Latest UZDoom Changes
Latest 50 commits, skipping 4050
Unofficial development builds at DRD Team
19-Aug-2021 (Thursday) at 23:06:50 PDT by Christoph Oelckers
- fixed bad check for gl pipeline type.
 
18-Aug-2021 (Wednesday) at 09:31:47 PDT by Rachael Alexanderson
Merge remote-tracking branch 'origin/master' into gles2_merge13-Aug-2021 (Friday) at 05:25:51 PDT by Marisa Kirisame
hud models: add nullptr check for psprites without caller.
14-Aug-2021 (Saturday) at 00:56:27 PDT by Christoph Oelckers
- removed the unused palette parameter from the V_GetColor family of functions.
 
13-Aug-2021 (Friday) at 23:29:09 PDT by nashmuhandes
Add FOV slider to the display options menu
13-Aug-2021 (Friday) at 05:11:58 PDT by Rachael Alexanderson
Merge remote-tracking branch 'origin/master' into gles2_merge12-Aug-2021 (Thursday) at 11:28:04 PDT by Christoph Oelckers
- added a null check to CheckWeaponChange.
 
12-Aug-2021 (Thursday) at 11:07:04 PDT by Christoph Oelckers
- replaced the alt HUD's index font with a sheet based variant.
 
Mainly to correct an error in the '1' glyph.
11-Aug-2021 (Wednesday) at 15:45:59 PDT by Christoph Oelckers
- changed FString API to use ptrdiff_t instead of long for signed size arguments.
 
20-Feb-2021 (Saturday) at 02:35:14 PST by Marisa Kirisame
Fixed IsHUDModelForPlayerAvailable limitation.
24-Dec-2020 (Thursday) at 07:39:17 PST by Marisa Kirisame
HUD model tweaks:
- Look up HUD models by referencing the psprite's caller, rather than player's ReadyWeapon.
 - Allow Strife hands psprite to be a model.
 
11-Aug-2021 (Wednesday) at 10:58:57 PDT by Christoph Oelckers
- fixed: crushing stairs must use HexenCrush mode.
 
This was the default for floors even in Doom, so it must also apply to the stairs.
11-Aug-2021 (Wednesday) at 01:11:01 PDT by alexey.lysiuk
- extended 2D buffer lifetime to the end of the frame
 
02-Aug-2021 (Monday) at 23:55:01 PDT by alexey.lysiuk
- use RefCountedPtr to manage 2D shape buffer infos
 
02-Aug-2021 (Monday) at 23:53:21 PDT by alexey.lysiuk
- added RefCountedBase without virtual destructor
 
02-Aug-2021 (Monday) at 23:52:30 PDT by alexey.lysiuk
- made RefCountedPtr follow rule of five
 
29-Jul-2021 (Thursday) at 10:58:29 PDT by Gutawer
- make RenderCommands able to use Shape2D vertex buffers past the Shape2D's lifetime without crashing
 
11-Aug-2021 (Wednesday) at 07:01:40 PDT by Christoph Oelckers
- fixed line color handling in V_BreakLines.
 
This cannot use the last color found while reading ahead - it must pick the last color of the string part that just got broken out into its own line when starting the next one.
11-Aug-2021 (Wednesday) at 06:41:42 PDT by Christoph Oelckers
- run the dynamic light recreation loop before calling the light ticker.
 
This was done afterward which performed some needed cleanup too late.
11-Aug-2021 (Wednesday) at 05:09:00 PDT by Christoph Oelckers
- fixed: instead of checking gl_lights, better check Level->HasDynamicLights.
 
Especially in the thinker code this is needed for software rendering. Strictly speaking, the software renderer should do the same, but it checks r_dynlight in so many places deep in the logic where the level is not available.
11-Aug-2021 (Wednesday) at 03:39:32 PDT by Christoph Oelckers
- file system update from Raze.
 
11-Aug-2021 (Wednesday) at 03:39:17 PDT by Christoph Oelckers
- do not run the dynamic light ticker when lights are switched off.
 
11-Aug-2021 (Wednesday) at 01:06:22 PDT by Christoph Oelckers
- ensure that shadowmap indices only get set when shadowmaps are enabled.
 
Having valid indices set when shadowmaps are off would cause the shader to run the full checks for all lights.
11-Aug-2021 (Wednesday) at 01:01:11 PDT by Christoph Oelckers
- fixed file system's zip loader to not strip away a 'filter/' prefix.
 
10-Aug-2021 (Tuesday) at 23:08:29 PDT by Christoph Oelckers
- do not perform shadowmap updates when dynamic lights are disabled.
 
10-Aug-2021 (Tuesday) at 13:17:00 PDT by Christoph Oelckers
- moved the CheckForRestart call one level up so that it is within the Windows code and does not need #ifdefs.
 
10-Aug-2021 (Tuesday) at 13:09:32 PDT by Christoph Oelckers
- delay the restart action from the error pane until after everything has been shut down.
 
This cannot be done from a place where the old instance still can write to the config file, which happens only in the shutdown process.
10-Aug-2021 (Tuesday) at 13:04:32 PDT by Christoph Oelckers
- re-fixed the font spacing.
 
10-Aug-2021 (Tuesday) at 12:18:27 PDT by Christoph Oelckers
- use proper XMove for sheet fonts.
 
10-Aug-2021 (Tuesday) at 12:08:26 PDT by Christoph Oelckers
- use original menu spacing for skill and episode menus if all elements are patches.
 
10-Aug-2021 (Tuesday) at 10:22:19 PDT by Christoph Oelckers
- fixed: the software scene drawer must be deleted before calling ST_Endoom.
 
This contains render data that won't get deleted in time before taking down the render backend if not manually performed.
10-Aug-2021 (Tuesday) at 10:03:40 PDT by Christoph Oelckers
- reorder evaluation for 'if' statements to handle the condition first.
 
Otherwise this won't emit errors if a bad condition is used with an empty conditional part.
10-Aug-2021 (Tuesday) at 09:57:31 PDT by Christoph Oelckers
- fixed exploding barrel animation duration.
 
10-Aug-2021 (Tuesday) at 09:51:44 PDT by Christoph Oelckers
- fixed two vr_* CVARs not getting archived.
 
10-Aug-2021 (Tuesday) at 09:46:23 PDT by Christoph Oelckers
- dim depleted inventory items in all games, not just Strife.
 
10-Aug-2021 (Tuesday) at 09:18:44 PDT by Christoph Oelckers
- fixed: palette index 0 (transparent) was left uninitialized for BMF fonts.
 
10-Aug-2021 (Tuesday) at 09:04:10 PDT by Christoph Oelckers
- fixed: P_RoughMonsterSearch did not pass the fov parameter to its worker functions.
 
10-Aug-2021 (Tuesday) at 09:00:14 PDT by Christoph Oelckers
- fixed BlockThingsIterator to not reset its list of processed actors when traversing portals.
 
09-Aug-2021 (Monday) at 11:31:21 PDT by Christoph Oelckers
Revert "- eliminate an unexpected slow path in the fragment shader."
This reverts commit cd5aa65fdab569bbc32a05ba9999e48929ec70aa.
This does not work as expected, needs more investigation.
09-Aug-2021 (Monday) at 09:50:50 PDT by Christoph Oelckers
- eliminate an unexpected slow path in the fragment shader.
 
Apparently with checking uLightLevel the shader cannot discard the slow software lighting path entirely adding a significant amount of processing time. Changed to check the actual lightmode value, which re-enables the fast path again.
07-Aug-2021 (Saturday) at 02:37:18 PDT by alexey.lysiuk
- fixed patch version in compatibility implementation of macOS detection
 
06-Aug-2021 (Friday) at 05:10:21 PDT by alexey.lysiuk
- destroyed stale thinkers after change level failure
 
06-Aug-2021 (Friday) at 05:02:00 PDT by alexey.lysiuk
- fixed crash after change level failure
 
04-Aug-2021 (Wednesday) at 10:11:50 PDT by Cacodemon345
SDL2: Properly print white bold text to the screen
03-Aug-2021 (Tuesday) at 23:00:49 PDT by Christoph Oelckers
- removed declaration for Screen.GetTextScreenSize.
 
This function does not exist in GZDoom.
03-Aug-2021 (Tuesday) at 09:46:45 PDT by Christoph Oelckers
- merged gzdoom-gles2 and fixed some issues with pipeline size validation.
 
03-Aug-2021 (Tuesday) at 03:59:10 PDT by Christoph Oelckers
- use proper music check in 'idmus' CCMD.
 
03-Aug-2021 (Tuesday) at 03:52:21 PDT by Christoph Oelckers
- Backend update from Raze.
 
- voc loader fix.
 - better prefix detection in Zip loader.
 - SDL Vulkan init.
 - disabling of shadowmap management when the feature is off.
 
03-Aug-2021 (Tuesday) at 03:30:44 PDT by Christoph Oelckers
- updated common code from screenjob branch.
 
That is, all parts not related to cutscenes.
29-Jul-2021 (Thursday) at 00:47:04 PDT by drfrag
- Make changemap use + for next and +$ for nextsecret maps.
 
				