Latest GZDoom Changes

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Unofficial development builds at DRD Team

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06-Mar-2021 (Saturday) at 05:26:53 EST by Chernoskill
Commit 27cf15243
Parents: 4e583772d

Update models_ue1.cpp

06-Mar-2021 (Saturday) at 05:26:31 EST by Chernoskill
Commit 4e583772d
Parents: 72787c2c4

Update models_md3.cpp

06-Mar-2021 (Saturday) at 05:18:45 EST by Chernoskill
Commit 72787c2c4
Parents: fa2058004

Update model.h

05-Mar-2021 (Friday) at 11:17:44 EST by Christoph Oelckers
Commit 8feba7dff
Parents: fa2228d52

  • fixed: line portal rendering PR was missing handling for portals with z offset.

Since it used the back sector's height directly the needed offsetting was not applied to the upper and lower texture.

05-Mar-2021 (Friday) at 10:09:13 EST by Timothy Quinn
Commit fa2228d52
Parents: 0c0ef4f93

  • Line_QuickPortal must check the partner line's special.

05-Mar-2021 (Friday) at 06:25:41 EST by Christoph Oelckers
Commit 0c0ef4f93
Parents: a15216c90

  • reinstated rendering of mid textures over two-sided wall portals.

This was removed in the last PR due to z-fighting problems which now have also been addressed

05-Mar-2021 (Friday) at 04:04:18 EST by Timothy Quinn
Commit a15216c90
Parents: 16b0dd2fe

  • fixed rendering of one-sided line portals in the hardware renderer

draw upper and lower textures when the back sector does not properly match

do not draw middle textures on portal lines

minor optimization to 'is***Portal' functions to avoid memory access in the most common case of no portal being present.

05-Mar-2021 (Friday) at 02:07:18 EST by nashmuhandes
Commit 16b0dd2fe
Parents: 7e74d1c4a

Fix random crash when travelling between hub maps in multiplayer.

04-Mar-2021 (Thursday) at 15:16:01 EST by Timothy Quinn
Commit 7e74d1c4a
Parents: ecc4d31aa

  • ported Eternity's Line_QuickPortal

04-Mar-2021 (Thursday) at 10:55:50 EST by Christoph Oelckers
Commit ecc4d31aa
Parents: 357163c60

  • fixed memory leak in UDMF loader.

When the extsector allocation was moved, this hadn't been adjusted yet, it still allocated its own buffer which never got freed again.

04-Mar-2021 (Thursday) at 08:45:29 EST by Christoph Oelckers
Commit 357163c60
Parents: 996b4f9f5

  • Backend update from Raze.

01-Mar-2021 (Monday) at 18:24:36 EST by Magnus Norddahl
Commit 996b4f9f5
Parents: d6f8e8017

Implement depth clamp

28-Feb-2021 (Sunday) at 20:24:15 EST by Magnus Norddahl
Commit d6f8e8017
Parents: c7edb9d22

Fix portals not working in softpoly (#1323)

28-Feb-2021 (Sunday) at 12:13:36 EST by nashmuhandes
Commit c7edb9d22
Parents: feb3520ee

Add a null check in PlayerPawn::CheckFOV

09-Feb-2021 (Tuesday) at 08:48:43 EST by Chernoskill
Commit fa2058004
Parents: e0e0fb0d8

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.

26-Feb-2021 (Friday) at 04:37:55 EST by Christoph Oelckers
Commit feb3520ee
Parents: 97de1f670

  • 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.

26-Feb-2021 (Friday) at 04:35:10 EST by Christoph Oelckers
Commit 97de1f670
Parents: 73dc52811

  • language update.

25-Feb-2021 (Thursday) at 10:49:41 EST by Gutawer
Commit 73dc52811
Parents: d6987ff6b

  • fix some crashes in the Shape2D VBO code due to unsound pointer usage (#1318)

25-Feb-2021 (Thursday) at 09:58:17 EST by Rachael Alexanderson
Commit d6987ff6b
Parents: cdb3fcce0

Revert "Dynamic number of models per frame instead of a hard limit of four. (#1298)"

This reverts commit 769d60a64fefc0c8d7260ebb6461c354ec478b11.

25-Feb-2021 (Thursday) at 03:19:43 EST by nashmuhandes
Commit cdb3fcce0
Parents: 4b7560cd3

Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable.

24-Feb-2021 (Wednesday) at 17:26:54 EST by Xaser Acheron
Commit 4b7560cd3
Parents: 41ab1e499

fix: MBF's A_Spawn DEH codepointer should use misc2 as spawnheight, not distance

24-Feb-2021 (Wednesday) at 15:06:01 EST by Xaser Acheron
Commit 41ab1e499
Parents: a531c9c35

adjust defaults for DEHEXTRA states to match other ports: - sprite is TNT1 - duration is -1 - next frame is itself

24-Feb-2021 (Wednesday) at 15:27:42 EST by Cacodemon345
Commit a531c9c35
Parents: 769d60a64

Properly abort the program if the SDL window can't be created at all (#1296)

24-Feb-2021 (Wednesday) at 15:26:47 EST by Chernoskill
Commit 769d60a64
Parents: 4d5675417

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

23-Feb-2021 (Tuesday) at 13:30:48 EST by nashmuhandes
Commit 4d5675417
Parents: 21ea68d55

Made Strife NPC's dialog voice audible for all players.

23-Feb-2021 (Tuesday) at 12:35:06 EST by Nash Muhandes
Commit 21ea68d55
Parents: 1cf0b1889

Fix player not being able to talk to a Strife NPC during netplay, if another player talked to that NPC first. (#1312)

The ConversationNPC and ConversationPC fields were not cleared if the conversation was closed by selecting the goodbye option, or if the conversation was closed from the item checks.

https://forum.zdoom.org/viewtopic.php?f=2&t=53655

20-Feb-2021 (Saturday) at 13:58:16 EST by DarkOK
Commit 1cf0b1889
Parents: e6810620c

Fix typo with name in copyright

The first 'h' in Christopher is capitalized when it shouldn't be

20-Feb-2021 (Saturday) at 04:00:12 EST by alexey.lysiuk
Commit e6810620c
Parents: 65b0047b2

  • restored sound-related developer messages

https://forum.zdoom.org/viewtopic.php?t=71486

19-Feb-2021 (Friday) at 02:01:06 EST by Erick Vasquez Garcia
Commit 65b0047b2
Parents: d98b401da

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

19-Feb-2021 (Friday) at 02:14:07 EST by nashmuhandes
Commit d98b401da
Parents: 395fc28e1

Add missing ZScript constants for the Strife targeter PSprite layers

18-Feb-2021 (Thursday) at 23:37:53 EST by dondiego
Commit 395fc28e1
Parents: 387abf81a

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

18-Feb-2021 (Thursday) at 05:17:23 EST by Player701
Commit 387abf81a
Parents: cdb24b214

  • Added a new intrinsic for class pointers to check if the class is abstract (#1308)

16-Feb-2021 (Tuesday) at 22:03:28 EST by Rachael Alexanderson
Commit cdb24b214
Parents: 78c0ec047

  • remove doom2 from the wadsmoosh filter in iwadinfo

14-Feb-2021 (Sunday) at 19:06:05 EST by Erick Vasquez Garcia
Commit 78c0ec047
Parents: d23755f76

  • Fixed sprites were not affected by dynamic lights on SoftPoly.

15-Feb-2021 (Monday) at 04:18:06 EST by alexey.lysiuk
Commit d23755f76
Parents: 3b7ada83b

  • fixed missing 'player left the game' message

14-Feb-2021 (Sunday) at 13:32:58 EST by Magnus Norddahl
Commit 3b7ada83b
Parents: 2855b1c4a

Fix black wall sprites

14-Feb-2021 (Sunday) at 13:10:59 EST by Magnus Norddahl
Commit 2855b1c4a
Parents: c86715e52

Fix line portal clipping bug

14-Feb-2021 (Sunday) at 10:47:00 EST by Rachael Alexanderson
Commit c86715e52
Parents: 99ab1e331

  • add -noautoexec command line parameter to disable the execution of autoexec.cfg files

13-Feb-2021 (Saturday) at 15:34:19 EST by Alexander Kromm (m8f)
Commit 99ab1e331
Parents: 97a408049

add Pi and some other constants to ZScript (#1304)

13-Feb-2021 (Saturday) at 08:49:23 EST by drfrag
Commit 97a408049
Parents: 1a5f0fd40

  • Amend previous commit: fix the wallsprites crash.

13-Feb-2021 (Saturday) at 12:18:15 EST by Magnus Norddahl
Commit 1a5f0fd40
Parents: 59fcf4522

Fix Additive Shaded renderstyle for UDMF things bugged

12-Feb-2021 (Friday) at 13:37:18 EST by Raccoon
Commit 59fcf4522
Parents: c9ed4293f

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.

12-Feb-2021 (Friday) at 08:40:34 EST by Christoph Oelckers
Commit c9ed4293f
Parents: 4100251e2

  • backend update from Raze.

12-Feb-2021 (Friday) at 06:49:47 EST by Rachael Alexanderson
Commit 4100251e2
Parents: 7e6822379

12-Feb-2021 (Friday) at 06:17:01 EST by Magnus Norddahl
Commit 7e6822379
Parents: f2469c6dc

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!

12-Feb-2021 (Friday) at 02:46:44 EST by Cacodemon345
Commit f2469c6dc
Parents: 349a2e923

Change _access to _waccess

12-Feb-2021 (Friday) at 00:52:26 EST by Cacodemon345
Commit 349a2e923
Parents: 0a30c1913

Fix crash when trying to open unreadable IWAD files

11-Feb-2021 (Thursday) at 13:10:05 EST by Cacodemon345
Commit 0a30c1913
Parents: 6bc82bdef

Fix crash when following symlinks to nonexistent IWAD files

04-Feb-2021 (Thursday) at 05:00:06 EST by alexey.lysiuk
Commit 6bc82bdef
Parents: d7924d6e9

  • fixed incorrect extension of overridden function prototype

Prototype of overridden function with optional argument(s) missing could extend unrelated prototype of previously defined function when their arguments and return value(s) match

https://forum.zdoom.org/viewtopic.php?t=71340

11-Feb-2021 (Thursday) at 22:48:59 EST by Magnus Norddahl
Commit d7924d6e9
Parents: e0e0fb0d8

Fix dancing sprites regression

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