Latest Raze Changes
Latest 50 commits, skipping 2850
Unofficial development builds at DRD Team
27-Oct-2022 (Thursday) at 09:09:19 PDT by Christoph Oelckers
- removed softpoly setting from the menu
26-Oct-2022 (Wednesday) at 08:45:02 PDT by Christoph Oelckers
- 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
- 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
- deleted some obsolete settings from project.
24-Oct-2022 (Monday) at 22:02:45 PDT by Christoph Oelckers
- Backend update from Raze.
24-Oct-2022 (Monday) at 10:26:30 PDT by Christoph Oelckers
- 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
- 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
- made CVar declarations type safe again.
21-Oct-2022 (Friday) at 09:28:28 PDT by Christoph Oelckers
- 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
- 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
- marked a few Printf calls in critical error paths as PRINT_NONOTIFY.
20-Oct-2022 (Thursday) at 13:22:30 PDT by Christoph Oelckers
- fixed some warnings.
20-Oct-2022 (Thursday) at 13:16:34 PDT by Christoph Oelckers
- removed some stuff from CMake that no longer applies.
20-Oct-2022 (Thursday) at 12:19:01 PDT by Christoph Oelckers
- 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
- removed some 32bit only CMake code.
20-Oct-2022 (Thursday) at 11:23:35 PDT by Christoph Oelckers
- fixed: R_LoadVoxelDef did not fully initialize the voxel descriptor it creates.
20-Oct-2022 (Thursday) at 11:17:14 PDT by Christoph Oelckers
- use field initializers for VoxelOptions
20-Oct-2022 (Thursday) at 11:12:06 PDT by Christoph Oelckers
- 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
- stupid typo...
20-Oct-2022 (Thursday) at 09:39:51 PDT by Christoph Oelckers
- removed two bogus asserts from the script compiler.
20-Oct-2022 (Thursday) at 09:18:22 PDT by Christoph Oelckers
- don't crash on null pointers in V_GetFont.
20-Oct-2022 (Thursday) at 08:05:44 PDT by Christoph Oelckers
- 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
- added 'rebuildnodes' for tnt2fix2.wad map01
20-Oct-2022 (Thursday) at 07:52:45 PDT by Christoph Oelckers
- 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
- 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
- fixed F2DDrawer::SetClipRect.
20-Oct-2022 (Thursday) at 07:40:18 PDT by Christoph Oelckers
- added vanilla donut handling to compat_floormove.
20-Oct-2022 (Thursday) at 02:02:05 PDT by nashmuhandes
Fixed: voxel models pitch/roll properties weren't initialized correctly
19-Oct-2022 (Wednesday) at 22:48:02 PDT by Christoph Oelckers
- disable the native part of coronas as well.
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.
15-Aug-2022 (Monday) at 00:01:14 PDT by nashmuhandes
Disable coronas for now
24-Sep-2022 (Saturday) at 23:19:42 PDT by inkoalawetrust
Updated constants.zs.
24-Sep-2022 (Saturday) at 23:13:23 PDT by inkoalawetrust
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
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
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
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
Revert "Before moving boneSelector from unsigned complete"
This reverts commit 8f2b8fa8789a5d4aff3890334e2f7368efa99572.
13-Sep-2022 (Tuesday) at 11:46:05 PDT by Shiny Metagross
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
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
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
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
HUD models now render properly
- IQM HUD Models will now render properly
23-Aug-2022 (Tuesday) at 10:21:58 PDT by Shiny Metagross
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
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
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
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
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
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.