Commit graph

499 commits

Author SHA1 Message Date
Christoph Oelckers
5bf2a26b82 - removed bogus assert from FxMinMax.
This would also trigger on signed/unsigned mismatches which it is not supposed to do.
2021-05-17 12:48:22 +02:00
Christoph Oelckers
0b5b919352 - let the CSV parser for the string table handle hex escapes. 2021-05-17 12:42:45 +02:00
Christoph Oelckers
668f8f2cf6 - fixed some uses of postincre,ment/decrements on narrow types.
THe VM has no opcode for this, all these places produced code with undefined behavior.
2021-05-17 12:42:22 +02:00
Christoph Oelckers
a94f5dd1b3 - added a proper error message when '--' or '++' gets used on 8 or 16 bit values. 2021-05-17 12:27:27 +02:00
Christoph Oelckers
31b1d760b1 - include fix. 2021-05-12 09:58:26 +02:00
Cacodemon345
c1c4066c76 SDL: Report Vulkan initialization errors 2021-05-09 22:57:00 +03:00
Rachael Alexanderson
bc15ded2a1 - make DI_ALPHAMAPPED change the style to STYLE_Shaded in the status bar drawer 2021-05-07 03:41:41 -04:00
Christoph Oelckers
3477d6c7c1 - added missing default values. 2021-05-03 14:33:40 +02:00
Christoph Oelckers
52554dc32c - Backend update fron Raze, mainly new script exports and extensions. 2021-05-03 14:13:03 +02:00
Cacodemon345
e4ada10e78
Remove support for SDL2 2.0.5 and earlier 2021-05-02 12:59:38 +03:00
Rachael Alexanderson
153968dc7c - change vid_allowtrueultrawide - -1 allows for any arbitrary ratio for hud aspects, 0 changed to old behavior (max 16:9), 1 changed to old behavior except at 21:9, 1 is now the default.
- `vid_allowtrueultrawide` is now placed in game-specific config, instead of global.
2021-05-02 01:25:21 -04:00
nashmuhandes
afd7b2e954 Allow settable render styles for status bar drawing functions DrawTexture, DrawImage and DrawString 2021-04-26 23:04:39 +02:00
alexey.lysiuk
8695325383 - fixed saving game to wrong save slot
This is a temporary solution as it makes GZDoom and Raze code bases incompatible

https://forum.zdoom.org/viewtopic.php?t=72085
2021-04-26 09:46:20 +03:00
Rachael Alexanderson
a2d3dbf74e - Change VKHardwareTexture::CreateTexture to allow a null buffer to be passed. This is used by the software renderer to create an arbitrary texture for screen rendering. 2021-04-25 02:06:40 -04:00
alexey.lysiuk
4bcea0ab78 - handle empty command names when getting key binds
See https://github.com/Realm667/WolfenDoom/issues/498
2021-04-19 18:09:20 +03:00
Christoph Oelckers
ba146ed5e5 - Backend update from Raze 2021-04-19 12:58:35 +02:00
Magnus Norddahl
4e503a1d1b Removed depthClamp requirement (note: portals will not render correctly on such devices)
Added format fallback support for VK_FORMAT_A2R10G10B10_UNORM_PACK32 since the pi4 doesn't support it
2021-03-28 18:26:23 +02:00
Rachael Alexanderson
ad8ae0f146 - set libADL and libOPN bank settings (only) to game specific 2021-03-28 09:01:54 -04:00
Erick Vasquez Garcia
03473abea2 A software implementation for gamma, brightness, contrast and saturation effects on SoftPoly. Based on original code by @dpjudas, thanks for the code. 2021-03-27 10:35:41 +01:00
Erick Vasquez Garcia
bf3018cc84 Bug fix in invulnerability in Doom Software Render Mode and True Color SW Render in SoftPoly. 2021-03-27 10:35:41 +01:00
Cacodemon345
3b50f7dfa6 SDL: Don't write garbage to output if it is redirected 2021-03-21 12:09:19 +02:00
Christoph Oelckers
ae09ca7a48 - moved EColorManipulation into the backend. 2021-03-13 12:21:07 +01:00
Christoph Oelckers
a0cffca3bb - restore accidentally deleted 'testmusicvol' CCMD. 2021-03-12 08:48:59 +01:00
Christoph Oelckers
d1023046ba - default replay gain to 'off'. 2021-03-11 15:47:05 +01:00
Christoph Oelckers
b9dafaaa6b - fill in the MIDI defaults for generating the lookup string for replay gain.
Both synth and sound font can be very relevant here for the final volume so using the same song with different settings needs to create different strings.
2021-03-11 00:20:19 +01:00
Christoph Oelckers
f11780600f - implemented replay gain calculation and management.
This is done entirely on the streamed sound data, unlike the old relative volume which uses the backend's volume setting.
2021-03-10 23:06:21 +01:00
alexey.lysiuk
952d43b884 - escape double quotes in Cocoa IWAD picker's extra arguments
https://forum.zdoom.org/viewtopic.php?t=71675
2021-03-08 11:44:14 +02:00
Christoph Oelckers
d18b74b537 Merge branch 'master' of https://github.com/Chernoskill/gzdoom 2021-03-06 11:32:31 +01:00
Chernoskill
d1ea33a815
Update models_obj.cpp 2021-03-06 11:27:23 +01:00
Chernoskill
27cf152438
Update models_ue1.cpp 2021-03-06 11:26:53 +01:00
Chernoskill
4e583772d7
Update models_md3.cpp 2021-03-06 11:26:31 +01:00
Chernoskill
72787c2c4c
Update model.h 2021-03-06 11:18:45 +01:00
Christoph Oelckers
357163c60d - Backend update from Raze. 2021-03-04 14:45:29 +01:00
Magnus Norddahl
996b4f9f5c Implement depth clamp 2021-03-02 03:22:18 +01:00
Magnus Norddahl
d6f8e80177
Fix portals not working in softpoly (#1323) 2021-02-28 20:24:15 -05:00
Chernoskill
fa2058004b The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message).

modelIDs are given a default value of -1.

Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances.

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]
Used TArray.Alloc to make TArrays have the correct size depending on the number of models.

Also removed MAX_MODELS_PER_FRAME.
Edited skinSurfaceIDs access for one-dimensional TArray

Added MD3_MODELS_MIN
To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
2021-02-26 22:22:33 +01:00
Christoph Oelckers
feb3520ee9 - added m_swapbuttons CVAR for the Windows RawInput and DirectInput backends.
The problem I discovered is that these backends do not respect the GUI-side system setting for swapping the buttons, so this needs to be done in-application so that swapped buttons can behave the same in the menu and the game.
2021-02-26 10:37:55 +01:00
Gutawer
73dc528112
- fix some crashes in the Shape2D VBO code due to unsound pointer usage (#1318) 2021-02-25 10:49:41 -05:00
Rachael Alexanderson
d6987ff6b2 Revert "Dynamic number of models per frame instead of a hard limit of four. (#1298)"
This reverts commit 769d60a64f.
2021-02-25 09:58:17 -05:00
Cacodemon345
a531c9c35f
Properly abort the program if the SDL window can't be created at all (#1296) 2021-02-24 15:27:42 -05:00
Chernoskill
769d60a64f
Dynamic number of models per frame instead of a hard limit of four. (#1298)
* Changed model-related arrays to TArrays.

* Update models.cpp

Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, it's size is now (models * MD3_MAX_SURFACES)
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case sSurfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Edited skinSurfaceIDs access for one-dimensional TArray

* Changed model-related arrays to TArrays.

Also removed MAX_MODELS_PER_FRAME.

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Used TArray.Alloc to make TArrays have the correct size depending on the number of models. 

surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column * NumRows], in this case surfaceIndex + modelIndex * MD3_MAX_SURFACES]

* Update models.h

* Edited MAX_MODELS_MD3

* Update models_obj.cpp
2021-02-24 15:26:47 -05:00
alexey.lysiuk
e6810620cd - restored sound-related developer messages
https://forum.zdoom.org/viewtopic.php?t=71486
2021-02-20 11:00:12 +02:00
Erick Vasquez Garcia
65b0047b26 SoftPoly: Fixed the md3 models, you can now correctly display the frame of the model, in addition, interpolation is added to the model.
This error is mentioned by drfrag in the following link https://forum.zdoom.org/viewtopic.php?f=336&t=71228
2021-02-20 09:14:18 +01:00
dondiego
395fc28e12
SoftPoly: Fixed the screen turning white with invulnerability sphere in Doom and in Heretic avoiding color errors in some pixels when activating the "ring of invincibility". (#1307)
Co-authored-by: Erick Vasquez Garcia <erickv5394@gmail.com>
2021-02-18 23:37:53 -05:00
Player701
387abf81a0
- Added a new intrinsic for class pointers to check if the class is abstract (#1308) 2021-02-18 11:17:23 +01:00
Erick Vasquez Garcia
78c0ec0470 - Fixed sprites were not affected by dynamic lights on SoftPoly. 2021-02-16 08:27:02 -05:00
Raccoon
59fcf45222
Add Warnings for when PNG loads fail due to unsupported flags (#1302)
This was the result of an issue which stumped the entire Discord, which led to me having to debug from source to find why some relatively standard publicly available PBR materials work.  GZDoom is the ONLY program in the typical development stack (GIMP, Slade, UDB) with this narrow of support for the PNG format. As such, the average developer will have no other way to figure out what's going wrong without these: these CANNOT be allowed to fail silently.  As things like PNG-compression and 64-bit color become more common in royalty-free PBR materials, support should be an eventual target.  Even then, these warnings should remain to prevent this from being an issue the next time things change.
2021-02-12 19:37:18 +01:00
Christoph Oelckers
c9ed4293f7 - backend update from Raze. 2021-02-12 14:40:34 +01:00
Magnus Norddahl
7e68223794 Add support for zero size buffers as the hwrenderer uses that!
Also add a sanity check on zero size textures just in case that ever happens!
2021-02-12 06:38:26 -05:00
Cacodemon345
f2469c6dcf Change _access to _waccess 2021-02-12 09:07:09 +01:00