelckers
20d3a72307
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-22 09:15:37 +02:00
Christoph Oelckers
f299248c8a
- be a bit more careful with using unvalidated portals for checking render hacks.
2016-04-22 09:15:22 +02:00
Christoph Oelckers
382a6e8b9f
- link actors to touching line portals, for use by the renderer.
2016-04-21 22:59:07 +02:00
Edoardo Prezioso
afa3009f93
- Fixed a GCC/Clang compiler error and a warning.
2016-04-21 16:11:03 +02:00
Edoardo Prezioso
6cfd82f500
- Simplify more, found by code inspection.
2016-04-21 16:03:33 +02:00
Edoardo Prezioso
6aca7604eb
- Clean the code by using AActor::GiveInventory.
...
This fixes also a bug in FraggleScript GiveInventory, which tried to access the 'SaveAmount' member of 'ABasicArmorBonus' with the wrong cast.
2016-04-21 16:02:43 +02:00
Edoardo Prezioso
7b35f32f3d
- Added the 'GiveInventory' method to the actor.
...
This will help cleaning up the item giving code. Returns a bool, in case the pickup failure might turn to be interesting in the future.
2016-04-21 15:59:23 +02:00
Edoardo Prezioso
ad9b9479ec
- Fixed erroneous P_UndoPlayerMorph calls.
...
In some places, P_UndoPlayerMorph was called with the 'force' argument placed in the 'unmorphflag' parameter, so that 'forced' unmorphs would be not completely forceful.
I hope no mod relied on this weirdness...
2016-04-21 11:25:08 +02:00
Christoph Oelckers
27cc3d6289
- fixed: ACS's GetActorLightLevel didn't check 3D floors.
2016-04-21 11:17:28 +02:00
Christoph Oelckers
ba7260c176
- fixed overflow issue with large damage values in P_RadiusAttack.
2016-04-21 10:51:41 +02:00
Christoph Oelckers
c3eec6db4d
-fixed warnings
2016-04-21 10:38:42 +02:00
Christoph Oelckers
1c7b512cc0
- GL handling of new portal data organization.
...
This also fixes some oversights with plane and horizon portals which were included in several checks.
2016-04-20 20:08:53 +02:00
Christoph Oelckers
9c6e7753d8
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/p_spec.cpp
# src/r_bsp.cpp
# src/r_defs.h
2016-04-20 19:56:07 +02:00
Christoph Oelckers
e5dc92f998
- some reshuffling of save data so that the actors won't get restored before the sectors.
...
Note that this required splitting P_SerializeWorld, because sector_t and FSectorPortal contain some actor pointers, for which the same rule applies: Portal linking can only be done after all sectors have been read, meaning it cannot be done along with the rest of the data in these structures.
Obviously such a change breaks savegame compatibility so the min. savegame version had to be increased again.
2016-04-20 19:42:00 +02:00
Christoph Oelckers
082042818b
- refactored sector portal data so that it does not rely on actors.
...
This is necessary because otherwise the level data cannot be serialized before the actors.
2016-04-20 19:20:11 +02:00
Christoph Oelckers
3532dd9ea1
- fixed coordinate correctness issues with P_CheckFor3DFloor/CeilingHit.
2016-04-20 13:28:19 +02:00
Christoph Oelckers
aa12772e07
- crash fix and minor optimization.
2016-04-20 13:18:53 +02:00
Christoph Oelckers
1f32f5a258
- some minor fixing and cleanup on gL portal code.
2016-04-20 11:39:41 +02:00
Christoph Oelckers
b0a0fb5ff0
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-20 05:23:14 +02:00
Randy Heit
60966f472f
Revert "Revert "Remove "action" from Actor functions that don't actually need it""
...
- This reverts commit 06216d733e
.
- I don't know what I was thinking. Since stateowner is always available
to the wrapper function, and this code is only generated for the wrapper
function, it's a nonissue. The state is already located before calling
any function that uses it.
2016-04-19 21:09:15 -05:00
Randy Heit
06216d733e
Revert "Remove "action" from Actor functions that don't actually need it"
...
- This reverts commit 39df62b20e
.
- Anything that needs to lookup a state also needs stateowner. See
FxMultiNameState::Emit(). I will need to be more selective when
de-actionifying functions.
2016-04-19 20:56:43 -05:00
Randy Heit
05843d3b13
Use "%#g" when disassembly floating point constants
...
- With "%g", there would be no decimal point if the number had no
fractional part, making the output indistinguishable from integers.
2016-04-19 20:48:12 -05:00
Randy Heit
5d3e413d42
Make A_Stop an action function again
...
- A_Stop takes no parameters, so it should be an action function to avoid
creating the wrapper when called.
2016-04-19 20:46:30 -05:00
Randy Heit
39df62b20e
Remove "action" from Actor functions that don't actually need it
...
- An actor function really only needs to be an action function if:
1. It can be called with no parameters specified, either because it takes
none or because all its parameters are optional. This lets SetState()
call it directly without creating a wrapper function for it.
2. It wants access to the callingstate or stateowner parameters. Most
functions don't care about them, so passing them is superfluous.
2016-04-19 20:28:49 -05:00
Christoph Oelckers
322b9fc0ae
- wrap access to portal properties into sector_t:: member functions.
2016-04-19 11:35:28 +02:00
Randy Heit
c795f29cc4
Reduce calling overhead for A_SetUser* functions by making them non-action functions
2016-04-18 23:18:34 -05:00
Randy Heit
e83bc53678
Add atan2, which was conspicuously absent, to the VM
...
- DECORATE now has atan2(y,x) and VectorAngle(x,y) functions. They are
identical except for the order of their parameters. The returned angle
is in degrees (not radians).
2016-04-18 23:06:17 -05:00
Christoph Oelckers
8b35c08aa0
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-19 01:02:30 +02:00
Christoph Oelckers
69cbb7a382
- fixed: The pitch calculation did not check the calling actor's height when retrieving the position to calculate the pitch from.
2016-04-19 00:52:08 +02:00
Christoph Oelckers
b13c265ff4
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-19 00:28:00 +02:00
Christoph Oelckers
573d80f144
- render sproites through sector portals.
2016-04-18 23:52:15 +02:00
Christoph Oelckers
d2735d7632
- fixed: Trace considered any water surface a hit if nothing else was found.
2016-04-18 18:31:19 +02:00
Christoph Oelckers
5e822fd60b
- fixed: The starting position of sight checks was inconsistent in different parts of p_sight.cpp.
2016-04-18 16:46:56 +02:00
Edoardo Prezioso
8dee0be9ab
- Fixed the morphed player actor friendliness.
...
It wasn't inherited from the original player actor object.
2016-04-18 16:30:13 +02:00
nashmuhandes
a30eb4d709
Fixed a potential NULL assignment in FOptionMenuItemSafeCommand::Activate
2016-04-18 16:30:13 +02:00
nashmuhandes
6bfdd10a5c
Show the command label when choosing a SafeCommand (like Reset2Defaults) in the menu.
2016-04-18 16:30:12 +02:00
Christoph Oelckers
741f054601
- clip sprites to linked sector portal planes.
...
This is the first part of properly handling those transitions.
2016-04-18 16:27:04 +02:00
Christoph Oelckers
990f5a79b4
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-18 15:29:45 +02:00
Christoph Oelckers
2327107f32
- fixed: Actors cannot be linked into the world until after all actors and sectors have been deserialized.
...
Two issues:
Portal linking requires all skyboxes in the sectors to be present, without them some info is not there when needed.
UpdateWaterLevel was called in AActor::Serialize, which operated on the freshly loaded level where lots of things haven't been set up yet and plane heights may be wrong.
2016-04-18 15:27:19 +02:00
Christoph Oelckers
467f833773
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/r_defs.h
2016-04-18 13:47:41 +02:00
Christoph Oelckers
155efb249a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-18 13:46:06 +02:00
Christoph Oelckers
961a4c8524
- optimized sector portal checks.
...
All the PortalBlocks* functions were turned into real function calls which for such a frequent check should be avoided. So now any linked portal sets a flag in the attached sectors so that it isn't necessary to check the skybox pointer each time which makes the functions subject to inlining again.
2016-04-18 13:40:09 +02:00
Christoph Oelckers
42e88ef120
- removed sector_t::FloorDisplacement and CeilingDisplacement.
...
Using the values these return directly is just as much code.
2016-04-18 13:40:09 +02:00
Christoph Oelckers
c30d5d42a2
- fixed: UpdateSectorRenderList may not be called when spawning mapthings.
...
At this time the portals have not been initialized yet and doing this here would trash the cached previous coordinate.
2016-04-18 13:40:08 +02:00
Christoph Oelckers
8c1eb201eb
- optimized P_PointInSubsector.
...
It costs more to convert the floating point coordinate for each node check than to convert it once up front and only use fixed point math afterward.
2016-04-18 13:40:08 +02:00
Christoph Oelckers
a90bef9c68
- 64 bit doesn't require NO_ASM.
2016-04-18 10:38:27 +02:00
Randy Heit
c5c032911c
Let the temporary vissprite be stack local
2016-04-17 20:59:08 -05:00
Randy Heit
66c4bc1fee
Fixed various problems when drawing psprites in a camera texture
...
- When the camera texture for a player view was rendered, its psprites
would overwrite the ones stored for hardware acceleration.
* Use a temporary vissprite in R_DrawPSprite() until it's known that it
will be accelerated.
* Do not write to any of the VisPSprites*[] arrays until it's known that
the sprite will be accelerated.
2016-04-17 20:55:07 -05:00
Randy Heit
bf629d2590
Use a range instead of strict equality when deciding head sounds
...
- See http://forum.zdoom.org/viewtopic.php?f=7&t=51583
2016-04-17 20:14:25 -05:00
Christoph Oelckers
2661a94fe9
- call UpdateSectorRenderList from LinkToWorld as well, because this can be called from outside the actor's Tick function.
2016-04-18 01:35:37 +02:00
Christoph Oelckers
8f61c1cdd8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-04-18 00:02:55 +02:00
Christoph Oelckers
89b2cc45a2
- reverted P_CreateSecNodes to the regular FBlockLinesIterator.
...
This got accidentally committed. Even if this gets extended to reach through portals it needs to be done differently. FMultiBlockLinesIterator can't guarantee to get every sector that's being touched.
2016-04-18 00:02:07 +02:00
Christoph Oelckers
54d78df267
- added a new sector list to AActor that collects all portal-linked sectors the actor's center is in. (Inspired by Eternity's solution to the same problem.)
...
This is for rendering the sprite properly in all areas the actor touches. The original thinglist is not sufficient for this and Boom's touching thinglist has other purposes and collects too much data.
This new list will only get filled in when the actor is actually crossing a portal plane, for the normal sector thinglist will still be used.
This piggybacks on the msecnode_t code which has been extended to be able to handle more than one list by passing the sector's membert pointers as parameters.
2016-04-17 23:48:04 +02:00
Christoph Oelckers
f66202aef1
- fixed: If due to portal transitions, the chasecam cannot be interpolated, the entire view interpolation must be disabled for the current frame.
2016-04-17 18:42:54 +02:00
Christoph Oelckers
08514de768
- fixed A_WraithFX2 which had an incomplete floating point conversion.
2016-04-17 18:19:46 +02:00
Christoph Oelckers
3ed7a25d61
- added polyportal offset updates.
...
- removed the nodebuilder message for splitting polyobject subsectors because it is no longer relevant.
2016-04-17 17:10:11 +02:00
Christoph Oelckers
0d7bd368fa
- added some fudging to draw the outer linedefs of a portal area.
...
This is needed so that polyportals get rendered correctly. For non-polyportals these will normally be outside the portal window and just be discarded.
2016-04-17 15:46:04 +02:00
Christoph Oelckers
faeb0303fe
- renamed ADynamicLight's intensity properties to radius, to have their name match their meaning.
2016-04-17 13:53:29 +02:00
Christoph Oelckers
357869a7b5
Merge branch 'zmaster'
2016-04-17 12:29:59 +02:00
Christoph Oelckers
f27c762319
- fixed: The Heresiarch's check for full rotation of its balls depended on BAM semantics so it should still be checked as such to ensure consistent behavior.
2016-04-17 12:28:35 +02:00