Latest UZDoom Changes

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Unofficial development builds at DRD Team

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19-Aug-2021 (Thursday) at 23:06:50 PDT by Christoph Oelckers
Commit 19c8eb1e33
Parents: 2096fefcee

  • 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_merge

13-Aug-2021 (Friday) at 05:25:51 PDT by Marisa Kirisame
Commit 13bdd324e1
Parents: 109069f718

hud models: add nullptr check for psprites without caller.

14-Aug-2021 (Saturday) at 00:56:27 PDT by Christoph Oelckers
Commit 109069f718
Parents: d64dd1f631

  • removed the unused palette parameter from the V_GetColor family of functions.

13-Aug-2021 (Friday) at 23:29:09 PDT by nashmuhandes
Commit d64dd1f631
Parents: 73f73cdf7c

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_merge

12-Aug-2021 (Thursday) at 11:28:04 PDT by Christoph Oelckers
Commit 73f73cdf7c
Parents: f9f48c4a95

  • added a null check to CheckWeaponChange.

12-Aug-2021 (Thursday) at 11:07:04 PDT by Christoph Oelckers
Commit f9f48c4a95
Parents: c3772fe203

  • 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
Commit c3772fe203
Parents: 1d96b68e1a

  • 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
Commit 1d96b68e1a
Parents: 888eab3063

Fixed IsHUDModelForPlayerAvailable limitation.

24-Dec-2020 (Thursday) at 07:39:17 PST by Marisa Kirisame
Commit 888eab3063
Parents: f34258281f

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
Commit f34258281f
Parents: ed606b8ed3

  • 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
Commit ed606b8ed3
Parents: 387aef27ad

  • extended 2D buffer lifetime to the end of the frame

02-Aug-2021 (Monday) at 23:55:01 PDT by alexey.lysiuk
Commit 387aef27ad
Parents: 76ecf44549

  • use RefCountedPtr to manage 2D shape buffer infos

02-Aug-2021 (Monday) at 23:53:21 PDT by alexey.lysiuk
Commit 76ecf44549
Parents: bbcd522052

  • added RefCountedBase without virtual destructor

02-Aug-2021 (Monday) at 23:52:30 PDT by alexey.lysiuk
Commit bbcd522052
Parents: 67e7d1a6f5

  • made RefCountedPtr follow rule of five

29-Jul-2021 (Thursday) at 10:58:29 PDT by Gutawer
Commit 67e7d1a6f5
Parents: ccf46281df

  • 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
Commit ccf46281df
Parents: 139f501ec5

  • 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
Commit 139f501ec5
Parents: 1097bd6c73

  • 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
Commit 1097bd6c73
Parents: 26d00e14c7

  • 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
Commit 26d00e14c7
Parents: 3adadfe4d3

  • file system update from Raze.

11-Aug-2021 (Wednesday) at 03:39:17 PDT by Christoph Oelckers
Commit 3adadfe4d3
Parents: f662c629e3

  • do not run the dynamic light ticker when lights are switched off.

11-Aug-2021 (Wednesday) at 01:06:22 PDT by Christoph Oelckers
Commit f662c629e3
Parents: 436ec28e94

  • 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
Commit 436ec28e94
Parents: c24f644a61

  • 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
Commit c24f644a61
Parents: 6a63d9e70e

  • do not perform shadowmap updates when dynamic lights are disabled.

10-Aug-2021 (Tuesday) at 13:17:00 PDT by Christoph Oelckers
Commit 6a63d9e70e
Parents: 4505bfa4b8

  • 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
Commit 4505bfa4b8
Parents: b6156ac490

  • 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
Commit b6156ac490
Parents: 9cd1e8cf7a

  • re-fixed the font spacing.

10-Aug-2021 (Tuesday) at 12:18:27 PDT by Christoph Oelckers
Commit 9cd1e8cf7a
Parents: 99c66071fb

  • use proper XMove for sheet fonts.

10-Aug-2021 (Tuesday) at 12:08:26 PDT by Christoph Oelckers
Commit 99c66071fb
Parents: f29eff5b4c

  • 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
Commit f29eff5b4c
Parents: 03b7324f71

  • 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
Commit 03b7324f71
Parents: 55520ed7d0

  • 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
Commit 55520ed7d0
Parents: a16088f4b4

  • fixed exploding barrel animation duration.

10-Aug-2021 (Tuesday) at 09:51:44 PDT by Christoph Oelckers
Commit a16088f4b4
Parents: 8747145c97

  • fixed two vr_* CVARs not getting archived.

10-Aug-2021 (Tuesday) at 09:46:23 PDT by Christoph Oelckers
Commit 8747145c97
Parents: 61efe76ffd

  • dim depleted inventory items in all games, not just Strife.

10-Aug-2021 (Tuesday) at 09:18:44 PDT by Christoph Oelckers
Commit 61efe76ffd
Parents: 4cee567b23

  • fixed: palette index 0 (transparent) was left uninitialized for BMF fonts.

10-Aug-2021 (Tuesday) at 09:04:10 PDT by Christoph Oelckers
Commit 4cee567b23
Parents: 61739b4086

  • 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
Commit 61739b4086
Parents: 39513cf7ae

  • 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
Commit 39513cf7ae
Parents: cd5aa65fda

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
Commit cd5aa65fda
Parents: 747c291ae1

  • 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
Commit 747c291ae1
Parents: a21c388dd6

  • fixed patch version in compatibility implementation of macOS detection

06-Aug-2021 (Friday) at 05:10:21 PDT by alexey.lysiuk
Commit a21c388dd6
Parents: dcfd72c766

  • destroyed stale thinkers after change level failure

https://forum.zdoom.org/viewtopic.php?t=72890

06-Aug-2021 (Friday) at 05:02:00 PDT by alexey.lysiuk
Commit dcfd72c766
Parents: a067466dd8

  • fixed crash after change level failure

https://forum.zdoom.org/viewtopic.php?t=72890

04-Aug-2021 (Wednesday) at 10:11:50 PDT by Cacodemon345
Commit a067466dd8
Parents: 28f2d36732

SDL2: Properly print white bold text to the screen

03-Aug-2021 (Tuesday) at 23:00:49 PDT by Christoph Oelckers
Commit 28f2d36732
Parents: a8a5613675

  • removed declaration for Screen.GetTextScreenSize.

This function does not exist in GZDoom.

03-Aug-2021 (Tuesday) at 09:46:45 PDT by Christoph Oelckers
Commit 441cd0796f
Parents: a8a5613675

  • merged gzdoom-gles2 and fixed some issues with pipeline size validation.

03-Aug-2021 (Tuesday) at 03:59:10 PDT by Christoph Oelckers
Commit a8a5613675
Parents: b82b5384a0

  • use proper music check in 'idmus' CCMD.

03-Aug-2021 (Tuesday) at 03:52:21 PDT by Christoph Oelckers
Commit b82b5384a0
Parents: c1a8776a15

  • 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
Commit c1a8776a15
Parents: f89e6950c3

  • 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
Commit f89e6950c3
Parents: 5a0dc4297f

  • Make changemap use + for next and +$ for nextsecret maps.

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