Latest Raze Changes
Latest 50 commits, skipping 100
Unofficial development builds at DRD Team
11-Aug-2024 (Sunday) at 05:51:05 EDT by Ritchie Swann
Fix to use the correct definition of DwmDefWindowProc
11-Aug-2024 (Sunday) at 05:34:34 EDT by Ritchie Swann
fix faux pas
11-Aug-2024 (Sunday) at 05:33:10 EDT by Ritchie Swann
Better solution for DwmDefWindowProc on mingw64
On mingw, create our own thunk for DwmDefWindowProc. It should exist in libdwmapi.a (and exists in MSVC), but doesn't.
11-Aug-2024 (Sunday) at 05:08:32 EDT by Ritchie Swann
Keep legacy_studio_definitions for non mingw64 toolchain
11-Aug-2024 (Sunday) at 04:32:33 EDT by Ritchie Swann
Use TCHAR on Windows
11-Aug-2024 (Sunday) at 04:32:19 EDT by Ritchie Swann
sys/stat.h is required on all platforms
11-Aug-2024 (Sunday) at 04:32:05 EDT by Ritchie Swann
Fix namespace issue
windows.h must be included in the main namespace on mingw64, otherwise there are loads of compile errors
11-Aug-2024 (Sunday) at 04:31:20 EDT by Ritchie Swann
Fix libraries on mingw64
dxguid and dwmapi are required on mingw64 and give linker errors if missing legacy_studio_definitions is not in the latest mingw64
11-Aug-2024 (Sunday) at 04:30:20 EDT by Ritchie Swann
Use TCHAR for Windows
11-Aug-2024 (Sunday) at 04:30:06 EDT by Ritchie Swann
Fix preprocessor symbol for Windows
11-Aug-2024 (Sunday) at 04:29:41 EDT by Ritchie Swann
mingw64 requires including cstdint
08-Aug-2024 (Thursday) at 15:44:46 EDT by nashmuhandes
Export PlayDiveOrSurfaceSounds to ZScript and made it virtual for mods to customize the diving and surfacing sounds
11-Aug-2024 (Sunday) at 10:04:40 EDT by dileepvr
Isometric Mode and Robin (#2618)
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Feature-complete isometric mode fork.
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Dithered transparency condition tweaks.
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Dithered transparency for non-corpse monsters only (and missiles).
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SpectatorCamera vertical shift.
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Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
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Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
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Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.
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retrigger checks
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Have correct sprite angle-frame face the camera with orthographic projection enabled.
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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.
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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.
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Non-linux checks don't like uint. Changed to unsigned int.
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Small change of a float to camera.zs. Ignore for testing. Should make no difference.
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Update actor.h to remain mergeable
RF2_NOMIPMAP was introduced, so I had to displace RF_ISOMETRICSPRITES to next bit.
09-Aug-2024 (Friday) at 16:56:03 EDT by Ricardo Luís Vaz Silva
don't change priority to idle if i_pauseinbackground is false
09-Aug-2024 (Friday) at 16:55:44 EDT by Ricardo Luís Vaz Silva
Allow XInput joysticks to work while the game is unfocused
09-Aug-2024 (Friday) at 07:57:26 EDT by Xaser Acheron
fix MBF21 A_RadiusDamage crash/broken 'distance' arg
09-Aug-2024 (Friday) at 04:38:21 EDT by Vitaliy Kanev
Support the new Doom + Doom II update
08-Aug-2024 (Thursday) at 01:43:59 EDT by Ashley Miller-Jelfs
Fix Specular not using Material definition for Glossiness and Level
07-Aug-2024 (Wednesday) at 11:11:46 EDT by Rachael Alexanderson
- fix: check if bombsource exists when exploding a projectile with a XF_NOALLIES flag
30-Jul-2024 (Tuesday) at 12:41:00 EDT by nashmuhandes
Add SPF_NOMIPMAP to force actor sprites or particles to have no mipmaps. This makes tiny sprites/particles look more crisp and legible in the distance. Mipmapping causes the sprites/particles to have an inconsistent look where they'd sometimes be clearly visible and sometimes less visible depending on camera distance and movement.
31-Jul-2024 (Wednesday) at 01:01:37 EDT by Boondorl
Disable effects on Actors set not to render locally
These are purely visual
29-Jul-2024 (Monday) at 00:19:56 EDT by Boondorl
Fixed subnormal float viewpos values breaking rendering
28-Jul-2024 (Sunday) at 01:07:43 EDT by Blue Shadow
- fixed alignment issue in SBARINFO's DrawString command
20-Jul-2024 (Saturday) at 12:26:58 EDT by nashmuhandes
Clean up lightmap stuff in the namedef
13-Jul-2024 (Saturday) at 07:17:03 EDT by Rachael Alexanderson
Merge commit 'refs/pull/2618/head' of https://github.com/ZDoom/gzdoom into isometric_test12-Jul-2024 (Friday) at 13:50:18 EDT by Magnus Norddahl
Fix directory crash for filenames that appear elsewhere in the path
11-Jul-2024 (Thursday) at 22:07:57 EDT by Dileep V. Reddy
Have correct sprite angle-frame face the camera with orthographic projection enabled.
09-Jul-2024 (Tuesday) at 10:51:31 EDT by Ricardo Luís Vaz Silva
fix compilation
07-Jul-2024 (Sunday) at 09:54:49 EDT by Ricardo Luís Vaz Silva
handle freeze in decoupled animations
07-Jul-2024 (Sunday) at 14:08:30 EDT by Dileep V. Reddy
retrigger checks
07-Jul-2024 (Sunday) at 13:43:53 EDT by Dileep V. Reddy
Defining MY_SQRT2 in r_utility.cpp also to keep visual studio happy.
07-Jul-2024 (Sunday) at 13:34:43 EDT by Dileep V. Reddy
Defining MY_SQRT2 in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
07-Jul-2024 (Sunday) at 13:23:27 EDT by Dileep V. Reddy
Including math.h in hw_sprites.cpp to keep visual studio happy (it couldn't find M_SQRT2 definition).
26-May-2024 (Sunday) at 17:21:58 EDT by Boondorl
Misc network fixes
Fixed missing teleport specials when predicting. Added rubberband limit; if too far away from the predicted position, will instead instantly snap the player's view to their new spot. Deprecated cl_noprediction; this was pointless as you'd never not want to predict your position/angles. Fixed angle targets not being backed up. Fixed oldbuttons not being set. Updated menu
30-Jun-2024 (Sunday) at 16:39:00 EDT by Dileep V. Reddy
SpectatorCamera vertical shift.
25-Jun-2024 (Tuesday) at 15:51:48 EDT by MrRaveYard
Add missing GC write barrier
26-Jun-2024 (Wednesday) at 07:30:41 EDT by Dileep V. Reddy
Dithered transparency for non-corpse monsters only (and missiles).
24-Jun-2024 (Monday) at 22:21:31 EDT by Dileep V. Reddy
Dithered transparency condition tweaks.
10-Jun-2024 (Monday) at 23:28:19 EDT by Ricardo Luís Vaz Silva
add total chaos retro and full maps to compatibility.txt
10-Jun-2024 (Monday) at 15:54:38 EDT by Ricardo Luís Vaz Silva
add COMPATF2_NOACSARGCHECK to disable ACS function argument count checks
15-Mar-2024 (Friday) at 04:41:25 EDT by dpjudas
Turn on the output limiter
24-Jun-2024 (Monday) at 16:18:30 EDT by Dileep V. Reddy
Feature-complete isometric mode fork.
23-Jun-2024 (Sunday) at 19:18:05 EDT by Major Cooke
Fixed Pre(Un)Morph being called out of order.
- This had broken several mods that relied on the inventory being in place before the switch, which was the intended way to begin with.
23-Jun-2024 (Sunday) at 10:44:13 EDT by Major Cooke
Added SPF_ROLLCENTER for particles and visual thinkers.
23-Jun-2024 (Sunday) at 10:05:45 EDT by Major Cooke
Added SPF_(NO)FACECAMERA flagst for specifying camera facing on particles and visual thinkers.
- This also adds ensures facing camera is applied to these via the option menu.
16-Jun-2024 (Sunday) at 13:19:58 EDT by nashmuhandes
Add X, Y and Z offsets for VOXELDEF. Needed for voxelized weapons which would typically be very large and take up the majority of the 256x256x256 canvas, therefore making precise positioning of the models relative to the screen pretty much impossible without tweakable offsets.
15-Jun-2024 (Saturday) at 06:14:10 EDT by nashmuhandes
Rename SourceRadius to SoftShadowRadius (to match VKDoom)
05-Jun-2024 (Wednesday) at 18:43:25 EDT by Ricardo Luís Vaz Silva
Fix A_SetAnimation
01-Jun-2024 (Saturday) at 10:24:12 EDT by Ricardo Luís Vaz Silva
restrict new relaxed named arguments to zscript >= 4.13
31-May-2024 (Friday) at 02:07:31 EDT by Ricardo Luís Vaz Silva
Rework named arguments
Now allows arguments to be in any arbitrary position, and allows required arguments to be named