Latest Raze Changes
Latest 50 commits, skipping 3300
Unofficial development builds at DRD Team
04-Mar-2021 (Thursday) at 23:07:18 PST by nashmuhandes
Fix random crash when travelling between hub maps in multiplayer.
04-Mar-2021 (Thursday) at 12:16:01 PST by Timothy Quinn
- ported Eternity's Line_QuickPortal
04-Mar-2021 (Thursday) at 07:55:50 PST by Christoph Oelckers
- fixed memory leak in UDMF loader.
When the extsector allocation was moved, this hadn't been adjusted yet, it still allocated its own buffer which never got freed again.
04-Mar-2021 (Thursday) at 05:45:29 PST by Christoph Oelckers
- Backend update from Raze.
01-Mar-2021 (Monday) at 15:24:36 PST by Magnus Norddahl
Implement depth clamp
28-Feb-2021 (Sunday) at 17:24:15 PST by Magnus Norddahl
Fix portals not working in softpoly (#1323)
28-Feb-2021 (Sunday) at 09:13:36 PST by nashmuhandes
Add a null check in PlayerPawn::CheckFOV
09-Feb-2021 (Tuesday) at 05:48:43 PST by Chernoskill
The two TArrays of type FTextureID skinIDs and surfaceskinIDs no longer have any null elements. These elements will have a textureid (FTextureID.texnum) of 0.
Re-worded error messages which were unprecise or unfitting before (model index below 0 was not acknowledged at all, or grouped together with a "too many models" message).
modelIDs are given a default value of -1.
Important: A MODELDEF's FrameIndex lines can no longer refer to model indices that are beyond the number of models of that MODELDEF entry. There is in fact a check to avoid going beyond the number of an actor's models which would abort program operation at startup, but it never caught any such occurances.
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column NumRows], in this case surfaceIndex + modelIndex MD3_MAX_SURFACES] Used TArray.Alloc to make TArrays have the correct size depending on the number of models.
Also removed MAX_MODELS_PER_FRAME. Edited skinSurfaceIDs access for one-dimensional TArray
Added MD3_MODELS_MIN To ensure compatibility with mods, all model-related TArrays (four in total) have a minimum size of 4, defined by MD3_MODELS_MIN.
26-Feb-2021 (Friday) at 01:37:55 PST by Christoph Oelckers
- added m_swapbuttons CVAR for the Windows RawInput and DirectInput backends.
The problem I discovered is that these backends do not respect the GUI-side system setting for swapping the buttons, so this needs to be done in-application so that swapped buttons can behave the same in the menu and the game.
26-Feb-2021 (Friday) at 01:35:10 PST by Christoph Oelckers
- language update.
25-Feb-2021 (Thursday) at 07:49:41 PST by Gutawer
- fix some crashes in the Shape2D VBO code due to unsound pointer usage (#1318)
25-Feb-2021 (Thursday) at 06:58:17 PST by Rachael Alexanderson
Revert "Dynamic number of models per frame instead of a hard limit of four. (#1298)"
This reverts commit 769d60a64fefc0c8d7260ebb6461c354ec478b11.
25-Feb-2021 (Thursday) at 00:19:43 PST by nashmuhandes
Don't make the switch that reveals the computer core in Strife MAP15 to be repeatable.
24-Feb-2021 (Wednesday) at 14:26:54 PST by Xaser Acheron
fix: MBF's A_Spawn DEH codepointer should use misc2 as spawnheight, not distance
24-Feb-2021 (Wednesday) at 12:06:01 PST by Xaser Acheron
adjust defaults for DEHEXTRA states to match other ports:
- sprite is TNT1
- duration is -1
- next frame is itself
24-Feb-2021 (Wednesday) at 12:27:42 PST by Cacodemon345
Properly abort the program if the SDL window can't be created at all (#1296)
24-Feb-2021 (Wednesday) at 12:26:47 PST by Chernoskill
Dynamic number of models per frame instead of a hard limit of four. (#1298)
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Changed model-related arrays to TArrays.
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Update models.cpp
Used TArray.Alloc to make TArrays have the correct size depending on the number of models. surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, it's size is now (models MD3_MAX_SURFACES) surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column NumRows], in this case sSurfaceIndex + modelIndex * MD3_MAX_SURFACES]
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Edited skinSurfaceIDs access for one-dimensional TArray
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Edited skinSurfaceIDs access for one-dimensional TArray
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Edited skinSurfaceIDs access for one-dimensional TArray
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Changed model-related arrays to TArrays.
Also removed MAX_MODELS_PER_FRAME.
- Used TArray.Alloc to make TArrays have the correct size depending on the number of models.
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column NumRows], in this case surfaceIndex + modelIndex MD3_MAX_SURFACES]
- Used TArray.Alloc to make TArrays have the correct size depending on the number of models.
surfaceSkinIDs was two-dimensional and is now a one-dimensional TArray as well, elements are accessed via [Row + Column NumRows], in this case surfaceIndex + modelIndex MD3_MAX_SURFACES]
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Update models.h
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Edited MAX_MODELS_MD3
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Update models_obj.cpp
23-Feb-2021 (Tuesday) at 10:30:48 PST by nashmuhandes
Made Strife NPC's dialog voice audible for all players.
23-Feb-2021 (Tuesday) at 09:35:06 PST by Nash Muhandes
Fix player not being able to talk to a Strife NPC during netplay, if another player talked to that NPC first. (#1312)
The ConversationNPC and ConversationPC fields were not cleared if the conversation was closed by selecting the goodbye option, or if the conversation was closed from the item checks.
20-Feb-2021 (Saturday) at 10:58:16 PST by DarkOK
Fix typo with name in copyright
The first 'h' in Christopher is capitalized when it shouldn't be
20-Feb-2021 (Saturday) at 01:00:12 PST by alexey.lysiuk
- restored sound-related developer messages
18-Feb-2021 (Thursday) at 23:01:06 PST by Erick Vasquez Garcia
SoftPoly: Fixed the md3 models, you can now correctly display the frame of the model, in addition, interpolation is added to the model.
This error is mentioned by drfrag in the following link https://forum.zdoom.org/viewtopic.php?f=336&t=71228
18-Feb-2021 (Thursday) at 23:14:07 PST by nashmuhandes
Add missing ZScript constants for the Strife targeter PSprite layers
18-Feb-2021 (Thursday) at 20:37:53 PST by dondiego
SoftPoly: Fixed the screen turning white with invulnerability sphere in Doom and in Heretic avoiding color errors in some pixels when activating the "ring of invincibility". (#1307)
Co-authored-by: Erick Vasquez Garcia erickv5394@gmail.com
18-Feb-2021 (Thursday) at 02:17:23 PST by Player701
- Added a new intrinsic for class pointers to check if the class is abstract (#1308)
16-Feb-2021 (Tuesday) at 19:03:28 PST by Rachael Alexanderson
- remove doom2 from the wadsmoosh filter in iwadinfo
14-Feb-2021 (Sunday) at 16:06:05 PST by Erick Vasquez Garcia
- Fixed sprites were not affected by dynamic lights on SoftPoly.
15-Feb-2021 (Monday) at 01:18:06 PST by alexey.lysiuk
- fixed missing 'player left the game' message
14-Feb-2021 (Sunday) at 10:32:58 PST by Magnus Norddahl
Fix black wall sprites
14-Feb-2021 (Sunday) at 10:10:59 PST by Magnus Norddahl
Fix line portal clipping bug
14-Feb-2021 (Sunday) at 07:47:00 PST by Rachael Alexanderson
- add
-noautoexec
command line parameter to disable the execution of autoexec.cfg files
13-Feb-2021 (Saturday) at 12:34:19 PST by Alexander Kromm (m8f)
add Pi and some other constants to ZScript (#1304)
13-Feb-2021 (Saturday) at 05:49:23 PST by drfrag
- Amend previous commit: fix the wallsprites crash.
13-Feb-2021 (Saturday) at 09:18:15 PST by Magnus Norddahl
Fix Additive Shaded renderstyle for UDMF things bugged
12-Feb-2021 (Friday) at 10:37:18 PST by Raccoon
Add Warnings for when PNG loads fail due to unsupported flags (#1302)
This was the result of an issue which stumped the entire Discord, which led to me having to debug from source to find why some relatively standard publicly available PBR materials work. GZDoom is the ONLY program in the typical development stack (GIMP, Slade, UDB) with this narrow of support for the PNG format. As such, the average developer will have no other way to figure out what's going wrong without these: these CANNOT be allowed to fail silently. As things like PNG-compression and 64-bit color become more common in royalty-free PBR materials, support should be an eventual target. Even then, these warnings should remain to prevent this from being an issue the next time things change.
12-Feb-2021 (Friday) at 05:40:34 PST by Christoph Oelckers
- backend update from Raze.
12-Feb-2021 (Friday) at 03:49:47 PST by Rachael Alexanderson
- another wallsprite crash fix: https://forum.zdoom.org/viewtopic.php?f=56&t=71450
12-Feb-2021 (Friday) at 03:17:01 PST by Magnus Norddahl
Add support for zero size buffers as the hwrenderer uses that! Also add a sanity check on zero size textures just in case that ever happens!
11-Feb-2021 (Thursday) at 23:46:44 PST by Cacodemon345
Change _access to _waccess
11-Feb-2021 (Thursday) at 21:52:26 PST by Cacodemon345
Fix crash when trying to open unreadable IWAD files
11-Feb-2021 (Thursday) at 10:10:05 PST by Cacodemon345
Fix crash when following symlinks to nonexistent IWAD files
04-Feb-2021 (Thursday) at 02:00:06 PST by alexey.lysiuk
- fixed incorrect extension of overridden function prototype
Prototype of overridden function with optional argument(s) missing could extend unrelated prototype of previously defined function when their arguments and return value(s) match
11-Feb-2021 (Thursday) at 19:48:59 PST by Magnus Norddahl
Fix dancing sprites regression
08-Feb-2021 (Monday) at 01:35:03 PST by alexey.lysiuk
- fixed uninitialized global rolloff in sound engine
Depending on SNDINFO definitions, type of global rolloff could left uninitialized, and linear rolloff might be treated as logarithmic
07-Feb-2021 (Sunday) at 00:19:56 PST by Christoph Oelckers
- fixed: FTextureManager::ReplaceTexture did not calculate the upscale flags.
06-Feb-2021 (Saturday) at 06:56:59 PST by alexey.lysiuk
- added detection of more x86 extended CPU instructions
Replaced report of 3DNow support with recent fancy CPU instructions
06-Feb-2021 (Saturday) at 03:43:20 PST by alexey.lysiuk
- removed useless x86.h #include's
06-Feb-2021 (Saturday) at 03:42:49 PST by alexey.lysiuk
- cleaned x86 CPU detection of obsolete code
06-Feb-2021 (Saturday) at 03:41:53 PST by alexey.lysiuk
- added detection of a few x86 extended CPU instructions
i hope this will make some people a bit happier
06-Feb-2021 (Saturday) at 03:37:44 PST by alexey.lysiuk
- replace gcc 9 with 10 in continuous integration workflow