Latest Raze Changes
Latest 50 commits, skipping 3200
Unofficial development builds at DRD Team
09-Jun-2022 (Thursday) at 00:16:58 PDT by Christoph Oelckers
Revert "-got rid of shared_ptr in postprocessing system"
This reverts commit 40872a2b21920774b0a75d1cdfc976b1bff9c531.
This crashed on Vulkan in a very weird way.
08-Jun-2022 (Wednesday) at 23:36:11 PDT by Christoph Oelckers
- fixed division by zero with unvalidated ticdup values.
08-Jun-2022 (Wednesday) at 07:41:57 PDT by Christoph Oelckers
- reinstated con_scale.
07-Jun-2022 (Tuesday) at 14:07:27 PDT by James Le Cuirot
Exclude the Discord RPC library from "all" in CMake
Otherwise the headers and separate library file get installed system-wide with the rest of GZDoom.
07-Jun-2022 (Tuesday) at 14:13:59 PDT by Christoph Oelckers
- make sure the last notch on the start screen is rendered.
07-Jun-2022 (Tuesday) at 09:54:21 PDT by Ricardo Luís Vaz Silva
move relative path resolution earlier, to prevent problems with include deduplication
07-Jun-2022 (Tuesday) at 06:40:06 PDT by Ricardo Luís Vaz Silva
fix relative include path when loading folders
07-Jun-2022 (Tuesday) at 05:09:00 PDT by Christoph Oelckers
- eliminated more unneeded shared_ptr’s.
07-Jun-2022 (Tuesday) at 04:59:00 PDT by Christoph Oelckers
-got rid of shared_ptr in postprocessing system
06-Jun-2022 (Monday) at 15:11:56 PDT by Christoph Oelckers
- use a unique_ptr for the GL debug object.
This doesn’t get shared and the containing class doesn’t need to be copied so this is sufficient.
06-Jun-2022 (Monday) at 15:00:43 PDT by Christoph Oelckers
- avoid storing texture pointers in longer lived data
- these circumvented all internal texture replacement logic. Texture objects should only be resolved right before drawing them
- added an explicit ‚tilebackground‘ option for the summary screen to fix problems with bad decision logic based on incorrect texture type checks. Automatic tiling no longer depends on texture type, but solely on size.
- added a DrawTexture variant that can be passed a texture ID instead of a pointer
06-Jun-2022 (Monday) at 08:14:47 PDT by Christoph Oelckers
- this is 4.8.0
06-Jun-2022 (Monday) at 11:11:01 PDT by Christoph Oelckers
- actually GCC is really dumb.
06-Jun-2022 (Monday) at 08:34:31 PDT by Christoph Oelckers
- this behaves a little better on OpenGL.
06-Jun-2022 (Monday) at 10:49:57 PDT by Christoph Oelckers
- GCC is dumb
06-Jun-2022 (Monday) at 06:19:31 PDT by Christoph Oelckers
- made TObjPtr as trivial as possible.
Mainly to avoid problems with Raze, but eliminating this constructor lets us catch erroneous local definitions via 'auto', which can cause major problems if left undetected.
06-Jun-2022 (Monday) at 03:30:47 PDT by Christoph Oelckers
- block wipes when streaming movies are playing.
For synchronization purposes they cannot be interrupted by the wipe loop. This also groups the cutscene state in a struct for readability purposes.
06-Jun-2022 (Monday) at 03:09:29 PDT by Christoph Oelckers
- Backend update from Raze
Mostly cleanup and better separation of game/backend concerns.
05-Jun-2022 (Sunday) at 23:53:22 PDT by Christoph Oelckers
- remove accidentally committed file.
05-Jun-2022 (Sunday) at 23:50:27 PDT by Christoph Oelckers
- re-enabled translation initialization.
This had been commented out for testing and was forgotten.
05-Jun-2022 (Sunday) at 07:43:12 PDT by Christoph Oelckers
- restored accidentally deleted line of code.
05-Jun-2022 (Sunday) at 07:29:42 PDT by Christoph Oelckers
- the chat should use the console's scaling, not the one for the messages printed with the small font.
05-Jun-2022 (Sunday) at 03:34:22 PDT by Christoph Oelckers
- fixed auto-scaling for console.
05-Jun-2022 (Sunday) at 03:16:56 PDT by Christoph Oelckers
- removed all vid_fps offsetting.
To compensate there is now also a "stat fps" which displays the FPS rate in the lower left corner. This had to go because unconditionally altering positions was causing problems with custom HUDs.
05-Jun-2022 (Sunday) at 03:16:15 PDT by Christoph Oelckers
- HUD scaling for automap HUD.
05-Jun-2022 (Sunday) at 01:57:21 PDT by Christoph Oelckers
- added Raze-style HUD scaling.
04-Jun-2022 (Saturday) at 23:09:50 PDT by Christoph Oelckers
- fixed: The IVF decoder never accounted for odd dimensions when applying the UV subsampling.
To simplify the code the 'optimized' loop was replaced with one iterating over all pixels - even in the worst of cases the little savings are hardly performance relevant.
04-Jun-2022 (Saturday) at 13:11:14 PDT by Christoph Oelckers
- added a few more names to the reserved names for main folder detection.
Also consolidated the access into a single function to avoid indexing errors.
04-Jun-2022 (Saturday) at 12:58:46 PDT by Christoph Oelckers
- added handling for start-of-episode cutscenes.
04-Jun-2022 (Saturday) at 12:31:19 PDT by Christoph Oelckers
- made cutscenes at engine startup work.
04-Jun-2022 (Saturday) at 09:49:31 PDT by Christoph Oelckers
- consider "fonts" and "models" reserved folder names.
04-Jun-2022 (Saturday) at 00:23:46 PDT by Christoph Oelckers
- fixed undefined behavior with Dehacked's value parser.
From the looks of it MSVC's strtoul function does parse negative values, while GCC's does not. Since negative values are allowed for some properties this now uses strtoll and stores the value with 64 bit to preserve both the value range of signed int and unsigned int.
03-Jun-2022 (Friday) at 14:56:08 PDT by Christoph Oelckers
- text update.
03-Jun-2022 (Friday) at 10:24:20 PDT by Player701
- Rebuild nodes for 1024.wad MAP02 to fix invisible obstacle near the exit area
02-Jun-2022 (Thursday) at 15:30:34 PDT by Christoph Oelckers
- use the same rules for cutscenes as for old intermissions when travelling in a hub
02-Jun-2022 (Thursday) at 15:12:45 PDT by Christoph Oelckers
- use correct mapping for IBM437’s lower characters
For use on text screens these need to be mapped to the printable characters they represent on screen, not the control characters of ASCII.
02-Jun-2022 (Thursday) at 15:03:57 PDT by Christoph Oelckers
- added cutscene creation code
02-Jun-2022 (Thursday) at 09:24:16 PDT by Alexander Kromm
fix scrolling when selecting item by key
02-Jun-2022 (Thursday) at 07:48:07 PDT by Christoph Oelckers
- fixed fast crushers going out of sync if something is being crushed by them.
01-Jun-2022 (Wednesday) at 23:32:39 PDT by Christoph Oelckers
- fixed: the last column of a text-type start screen was not rendered.
01-Jun-2022 (Wednesday) at 09:00:03 PDT by Christoph Oelckers
- use StartupTexture, not HeaderTexture to clear the screen.
HeaderTexture does not exist for the Endoom screen.
01-Jun-2022 (Wednesday) at 08:44:07 PDT by Christoph Oelckers
- fixed: sound must be initialized before the start screen.
01-Jun-2022 (Wednesday) at 07:47:54 PDT by Christoph Oelckers
- fixed: Vulkan descriptor sets must check the real translation, not just the translation ID.
In particular the one for the menu's player sprite and ACS translations can alter a translation ID's actual translation at run time, these changes never triggered a descriptor set change.
01-Jun-2022 (Wednesday) at 07:01:38 PDT by Christoph Oelckers
- workaround for clearing the start screen in Vulkan.
There seems to be a bug in the backend, but I have no idea what's wrong. Clearing the start screen with a ClearRect call renders the 2D drawer in an unstable state. So for now, clear the screen by rendering a texture, but with light color black, which produces the same effect without later breaking stuff.
25-May-2022 (Wednesday) at 15:11:36 PDT by Rachael Alexanderson
- add keybinds for F17-F24
01-Jun-2022 (Wednesday) at 01:20:32 PDT by Christoph Oelckers
- fixed startuo screen creation
01-Jun-2022 (Wednesday) at 00:34:07 PDT by Christoph Oelckers
- added missing #include.
01-Jun-2022 (Wednesday) at 00:30:20 PDT by Christoph Oelckers
- Startscreen fixes.
- for Strife the game palette must be loaded before the start screen.
- increase update frequency of start screen to roughly 35 fps
- fixed Strife's laser sprite names.
- do not show the native progress bar if a graphical start screen is used.
31-May-2022 (Tuesday) at 23:35:02 PDT by Christoph Oelckers
- sprite lightlevel cleanup and fixes.
- consolidated the getter functions on the game data side
- better handling of per-sprite lighting with fog
- allow negative values for additive per-sprite lighting.
- also fixed return type of UpdateWaterDepth.
19-May-2022 (Thursday) at 00:43:10 PDT by Christoph Oelckers
- fixed some GCC warnings