Latest GZDoom Changes

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Unofficial development builds at DRD Team

Older commits

21-Nov-2017 (Tuesday) at 23:32:55 CST by Magnus Norddahl
Commit 4e4f94db2 (HEAD -> master)
Parents: 0ef8105e6

  • Implement newer scaled fuzz in softpoly's truecolor non-sse drawer

21-Nov-2017 (Tuesday) at 11:57:44 CST by Magnus Norddahl
Commit 0ef8105e6
Parents: 495fc79fe

  • Add missing r_draw.cpp in CMakeLists.txt

21-Nov-2017 (Tuesday) at 04:26:46 CST by Rachael Alexanderson
Commit 495fc79fe
Parents: 47e9975e9

  • added dpJudas's drawer fix for the upscaled fuzz drawing

21-Nov-2017 (Tuesday) at 04:23:00 CST by Rachael Alexanderson
Commit 505da5bf4 (newtimercode4)
Parents: e867d7571 47e9975e9

Merge branch 'master' of https://github.com/coelckers/gzdoom into newtimercode4

21-Nov-2017 (Tuesday) at 04:20:02 CST by Rachael Alexanderson
Commit 47e9975e9
Parents: 2bc86b52c

  • fixed a couple of fixes from the previous commit

21-Nov-2017 (Tuesday) at 03:05:47 CST by Rachael Alexanderson
Commit 2bc86b52c
Parents: 5532266b1

  • fixed a few of the more obvious logic errors

20-Nov-2017 (Monday) at 15:43:44 CST by Magnus Norddahl
Commit 5532266b1
Parents: f0dc619b5

  • Fix softpoly sprite positioning bug

18-Nov-2017 (Saturday) at 10:22:44 CST by alexey.lysiuk
Commit cf9a364f7 (texman_models)
Parents: f0dc619b5

textures for models

19-Nov-2017 (Sunday) at 08:30:45 CST by Christoph Oelckers
Commit f0dc619b5
Parents: de19efa79

  • fixed bad use of FScanner::GetNumber and GetFloat in code inherited from ZDoomGL.

This could lead to bad error messages if some malformed definitions were used.

19-Nov-2017 (Sunday) at 03:48:26 CST by Rachael Alexanderson
Commit de19efa79
Parents: 351de9431

  • trying again: fix shader targets being case sensitive

19-Nov-2017 (Sunday) at 03:45:42 CST by Rachael Alexanderson
Commit 351de9431
Parents: 2c24d2e04

  • fixed: Accidentally committed in-progress work... again

Partial Revert "- fixed: Made shader targets not case sensitive"

This reverts commit 2c24d2e047772e8becd344b9152abaaac8c39da3.

19-Nov-2017 (Sunday) at 03:40:16 CST by Rachael Alexanderson
Commit 2c24d2e04
Parents: c2b4efbea

  • fixed: Made shader targets not case sensitive

18-Nov-2017 (Saturday) at 13:08:33 CST by Rachael Alexanderson
Commit f1405f68a (friendly_window_title)
Parents: 28d47d463 80b47cafb

Merge remote-tracking branch 'origin/master' into friendly_window_title

18-Nov-2017 (Saturday) at 09:07:42 CST by alexey.lysiuk
Commit c2b4efbea
Parents: 80b47cafb

Fixed applying of brightmaps to overridden textures

https://forum.zdoom.org/viewtopic.php?t=58444

18-Nov-2017 (Saturday) at 07:11:27 CST by raa-eruanna
Commit 28d47d463
Parents: 35bb9ba9d

  • fix linux compile

Conflicts:

src/posix/sdl/sdlvideo.cpp

18-Nov-2017 (Saturday) at 05:24:17 CST by alexey.lysiuk
Commit 35bb9ba9d
Parents: c3c637a0c

Implemented setting of window title in Cocoa backend

Conflicts:

src/posix/cocoa/i_video.mm

17-Nov-2017 (Friday) at 23:53:16 CST by Rachael Alexanderson
Commit c3c637a0c
Parents: 7d4f8af24

  • set i_friendlywindowtitle to true by default

18-Nov-2017 (Saturday) at 06:35:45 CST by alexey.lysiuk
Commit 80b47cafb
Parents: 0dcb1fe74

Fixed detection of the first entry from internal IWADINFO

https://forum.zdoom.org/viewtopic.php?t=58333

15-Nov-2017 (Wednesday) at 21:33:27 CST by Rachael Alexanderson

Merge remote-tracking branch 'origin/master' into newtimercode4

15-Nov-2017 (Wednesday) at 21:20:55 CST by Rachael Alexanderson
Commit e418663a2
Parents: 909daadd7

  • fixed: Reverted an accident in a previous commit where I_StartTic() was moved inappropriately. The new location fixed a mouse stutter, however, it causes net desyncs so it cannot be used here.

15-Nov-2017 (Wednesday) at 20:30:20 CST by Magnus Norddahl
Commit 30e71edf1 (newtimercode2)
Parents: 13277897f

  • Mouse interpolation movement fix and some minor adjustments

15-Nov-2017 (Wednesday) at 19:33:08 CST by Rachael Alexanderson
Commit 909daadd7
Parents: 16fa0cba2

  • update more millisecond-storing data structures to u/int64_t to fix possible rollover bugs

15-Nov-2017 (Wednesday) at 11:02:41 CST by Christoph Oelckers
Commit 16fa0cba2
Parents: ab32cb4c8

  • fixed comparison.

The timer reset must also occur when the values are equal, meaning they got set during the same millisecond.

15-Nov-2017 (Wednesday) at 10:06:21 CST by Rachael Alexanderson
Commit ab32cb4c8
Parents: d2bc24737

  • track level start time for the shader system, reset the shaders.

14-Nov-2017 (Tuesday) at 21:46:28 CST by Rachael Alexanderson
Commit d2bc24737
Parents: 763222b57

  • put in timer resets for the shader system, so that they can continue being passed as floats

14-Nov-2017 (Tuesday) at 17:42:36 CST by Rachael Alexanderson
Commit 0dcb1fe74
Parents: 5935e14c0

  • fix zscript-side definition for Warp

14-Nov-2017 (Tuesday) at 15:36:21 CST by Rachael Alexanderson
Commit c5775edc9 (newtimercode)
Parents: 0323f5438

  • fixed: Reset the renderer timer to 0 at the start of render. This prevents screen jankiness with systems at longer than ~2 days uptime.

14-Nov-2017 (Tuesday) at 14:52:54 CST by Rachael Alexanderson
Commit 763222b57
Parents: 0323f5438

  • fixed: high uptime was causing overloads in uint32_t and float structures (float losing loss of precision) - this caused any computer online for more than a few days to experience jankiness with internal animations such as rotations and shader timers. Unfortunately, this sounds the death knell for 32-bit platforms, since uint64_t is now required in time-critical structures, which will hurt performance tremendeously, but 64-bit systems will be unaffected.

14-Nov-2017 (Tuesday) at 14:01:10 CST by Rachael Alexanderson
Commit 13277897f
Parents: 019c9e495

  • fix at least one of the Apple compile errors

14-Nov-2017 (Tuesday) at 13:48:25 CST by Rachael Alexanderson
Commit 019c9e495
Parents: e0ae57da7

  • change nanoseconds to microseconds

13-Nov-2017 (Monday) at 14:00:17 CST by Christoph Oelckers
Commit 5935e14c0
Parents: 5d83ee5e8

  • exported P_Thing_Warp to ZScript.

12-Nov-2017 (Sunday) at 17:54:32 CST by Christoph Oelckers
Commit 0323f5438
Parents: 96e9eadd9

  • rename I_FPSTime function.
  • now that the frame buffer stores its render time, the 'ms' return from I_GetTimeFrac is not needed anymore, we may just as well use the globally stored value instead.

The only feature this value was ever used for was texture warping.

12-Nov-2017 (Sunday) at 17:38:04 CST by Christoph Oelckers
Commit 96e9eadd9
Parents: 2c65f0801

  • removed I_MSTime entirely after checking how the wipe code actually works.

Since this calls I_WaitVBL, which resets the frame time, it was essentially just like calling a real-time timer anyway and nothing in it required a specific 0-timepoint. The same applies to the ZScript interface. All it needs is a millisecond-precise timer with no semantics attached.

12-Nov-2017 (Sunday) at 17:28:43 CST by Christoph Oelckers
Commit 2c65f0801
Parents: e94109f1c

  • more timer cleanup

  • store the frame time in the current screen buffer from where all render code can access it.

  • replace some uses of I_MSTime with I_FPSTime, because they should not use a per-frame timer. The only one left is the wipe code but even this doesn't look like it needs either a per-frame timer or a timer counting from the start of the playsim.

12-Nov-2017 (Sunday) at 17:11:27 CST by Magnus Norddahl
Commit e0ae57da7
Parents: 93e9c383f

  • Simplify i_time to make it more clear what is being calculated

12-Nov-2017 (Sunday) at 16:53:46 CST by Christoph Oelckers
Commit e94109f1c
Parents: f54475b1f

  • Inside the renderer, use only the time value being passed to RenderView.

The voxel rotation code of the software renderer and R_SetupFrame still called I_FPSTime directly.

12-Nov-2017 (Sunday) at 16:39:48 CST by Christoph Oelckers
Commit f54475b1f
Parents: 93e9c383f

  • I_FPSTime may not return the time at frame start.

This is used for real-time profiling and as such needs to return the current time or most of its uses will break.

12-Nov-2017 (Sunday) at 11:51:11 CST by Christoph Oelckers
Commit 93e9c383f
Parents: 0289d9ad9

  • get the timer used for animation only once at the very beginning of the frame and pass it on to the renderer to avoid any dependencies on the timer's implementation.

12-Nov-2017 (Sunday) at 06:49:53 CST by Christoph Oelckers
Commit 0289d9ad9
Parents: efa7c3cac

  • the timing compensation which was necessary for millisecond-precise timing is not needed anymore with nanoseconds.

12-Nov-2017 (Sunday) at 06:44:21 CST by alexey.lysiuk
Commit 5d83ee5e8
Parents: 285834ae5

Exposed String.Remove() function to ZScript

https://forum.zdoom.org/viewtopic.php?t=58402

12-Nov-2017 (Sunday) at 06:22:52 CST by Magnus Norddahl
Commit efa7c3cac
Parents: e3141a4af

  • Fix typo in I_FPSTimeNS

12-Nov-2017 (Sunday) at 05:57:19 CST by Magnus Norddahl
Commit e3141a4af
Parents: 0db0f2f7b

  • Upgrade timer code to use nanosecond accuracy internally

12-Nov-2017 (Sunday) at 05:12:51 CST by Christoph Oelckers
Commit 0db0f2f7b
Parents: e50b012c8

  • removed redundant POSIX version of I_WaitVBL

12-Nov-2017 (Sunday) at 05:04:11 CST by Christoph Oelckers
Commit e50b012c8
Parents: d9808e6d6

  • fixed: Model rotation should use the time of the current frame's start, not the time of the time of processing the particular actor.

Reading the time directly would result in different values for different viewpoints in a scene or for different objects in the same scene which is not how this is supposed to work.

12-Nov-2017 (Sunday) at 03:03:08 CST by alexey.lysiuk
Commit 285834ae5
Parents: 1088c60ad

Fixed return state of player entered event

https://forum.zdoom.org/viewtopic.php?t=58433

12-Nov-2017 (Sunday) at 03:02:29 CST by Christoph Oelckers
Commit d9808e6d6
Parents: 7cf7936ed

  • there were still some old definitions left...

12-Nov-2017 (Sunday) at 02:07:14 CST by Christoph Oelckers

Merge remote-tracking branch 'remotes/origin/master' into newtimercode

12-Nov-2017 (Sunday) at 02:06:40 CST by Christoph Oelckers
Commit 6bd76d6b5
Parents: 7d63c3324

  • fixed compilation in debug mode.
  • moved timer definitions into their own header/source files. d_main is not the right place for this.
  • removed some leftover cruft from the old timer code.

11-Nov-2017 (Saturday) at 20:51:37 CST by Magnus Norddahl
Commit 7d63c3324
Parents: 307d8931d

  • Fix macOS compile errors

11-Nov-2017 (Saturday) at 20:12:22 CST by Magnus Norddahl
Commit 307d8931d
Parents: 090943eaa

  • Switch to C++11 steady clock
  • Move the C++11 implementation to d_main
  • Remove the platform specific timer implementations

Older commits