Commit graph

10986 commits

Author SHA1 Message Date
Christoph Oelckers
3eb1af6957 - added a GetMissileDamage function to DECORATE which can be used to properly retrieve an actor's damage value.
The damage property should be considered deprecated inside expressions from now on.
2016-09-19 03:45:22 +02:00
Christoph Oelckers
f1ba19073f - split Damage into two variables: DamageVal for the old constant and DamageFunc for the DECORATE function.
The way this was done was a major headache inducer, requiring reconstruction of the function each time the value was changed and in general made actor damage a major hassle.
There was a DECORATE wrapper to mimic the original behavior but this looked quite broken because it completely ignored the different semantics of both damage calculation types.
It also made it impossible to determine if damage was a function or a value.
This accessor has been reverted to what it should be, only returning the constant, which now is -1 for a damage function. I am sorry if this may break the odd mod out but a quick look over some DECORATE-heavy stuff showed that this was never combined in any of them so that accessing 'damage' in DECORATE code depended on an actual damage function.

To get proper damage, a future commit will add a DECORATE function which calls AActor::GetMissileDamage.
2016-09-19 03:36:51 +02:00
Christoph Oelckers
967ed48fd3 - fixing. 2016-09-19 01:48:48 +02:00
Christoph Oelckers
718614a820 - cleanup 2016-09-19 01:07:51 +02:00
Magnus Norddahl
b1871b272b Merge branch 'exposure_pass' into lightmath 2016-09-18 19:31:36 +02:00
Magnus Norddahl
210dd6d26a Make bloom/exposure less aggressive 2016-09-18 19:31:09 +02:00
Christoph Oelckers
ceaa040750 - added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass. 2016-09-18 17:45:02 +02:00
Christoph Oelckers
a5628518c1 - cut down on data size by not saving trivial defaults. 2016-09-18 16:41:34 +02:00
Magnus Norddahl
38be2333d0 Merge branch 'exposure_pass' 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
2016-09-18 16:22:44 +02:00
Magnus Norddahl
8dd12c8216 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-18 16:01:21 +02:00
Magnus Norddahl
1e2935f4e0 Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-18 15:57:22 +02:00
Christoph Oelckers
9313a99e12 - started implementing a JSON based serializer. Unfortunately it is far too slow to be of any real use. 2016-09-18 13:26:34 +02:00
Christoph Oelckers
3db7d9ad84 - fixed: AActor::alternative was not declared as a pointer. 2016-09-18 12:22:56 +02:00
raa-eruanna
e47e6d1d6e Merge http://github.com/coelckers/gzdoom 2016-09-17 20:06:22 -04:00
Christoph Oelckers
6b4aee28bc Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-17 20:22:43 +02:00
Major Cooke
80c1baa596 Fixed: Pitch was rotating around the wrong axis. 2016-09-17 12:10:22 -05:00
raa-eruanna
962291d18e Merge http://github.com/coelckers/gzdoom 2016-09-17 11:32:57 -04:00
Christoph Oelckers
bec17bd222 - FLATSPRITE fixes. 2016-09-17 08:26:30 +02:00
Magnus Norddahl
f2a3b8978d Added declaration in the shader that was missing 2016-09-17 00:30:03 +02:00
Gaerzi
d99d43aeba Fixes to fuzz shaders 2016-09-17 00:30:03 +02:00
Major Cooke
d01b0e061e Moved flatsprite code into CalculateVertices. 2016-09-16 12:07:28 -05:00
Major Cooke
66d20726c2 Reintroduced flat sprites once more.
- Take note, current flat sprites will change. With no pitch involved, sprites are now flat across the ground.
2016-09-16 11:47:20 -05:00
raa-eruanna
922360ae35 Merge http://github.com/rheit/zdoom 2016-09-16 11:49:45 -04:00
raa-eruanna
7da94e5aca Merge http://github.com/coelckers/gzdoom 2016-09-16 11:49:42 -04:00
Christoph Oelckers
7c2886e8ea - fixed the last commit:
The altered vertices must always be copied to the actual buffer and it's not necessary to copy everything, copying the 4 changed ones is sufficient.
2016-09-16 08:10:19 +02:00
raa-eruanna
476b727d5d "actorlist" and "actornum" no longer return already-owned inventory objects 2016-09-16 00:47:56 -04:00
Magnus Norddahl
3c1868f7e6 Fix wrong flash rectangle size after window resize 2016-09-16 02:53:19 +02:00
raa-eruanna
a83477e549 Merge http://github.com/rheit/zdoom 2016-09-15 19:18:56 -04:00
raa-eruanna
ac70f77e44 Added the following ccmds:
actorlist, actornum, monsternum, itemsnum, countitemsnum
Modified the following ccmds:
 monster, items, countitems

All commands with "num" at the end simply print a count of their respective filters, all other listed commands now print a list and a count.
2016-09-15 15:09:36 -04:00
Magnus Norddahl
0d27996a64 Replace CheckRatio with AspectTallerThanWide in DrawHUD 2016-09-15 07:52:53 +02:00
Magnus Norddahl
48f491cfd1 Fix video mode selection bug 2016-09-15 07:52:53 +02:00
raa-eruanna
976cf07f9c Merge http://github.com/coelckers/gzdoom 2016-09-14 20:26:37 -04:00
Magnus Norddahl
95fef44200 Merge remote-tracking branch 'gzdoom_upstream/master' into lightmath 2016-09-15 00:31:34 +02:00
Christoph Oelckers
d128e28044 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-14 21:05:45 +02:00
Christoph Oelckers
f3a4036dc5 - lgpl.txt 2016-09-14 21:05:25 +02:00
Leonard2
cb17e109f1 Added "division by zero" to the VM-aborting errors 2016-09-14 20:47:00 +02:00
Leonard2
65af26f962 The VM now properly aborts on critical errors 2016-09-14 20:46:18 +02:00
raa-eruanna
4ccba9c49e Merge http://github.com/rheit/zdoom 2016-09-14 14:08:41 -04:00
raa-eruanna
343cde4595 Merge http://github.com/coelckers/gzdoom 2016-09-14 14:08:19 -04:00
Christoph Oelckers
8b6e09ca09 - changed the license of the OpenGL renderer to LGPL v3.
This was done to clean up the license and to ensure that any commercial fork of the engine has to obey the far stricter requirements concerning source distribution. The old license was compatible with GPLv2 whereas combining GPLv2 and LGPLv3 force a license upgrade to GPLv3. The license of code that originates from ZDoomGL has not been changed.
2016-09-14 20:01:13 +02:00
raa-eruanna
842558384a Forgot to set vid_renderer defaults for Linux and Mac. 2016-09-14 07:33:31 -04:00
raa-eruanna
b0029fcd1e Set version to 0.0 (prerelease), set render defaults for true-color software renderer since that is the focus of this project 2016-09-14 06:38:08 -04:00
raa-eruanna
3ebf8c7e74 More code fixes - now it compiles. 2016-09-14 06:28:39 -04:00
raa-eruanna
004c7de89b Part 1 of code merge 2016-09-14 04:03:39 -04:00
raa-eruanna
b17b7446cb Merge http://github.com/coelckers/gzdoom 2016-09-14 03:15:56 -04:00
raa-eruanna
81545d9b4e Merge http://github.com/rheit/zdoom
# Conflicts:
#	src/v_video.cpp
2016-09-14 02:24:59 -04:00
raa-eruanna
b85e3b56e3 Establish QZDoom 2016-09-14 02:21:35 -04:00
Major Cooke
3b2359959e Quakes must use their own independent falloffs.This caused discrepencies and sudden drop-outs in stacked quakes otherwise. 2016-09-13 23:06:57 -05:00
Braden Obrzut
fd53aefbf2 Added warning if building on Visual Studio 2015 without v140_xp. 2016-09-13 20:55:31 -04:00
Braden Obrzut
f1bca9d20e The old DirectX setup is required to utilize v140_xp.
Revert "- removed DirectX setup from CMakeLists for Visual Studio"

This reverts commit 954ac8ce5e.
2016-09-13 20:12:59 -04:00