Christoph Oelckers
510fc2d549
- added handler for Witchaven's sound resource files.
...
Useful for loading these to play the MIDIs. Since these files have no named directory, the content just gets inserted into a subdirectory named after the file with each entry given a 4 digit hex number as a name.
2020-04-11 14:00:17 +02:00
Christoph Oelckers
1574799683
- moved most parts of the Doom specific lump setup out of the file format implementations into the main class.
...
This is to keep as much higher level logic out of these as possible. The presentation of the data should be a concern of the file system, not the data containers.
2020-04-11 14:00:16 +02:00
Christoph Oelckers
ef300a9ea8
- lump flags cleanup.
2020-04-11 14:00:16 +02:00
Christoph Oelckers
025e80b74a
- moved NeedFileStart out of the lump flag word into an empty part of the FZipLump structure.
2020-04-11 14:00:16 +02:00
Christoph Oelckers
a38633aa22
- moved the file name management out of the single resource lumps.
...
This is now being managed by the main file system class. The single lumps should only concern themselves with the actual data they manage, not with how the file system presents them to the outside.
The IWAD detection code was also switched to use a file system wrapper instead of looking at the single files directly.
2020-04-11 14:00:16 +02:00
Christoph Oelckers
89fb479c19
- moved the linkedTexture pointer up one level out of the resource descriptor into the file system record.
2020-04-11 14:00:15 +02:00
Christoph Oelckers
2e258e8cdb
- include cleanup in Win32 folder.
2020-04-11 14:00:15 +02:00
Christoph Oelckers
fdc14ca805
- renamed fullscreen CVar internally to vid_fullscreen to make searching for it easier.
...
The word 'fullscreen' appears a bit too frequently in the source.
2020-04-11 14:00:15 +02:00
Christoph Oelckers
d523da1313
- make DumpCPUInfo return a string instead of letting it print the info itself. Also consolidated I_Init, because both existing versions were identical.
2020-04-11 14:00:15 +02:00
Christoph Oelckers
76352dd9b3
- moved the last remaining utilities.
2020-04-11 14:00:14 +02:00
Christoph Oelckers
5a1c4693de
- moved SFMT to 'common'.
...
Now it is third party code with no hooks into higher level dependencies.
2020-04-11 14:00:14 +02:00
Christoph Oelckers
9ef6b15bfa
- moved more stuff and split FRandom in two so that the high level baggage does not need to be pulled in to use the RNG.
2020-04-11 14:00:14 +02:00
Christoph Oelckers
fb1a7679ec
- moved most basic utility code without any dependencies on the rest of the engine to 'common' directory.
...
Again the objective is easier sharing with Raze.
2020-04-11 14:00:13 +02:00
Christoph Oelckers
ace3e29473
- removed the implicit conversion operators from FName.
...
These were creating dangerous interdependencies. It is better to do explicit conversions when needed.
As an added plus, this means that zstring.h no longer depends on name.h which was very annoying.
2020-04-11 14:00:13 +02:00
Christoph Oelckers
6996d54a23
- moved more code to 'common'.
...
This is all low level utilities with no dependencies on game logic. Having this in a separate directory makes sharing with Raze a lot easier.
2020-04-11 14:00:12 +02:00
Christoph Oelckers
e230420f88
- moved all character set utilities to utf8.cpp.
...
- moved matrix class to 'common'.
2020-04-11 14:00:12 +02:00
Christoph Oelckers
669e8fbe48
- started some reorganization of low level utility code by moving all third party dependencies to a separate place.
2020-04-11 14:00:12 +02:00
Christoph Oelckers
820fe8b3f9
- split off the container for the translation data into its own file.
2020-04-11 14:00:11 +02:00
Christoph Oelckers
66a837f983
- took the translation slot definition out of the container and use a dynamic array to store the data.
2020-04-11 14:00:11 +02:00
Christoph Oelckers
cf757ba834
- made the translation container a class.
...
This also splits off some Doom-specific implementation details into higher level headers.
2020-04-11 14:00:11 +02:00
Christoph Oelckers
520a96033b
- minimalized the interface to the translation tables to a small set of functions.
...
Now the internals can be refactored without affecting all using code.
2020-04-11 14:00:10 +02:00
Christoph Oelckers
0a7344e432
- abstract the external translation interface.
...
The translation table array now only gets accessed from within r_translate.cpp.
2020-04-11 14:00:10 +02:00
Christoph Oelckers
d00ad60437
- fixed a few issues pointed out by the assert in the TArray [] operator.
2020-04-11 14:00:10 +02:00
Christoph Oelckers
77c4a57c51
- allocate FRemapTable's content statically.
...
first step of organizing this data more renderer-friendly.
2020-04-11 14:00:10 +02:00
Christoph Oelckers
b0ecb02d6b
- move SuperFastHash to its own set of files, instead of having this tied to the console.
...
- replace swapvalues with std::swap globally.
- added some additions to utility code from Raze, mainly to reduce file content differences.
- reduced some unused utilities
2020-04-11 14:00:10 +02:00
Christoph Oelckers
003294e598
- added printf.h header to avoid including more dirty ones for the console printing functions.
2020-04-11 14:00:09 +02:00
Christoph Oelckers
1fe667c6a0
- cleaned up the includes in m_png.h, this file had far too many and far too broad dependencies.
2020-04-11 14:00:09 +02:00
Christoph Oelckers
cc48f18303
- moved the dictionary implementation into the 'scripting' folder where it really belongs.
2020-04-11 14:00:09 +02:00
Christoph Oelckers
40e380f2c0
- updated m_argv.cpp from Raze.
2020-04-11 14:00:08 +02:00
Christoph Oelckers
6847ea027d
- updated files.cpp with some new features from Raze.
...
Not really needed for GZDoom but it's convenient to have the files being identical.
2020-04-11 14:00:08 +02:00
Christoph Oelckers
c623b04170
- copied some fixes for overlong config entries from Raze.
...
- renamed basictypes.h to basics.h to keep the file name in line with Raze and make comparisons easier.
2020-04-11 14:00:08 +02:00
Christoph Oelckers
58afc3d5b2
- added some utilities to cmdlib.cpp and changed its license to BSD, because no original Quake code is left here.
2020-04-11 14:00:08 +02:00
Christoph Oelckers
3113c6b69b
- removed 2 redundant string copies in CCMD code.
2020-04-11 14:00:08 +02:00
Christoph Oelckers
3db56651f4
- avoid using plain char pointers to store script data for FraggleScript.
2020-04-11 14:00:07 +02:00
Christoph Oelckers
5865c4dcca
- use FString to manage strings in bot code.
2020-04-11 14:00:07 +02:00
Christoph Oelckers
6bfdf904b9
- removed use of copystring in Dehacked code and cleaned up the list of includes in cmdlib.cpp
2020-04-11 14:00:07 +02:00
Blue
52f1c8a0d1
Added $OPTVAL_MBFSTRICT to menudef.txt, and added corresponding case 7 to the compatmode cvar in d_main.cpp
2020-04-08 18:51:38 +02:00
Magnus Norddahl
0d7eb9da58
Revert "- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events"
...
This reverts commit b4424b2d4d
.
2020-04-08 16:21:16 +02:00
Lucy Phipps
2c1a42ae55
remove gl_texture_usehires since it's unused now
...
GLTEXMNU_ENABLEHIRES in language.csv is unused too
2020-04-05 13:22:32 +01:00
Christoph Oelckers
5490ffcd77
- removed the obsolete Doomsday 1.8-style texture pack support.
...
This poorly integrated into the texture system and wasn't compatible with modern texture packs anymore so its usefulness was questionable.
2020-04-04 12:55:24 +02:00
drfrag
8336e80f48
- Fixed sprites sunk into water on Carmack with HQ resize modes.
2020-04-01 14:25:10 +02:00
dondiego
4bfb0e937f
- Fixed tutti-frutti and crash with liquid warp effects on the Carmack renderer when texture resizing was disabled. ( #1063 )
2020-03-31 19:17:41 -04:00
dondiego
cc0594df2e
- Use g_sin for the SoftPoly warp effects as Graf suggested. ( #1061 )
2020-03-31 10:25:46 -04:00
drfrag
cfafe65069
- OS detection cleanup.
2020-03-31 09:34:20 +02:00
Major Cooke
09a5771ad4
- Fixed: SPECTRAL flag didn't check for DMG_FORCED before aborting DamageMobj.
2020-03-30 12:16:16 +02:00
Magnus Norddahl
b4424b2d4d
- Fix legacy input state getting out of sync when raw mouse input grabs or releases the events
...
- Remove the need to center the mouse by specifying RIDEV_INPUTSINK (RIDEV_CAPTUREMOUSE does not take effect unless it is also an input sink)
2020-03-29 07:48:58 +02:00
alexey.lysiuk
43eb262571
- fixed compilation of Cocoa backend
...
src/utility/i_time.h:6:15: error: redefinition of 'TimeScale' as different kind of symbol
2020-03-28 15:38:45 +02:00
alexey.lysiuk
51b46f1408
- removed detection of unsupported macOS versions
2020-03-28 15:38:05 +02:00
Christoph Oelckers
fabe772833
- moved high level code out of i_time.cpp.
2020-03-27 12:39:56 +01:00
Rachael Alexanderson
6049e806d1
- amend previous commit: add softpoly fix
2020-03-26 17:53:32 +01:00
Rachael Alexanderson
7c9d8a0b99
- fix nullptr crash in player.camera reference when player.camera is nullptr
2020-03-26 17:53:32 +01:00
nashmuhandes
f954df7a00
Don't draw weapon tags when player tries to switch weapons while they're dead
2020-03-25 14:44:41 +01:00
Rachael Alexanderson
ecb3ff0977
- add warp2 shader to softpoly2
2020-03-24 14:05:39 -04:00
Magnus Norddahl
175b697ba2
Implement warp effect
2020-03-24 17:49:21 +01:00
nashmuhandes
cb6514cc05
Added Actor.CopyBloodColor to copy another existing actor's blood color.
2020-03-23 21:04:59 +01:00
nashmuhandes
74db8b7684
Move the opaqueBlood member definition so that object size remains unchanged
2020-03-23 12:50:17 +01:00
nashmuhandes
dd0769de80
Opaque blood decals must be defined with 'OpaqueBlood' keyword in DECALDEF
2020-03-23 12:50:17 +01:00
nashmuhandes
8facd5f3f3
Colorize opaque decals using the bleeding actor's blood color, if the 'Shaded' keyword is omitted from the DECALDEF.
2020-03-23 12:50:17 +01:00
Rachael Alexanderson
5e262c6145
-- revert last 2 commits
2020-03-22 07:29:22 -04:00
Rachael Alexanderson
442bead31b
- undo the change from last commit for 5:4 monitors - turns out the scale is calculated differently for 1280x1024 and needs the buggy version to work correctly.
2020-03-22 07:23:13 -04:00
Rachael Alexanderson
e7bad7218f
- fix status bar scaling: use a fractional that takes full advantage of the precision type, rather than a static numerical constant. (this fixes rendering in very odd resolutions such as 1440x847)
2020-03-22 07:12:08 -04:00
Rachael Alexanderson
aa0df7479e
- remove assumption in DFrameBuffer::FillBorder that ultrawide screens will stretch an image, since it is no longer the case.
2020-03-22 06:47:34 -04:00
Magnus Norddahl
d19527cf87
Fix compile error when using std::sort with Visual Studio 16.5.0
2020-03-18 21:11:44 +01:00
Christoph Oelckers
d32e0b91c2
- clear the screen before drawing content, not afterward.
...
The intermission screens got it wrong and drew the black border over the image.
2020-03-17 08:50:00 +01:00
Christoph Oelckers
15d4fb8fcd
- fixed file existence check in TRNSLATE parser.
2020-03-17 07:57:59 +01:00
Christoph Oelckers
828cba13a1
- changed translation management so that the fonts also use translation IDs.
2020-03-16 17:23:30 +01:00
Christoph Oelckers
b7970ed763
- block StaticPointerSubstitution for non-player objects.
...
The only safe use of this function is to swap out PlayerPawns for morphing or respawning.
2020-03-16 09:21:37 +01:00
Christoph Oelckers
16ae7e3124
- fixed typo.
2020-03-15 12:19:22 +01:00
Christoph Oelckers
0c04cddd28
- allow specifying full palettes in translation definitions.
2020-03-15 10:22:42 +01:00
Christoph Oelckers
27b8284881
- forgot to remove the test settings for the fullscreen feature.
2020-03-15 10:02:19 +01:00
Christoph Oelckers
db5efddf12
- implemented better aspect ratio control for fullscreen images.
...
Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect):
0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons
1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them.
2: Scale all images to fill the screen.
3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.
A new DTA_ tag - DTA_FullscreenEx also exists which allows specifying the scale mode directly
2020-03-15 09:27:02 +01:00
Nash Muhandes
2edbbac759
Print weapon name tag when switching with "slot" command ( #1048 )
2020-03-14 14:17:04 +02:00
alexey.lysiuk
f46e80e2b4
- fixed FLineTraceData scripting definition
...
https://forum.zdoom.org/viewtopic.php?t=67795
2020-03-14 12:51:06 +02:00
alexey.lysiuk
b9d4ce052b
- replaced assert() in ZScript fields compilation code
...
Field pointer can be null if error occurred while compiling its definition
2020-03-14 12:50:10 +02:00
alexey.lysiuk
13e6ea7796
- added line break to 'No GENMIDI lump' message
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'ST_Init: Init startup screen.' is no longer concatenated with the given line
2020-03-13 13:33:11 +02:00
Christoph Oelckers
a638cfbd6e
- fixed: player_t::GetPSprite cannot guarantee success
...
As a consequence it must return null in the failure case instead of asserting and all calls to this function must check for the failure case.
2020-03-11 00:56:29 +01:00
Christoph Oelckers
8613e47899
- default terrain's DamageTimeMask to a reasonable value.
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Use 31, which is the default for damaging floor specials instead of 0.
2020-03-11 00:32:11 +01:00
Magnus Norddahl
920b322d72
Add missing segment clipping clamps for decals, sprites and wall sprites
2020-03-11 02:18:43 +01:00
Alexander Kromm
9daec9dc46
bring minimal save version back, as most of the savegames load fine
2020-03-08 18:46:37 +01:00
Alexander Kromm
b038c168c6
aggregate TMap into Dictionary instead of deriving from it
2020-03-08 18:46:37 +01:00
Alexander Kromm
3607ffaf66
fix Dictionary and DictionaryIterator memory leaks
2020-03-08 18:46:37 +01:00
alexey.lysiuk
fcf004ec39
- fixed infinite loop reporting '... before first state' errors
...
https://forum.zdoom.org/viewtopic.php?t=67729
2020-03-05 11:01:33 +02:00
Rachael Alexanderson
178cf40428
- fix debug assertion, cleanup vestigial A_PlaySound addition
2020-03-03 22:50:01 -05:00
Rachael Alexanderson
9e5444f8ae
- fixed: removed startTime from the wrong function internally.
2020-03-02 22:15:37 +01:00
Rachael Alexanderson
3d3a29979b
- remove addition from deprecated A_PlaySound
2020-03-02 22:15:37 +01:00
Rachael Alexanderson
5dfdac62ab
- add checking in S_StartSound for startTime length
2020-03-02 22:15:37 +01:00
Rachael Alexanderson
1b80b7bf2f
- ported over Nash's startTime for A_StartSound
2020-03-02 22:15:37 +01:00
Major Cooke
4cf7c6351d
Added A_StopSounds(int chanmin, int chanmax).
...
- If both channels are 0, completely silences the actor.
- Adapted A_StopAllSounds to call A_StopSounds(0,0);
2020-03-01 19:42:21 +01:00
Major Cooke
55284d46bf
Added A_StopAllSounds.
2020-02-29 19:19:51 +01:00
Christoph Oelckers
3a2eaf2bfd
- fixed: Windows must call the wide version of _mkdir for Unicode support.
2020-02-25 18:51:42 +01:00
alexey.lysiuk
5d6a490846
- prohibit core shaders overriding for OpenGL renderer
...
https://forum.zdoom.org/viewtopic.php?t=67519
2020-02-25 15:57:50 +02:00
alexey.lysiuk
56311b765e
- stop all sounds after exiting level regardless of intermission screen
...
https://forum.zdoom.org/viewtopic.php?t=67521
2020-02-23 16:16:23 +02:00
alexey.lysiuk
359e7927de
- fixed comparison with uninitialized data in MAPINFO parser
...
This issue was reported by Valgrind
2020-02-23 13:43:47 +02:00
Rachael Alexanderson
04ce0b6ec6
- use GAMENAMELOWERCASE macro for music config defaults
2020-02-23 08:12:41 +01:00
alexey.lysiuk
45617043f8
- fixed arguments order for ZMusic_Start() function
2020-02-22 13:08:10 +02:00
johannes hanika
5ee864ab5b
vid: remove explicit bit depth gl calls
...
this makes gzdoom start on xorg configured with 30bit/pixel deep
colour modes, too. it seems these explicit calls are not required,
and detection via SDL_GetWindowPixelFormat does not yet work with
extended bit depths, so detection + setting size to 8 or 10 depending
on the result is unreliable too (as of SDL 2.0.1).
2020-02-21 11:08:29 +02:00
Christoph Oelckers
5391382807
- removed CD audio support.
...
Mainly because this is an ancient deprecated feature on the system side that serves no good purpose anymore.
2020-02-18 21:53:30 +01:00
alexey.lysiuk
78bae1f166
- fixed wrong name assigned to dummy texture with zero ID
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Texture created with image and name set to nullptr's is named after the very first lump, it's ALTHUDCF currenty
2020-02-17 15:37:56 +02:00
Christoph Oelckers
8ff888422e
- force Greek to use the standard font in Heretic and Hexen.
...
Unlike the other games where only 7 characters need to be added to their all caps fonts, for the Raven games' lowercase fonts all Greek characters need to be entirely redone which right now is entirely unrealistic.
This can be changed back once a workable font exists.
2020-02-16 13:52:44 +01:00
Christoph Oelckers
653336de24
- fix character substitution for mixed case fonts and text update.
2020-02-16 13:51:31 +01:00
Christoph Oelckers
7a6b133e93
- Greek letters for Strife's Big and Mini fonts.
2020-02-16 12:44:16 +01:00
Christoph Oelckers
f4edfa23dc
- reformattede getAlternative for compactness.
2020-02-16 08:58:57 +01:00
drfrag
68f338b134
- Fixed compilation with MinGW and did some cleanup.
2020-02-16 09:39:17 +02:00
Christoph Oelckers
e6aaab3c32
- remap accented Greek uppercase letters to their base variant instead of directly to the Latin/Cyrillic replacement.
2020-02-16 08:26:03 +01:00
Christoph Oelckers
9644e26ce3
- removed accented Greek characters from BigUpper font as well.
...
I think the same applies as for allcaps fonts, and aside from that the form of accents being used here is not correct for Greek anyway.
2020-02-16 00:04:22 +01:00
dondiego
e13e034cc4
SoftPoly only worked with Vulkan support on POSIX platforms ( #1036 )
...
* - CMake: fix wrong filename.
* - Fixed: SoftPoly only worked with Vulkan support on POSIX platforms.
2020-02-15 17:41:52 -05:00
Christoph Oelckers
7a86e7f043
- fix for Greek uppercase-only fonts.
...
In Greek for all-caps text there *must* not be any accents. As such, all accented characters now contain a default remap to the unaccented version and the accented characters in the already converted Doom Small and BigFont have been removed as these are all-caps fonts. Doom BigUpper still requires investigation how Smallcaps fonts need to be handled.
2020-02-15 23:32:52 +01:00
Magnus Norddahl
08e86b5bcc
- fix vulkan crash when there are no textures in player's view
2020-02-15 10:42:46 +01:00
Christoph Oelckers
c485256c74
Merge remote-tracking branch 'remotes/origin/zmusic_dll'
2020-02-15 10:22:45 +01:00
Christoph Oelckers
85ff05c0b2
- missed these in the last commit.
2020-02-15 10:16:38 +01:00
Magnus Norddahl
dd2d9f4182
- Fix vk_hdr looking for the wrong colorspace
2020-02-15 09:46:24 +01:00
Christoph Oelckers
6aed119403
- backported a few sound code fixes from Raze.
2020-02-15 09:32:05 +01:00
Christoph Oelckers
617b6cd987
- use floats for sprite depth sorting in the hardware renderer.
...
Fixed point is clearly insufficient here.
2020-02-15 09:22:30 +01:00
Chronos Ouroboros
6486380dd1
Fixed a crash when trying to include a missing mixin.
2020-02-14 22:26:30 -03:00
Danilo Spinella
bd216695cc
Add missing time.h include in cmdlib.h
2020-02-14 19:07:24 +01:00
alexey.lysiuk
2bde2d8268
- fixed 32-bit Linux build with SSE support enabled
2020-02-13 15:29:48 +02:00
alexey.lysiuk
c80bfcf9f6
- added missing #include
...
src/sound/music/i_soundfont.cpp:121:12: error: no viable overloaded '='
src/sound/music/i_soundfont.cpp:127:12: error: no viable overloaded '='
src/sound/music/i_soundfont.cpp:140:14: error: implicit instantiation of undefined template 'std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >'
2020-02-11 12:29:20 +02:00
Major Cooke
39a9a48ad6
Added source, inflictor and damage flags to AbsorbDamage.
2020-02-09 19:07:52 +01:00
alexey.lysiuk
a1b5ab6e9b
- added ZMusic library detection to CMake configuration
2020-02-09 15:51:50 +02:00
Christoph Oelckers
2dd3c28d05
- transitioned engine to use ZMusic as a DLL.
2020-02-09 08:56:49 +01:00
Chronos Ouroboros
d22a4c835c
Mixins now perform a deep copy of the AST. (Fixes default blocks in mixins)
2020-02-08 16:48:15 -03:00
Major Cooke
e13d43a576
Fixed colorization not being applicable to bottom wall textures.
2020-02-07 22:56:46 -06:00
Christoph Oelckers
77ed5b1fe8
- let freelook default to true.
2020-02-03 21:41:52 +01:00
Braden Obrzut
62e9e0cbbb
- Change updaterevision to a CMake script
...
The benefit to this is fairly small, but it does mean a little less work needs
to be done in the build scripts for cross compiling. The C version wasn't
especially concise so it was not obviously better in any way.
2020-02-02 11:43:36 +01:00
alexey.lysiuk
d527866e6d
- moved showing of start window banner to proper location in Cocoa backend
2020-02-02 11:29:17 +02:00
Christoph Oelckers
2817bc5508
- backported fix for loading VOC files.
...
In NAM there is one that needed a bit of extra treatment.
2020-02-01 17:34:06 +01:00
Chris Robinson
5b4c9eb7f6
Remove FSoundLoadBuffer since it wasn't doing anything
2020-02-01 17:11:26 +01:00
Chris Robinson
3c975f18bc
Remove LoadSoundBuffered since its no longer called
2020-02-01 17:11:26 +01:00
Chris Robinson
30bdd0c2d4
Get rid of the LoadSound3D method
...
It no longer does anything since there's no separate buffer for 3D sfx.
2020-02-01 17:11:26 +01:00
Chris Robinson
d823091446
Update a couple comments about monoized sounds
2020-02-01 17:11:26 +01:00
Chris Robinson
e88b1039a3
Stop sources immediately when the sound is forced to stop
...
The reason for the previous delay was to allow OpenAL Soft to fade the sound to
silence and avoid a sudden amplitude change, which can cause a "click" or "pop"
noise. However, with OpenAL Soft 1.20, this is a built-in feature of the mixer
so the extra complexity is unnecessary.
2020-02-01 17:11:26 +01:00
Chris Robinson
c095872b0a
Remove the 'monoize' option from sound loading
...
Unnecessary with the AL_SOFT_source_spatialize extension, which has been
available for over a year.
2020-02-01 17:11:26 +01:00
Chris Robinson
42fd84a09d
Remove the fallback for lack of AL_EXT_SOURCE_RADIUS
...
It's been available in OpenAL Soft for years and the fallback method wasn't very good.
2020-02-01 17:11:26 +01:00
alexey.lysiuk
c58e98cc7f
- fixed usage of floor sound with Plat_DownWaitUpStayLip special
...
https://forum.zdoom.org/viewtopic.php?t=67126
2020-01-31 13:21:14 +02:00
alexey.lysiuk
dd54c14380
- fixed code generation for very special if+switch combination
...
CheckReturn() must be called before emitting code, otherwise it will always return false for switch statements
Redundant jump instruction added because of that will point right after the end of function's code when if statement is the last one in the given function
This wasn't a problem for VM because bytecode in question was unreachable
JIT compiler tries to generate native code for a bogus jump destination, and this leads to out-of-bounds read from labels array
https://forum.zdoom.org/viewtopic.php?t=67149
2020-01-30 18:01:52 +02:00
alexey.lysiuk
f9906ae6cd
- fixed I_FindAttr() to handle symlinks on POSIX platforms
2020-01-26 11:04:06 +02:00
alexey.lysiuk
d425d8d9ca
- put common POSIX system code to a separate file
2020-01-26 11:01:13 +02:00
alexey.lysiuk
bf18eab54b
- fixed sprite and particle colors when not affected by dynlights
...
When gl_light_sprites and/or gl_light_particles CVARs were unset, random values could be used their colors
https://forum.zdoom.org/viewtopic.php?t=67066
2020-01-23 17:20:20 +02:00
alexey.lysiuk
0d758014dd
- exposed Level.MusicVolume to ZScript
2020-01-20 22:05:15 +01:00
alexey.lysiuk
a05a5a8f00
- fixed calling a function on string CVar
...
https://forum.zdoom.org/viewtopic.php?t=66768
2020-01-19 16:49:51 +01:00
alexey.lysiuk
5a19010699
- added ability to filter VM disassembly dump
...
Use '-dumpdisasm something' to output functions with 'something' in their printable names
Open and close output file only once when processing code generated by Dehacked, and calculate its sizes as well
2020-01-19 16:48:35 +02:00
Rachael Alexanderson
14dc46772c
- add check for unity version of Nerve.wad
...
- infrastructure in place in case Nerve.wad changes again, this can be extended
2020-01-18 22:19:42 +01:00
alexey.lysiuk
747c6dcbc9
- customized invulnerability colormap does not interfere with Powerup.ColorMap
...
https://forum.zdoom.org/viewtopic.php?t=66955
2020-01-18 17:27:45 +01:00
Magnus Norddahl
e43894213e
Remove softpoly specific matrix and vector classes
2020-01-18 13:56:37 +01:00
Magnus Norddahl
43562c94d0
Seems the clamp was required
2020-01-18 12:55:36 +01:00
Magnus Norddahl
e68b46cb6a
Implement special colormap support for softpoly
2020-01-17 21:58:33 +01:00
Alexander Kromm
bdb4bdeb09
save and restore config-only variables from proper sections
2020-01-17 19:24:17 +01:00
Magnus Norddahl
3b336a1476
Fix broken fixed camera light for walls
2020-01-17 01:15:44 +01:00
Alexander Kromm
7973ab9c6b
make nosave standalone CVar flag, alongside server and user
2020-01-16 17:52:58 +01:00
Alexander Kromm
f85e3fb9a0
make nosave cvars set their value bypassing network code
...
This may look as a workaround, it is not.
nosave cvars are meant to be used as a storage for statistical data that doesn't
affect gameplay. That's why this data isn't saved to the savefile in the first
place. Therefore, there is no point in sending this data over network. It would
have no meaning on machines other than local.
2020-01-14 15:50:20 +01:00
alexey.lysiuk
efd2f8a1a8
- implemented screenshots in softpoly backend
2020-01-14 12:14:03 +02:00
Christoph Oelckers
dc3b36ebda
- we are past 4.3 now.
2020-01-12 23:22:41 +01:00
alexey.lysiuk
7092a0a8f0
- fixed Linux and macOS implementations of I_FindAttr()
...
At the moment, we assume that dirent struct has d_type member, and DT_DIR is defined
This is true for supported versions of macOS, and Linux with glibc
https://forum.zdoom.org/viewtopic.php?t=66945
2020-01-12 23:03:59 +02:00
Christoph Oelckers
583734861e
- compatibility workaround for using Scroll_Texture_Model with a line id of 0.
...
This would do very bad things if not being checked for.
2020-01-12 13:21:15 +01:00
Christoph Oelckers
e3eae62af2
- store CVARs non-destructively in savegames.
...
The old method using a single string with a backslash as separator is unable to handle anything with actual backslashes in the data.
It now uses a JSON object with each CVAR being a separate key.
2020-01-12 12:59:08 +01:00
alexey.lysiuk
f32aff3396
- fixed A_PlaySound() called from Dehacked
...
The recently added argument was missing from PlaySound code pointer handling
Verified other Dehacked functions, and changed one incorrect comment
2020-01-12 11:48:45 +02:00
Christoph Oelckers
d636acb002
- GAMESIG was never supposed to be used in printed output. Replaced all occurences with GAMENAME.
2020-01-12 09:43:47 +01:00
Christoph Oelckers
1d0ece26b6
- missed a warning.
2020-01-12 08:26:07 +01:00
Christoph Oelckers
9e13d3c60d
- fixed: The directory scanner for reading a directory into the WAD file system and ScanDirectory were not Unicode capable on Windows.
...
Both now use the Unicode capable I_Find* interface instead of duplicating all its functionality in multiple platform dependent incarnations.
2020-01-12 08:18:47 +01:00
Kevin Caccamo
91589d9799
Attempt to optimize check for ML_DRAWFULLHEIGHT
...
It is less likely that a line will have the ML_DRAWFULLHEIGHT flag than its' ceiling will be above the neighbouring sector's ceiling and vice versa.
2020-01-11 13:24:02 +01:00
Kevin Caccamo
d73a5f5e16
Use != 0 after ANDing with the relevant flags
...
This is mostly a "just in case" measure, in case I did something wrong with the previous commits.
2020-01-11 13:24:02 +01:00
Kevin Caccamo
2ff92e91d2
Fix ML_DRAWFULLHEIGHT flag check
2020-01-11 13:24:02 +01:00
Kevin Caccamo
7ca6e7e5c1
Add handling for drawfullheight flag
...
Parse drawfullheight flag in UDMF
Draw full height for walls if the linedef has this flag
2020-01-11 13:24:02 +01:00
Kevin Caccamo
b443d0755e
Change ML_NOSKYWALLS and add ML_DRAWFULLHEIGHT
...
ML_DRAWFULLHEIGHT will be used to draw walls from the front/back sector's floor to the other sector's ceiling.
2020-01-11 13:24:02 +01:00
Kevin Caccamo
9b598017f9
Add more ways to prevent GZDoom from drawing skybox walls
...
Add noskywalls flag to sectors and linedefs
2020-01-11 13:24:02 +01:00
alexey.lysiuk
f9fa07dca5
- restored old values for CHAN_... constants
...
https://forum.zdoom.org/viewtopic.php?t=66929
2020-01-11 13:27:10 +02:00
alexey.lysiuk
3185e359b9
- added workaround for GLSL noise functions on macOS
...
There is no chance that Apple will fix their OpenGL drivers
The only viable solution is to preprocess these functions out, and put zeroes instead of them
2020-01-10 13:52:17 +02:00
alexey.lysiuk
1bc67cf7b9
- added ability to use static SDL2 library
...
This is intended for developers only, e.g. for testing SDL backend on macOS
2020-01-09 15:37:01 +02:00
alexey.lysiuk
442f953d67
- fixed invalid context warnings with Cocoa backend
...
A bunch of 'CGContext<...>: invalid context 0x0' messages were printed to console during OpenGL view creation and resizing
2020-01-07 14:37:25 +02:00
alexey.lysiuk
7e050010aa
- removed obsolete softpoly render modes
...
https://forum.zdoom.org/viewtopic.php?t=66888
2020-01-06 14:31:34 +02:00
alexey.lysiuk
fca492df2b
- fixed compilation of debug target with older macOS SDKs
...
src/posix/cocoa/i_video.mm:633:31: error: property 'layer' not found on object of type 'id'
2020-01-06 14:26:16 +02:00
Alexander Kromm
eeddd72458
fix nosave cvar keyword (saved to config, not saved to savegame)
2020-01-06 12:07:07 +01:00
alexey.lysiuk
cad14d1c93
- fixed resolving of music aliases with full filenames
...
https://forum.zdoom.org/viewtopic.php?t=66815
2020-01-06 11:15:17 +02:00
alexey.lysiuk
83f46c4b2f
- fixed erroneous override of default language strings
...
If the default identifier is present in LANGUAGE lump, following entries were treated as default as well
https://forum.zdoom.org/viewtopic.php?t=66873
2020-01-06 10:22:42 +02:00
Chronos Ouroboros
a83fff0eb4
Disabled default blocks in mixins for now.
2020-01-05 19:07:03 -03:00
Rachael Alexanderson
98ee0a7035
- move colorization parser from 'textures' to 'gldefs'
2020-01-05 16:30:01 -05:00
Alexander Kromm
b209fd9572
add "nosave" cvar token
...
It makes a cvar value not be saved in a save file.
2020-01-05 17:36:44 +01:00
Christoph Oelckers
26784d7453
- reverted the clamping when assigning to FScanner::Number.
...
This broke unsigned integer parsing without explicitly declaring the constant unsigned.
2020-01-05 00:17:58 +01:00
Rachael Alexanderson
cb7a097ed4
- vid_scalemode 1 now only goes down to 640x400 at minimum, instead of 320x200
2020-01-04 15:05:35 -05:00
Petr Mrázek
3c20d5fe88
- Run the Alsa MIDI thread every 40ms or so, use non-blocking sequencer
2020-01-04 20:19:36 +01:00
Chronos Ouroboros
a588c24c4f
Fixed some incorrect parentheses in S_PlaySoundPitch.
2020-01-04 15:34:43 -03:00
Chronos Ouroboros
6ccbccc3de
Removed a redundant switch and added a default case to the mixin parsing code to shut GCC up.
2020-01-04 15:11:31 -03:00
Christoph Oelckers
b7e1a35e6f
- cleaned up the parameters of A_StartSound.
...
There were two booleans that could be merged into the flag word.
This also fixes a bug with CHAN_NOSTOP not working for local sounds because it checked the wrong sound source for the playing sound.
2020-01-04 14:25:55 +01:00
alexey.lysiuk
651dfbc49f
- fixed a few compilation warnings
...
src/d_main.cpp:280:18: warning: using the result of an assignment as a condition without parentheses [-Wparentheses]
src/rendering/r_videoscale.cpp:147:22: warning: comparison of integers of different signs: 'int' and 'unsigned long' [-Wsign-compare]
src/sound/s_reverbedit.cpp:250:18: warning: comparison of integers of different signs: 'size_t' (aka 'unsigned long') and 'int' [-Wsign-compare]
2020-01-04 12:59:26 +02:00
Christoph Oelckers
8b3c03d416
- fixed Doom64 style lighting.
...
The check for the presence of Doom64 style lighting was done too early before the line lists in the sector were created.
2020-01-04 10:45:22 +01:00
Christoph Oelckers
4253fb6b4a
Merge branch 'zmusic_dll'
...
# Conflicts:
# libraries/zmusic/zmusic/configuration.cpp
2020-01-04 09:48:04 +01:00
Magnus Norddahl
fca3da8af4
Update and clarify the licenses for the postprocess, vulkan and softpoly parts
2020-01-03 05:52:01 +01:00
Christoph Oelckers
8898448014
- refactored the MIDI list code.
...
Let's hope nothing got broken on the Linux side, the recent submission's code was not usable.
2020-01-02 14:21:26 +01:00
Rachael Alexanderson
f398819ce3
- due to issues with chat, scoreboard, and the stat screen, disable 320x200 in multiplayer for now
2020-01-02 06:47:17 -05:00
Christoph Oelckers
f442d2dc54
- made the sound decoding interface DLL friendly and added compile switches to the MIDI players so that different licenses can be uses as compile target.
2020-01-02 12:43:37 +01:00
alexey.lysiuk
d4ac797602
- made load game failure a bit more resilient
...
https://www.doomworld.com/forum/topic/111069-savestate-problems-with-gzdoom/
2020-01-02 13:40:14 +02:00
Christoph Oelckers
71cd4ef488
Merge branch 'master' of https://github.com/coelckers/gzdoom
...
# Conflicts:
# libraries/zmusic/zmusic/mididefs.h
# libraries/zmusic/zmusic/zmusic.h
2020-01-02 08:45:48 +01:00
Petr Mrázek
ea1b8de405
- Support for MIDI on Linux via alsa sequencer
2020-01-02 08:29:39 +01:00
Rachael Alexanderson
118e3db5ca
- r_videoscale: make the compiler manage vScaleTable's size
2020-01-01 23:23:20 -05:00
Christoph Oelckers
d2ca1ea4e0
- rewrote the ZMusic interface so that it is free of C++ constructs.
...
Now it is ready to put in a DLL.
2020-01-02 01:26:01 +01:00
Christoph Oelckers
0d000344ca
- replaced the C++ based file access wrapper in ZMusic with a C compatible version.
2020-01-01 22:54:27 +01:00
Christoph Oelckers
527fb40a5f
- there's no need to let the XM Vorbis decoder run through the client - all related functionality is part of ZMusic itself.
2020-01-01 20:58:15 +01:00
Christoph Oelckers
47d70c839d
- made adjustments to the remaining parts of the function interface.
2020-01-01 20:47:33 +01:00
Christoph Oelckers
7923d25cce
- made the ZMusic interface more DLL friendly: Reworked all functions not to throw exceptions across the library boundary and made a few definitions internal.
...
Not complete yet.
2020-01-01 20:01:38 +01:00
Rachael Alexanderson
ea98676085
- oops, missed this one
2020-01-01 08:12:31 -05:00
Rachael Alexanderson
dff45eb1f3
- relicense some of my past work under BSD
2020-01-01 07:38:06 -05:00
Alexander Kromm
60026ba4f2
export dictionary iterator
2020-01-01 08:39:25 +01:00
Rachael Alexanderson
5ae0ae885d
- amend last commit: do it the other direction, too
2020-01-01 01:28:42 -05:00
Rachael Alexanderson
e87ed35565
- add framerate limiter to polybackend update function
2020-01-01 00:39:33 -05:00
Rachael Alexanderson
aa4abfc977
- added pixel ratio detection to supersampling detection for forcing linear scaling - this should likely make it so if there's ever an instance where a viewport pixel is smaller than a screen pixel, the screen should go to linear scaling now
2020-01-01 00:25:48 -05:00
Rachael Alexanderson
0d60a0f4ea
- bump version requirement to 219 for defcvars
2019-12-31 23:49:44 -05:00
Rachael Alexanderson
856bc8ee8c
- silence double to float warning in gameconfigfile.cpp
2019-12-31 15:25:26 -05:00
Rachael Alexanderson
5389d8ad1a
- set sane limits for vid_scale_custompixelaspect
2019-12-31 15:21:47 -05:00
Alexander Kromm
2f9177127c
dictionary from empty string is not an error, but empty dictionary
2019-12-31 17:04:37 +01:00
Rachael Alexanderson
4bc923dddf
- slight rearrange of vid_scalemode and menu update
2019-12-31 10:41:30 -05:00
Rachael Alexanderson
903f448461
- made linear scaling more user controlled
2019-12-31 10:26:23 -05:00
Rachael Alexanderson
99ef731fd3
- do config migration for vid_scale_custompixelaspect
2019-12-31 09:50:38 -05:00
Rachael Alexanderson
5d2d187b84
- allow custom pixel ratio scaling
2019-12-31 09:41:42 -05:00
Rachael Alexanderson
eaee3d6ac5
- fixed softpoly backend unconditionally applying linear scaling
2019-12-31 08:59:38 -05:00
Rachael Alexanderson
8be7ef0ec5
- forbid defcvars from a wadfile
2019-12-31 11:00:16 +01:00
Rachael Alexanderson
7dfd49b42e
- tell the user the game version number when version is not specified as a hint
2019-12-31 04:23:53 -05:00
Magnus Norddahl
839b737429
Fix wrong blend tables used when dynamic lights hits translucent lines
2019-12-31 03:00:36 +01:00
Rachael Alexanderson
2b05bfed68
- implement 'defcvars'
...
# Conflicts:
# src/d_main.cpp
2019-12-30 19:07:01 +01:00
Alexander Kromm
bd1892120d
add Dictionary.Remove(String key) function
2019-12-30 14:57:37 +01:00
Alexander Kromm
2dc9837078
fix crash with saving null Dictionary
2019-12-30 14:57:37 +01:00
Cacodemon345
7fd27bc925
Add PSPF_PLAYERTRANSLATED flag (makes a PSprite layer translated to the user's color)
2019-12-30 13:05:38 +01:00
Marisa Kirisame
55e482d0fc
Additional CHAN_OVERLAP awareness for StartSound and ChangeSoundVolume/Pitch.
2019-12-30 13:01:59 +01:00
Christoph Oelckers
d08bb93b84
- elimintated all cases from the ZScript code where channel indices and flags were combined into one parameter and removed all remnants of CHAN_PICKUP.
2019-12-30 09:47:25 +01:00
Christoph Oelckers
d79c6c1c0a
- fixed: A_StartSound was still masking the sound channel value for checking if it plays something.
2019-12-30 09:09:56 +01:00
Major Cooke
5425aa979d
- Fixed: Invulnerability checking for rails was done before the various THRU actor flags instead of after, meaning actors could block shots regardless of those flags. This was never intended.
2019-12-30 08:37:08 +01:00
Major Cooke
0b0984b88e
Added STOPRAILS actor flag.
...
- An actor with this flag will prevent railgun shots from penetrating further.
2019-12-30 08:37:08 +01:00
Alexander Kromm
703686beee
export TMap<FString, FString> to ZScript
2019-12-29 13:37:38 +01:00
Christoph Oelckers
77469e0512
- fixed the colorization parser.
2019-12-29 12:11:16 +01:00
Christoph Oelckers
3530bc5945
- cleanup.
...
(The Raven license got removed from sc_man after checking that no Raven code is still present here, this file got a nearly complete overhaul over all those years.)
2019-12-29 11:30:37 +01:00
Christoph Oelckers
9b9fd35107
- hooked up the colorization feature.
...
It can now be used from UDMF and ZScript.
To avoid clutter it doesn't allow setting the values individually but requires definition of a data record in TEXTURES.
colorization
{
DesaturationFactor <float>
Invert
AddColor <color>
ModulateColor <color>
BlendColor <color>, <mode> [, <alpha>]
}
Mode for BlendColor can be Alpha (normal translucent blending), as well as 3 special values taken from Build engine games: Screen, Overlay and HardLight.
2019-12-29 11:30:37 +01:00
Christoph Oelckers
f9d2dc51d0
- cleanup of new colorization code.
...
- profiling shows that running the code for applying the colorization and the gradients is extremely expensive, apparently this always causes a cache miss, so now the entire thing is enabled by a sidedef flag.
2019-12-29 11:30:36 +01:00
Christoph Oelckers
695ab81bca
- let a sight check that gets lost return failure.
...
This way these cannnot unwantedly wake up monsters.
2019-12-28 16:33:20 +01:00
Rachael Alexanderson
15ebc84017
- fix a /0 crash in intermission text
2019-12-26 07:13:59 -05:00
alexey.lysiuk
388d800b40
- fixed compilation with GCC and Clang
...
src/d_main.cpp:3101:37: error: cannot pass non-trivial object of type 'FString' to variadic method; expected type from format string was 'char *' [-Wnon-pod-varargs]
2019-12-25 17:44:57 +02:00
Rachael Alexanderson
2e467bd239
- update window title with current level name
2019-12-25 09:52:57 -05:00
Rachael Alexanderson
9858ed70b0
- fixed sprite drawing with hqresized textures
2019-12-24 06:44:52 -05:00
alexey.lysiuk
4fc1b3231a
- removed <CR> symbols to fix zdoom.rc being modified after checkout
2019-12-24 10:46:13 +02:00
Rachael Alexanderson
9ad628f6e5
- fixed: strife conversations do not need to unnecessarily trigger the switch to 640x400
2019-12-24 00:55:24 -05:00
Rachael Alexanderson
4ff8922006
- reinstate 320x200 with the following caveat: it only functions outside of menus and console, and only when the dialogues and logs use the default font, the game will temporarily switch to 640x400 in these situations
2019-12-23 23:14:08 -05:00
Rachael Alexanderson
510a121b62
- change IWAD startup dialog to allow selecting between OpenGL, Vulkan, and SoftPoly backends. (windows only)
2019-12-23 20:05:17 -05:00
Cacodemon345
0090925fac
Implement renderstyle and transparent actor sprite rendering in automap ( #997 )
...
* Implement renderstyle and transparent actor sprite rendering in automap
* Add "am_advspriterender" CVAR and add invisible actor checks.
* Rename cvar to `am_thingrenderstyles`
2019-12-23 10:29:14 -05:00
alexey.lysiuk
e9a7dcd17b
- precache switch textures from ANIMATED lump
...
For example, SW1SKULL and SW2SKULL switches are animated in TNT: Evilution
Their frames are defined in ANIMATED lump which is old BOOM binary format
Textures other than base were not cached because the corresponding switch definitions (in ANIMDEFS lump) have one frame only and BOOM style animations were not taken into account
https://forum.zdoom.org/viewtopic.php?t=66652
2019-12-23 13:11:06 +01:00
Rachael Alexanderson
f284567830
- change vid_scalemode 6 to work similarly to 0 and 1 when vid_cropaspect is turned on
...
- add vid_scaletolowest
2019-12-22 09:01:43 -05:00
Christoph Oelckers
738b9ceb08
- fixed incompletely changed shader.
...
It was still using a variable from the first revision that no longer exists.
2019-12-21 21:07:00 +01:00
Magnus Norddahl
1004ac1636
Automatically size the StreamUBO to 64 KB regardless of what is in it
2019-12-21 16:13:39 +01:00
alexey.lysiuk
81ea919d61
- fixed shader compilation errors with OpenGL backend
...
ERROR: 0:95: Use of undeclared identifier 'uTextureModulateColor'
ERROR: 0:104: Use of undeclared identifier 'uTextureAddColor'
ERROR: 0:107: Use of undeclared identifier 'uTextureModulateColor'
...
2019-12-21 15:42:04 +02:00
Christoph Oelckers
bb8db9422f
- scaled down the texture colorization feature for easier usability.
...
It makes little sense exposing every minute detail of this through UDMF.
Setting it up that way is far too complicated. Using virtual textures that map to a real texture plus a colorization record should be far easier to use by mappers.
This also doesn't piggyback on the Doom64 color feature anymore and is completely separate, despite some redundancies.
This is still missing the texture definition part, though.
2019-12-20 22:25:10 +01:00
Christoph Oelckers
fd15af0b50
Merge branch 'master' of https://github.com/coelckers/gzdoom
2019-12-20 18:56:38 +01:00
Christoph Oelckers
03537e90ff
- linked new properties with the renderer.
...
Support for the softpoly renderer still missing.
2019-12-20 18:56:03 +01:00
Christoph Oelckers
3a249cb06f
- added high level interface to the new properties, i.e. UDMF and ZScript.
2019-12-20 18:02:42 +01:00