Allows specify optional files from the commandline (note: this currently isn't hooked up to the filesystem proper for marking, this is purely for the file parsing until then).
* Add STL-standard type traits and functions to TMap to enable for loop iteration
* add third-party range-map library
I have e-mailed the author for clarifcation on the license, will update this when they respond
* vcpkg: Add cppdap and eventpp libraries, update baseline
* DAP implementation
* Add `FileSystem::FileHash()` to get the CRC32 hash
* add `starting_offset` param to `VMDisasm()` for debugger disassembly view
Defaults to `0`, should not change output if it's not set
* Add `VMFrameStack::HasFrames()` to prevent assertions when inspecting in the debugger
* Add `PC` field to VMFrame, ensure that it is updated whenever vm increments/decrements the pc
Does not change alignment, the offsets used in VMFrame still work
We need this for the debugger because we otherwise have no way to get the pc; it was a local in `ExecScriptFunc()`
* `ZCCCompiler::CreateClassTypes()`: ensure SourceLumpName is set for classes derived from non-native classes
* start debug server in d_main, add `vm_debug` cvars and `-debug` CLI arg
* Add documentation for `vm_debug` cvars
* vm_exec: Add debugger hooks for instruction execution events
* c_console: Add debugger hooks for logging events in `PrintString`
* add `.cache/` to gitignore
* vendor cppdap on main @ 6464cd7
Patches:
removed .gitmodules (submodules were thirdparty/json, thirdparty/googletest)
removed thirdparty/googletest, not needed
removed thirdparty/json/docs, thirdparty/json/test, thirdparty/json/benchmarks to prevent massive bloat
* vendor eventpp on master @ 1224dd6
* build: use internal cppdap and eventpp by default
* dap: fix Binary::GetFunctionLineRange()
* fix bug in range_map::find_ranges
* make Binary dap::Source dynamic
* cache source code upon retrieval
* refactor Binary into a class, cleanup PexCache
* fix ending session gracefully
* d_main: Stop debug server in D_Cleanup()
* Fix connecting to debugger when session already started
* cleanup unused stuff in ZScriptDebugger
* always send TerminateEvents on disconnect if initialized
* tweak color display
* Don't cache disassembly lines when scanning scripts
* Cache nodes when getting runtime state
* WIP display locals
* Fix display of static arrays
* Ensure names display in proper order
* dap: Fix struct locals display, add args display
* Support `start` parameter
* Support `filter` parameter
* remove struct unbound native data display
Practically useless for debugging zscript and didn't work properly anyway
* d_main: fix vm_jit and vm_jit not being disabled soon enough
* support breaking on abort exceptions
* dap: refactor game event emitter functions into seperate header
* dap: show native functions on stack
* dap: Remove "Native" from exception handling, simplify exception event emit
* dap: add instruction breakpoints
* dap: fix display of locals not in scope yet
* dap: Make disassembly view display invalid instructions for non-code addresses
* dap: remove dot initializers
* dap: fix local structs in scope
* dap: don't parse the non-used options in the launch/attach requests
* dap: fix local struct view
* dap: Fix displaying objects that aren't their actual types
* dap: Fix action and state handling
* dap: stack display view
* dap: fix object display view
* d_dehacked: set qualified name in addition to the printable name
* dap: fix displaying breakpoint errors when script isn't loaded
* dap: remove debug print
* dap: Display parameter names
* dap: Turn down verbosity of logging
* dap: fix disassembly view
* dap: fix performance problems with arrays
* c_console: emit event only if not PRINT_NODAPEVENT
* dap: improve logging
* dap: update upstream cppdap library to fix deadlocks on no bind
* dap: Fix ending session on client socket closed
* dap: prevent DebugServer.h from pulling in `dap` and `ZScriptDebugger.h`
* dap: fix pause event not being emitted on pause
* dap: remove eventpp emitters, way too slow
* Remove eventpp dependency
* dap: Display correct register names
* dap: Show special inits in registers
* dap: Add stack offset to VMLocalVariable
* dap: fix display of static arrays and local variables on stack vs. registers
* dap: fix displaying function pointers
* dap: tweak color display
* dap: fix scalar display < 4
* dap: add Globals display to debugger
* dap: unify methods to get vmvalue
* dap: rename free method to freeValue to avoid running afoul of macro defs
* fix windows builds
* fix compile on linux
* cleanup
* Fix display of function breakpoints
* dap: Don't send back binary files
* dap: include sbarinfo in script types (no debug support for anything but zscript yet, this is just for returning source info)
* dap: don't show ending session message unless initialized
* fix erroneous commit
* dap: handle evaluate requests
* Fix getting bitfield values
* Add CVars Scope and evaluation
* add running console commands from repl
* dap: disable commands via repl for now
* fix loading functions DECORATE scripts
* Add source information to Dehacked VM functions, add debugging support
* dap: cleanup
* fix resolving archive paths
* don't send source back on native stack frames
* handle `modules` request
* cleanup
* allow evaluating cvars on hover
* fix oob bpinfos
* fix restarting the game blowing out the debug server
* dap: process input events while paused to prevent deadlocks
* fix getting local state
* dap: fix LocalState alignment
* dap: fix DumpStateHelper
* update cppdap protocol version to 1.68.0
* remove cppdap from vcpkg deps
We can't use the upstream version anyway because the maintainers are not merging our patches
* dap: make named variable nodes derive from the same class
* dap: make cvar scope available in native stack frames
* handle local variables with conflicting names
* add I_GetWindowEvent() to win32 to only process window events when debugging is paused
* dap: fix evaluate
* dap: fix display of `out` variables
These shouldn't be left as they'll now point towards potentially invalid memory and also cause errors with serializing. Arrays and maps holding them are cleared. Also unlinks and relinks inventory items correctly from the hashmap on traveling.
* add getters for frame poses
* fix missing joint in GetJointPose
* clean up models_iqm.cpp
* clean up usage of I_GetTimeFrac, split out matrix calculation into its own function
* clean up SetModelBoneRotationInternal
* clean up a few float <-> double and unsigned <-> signed warnings
* fix more warnings
* further clean up warnings
* split mode ObjectToWorldMatrix stuff
* initial work on bone getters, matrix hell
(the matrix/vec3 multiplications are probably wrong af, just gotta add more stuff 'till i can test it)
* clean up matrix math
* GetBone/TransformByBone
* fix GetBoneFramePose
* fix ObjectToWorldMatrix
* fix missing array resize
* raw matrix getters (for use with gutamatics/etc)
* reverse matrix mult order
* replace GetBoneLength/GetBoneDir with GetBoneBaseTRS
* fix GetBonePosition, remove GetBoneWorldMatrix as it's useless
* GetBonePosition
* deduplicate code
* rename GetBonePosition to GetBoneBasePosition to avoid confusion
* GetBoneBaseRotation
* GetBonePosition helper function
* forgot include_offsets
* split frame info calculation from RenderFrameModels
* clean up fvec4 being used as quat in iqms
* initial work on bone setting
* implement bone setters
* clean up FindModelFrame
* refactor model overrides into its own function
* refactor frame rendering into RenderModelFrame
* split frame processing into ProcessModelFrame
* refactor BoneOverride in preparation for translation/scale overrides
* clean up macros
* SetBoneTranslation/SetBoneScaling
* GetBoneOffset
* fix compilation on linux/mac (fuck you MSVC)
* fix typo 😅
* make sure bone overrides are cleared on model switches, add ClearBoneOffsets to clear them manually
* bone info getters
* fix joint lengths, add joint dirs
* serialize bone overrides
* fix bone dir return type
* GetBoneIndex/GetBoneCount
* helper functions for working with non-quat angles
* add mode enum, add more helper functions
* fix up formatting
* Feature-complete isometric mode fork.
* Dithered transparency condition tweaks.
* Dithered transparency for non-corpse monsters only (and missiles).
* SpectatorCamera vertical shift.
* Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
* Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.
* retrigger checks
* Have correct sprite angle-frame face the camera with orthographic projection enabled.
* Dithered Transparency now works properly on 3D floors. Moved that dither-trans flag setting code within hw_bsp.cpp to handle double-processing of linedefs. Added helper functions to FRenderViewpoint class 'bool IsOrtho()' and 'bool IsAllowedOoB()' to clean up checks everywhere in the code.
* Fixed indents. Added bbox property to subsector struct and use it instead of BSP nodes and Clippers (creating a bbox around viewpoint and checking for overlap) in orthographic mode when no fog of war is active. Turns out to be much faster. Though you need really big maps (Winter's Fury MAP01) to see a difference in fps.
* Non-linux checks don't like uint. Changed to unsigned int.
* Small change of a float to camera.zs. Ignore for testing. Should make no difference.
* Update actor.h to remain mergeable
RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
The problem was that `time_to_dos` was putting the last modification
file date first and the time second. This was causing the date to be
interpreted as the time and vice versa when reading the Zip file.
See: https://github.com/ZDoom/gzdoom/issues/2306