Commit graph

9247 commits

Author SHA1 Message Date
Magnus Norddahl
c1e859dbca Added codegen for column drawers 2016-10-07 03:38:43 +02:00
raa-eruanna
e592473f57 Merge http://github.com/rheit/zdoom 2016-10-05 21:36:23 -04:00
Christoph Oelckers
59d5b42abf - fixed: G_UnsnapshotLevel should abort with an error if it cannot read the savegame.
- fixed: The exception handler in G_DoLoadGame needs to rethrow the exception it receives.
2016-10-05 19:02:53 +02:00
Christoph Oelckers
aeb5377821 - do not generate SYSEX events when playing MIDIs through FMod, because there has been a report that it doesn't work correctly. 2016-10-05 16:45:12 +02:00
Christoph Oelckers
5b350dcdd5 - gave Boom's point pusher and puller things the NOCLIP flag so that they won't get moved around by scrollers. 2016-10-05 16:27:12 +02:00
Christoph Oelckers
2d320a2e86 - added an option to disable the pickup screen flash. 2016-10-05 09:59:19 +02:00
raa-eruanna
3f020e686f Merge http://github.com/coelckers/gzdoom 2016-10-04 23:26:50 -04:00
Christoph Oelckers
64863d30f3 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-04 18:17:32 +02:00
Major Cooke
0e9f808c8a Fixed: FLATSPRITES were drawn backwards. 2016-10-04 10:05:57 -05:00
Christoph Oelckers
15cbf4bae6 - fixed: DecoHandleRuntimeState must check all parent classes when trying to determine if the target is a valid state. It should also ensure that both the calling and target state belong to the same actor. Although unlikely it cannot be entirely ruled out that a bogus index randomly points to a seemingly valid state elsewhere. 2016-10-04 09:28:19 +02:00
raa-eruanna
cc5f3a0ec0 Merge http://github.com/rheit/zdoom 2016-10-03 23:49:31 -04:00
Marisa Heit
594b344be9 Don't use MIN<short> when clamping topclip.
- This was fine with fixed point numbers, since they could never be
  outside of short range when converted to regular ints. With floating
  point numbers now, that condition no longer holds.
2016-10-03 22:05:02 -05:00
raa-eruanna
4d1ea5c477 Added language entry for Linear skies. (oops) 2016-10-03 21:52:25 -04:00
raa-eruanna
b9a644e762 Added menu option for Linear sky. 2016-10-03 21:41:37 -04:00
raa-eruanna
f9795a2533 Revert "Remove linear sky again"
This reverts commit 21390e91b8.

- also set r_linearsky to "false" by default.
2016-10-03 21:39:15 -04:00
Magnus Norddahl
ddbdb55eca Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom 2016-10-04 01:36:39 +02:00
Magnus Norddahl
e05ed47fee Remove C++ and SSE drawers 2016-10-04 01:36:26 +02:00
raa-eruanna
2b2926728b Merge http://github.com/rheit/zdoom 2016-10-03 18:35:19 -04:00
Magnus Norddahl
e9d13e5d74 Remove gl_light_math (reverts last remains of old lightmath branch) 2016-10-04 00:25:35 +02:00
Magnus Norddahl
51f867bc6c Merge branch 'ssao' into qzdoom
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
#	wadsrc/static/shaders/glsl/main.fp
2016-10-04 00:16:05 +02:00
Magnus Norddahl
ecb57d6cd9 Merge remote-tracking branch 'gzdoom/master' into ssao
# Conflicts:
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	src/gl/shaders/gl_shader.cpp
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-04 00:01:03 +02:00
Magnus Norddahl
bcb64a3445 Merge branch 'ssao' into qzdoom
# Conflicts:
#	src/gl/renderer/gl_postprocess.cpp
#	src/gl/renderer/gl_renderer.cpp
#	src/gl/scene/gl_scene.cpp
#	src/gl/shaders/gl_ambientshader.cpp
#	src/gl/shaders/gl_ambientshader.h
#	src/gl/system/gl_cvars.h
#	wadsrc/static/language.enu
#	wadsrc/static/menudef.zz
2016-10-03 23:47:09 +02:00
Magnus Norddahl
dcb6c1ac3a Move ApplyFXAA to PostProcessScene 2016-10-03 23:30:00 +02:00
Magnus Norddahl
9c8f841858 Merge branch 'llvmcompiler' into qzdoom 2016-10-03 23:22:28 +02:00
alexey.lysiuk
5d99e7dafe Fixed compilation on platforms other than Windows 2016-10-03 22:13:33 +03:00
alexey.lysiuk
d6346fb0c6 Fixed compilation with GCC or Clang 2016-10-03 21:44:00 +03:00
Christoph Oelckers
15af9242d6 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-03 16:22:16 +02:00
Christoph Oelckers
7ab7fc9a57 - seems I missed this part... 2016-10-03 16:21:50 +02:00
Christoph Oelckers
4eb5f10b02 - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
Christoph Oelckers
41ab08ee47 - fixed: TVector::Resized needs to consider that the input vector has a length of 0. In this case just performing the normal calculations results in an invalid vector. 2016-10-03 11:00:26 +02:00
Magnus Norddahl
7c47806382 Fix aspect ratio bug in LensDistortScene 2016-10-03 09:18:47 +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
# 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
Christoph Oelckers
2da18bfa56 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-03 00:56:55 +02:00
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