Latest GZDoom Changes
Latest 50 commits
Unofficial development builds at DRD Team
11-Dec-2019 (Wednesday) at 16:19:09 EST by Magnus Norddahl
Add missing include
10-Dec-2019 (Tuesday) at 16:00:04 EST by Fabian Greffrath
do not expect user input if stdin is redirected
If GZDoom is built on a POSIX system without the GTK frontend and not run from a KDE session, an IWAD picker is presented on the terminal and expects the user to select a game wad. However, if stdin is redirected, this won't work, so start with the default IWAD instead.
10-Dec-2019 (Tuesday) at 19:06:18 EST by Magnus Norddahl
Merge remote-tracking branch 'origin/master' into clientserver10-Dec-2019 (Tuesday) at 09:38:37 EST by alexey.lysiuk
- fixed debugger visualization for FSoundID
10-Dec-2019 (Tuesday) at 06:36:05 EST by alexey.lysiuk
- rewrote test for occupied sound channel without special types
10-Dec-2019 (Tuesday) at 04:40:32 EST by alexey.lysiuk
- restored stopping of channel by new sound
If source actor/sector/polyobject is playing something on the selected channel, stop it before playing a new sound
09-Dec-2019 (Monday) at 18:44:53 EST by Magnus Norddahl
Merge branch 'master' of https://github.com/coelckers/gzdoom09-Dec-2019 (Monday) at 18:44:40 EST by Magnus Norddahl
- fix line backside textures mirrored
09-Dec-2019 (Monday) at 18:39:36 EST by Braden Obrzut
Fixed: GetClientWidth and GetClientHeight were still using SDL_Surface which on some systems would allocate an SDL_Renderer automatically.
09-Dec-2019 (Monday) at 17:33:22 EST by Magnus Norddahl
Change SDL renderer creation error to a fatal one and also include why SDL failed the call
09-Dec-2019 (Monday) at 09:09:07 EST by alexey.lysiuk
- remove redundant call to SoundRenderer::UpdateSounds()
At that point SoundEngine::StopAllChannels() did this already
09-Dec-2019 (Monday) at 09:06:41 EST by alexey.lysiuk
- moved sound engine cleanup calls to own function
09-Dec-2019 (Monday) at 08:43:01 EST by alexey.lysiuk
- fixed crash when exiting before sound engine initialization
09-Dec-2019 (Monday) at 08:40:40 EST by alexey.lysiuk
- removed redundant call to S_StopAllChannels()
It's the first thing that S_ClearSoundData() does anyway
09-Dec-2019 (Monday) at 07:51:02 EST by Ed the Bat
More compat fixes for Swan Fox maps (#982)
- More compat fixes for Swan Fox maps
Found some more issues on maps that already have compat fixes in place
- Missed a dud line
At least I'd commented it out so it was benign, but still...
09-Dec-2019 (Monday) at 01:56:42 EST by Rachael Alexanderson
- add line_horizon on HOM line in Sapphire.wad
08-Dec-2019 (Sunday) at 21:31:16 EST by Braden Obrzut
Convert SDL_Surface code to SDL_Renderer
08-Dec-2019 (Sunday) at 21:10:37 EST by Magnus Norddahl
Fix include error
08-Dec-2019 (Sunday) at 16:19:51 EST by Christoph Oelckers
Merge branch 'soundsource_refactor'08-Dec-2019 (Sunday) at 16:17:19 EST by Christoph Oelckers
- cleaned the includes of the sound backend code of unwanted content.
Also simplified the sound init decision making. With FMod gone there is no reason to be pedantic here. Even the check of snd_backend for the Null device could be omitted here, its only realistic use is '-nosound'.
08-Dec-2019 (Sunday) at 15:45:45 EST by Christoph Oelckers
- separated reverb data and reverb editor.
Again, isolating the part that is game independent from parts that are specific to GZDoom.
08-Dec-2019 (Sunday) at 15:22:53 EST by Christoph Oelckers
- continued refactoring on sound code.
The game independent part of the code has been mostly isolated.
08-Dec-2019 (Sunday) at 12:27:26 EST by Magnus Norddahl
Simplify code slightly
08-Dec-2019 (Sunday) at 12:20:50 EST by Magnus Norddahl
SSE for the blend functions
08-Dec-2019 (Sunday) at 10:40:14 EST by Magnus Norddahl
Fix typo
08-Dec-2019 (Sunday) at 10:29:14 EST by Magnus Norddahl
Oops, shifting using a SSE register apparently requires AVX2
08-Dec-2019 (Sunday) at 10:06:42 EST by Magnus Norddahl
Create specific blend functions for the common legacy render styles
08-Dec-2019 (Sunday) at 08:52:12 EST by Magnus Norddahl
Select fragment shader once per triangle
08-Dec-2019 (Sunday) at 08:42:20 EST by Magnus Norddahl
Select blend function once per triangle
08-Dec-2019 (Sunday) at 07:57:40 EST by Magnus Norddahl
Minor code simplification
08-Dec-2019 (Sunday) at 07:55:28 EST by Magnus Norddahl
Create SSE2 version of BlendColor
08-Dec-2019 (Sunday) at 07:28:52 EST by Christoph Oelckers
- reduced the dependency of the sound system on game state.
Many of the simple wrappers have been moved to a separate file and the sound source handling has been abstracted. This is only the first phase, the work is not complete yet. Also changed the license of the sound code to BSD after verifying that this code bears no similarity to id's original sound code anymore, save for a few function names (which are due to be refactored out anyway.)
08-Dec-2019 (Sunday) at 04:07:26 EST by Christoph Oelckers
- started separating the sound engine code from game dependent parts.
First step: Split the header. Todo: Abstract listener and sound source specifics out of the sound engine.
07-Dec-2019 (Saturday) at 21:18:05 EST by Magnus Norddahl
Split the various stages of the fragment shader into functions
07-Dec-2019 (Saturday) at 20:39:42 EST by Magnus Norddahl
Alpha test must be performed before vcolor is applied
07-Dec-2019 (Saturday) at 19:39:17 EST by Magnus Norddahl
Fix render to texture
07-Dec-2019 (Saturday) at 18:41:24 EST by Magnus Norddahl
Clamp vColor
07-Dec-2019 (Saturday) at 18:41:02 EST by Magnus Norddahl
Fix depth test staying active when it shouldn't
07-Dec-2019 (Saturday) at 17:15:12 EST by Magnus Norddahl
Rename PolyTriangleDrawer to PolyCommandBuffer and make its interface look like one
07-Dec-2019 (Saturday) at 15:17:11 EST by Magnus Norddahl
Fix sky transition
07-Dec-2019 (Saturday) at 09:09:58 EST by Magnus Norddahl
Add dynamic lights
07-Dec-2019 (Saturday) at 07:58:23 EST by alexey.lysiuk
- handle mirroring in MNTR sprite renaming
07-Dec-2019 (Saturday) at 06:25:12 EST by alexey.lysiuk
- added support for softpoly backend on macOS
Grabbed most of code from old Cocoa backend with separate code path for software rendering
06-Dec-2019 (Friday) at 17:26:38 EST by Magnus Norddahl
- fix decal color bug
06-Dec-2019 (Friday) at 14:38:10 EST by Madame Rachelle
- allow to change acceleration type in SDL backend for softpoly
06-Dec-2019 (Friday) at 14:35:19 EST by Magnus Norddahl
Move blend operator and alpha test flag out of the inner blend loop
06-Dec-2019 (Friday) at 12:51:41 EST by Magnus Norddahl
- fix bug where SSE wasn't actually really used at all
- improve precision of the SSE version of WriteW
- use SSE to calculate the texture wrapping
06-Dec-2019 (Friday) at 12:36:16 EST by Rachael Alexanderson
- move backend selector from display menu to video mode menu
06-Dec-2019 (Friday) at 12:05:52 EST by Rachael Alexanderson
- migrate vid_enablevulkan to vid_preferbackend in config file