Latest Raze Changes
Latest 50 commits, skipping 2800
Unofficial development builds at DRD Team
08-Nov-2022 (Tuesday) at 02:46:13 PST by Christoph Oelckers
- removed the unused BaseBlend* variables and the testblend CCMD.
When this was still working it was software rendering only anyway so no real loss here.
08-Nov-2022 (Tuesday) at 02:23:49 PST by Christoph Oelckers
- added a compile option to fully disable the software renderer.
This is mainly for new games which have been designed for hardware rendering. Note that this does not remove the software renderer's code - all it does is to disable the vid_rendermode CVAR by turning it into a static constant with the value 4.
07-Nov-2022 (Monday) at 21:11:46 PST by Rachael Alexanderson
- add the following command line parameters:
- -noextras: disable loading of any extras (lights, brightmaps, widescreen)
- -nolights: disable loading of lights
- -nobrightmaps: disable loading of brightmaps
- -nowidescreen: disable loading of included widescreen assets
06-Nov-2022 (Sunday) at 14:29:29 PST by Christoph Oelckers
- fixed statistics code to do proper checks for OpenGL's capabilities.
06-Nov-2022 (Sunday) at 14:23:31 PST by Christoph Oelckers
- fixed bad index check in CanWipe.
This can be called with index == -1, which should check the first element of the intermission.
06-Nov-2022 (Sunday) at 10:51:45 PST by Marisa Heit
Merge pull request #1792 from rheit/gcfix2a
Fix compilation on Linux
06-Nov-2022 (Sunday) at 10:50:51 PST by Marisa Heit
Fix compilation on Linux
06-Nov-2022 (Sunday) at 09:19:26 PST by Marisa Heit
GC fixes/improvements
- Have a real finalizer stage for destroying objects instead of mixing them in to the sweep stage.
- Base GC rate on a running average of the allocation rate instead of basing it on the amount of time taken since the last sweep started.
- More GC stats for better tweaking.
06-Nov-2022 (Sunday) at 05:55:30 PST by Christoph Oelckers
- added characters U-0404 and U-0490 for Ukrainian language support.
A translation was started so ensure it will work. U-0403 was a mistake but the already finished characters were added anyway.
06-Nov-2022 (Sunday) at 03:33:57 PST by Christoph Oelckers
- reworked all accented characters of Doom's SmallFont.
Also adding a few new ones that were easy to do
06-Nov-2022 (Sunday) at 01:59:07 PST by Christoph Oelckers
- when converting to a portable install, flag the current session accordingly.
06-Nov-2022 (Sunday) at 01:43:58 PST by Christoph Oelckers
- remaining changes for moving bone data to the backend
06-Nov-2022 (Sunday) at 01:43:58 PST by Christoph Oelckers
- removed one more redundant include.
06-Nov-2022 (Sunday) at 01:41:16 PST by Christoph Oelckers
- movrf DBoneComponents into the backend as this needs to be shared.
06-Nov-2022 (Sunday) at 01:25:37 PST by Christoph Oelckers
- changed CalculateBones to receive the bone component data directly instead of the owning actor.
Since the backend also gets used by Raze it may not access Doom game data.
06-Nov-2022 (Sunday) at 00:48:53 PDT by Christoph Oelckers
- fixed quaternion multiply-assign operator.
This must go through a temporary because otherwise it'd overwrite its own factors.
06-Nov-2022 (Sunday) at 00:42:09 PDT by Christoph Oelckers
- Backend update from Raze.
05-Nov-2022 (Saturday) at 14:30:07 PDT by Jan Engelhardt
build: unbreak compilation on Linux
gzdoom/src/d_anonstats.cpp:14:10: fatal error: i_mainwindow.h: No such file or directory
14 | #include "i_mainwindow.h"
| ^~~~
compilation terminated.
make[2]: [src/CMakeFiles/zdoom.dir/build.make:1441: src/CMakeFiles/zdoom.dir/d_anonstats.cpp.o] Error 1
make[2]: Waiting for unfinished jobs....
make[1]: [CMakeFiles/Makefile2:959: src/CMakeFiles/zdoom.dir/all] Error 2
make: [Makefile:136: all] Error 2
gzdoom/src/d_anonstats.cpp:126:17: error: ‘actor’ was not declared in this scope; did you mean ‘AActor’? 126 | actor-> return false; // no host, disable | ^~~~~ | AActor
$ find . -name "i_mainw*" ./src/common/platform/win32/i_mainwindow.h ./src/common/platform/win32/i_mainwindow.cpp
Fixes: g4.5pre-1327-g6670bc09b Fixes: g4.9pre-359-g082818405
05-Nov-2022 (Saturday) at 15:24:45 PDT by Christoph Oelckers
- fixed FileExists check for -loadgame.
This was done before the current savegame path was known so it always errored out.
05-Nov-2022 (Saturday) at 15:04:50 PDT by Rachael Alexanderson
- create g4.10pre tag
05-Nov-2022 (Saturday) at 14:30:07 PDT by Jan Engelhardt
build: unbreak compilation on Linux
gzdoom/src/d_anonstats.cpp:14:10: fatal error: i_mainwindow.h: No such file or directory
14 | #include "i_mainwindow.h"
| ^~~~
compilation terminated.
make[2]: [src/CMakeFiles/zdoom.dir/build.make:1441: src/CMakeFiles/zdoom.dir/d_anonstats.cpp.o] Error 1
make[2]: Waiting for unfinished jobs....
make[1]: [CMakeFiles/Makefile2:959: src/CMakeFiles/zdoom.dir/all] Error 2
make: [Makefile:136: all] Error 2
gzdoom/src/d_anonstats.cpp:126:17: error: ‘actor’ was not declared in this scope; did you mean ‘AActor’? 126 | actor-> return false; // no host, disable | ^~~~~ | AActor
$ find . -name "i_mainw*" ./src/common/platform/win32/i_mainwindow.h ./src/common/platform/win32/i_mainwindow.cpp
Fixes: g4.5pre-1327-g6670bc09b Fixes: g4.9pre-359-g082818405
05-Nov-2022 (Saturday) at 06:00:59 PDT by Christoph Oelckers
- redirect statistics to new database.
05-Nov-2022 (Saturday) at 05:26:12 PDT by Christoph Oelckers
- this is 4.9.0
05-Nov-2022 (Saturday) at 05:25:20 PDT by Christoph Oelckers
- enable statistics for 4.9.0.
05-Nov-2022 (Saturday) at 10:59:01 PDT by Shiny Metagross
IQM 4.9 Last patch
- Improved performance of YZ axis swap matrix calculations by calculating them with the initial matrix calculations.
- IQMs with no bones will no longer crash
05-Nov-2022 (Saturday) at 10:26:54 PDT by Christoph Oelckers
- fixed definition of "msg" CVAR.
05-Nov-2022 (Saturday) at 05:31:22 PDT by Christoph Oelckers
- Better messages on migration requester.
19-Oct-2022 (Wednesday) at 16:11:47 PDT by Christoph Oelckers
- overhaul of savegame path management.
- use a different subfolder for each IWAD's saves.
- do not allow load and save CCMDs to escape the save folder. Absolute paths and '..' are being blocked now.
- unified savegame path and filename generation in one single function. All ad-hoc file name generation was replaced.
- -loadgame will also use the designated savegame folder now.
19-Oct-2022 (Wednesday) at 15:46:47 PDT by Christoph Oelckers
- changed save and load commands to work within the 'save' directory.
Escaping via absolute paths and '..' is blocked now.
19-Oct-2022 (Wednesday) at 13:31:51 PDT by Christoph Oelckers
- changed Windows config and game data storage to prefer known folders over the program directory.
This matches modern software design standards, if a portable install is desired a config named "gzdoom_portable.ini" needs to be created in the program directory. This may be an empty file for a first launch.
05-Nov-2022 (Saturday) at 05:23:28 PDT by Christoph Oelckers
- we have no coronas for the time being.
05-Nov-2022 (Saturday) at 05:22:41 PDT by Christoph Oelckers
- language update.
05-Nov-2022 (Saturday) at 05:00:57 PDT by Marisa the Magician
Fix print color of level load message.
05-Nov-2022 (Saturday) at 04:41:45 PDT by Marisa the Magician
Level name printout on load shouldn't be sent to the HUD.
05-Nov-2022 (Saturday) at 04:11:36 PDT by Christoph Oelckers
- did some cleanup on the statistics code.
05-Nov-2022 (Saturday) at 04:00:43 PDT by Christoph Oelckers
- did some cleanup on p_mobj.cpp
- deleting some unused code
- turned several class methods into static local functions in cases where they never were used outside this file.
- inlined the dangerous assignment operator in the only place where it was used.
05-Nov-2022 (Saturday) at 02:46:25 PDT by Christoph Oelckers
- declare C++ class AActor as final.
This is not supposed to be inherited from anymore so let's take this optimization opportunity.
05-Nov-2022 (Saturday) at 02:19:38 PDT by Christoph Oelckers
- added target check to A_MaulerTorpedoWave.
05-Nov-2022 (Saturday) at 01:55:25 PDT by Christoph Oelckers
Revert software renderer parts of "- sprite lightlevel cleanup and fixes."
This code had some issues which are not easily fixed, so it's better to just undo it all.
05-Nov-2022 (Saturday) at 01:43:06 PDT by Christoph Oelckers
- fixed: P_SpawnMapThing may not call playsim code.
There was one special case allowing to let an actor die on spawn, but this could call script code on an incompletely set up map which resulted in crashes.
05-Nov-2022 (Saturday) at 01:16:55 PDT by Christoph Oelckers
- added PARAM_NULLCHECK to the block iterator creation functions.
05-Nov-2022 (Saturday) at 01:09:00 PDT by Christoph Oelckers
- added [[noreturn]] to several functions that always throw exceptions.
01-Nov-2022 (Tuesday) at 14:09:33 PDT by Ricardo Luís Vaz Silva
Particle Rolling
01-Nov-2022 (Tuesday) at 12:28:00 PDT by Ricardo Luís Vaz Silva
Add Textured Particles
31-Oct-2022 (Monday) at 05:09:22 PDT by Ed the Bat
Add GFF_NOEXTCHANGE to Phasing Zorcher flash
The Plasma Rifle does not light the player's sprite, so we must assume the Phasing Zorcher also should not.
01-Nov-2022 (Tuesday) at 03:22:03 PDT by crashmahoney
Fix HUD models not drawing if MODELDEF has been changed with A_ChangeModel
19-Oct-2022 (Wednesday) at 16:44:02 PDT by Ed the Bat
Fix Echidna's Name Pt 2
19-Oct-2022 (Wednesday) at 16:41:39 PDT by Ed the Bat
Fix Echidna's Name Pt 1
28-Oct-2022 (Friday) at 15:17:08 PDT by Shiny Metagross
Update p_actionfunctions.cpp
28-Oct-2022 (Friday) at 15:09:42 PDT by Shiny Metagross
IQM Refactor Milestone
- Removed bone manipulation code
- Implemented an index in calculateBones to optimize multi-armature actors
- Moved the bone storage object's creation to RenderModels so that the armature array can be sized there