Commit Graph

14542 Commits

Author SHA1 Message Date
alexey.lysiuk fa5f936371 - fixed missing saved game picture in software modes
https://forum.zdoom.org/viewtopic.php?t=60574
2018-05-13 16:11:05 +03:00
Christoph Oelckers 8f96729e06 - fixed portal benchmarking and added separate output for 2D and finishing the main scene. 2018-05-13 09:48:19 +02:00
alexey.lysiuk 8a6ae503be - use map axes in bad sound position/velocity warning
https://forum.zdoom.org/viewtopic.php?t=60578
2018-05-13 10:13:59 +03:00
Christoph Oelckers 142368d958 - fixed alpha of weapon sprite. 2018-05-12 18:45:12 +02:00
Christoph Oelckers c2a7a4bf30 - moved viewport code to DFrameBuffer. 2018-05-12 17:23:56 +02:00
alexey.lysiuk f17f8c9359 - added end line to various messages
so they don't screw up further output anymore
2018-05-11 18:03:57 +03:00
Magnus Norddahl 643828f5fa - move 3d floor code into functions 2018-05-11 17:00:12 +02:00
Magnus Norddahl e4d740e586 - more pointless complexity removal 2018-05-11 14:27:09 +02:00
Magnus Norddahl acf9f55849 - remove pointless code 2018-05-11 13:29:24 +02:00
Magnus Norddahl b0cc472e85 - fixed sloped drawer crash 2018-05-11 12:28:10 +02:00
alexey.lysiuk 2c2b19bb7f - fixed crash during autoloading of material textures
https://forum.zdoom.org/viewtopic.php?t=60546
2018-05-10 18:01:29 +03:00
alexey.lysiuk a7e7db1fe9 - fixed calculation of glow color
Width and pitch were mixed up for RGB format texture, pixel data were read outside of designated buffer

https://forum.zdoom.org/viewtopic.php?t=60538
2018-05-10 15:45:29 +03:00
Magnus Norddahl 46e2e0b57c - reduce the number of direct OpenGL calls done by the post processing steps 2018-05-10 14:43:34 +02:00
landfillbaby ba9a340c1f fix highlighting in snd_listmididevices 2018-05-10 11:51:23 +03:00
alexey.lysiuk ef536e7b00 - fixed crash in DECORATE parsing
The case with forward declared class used as a parent must be handled explicitly

actor MyWeapon : Weapon { Weapon.AmmoType "MyBaseAmmo" }
actor MyAmmo : MyBaseAmmo { }
actor MyBaseAmmo : Ammo { }
2018-05-10 11:47:16 +03:00
alexey.lysiuk 821cc2a140 - added end line to recursive sound warning 2018-05-10 11:43:27 +03:00
Christoph Oelckers e1ad4b618d - fixed: The targeter drawer did not check the return value of its setup function.
This caused invalid items to be passed to the renderer.
2018-05-10 09:09:24 +02:00
Christoph Oelckers 50cdcc79c8 - fixed OpenGL2.0 may not call the modern light setup code. 2018-05-10 09:05:26 +02:00
alexey.lysiuk fd5df6e8d1 - Cocoa: ability to use drag and drop with custom IWADs 2018-05-09 12:47:11 +03:00
alexey.lysiuk 23dcc27542 - Cocoa: proper defaults in .plist 2018-05-09 12:33:19 +03:00
Magnus Norddahl 459f748c4e - added r_debug_draw that shows how the software renderer composes its scene 2018-05-08 22:22:15 +02:00
David Carlier 1b68b69ed8 Needed headers for time and WIF* 2018-05-08 22:04:20 +03:00
Magnus Norddahl b27655db70 - 3d floor clipping support for models 2018-05-08 01:36:18 +02:00
Magnus Norddahl 49c9de350f - GetTimeFloat is not renderer specific 2018-05-07 00:40:12 +02:00
Magnus Norddahl bfe6bffd33 - fix hud model clipping 2018-05-07 00:33:16 +02:00
alexey.lysiuk 78c06554af - proper handle pixel format creation errors in Cocoa backend 2018-05-06 17:53:53 +03:00
alexey.lysiuk 7fcefa2ed1 - SDL: clear button state when switching from/to GUI input
https://forum.zdoom.org/viewtopic.php?t=60451
2018-05-06 14:37:04 +03:00
alexey.lysiuk ce18ff1df3 - use libc++ for all targets on macOS
clang: warning: libstdc++ is deprecated; move to libc++ with a minimum deployment target of OS X 10.9
2018-05-06 09:44:13 +03:00
Magnus Norddahl 4642861501 - fixed missing depth for models 2018-05-06 03:23:07 +02:00
Magnus Norddahl 1d929dd79b - fix translucent walls when r_models is enabled 2018-05-06 02:54:03 +02:00
Magnus Norddahl d667a0192a - fix null pointer crash 2018-05-06 02:31:58 +02:00
Christoph Oelckers 099057b142 - moved the vertex and light data generation back to the render pass for modern OpenGL with persistently mapped buffers.
Having this extra CPU time in there allows for better parallelization with the graphics driver and GPU.
2018-05-05 23:32:55 +02:00
Christoph Oelckers 72c7a05ba8 - added compatibility fix for bad sector reference in Plutonia MAP11. 2018-05-05 19:58:34 +02:00
alexey.lysiuk 437b44bafb - serialize 'spawned' object flag, WorldThingDestroyed event relies on it
https://forum.zdoom.org/viewtopic.php?t=60435
2018-05-05 17:55:44 +03:00
alexey.lysiuk f4c49b6cff - updated Travis configuration
Enabled usage of embedded thirdparty libraries to make sure that they are in buildable state
Added GTK+ version 2 or 3 as dependency to each Linux target
2018-05-05 17:18:12 +03:00
Christoph Oelckers 74b624002c - moved the software renderer's drawer to the swrenderer directory. 2018-05-05 11:44:42 +02:00
Christoph Oelckers de15b589c0 - moved the screen blending code out of the renderer.
This is better be made part of the 2D interface.
That would have been done long ago if it hadn't been for the totally incompatible way this was handled by the purely paletted software renderer.
Now with that out of the way there is no point keeping this code this deeply embedded in the renderer.
2018-05-05 11:20:37 +02:00
Christoph Oelckers 52d73eabbf - weapon drawing code refactor complete.
Setup and drawing are now done separately, this also no longer needs the Quad drawer.
2018-05-04 23:11:37 +02:00
alexey.lysiuk 2be84dc636 - skip rendering when application is not active
Use vid_activeinbackground CVAR to override this behavior
2018-05-04 11:24:37 +03:00
alexey.lysiuk 311259b0f5 - updated LZMA library to version 18.05
https://www.7-zip.org/
https://www.7-zip.org/a/lzma1805.7z
2018-05-04 11:24:15 +03:00
Christoph Oelckers e0833d5005 - prepared the weapon sprite drawer for full separation. 2018-05-03 23:49:16 +02:00
Christoph Oelckers e309fd1f3d - moved a bit more of the wall setup to the API independent side. 2018-05-03 22:14:25 +02:00
Christoph Oelckers 6285a309ce - added UploadLights to the DrawInfo interface.
- removed GLPASS_PLAIN because it was the same as GLPASS_ALL.
2018-05-03 21:47:58 +02:00
Christoph Oelckers 96ac1fa363 - changed GLDecal to work without a pointer to the generating GLWall.
Although this is currently safe there is no guarantee that future refactorings will keep the current draw lists, so it's better if GLDecal used its own copy of the data.
2018-05-03 21:42:34 +02:00
Christoph Oelckers 43b491ea33 - moved the global 'no dynamic lights' variable to FLevelLocals so that it is outside renderer specific data. 2018-05-03 21:27:45 +02:00
Hisymak 583da7f6cf OPL Synth fix: Double-voice instruments randomly don't play second voice 2018-05-03 21:10:17 +02:00
alexey.lysiuk e87cdd3658 - fixed missing geometry with render precision set to quality
https://forum.zdoom.org/viewtopic.php?t=60423
2018-05-03 21:10:05 +02:00
Christoph Oelckers 14410ae526 - fixed: FDrawInfo must be kept around until DrawEndScene2D finishes.
Otherwise some code crashes on invalid data.
2018-05-01 19:01:01 +02:00
Christoph Oelckers 9bdb0f2e49 - renamed the flag bits for sector_t::MoreFlags, so that they are easier to distinguish from sector_t::Flags.
- precalculate if a sector's floor and ceiling plane overlap. This avoids rechecking this for each single call of hw_FakeFlat.
- vertices must be marked dirty every time they change after map setup. That means that ChangePlaneTexZ must do this as well, because it cannot rely on interpolation taking care of it.
- Having a 'dirty' argument for SetPlaneTexZ's ZScript version makes no sense. If the value changes from the script side the vertices must always be marked to be recalculated.
2018-05-01 11:29:29 +02:00
Christoph Oelckers f49c6cbde2 - use sector_t::GetHeightSec consistently and optimize it.
This was all over the place, with half of it using the function and half doing incomplete checks on the underlying variables.
Also did some optimization on the IGNOREHEIGHTSEC flag: Putting it on the destination sector instead of the model sector makes the check even simpler and allows to precalculate the effect of 3D floors on the heightsec, which previously had to be run on every call and made the function too complex for inlining.
2018-05-01 09:47:09 +02:00