Commit graph

13857 commits

Author SHA1 Message Date
Major Cooke
b553be153d Added CanResurrect(Actor other, bool passive)
- Works similarly to CanCollideWith.
- Passive means the caller is trying to be resurrected by 'other'.
- Non-passive means the caller is trying to resurrect 'other'.
2018-11-13 19:01:56 +01:00
Christoph Oelckers
33f2f9f34e - fixed: ZScript's finalization code used the last parsed lump for of one translation unit as reference, not the base lump.
This resulted in incorrect messages but also could produce some more subtle errors.
2018-11-12 00:22:50 +01:00
Christoph Oelckers
ca2defa6a2 - added ZScript export for side_t::SetSpecialColor. 2018-11-12 00:13:14 +01:00
Christoph Oelckers
65a6866a1b - fixed typo in ceiling render hack code. 2018-11-11 22:22:29 +01:00
Christoph Oelckers
59790302ec - fixed rendering of lower untextured linedef parts. 2018-11-11 22:17:44 +01:00
Christoph Oelckers
a0a2230b92 - removed test code that was accidentally left in. 2018-11-11 21:50:33 +01:00
Christoph Oelckers
f2dcff4386 - more options for Doom 64 style gradients on walls:
* Colors can npw be defined per sidedef, not only per sector.
* Gradients can be selectively disabled or vertically flipped per wall tier.
* Gradients can be clamped to their respective tier, i.e top and bottom of the tier, not the front sector defines where it starts.

The per-wall colors are implemented for hardware and softpoly renderer only, but not for the classic software renderer, because its code is far too scattered to do this efficiently.
2018-11-11 16:04:36 +01:00
Player701
d37192c1e8 - Fixed: Decal generator should be taken from the current weapon instance instead of the default instance. 2018-11-11 15:07:57 +01:00
Christoph Oelckers
d3aa9c6af1 - do not abort on unclosed sections.
Apparently they can indeed happen with broken map setups like isolated linedefs somewhere in the wild (see Strife MAP08.)
Although they are a problem for triangulation, this isn't what sections get used for currently so it's of no real concern.
In case this is needed later their work data gets marked as 'bad' for the time being.
2018-11-11 10:08:13 +01:00
Christoph Oelckers
094afdfd5f - fixed: It may happen that a degenerate subsector ends up without any section or sector. Try to assign the best fit in such a case so that the relevant pointers are not null. 2018-11-11 09:33:40 +01:00
Christoph Oelckers
c946edd9bf - instead of copying the sector planes to GLWall, just store pointers to the front and back sector for later use.
Until now this wasn't doable because these could have come from hw_FakeFlat which only were local copies on the stack.
With the recent change these faked sectors live long enough so that they can be passed around here.
2018-11-10 23:19:08 +01:00
alexey.lysiuk
67e012e445 - fixed compilation on POSIX-like platforms
src/p_udmf.cpp:2052:6: error: no matching member function for call to 'OpenMem'
src/sc_man.h:24:7: note: candidate function not viable: expects an l-value for 2nd argument
src/sc_man.h:23:7: note: candidate function not viable: requires 3 arguments, but 2 were provided
src/resourcefiles/file_directory.cpp:198:32: error: use of undeclared identifier 'Filename'; did you mean 'FileName'?
2018-11-10 22:32:09 +02:00
Christoph Oelckers
a90655b295 - cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
An exception is made for the sprite drawer which needs to call this in the worker thread on some occasions for as-yet unprocessed sectors.
This case may not alter the cache to avoid having to add thread synchronization to it.

The main reason for this change is that pointers to such manipulated sectors can now be considered static in the renderer.
Due to them being short lived local buffers it was not possible to carry them along with the render data for information retrieval.
2018-11-10 20:07:00 +01:00
Major Cooke
9a7f570b19 Added DMG_NO_ENHANCE for DamageMobj.
- Disables PowerDamage's effect, similar to DMG_NO_PROTECT disabling PowerProtect.
2018-11-10 16:18:33 +01:00
Christoph Oelckers
191f2d9d76 - use TArray and FString in resource file management. 2018-11-10 14:19:55 +01:00
Christoph Oelckers
4d06c17a44 - a few more buffers converted. 2018-11-10 14:18:34 +01:00
Christoph Oelckers
6894912f44 - use TArray for most buffers in p_glnodes.cpp. 2018-11-10 14:15:39 +01:00
Christoph Oelckers
3448749de6 - replaced a few temporary allocations with TArray and added a few convenience loader functions for this.
Amazingly with today's optimizers this creates code which is just as good as doing it all manually with the added benefit of being safer.
2018-11-10 11:56:18 +01:00
Christoph Oelckers
602ea8f723 - made some minor changes to TArray after finding out that "new int()" is not the same as "new int".
With parentheses this initializes to 0 which created needless initialization code in a few places.
2018-11-10 10:43:35 +01:00
Christoph Oelckers
cfe51f0c30 - hole filling subsectors must also be explicitly triangulated for the automap because they may be non-convex. 2018-11-10 08:04:03 +01:00
Christoph Oelckers
0caabbe355 - clear spechit before leaving P_CheckPosition.
Otherwise this may contain residual data from the last call.
One can only hope that this doesn't cause other side effects - this entire code is one horrendous mess of bad ideas.
2018-11-09 19:06:54 +01:00
Christoph Oelckers
f6af50fc74 - restored portal code that shouldn't have been deleted. 2018-11-08 20:39:44 +01:00
Major Cooke
cdd60b1431 Changed IsPointInMap to use P_PointOnDivlineSide. 2018-11-08 14:50:04 +01:00
alexey.lysiuk
ed72843dec - fixed undefined behavior when grouping sections
The current group should not be accessed by reference because its container can be reallocated during iteration

https://forum.zdoom.org/viewtopic.php?t=62487
2018-11-07 23:04:42 +02:00
Major Cooke
9ff7f338fd Added IsPointInMap(Vector3 p).
- Checks if a point is inside the map geometry or not.
2018-11-07 15:16:45 -05:00
Christoph Oelckers
4eecaada67 - added copyright header to p_destructible.cpp 2018-11-07 19:27:35 +01:00
Christoph Oelckers
9661c3b53c - moved hw_Sections to r_data, because this is an essential component of the dynamic light system now so it is needed for all renderers. 2018-11-07 00:53:44 +01:00
Christoph Oelckers
bad2a7c49b - silenced debug message in standard mode. 2018-11-07 00:43:11 +01:00
ZZYZX
a276ebfb08 Exported destructible geometry to ZScript 2018-11-07 00:12:37 +01:00
ZZYZX
ed3355acc6 Explode bouncing projectiles if hit damageable geometry 2018-11-07 00:12:37 +01:00
ZZYZX
d85e5afdfb Destructible geometry - minor fixes and 3D floor support 2018-11-07 00:12:37 +01:00
Christoph Oelckers
752a64c840 - fixed typo in sight checking code. 2018-11-07 00:12:03 +01:00
Christoph Oelckers
c28f001cb2 Merge branch 'sections' 2018-11-06 23:50:16 +01:00
Christoph Oelckers
f2e593f8bf - disabled the hack for fixing the original design of the portal in KDiZD's Z1M1.
This portal got fixed in a later re-release of KDiZD and no other portal needs this runtime fix to my knowledge.
The main problem here is that this runtime fix requires some manipulation of the render data that does not work anymore.

Should other maps need this fix as well they are probably best served with a compatibility entry.
2018-11-06 21:41:16 +01:00
Christoph Oelckers
085bf0d33f - fixed Transfer_Heights and 3D floors. 2018-11-06 20:53:45 +01:00
Christoph Oelckers
ddc75f7ba5 - made the common render hacks functional again as separate render items. 2018-11-06 20:31:44 +01:00
Christoph Oelckers
a6e77ae094 Refactored the render hack storage so that it can be decoupled from the regular GLFlat render items.
Having these in there makes it impossible to change render techniques so these are better done as separate items.
2018-11-06 18:20:59 +01:00
Christoph Oelckers
aee47d23bd - fixed validcount for real and added a side check for intra-section sides to light code. 2018-11-06 11:53:03 +01:00
Christoph Oelckers
df52a71475 - fixed validcount. 2018-11-06 01:01:59 +01:00
Christoph Oelckers
87973ff504 - added handling for intra-sector lines to lighting code. 2018-11-06 00:47:43 +01:00
Christoph Oelckers
ba66c0c889 - changed dynamic light traversal to use sections instead of the subsectors.
This is mostly complete, except for handling intra-section sidedefs.
2018-11-06 00:13:23 +01:00
Christoph Oelckers
9ddca3c3a9 - removed the subsector light lists as a preparation step to move over the light traversal code to use sections instead of subsectors. 2018-11-05 22:35:24 +01:00
Christoph Oelckers
375dd7e28f - the sections are now being used as the smallest element to draw flat planes.
This also removes one piece of code that was used to cope with the missing clip planes on old ATI cards, so support for those will most likely have to be dropped in the near future.
2018-11-05 22:14:18 +01:00
Christoph Oelckers
50bd9c3594 - flatvertex generation is working again. 2018-11-05 21:29:57 +01:00
Christoph Oelckers
625eb1e76a - FVertexBuilder's output looks correct now. 2018-11-05 21:11:54 +01:00
Christoph Oelckers
950ed07ae6 WIP 2018-11-05 15:30:50 +01:00
Christoph Oelckers
d7db00d92e - sector rendering refactoring for sections - work in progress. 2018-11-05 01:01:48 +01:00
Christoph Oelckers
0deb388a75 - automatically create sections and store them with the level data.
- added subsector indexing to sections.

This is needed for finding a section from a point.
2018-11-04 22:19:11 +01:00
Christoph Oelckers
705c87c6cc - fixed bad case in #include. 2018-11-04 21:33:35 +01:00
Christoph Oelckers
c847180bdc - reinstated the sector light clamping threshold from before version 3.3.
It turned out that without the clamping the feature does not work well, thanks to a poorly chosen scale of the original arguments.
2018-11-04 20:57:18 +01:00
Christoph Oelckers
49bfdbef9f - create an intermediate structure between sectors and subsectors.
A section is a continuous part of a sector or in some case of several nearby continuous parts. For sectors with far away parts multiple sections will be created, especially when they lie in disjoint parts of the map.
This is mainly supposed to cut down on time for linking dynamic lights. Since they need to traverse subsectors to find all touching sidedefs a more coarse data structure that only contains the info needed for this is more suitable. In particular, this does not contain any intra-sector lines, i.e. those with both sides in the same sector.
2018-11-04 20:10:51 +01:00
Player701
9b7114a96d - undid the save version bump 2018-11-04 19:58:57 +01:00
Player701
56f76a141e - Added a function to get the actor's age in ticks. 2018-11-04 19:58:57 +01:00
Player701
a6dbfcf9c2 - Added a new field to the Actor class which stores the amount of ticks passed since the game started on the moment the actor was spawned.
- Added a function to the Actor class to get its spawn time relative to the current level.
- Added spawn time information to the output of the "info" console command.
2018-11-04 19:58:57 +01:00
Cacodemon345
b1d35eb0b3 Extend SKYEXPLODE flag for LineAttack 2018-11-03 15:24:30 +01:00
alexey.lysiuk
53bf598aee - restored screen clear in Cocoa backend when setting video mode
This still doesn't work well in windowed mode
In fullscreen the effect is quite noticeable thought
2018-11-03 13:09:30 +02:00
Christoph Oelckers
1ccbbcb81d - added a method to FileReader to read the contents into an array and used it on the MIDI sources for testing. 2018-11-02 10:20:12 +01:00
Christoph Oelckers
c07aeb7498 - use a single TArray to allocate the memory for the lump manager's hash lists. 2018-11-02 09:51:44 +01:00
alexey.lysiuk
8597c9e326 - added warning for constant conditional expression
ZScript code like `if (x = 0) // ...` no longer causes assertion failure in Debug but produces a warning regadless of configuration

https://forum.zdoom.org/viewtopic.php?t=62422
2018-11-01 16:05:27 +02:00
alexey.lysiuk
d99aeb0895 - fixed potential crash when drawing status bar log
src/g_statusbar/shared_sbar.cpp:1133:34: warning: comparison of integers of different signs: 'unsigned int' and 'int'
[-Wsign-compare]
2018-11-01 13:37:11 +02:00
alexey.lysiuk
504a7f00b6 - fixed two potentially dangerous compilation warnings
src/hwrenderer/dynlights/hw_lightbuffer.h:51:29: warning: comparison between signed and unsigned integer expressions
[-Wsign-compare]
src/hwrenderer/scene/hw_renderstate.h:196:44: warning: operation on '((FRenderState*)this)->FRenderState::mVertexOffsets[0]' may
be undefined [-Wsequence-point]
2018-11-01 12:51:22 +02:00
Christoph Oelckers
b9f2cce8de - versioned the return mismatch check to demote it to a warning for older versions than 3.7. 2018-11-01 11:30:53 +01:00
alexey.lysiuk
d3461be40c - made 'return void' case a compilation error 2018-11-01 11:18:22 +01:00
Christoph Oelckers
b79622bcba - added far stronger restrictions for when the Boom-Texture-Y-offset compatibility flag may trigger.
This had absolutely no sanity checks and unconditionally picked the source texture if one existed.
It should only be done for wall textures, only for those defined in TEXTUREx and only for those where the scale is identical with the underlying texture.
2018-11-01 10:51:57 +01:00
Christoph Oelckers
c5153ca095 - fixed: Do not pass Sysex messages to Windows's GS Wavetable synth.
This will totally refuse to play a MIDI if that happens.
Duke Nukem's Alienz.mid, which did not play before works after this change.
2018-11-01 10:22:21 +01:00
Christoph Oelckers
f7ce4dd2da - added fake vid_renderer CVAR so that mods that checked for it to determine the renderer will get 1 returned instead of 0.
The majority of mods which did such a thing checked for the hardware renderer so this should be the default.
2018-11-01 09:43:11 +01:00
Christoph Oelckers
9df7ce1f9a - fixed: P_DamageMobj should clear reactiontime only for non-players.
For players this variable has an entirely different meaning which does not agree with being modified here.
2018-11-01 09:27:38 +01:00
Christoph Oelckers
aa69d63a65 - made DBrokenLines serializable. 2018-11-01 09:02:20 +01:00
Christoph Oelckers
23aff98e90 - fixed handling of wrapped midtextures to be actually useful when used in sky sectors. 2018-11-01 08:02:11 +01:00
ZippeyKeys12
77c5c1eb19 Export AllClasses 2018-11-01 00:20:46 +01:00
Cacodemon345
eaaf0cb8f6 Fix bounce state not entering when hit from top. 2018-11-01 00:11:57 +01:00
Jonathan Russell
f39a389e99 - changed the way alpha works on DrawLine and DrawThickLine so they're consistent 2018-11-01 00:10:47 +01:00
Major Cooke
6a8b0df4ba Added VelIntercept.
- Uses the same code as Thing_ProjectileIntercept to aim and move the projectile.
  - targ: The actor the caller will aim at.
  - speed: Used for calculating the new angle/pitch and adjusts the speed accordingly. Default is -1 (current speed).
  - aimpitch: If true, aims the pitch in the travelling direction. Default is true.
  - oldvel: If true, does not replace the velocity with the specified speed. Default is false.

- Split the code from Thing_ProjectileIntercept and have that function call VelIntercept.
2018-11-01 00:10:08 +01:00
ZZYZX
849d110f10 Fixed sector floor/ceiling actions not triggering in P_XYMovement 2018-11-01 00:05:43 +01:00
Christoph Oelckers
a388b6c8ab - added missing nullptr check. 2018-10-31 23:23:02 +01:00
ZZYZX
a6cdcab128 Implemented loading/saving of line/sector health and health groups in savegames 2018-10-31 22:14:40 +01:00
Tommy Nguyen
40c56bad09 - fix _mm_pause() compiler error and zero initialize atomics 2018-10-31 22:35:56 +02:00
Christoph Oelckers
98b8a2b1f4 - missed one place where FBrokenLines was used. 2018-10-31 20:36:23 +01:00
Christoph Oelckers
4343d0b9c5 - fixed: An exception inside DestroyAllThinkers could send the engine into an endless loop of failed destructions. 2018-10-31 20:07:24 +01:00
Christoph Oelckers
0d54d335c4 - use a saner data structure to store the BrokenLines.
Calling the old method with a pointer to an array of unspecified length 'dirty' would be an understatement.
Now it uses a TArray to store the single elements
2018-10-31 19:13:54 +01:00
ZZYZX
b911bbc424 Single commit - destructible geometry feature 2018-10-31 17:22:09 +01:00
Christoph Oelckers
a33cc13054 - make GCC happy... :( 2018-10-31 17:20:04 +01:00
Player701
3e609f2b87 - Introduced an enum named EventHandlerType and changed the bool argument in E_NewGame to this type. 2018-10-31 17:19:21 +01:00
player701
04ae32f6f9 - Static NewGame events now fire before loading a map, and normal NewGame events fire after registering per-map handlers and before all other events.
- Static event handlers now unregister after per-map handlers.
- All event handlers now unregister in reverse order.
2018-10-31 17:19:21 +01:00
Christoph Oelckers
2dec7bb1e5 - added a non-multithreaded option for the renderer and fixed a few places where the wrong sector was used
The render_sector is only relevant for flats, but never for walls or sprites!
2018-10-31 17:13:22 +01:00
Christoph Oelckers
91df3f8c73 - added option to disable alpha testing for user shaders. 2018-10-31 15:56:20 +01:00
Christoph Oelckers
37166b5faf - fixed missing binding of the light buffer.
I thought this wasn't needed but apparently the buffer refactoring caused this not to be done automatically anymore.
Best have it once at the start of each frame where the cost is negligible.
2018-10-31 12:48:09 +01:00
Christoph Oelckers
41fd34e424 - use standard sprite lighting for voxels.
Per-pixel lighting requires normals which voxels do not have.
2018-10-31 12:28:10 +01:00
Christoph Oelckers
3a6f186aa0 - removed memcpy workarounds from GLWall, GLFlat and GLSprite after making sure that all 3 are trivially copyable. 2018-10-31 11:51:52 +01:00
Christoph Oelckers
fdf324cce5 - fixed error message for old OpenGL versions. There was still a mention of "with framebuffer support" which is core in 3.3. 2018-10-31 10:50:45 +01:00
Christoph Oelckers
533ded8d1e Merge branch 'master' into mt 2018-10-31 10:20:29 +01:00
Christoph Oelckers
790b121195 - added a bit of profiling code to the multithreaded parts of the renderer. 2018-10-31 10:20:06 +01:00
Christoph Oelckers
01a0af8ad1 - simplified the render job interface.
Since the job nodes were already taken from a static array, the added linked list isn't really needed. All we need is a read and a write pointer into the array, This can even be done without a spinlock as long as we assume that the list never overflows.
2018-10-31 09:49:07 +01:00
Christoph Oelckers
e9c2247ff4 - added missing file. 2018-10-31 09:22:38 +01:00
Christoph Oelckers
e4d2ec8cb2 - added a few comments to the renderstate to document where certain functions are used. 2018-10-31 08:16:44 +01:00
Christoph Oelckers
aafa445aac - fixed stencil marking for SSAO. 2018-10-30 23:33:45 +01:00
Christoph Oelckers
e2e34f5245 - cleanup of the buffer binding interface.
Some stuff is not really needed and the vertex buffers no longer need to insert themselves into the render state.
2018-10-30 22:43:58 +01:00
Christoph Oelckers
1be1470d47 - cleanup of hw_bsp.cpp. 2018-10-30 22:19:55 +01:00
Marrub
0b460ccb03 Squashed commit of the following:
commit 767e3a64f0d5fd27ef56de6e93221e9b2016a0c7
Author: Marrub <marrub.xz@gmail.com>
Date:   Tue Oct 30 04:01:09 2018 -0400

    ProMessage -> PronounMessage

commit 305477f63fb669f8cf2d9f6d609ed3988f437664
Author: Marrub <marrub.xz@gmail.com>
Date:   Mon Oct 29 23:56:58 2018 -0400

    improve variable naming

commit f3f0245d0cdcc1b0a8a9b74806bc8954be747f40
Author: Marrub <marrub.xz@gmail.com>
Date:   Mon Oct 29 19:52:32 2018 -0400

    add "neutral" gender option and better obit formatting
2018-10-30 21:42:09 +01:00
Christoph Oelckers
48bc5550d7 - removed the Bind function from FFlatVertexBuffer.
This is not flexible enough. There was already one place where this was not supposed to go through the render state.
The new interface allows more general use of the contained buffer objects.
2018-10-30 19:28:47 +01:00