alexey.lysiuk
764705a8e0
Fixed 'Could not set resampler method. Defaults will be used. (Error 31)' message with FMOD Studio API
2016-09-12 20:37:11 +02:00
alexey.lysiuk
a2a1d2a36d
Fixed significant distortion of sound effects with FMOD Studio API
2016-09-12 20:37:11 +02:00
Magnus Norddahl
7bdbaaff22
GL aspect ratio adjustments
2016-09-12 20:29:26 +02:00
Magnus Norddahl
7070bded77
Merge remote-tracking branch 'origin/aspectratio' into aspectratio_gzdoom
2016-09-12 20:03:21 +02:00
Magnus Norddahl
01b1efe9ee
Switch from abs to fabs
2016-09-12 18:44:04 +02:00
Magnus Norddahl
4e58e6626c
Fix buffer overrun in CommandAspectRatio for 21:9 aspect ratio
2016-09-12 16:05:42 +02:00
Magnus Norddahl
5b438d220f
Switch from ratio enum to float
2016-09-12 15:51:50 +02:00
Magnus Norddahl
6d4e4dad25
BaseRatioSizes replacement functions
2016-09-12 14:37:10 +02:00
Magnus Norddahl
5720634045
Add ActiveRatio to be used where CheckRatio is used today
2016-09-12 13:59:01 +02:00
Magnus Norddahl
b003c47e3e
Improve CheckRatio to always return the closest ratio
2016-09-12 13:37:05 +02:00
Magnus Norddahl
d3d8180f57
Resize framebuffer in windowed mode to match the client area
2016-09-12 13:04:36 +02:00
Magnus Norddahl
a0b6a0275c
Fix random texture sampling bug
2016-09-11 11:09:40 +02:00
Christoph Oelckers
be647dc7b2
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-11 00:45:40 +02:00
Christopher Bruns
924aaa3a92
fixed: Delay setup of quad-buffered stereo 3d mode, in case a useful OpenGL context is not immediately provided.
2016-09-11 00:45:17 +02:00
Magnus Norddahl
03d0b09f29
Fix depth blur
2016-09-10 22:39:09 +02:00
alexey.lysiuk
66c5121e38
Do not use OpenGL Core Profile for software renderer on macOS
2016-09-10 17:54:19 +03:00
Christoph Oelckers
71f4bacbd7
- missed something for last commit.
2016-09-10 12:36:44 +02:00
Christoph Oelckers
d3246be488
- draw wall sprites without translucent pixels as opaque. This looses the border smoothing with texture filtering but avoids sorting problems.
2016-09-10 12:24:13 +02:00
Christoph Oelckers
30cb651d92
- completely removed the flat sprite code.
...
This was conceptionally so wrong that there is no chance to salvage any of it.
2016-09-10 10:58:53 +02:00
raa-eruanna
02e4ba464a
Fixed mirror angle issue, fixes rendering of mirrors
2016-09-10 08:56:40 +02:00
Magnus Norddahl
303da0e071
Fix center text alignment issue
2016-09-09 20:09:54 +02:00
Magnus Norddahl
63fb604e98
Fix stripes in the reconstructed normals due to down scaling
2016-09-09 18:19:00 +02:00
raa-eruanna
b0e104d566
Merge http://github.com/coelckers/gzdoom
2016-09-09 11:31:31 -04:00
Magnus Norddahl
8861b1aaff
Grab tanHalfFovy from the projection matrix
2016-09-09 09:47:46 +02:00
Magnus Norddahl
f6bede8374
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/renderer/gl_renderbuffers.h
# src/gl/renderer/gl_renderer.h
# src/gl/scene/gl_scene.cpp
# wadsrc/static/language.enu
# wadsrc/static/menudef.z
2016-09-09 09:31:30 +02:00
Magnus Norddahl
d83a72f361
Add missing IsEnabled check
2016-09-09 00:36:12 +02:00
Magnus Norddahl
63dc394913
Present function for left, right and quad-buffered stereo3d
2016-09-09 00:36:11 +02:00
Magnus Norddahl
8b7267cf87
MaskAnaglyph present mode
2016-09-09 00:36:11 +02:00
Magnus Norddahl
ccbe5160b0
Split F2DDrawer::Flush into Draw and Clear
2016-09-09 00:36:10 +02:00
Magnus Norddahl
aaa3581ee6
Hook up eye textures in renderer
2016-09-09 00:36:10 +02:00
Magnus Norddahl
4bdd872f09
Add eye textures and FBOs to FGLRenderBuffers
2016-09-09 00:36:09 +02:00
Christoph Oelckers
b9ca3c85f8
- fixed: translucency detection in multipatch textures did not work.
...
- fixed: The flat drawer never checked if a texture had translucent parts.
2016-09-08 12:18:09 +02:00
raa-eruanna
dede94b7e2
Merge branch 'master' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# src/posix/cocoa/i_video.mm
# src/win32/hardware.cpp
# wadsrc/static/menudef.txt
2016-09-08 03:26:11 -04:00
raa-eruanna
32f758de41
Merge branch 'truecolor' of https://github.com/dpjudas/zdoom
...
# Conflicts:
# src/v_video.cpp
2016-09-08 03:19:08 -04:00
raa-eruanna
5a64307ad1
Changes the tonemap generation algorithm.
2016-09-08 00:51:48 +02:00
Christoph Oelckers
7e2e3e8768
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-08 00:48:27 +02:00
Magnus Norddahl
e794e59cd2
Add con_scale for scaling just the console
2016-09-08 00:39:52 +02:00
Magnus Norddahl
d2f8fc63fc
Scale the console itself as specified by con_scaletext
2016-09-08 00:39:51 +02:00
Magnus Norddahl
6414e01354
Add uiscale slider controlling what scale the On setting uses for hud_scale, hud_althudscale and con_scaletext
2016-09-08 00:39:51 +02:00
Major Cooke
01e9d351b4
- Don't pass flags directly from A_Explode to P_RadiusAttack. XF_EXPLICITDAMAGETYPE would cause explosions to deal no damage otherwise.
2016-09-08 00:38:12 +02:00
Major Cooke
043ada24da
Wave quakes now stack.
2016-09-08 00:38:12 +02:00
Major Cooke
ce13b5c6e1
Enhanced FastProjectile trails.
...
- Trails now copy pitch, and set the projectile as the target.
- Added GETOWNER flag. Using it sets the owner of the fast projectile as the target instead, if it has an owner.
2016-09-08 00:38:11 +02:00
yqco
2e8aa53e6a
Add SetActorFlag ACS function
...
int SetActorFlag(int tid, str flagname, bool value);
- Mimics DECORATE's A_ChangeFlag
- Returns number of actors affected (number of things with the flag)
- Affects activator if TID is 0
# Conflicts:
# src/p_acs.cpp
2016-09-07 20:44:56 +02:00
Christoph Oelckers
33ac551a9a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-06 22:37:15 +02:00
Christoph Oelckers
f536523fbd
- It's Height, not height...
2016-09-06 22:36:53 +02:00
Christoph Oelckers
77a79048f8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-06 22:35:27 +02:00
Christoph Oelckers
5a3147407e
- fixed floatification error in A_MaulerTorpedoWave.
2016-09-06 22:34:59 +02:00
Christoph Oelckers
181e5dc4db
- fixed floor clipping of sprites.
2016-09-06 22:18:47 +02:00
Christoph Oelckers
bfe34f4dc7
- cleanup.
2016-09-06 21:39:13 +02:00
Christoph Oelckers
a36d89405a
- separated the coordinate calculation from GLSprite::Draw.
2016-09-06 12:22:00 +02:00
Christoph Oelckers
a5c0f9a548
- use the predefined fullscreen vertices for clearing a portal instead of using the quad drawer.
2016-09-06 11:58:22 +02:00
Christoph Oelckers
3ce25bc348
- fixed: FxPreIncrDecr depended on undefined compiler behavior.
...
It could only work with right to left function argument processing, but with left to right it failed because the ParseExpressionA call altered sc.TokenType.
Note that with register-based arguments on 64 bit platforms this is a very critical issue!
2016-09-06 08:41:13 +02:00
Christoph Oelckers
74ede7bb4e
- fixed: The DrawBlend call in the postprocessing case was using the global 'viewsector' variable directly.
...
As with the Stereo3D stuff, this cannot be done because recursive processing of portals will change it. Instead the local copy has to be used here, just like the EndDrawScene call already did.
2016-09-05 09:10:29 +02:00
alexey.lysiuk
108dcf122a
Updated support for legacy renderer in Cocoa backend
...
Added fallback to legacy profile when creation of pixel format for core context failed
Added handling of -glversion command line switch
2016-09-04 15:25:37 +03:00
Christoph Oelckers
d2ead39bcc
- force framebuffers for camera textures on GL 3+ hardware. With all the postprocessing stuff added I don't think it's ok to use the screenbuffer for this anymore.
...
- disable framebuffers for camera textures in legacy mode entirely. This depends on a GL_DEPTH24_STENCIL8 surface which most of these old chipsets do not support, and I really see no point to invest any work here. The worst that can happen is that oversized camera textures won't be processed, which, due to general performance issues, might even be a good thing.
2016-09-04 14:16:05 +02:00
Christoph Oelckers
95bedac6ca
- inlined FHardwareTexture::GetTexDimension.
2016-09-04 13:14:14 +02:00
Christoph Oelckers
8b01a88b76
- removed gl_lights_size and gl_lights_intensity.
...
Both of these were inherited from ZDoomGL and in terms of light design in maps it makes absolutely no sense to have them user configurable. They should have been removed 11 years ago.
2016-09-04 12:45:09 +02:00
Christoph Oelckers
e7856ce1e3
- removed unused forceadditive parameter from gl_GetLight.
...
- restricted gl_lights_additive to legacy code and removed menu entry for this.
For modern hardware this setting is completely pointless, it offers no advantage and degrades visual quality. Its only reason for existence was that drawing additive lights with textures is a lot faster, and that's all it's being used for now.
2016-09-04 12:35:26 +02:00
Christoph Oelckers
37d0f97808
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-04 10:29:15 +02:00
Christoph Oelckers
954ac8ce5e
- removed DirectX setup from CMakeLists for Visual Studio
...
For VS 2015 this is no longer needed, the DX headers and libraries are part of the Windows SDK and do not need to be looked for explicitly.
2016-09-04 10:28:29 +02:00
Christoph Oelckers
eff03d13f0
- fixed last commit.
2016-09-04 10:28:29 +02:00
alexey.lysiuk
677efb73bc
Fixed compilation with GCC/Clang
...
No longer aborts with error: cannot pass object of non-trivial type 'FString' through variadic method; call will abort at runtime
2016-09-04 10:05:07 +03:00
Christoph Oelckers
f021d13ead
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-04 08:33:40 +02:00
Christoph Oelckers
77ac3bb265
- fixed angle range checks in A_CheckIfTargetInLOS.
...
The fixed point version had a mostly useless check that excluded ANGLE_MAX, this got incorrectly converted to floating point.
Note that this version will clamp the angle to 360°, not merely overflow like it did with the fixed point code
2016-09-04 08:33:19 +02:00
Magnus Norddahl
3727c5ed0f
Mark portals in scene alpha channel for the SSAO pass
2016-09-04 08:15:29 +02:00
Magnus Norddahl
527703ae8c
Fix missing flash if multisampling was on and no post processing effects active
2016-09-04 03:21:47 +02:00
Magnus Norddahl
5f02e08c8e
Fix minimize crash
2016-09-04 03:15:50 +02:00
Magnus Norddahl
dc39a006dc
Fix palette tonemap precision and compile error on Intel
2016-09-04 02:37:59 +02:00
Christoph Oelckers
4eda5f841e
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-04 01:46:49 +02:00
Christoph Oelckers
217601f338
- fixed: FPortal::ClearScreen may not use the 2D drawing code anymore.
...
2D calls are accumulated and then executed all at once at the end of the frame, but this one needs to be interleaved with the 3D rendering. It now uses the quad drawer to fill the portal with blackness.
2016-09-04 01:46:29 +02:00
Blue-Shadow
2ed4208a1b
Added IfCVarInt SBARINFO command
2016-09-03 18:55:19 +03:00
Christoph Oelckers
c3ad0a2f16
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-03 17:29:47 +02:00
Christoph Oelckers
f31346968f
- added missing #include.
2016-09-03 17:29:28 +02:00
Christoph Oelckers
3ae2e77512
- added xBRZ files.
2016-09-03 16:55:16 +02:00
Christoph Oelckers
4a80f8e4ed
- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.
2016-09-03 16:54:17 +02:00
Christoph Oelckers
e08015a181
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-03 14:02:28 +02:00
Christoph Oelckers
aece9aaa58
- added xBRZ texture scaler after clearing the licensing conditions. A screenshot of the confirmation that this is ok has been added to the 'licenses' folder.
2016-09-03 14:01:51 +02:00
Christoph Oelckers
5770e5dfaf
- split up m_specialpaths.cpp to be a separate file for each operating system.
...
The reason for this is that the macOS version uses a deprecated API and in order to correct this, the file needs to be compiled as Objective-C++ which requires a different extension.
2016-09-03 12:00:08 +02:00
arookas
d7b5bdc0f7
Renamed Thing_Damage3 to DamageActor
2016-09-03 08:27:38 +02:00
arookas
d14782fb37
Added Thing_Damage3 function
...
It acts as a simple wrapper around P_DamageMobj which can damage a
single actor, but can also set the actor inflicting the damage. It
returns the amount of damage actually done, or -1 if the damaging was
cancelled.
2016-09-03 08:27:38 +02:00
Magnus Norddahl
e7765bb240
Move SSAO pass to be before translucent rendering
...
Fix depth sampling location when not using fullscreen scene
2016-09-03 04:29:50 +02:00
Magnus Norddahl
902097d6da
Resolve multisampling depth in shader
2016-09-03 04:12:00 +02:00
Magnus Norddahl
b1c1e6aae7
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_renderbuffers.cpp
2016-09-03 01:17:16 +02:00
Christoph Oelckers
8b7a87f256
- fix conditions for DrawBlend calls.
2016-09-03 00:43:18 +02:00
Christoph Oelckers
90ab0223a6
- handle colormap parameter reset when renderbuffers are toggled.
2016-09-03 00:36:23 +02:00
Magnus Norddahl
77dde2e3ad
Fix not switching back to the default frame buffer when gl_renderbuffers is toggled off
2016-09-03 00:13:05 +02:00
Christoph Oelckers
ee503ea275
- removed now redundant mystdint.h file.
...
Visual Studio now ships stdint.h so this workaround is no longer needed.
2016-09-02 10:55:56 +02:00
Magnus Norddahl
98032bc73f
Change SSAO blur to be depth aware
2016-09-02 05:45:00 +02:00
Magnus Norddahl
5a0c61a2d5
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
# src/gl/renderer/gl_renderbuffers.cpp
# src/gl/scene/gl_scene.cpp
2016-09-02 02:40:44 +02:00
Christoph Oelckers
7135a6909c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-09-02 00:44:10 +02:00
Major Cooke
c4357bd352
Tracer pointer is no longer a safe candidate for storing player morph pointers. Instead, actors must have a new, non-manipulatable pointer. This fixes the following circumstances:
...
- Crashes occurred if a particular actor was a tracer to the player and the actor was not gone by the time the player unmorphs.
- Failed unmorphs occur if tracer was manipulated through means like A_RearrangePointers, etc.
2016-09-01 13:49:58 -05:00
Christoph Oelckers
4e8027612f
- restored 2 lines of code that somehow got lost before the last commit.
2016-09-01 17:38:17 +02:00
Christoph Oelckers
589936f570
- draw the colormap blend after postprocessing, not before it.
...
- added colormap shader to postprocessing.
This replaces the in-place application of fullscreen colormaps if renderbuffers are active. This way the fully composed scene gets inverted, not each element on its own which is highly problematic for additively blended things.
2016-09-01 17:14:51 +02:00
Christoph Oelckers
7efae2c8f8
- fixed: When requesting GL version 2.x, do not try to create a core profile context, because that can not support legacy features.
2016-09-01 12:14:20 +02:00
Christoph Oelckers
3389a5a74e
- removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.)
2016-09-01 11:52:52 +02:00
Magnus Norddahl
8a2737a0ce
Fix precision issue in SSAO shader
2016-09-01 07:15:40 +02:00
Christoph Oelckers
4a0e082836
- fixed: The wall splitter in the translucent sorting code needs to set fracleft and fracright so that vertex generation is done correctly for the split segments.
2016-08-31 23:26:49 +02:00
Christoph Oelckers
4993018520
- fixed: Actor velocity requires an upper limit to prevent uncontrolled accumulation, as can happen when multiple exploding and pushable objects overlap. The value 5000 was chosen because it is high enough to not occur under regular circumstances and small enough to prevent severe slowdowns. In the old fixed point code the lack of such a check just caused random overflows.
2016-08-31 09:18:59 +02:00
Magnus Norddahl
55ea4a7729
Add ssao random texture
2016-08-30 01:09:21 +02:00
Christoph Oelckers
45ff15559d
- removed gl_draw_synv because with the postprocessing this is no longer useful.
2016-08-30 00:33:02 +02:00
Magnus Norddahl
240ebf94a1
Remove radius increase in point light modes
2016-08-29 22:42:46 +02:00
alexey.lysiuk
3ba3149df3
Deleted remains of obsolete multisampling in Cocoa backend
2016-08-29 22:08:57 +03:00
alexey.lysiuk
b7ec26335f
Enabled OpenGL Core Profile on macOS
2016-08-29 22:03:25 +03:00
Magnus Norddahl
737e700774
Added SSAO pass
2016-08-29 13:10:22 +02:00
Magnus Norddahl
a1d90e1229
Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath
2016-08-29 12:58:20 +02:00
Christoph Oelckers
8f535997f8
- enable core profile by default on GL 3.x.
...
After doing some profiling it was very obvious that this has better performance than client arrays. Persistent buffers are still better, though, especially for handling dynamic lights.
2016-08-29 11:33:20 +02:00
Christoph Oelckers
0f0dc2c852
- implemented buffers for GL 3.x. These only get mapped during the data collection pass so the order of some things is different here.
2016-08-29 10:43:03 +02:00
Magnus Norddahl
e0e43ee7b3
Fix mColor reset value
2016-08-29 05:31:12 +02:00
Magnus Norddahl
71387b1b42
Fix wrong initial mClipSplit values.
2016-08-29 05:19:47 +02:00
Magnus Norddahl
945d5b154a
Remove gl_vid_multisample
2016-08-28 18:10:39 +02:00
Magnus Norddahl
bb066f6f07
Fall back to gl_renderbuffers 0 if buffer creation fails
2016-08-28 18:07:44 +02:00
Christoph Oelckers
3299a29c44
- added CheckClass ACS function.
2016-08-28 16:14:24 +02:00
alexey.lysiuk
47714509d6
Changed render buffers format back to RGBA16F
...
Reverted a03b2ff48b
to fix issues with nVidia graphics on macOS
2016-08-28 11:15:16 +03:00
Christoph Oelckers
03d055a5ec
- adjustments for message modes.
2016-08-28 10:11:09 +02:00
Christoph Oelckers
abafcd5486
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/language.enu
2016-08-28 10:00:19 +02:00
Christoph Oelckers
e04055dbb2
- added multiple message levels for 'developer' CVAR so that the important stuff won't get drowned in pointless notification spam that's of no use to anyone.
...
- made 'developer' CVAR persist across launches and added some menu entries for it.
- added checks for 'developer' to ACS's CheckInventory function.
2016-08-28 09:55:04 +02:00
alexey.lysiuk
9b91a13487
Restored legacy way to collect OpenGL extensions
2016-08-28 10:21:20 +03:00
Braden Obrzut
716fbec8ee
- Added support for building with FMOD Studio Low Level API (partially based off of Emile Belanger's/Beloko Games Android work)
...
- Use with FMOD Studio 1.06.x. 1.07 and 1.08 compile but for some reason produce a lot of noise on vanilla Doom sounds.
- Crashes when used with fluidsynth provided by Ubuntu 16.04, but a self compiled version of the library works just fine.
- Reverbs are mostly untested, but implemented.
- Debug waveform drawing is not implemented as it requires a non-trivial amount of work.
- It will still show as FMOD Ex in the menus since I'm too lazy at the moment to make it a "separate" backend.
2016-08-27 22:14:57 -04:00
Magnus Norddahl
6c5109ec99
Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle
2016-08-27 06:24:36 +02:00
Magnus Norddahl
b1a0108a96
Fix tonemap palette not being rebuilt on palette change
2016-08-26 19:52:15 +02:00
Christoph Oelckers
c9578ae72d
- create vertex buffer data for horizon portals in the constructor instead of in the draw function.
...
This was the last remaining place where the vertex buffer was accessed in the render pass.
2016-08-26 18:18:50 +02:00
Christoph Oelckers
5303526c70
- actually use the parameter...
2016-08-26 08:34:27 +02:00
Christoph Oelckers
597e10116f
- added missing framebuffer function to fudging block.
2016-08-26 08:30:47 +02:00
Christoph Oelckers
58bc64ee8f
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-26 02:20:53 +02:00
Christoph Oelckers
10550c4ef0
Merge branch 'init_global_state' of https://github.com/dpjudas/zdoom
2016-08-26 02:20:00 +02:00
Christoph Oelckers
465792df0a
- make sure that after travelling has finished, no travelling thinkers are left in the list.
...
Since this list is excluded from regular thinker cleaning, anything that may survive through the end of G_FinishTravel will endlessly multiply and severely break the following savegames or just simply crash on broken pointers.
2016-08-26 02:16:06 +02:00
Christoph Oelckers
abba548e40
- render sector hacks through the quad renderer if the vertex buffer is not accessible.
2016-08-26 02:03:24 +02:00
Magnus Norddahl
5f09d3b7ef
Add FBufferedUniformSampler because sampler uniforms may default bind to other locations than zero
2016-08-26 01:46:39 +02:00
Magnus Norddahl
b68bbaf617
Fix uninitialized memory access if a FShaderProgram is destroyed without being fully compiled and linked
2016-08-26 01:40:28 +02:00
Magnus Norddahl
960038bb81
Clear global state tracking variables when the OpenGL context is (re)created
2016-08-26 01:36:21 +02:00
Christoph Oelckers
f6544f3c44
- removed unused GLFLat::sub and all codes depending on it a valid pointer.
2016-08-26 00:04:29 +02:00
Christoph Oelckers
6755cb2a25
- use the quad drawer for skybox-flagged sectors.
2016-08-26 00:02:32 +02:00
Christoph Oelckers
b83c2056a8
- store the stencil caps in the reserved part of the main vertex buffer instead of constantly recreating them.
2016-08-26 00:01:51 +02:00
Christoph Oelckers
76d7b52fcd
- handle the case where a wall gets drawn with an unmapped buffer and no vertex data.
...
This uses the quad drawer because it can only happen with translucent walls that got split during sorting.
2016-08-25 23:20:23 +02:00
Christoph Oelckers
4598c4138c
- added vertex initialization for walls in the processing pass for core profile without persistent buffers.
...
This is slower than doing it in the render pass so it's only active when actually needed - it's also slower than using a client array so this code only gets used when there is no choice but to work with a 3.x core profile context.
2016-08-25 23:13:49 +02:00
Christoph Oelckers
8f331f56e2
- use MakeVertices directly in the portal code and remove all related code from RenderWall.
2016-08-25 23:02:43 +02:00
Christoph Oelckers
8cf53f04e8
- split off the vertex creation from RenderWall.
2016-08-25 22:54:08 +02:00
Christoph Oelckers
4ab8ca63ce
- use more desctiptive names for the predefined vertex buffer indices.
2016-08-25 22:23:31 +02:00
Christoph Oelckers
4a822a8f50
Merge branch 'master' of c:\programming\doom-dev\zdoom into Branch_97ff4cc02574e3773ff231b1d74c0fdb25e9440d
2016-08-25 22:02:23 +02:00
Christoph Oelckers
9ca6764556
Revert "- removed STAT_INVENTORY."
...
This reverts commit 5ff0abe568
.
- use STAT_INVENTORY only for held items.
Seems this was causing some strange issues with hubs, but for items placed in the world it still cannot be allowed to have them in a different statnum.
2016-08-25 21:41:17 +02:00
Christoph Oelckers
48430d9b1a
- don't assume that deserializing an actor will result in a valid pointer.
...
This addresses a very strange crash I encounteded while travelling in a hub, and ended up with a NULL pointer after the 'Serialize' call which means that some code cleared the variable that is currently being deserialized. I was completely unable to find out what caused this because there is so much recursion going on in the deserializer. All actions on the deserialized actor are now being done with a local copy of that variable so that altering the actual one won't have any adverse effects.
2016-08-25 21:15:53 +02:00
Magnus Norddahl
9525d3690f
Added gl_light_math and changed pixelpos + lights to be in eye space
2016-08-25 06:25:05 +02:00
alexey.lysiuk
f79c442df5
Fixed compilation of SDL backend
2016-08-24 16:44:40 +03:00
alexey.lysiuk
52b51e79b9
Fixed missing decals in compatibility renderer
...
The problem was appeared in conjunction with dynamic lights only
See http://forum.zdoom.org/viewtopic.php?f=4&t=19321&start=405#p932733
2016-08-24 10:27:14 +03:00
alexey.lysiuk
a185886924
Added compatibility handling for fog and dynamic lights used together
...
See http://forum.drdteam.org/viewtopic.php?t=7063
2016-08-24 10:26:11 +03:00
Magnus Norddahl
25645d901e
Add Palette LUT tonemap mode
2016-08-23 09:18:18 +02:00
Christoph Oelckers
13a583faee
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-22 22:02:44 +02:00
Christoph Oelckers
9555617816
- fixed: The default for position.w is 1, so gl_quaddrawer.cpp needs to set this, too, for the uniform vertex positions.
2016-08-22 22:02:02 +02:00
Christoph Oelckers
b946114145
- removed unused variable.
2016-08-22 22:00:45 +02:00
Magnus Norddahl
276fb7dbb2
Add vid_maxfps support for Windows and Linux
2016-08-22 22:00:44 +02:00
Magnus Norddahl
1594cc9570
Only use KHR_debug if available
2016-08-22 19:25:13 +02:00
Christoph Oelckers
250be72939
- added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening...
2016-08-22 15:31:23 +02:00
Christoph Oelckers
7ba5acfb35
- added quad drawer interface so that this part can be done without altering a vertex buffer.
...
So far it's only the framework, the new code is not active yet.
2016-08-22 14:00:25 +02:00
Major Cooke
e22043a25b
Fixed: A_FaceMovementDirection would not adjust the angle if it was actually under the limit.
2016-08-22 09:46:00 +02:00
yqco
df4a8e38c5
Add CheckActorState ACS function
...
bool CheckActorState(int tid, str statename, bool exact = false);
- Same parameter order as SetActorState
- Returns true if actor has the state; else returns false
2016-08-22 01:21:38 -06:00
Magnus Norddahl
302f59ea33
Fix r_clearbuffer color not being used
2016-08-22 01:52:51 +02:00
alexey.lysiuk
3e01039bbb
Fixed missing #include for GCC/Clang
2016-08-21 15:47:56 +03:00
Christoph Oelckers
dde81b33ea
- glEnable(GL_TEXTURE_2D) only makes sense if no shaders are being used.
2016-08-21 08:45:21 +02:00
Christoph Oelckers
5c267a2169
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/language.eng
2016-08-21 08:42:06 +02:00
Christoph Oelckers
5ff0abe568
- removed STAT_INVENTORY.
...
This was causing issues with sprite sorting. For this to work as intended, all actors in the world that display sprites need to remain in spawn order, including inventory items.
The only thing this statnum was used for were some bot related search actions which are simply not worth breaking actual maps for some very minor performance gain.
2016-08-20 19:10:14 +02:00
Christoph Oelckers
97ff4cc025
Merge branch 'debug' of https://github.com/dpjudas/zdoom
2016-08-20 12:34:56 +02:00
Magnus Norddahl
f63635e07a
Fix RFL_INVALIDATE_BUFFER check being inverted
2016-08-19 01:11:11 +02:00
Christoph Oelckers
eadc2f35dd
- fixed: The crossfade wipe must use its own alpha for the second layer, not the one from the vertex buffer.
2016-08-19 00:21:17 +02:00
Magnus Norddahl
e8fc935f04
Another IsFilteredByDebugLevel typo..
2016-08-18 02:24:57 +02:00
Magnus Norddahl
4241026f1c
Swapped order in IsFilteredByDebugLevel
2016-08-18 02:21:53 +02:00
Magnus Norddahl
f75b6d8c5d
Improve debug level filtering
2016-08-18 02:10:54 +02:00
Magnus Norddahl
b21b65eb43
Rearrange binding of texture and sampler to get rid of texture state usage warning
2016-08-18 01:32:41 +02:00
Magnus Norddahl
01f9a2d27a
Fix clear warning
2016-08-18 00:21:33 +02:00
Magnus Norddahl
18ff65fb0e
Filter logging to only display each message once
2016-08-17 23:52:20 +02:00
Magnus Norddahl
d380d765c9
OpenGL object labels and debug groups
2016-08-17 23:18:47 +02:00
Magnus Norddahl
2825bd4967
Fix invalid value error
2016-08-17 21:25:31 +02:00
Magnus Norddahl
a37225b81e
Don't debug break on notifications
2016-08-17 21:25:03 +02:00
Magnus Norddahl
0c2db5447c
Save gl_debug in ini file and add support in Linux
2016-08-17 20:57:00 +02:00
Magnus Norddahl
2cb5f1740e
Add OpenGL debug messages to the console
2016-08-17 20:33:10 +02:00
Magnus Norddahl
fc01a6b832
Only query for GL_MAX_SAMPLES once
2016-08-17 17:59:47 +02:00
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
314e89b84f
- fixed what looks like a copy/paste error in A_Explode.
2016-08-16 10:53:30 +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.
...
- 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
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.
...
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.
...
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.
...
- 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.
...
- 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.
...
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.
...
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.
...
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
Christoph Oelckers
19b65195ea
- added an internal compatibility option to disable setting the line ID for the Plane_Align special.
...
There have been reports for some Skulltag maps a few years back and I just ran across an old beta version of a map that got completely broken by this.
2016-08-09 10:07:06 +02:00
Magnus Norddahl
abef073ea4
Implemented sloped planes for true color mode
2016-08-09 01:17:45 +02:00
Magnus Norddahl
3c8719f945
Fix buffer overflow in FTexture::GenerateBgraMipmaps
2016-08-08 22:35:26 +02:00
Christoph Oelckers
56a60ebe85
- restored a line that got accidentally deleted.
2016-08-08 20:47:54 +02:00
Christoph Oelckers
e5f88a9883
- fixed: The textured automap was not using correct light levels.
...
In order for the externally passed vertex attribute to work the buffer's color attrib array needs to be disabled for these.
2016-08-08 16:18:07 +02:00
Christoph Oelckers
675822004d
- use static buffer data and a uniform to handle the texture positioning of the present shader.
...
That's again one less write access to the buffer. The uniform method was chosen because this way a buffer update can be completely avoided, and setting a single uniform is a lot cheaper and simpler to handle.
2016-08-08 16:06:02 +02:00
Christoph Oelckers
8daaf61160
- predefine the vertex data for the blend overlay which will never change throughout the lifetime of the GLRenderer object.
2016-08-08 14:24:48 +02:00
Christoph Oelckers
d7c0dda722
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-08 13:08:41 +02:00
Christoph Oelckers
d62d345a7b
- fixed: The cosine of 0° is 1, not 0, as the portal code assumed for linked portals.
2016-08-08 13:06:29 +02:00
Christoph Oelckers
9c9edbffdb
- on older ATI drivers where the clip planes are broken, only disable the clip planes themselves, but not OpenGL 3.x so that dynamic lights still work as intended.
...
- only disable clip planes on Windows, but not on Linux or macOS.
- If a driver reports full OpenGL 4.5 support, assume that all features are working properly.
2016-08-08 12:55:09 +02:00
Magnus Norddahl
2ac91f0c5a
Fix Nvidia driver ignoring wglSwapIntervalEXT
2016-08-08 12:22:40 +02:00
alexey.lysiuk
9ab9548723
Additional fix for splitting of complex wall in compatibility renderer
...
warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-08-08 12:19:37 +02:00
Christoph Oelckers
def3ad7533
- refactored all 2D drawing to use its own vertex buffer which does not need to be mapped permanently.
2016-08-08 12:13:09 +02:00
Christoph Oelckers
9a5cbbe6d8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-07 22:13:55 +02:00
Leonard2
b97024b710
The return statement now accepts any expression as its return value
...
So something like 'return ++user_x;' is now possible
Admittedly this needed quite a bit of refactoring mainly due to the fact that return types now have to be checked after resolving the function rather than before
2016-08-07 22:10:02 +02:00
Leonard2
e79c0225ed
Added all compound assignment operators to DECORATE
2016-08-07 22:10:02 +02:00
Leonard2
90cc79a902
Added the direct assignment operator to DECORATE
2016-08-07 22:10:01 +02:00
Leonard2
8437313e7c
Added post/pre increment/decrement operators to DECORATE
2016-08-07 22:10:01 +02:00
Leonard2
2ef51d0d50
Re-allow casts in sequences
2016-08-07 22:10:00 +02:00
Leonard2
db9f4c1385
Re-allow indexes as state parameter in sequences
2016-08-07 22:10:00 +02:00
Leonard2
a4142ad9fb
Re-allow action function calls with no argument list in sequences
2016-08-07 22:09:59 +02:00
Leonard2
078881a941
Parse statements as expressions in sequences
...
This will be needed for assignment operators to work
2016-08-07 22:09:59 +02:00
Christoph Oelckers
ab837b608d
- compatibility optioned triggering sector actions by indirectly initiated teleports
...
There's several old maps depending on this not happening.
- Set the option for Hell's Twisted Influence Part 1.
2016-08-07 22:04:16 +02:00
Edoardo Prezioso
5a66fdf9be
- Hide Clang -Winconsistent-missing-override warnings in non-Apple targets, too.
2016-08-07 20:55:16 +02:00
alexey.lysiuk
5b079dd40b
Fixed wrong height of player coordinates text
2016-08-07 11:32:55 +02:00
Magnus Norddahl
d4615861ae
Fix missing FGLRenderBuffers::IsEnabled checks
2016-08-07 00:41:17 +02:00
Christoph Oelckers
04c59b434b
- renamed WipeVertexBuffer to FSimpleVertexBuffer because this will be useful elsewhere, too.
2016-08-07 00:40:31 +02:00
Magnus Norddahl
2f512e54cd
Remove unused code
2016-08-06 23:12:34 +02:00
Magnus Norddahl
7000d0ccf9
Change GetPixelsBgra to use CopyTrueColorPixels
2016-08-06 22:59:16 +02:00
Magnus Norddahl
21390e91b8
Remove linear sky again
2016-08-06 21:04:45 +02:00
Christoph Oelckers
52537b0af2
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-06 20:57:46 +02:00
Magnus Norddahl
9953d70eaa
Merge remote-tracking branch 'upstream/master' into truecolor
2016-08-06 20:45:35 +02:00
Christoph Oelckers
fd7b833ad5
- added some helper code mainly designed to help GZDoom maintain the vertex buffer for the textured automap.
2016-08-06 19:20:41 +02:00
Christoph Oelckers
8f0629932d
- ImmRenderBuffer is not needed anymore.
2016-08-06 14:29:21 +02:00
Christoph Oelckers
6a66d0255d
- use a dedicated vertex buffer for rendering the wipes.
...
- fixed: The postprocessing shaders clobbered the render state's vertex buffer info by bypassing and not notifying it of the change.
2016-08-06 14:12:40 +02:00
Christoph Oelckers
7576e85cef
- force use of shaders on all hardware, unless -noshader is specified.
...
Right it's only for easy testing, so only the code that does the feature checking has been disabled.
2016-08-06 13:06:55 +02:00
Christoph Oelckers
2e555e6dab
- use client arrays on compatibility profiles instead of calling glBegin/glEnd.
...
This eliminates most behavioral differences for FFlatVertexBuffer between both operating modes, now the only difference is where the buffer is located.
2016-08-06 12:03:16 +02:00
Magnus Norddahl
346badf25f
Moved state to FGLPostProcessState and merged vertex shaders
2016-08-06 11:51:08 +02:00
Christoph Oelckers
13a2bf57e5
- fixed vertex coordinate ordering for the sky cubemap.
...
This was done differently for FFlatVertex and FSkyVertex which caused a switch of the y and z coordinates for the skybox image.
2016-08-06 11:47:03 +02:00
Christoph Oelckers
5b201287fa
- fixed bad #pragma pack combination in hqnx_asm_Image.h
2016-08-05 15:27:35 +02:00
Christoph Oelckers
09e40840b5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-05 15:15:11 +02:00
Magnus Norddahl
a893013dbb
Adds HUD quadruple scale and a scale slider for the crosshair
2016-08-05 12:20:34 +02:00
Leonard2
01fb2eaecc
Fixed a typo in FxBoolCast::Emit
2016-08-05 12:16:13 +02:00
Leonard2
73d0ed78fe
Fixed: the game could crash while resolving expressions in some places
2016-08-05 12:16:13 +02:00
Leonard2
4a859393fe
Fixed: the game could crash while parsing expressions in some places
2016-08-05 12:16:12 +02:00
Christoph Oelckers
9229146eeb
- fixed: DFloor set the 'gap' for one wrong movement type.
2016-08-05 12:13:47 +02:00
Christoph Oelckers
13527fdd0a
Merge branch 'lensshader' of https://github.com/dpjudas/zdoom
2016-08-05 00:58:14 +02:00
Magnus Norddahl
976a78429e
Simplify post process buffer handling
2016-08-04 17:16:49 +02:00
Christoph Oelckers
1d434add50
- fixed: monsters which were made friendly by the MBF map flag lost their friendliness when being revived with Thing_Raise.
2016-08-04 17:14:31 +02:00
Magnus Norddahl
6fc7596d52
Fix aspect ratio and texture clipping in lens shader
2016-08-04 15:47:15 +02:00
Christoph Oelckers
21536781a9
- forgot to save this.
2016-08-04 13:01:42 +02:00
Christoph Oelckers
63ad7d99d1
- fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers.
...
Since there is a command line switch to revert to the lower behavior it can well be that they do not match.
2016-08-04 12:55:21 +02:00
Christoph Oelckers
7ba6269450
- changed rendering of sky cubemaps to use precalculated vertex data from the SkyVertexBuffer.
2016-08-04 12:16:53 +02:00
Christoph Oelckers
c1a4dd74c4
- added handling for Eternity's 'gap' parameter to:
...
Ceiling_LowerToFloor
Ceiling_LowerToHighestFloor
Ceiling_ToFloorInstant
Floor_RaiseToCeiling
Floor_RaiseToLowestCeiling
Floor_ToCeilingInstant
2016-08-03 12:59:40 +02:00
Christoph Oelckers
d8ab0b40dc
Merge branch 'master' of https://github.com/rheit/zdoom
2016-08-03 12:17:55 +02:00
Christoph Oelckers
95c3464973
- properly handle 3D floors with inverted planes in the list sorter.
2016-08-03 12:17:22 +02:00
Magnus Norddahl
6b9529d70f
Added lens distortion shader
2016-08-02 17:32:21 +02:00
Magnus Norddahl
43e577ce79
Merge remote-tracking branch 'gzdoom_upstream/master' into postprocess_vbo_bind_fix
...
# Conflicts:
# src/gl/renderer/gl_postprocess.cpp
2016-08-02 10:00:53 +02:00
Magnus Norddahl
5a67ae6021
Fix missing VBO bind calls
2016-08-02 00:27:01 +02:00
Magnus Norddahl
f980a1f42b
Fix wrong UV calculations when resizing or maximizing window
2016-08-01 15:12:13 +02:00
Christoph Oelckers
8aebfdb3ab
- fixed: gl_bloom_amount may never be 0.
2016-08-01 11:29:28 +02:00
Magnus Norddahl
e8c98a5901
No gamma and player sprites on screenshots
2016-07-31 16:56:41 +02:00
Magnus Norddahl
7709db4bb0
Fix broken viewport/backbuffer location for WriteSavePic
2016-07-31 16:23:21 +02:00
Magnus Norddahl
a6354c74cf
Fix incorrect viewport location when not using fullscreen HUD
2016-07-31 13:23:49 +02:00
alexey.lysiuk
d3457f4508
Implemented hardware gamma support for macOS
...
Hardware gamma is limited to main display only, use shader-based correction for other displays
2016-07-31 12:19:08 +03:00
Christoph Oelckers
a69182f9ef
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-31 09:19:36 +02:00
Christoph Oelckers
20f4975e2b
Merge branch 'blurshader_120_fix' of https://github.com/dpjudas/zdoom
2016-07-31 09:17:28 +02:00
Magnus Norddahl
849e80074e
Added GLSL 120 fallback support
2016-07-31 03:54:16 +02:00
Magnus Norddahl
b789aaa0eb
Fix binding error that Nvidia didn't complain about but Intel on Mac does
2016-07-31 03:16:48 +02:00
Leonard2
c0d3eb997a
Fixed: the instant weapon switch flag didn't work anymore
2016-07-30 23:50:14 +02:00
Christoph Oelckers
c93204cace
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 22:09:56 +02:00
Christoph Oelckers
bc51e98612
Merge branch 'blackscreenfix' of https://github.com/dpjudas/zdoom
2016-07-30 20:28:41 +02:00
Magnus Norddahl
1682b02c67
Fix glBindSampler state messing up post processing shaders
2016-07-30 19:54:20 +02:00
Christoph Oelckers
124c109e18
Merge branch 'multisamplingbuffers' of https://github.com/dpjudas/zdoom
2016-07-30 16:35:19 +02:00
Magnus Norddahl
cfc20d1198
Added multisample support to FGLRenderBuffers and added gl_multisample to the menus
2016-07-30 15:33:30 +02:00
alexey.lysiuk
bd3fd22ac9
Do not use unicode characters in macOS console window
...
The same characters as in stdout are now used to draw bars in console window on macOS
All messages are treated as in ISO Latin 1 encoding and bars looked like garbage output
2016-07-30 16:21:48 +03:00
alexey.lysiuk
7de242930a
Removed obsolete gamma correct shader used on macOS only
2016-07-30 15:30:35 +03:00
alexey.lysiuk
cbe0a34f0b
Fixed usages of abs() function with double arguments
...
Clang no longer issues "warning: using integer absolute value function 'abs' when argument is of floating point type"
2016-07-30 14:03:57 +02:00
Christoph Oelckers
39059b3b5c
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 13:26:37 +02:00
Christoph Oelckers
0c8a4689b8
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-30 13:26:25 +02:00
Christoph Oelckers
5ddee98e70
- fixed: Voxels with scaled to 0 caused a division by zero crash.
2016-07-30 13:19:02 +02:00
alexey.lysiuk
0648ef693f
Fixed compilation with Clang and GCC
...
No more "error: cannot pass object of non-trivial type 'FString' through variadic method; call will abort at runtime"
2016-07-30 13:04:16 +02:00
alexey.lysiuk
c0b86278e3
Removed old cruft from macOS OpenGL backend
...
The only thing left unimplemented is gl_smooth_rendered CVAR
2016-07-30 12:57:30 +03:00
Christoph Oelckers
b52d457146
Merge branch 'master' of https://github.com/coelckers/gzdoom
2016-07-30 11:45:19 +02:00
alexey.lysiuk
e2a2d38a25
Removed redundant comparison in compatibility renderer
...
Clang no longer reports "warning: comparison of array 'this->tcs' not equal to a null pointer is always true"
2016-07-30 10:25:42 +03:00
Xaser Acheron
a1a0da1f13
added SWF_SELECTPRIORITY flag to A_SelectWeapon
2016-07-29 18:48:54 -05:00
Major Cooke
36705b0f04
Added GZDoom version of SpriteAngle and SpriteRotation.
2016-07-30 00:33:33 +02:00
Christoph Oelckers
50765f8b79
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-30 00:32:29 +02:00
Christoph Oelckers
f4cbde856b
Merge branch 'bloom' of https://github.com/dpjudas/zdoom
2016-07-30 00:30:27 +02:00
Major Cooke
13fa06fe7a
Renamed GetProximity to CountProximity.
...
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:27:12 +02:00
Major Cooke
167cb28563
Added GetProximity(classname, distance, flags, ptr).
...
- Behaves similarly to A_CheckProximity but returns the count of classname instead of true/false.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-30 00:26:55 +02:00
Leonard2
d0b953cbb7
Added for loops to DECORATE
2016-07-30 00:26:42 +02:00
Leonard2
e2fa8c2257
Added do-while loops to DECORATE
2016-07-30 00:26:41 +02:00
Leonard2
d1749233ec
Added while loops to DECORATE
2016-07-30 00:26:41 +02:00
Leonard2
c4eafc1c38
DECORATE can now handle jump statements
...
break and continue were added but are not yet useable anywhere
This was made general enough so that loops and switch statements that accept breaks/continues can be done without much difficulty as well as goto statements with explicit labels if those are ever wanted
2016-07-30 00:26:41 +02:00
Major Cooke
dfed6ac1fb
Added SpriteAngle and SpriteRotation properties.
...
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
Magnus Norddahl
9bfce5b6ea
Moved post processing effects to its own file
2016-07-30 00:02:26 +02:00
Magnus Norddahl
5849c83028
Added bloom and tonemap to menus
...
Added gl_renderbuffers CVAR that disables render buffers
Added patch shader support to FShaderProgram
Added OpenGL 2 fallback support to render buffers
2016-07-29 21:31:20 +02:00
Magnus Norddahl
0efee85bd8
Added tonemapping and sector based exposure control
2016-07-29 00:36:43 +02:00
Major Cooke
6ada8aa644
Fixed A_CopySpriteFrame not working under certain circumstances.
2016-07-28 15:55:49 -05:00
Leonard2
5907ff662d
Added a new state that the weapon jumps to when it is lowered all the way and the player is currently dead
...
The state is undefined by default to preserve the original behavior of having the weapon layer deleted which modders can now avoid by defining it properly
2016-07-28 17:42:22 +02:00
Magnus Norddahl
50f59bd3c7
Merge remote-tracking branch 'upstream/master' into truecolor
2016-07-28 10:54:44 +02:00
Christoph Oelckers
b8abec4e1f
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-28 09:20:48 +02:00
Christoph Oelckers
759753eadc
- replaced more copystrings with FString.
2016-07-28 09:06:49 +02:00
Christoph Oelckers
66006a5c14
- use an FString to handle the new message.
2016-07-28 08:54:51 +02:00
yqco
58a6d7df1f
Added optional prompt argument to MENUDEF's SafeCommand
2016-07-28 08:41:55 +02:00
MajorCooke
3d9591229e
Added A_CopySpriteFrame(from, to, flags)..
...
- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
2016-07-28 08:39:32 +02:00
Jordon Moss
c0eb8f3b96
Added KILL Script type and associated flags and GameInfo keyword.
...
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
MajorCooke
1322ef2449
Renamed NODEATHJUMP to NODEATHDESELECT.
2016-07-28 08:29:47 +02:00
Leonard2
797f3aec0a
Added a weapon flag to ignore a player's input when dead
...
The reason this is not set by default is because before that anyone could call A_WeaponReady within their Deselect state which would have allowed players to fire even when dead
2016-07-28 08:29:46 +02:00
Leonard2
bcb18cf7d8
Added a flag to prevent the weapon from jumping to its Deselect state when the player dies
2016-07-28 08:29:46 +02:00
alexey.lysiuk
f38f7adf17
Automatic layout for ammo images in alternative HUD
...
When ammo icon is displayed before text its position depends on number of digits in current and maximum amounts
2016-07-28 08:19:31 +02:00
Magnus Norddahl
69f52cc898
Added bloom shaders
2016-07-27 21:50:30 +02:00
Christoph Oelckers
da1762ac2c
- fixed: DoSetMapSection could cause a stack overflow on large maps. Made it iterative instead of recursive to avoid that.
2016-07-27 16:27:40 +02:00
Christoph Oelckers
c9f93d9c88
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-27 11:28:55 +02:00
Magnus Norddahl
e82c38e4f9
Update copyright and typo fix
2016-07-27 11:15:20 +02:00
Magnus Norddahl
aeb7df09de
Added hardware gamma option and improved window handling on Windows
2016-07-27 11:15:19 +02:00
Christoph Oelckers
f67243a40f
- fixed: The NO_CHANGE constant shouldn't have been floatified because this is an input value for action specials which will remain integers.
2016-07-27 08:23:00 +02:00
Christoph Oelckers
071485b22e
- fixed: If the resulting render style, after all adjustments, is None for the weapon sprite, do not attempt to draw it at all.
2016-07-25 11:55:47 +02:00
alexey.lysiuk
4345623e28
Fixed incorrect scaling of particles
...
http://forum.zdoom.org/viewtopic.php?t=52906
2016-07-24 14:25:31 +03:00
MajorCooke
41414830a5
- Fixed: A_Warp never properly positioned actors on floors, if they wound up in or on one
2016-07-24 01:02:21 +02:00
Blue-Shadow
121db8fd37
Fixed: The player failed to unmorph upon resurrection
...
This happened if the morphing was triggered by a PowerMorph power-up.
2016-07-24 00:59:35 +02:00
Blue-Shadow
69a00ddabb
Added TRANSFERTRANSLATION morph flag
2016-07-24 00:56:57 +02:00
Magnus Norddahl
41e959e102
Adds the last texture filter mode (trilinear min filter with nearest magnification)
2016-07-23 18:57:37 +02:00
Christoph Oelckers
2cdc77de34
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-23 10:56:12 +02:00
Christoph Oelckers
54a120d612
- do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present.
...
This solves the most severe occurences of sprites being drawn in front of a portal's contents. It is not a full fix, though, there's still some extreme cases where portals may glitch if some stuff gets between the camera and the actual portal area.
Normally this has to perform a full check of the subsector against the portal's camera-facing linedefs but that's too costly for those rare cases where it may be an issue.
2016-07-23 10:23:34 +02:00
alexey.lysiuk
a1a0bdefff
Added support for older versions of DeHackEd patches
...
Patches from DeHackEd 2.3 and 2.4 are now loaded without warnings/errors
2016-07-23 11:09:52 +03:00
Christoph Oelckers
d405cf5b7c
- fixed: Before rendering a sector stack portal the clipper needs to be completely filled, if the view point's subsector is not inside the portal. If this is not done, some setups where a recursive look into the originating area is possible may exhibit some issues.
2016-07-23 09:47:14 +02:00
yqco
4d6532d303
Added RGF_NORANDOMPUFFZ flag for A_CustomRailgun and A_RailAttack
2016-07-22 02:46:41 -06:00
MajorCooke
35666f1e09
Fixed a nullptr crash with flatsprite actors.
2016-07-21 13:12:59 -05:00
Christoph Oelckers
dd962798a5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-21 12:01:53 +02:00
Christoph Oelckers
fa22acca5d
- fixed: Dehacked's 'Speed' value should be treated as signed when being assigned to a double variable.
2016-07-21 12:01:06 +02:00
Christoph Oelckers
881731d76b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-21 08:28:56 +02:00
Blue-Shadow
c428e376cd
Added INFLICTORDMGTYPE flag to A_Damage* action functions
...
It forces the use of the inflictor's damagetype instead of whatever is
passed to the functions.
2016-07-19 08:34:55 +02:00
Blue-Shadow
d09ec5a930
Added DamageType ACS actor property
2016-07-19 03:16:12 +03:00
Magnus Norddahl
421cd2f403
Merge remote-tracking branch 'upstream/master' into truecolor
2016-07-17 23:36:35 +02:00
Christoph Oelckers
d4352dd1a7
- fixed slope calculation error.
2016-07-17 23:13:10 +02:00
alexey.lysiuk
8369833dc5
Fixed setting of custom color for static text in menu
2016-07-17 17:28:46 +02:00
Leonard2
446bc1018c
Fixed: weapons didn't clear their flash layer when the player died
2016-07-17 17:28:45 +02:00
Leonard2
e482a54389
Fixed a crash with A_ClearOverlays
2016-07-17 14:27:56 +02:00
alexey.lysiuk
39042dc4bf
macOS application controller is now using proper delegate protocol
...
Fixes compilation error with Xcode 8:
cannot initialize a parameter of type 'id<NSApplicationDelegate> _Nullable' with an lvalue of type 'ApplicationController *'
2016-07-17 08:02:55 +02:00
Christoph Oelckers
bce9929c22
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-16 19:57:09 +02:00
Christoph Oelckers
c150116f79
- fixed: When changing weapons due to starting or ending a Tome of Power effect, the PSprite's caller needs to be changed.
...
In this case the PSprite animation won't be changed, only the ReadyWeapon. But in order to work, the PSprite's caller needs to change as well so that the next weapon check does not fail.
2016-07-16 19:55:00 +02:00
MajorCooke
7544adfc91
Combined the target/master/tracer checking into AimBulletMissile.
2016-07-16 17:43:00 +02:00
MajorCooke
376c9b0306
- Optimized handling of puffs in the event they're null.
...
- Only spawn the puff as needed again if the projectile actually spawns.
2016-07-16 17:41:28 +02:00
MajorCooke
02064437c5
Fixed wrong angle/slopes being used and one too many &s for NOINTERACT.
2016-07-16 17:34:17 +02:00
MajorCooke
10fabc3ab7
Cleaned up code. Puffs no longer need ALWAYSPUFF.
...
- A_CustomBulletAttack and A_FireBullets will perform a second P_LineAttack to get a puff which only returns to the previous function after a tracer.
2016-07-16 17:34:17 +02:00
MajorCooke
4750dfd8b6
Added ability to set the puffs directly as the spawned projectile's target, master, and/or tracer.
2016-07-16 17:34:16 +02:00
MajorCooke
cc8e7f8de6
Cleaning finished.
2016-07-16 17:34:16 +02:00
MajorCooke
791852a6bd
Cleaned up.
2016-07-16 17:34:15 +02:00
MajorCooke
3c7e1e0528
- Added the tracer actor spawning for A_FireBullets and A_CustomBulletAttack.
...
The projectiles spawning conditions rely upon the puff successfully spawning.
# Conflicts:
# wadsrc/static/actors/actor.txt
2016-07-16 17:34:15 +02:00
alexey.lysiuk
ee72760f3a
libc++ is now used by the linker too (when applicable)
2016-07-16 17:04:38 +02:00
alexey.lysiuk
58fb993402
Added ability to select ammo image and text display order in alternative HUD
...
Controlled via hud_ammo_order CVAR:
* 0 (default): image and text
* any other value: text and image
2016-07-16 16:15:59 +02:00
alexey.lysiuk
74fc45d7b7
Fixed instant boss brain spawning
...
There was a possibility of division by zero which led to nonsensical spawn time
http://forum.zdoom.org/viewtopic.php?t=52760
2016-07-16 15:39:57 +03:00
Christoph Oelckers
c5db5dff99
- fixed a crash when initializing the GL portal data for an incomplete or inactive portal. Also did a bit of cleanup on this code, the 'delta' member was never used.
2016-07-16 12:45:49 +02:00
Christoph Oelckers
a2f56b6ef5
- This should have been part of an earlier commit, no idea why it wasn't saved...
2016-07-16 09:35:20 +02:00
Jordon Moss
1ef8057fa7
Updated SurfaceSkin to take the path property.
2016-07-16 09:30:26 +02:00
Jordon Moss
6014bde3d0
Renamed PushSpriteFrame to PushSpriteMDLFrame for consistency.
2016-07-16 09:30:26 +02:00
Jordon Moss
8bbc04a46f
Fixed a minor typo in SurfaceSkin validity check.
2016-07-16 09:30:25 +02:00
Jordon Moss
b3b2eb42c6
Added SurfaceSkin MODELDEF property, allows overriding MD3 per-surface skins.
2016-07-16 09:30:25 +02:00
Christoph Oelckers
bc7b439dd0
- addressed: MDL_INHERITACTORPITCH got the direction of the rotation wrong. Fixed by deprecating this flag (and also MDL_INHERITACTORROLL) and introducing proper flags, named MDL_USE*. This not only resolves the issue but also elimintates the nonsensical INHERIT part of the names.
2016-07-16 09:10:18 +02:00
Christoph Oelckers
f4b80a451e
- fixed: The render style specific blend settings were overridden when adding code to ensure proper setup of all properties.
...
It turned out that the only thing that wasn't set is the alpha function, not the blend settings themselves.
2016-07-16 08:57:48 +02:00
Christoph Oelckers
943a799aee
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-16 08:30:33 +02:00
MajorCooke
b121284fc0
Added GAF_SWITCH to GetAngle, inverting the function to get the caller's angle on the pointer instead.
2016-07-14 17:14:17 +02:00
MajorCooke
09175a6a7a
This wasn't supposed to be committed...
2016-07-14 09:55:13 -05:00
MajorCooke
59593e57c6
- Fixed: RGF_ITEMS wasn't considered a part of the RGF_MASK flag.
2016-07-14 09:27:29 -05:00
Leonard2
5c182c7fd7
Fixed a crash with heretic's ChickenPlayer class
2016-07-13 13:01:32 +02:00
Leonard2
05d1df3571
Fixed crashes with the A_CrispyPlayer and A_HandLower action functions
...
Simply using FindPSprite in those functions wouldn't be enough because if a mod is using the firehands layer when they are called this would go very wrong
2016-07-13 13:01:32 +02:00
Leonard2
3ea70980f9
Fixed: the strife firehands were interpolated if a mod used the layer before them
...
The flags were also already reset, no need to do it twice
2016-07-13 13:01:32 +02:00
Leonard2
b8e1bead0a
Removed unneeded checks
...
GetPSprite cannot return a null pointer and calling setstate with a null pointer destroys it
2016-07-13 13:01:32 +02:00
Leonard2
da6e12d5bc
Fixed: the weapon layer offsets were interpolated even after the player switched his weapon
2016-07-13 13:01:32 +02:00
Leonard2
75cb8c00a6
Fixed: the flags weren't properly reset if a mod used the old layers before the code used them
2016-07-13 13:01:32 +02:00
MajorCooke
e56196eb1a
Disable facing camera rotations if the actor is a flat/wall sprite.
...
- It not only looks bad, it also throws off users when trying to make perfectly aligned images since the plane is distorted wildly.
2016-07-13 09:31:22 +02:00
MajorCooke
cc8d84cd5d
Fixed sprites defaulting to rotate around the center instead of the offsets. Seeing how it's still useful however, ROLLCENTER can still be used to center upon actors that are offsetted like monsters.
2016-07-13 09:31:22 +02:00
Christoph Oelckers
2a42c20c8c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-13 09:30:16 +02:00
MajorCooke
7ded355d5d
Added rollcenter compatibility.
2016-07-13 09:29:36 +02:00
Christoph Oelckers
79264cb8cd
- fixed missing QuakeEx parameter conversion.
2016-07-12 19:57:32 +02:00
Leonard2
bdeb233849
Fixed: conditionals didn't properly compile to vm code
2016-07-12 19:50:37 +02:00
Leonard2
bbdc64a955
Fixed bad serialization of float types
...
The value was written twice if it couldn't be reduced to a single precision value
2016-07-12 19:37:00 +02:00
Leonard2
af53f5a825
Properly use the boolean type in function declarations
...
This will get rid of useless casts like 'if (isPointerEqual(x))'
It will also allow for proper casting in parameters like using a state as a boolean which is allowed in if statements for example
2016-07-12 19:36:59 +02:00
Leonard2
371896b2cc
Properly use the boolean type in expressions
...
This fixes things like 'if (GetCVar(x))' not working
2016-07-12 19:36:59 +02:00
subenji
7d1dc46665
Implemented fix discussed in http://forum.zdoom.org/viewtopic.php?f=2&t=52428 rearding UserVar corruption in savegames
2016-07-12 19:36:59 +02:00
Blue-Shadow
1f2c8181bb
Added IfWaterLevel SBARINFO command
2016-07-12 19:36:58 +02:00
Braden Obrzut
e401588f40
- Set -stdlib=libc++ and disable inconsistent-missing-override warning with OS X Clang (the latter may be useful for recent versions of Clang in general, but I can't tell at the moment.)
2016-07-11 01:22:37 -04:00
Magnus Norddahl
19030b555f
Fix sky stretching on widescreen displays
2016-07-06 20:19:01 +02:00
Christoph Oelckers
b2a88c1abd
- fixed: mapthinghexen_t::flags needs to be unsigned.
...
This is necessary so that an incorrectly set 0x8000 bit won't enable all high flags.
2016-07-05 01:17:12 +02:00
Christoph Oelckers
6f57c9c8b1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-04 22:37:12 +02:00
Christoph Oelckers
b81876698f
- changed P_ChangeSector so that for bridges it only keeps the floorz and ceilingz of the spawn position.
...
This is necessary to prevent moving sectors from altering the bridge's z-position. The bridge should remain at its current z, even if the sector change would cause floorz or ceilingz to be changed in a way that would make P_ZMovement adjust the bridge.
2016-07-04 22:36:27 +02:00
Magnus Norddahl
b0e9adfc10
Fix single layer skies by using a cube box rather than a cylinder
2016-07-04 16:33:19 +02:00
Christoph Oelckers
6b0b7ea049
- fixed sprite z coordinate calculation for flatsprites.
2016-07-04 01:00:01 +02:00
Christoph Oelckers
cc784fff14
Merge branch 'rollGZ2' of https://github.com/MajorCooke/zdoom
2016-07-04 00:45:37 +02:00
Christoph Oelckers
279b939521
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-07-04 00:44:52 +02:00
Christoph Oelckers
0b93e9b897
Merge branch 'roll' of https://github.com/MajorCooke/zdoom
2016-07-04 00:43:16 +02:00
Christoph Oelckers
d87665bfe0
- fixed: A_CheckTerrain must add to the actor's current velocity, not set it.
2016-07-04 00:39:35 +02:00
Christoph Oelckers
560c1d5c1c
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-03 13:43:44 +02:00
Christoph Oelckers
d6d9057f1f
- removed the old way to stop the AnimatedDoor interpolation, now that the parent class can be told that we do not want one. This old code was no longer functionsl.
2016-07-03 13:42:54 +02:00
Christoph Oelckers
e42442732a
Merge branch 'master' of https://github.com/rheit/zdoom
2016-07-03 13:39:58 +02:00
Christoph Oelckers
1b6a850bf6
- fixed: DAnimatedDoor's main constructor did not disable ceiling interpolation.
2016-07-03 13:39:33 +02:00
Magnus Norddahl
13ef9a834c
Compile fix for gcc/clang
2016-06-30 13:56:53 +02:00
Magnus Norddahl
d1617fcdf0
GCC compile fixes
2016-06-30 13:45:06 +02:00
Christoph Oelckers
3e3a0cdc3d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-30 12:02:51 +02:00
Christoph Oelckers
7bdb98cc0b
- removed debug stuff.
2016-06-30 11:31:00 +02:00
Christoph Oelckers
fc3682006a
- fixed PointOnSide functions to consider 'on the line' as 'in front of'.
...
The bad code was taken from the 2005 floating point rewrite that, by comparing the value with '> -EQUAL_EPSILON', returned 1 for any value close to 0 (as 'on the line') so it was mistakenly reported as 'behind the line'.
2016-06-30 11:30:32 +02:00
Christoph Oelckers
c6fb35ed52
- added per-item colors for static text items in the menu.
...
For option menus this replaces the 'highlighted' parameter with an actual color, for list menus it adds a new parameter.
2016-06-30 10:27:14 +02:00
Christoph Oelckers
57667c2e0b
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# wadsrc/static/language.eng
2016-06-29 14:58:32 +02:00
Edoardo Prezioso
4defb6e967
- Fix myoffsetof using misaligned pointer access.
...
That could be a problem for particularly pedantic platforms.
2016-06-29 13:04:31 +02:00
MajorCooke
41d20fa6cf
Fixed freeze with A_ClearOverlays.
2016-06-29 12:46:50 +02:00
Christoph Oelckers
6cf96372ba
- fixed: incorrect flag masking for polyobjects disabled all line portals.
2016-06-29 12:46:20 +02:00
Christoph Oelckers
f8ae166281
- fixed return value inversion of FS's ceilingheight and floorheight functions.
2016-06-29 12:46:20 +02:00
Christoph Oelckers
a3450ab824
- removed unused cruft in FS code.
2016-06-29 12:46:19 +02:00
Christoph Oelckers
c6d8125b45
- fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset.
2016-06-29 12:46:19 +02:00
alexey.lysiuk
924b8105c5
Fixed splitting of complex walls in compatibility renderer
...
Example: +warp 2720 -200 -32 on Extreme Terror
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/exterror
2016-06-29 12:34:35 +02:00
alexey.lysiuk
e6a7db99e4
Fixed missing polyobjects in compatibility renderer
2016-06-29 12:23:16 +02:00
alexey.lysiuk
fc8eaab57b
Fixed crash in dynamic lights compatibility renderer
...
Reproduces using -iwad plutonia -file brutalv20b.pk3 +map map07
2016-06-29 12:21:39 +02:00
Christoph Oelckers
17c212d5bc
- disable transparent door render hacks if any of the involved sectors contains floor slopes.
...
These lead to false positives but rarely represent actual hacks.
2016-06-29 12:19:00 +02:00
Magnus Norddahl
335ca12909
Merge remote-tracking branch 'upstream/master' into truecolor
2016-06-27 12:29:23 +02:00
Christoph Oelckers
a99ff71d18
Merge branch 'master' of c:\programming\doom-dev\zdoom
2016-06-27 12:01:48 +02:00
Christoph Oelckers
8e3263a433
- fixed return value inversion of FS's ceilingheight and floorheight functions.
2016-06-27 12:01:11 +02:00
Magnus Norddahl
7a65a0f595
Made mipmapping a little less aggressive
2016-06-27 11:57:27 +02:00
Magnus Norddahl
200d357b0d
Linear filtering bug fix
2016-06-27 11:43:24 +02:00
Magnus Norddahl
8f38d3af99
Replaced the bicubic interpolation filter with a simple sharpening filter
2016-06-27 10:49:15 +02:00
Magnus Norddahl
6c037fa249
Throwing templates at the code redundancy problem in drawers
2016-06-26 21:23:32 +02:00
Magnus Norddahl
928e8e0d43
Improved linear filtering performance by adding a lookup table
2016-06-26 12:53:10 +02:00
Magnus Norddahl
4fd127651d
Fixed fuzz drawer crash
2016-06-26 06:54:32 +02:00
Magnus Norddahl
3b6d177787
Added bicubic interpolation when generating mipmaps
2016-06-25 12:14:15 +02:00
Magnus Norddahl
7705463966
Improved linear filtering of walls
...
Fixed some crash bugs
Added mipmap and filtering options to the display menu
2016-06-25 10:33:35 +02:00
Magnus Norddahl
8ec420a597
Added support for more texture filtering control
2016-06-24 19:05:04 +02:00
Magnus Norddahl
b7f32d1bfc
Added LoopIterator to the drawt family of drawers
2016-06-24 18:05:32 +02:00
Magnus Norddahl
698b5f3db1
Simplify drawer code by creating loop iterators
...
Fixed blending bug
2016-06-24 11:37:51 +02:00
Christoph Oelckers
96272fc8b8
- removed unused cruft in FS code.
2016-06-22 13:37:35 +02:00
Christoph Oelckers
4e1c53af91
- fixed FraggleScript's resurrect function to call AActor::Revive to ensure that everything gets reset.
2016-06-22 13:35:03 +02:00
Magnus Norddahl
7a0c801a18
Added mipmapping to wallscan
2016-06-22 08:23:16 +02:00
Magnus Norddahl
ca9d8e580e
Increase command queue memory pool to 16 MB and make it flush if its exhausted
2016-06-22 00:51:16 +02:00
Magnus Norddahl
db4cba239a
Renamed member variable to make it compile with gcc
2016-06-22 00:27:12 +02:00
Magnus Norddahl
e294906d69
Voxel support in true color mode
2016-06-22 00:22:06 +02:00
Magnus Norddahl
f81042b3e2
Fix warning generated by gcc
2016-06-21 22:10:04 +02:00
Magnus Norddahl
4142b6ed1b
GCC compile fix
2016-06-21 22:03:34 +02:00
Magnus Norddahl
c235de5c22
Native mipmap support to FTexture
2016-06-21 21:55:08 +02:00
Christoph Oelckers
af20f31b94
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-21 10:46:12 +02:00
Christoph Oelckers
4899c405c3
- fixed: all non-ZDoom compatibility profiles need compat_maskedmidtex set.
...
This was neither fixed in Boom nor MBF.
2016-06-21 10:45:17 +02:00
MajorCooke
613fa4c9e4
Fixed: GetDistance was missing the original Z check disabling introduced in commit bd16ccb
.
2016-06-21 10:14:25 +02:00
Magnus Norddahl
d15af1524c
Added mipmap support for floor and ceiling
2016-06-21 09:38:47 +02:00
Magnus Norddahl
c1b5ba5b90
Added SSE versions of bilinear filtering
2016-06-21 06:22:43 +02:00
MajorCooke
9df65f73fc
Localized the input checker into P_Thing_CheckInputNum now called by both ACS and DECORATE..
2016-06-20 09:41:46 -05:00
MajorCooke
26408a5043
Switched the pointer to AAPTR_DEFAULT.
2016-06-20 09:11:38 -05:00
MajorCooke
85a34bbb88
Added GetPlayerInput(int numinput, int ptr = AAPTR_PLAYER1).
...
- Works exactly like the ACS version, but with pointers instead. The pointer can be anything, so long as it can be identified as a player.
2016-06-20 08:49:57 -05:00
Edoardo Prezioso
6384e81d0f
- Add support for Skulltag ACS IsNetworkGame.
...
Once known as PlayerOnTeam, then it became IsMultiplayer, but Skulltag code ignored emulated multiplayer, hence the new and clearer name.
2016-06-20 09:34:41 +02:00
Magnus Norddahl
c70aa1fe99
Added bilinear filtering
2016-06-20 08:24:02 +02:00
Magnus Norddahl
6daeb5a158
Blend mode fixes
2016-06-20 02:36:54 +02:00
MajorCooke
e02ed3a6f7
Take in the targeter layers if someone disables the safety and uses 0 for start and stop.
2016-06-20 01:15:51 +02:00
MajorCooke
ecfa7415b3
This small change was left out by mistake.
2016-06-20 01:15:51 +02:00
MajorCooke
30880aab79
And a bit more optimization...
2016-06-20 01:15:50 +02:00
MajorCooke
2b91db7b3a
Refactored A_ClearOverlays.
2016-06-20 01:15:50 +02:00
MajorCooke
dd410876cf
Added A_ClearOverlays(int start, int stop, bool safety).
...
- Clears a set of overlays in ranges [start,stop]. If unspecified, wipes all non-hardcoded layers. Safety determines whether to affect core layers or not (i.e. weapon). Returns the number of layers cleared.
Added no override boolean to A_Overlay and a boolean return type.
- If true, and a layer already has an active layer, the function returns false. Otherwise, sets the layer and returns true.
2016-06-20 01:15:49 +02:00
Magnus Norddahl
d3bc68a160
Disabled the AVX intrinsics
2016-06-19 23:37:22 +02:00
Magnus Norddahl
b322043724
Merge remote-tracking branch 'upstream/master' into truecolor
2016-06-19 23:13:16 +02:00
Magnus Norddahl
e72a032a11
Fixed alpha channel issue with textures
2016-06-19 23:12:10 +02:00
Magnus Norddahl
38aba81dcc
Added more SSE drawers
2016-06-19 23:11:41 +02:00
Edoardo Prezioso
2f6c98ead3
- Added support for old Skulltag ACS PlayerTeam.
2016-06-19 22:57:42 +02:00
Edoardo Prezioso
de55d693f9
- Fixed ACS Singleplayer for non-net multiplayer.
2016-06-19 12:59:46 +02:00
Christoph Oelckers
8cf150e68a
- set up portal rotations in the finalizing step, not during initialization.
...
Anything earlier may miss some information required to do this correctly.
2016-06-19 12:40:38 +02:00
Christoph Oelckers
da05dfa72e
fixed: Polyobject-based line portals may not cache their angle as it may change at any time.
2016-06-19 12:32:45 +02:00
Edoardo Prezioso
4e148f00e6
- Fixed wrong Skulltag ConsoleCommand pcode name.
...
Also report this pcode as not supported by the program.
2016-06-19 12:01:29 +02:00
Christoph Oelckers
b364926e93
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-19 11:53:17 +02:00
Christoph Oelckers
cebd877191
- fixed the center point calculation for triangular sectors.
...
The old method does not work as expected with the higher precision of doubles, so instead just average the 3 vertex positions to get the triangle's center.
2016-06-19 11:48:20 +02:00
alexey.lysiuk
2813a22740
Fixed inconsistent state of lights in compatibility renderer
2016-06-19 11:19:31 +03:00
Magnus Norddahl
3f905197d0
Moved vectorized drawers to their own files
2016-06-19 07:40:01 +02:00
Christoph Oelckers
7b99c883e1
- use the exact same semantics and methods to handle player visibility as in the software renderer.
...
This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
Magnus Norddahl
3e7eb79729
Added some experimental AVX2 drawers
2016-06-18 11:17:59 +02:00
Christoph Oelckers
849ee50689
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-18 10:01:44 +02:00
Christoph Oelckers
87d27b8db3
- fixed some crash issues with recent changes.
2016-06-18 10:01:24 +02:00
Magnus Norddahl
e7cdcd9c0a
Change to one pass rendering to remove fuzz artifact
2016-06-18 05:20:34 +02:00
Edoardo Prezioso
56508a2d82
- Avoid issues with misused Strife actions.
2016-06-17 23:09:34 +02:00
Leonard2
24c73071f4
Fixed a crash with A_JumpIfNoAmmo
...
Non-weapon layers can pass the caller check even when there is no ReadyWeapon
2016-06-17 18:36:57 +02:00
Leonard2
68c483c041
Renamed the weapon action function caller check to ACTION_CALL_FROM_PSPRITE to avoid confusion
...
This was always checking for every psprites rather than just weapon layers
2016-06-17 18:36:57 +02:00
Leonard2
abc7113e09
Removed the INSTATECALL flag because it is now unused and was replaced by stateinfo
2016-06-17 18:36:57 +02:00
Christoph Oelckers
92e2ce2aef
- adjustments for weapon rendering in GL.
...
This adds support for the new weapon state code and fixed some lighting calculations.
Note that this currently will not allow combination of HUD models with other sprite frames yet.
2016-06-17 17:21:42 +02:00
Christoph Oelckers
b7d13c0711
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-17 16:18:24 +02:00
Christoph Oelckers
8ca07443f1
- fixed: Sprite splitting at 3D floors must set the fog parameters for the new light level.
2016-06-17 16:16:31 +02:00
Christoph Oelckers
05fabbe294
- fixed: G_InitNew may only clear the hub statistics when it is not called during loading of a savegame.
2016-06-17 16:14:58 +02:00
Christoph Oelckers
2c928a2cda
- fixed: Strife's firehands' coordinates need WEAPONTOP being added because it cannot be taken from the main weapon layer which no longer exists when the hands appear.
2016-06-17 15:26:00 +02:00
Magnus Norddahl
4ef2fb3cdb
Fixed multithreaded rendering issue with the fuzz effect
2016-06-17 14:45:52 +02:00
Christoph Oelckers
018615ca0d
- fixed weapon-based Psprite adjustment to always use the weapon this was called from and make non-weapon specific checks only exclude the targeter.
2016-06-17 14:14:35 +02:00
Magnus Norddahl
822bbd5b9a
Fuzz (invisibility) adjustments
2016-06-17 13:40:23 +02:00
Magnus Norddahl
f53e468f3f
Fixed fill column rgba drawers
2016-06-17 12:38:00 +02:00
Magnus Norddahl
35c078dc1e
Screenshot fix
2016-06-17 11:24:21 +02:00
Magnus Norddahl
12a50c140c
Fix animated textures not updating in swtruecolor mode
2016-06-17 10:47:30 +02:00
Edoardo Prezioso
574f2936d4
- Fixed GCC/Clang compiler errors and warnings.
2016-06-17 10:19:03 +02:00
Magnus Norddahl
5963f29afd
Added missing SetUpdated
2016-06-17 10:16:34 +02:00
Magnus Norddahl
000008e04d
Fixed empty canvas in kdizd intermission screen
2016-06-17 10:14:33 +02:00
Magnus Norddahl
3089043b07
Fixed typo
2016-06-17 08:28:30 +02:00
Magnus Norddahl
3369a2747c
Merge remote-tracking branch 'upstream/master' into truecolor
...
# Conflicts:
# src/r_things.cpp
2016-06-17 08:23:42 +02:00
Magnus Norddahl
fee8650357
Add r_multithreaded and fix color issue
2016-06-17 08:02:41 +02:00
Christoph Oelckers
cfaa3e3fa9
- changed action function interface so that callers can be identified directly, instead of guessing it from looking at the parameters.
...
With arbitrary PSP layers the old method was no longer safe because the layer ID was not available in the action function.
2016-06-16 16:16:27 +02:00
Christoph Oelckers
7ccdbf9b62
Merge branch 'PSprites'
2016-06-16 16:16:16 +02:00
MajorCooke
c9f4620702
Reimplemented P_SetPsprite.
2016-06-16 07:24:00 -05:00
Xaser Acheron
de0301a704
split bfg self-damage code into its own function, A_RadiusDamageSelf
2016-06-16 00:43:07 +02:00
Xaser Acheron
481ef7a5b5
added SMMU-BFG11k-style 'damrad' property to A_BFGSpray
2016-06-16 00:43:07 +02:00
Xaser Acheron
8e8248284a
added BFGF_HURTSOURCE and BFGF_MISSILEORIGIN to A_BFGSpray
2016-06-16 00:43:06 +02:00
MajorCooke
2d4eb8dde4
- Added limit parameter to A_RailAttack and A_CustomRailgun.
2016-06-14 18:20:43 -05:00
Magnus Norddahl
77c4786b9d
Minor code cleanup
2016-06-14 23:05:20 +02:00
Magnus Norddahl
9c8c1e0ea5
Fixed window transparency bug
2016-06-14 00:27:08 +02:00
Magnus Norddahl
586d5cdf1e
Normalize naming convention a little
2016-06-13 23:33:52 +02:00
Magnus Norddahl
69b2fa72e8
Moved RGBA draw stuff to its own header file
2016-06-13 23:10:54 +02:00
Magnus Norddahl
8ba6a4f175
Precache, Unload and FillSimplePoly bug fix
2016-06-13 21:39:55 +02:00
Christoph Oelckers
f1597a5d26
- fixed: Trace should set CrossedWater only if a water surface actually is crossed, i.e. the start of the trace and the end of the trace are on different sides of the surface.
...
This was incorrectly spawning splashes when shooting inside a deep water sector, but in most cases the splash just was not visible. It could become visible if its position got clipped by a nearby one-sided wall.
2016-06-13 21:30:58 +02:00
Magnus Norddahl
3ce2d8365d
Fix HUD colors when hw2d is off
2016-06-13 20:01:31 +02:00
Magnus Norddahl
e31331bed2
Sloped plane adjustments
2016-06-13 19:09:48 +02:00
MajorCooke
82bc5e7bd1
Fixed wrong token for Light keyword.
2016-06-13 09:50:12 -05:00
Christoph Oelckers
d74584e5b2
- fixed: DAnimatedDoor must not start an interpolation on the door sector's ceiling.
2016-06-13 13:58:39 +02:00
Magnus Norddahl
cc10c2a970
Fix cameras and kdizd intro for true color mode
2016-06-13 03:16:48 +02:00
Magnus Norddahl
0f0859b0b2
Special colormap support for when no hw accel is available
2016-06-12 22:54:23 +02:00
Magnus Norddahl
350857a9f6
Fixed fuzz effect when using multiple cores
2016-06-12 19:19:44 +02:00
Braden Obrzut
624c935385
- Fixed: Floating point conversion error in SBarInfo DrawBar which broke interpolation.
2016-06-12 06:28:50 -04:00
Christoph Oelckers
b8e392eaa5
- do not try to load empty BEHAVIOR lumps.
...
These would otherwise print an error message but there's a lot of maps out there which only have an empty entry to mark the map as Hexen format.
2016-06-12 11:45:25 +02:00
Magnus Norddahl
42efc7334e
Fix missing particles in true color mode
2016-06-12 00:50:43 +02:00
Magnus Norddahl
351874be30
Merge remote-tracking branch 'upstream/master'
2016-06-12 00:08:05 +02:00
Christoph Oelckers
373c59f924
- fixed inverse sign for rocket trail particle movement.
2016-06-12 00:05:23 +02:00
Christoph Oelckers
db2cef96d6
- removed unnecessary FLOAT2FIXED call in particle code.
2016-06-11 23:43:07 +02:00
MajorCooke
4c8028d64b
- Fixed a discrepancy with A_FaceMovementDirection involving pitch adjustments going the wrong way both in motion, and standing still.
2016-06-11 14:07:27 -05:00
Magnus Norddahl
40b76dc9b0
Apply gamma when using true color output on Linux and Mac
2016-06-11 18:41:56 +02:00
Christoph Oelckers
9eb18a9e45
Merge branch 'master' of https://github.com/rheit/zdoom
2016-06-11 17:15:55 +02:00
Magnus Norddahl
5ae8e9e8c2
Fix missing colormap lookup
2016-06-11 16:17:30 +02:00
MajorCooke
fb286d1737
- Changed endsize to sizestep. Endsize affected more things than I thought it would.
2016-06-11 08:05:29 -05:00
Leonard2
ebe3f23677
Added GetCVar(string name)
...
Works like ACS's GetCVar
2016-06-11 10:15:49 +02:00
MajorCooke
d8bf958a06
Fixed: Frozen particles would still be deleted when frozen instead of doing nothing with.
2016-06-11 10:00:50 +02:00
MajorCooke
f787056198
- Added endsize parameter and SPF_NOTIMEFREEZE for A_SpawnParticle.
...
SPF_NOTIMEFREEZE processes particles with this flag regardless of time freeze. The endsize parameter changes the scale of the particle to that size throughout its lifetime linearly.
2016-06-11 10:00:50 +02:00
Magnus Norddahl
a6d696bbfd
Undo removal of wallscan_np2 and wallscan_np2_ds
2016-06-11 00:50:36 +02:00
Magnus Norddahl
d5331e6095
Wallscan fix
2016-06-10 22:22:40 +02:00
Magnus Norddahl
07571da98c
Improved how threaded rendering is handled
2016-06-10 18:43:49 +02:00
Magnus Norddahl
ffcfe0b54f
Fix warning
2016-06-10 17:08:45 +02:00
Magnus Norddahl
9420826094
Merge remote-tracking branch 'upstream/master'
2016-06-10 16:59:20 +02:00
Magnus Norddahl
27156eb60a
Linux compile fixes and missing variable declarations
2016-06-10 16:32:47 +02:00
Magnus Norddahl
103a6baac5
Support for drawing in multiple passes
2016-06-10 15:57:31 +02:00
Magnus Norddahl
6c70eaea2f
Add jpeg bgra support
2016-06-10 15:56:50 +02:00
Magnus Norddahl
24f846f702
Bug fixes
2016-06-10 14:25:56 +02:00
Magnus Norddahl
05b6fe6174
Added true color texture support for walls and floors
2016-06-10 13:50:34 +02:00
Christoph Oelckers
c4d8950a7f
- fixed: APROP_Friction was missing a 'break'.
2016-06-10 13:23:23 +02:00
Magnus Norddahl
c59db95cc8
Rewrote wallscan to fix buffer overruns and code duplication.
2016-06-09 23:12:38 +02:00
Christoph Oelckers
ef86b3975a
- added 'strictdecorate' CVAR. If this is set to 'true', any DECORATE error that had to be demoted to a warning for backwards compatibility will be treated as an actual error.
2016-06-08 10:56:11 +02:00
Christoph Oelckers
cf21bb1524
- reinstated abort-on-error for any problem that gets reported during DECORATE code generation.
...
- fixed: DECORATE allowed a silent conversion from names to integers.
In old versions the name was converted to 0, since the scripting branch to the name index. Reverted to the old behavior but added a warning message.
2016-06-08 10:46:35 +02:00
Magnus Norddahl
c452d02573
Added multicore rendering to true color drawers
2016-06-07 15:25:11 +02:00
Magnus Norddahl
c5fcfb664f
Changed rgba renderer to use a command queue system for its drawers
2016-06-07 00:55:52 +02:00
Christoph Oelckers
1703842a94
- fixed some issues with teleport fog:
...
* many calls didn't use TELEFOGHEIGHT, mostly those coming from external code submissions that never were tested on anything but Doom. Addressed by adding this value inside P_SpawnTeleportFog and making the distinction between projectiles and non-projectiles from P_Teleport also part of this function.
* there were still a few places which spawned the teleport fog directly, skipping all the added features of P_SpawnTeleportFog.
2016-06-06 10:48:40 +02:00
MajorCooke
b2d2389343
Fixed: Slanted flat + roll sprites didn't take DONTFLIP into account.
2016-06-05 15:51:23 -05:00
MajorCooke
53837de17d
Added DONTFLIP flag.
...
- By default, when viewing a flat sprite from behind, the image is flipped around on the X axis. This may not always be desired, so this flag disables it.
2016-06-05 15:21:19 -05:00
MajorCooke
e58c6de7d6
DONTFLIP flag prevents the backside from flipping over.
2016-06-05 15:14:40 -05:00
alexey.lysiuk
c176d38b7e
Fixed compilation with Clang
2016-06-05 19:41:08 +03:00
Magnus Norddahl
c058ab9cc9
Fixed non-standard __m128i usage in SSE_SHADE
2016-06-05 17:34:51 +02:00
Magnus Norddahl
0c8c9e0aea
Added FDynamicColormap support to true color mode
2016-06-05 14:08:03 +02:00
alexey.lysiuk
56ce6abbc2
Fixed splitting of walls in compatibility renderer
...
Any wall adjacent to 3D floor sector were not rendered at all
2016-06-05 12:38:23 +03:00
Christoph Oelckers
8a08fb2f6a
- fixed nullptr/bool mixup.
2016-06-04 20:52:56 +02:00
Magnus Norddahl
af02bafdeb
Fixed missing some columns in transparency rendering
2016-06-03 22:57:36 +02:00
Leonard2
0b88bae458
The strife firehands now make proper use of the psprite layers
2016-06-03 19:46:31 +02:00
Leonard2
afa708c138
Allow psprite layers to be manipulated directly from the player's own body
2016-06-03 19:18:58 +02:00
Magnus Norddahl
373b59b94f
Fix dovline4 being a define on X64_ASM
2016-06-03 14:06:44 +02:00
Magnus Norddahl
6160675e08
Added a few more SSE drawers
2016-06-03 12:42:08 +02:00
Leonard2
eeff17c550
Account for this on the renderer's side instead
...
This fixes the weapon's layer behaving differently when called from
A_Overlay (the flag would be set in this case breaking the offsets)
2016-06-03 00:50:12 +02:00
Leonard2
543414d31f
Added 2 new layer flags: PSPF_CVARFAST and PSPF_POWDOUBLE
...
These flags allowed to easily restore a lost part of the targeter layers
behavior
2016-06-03 00:50:11 +02:00
Leonard2
bc334ccc9f
Avoid creating the targeter layers if the inventory item isn't attached to
...
its owner yet
2016-06-03 00:50:11 +02:00
Leonard2
e1f139ddcd
The targeter layers now use a proper Caller
...
This will avoid having to check for certain stuff and also allow them to not be destroyed when the ReadyWeapon is null like before
2016-06-03 00:50:10 +02:00
Leonard2
8244d2c844
Make sure never to call GetPSprite when the ReadyWeapon is null
2016-06-03 00:37:55 +02:00
Leonard2
9ee5e57340
Call GetPSprite here to update the ReadyWeapon but avoid doing so if it
...
is null
TickPSprites will take care of destroying the weapon/flash layers if the
ReadyWeapon is null
2016-06-03 00:37:54 +02:00
Leonard2
f14a840777
The ReadyWeapon is now assumed to not be null
2016-06-03 00:37:54 +02:00
Magnus Norddahl
7142faf41d
Minor compile error fixes when X86_ASM is defined
2016-06-02 21:39:44 +02:00
Magnus Norddahl
02a39ef457
Added bgra support to SDL target
2016-06-02 20:05:08 +02:00
Leonard2
8668719bbc
Revert "- re-added P_SetPSrite."
...
This reverts commit e6d89b9f71
.
2016-06-02 20:02:03 +02:00
Leonard2
d933f77bf5
Fixed: the game could crash if some inventory items were destroyed in a
...
certain way
2016-06-02 20:00:22 +02:00
Magnus Norddahl
672b80898b
Moved ColormapNum to visstyle_t and changed colormap to BaseColormap
2016-06-02 19:26:27 +02:00
Magnus Norddahl
41537a50ab
Fix true color light calculation bug for decals
2016-06-02 16:52:41 +02:00
Magnus Norddahl
47f32d03cd
Fixed some light and blending functions for the true color mode
2016-06-02 14:49:03 +02:00
Christoph Oelckers
2afadb0108
- fixed: ADehackedPickup was missing NULL pointer checks in nearly all methods that used RealPickup.
...
Some DECORATE hacks make it possible that this does not contain a valid pointer when these methods are called.
2016-06-01 23:41:34 +02:00
Christoph Oelckers
18ebe92cfc
Merge branch 'master' of https://github.com/rheit/zdoom
...
# Conflicts:
# src/g_level.cpp
2016-06-01 11:45:57 +02:00
Christoph Oelckers
26a15d0ccc
- delete thinkers before starting to restore the savegame data to avoid interference of the old thinkers' Destroy() method with the newly loaded data.
...
Note that even with this change it is still not possible to unarchive any thinker pointers before the thinker list has been loaded as it would create broken lists.
2016-06-01 11:43:56 +02:00
Christoph Oelckers
978e522fb4
- fixed: portal-related sound calculations offset the sound in the wrong direction.
2016-06-01 11:14:25 +02:00
Christoph Oelckers
14e4a64c82
- fixed: Destroying a SkyViewpoint disabled all sector portals.
2016-06-01 10:10:18 +02:00
Magnus Norddahl
4f635983fc
Add bgra support to OS X target
2016-06-01 08:54:39 +02:00
Magnus Norddahl
b9d7a98aec
Change swtruecolor cvar to take effect immediately
2016-06-01 06:02:37 +02:00
Magnus Norddahl
e929eec80f
Make x86 asm aware of swtruecolor
2016-06-01 05:28:14 +02:00
Magnus Norddahl
05220a7133
Added IsBgra() to DCanvas
...
Changed SWRender output format to be decided by IsBgra()
2016-05-31 09:36:18 +02:00
Magnus Norddahl
045bad1b52
Removed the need for the pixel_canvas_t typedef
2016-05-31 05:31:32 +02:00
Magnus Norddahl
20b7743ec3
Added R_SetColorMapLight and R_SetDSColorMapLight
2016-05-31 01:49:39 +02:00
Magnus Norddahl
7080180d47
Added menu option for toggling true color output on and off
2016-05-30 13:32:24 +02:00
Magnus Norddahl
8aabc26cd9
Created standalone rgba drawing functions
2016-05-30 05:52:15 +02:00
alexey.lysiuk
5348a15b75
Added option to control dynamic loading of OpenAL
...
Dynamic loading is enabled by default, set DYN_OPENAL to OFF to link with static or dynamic library
# Conflicts:
# src/sound/oalsound.cpp
# src/sound/oalsound.h
2016-05-29 14:25:04 +02:00
Edoardo Prezioso
243030046a
- Fixed issues with invalid GetMaxInventory calls.
2016-05-29 12:50:37 +02:00
Christoph Oelckers
44f09edf4c
- fixed: monsters cannot crouch, so their crouch factor has to be 1, as 0 would yield incorrect results if the value is used in subsequent calculations (e.g. adjusting a trajectory to a target which can be or may not be a player.)
2016-05-29 12:48:27 +02:00
MajorCooke
bb91723174
- Added GetCrouchFactor(ptr).
...
Gets the crouch factor of a player. Can be set to target/master/tracer, as long as it's a player. Defaults to the first player.
2016-05-29 12:43:46 +02:00
MajorCooke
2719905ade
- Added source and inflictor parameters to all A_Damage/Kill functions.
...
- Source is the actor to blame for the cause of damage (monster infighting for example). For missiles, modders should consider setting to AAPTR_TARGET.
- Inflictor is the actor doing the damage itself. Note that by changing this, it will take into account the flags on the pointed actor.
2016-05-29 12:40:17 +02:00
MajorCooke
33ddbe8ab3
Added SKYEXPLODE support for P_LineAttack on horizons.
2016-05-29 12:38:37 +02:00
Benjamin Moir
6633e41cca
added CheckProximity to ACS
2016-05-29 12:38:37 +02:00
alexey.lysiuk
89016020a8
Used ISO Latin 1 encoding for title text in startup window on OS X
...
Windows version uses ANSI_CHARSET to handle the corresponding text
This solves the problem like in https://github.com/alexey-lysiuk/gzdoom/issues/63 :
*** Assertion failure in -[NSTextFieldCell _objectValue:forString:errorDescription:], /Library/Caches/com.apple.xbs/Sources/AppKit/AppKit-1404.47/AppKit.subproj/NSCell.m:1684
Invalid parameter not satisfying: aString != nil
2016-05-29 10:58:12 +03:00
Magnus Norddahl
6e53c1bd12
Change render target output from PAL8 to BGRA8
2016-05-28 20:40:33 +02:00
Christoph Oelckers
4940f0249d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-28 20:33:29 +02:00
Christoph Oelckers
fc25a74a03
- fixed: In case of a crash the buffered console output was not dumped to the rich edit control so it never got into the crash log.
2016-05-28 20:11:19 +02:00
Leonard2
360ad7a844
Replaced every remaining instances of the old layer names
2016-05-28 01:19:42 +02:00
Leonard2
2f5ae3b51e
Changed the default layer indices and renamed them
...
Note that this doesn't compile yet
2016-05-28 01:19:41 +02:00
Leonard2
c82620129c
Added A_OverlayFlags
...
Allows psprites to follow the weapon and/or the player's bobbing
2016-05-28 01:19:40 +02:00
Christoph Oelckers
c0fe86028d
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-27 23:47:19 +02:00
Leonard2
8f360f3bea
Small refactor
2016-05-27 23:37:35 +02:00
Leonard2
b220db4ebe
Fixed: a layer's movements weren't interpolated in some cases
...
The old position members would be incorrectly updated if a layer sets another layer's offsets and this layer ticks before the other
2016-05-27 23:37:34 +02:00
Leonard2
bca9829950
Fixed: a few members weren't properly initialized
...
This could go wrong if a layer had only one state of -1 tics
2016-05-27 22:58:27 +02:00
Leonard2
599fa7cfd1
Fixed: it was no longer possible to set the flash state in the very first
...
weapon's state
This was due to an oversight in my first commit
2016-05-27 22:31:18 +02:00
Christoph Oelckers
d43ea33031
- fixed: A_CustomBulletAttack may not rely on the parameter default setter to get a valid puff. This must be checked explicitly in the functions body to ensure it is never NULL.
2016-05-27 11:39:44 +02:00
Christoph Oelckers
b926cf35d5
- fixed: The portal init code should only delete REJECT if there's actually some portals to consider.
2016-05-27 09:45:17 +02:00
Christoph Oelckers
19003a7973
- fixed: The node builder's FindMapBounds function included all vertices generated by the node builder.
...
This could cause problems on maps with bogus nodes so it's better to only check vertices that are referenced by a linedef.
2016-05-27 09:38:33 +02:00
Christoph Oelckers
34c67b9eae
- fixed: The NoiseList array was not cleared before use.
2016-05-27 00:00:27 +02:00
Christoph Oelckers
ded479b1a5
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-25 12:02:37 +02:00
Christoph Oelckers
cc685e982b
- fixed: interactive line portals were always deactivated, regardless of alignment type.
2016-05-25 11:36:23 +02:00
Christoph Oelckers
f241d9773a
- made P_NoiseAlert non-recursive to avoid stack overflow problems in large open-area maps with a high sector count.
2016-05-25 11:30:11 +02:00
Christoph Oelckers
72a3257400
- fixed: DIntermissionScreen::Init did not handle non-existent strings in the string table and crashed on a NULL pointer.
2016-05-25 01:45:55 +02:00
Christoph Oelckers
a0dc4ae738
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-24 13:53:52 +02:00
Christoph Oelckers
49234b1fc3
- fixed: UpdateRenderSectorList did some bad calculations for checking portal plane order.
2016-05-24 13:53:29 +02:00
Christoph Oelckers
e6d89b9f71
- re-added P_SetPSprite.
...
For debugging purposes it's better to have this as a function.
2016-05-24 13:05:43 +02:00
Christoph Oelckers
d058820c65
- fixed scroll speed calculation for Heretic.
2016-05-24 10:01:57 +02:00
Christoph Oelckers
d70601471a
- fixed the spawn position of Strife's sentinel's attack's trail.
2016-05-24 09:37:01 +02:00
Christoph Oelckers
3bde8824a3
- fixed A_Burst's velocity calculation.
2016-05-24 09:32:30 +02:00
MajorCooke
1b1195df6a
- Added limit parameter to A_RadiusGive.
...
- The function ends operation if the number of successfully given actors reaches this count.
2016-05-23 21:11:26 -05:00
alexey.lysiuk
aa6753383d
Fixed fullscreen mode on non-default monitor in OS X backend
...
Fullscreen window was incorrectly placed on the main screen instead of the current one
Honestly I have no idea what was the reason behind that [NSWindow setFrameOrigin:] call
Apparently it's redundant and moreover it's incorrect for multi-monitor configuration
2016-05-22 13:22:07 +03:00
Christoph Oelckers
ae31e0ba72
- changed the default key name string because '#' is used as a comment in the config files.
2016-05-22 12:20:46 +02:00
Christoph Oelckers
db944df467
- fixed 3D floor rendering with nearby slopes.
2016-05-22 12:15:14 +02:00
Christoph Oelckers
eed32ee285
- fixed: The friction calculations for terrain based friction had some fixed/float mixups.
2016-05-22 12:11:39 +02:00
Christoph Oelckers
e43c9826dd
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-22 09:31:48 +02:00
Christoph Oelckers
36dfa97802
- fixed: Polyobjects did not save their specialdata pointer.
...
- fixed: DMovePoly did not save its m_Speedv member.
# Conflicts:
# src/version.h
2016-05-22 01:27:05 +02:00
Christoph Oelckers
f184438032
- fixed: Polyobjects did not save their specialdata pointer.
...
- fixed: DMovePoly did not save its m_Speedv member.
2016-05-22 01:26:13 +02:00
Christoph Oelckers
d767d10322
- made PSprites submission GC aware.
2016-05-21 13:11:43 +02:00
Christoph Oelckers
4781b73d5b
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-21 01:09:21 +02:00
Leonard2
8c205ebac3
Added A_OverlayOffset
...
Like A_WeaponOffset except it can access any psprites
2016-05-20 17:04:45 +02:00
Leonard2
1ecfb5897b
Added A_Overlay
2016-05-20 17:04:45 +02:00
Leonard2
1966b61b8f
Generalized the psprites implementation
2016-05-20 17:04:44 +02:00
Christoph Oelckers
bd396ccb7c
- made P_Move's multiple-step movement portal and teleporter-aware.
2016-05-20 13:30:10 +02:00
Christoph Oelckers
428bd52295
- fixed: It was not possible to step through a ceiling portal into the upper sector.
2016-05-20 13:10:42 +02:00
Gaerzi
68c5191798
Add GOG path for SVE
...
Since GOG.com is finally offering this game.
2016-05-20 02:18:48 +02:00
Christoph Oelckers
5017a192eb
- fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights.
2016-05-19 12:22:39 +02:00
Christoph Oelckers
13da14e915
- disable dynamic lights on additively blended surfaces because it doesn't look good at all.
2016-05-18 22:20:18 +02:00
Christoph Oelckers
ea62d4c2d1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-18 21:47:42 +02:00
Christoph Oelckers
78055733c8
- fixed: automap markers were scaled too small
2016-05-18 21:25:58 +02:00
Christoph Oelckers
f22adcc398
- be more thorough with Eternal Doom MAP03. The compatibility option does not seem to fully solve the problem, so let's just clear the tags in the bogus stair sectors.
2016-05-18 21:06:07 +02:00
Christoph Oelckers
9e0301c1a1
- prevent message spam with no MIDI devices.
2016-05-18 13:11:01 +02:00
Christoph Oelckers
7642c2cdaa
- fixed: Opening a non-existent menu left the engine in an invalid state.
2016-05-18 12:02:54 +02:00
Christoph Oelckers
3dcb05e5d2
- fixed: Lock #255 was inaccessible for LOCKDEFS.
2016-05-18 11:56:39 +02:00
Christoph Oelckers
a7fd04a235
Merge branch 'master' of https://github.com/kcat/zdoom
2016-05-18 11:48:27 +02:00
MajorCooke
115dbd0b58
- Added A_WeaponOffset(x = 0, y = 32, flags).
...
- Places the weapon offset by the defined x and y. Both are floats. This stacks with weapon bobbing.
- WOF_KEEPX: Don't change the X offset.
- WOF_KEEPY: Don't change the Y offset.
- WOF_ADD: Add onto instead of replacing the coordinates.
2016-05-18 11:19:24 +02:00
Christoph Oelckers
661c2e5919
- added missing NULL pointer check to ACS's CheckInventory.
2016-05-18 09:39:19 +02:00
Christoph Oelckers
362e21a6b3
- fixed: The pitch negation required for INHERITACTORPITCH was also applied to the one from PITCHFROMMOMENTUM.
2016-05-17 09:12:26 +02:00
Chris Robinson
fe966916d7
Set head-relative for sources near the listener
...
This matches the behavior of the FMOD backend
2016-05-16 17:02:39 -07:00
Christoph Oelckers
5e4be101f1
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-15 23:25:02 +02:00
Christoph Oelckers
9e847c252b
- fixed: When linking an actor into the blockmap multiple portal groups, AActor::LinkToWorld would delete the links to the previous nodes for each new group. This was causing random crashes when the affected actor was deleted by the garbage collector.
2016-05-15 23:24:30 +02:00
Christoph Oelckers
aff8b00575
- added NULL pointer checks to SpecialDropAction methods that call CheckLocalView.
2016-05-15 09:16:37 +02:00
Christoph Oelckers
6949afc334
- fixed: For allowing an unblocking move, PIT_CheckThing used the wrong actor's position. This was causing monster pile-ups with moving ceilings.
...
- don't let P_PushUp move any actors with the same z as the pushing actor. This should solve most monster pile-ups, but the entire logic here needs some serious rethinking. The only reason this doesn't cause more problems is some fudging in several other places.
2016-05-14 15:05:06 +02:00
Christoph Oelckers
52e19c59b3
Revert "- let gl_draw_sync default to false."
...
This reverts commit 616f84209b
.
Now I remember why this is not active: This is causing some problems with interpolated plane heights. Since there is no synchronization with the vertex buffer, the next frame will reset all plane coordinates before the GPU can use them. This will require some rethinking about when to update the buffer - it cannot be done in the render data setup loop.
2016-05-13 20:44:04 +02:00
Christoph Oelckers
03b31796cc
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-13 10:09:24 +02:00
Christoph Oelckers
ebca170e73
- fixed a few warnings in OpenAL code.
2016-05-13 10:07:18 +02:00
Christoph Oelckers
cd8213f067
- fixed: The skybox pointer in FSectorPortal must at least be initialized to nullptr when the struct is deserialized, to avoid an access violation if the partially initialized data is used. This can happen when P_SerializeThinkers destroys the original thinkers that were created on map load.
...
- removed the sector loop for deleting skybox references in ASkyViewpoint::Destroy. Since this only refers to the sectorPortals array it is completely redundant as the following code will clear them just as well.
2016-05-13 10:07:01 +02:00
Christoph Oelckers
99bfc64af6
- another failed attempt to use GL_CLIP_PLANE. Leave it in because it's closer to what is needed than the old code.
2016-05-12 23:41:06 +02:00
MajorCooke
4998d4a84d
Use the direct pointer of P_PointInSector instead.
2016-05-12 22:15:06 +02:00
MajorCooke
2ba26693d1
- Added 3D Floor + Portal awareness, along with flags to turn off detection of both features.
2016-05-12 22:15:06 +02:00
MajorCooke
b91ed5dc5d
Added GetZAt DECORATE function.
...
- float GetZAt(x, y, angle, flags, pick_pointer);
- Gets the floor z at x distance ahead and y distance to the side in relative form from the calling actor pointer. Flags are as follows (GZF_ prefix):
- CEILING: Returns the ceiling z instead of floor.
- ABSOLUTEPOS: x and y are absolute positions.
- ABSOLUTEANG: angle parameter does not add the pointer's angle to the angle parameter.
2016-05-12 22:15:05 +02:00
Christoph Oelckers
616f84209b
- let gl_draw_sync default to false.
...
No need to waste valuable processing time if we can let the GPU run in parallel with the code that generates the next frame.
2016-05-12 20:23:18 +02:00
MajorCooke
39f64383cb
Changed RTF_THRUSTZ to match RADF_THRUSTZ's bitmap.
2016-05-11 19:41:33 +02:00
MajorCooke
952219a018
Added RTF_THRUSTZ for A_RadiusThrust.
...
- Allows thrusting with Z velocity.
2016-05-11 19:41:33 +02:00
Christoph Oelckers
852ed6cd04
- un-revert P_CheckMove fix.
2016-05-11 19:39:08 +02:00
Edoardo Prezioso
769521b2e1
- Fixed second player lock after error in netgame.
2016-05-11 14:05:29 +02:00
Christoph Oelckers
078e27e61f
- fixed: The mugshot's angle was inverted.
2016-05-11 14:04:21 +02:00
Christoph Oelckers
d4b258f15b
- don't place the chasecam right at the hit position of the trace. This will be the intersection with a wall or sector plane and may cause clipping issues. Instead place it very slightly in front of the actual hit position.
2016-05-11 13:57:49 +02:00
MajorCooke
9ab620814d
- Fixed: Armor absorption did not take ALLOW/CAUSEPAIN flags into account.
2016-05-11 13:33:39 +02:00
Christoph Oelckers
0726a88ab9
- only return DWORD aligned addresses in openings because the 3D floor code stores floating point values in there which cannot be accessed on platforms with strict alignment rules.
2016-05-11 12:04:41 +02:00
Christoph Oelckers
220255e6a4
- fixed P_CheckMove's dropoff check and removed some unneeded code.
2016-05-11 11:56:03 +02:00
Christoph Oelckers
12b84d9f71
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-11 11:47:00 +02:00
Christoph Oelckers
43d93a19a0
- fixed: P_AlignFlat had the 'dist' value negated. Also simplified the code a bit.
2016-05-11 11:36:53 +02:00
Christoph Oelckers
f8c12f4533
- fixed warning in s_sound.cpp
2016-05-11 10:32:57 +02:00
Christoph Oelckers
cc88130362
- fixed: P_CheckMove's dropoff check had the heights swapped. This also shouldn't in any way depend on COMPATF_DROPOFF and must be skipped entirely for actors with either MF_FLOAT or MF_DROPOFF set.
2016-05-11 10:09:13 +02:00
Christoph Oelckers
77e30bb7d7
- fixed: The line portal links were not deleted when an actor was destroyed.
2016-05-11 09:58:03 +02:00
Christoph Oelckers
15933f9c72
- fixed: Texture precaching for sprites had some inverted logic and deleted everything that was still required.
2016-05-10 20:51:23 +02:00
Christoph Oelckers
0cc57c6141
- fixed: BoundTextureDraw2D must reset the texture mode.
2016-05-10 20:50:01 +02:00
Christoph Oelckers
2709391ce9
Merge branch 'master' of https://github.com/rheit/zdoom
2016-05-09 23:50:06 +02:00
Christoph Oelckers
966e6797e4
- fixed: The view path for checking whether the player sprite should be drawn during a portal transition was never set properly in the portal transitioning case.
2016-05-09 23:16:06 +02:00
Christoph Oelckers
2e4b8dd416
- fixed incorrect sign in P_TranslatePortalVXVY
2016-05-09 21:59:13 +02:00