Latest GZDoom Changes
Latest 50 commits, skipping 50
Unofficial development builds at DRD Team
06-Mar-2021 (Saturday) at 05:26:53 EST by Chernoskill
Update models_ue1.cpp
06-Mar-2021 (Saturday) at 05:26:31 EST by Chernoskill
Update models_md3.cpp
06-Mar-2021 (Saturday) at 05:18:45 EST by Chernoskill
Update model.h
05-Mar-2021 (Friday) at 11:17:44 EST by Christoph Oelckers
- 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
- Line_QuickPortal must check the partner line's special.
05-Mar-2021 (Friday) at 06:25:41 EST by Christoph Oelckers
- 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
- 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
Fix random crash when travelling between hub maps in multiplayer.
04-Mar-2021 (Thursday) at 15:16:01 EST by Timothy Quinn
- ported Eternity's Line_QuickPortal
04-Mar-2021 (Thursday) at 10:55:50 EST by Christoph Oelckers
- 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
- Backend update from Raze.
01-Mar-2021 (Monday) at 18:24:36 EST by Magnus Norddahl
Implement depth clamp
28-Feb-2021 (Sunday) at 20:24:15 EST by Magnus Norddahl
Fix portals not working in softpoly (#1323)
28-Feb-2021 (Sunday) at 12:13:36 EST by nashmuhandes
Add a null check in PlayerPawn::CheckFOV
09-Feb-2021 (Tuesday) at 08:48:43 EST by Chernoskill
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
- 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
- language update.
25-Feb-2021 (Thursday) at 10:49:41 EST by Gutawer
- 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
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
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
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
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
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
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
Made Strife NPC's dialog voice audible for all players.
23-Feb-2021 (Tuesday) at 12:35:06 EST by Nash Muhandes
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.
20-Feb-2021 (Saturday) at 13:58:16 EST by DarkOK
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
- restored sound-related developer messages
19-Feb-2021 (Friday) at 02:01:06 EST by Erick Vasquez Garcia
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
Add missing ZScript constants for the Strife targeter PSprite layers
18-Feb-2021 (Thursday) at 23:37:53 EST by dondiego
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
- 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
- remove doom2 from the wadsmoosh filter in iwadinfo
14-Feb-2021 (Sunday) at 19:06:05 EST by Erick Vasquez Garcia
- Fixed sprites were not affected by dynamic lights on SoftPoly.
15-Feb-2021 (Monday) at 04:18:06 EST by alexey.lysiuk
- fixed missing 'player left the game' message
14-Feb-2021 (Sunday) at 13:32:58 EST by Magnus Norddahl
Fix black wall sprites
14-Feb-2021 (Sunday) at 13:10:59 EST by Magnus Norddahl
Fix line portal clipping bug
14-Feb-2021 (Sunday) at 10:47:00 EST by Rachael Alexanderson
- 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)
add Pi and some other constants to ZScript (#1304)
13-Feb-2021 (Saturday) at 08:49:23 EST by drfrag
- Amend previous commit: fix the wallsprites crash.
13-Feb-2021 (Saturday) at 12:18:15 EST by Magnus Norddahl
Fix Additive Shaded renderstyle for UDMF things bugged
12-Feb-2021 (Friday) at 13:37:18 EST by Raccoon
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
- backend update from Raze.
12-Feb-2021 (Friday) at 06:49:47 EST by Rachael Alexanderson
- another wallsprite crash fix: https://forum.zdoom.org/viewtopic.php?f=56&t=71450
12-Feb-2021 (Friday) at 06:17:01 EST by Magnus Norddahl
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
Change _access to _waccess
12-Feb-2021 (Friday) at 00:52:26 EST by Cacodemon345
Fix crash when trying to open unreadable IWAD files
11-Feb-2021 (Thursday) at 13:10:05 EST by Cacodemon345
Fix crash when following symlinks to nonexistent IWAD files
04-Feb-2021 (Thursday) at 05:00:06 EST by alexey.lysiuk
- 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
11-Feb-2021 (Thursday) at 22:48:59 EST by Magnus Norddahl
Fix dancing sprites regression