Latest Raze Changes

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Unofficial development builds at DRD Team

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24-Jul-2022 (Sunday) at 15:53:31 PDT by Magnus Norddahl
Commit 6c3fd3cc4d
Parents: fe3751a502

Fix softpoly null pointer crash

24-Jul-2022 (Sunday) at 15:12:21 PDT by Magnus Norddahl
Commit fe3751a502
Parents: b8569fa29f

Fix renderdoc error message about not all textures getting bound

24-Jul-2022 (Sunday) at 15:04:34 PDT by Magnus Norddahl
Commit b8569fa29f
Parents: 6137ea12d1

Fix GC shutdown crash due to canvas objects not getting GC'ed at the end Fix typo in Draw2D and add support for specifying the viewport size directly

24-Jul-2022 (Sunday) at 15:03:21 PDT by Magnus Norddahl
Commit 6137ea12d1
Parents: bb503950df

Fix typo

23-Jul-2022 (Saturday) at 11:49:21 PDT by Magnus Norddahl
Commit bb503950df
Parents: aa083604e1

Add canvastexture definition to animdefs. Split canvas texture rendering from camera texture rendering.

23-Jul-2022 (Saturday) at 10:10:59 PDT by Magnus Norddahl
Commit aa083604e1
Parents: 0049fea8d6

Fix variable arg bindings Always clear the drawer

23-Jul-2022 (Saturday) at 09:21:04 PDT by Magnus Norddahl
Commit 0049fea8d6
Parents: 4f0b02b396

Add missing DrawText binding

23-Jul-2022 (Saturday) at 09:18:54 PDT by Magnus Norddahl
Commit 4f0b02b396
Parents: cd20d707d4

Add a 2d drawer to canvas textures

25-Jul-2022 (Monday) at 01:45:59 PDT by Marisa the Magician
Commit cd20d707d4
Parents: 351a4c9a5a

Fix incorrect mapping of texture indices for UE1 models.

24-Jul-2022 (Sunday) at 15:48:43 PDT by nashmuhandes
Commit 351a4c9a5a
Parents: eb94f81a83

Added PitchFromMomentum, UseActorPitch and UseActorRoll to VOXELDEF. Behaves exactly like their 3D model counterparts. Hardware renderer only.

24-Jul-2022 (Sunday) at 13:26:33 PDT by Rachael Alexanderson
Commit eb94f81a83
Parents: b402aa24eb

update badge again, one last time

24-Jul-2022 (Sunday) at 00:10:42 PDT by alexey.lysiuk
Commit b402aa24eb
Parents: 12660b0015

  • updated continuous integration badge in readme

[skip ci]

23-Jul-2022 (Saturday) at 17:33:47 PDT by Ricardo Luís Vaz Silva
Commit 12660b0015
Parents: 27d4fc28db

Add special case for relative includes from top-level files

23-Jul-2022 (Saturday) at 16:00:59 PDT by Rachael Alexanderson
Commit 27d4fc28db
Parents: 9875850c19

  • implement fix as suggested by user 'axet' fixes issue #1621

23-Jul-2022 (Saturday) at 01:35:01 PDT by Christoph Oelckers
Commit 9875850c19
Parents: 76c8214d67

  • got rid of the state variables in the model class entirely.

This is not the right way to reduce function parameter count. The data in question is far easier evaluated at the calling site and passed as a parameter.

23-Jul-2022 (Saturday) at 01:10:15 PDT by Christoph Oelckers
Commit 76c8214d67
Parents: 0665a28253

  • fixed destructive logic and memory allocation issues in RenderFrameModels.

This completely avoids modification of the model data, instead using local variables.

22-Jul-2022 (Friday) at 23:51:10 PDT by Christoph Oelckers
Commit 0665a28253
Parents: 9ab6557822

  • removed some redundant chaaracters from the Doom SmallFont.

The two Greek letters are not supposed to be used in allcaps, and the Cyrillic Ё has a remapping to the equivalent Latin letter.

08-Jul-2022 (Friday) at 22:47:12 PDT by Shiny Metagross
Commit 9ab6557822
Parents: fa6dfdf64c

A_ChangeModel now has generatorIndex

  • To really take advantage of this function, I thought it would be useful to be able to add additional models if the user wants to. Let's say you got a player model at index 0. Your gun model has the same frames, but you don't want to duplicate the modeldef data. With generator index, you don't need to duplicate the data, just tell generator index to clone frame data from index 0.
  • Implemented a little something to check if a negative skin or model index were passed, and prevent modders from pulling that off.

05-Jul-2022 (Tuesday) at 20:48:17 PDT by Shiny Metagross
Commit fa6dfdf64c
Parents: 69ee1eb0a2

Update p_actionfunctions.cpp

Woah, this didn't work with custom inventory chains!

05-Jul-2022 (Tuesday) at 13:29:47 PDT by Shiny Metagross
Commit 69ee1eb0a2
Parents: ec3d81a34f

Surfaceskin modification

  • Made it so when rendering a model, it clones an smf to use so that data isn't overwritten
  • Reimplemented the skin index property. This changes the behavior of this index if CMDL_USESURFACESKIN is activated

01-Jul-2022 (Friday) at 11:49:13 PDT by Shiny Metagross
Commit ec3d81a34f
Parents: 11f342795b

More fixes

  • Let's fill the holes of serialized data so it can properly be removed instead of leaving undefined behavior behind.
  • Added CMDL_HIDEMODEL flag. This makes a model index invisible.

30-Jun-2022 (Thursday) at 22:58:03 PDT by Shiny Metagross
Commit 11f342795b
Parents: 9805851bd8

I did a no no

  • This should fix it

30-Jun-2022 (Thursday) at 22:47:42 PDT by Shiny Metagross
Commit 9805851bd8
Parents: 9f2c7c850d

Update p_actionfunctions.cpp

Uhh, maybe this is why mac builds failed

30-Jun-2022 (Thursday) at 22:38:57 PDT by Shiny Metagross
Commit 9f2c7c850d
Parents: 6d00e4a3f3

Update p_actionfunctions.cpp

  • Let's fix some of the compile warnings
  • We don't want to include models that were already parsed by modelDef, or already in savedModelFiles

30-Jun-2022 (Thursday) at 22:23:55 PDT by Shiny Metagross
Commit 6d00e4a3f3
Parents: 5b8789977a

Finished serializing

  • Implemented an FString TArray which goes into save files that saves a model file and path, and when the game is loaded, spits back out the model to be Loaded when loading a save file

30-Jun-2022 (Thursday) at 19:32:10 PDT by Shiny Metagross
Commit 5b8789977a
Parents: 83a23c6525

Another fix, most serialization is working

  • Changed some logic when giving an actor that doesn't have a modeldef a modeldef to make sure it knows it doesn't have one when cleared
  • Fixed the serialization for modelData. Only problem now is that I was right about needing to push the models on load

30-Jun-2022 (Thursday) at 14:37:31 PDT by Shiny Metagross
Commit 83a23c6525
Parents: e827e9b086

Other updates

  • Moved modelDef to modelData
  • Replaced TArray.Deletes with TArray.Pop
  • Made a few other optimizations in other places in the action function

30-Jun-2022 (Thursday) at 00:12:06 PDT by Shiny Metagross
Commit e827e9b086
Parents: c304a8f974

TArrays to TObjPtr

  • Made the 2 TArrays into a class called DActorModelData.
  • Removed the skinindex and now just uses one index
  • Replaced a bunch of nullptr for modelDef checking with NAME_None
  • Added some garbage cleanup to A_ChangeModel itself, as well as removing memory of modelData that is no longer needed
  • Attempted serialize code, putting up for review

28-Jun-2022 (Tuesday) at 12:04:10 PDT by Shiny Metagross
Commit c304a8f974
Parents: 5abadd3aab

Changed static arrays to TArrays

  • Made the models and skins arrays TArrays
  • The issue I described with models not always reverting to default properly was caused by the fact I was unintentionally overwriting smf data. Now intermediate TArrays store the data before the loop instead of overwriting anything

27-Jun-2022 (Monday) at 20:23:28 PDT by Shiny Metagross
Commit 5abadd3aab
Parents: e649357d4e

A_ChangeModeldef

-Added A_ChangeModelDef A_ChangeModel(modeldef, modelpath, model, modelindex, skinpath, skin, skinid, flags)

This can change the modeldef, model and skins of an actor.

Currently, modelindex and skinindex accept indices from 0-15.

An actor MUST have a modeldef in order to use this function, either defined from modeldef, or given one through the modeldef parameter. You can pass "" to use the same modeldef. Likewise, passing "" for model or skin will just revert to the default model.

Available flags: CMDL_WEAPONTOPLAYER - If used on a weapon, this instead change's the model on the player instead.

One issue I am aware of right now is that clearing a model by "" sort of works but is buggy. For now you can just manually set the model back using the names explicitly. However, I am stumped and I think getting more eyes on it would help.

21-Jul-2022 (Thursday) at 23:35:56 PDT by Christoph Oelckers
Commit e649357d4e
Parents: f4f701a45c

  • fixed return values of FTextureAnimator::AddAnim

21-Jul-2022 (Thursday) at 10:22:30 PDT by Rachael Alexanderson
Commit f4f701a45c
Parents: d2454d4b3b

  • add longsavemessages to simple menu. set longsavemessages default to false.

20-Jul-2022 (Wednesday) at 05:41:06 PDT by Christoph Oelckers
Commit d2454d4b3b
Parents: f13e95ccbe

  • DirectInput cleanup

Removing ancient code that's only useful on pre-XP OSs.

17-Jul-2022 (Sunday) at 01:22:48 PDT by Christoph Oelckers
Commit f13e95ccbe
Parents: 6d635ce715

  • also allocate FDoorAnimation's frame table from the texture manager's memory arena.

The same lifetime rules as for the regular animations apply here.

17-Jul-2022 (Sunday) at 01:14:37 PDT by Christoph Oelckers
Commit 6d635ce715
Parents: 89f5428a9a

  • optimized storage for animation definitions.

Instead of allocating everything on the heap as single blocks, use a value TArray and allocate the frame arrays from the texture manager's memory arena, since lifetime of the data is identical. Most importantly this avoids using a variable size array at the end of the struct.

16-Jul-2022 (Saturday) at 08:45:08 PDT by Magnus Norddahl
Commit 89f5428a9a
Parents: e4485b01f8

Fixes vulkan crash when multisampling is enabled

16-Jul-2022 (Saturday) at 06:12:06 PDT by Christoph Oelckers
Commit e4485b01f8
Parents: 0f0b4b7620

  • removed redundant extern declarations from platform code.

11-Jul-2022 (Monday) at 02:52:43 PDT by Omar Polo
Commit 0f0b4b7620
Parents: 937c22ff14

fix gzdoom.pk3 not found error

Move the initialization before BaseFileSearch is called, otherwise GameConfig is used not initialized and it doesn't find the gzdoom.pk3 file.

GameConfig used uninitalized was spotted by @LoneFox78.

16-Jul-2022 (Saturday) at 05:57:22 PDT by Gutawer
Commit 937c22ff14
Parents: ee0d90a983

  • add a method for filling a shape2d instead of using a texture (#1661)

Co-authored-by: Christoph Oelckers coelckers@users.noreply.github.com

16-Jul-2022 (Saturday) at 05:56:28 PDT by Gutawer
Commit ee0d90a983
Parents: 1e27fac288

  • add stencil buffer support for 2d drawing (#1660)

Co-authored-by: Christoph Oelckers coelckers@users.noreply.github.com

07-Jul-2022 (Thursday) at 08:19:11 PDT by Gutawer
Commit 1e27fac288
Parents: c6ae73d6d2

  • add a system for setting all of 2D drawing's transform, not just shapes

16-Jul-2022 (Saturday) at 03:13:53 PDT by nashmuhandes
Commit c6ae73d6d2
Parents: 69778667aa

  • Expose ConsoleState to scripts
  • Make ConsoleState uint8_t sized

15-Jul-2022 (Friday) at 09:37:58 PDT by Magnus Norddahl
Commit 69778667aa
Parents: 0e90098de8

Minor cleanup of some vulkan rtx code

15-Jul-2022 (Friday) at 04:04:02 PDT by Christoph Oelckers
Commit 0e90098de8
Parents: 595975fcc7

  • rewrote Windows console code for Windows 10's new terminal.

This allows dumping a lot of shit code using deprecated Windows functionality and bringing the code in line with Microsoft's roadmap for terminal/console functionality. Note that this will cause garbled output of non-ASCII characters on Windows 7 and 8.1, but proper handling on these declining systems is of far lesser importance than future-proofing the feature.

15-Jul-2022 (Friday) at 00:17:50 PDT by Christoph Oelckers
Commit 595975fcc7
Parents: d310487ad4

  • did a test compile as C++20 and fixed all warnings that got emitted.

04-Jul-2022 (Monday) at 01:31:18 PDT by Christoph Oelckers
Commit d310487ad4
Parents: ef8dd4d01e

  • text update

14-Jul-2022 (Thursday) at 22:56:22 PDT by Christoph Oelckers
Commit ef8dd4d01e
Parents: ffd8b5ed5a

  • fixed and consolidated artifact check in cheat code.

14-Jul-2022 (Thursday) at 14:26:31 PDT by Kevin Caccamo
Commit ffd8b5ed5a
Parents: a89d32c850

Address Graf's comment

14-Jul-2022 (Thursday) at 11:03:54 PDT by Kevin Caccamo
Commit a89d32c850
Parents: 2c7761926e

Attempt to fix #1654

14-Jul-2022 (Thursday) at 01:39:11 PDT by Christoph Oelckers
Commit 2c7761926e
Parents: fbd604b725

  • removed volatile type punning for clipping against line portals.

This now uses a common base for line_t and HWLinePortal.

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