Commit graph

14830 commits

Author SHA1 Message Date
alexey.lysiuk
340f5818c7 Changed macOS targets in Travis configuration
Added new Xcode 8.0 target and updated existing one to Xcode 9.3
2018-04-18 17:01:33 +03:00
alexey.lysiuk
a4a4abe896 Fixed usage of wrong drawlist for lit flats in legacy renderer
https://forum.zdoom.org/viewtopic.php?t=60279
2018-04-17 17:06:58 +03:00
Magnus Norddahl
4870cc73e2 - fix true color software crash in square and other maps 2018-04-17 09:01:34 +02:00
alexey.lysiuk
7a11be8615 Fixed dangling links to garbage collected HUD message objects
https://forum.zdoom.org/viewtopic.php?t=60262
2018-04-16 14:45:31 +03:00
alexey.lysiuk
df634539a0 Made 100% kills possible and unstuck imp on Valhalla map
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
2018-04-16 14:34:07 +03:00
alexey.lysiuk
87d164ee59 Added ability to set thing position in compatibility layer 2018-04-16 14:30:21 +03:00
alexey.lysiuk
3d1693558e Removed obsolete compatibility enumeration 2018-04-16 14:29:10 +03:00
Christoph Oelckers
c1ce6c90ca Moved gl_dynlight to hwrenderer because it does not depend on any direct renderer info. 2018-04-16 09:02:48 +02:00
Christoph Oelckers
3e6f69f64a Renamed two functions 2018-04-16 08:55:13 +02:00
Christoph Oelckers
8a2e52d651 Removed gl_lights_checkside which essentially was just a pointless piece of cruft inherited from ZDoomGL. 2018-04-16 08:45:50 +02:00
Christoph Oelckers
f57c804a5a store shadow map index in the light actor instead of a separate TMap
This frees another file of a direct renderer dependency and generally also should be faster
2018-04-16 08:42:37 +02:00
Magnus Norddahl
4a3f7e8dd5 - fix missing fuzz initialization in softpoly 2018-04-16 01:15:55 +02:00
Magnus Norddahl
5b60a29d35 Merge branch 'master' of https://github.com/coelckers/gzdoom into gzdoom 2018-04-16 01:08:38 +02:00
Magnus Norddahl
f5c2ffabc9 - fix softpoly portal crash and blinking translucent objects 2018-04-16 01:08:29 +02:00
Christoph Oelckers
88f856d995 - fixed a y/Z mixup with the hardware renderer's vectors.
Why do they have to be different from what the game itself uses...? :(
2018-04-15 23:51:41 +02:00
Christoph Oelckers
dcefa3cd12 - GLSprite done, too. 2018-04-15 19:57:28 +02:00
Christoph Oelckers
ee1d1a29a6 - converted GLFLat list to use pointers as well.
- added copy constructors and assignement operators to GLFlat and GLWall so that they can use memcpy instead of field-by-field copy. This actually increases performance slightly.
2018-04-15 19:00:54 +02:00
Magnus Norddahl
d10aa10889 - fix missing psprite when camera textures are in view 2018-04-15 17:16:13 +02:00
Christoph Oelckers
d17216d7dd - fixed the translucent wall splitter, it forgot to copy the original wall before making adjustments to it and its copy. 2018-04-15 17:04:02 +02:00
Magnus Norddahl
21c2d38342 - fix softpoly canvas drawing not restoring all globals properly
- add null pointer check on camera
2018-04-15 16:05:29 +02:00
alexey.lysiuk
bb037635a8 Fixed missing textures on Valhalla with hardware renderer
It works fine with software renderer regardless of this compatibility entry because of texture bleeding
https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/ma_val
-iwad doom2 -file ma_val.pk3 -nomonsters +map map01 "+warp -450 -2300"
2018-04-15 16:41:24 +03:00
Magnus Norddahl
25784c2e57 - always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (software drawer) 2018-04-15 14:58:19 +02:00
Magnus Norddahl
11bb626ab6 - always store 255 in alpha channel for opaque things as the alpha channel is no longer ignored by the framebuffer backend (softpoly drawer) 2018-04-15 14:47:53 +02:00
Magnus Norddahl
61032cb6ae - fix softpoly portal crash 2018-04-15 14:40:52 +02:00
Christoph Oelckers
e8eb8dd596 - store the wall render nodes as pointers, not as objects.
This is mainly for future-proofing because storing these as objects in an array not only has a negative impact when using multithreading due to longer blocking time for the threads but also makes it hard to cache this data for reuse.
2018-04-15 14:25:42 +02:00
Magnus Norddahl
e15baa21cb - Remove dead code 2018-04-15 12:21:40 +02:00
Christoph Oelckers
8b4c74fad8 - the global portal data table also needs to be protected. 2018-04-15 12:16:46 +02:00
Christoph Oelckers
cf8447d19c -protected critical portal data from getting written to by user code.
This data is game critical and may only be altered by code that knows what is allowed and what not. It must never be altered by any user code ever.
However, since the SkyViewpoint actors need to set up some relations between themselves and the default sky portals the previously purely internal 'internal' flag has been exported as a new keyword.
2018-04-15 12:13:02 +02:00
alexey.lysiuk
4ea16acef5 Fixed broken portals after loading saved game
Portals disabled initially and activated by scripting must be fully restored after loading of saved game

https://forum.zdoom.org/viewtopic.php?t=59999
2018-04-15 10:52:02 +02:00
Christoph Oelckers
35596dbbc4 - brighten the textured automap when in the hardware renderer with light modes 0, 1 and 4. 2018-04-15 08:53:38 +02:00
Christoph Oelckers
515323dcbd - fixed: Rendering a translucent mid texture did not unset the render style for the following bottom texture.
With additive translucency and non-black fog this caused visual errors.
2018-04-15 08:29:40 +02:00
Christoph Oelckers
c03024e1b0 - fixed last commit 2018-04-14 22:34:25 +02:00
Magnus Norddahl
48b0fbcf4b - Remove r_swcanvas.cpp again. It got accidentally re-added somehow by the swmodels branch 2018-04-14 22:30:02 +02:00
Magnus Norddahl
b62d05ae0e Merge branch 'swmodels' into gzdoom 2018-04-14 22:23:27 +02:00
Magnus Norddahl
ee443b6fb6 - disable software models 2018-04-14 22:22:40 +02:00
Christoph Oelckers
71c8417578 - removed UniqueLineToLines because it wasn't used anywhere. 2018-04-14 21:24:48 +02:00
Magnus Norddahl
c3bd93a85c Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-14 21:20:05 +02:00
Christoph Oelckers
790182a2f4 - split GLWall::PutWall in two. 2018-04-14 20:20:43 +02:00
Christoph Oelckers
59a08ce0df - fixed a few warnings and changed the return type of FGLTexture::Bind, because no caller needs the hardware texture. 2018-04-14 12:24:04 +02:00
Christoph Oelckers
0affc119fd - moved hardware independent part of flat vertex data out of GL folder. 2018-04-14 12:05:31 +02:00
alexey.lysiuk
ba4cc1a6ca Added activation type to WorldLine(Pre)Activated events
https://forum.zdoom.org/viewtopic.php?t=60232
2018-04-14 11:52:09 +03:00
alexey.lysiuk
83c513b6c9 Added names for arguments in DStaticEventHandler class definition 2018-04-14 11:52:09 +03:00
Christoph Oelckers
e654a99d39 - changed GLDebug to receive char pointers instead of FStrings.
The most frequent call using this is the regular texture creation function where this results in a pointless allocation and destruction of a temporary string which is easily avoided.
2018-04-14 10:40:11 +02:00
Christoph Oelckers
ad021cc374 - fixed: Hardware camera textures were given a dimension of (0, 0). 2018-04-14 10:26:56 +02:00
Christoph Oelckers
870890d8cf - r_clearcolor did not consider that the base palette's alpha is not set. 2018-04-14 09:33:45 +02:00
Christoph Oelckers
cef6ddca6e - fixed: Rendering to a camera textures clobbered the main render target for the software renderer. 2018-04-14 08:09:40 +02:00
Magnus Norddahl
915f8862a7 - Remove code that seemingly doesn't do anything and really shouldn't be needed 2018-04-13 21:56:34 +02:00
Magnus Norddahl
7e544c66fe Merge remote-tracking branch 'gzdoom/master' into swmodels 2018-04-13 21:35:21 +02:00
Christoph Oelckers
13567f2505 - added a compatibility handler for Kama Sutra MAP01's ending area. 2018-04-13 20:27:21 +02:00
Christoph Oelckers
ac98e5a4f8 - fixed last change of compatibility branch. 2018-04-13 19:28:35 +02:00