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
ce8c529422
- use Xcode 10.1 for Travis CI builds
2018-11-03 13:11:59 +02:00
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
b5853b4d8e
- prevented GME compilation warning spam with Clang
2018-11-01 13:34:47 +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
Vitaly Novichkov
8450dc5fdb
Update GME up to 0.6.2 version
2018-11-01 00:15:41 +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