Latest Raze Changes

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Unofficial development builds at DRD Team

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27-Oct-2022 (Thursday) at 09:09:19 PDT by Christoph Oelckers
Commit 7f99c61f24
Parents: 4ce0ef41b5

  • removed softpoly setting from the menu

26-Oct-2022 (Wednesday) at 08:45:02 PDT by Christoph Oelckers
Commit 4ce0ef41b5
Parents: 6eab875ec2

  • made DMover and subclasses non-abstract so they can be inherited from.

This is needed for interpolated custom floor/ceiling movers.

25-Oct-2022 (Tuesday) at 15:22:23 PDT by Christoph Oelckers
Commit 6eab875ec2
Parents: 7cd7630dbd

  • added option to show hub and episode names on the alt HUD.

Still very much work in progress because few mods have set this up. CVARs default to off and are not exposed to the menu.

25-Oct-2022 (Tuesday) at 15:05:23 PDT by Christoph Oelckers
Commit 7cd7630dbd
Parents: 7e0084f56b

  • deleted some obsolete settings from project.

24-Oct-2022 (Monday) at 22:02:45 PDT by Christoph Oelckers
Commit 7e0084f56b
Parents: 2b805e196d

  • Backend update from Raze.

24-Oct-2022 (Monday) at 10:26:30 PDT by Christoph Oelckers
Commit 2b805e196d
Parents: da33b0f9c3

  • do two-step init of CVARs to ensure that flag and mask vars always find their master CVar.

23-Oct-2022 (Sunday) at 23:57:36 PDT by alexey.lysiuk
Commit da33b0f9c3
Parents: 671b8696bb

  • removed obsolete defaults from Cocoa backend

This legacy code from the time of exclusive fullscreen mode began to crash after changes in console variables handling

22-Oct-2022 (Saturday) at 00:29:38 PDT by Christoph Oelckers
Commit 671b8696bb (this-crashes-gcc-11-12)
Parents: 453688ccc6

  • made CVar declarations type safe again.

21-Oct-2022 (Friday) at 09:28:28 PDT by Christoph Oelckers
Commit 453688ccc6
Parents: ef887403cf

  • reworked CVARs to not use a linked list and to be initialized manually.

This solves two problems:

  • The linked list is too slow, a map is better. A map cannot be used with statically allocated CVARs because order of initialization is undefined.
  • The current CVAR system is an unordered mishmash of static variables and dynamically allocated ones and the means of identification are unsafe. With this everything is allocated on the heap so it can all be handled the same by the cleanup code.

21-Oct-2022 (Friday) at 06:17:52 PDT by Christoph Oelckers
Commit 703b54be01 (cvar_reworking)
Parents: ef887403cf

  • reworked CVARs to not use a linked list and to be initialized manually

The linked list is too slow, a map is better - but due to construction ordering this means that CVARs can only be created after calling main.

Having them manually set up also allows for better filtering depending on context.

20-Oct-2022 (Thursday) at 14:55:29 PDT by Christoph Oelckers
Commit ef887403cf
Parents: 07f08de474

  • marked a few Printf calls in critical error paths as PRINT_NONOTIFY.

20-Oct-2022 (Thursday) at 13:22:30 PDT by Christoph Oelckers
Commit 07f08de474
Parents: 7abe718abb

  • fixed some warnings.

20-Oct-2022 (Thursday) at 13:16:34 PDT by Christoph Oelckers
Commit 7abe718abb
Parents: 0ba5803111

  • removed some stuff from CMake that no longer applies.

20-Oct-2022 (Thursday) at 12:19:01 PDT by Christoph Oelckers
Commit 0ba5803111
Parents: 9e76faff1f

  • two more CMake checks that are not needed anymore.

Neither of these function is in use so we do not need to check for them.

20-Oct-2022 (Thursday) at 12:11:18 PDT by Christoph Oelckers
Commit 9e76faff1f
Parents: 5a52f61096

  • removed some 32bit only CMake code.

20-Oct-2022 (Thursday) at 11:23:35 PDT by Christoph Oelckers
Commit 5a52f61096
Parents: 96e98fc4a8

  • fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.

20-Oct-2022 (Thursday) at 11:17:14 PDT by Christoph Oelckers
Commit 96e98fc4a8
Parents: 70df444660

  • use field initializers for VoxelOptions

20-Oct-2022 (Thursday) at 11:12:06 PDT by Christoph Oelckers
Commit 70df444660
Parents: ca8897028f

  • Backend update from Raze
  • fix for serializing vector arrays.
  • a few adjustments for asan on Windows.
  • NOMUSICCUTOFF flag for movie player.
  • a bit of cleanup.

20-Oct-2022 (Thursday) at 10:06:07 PDT by Christoph Oelckers
Commit ca8897028f
Parents: ba8a334862

  • stupid typo...

20-Oct-2022 (Thursday) at 09:39:51 PDT by Christoph Oelckers
Commit ba8a334862
Parents: 1855edba37

  • removed two bogus asserts from the script compiler.

20-Oct-2022 (Thursday) at 09:18:22 PDT by Christoph Oelckers
Commit 1855edba37
Parents: 4686d10f41

  • don't crash on null pointers in V_GetFont.

20-Oct-2022 (Thursday) at 08:05:44 PDT by Christoph Oelckers
Commit 4686d10f41
Parents: 55402ff734

  • zero the velocity of crunched sprites.

Since their size is zeroed, they are no longer subject to collision detection and may slide out of the level otherwise.

20-Oct-2022 (Thursday) at 07:52:53 PDT by Christoph Oelckers
Commit 55402ff734
Parents: 6ba4295136

  • added 'rebuildnodes' for tnt2fix2.wad map01

20-Oct-2022 (Thursday) at 07:52:45 PDT by Christoph Oelckers
Commit 6ba4295136
Parents: b6c5232fea

  • don't crash when destroying incomplete textures.

This can happen during TEXTURES parsing in case of an error.

20-Oct-2022 (Thursday) at 07:48:18 PDT by Christoph Oelckers
Commit b6c5232fea
Parents: 936e89e3d4

  • try to keep the engine stable for as long as possible if a VM exception occurs in OnDestroy while running a cleanup.

This will still crash, but run long enough for the exception message to be visible.

20-Oct-2022 (Thursday) at 07:44:05 PDT by Christoph Oelckers
Commit 936e89e3d4
Parents: 54e0201204

  • fixed F2DDrawer::SetClipRect.

20-Oct-2022 (Thursday) at 07:40:18 PDT by Christoph Oelckers
Commit 54e0201204
Parents: 8394de00ca

  • added vanilla donut handling to compat_floormove.

20-Oct-2022 (Thursday) at 02:02:05 PDT by nashmuhandes
Commit 8394de00ca
Parents: 457b9b71d9

Fixed: voxel models pitch/roll properties weren't initialized correctly

19-Oct-2022 (Wednesday) at 22:48:02 PDT by Christoph Oelckers
Commit 457b9b71d9
Parents: 80a31b074d

  • disable the native part of coronas as well.

19-Oct-2022 (Wednesday) at 16:11:47 PDT by Christoph Oelckers
Commit 111aa7de6a (new_config_storage)
Parents: 02c1d7fc75

  • 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
Commit 02c1d7fc75
Parents: 4853807d1d

  • 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
Commit 4853807d1d
Parents: 457b9b71d9

  • 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.

15-Aug-2022 (Monday) at 00:01:14 PDT by nashmuhandes
Commit 80a31b074d
Parents: ea8e3da672

Disable coronas for now

24-Sep-2022 (Saturday) at 23:19:42 PDT by inkoalawetrust
Commit ea8e3da672
Parents: 29421e6975

Updated constants.zs.

24-Sep-2022 (Saturday) at 23:13:23 PDT by inkoalawetrust
Commit 29421e6975
Parents: 457ad97553

Added QF_SHAKEONLY

The QF_SHAKEONLY flag changes the behavior of earthquakes with a damage radius, so that they only shake actors around, without also harming them.

24-Sep-2022 (Saturday) at 23:01:46 PDT by inkoalawetrust
Commit 457ad97553
Parents: 05a5a4be51

Added QF_AFFECTACTORS.

The QF_AFFECTACTORS flag makes the thrusting and harming of damaging earthquakes also affect monsters. Monsters with DONTTHRUST will not be flung around by earthquakes.

24-Sep-2022 (Saturday) at 20:41:23 PDT by inkoalawetrust
Commit 05a5a4be51
Parents: 7722784de6

Added the QF_GROUNDONLY flag.

The QF_GROUNDONLY flag makes earthquakes only shake the player while they are standing on the ground.

15-Sep-2022 (Thursday) at 09:57:06 PDT by Shiny Metagross
Commit 7722784de6
Parents: 7972afc350

Voxels did not have an animationID causing a crash

  • Needed to assign -1 to the first index of animations for voxels or a crash occurs

15-Sep-2022 (Thursday) at 09:40:24 PDT by Shiny Metagross
Commit 7972afc350
Parents: ee7c467a17

Revert "Before moving boneSelector from unsigned complete"

This reverts commit 8f2b8fa8789a5d4aff3890334e2f7368efa99572.

13-Sep-2022 (Tuesday) at 11:46:05 PDT by Shiny Metagross
Commit ee7c467a17
Parents: 13edabac19

Before moving boneSelector from unsigned complete

  • boneSelector being unsigned might be the reason why gles is having a hard time. Just stashing this commit here as a bookmark in case I need it

07-Sep-2022 (Wednesday) at 14:47:25 PDT by Shiny Metagross
Commit 13edabac19
Parents: cd4345373d

Fixed crash on Intel cards with less than 64 uniform block align

  • This should fix the crash with Intel cards. Sprite blinking appears to not occur either

05-Sep-2022 (Monday) at 11:47:34 PDT by Shiny Metagross
Commit cd4345373d
Parents: a8bab6a21d

Fixed improper casting

  • Made a mistake on the casting in the shader that only worked for Intel

05-Sep-2022 (Monday) at 11:33:24 PDT by Shiny Metagross
Commit a8bab6a21d
Parents: 5b60118af2

Intel fix

  • GZDoom can launch for Intel users - IQMs work for Intel too

05-Sep-2022 (Monday) at 10:52:00 PDT by Shiny Metagross
Commit 5b60118af2
Parents: 6564adf310

HUD models now render properly

  • IQM HUD Models will now render properly

23-Aug-2022 (Tuesday) at 10:21:58 PDT by Shiny Metagross
Commit 6564adf310
Parents: be9a671217

Fixed a couple bugs

  • MODELSAREATTACHMENTS was basically being applied anyways
  • Fixed a crash related to using an animation that never had the vertex buffer drawn because it was never used as a model

16-Aug-2022 (Tuesday) at 09:55:47 PDT by Shiny Metagross
Commit be9a671217
Parents: ab7be9b4a4

Update models_iqm.cpp

  • Fixed an issue with IQMs exported from blender that caused some issues in the blend weights

16-Aug-2022 (Tuesday) at 08:55:46 PDT by Shiny Metagross
Commit ab7be9b4a4
Parents: b7c1c53eb0

This fixes models without animation clips

  • IQMs lacking animation clips would not appear

15-Aug-2022 (Monday) at 20:08:32 PDT by Shiny Metagross
Commit b7c1c53eb0
Parents: 3f8141ed04

Almost done with To-Dos

  • The compile errors should be fixed
  • Implemented a way for skeletal models using the MODELSAREATTACHMENTS flag to not upload duplicate bones to the bone buffer

15-Aug-2022 (Monday) at 17:29:42 PDT by Shiny Metagross
Commit 3f8141ed04
Parents: 3c9a1ffe5e

I'm not done with this

  • I need to figure out how I'm gonna reference the same boneStartIndex between the indices. Maybe some property in smf? The problem is that even though the bone calculations are done just once per instance of the actor when the flag is enabled, the bone buffers are being copied still, and if there's too much data, some will quit uploading because it's full. Besides doing this, I may just see about increasing the buffer size if possible. It's really just not very big.

15-Aug-2022 (Monday) at 16:53:28 PDT by Shiny Metagross
Commit 3c9a1ffe5e
Parents: 5f0bf8eda6

Give a fatal error when no mesh data is loaded

  • Part of having mesh data in an IQM includes joints. If a model doesn't have any mesh data to it, it won't have joints, and those are necessary. Poses are a different story however.

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