Commit Graph

19929 Commits

Author SHA1 Message Date
nashmuhandes db92e63e22 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-22 18:06:05 +08:00
Rachael Alexanderson 2ab4539d40 - fix logic error with shader compatibility layer 2022-01-21 16:40:04 -05:00
Rachael Alexanderson 4c4fafc2c0 - add debug ccmds to manipulate custom postprocess shaders and their uniforms from the console 2022-01-20 22:38:46 -05:00
Rachael Alexanderson 64f4332b43 - add cmath includes to fix the mac compile std::floor errors 2022-01-20 13:31:57 -05:00
nashmuhandes e67c421201 Add the lightmap UDMF keywords into namedef_custom.h 2022-01-21 01:42:54 +08:00
nashmuhandes 8ea47fdcc3 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
# Conflicts:
#	src/common/engine/namedef.h
2022-01-21 01:39:37 +08:00
nashmuhandes f79bbed130 Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2022-01-20 14:19:45 +08:00
Christoph Oelckers 851d058a4b - split up namedef.h into a shared and game specific part and cleaned out many unused names. 2022-01-20 00:14:08 +01:00
Xaser Acheron 0d8d4a2ad7 fix mbf21 A_FindTracer fov cone being twice as big as intended 2022-01-18 08:06:29 +01:00
Xaser Acheron efbb31fa39 add SMF_PRECISE flag to mbf21 A_SeekTracer, for accuracy 2022-01-18 08:06:29 +01:00
Xaser Acheron 40a5c4c1c5 fix mbf21 A_SeekTracer not working (arg type shenanigans) 2022-01-18 08:06:29 +01:00
Xaser Acheron a4b124bff8 fix mbf21 A_ConsumeAmmo ignoring explicit amount arg if weapon's ammopershot field set 2022-01-18 08:06:29 +01:00
Xaser Acheron 25f28c4b50 fix mbf21 A_ConsumeAmmo taking 0 ammo instead of 1 if ammopershot field not set (need to amend the spec for this, argh) 2022-01-18 08:06:29 +01:00
Xaser Acheron 00d4442fc8 fix MBF21 A_WeaponMeleeAttack function name typo & args 2022-01-18 08:06:29 +01:00
Xaser Acheron cf04ebb774 fix MBF21 A_WeaponProjectile spawn position 2022-01-18 08:06:29 +01:00
Xaser Acheron 97859fd608 fix MBF21 GetSoundArg off-by-one: sound indices are 1-indexed in args because Killough 2022-01-18 08:06:29 +01:00
Christoph Oelckers e6c6471e2f - fixed logic error with depth bias state in hardware renderer. 2022-01-17 00:32:54 +01:00
Christoph Oelckers 84458ddb9f - redid postprocessing shader interface to be free of the player dependency.
This is something that really should be done in higher level code - the shader interface should only concern itself with the shader and not the conditions that block its use.
The Shader class has been redone as a thin wrapper and been deprecated.
2022-01-17 00:07:43 +01:00
Rachael Alexanderson 12ed24d066 - separate `i_pauseinbackground` and `i_soundinbackground` - they probably should ultimately be moved out of the sound code 2022-01-15 20:17:11 -05:00
nashmuhandes 57112742fe Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2
# Conflicts:
#	src/common/rendering/gl/gl_shader.cpp
#	src/common/rendering/hwrenderer/data/buffers.h
#	src/common/rendering/v_video.h
2022-01-16 01:57:38 +08:00
alexey.lysiuk c3fc4e347e - added Visual Studio 2022 target to continuous integration 2022-01-15 17:01:19 +02:00
Christoph Oelckers 79c9b979d2 - backend update from Raze. 2022-01-11 17:19:16 +01:00
Marisa Heit a1d0d27278 Make GC::CheckTime 64-bit, just in case. 2022-01-11 13:01:31 +01:00
Marisa Heit e529f2d4d1 Revert "- be a bit more aggressive with the GC when not running the game loop."
This reverts commit b4d03501af.
2022-01-11 13:01:31 +01:00
Marisa Heit 31549997b4 Fix GC so collection rate is proportional to alloc rate
- Previous comments in dobjgc.cpp suggested that StepMul was used
  to determine how quickly garbage was collected based on how quickly
  memory was being allocated. This was not the case. Now it is.
- Remove calls to CheckGC from the thinkers. With GC running at a
  stable rate (once per frame), there should be no need to inject
  pauses into the collection process to keep it from injecting stutters
  (provided StepMul is sane). The risk of running out of memory because
  we don't run a collection pass absolutely every thinker should be
  practically zero.
- Reduce DEFAULT_GCMUL from 400 to 200, since it does what it says now
  instead of something else.
2022-01-11 13:01:31 +01:00
Christoph Oelckers 597856c1d4 - use an enum for the FX_* flags.
These were still #defines.
2022-01-07 00:40:40 +01:00
Christoph Oelckers be103bd9dc - fixed: the powerup item for respawn invulnerability was never given to the player. 2022-01-07 00:39:22 +01:00
Christoph Oelckers 32de663210 - fixed MBF21's A_SeekTracer.
This cannot directly call A_SeekerMissile because that has more parameters. It now maps to a wrapper that takes care of these.
2022-01-07 00:33:56 +01:00
Christoph Oelckers 49ab6612cb - fixed Dehacked parsing issues with weapon properties.
Due to a badly used string length check this code didn't really do what it was supposed to.
2022-01-07 00:31:57 +01:00
Christoph Oelckers 64ef03428d - added proper range check to the main sound playing function.
We got a report where this crashed on a bad sound index.
2022-01-07 00:16:30 +01:00
Christoph Oelckers 63fa01205f - fixed potential infinite loop in Hexen-style stair builder. 2022-01-07 00:09:59 +01:00
Rachael Alexanderson e6403197eb - drop yet another option from the simple mouse menu 2022-01-05 12:17:28 -05:00
Rachael Alexanderson 68d4c3f19c - drop more options from the simple mouse menu 2022-01-05 12:13:48 -05:00
Rachael Alexanderson ea9d945ff3 - create new menu page for simple mouse options menu - remove advanced settings like the individual speed fine-tuning 2022-01-05 11:10:28 -05:00
Marisa Kirisame ee1774e956 Relicense UE1 model loader as MIT.
Match up with the same relicensing that affected umeshtools,
which this loader takes most of its code from.
2022-01-02 18:09:10 +01:00
Christoph Oelckers e60e6967c0 - whitespace cleanup, updated from Raze. 2022-01-02 12:23:42 +01:00
Christoph Oelckers 3b879c5656 - changed the license of 3 more files free of external contributions to LGPL v2. 2022-01-02 12:08:47 +01:00
Christoph Oelckers 9d2431187d - reverted the license of the stereo3D code to BSD.
None of this was ever put under the GPL by its original author, so it is now back to its original license.
2022-01-02 11:41:32 +01:00
Christoph Oelckers 1c517d19fa - Backend update from Raze.
This is mainly code cleanup from setting the compiler to a stricter warning level.
2022-01-02 11:39:17 +01:00
alexey.lysiuk 6aea7694bc - updated LZMA to 21.07
https://www.7-zip.org/sdk.html
https://www.7-zip.org/a/lzma2107.7z
2022-01-01 15:58:40 +02:00
Rachael Alexanderson 0947f60c3b - move and copy SHT2E0 into the game-appropriate filter for Doom 2 games and wadsmoosh 2021-12-28 12:03:32 -05:00
Christoph Oelckers dae8793066 - moved Chex1 widescreen assets to the proper place. 2021-12-28 16:33:42 +01:00
Player701 f02060f822 - Fixed crash with Scroll_Texture_Offsets with non-zero tag 2021-12-27 15:34:27 +01:00
drfrag 2945e10a0e - More wrong tracer flags in ActorMover. 2021-12-24 16:37:58 +01:00
drfrag 395b5695ad - Fixed: ActorMover was not changing its tracer's flags. 2021-12-23 21:28:27 +01:00
Major Cooke b4c74fabd3 Added NoTrim support for ANIMDEFS, same syntax as TEXTURES outside a definition. 2021-12-14 15:22:01 +01:00
Major Cooke bbd91be5d5 Added NoTrim for TEXTURES.
- This can be applied either in or outside of a definition of a sprite.
- Simply adding "NoTrim" inside a definition will apply it.
- Syntax outside of a sprite is `NoTrim <SpriteName>`.
2021-12-14 15:22:01 +01:00
Player701 2ce5b49cab - Exported the "paused" global variable to ZScript 2021-12-06 16:26:34 +01:00
drfrag bb8534ed00 Fix LZMA compilation with VS 32 bit.
(patch by Igor Pavlov)
2021-11-29 16:17:47 +01:00
Sean Baggaley bf1577a984 ACS: fixed an old regression in which printing a map char array did not dereference the given array variable 2021-11-29 07:47:30 +01:00