Latest UZDoom Changes

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Unofficial development builds at DRD Team

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23-May-2021 (Sunday) at 09:23:15 PDT by Dasperal
Commit bfe1a43297
Parents: c320db66f4

  • Fixed bug with BishopPuff moving in wrong direction

19-Jul-2021 (Monday) at 04:29:19 PDT by Cacodemon345
Commit b4fe164192
Parents: 8ac8e31a61

Search $HOME/.local/share/games/doom directory...

...for soundfonts, IWADs and WAD files.

This partially matches Chocolate Doom behaviour.

21-Jul-2021 (Wednesday) at 02:53:32 PDT by Jeroen de Baat
Commit 8ac8e31a61
Parents: 411b4976c0

Fix typo in sw renderer comment

21-Jul-2021 (Wednesday) at 05:44:07 PDT by alexey.lysiuk
Commit 411b4976c0
Parents: 65d9d83ddd

  • fixed EBlastFlags enum definition

20-Jul-2021 (Tuesday) at 21:56:41 PDT by Kaelan
Commit 65d9d83ddd
Parents: 1eeee98b65

Add 'BF_ONLYVISIBLETHINGS' Flag to A_Blast

Adds 'BF_ONLYVISIBLETHINGS' flag to A_Blast, and enables A_Blast to only affect actors that have a line of sight to calling actor.

19-Jul-2021 (Monday) at 03:48:22 PDT by drfrag
Commit 1eeee98b65
Parents: 2d0a876ab1

  • Fixed typo in Heretic light definition.

18-Jul-2021 (Sunday) at 02:30:52 PDT by drfrag
Commit 2d0a876ab1
Parents: d00c6e4ecc

  • Fix wrong thiswad check for materials too.

17-Jul-2021 (Saturday) at 13:03:25 PDT by drfrag
Commit d00c6e4ecc
Parents: 3f9a3a454b

  • Added missing null pointer check.

16-Jul-2021 (Friday) at 10:12:56 PDT by Gaerzi
Commit 3f9a3a454b
Parents: eb2646b613

Brightmaps fix

See https://forum.zdoom.org/viewtopic.php?f=2&t=72687 for more information.

13-Jul-2021 (Tuesday) at 03:32:38 PDT by Rachael Alexanderson
Commit eb2646b613
Parents: 0cffeef2c6

13-Jul-2021 (Tuesday) at 02:54:25 PDT by Christoph Oelckers
Commit 0cffeef2c6
Parents: cb8ae0b560

  • added map option to disable shadowmaps.

Prompted by 'Hurt' which has > 4000 lights and runs into both performance issues and unpredictable light selection for the limited amount of shadowmap slots.

12-Jul-2021 (Monday) at 21:15:29 PDT by Rachael Alexanderson
Commit cb8ae0b560
Parents: e02690af58

  • fix /0 error caused by having a completely black font character. this error was triggered by Return of the Triad.

12-Jul-2021 (Monday) at 03:27:49 PDT by alexey.lysiuk
Commit e02690af58
Parents: e453f97872

  • do not precache unreferenced textures

https://forum.zdoom.org/viewtopic.php?t=72649

11-Jul-2021 (Sunday) at 00:51:59 PDT by Christoph Oelckers
Commit e453f97872
Parents: 250fac5b7e

  • Backend update from Raze.

09-Jul-2021 (Friday) at 04:50:26 PDT by Rachael Alexanderson
Commit 250fac5b7e
Parents: ddd6970549

  • add player setup to simple options menu

09-Jul-2021 (Friday) at 02:45:58 PDT by alexey.lysiuk
Commit ddd6970549
Parents: 15a0baadd6

  • fixed dehacked codepointer aliases

https://forum.zdoom.org/viewtopic.php?t=72747

08-Jul-2021 (Thursday) at 01:04:47 PDT by Christoph Oelckers
Commit 15a0baadd6
Parents: fbf5b9f2d7

  • fixed ZScript compilation.

06-Jul-2021 (Tuesday) at 01:35:44 PDT by Christoph Oelckers
Commit fbf5b9f2d7
Parents: 21164cf0c6

  • MBF21: fix for missile flag checks.

06-Jul-2021 (Tuesday) at 01:35:09 PDT by Christoph Oelckers
Commit 21164cf0c6
Parents: 92a92b1303

  • fixed brightmap definitions for the SpiderMastermind.

04-Jul-2021 (Sunday) at 02:33:34 PDT by Christoph Oelckers
Commit 92a92b1303
Parents: 9082ef7d49

  • fixed: MBF21' scrollers need to divide the offsets by 8.

02-Jul-2021 (Friday) at 10:48:58 PDT by Christoph Oelckers
Commit 9082ef7d49
Parents: e82fd43313

  • MBF21: more work on flags.
  • added handlers for the missing upper flags in the first flag word.
  • refactored some code related to MF_BOUNCES to adapt to other flags' changes to avoid constant property updates for too many flags.
  • treat anything with RF_ZDOOMTRANS as non-translucent for the purpose of the flag checks.

02-Jul-2021 (Friday) at 00:12:26 PDT by Christoph Oelckers
Commit e82fd43313
Parents: 5273ef360e

  • tweaked shadow code a bit.
  • let CASTSPRITESHADOW act as an override for render style checks. If this is set we can assume that a shadow is desired regardless of style.
  • reordered code to do the more costly checks only when needed.

01-Jul-2021 (Thursday) at 23:54:15 PDT by Christoph Oelckers
Commit 5273ef360e
Parents: 8547a55677

  • fixed: shadow alpha for translucent objects was not correct in the hardware renderer.

01-Jul-2021 (Thursday) at 23:47:58 PDT by Christoph Oelckers
Commit 8547a55677
Parents: 2d63974d3a

  • better sprite shadow control
  • exclude sprites which are not either opaque or use regular blended translucency from casting shadows.
  • exclude wall and flat sprites from casting shadows.

In both of these cases the shadow math is unable to produce anything useful that doesn't look off.

01-Jul-2021 (Thursday) at 23:16:29 PDT by Christoph Oelckers
Commit 2d63974d3a
Parents: ff129b26d1

  • fixed: splashes need the MOVEWITHSECTOR flag.

01-Jul-2021 (Thursday) at 08:40:38 PDT by Christoph Oelckers
Commit ff129b26d1
Parents: 483c1f6dcf

  • MBF21: added the code generator for the new functions.

01-Jul-2021 (Thursday) at 07:37:03 PDT by Christoph Oelckers
Commit 483c1f6dcf
Parents: e63f3e394c

  • MBF21: added the weapon functions.

01-Jul-2021 (Thursday) at 03:19:18 PDT by alexey.lysiuk
Commit e63f3e394c
Parents: c8557b8ab4

  • fixed format specifier compilation warnings

src/common/engine/serializer_internal.h:241: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat] src/common/engine/serializer_internal.h:250: warning: format specifies type 'long long' but the argument has type 'int64_t' (aka 'long') [-Wformat] src/common/rendering/vulkan/system/vk_device.cpp:364:29: warning: format specifies type 'unsigned long long' but the argument has type 'uint64_t' (aka 'unsigned long') [-Wformat] src/common/rendering/vulkan/system/vk_framebuffer.cpp:701:57: warning: format specifies type 'unsigned long long' but the argument has type 'VkDeviceSize' (aka 'unsigned long') [-Wformat]

30-Jun-2021 (Wednesday) at 15:58:33 PDT by Christoph Oelckers
Commit c8557b8ab4
Parents: 7ade3b829b

  • let the DEH parser handle 64 bit values.

We may need them, depending on how the MBF21 flag stuff evolves.

30-Jun-2021 (Wednesday) at 15:57:50 PDT by Christoph Oelckers
Commit 7ade3b829b
Parents: 29f6dd23b9

  • moved MF_INCHASE to flags7.

Due to how the MBF21 flag checkers work the first flag word may not repurpose any unused flags in it. We still need MF_SLIDE to be usable by them, despite being totally unused.

30-Jun-2021 (Wednesday) at 23:24:33 PDT by alexey.lysiuk
Commit 29f6dd23b9
Parents: c700682a36

  • fixed compilation with GCC and Clang

src/playsim/p_maputl.cpp:1691:42: error: too many arguments provided to function-like macro invocation src/gamedata/d_dehacked.cpp:2385:62: error: cannot pass non-trivial object of type 'FString' to variadic function;

30-Jun-2021 (Wednesday) at 14:15:56 PDT by Christoph Oelckers
Commit c700682a36
Parents: f701ef5c68

  • MBF21: ported the code pointers to ZScript.

So far it's just the functions and some initial changes to Dehacked's parser. None of this is usable yet.

30-Jun-2021 (Wednesday) at 08:44:08 PDT by Christoph Oelckers
Commit f701ef5c68
Parents: 1a0398ae59

  • MBF21: Added parser for the state's 'fast' flag.

30-Jun-2021 (Wednesday) at 08:19:38 PDT by Christoph Oelckers
Commit 1a0398ae59
Parents: b043a5a5de

  • MBF21: new weapon flags.

Except for NOAUTOSWITCHTO all remappings to existing features.

29-Jun-2021 (Tuesday) at 15:47:06 PDT by Christoph Oelckers
Commit b043a5a5de
Parents: a9ad3d1fc3

  • add melee range support to A_Saw and A_Punch.

This is merely for MBF21 support and not a recommended editing feature! There are better ways to define the range of a player's attack!

30-Jun-2021 (Wednesday) at 00:19:08 PDT by alexey.lysiuk
Commit a9ad3d1fc3
Parents: 9b3782ea0f

  • prevent appearance of dangling pointers in corpse queue

A dangling pointer in corpse queue may appear if actor is added to the queue when GC is in propagation state. Enqueued corpse actor remains white, and if it’s destroyed and garbage collected before dequeue, a dangling pointer will be accessed during its removal from the queue. In console, do summon CorpseSpawner and gc now with the following script loaded. Without a write barrier, it will crash in two seconds.

class TestCorpse : Actor
{
    States
    {
    Spawn:
        POSS U 1 A_Die;
    Death:
        POSS U 1 A_QueueCorpse;
        Stop;
    }
}

class CorpseSpawner : Actor
{
    override void Tick()
    {
        A_SpawnItem("TestCorpse");
    }
}

https://forum.zdoom.org/viewtopic.php?t=69842

29-Jun-2021 (Tuesday) at 13:32:38 PDT by Christoph Oelckers
Commit 9b3782ea0f
Parents: e2e8ec8b3e

  • MBF21: remaining actor properties.

29-Jun-2021 (Tuesday) at 12:08:58 PDT by Christoph Oelckers
Commit e2e8ec8b3e
Parents: 0bb5ec0d22

  • MBF21: implemented thing flags.

29-Jun-2021 (Tuesday) at 08:47:52 PDT by Christoph Oelckers
Commit 0bb5ec0d22
Parents: cc801a7efa

  • MBF21: splash group.

29-Jun-2021 (Tuesday) at 08:33:16 PDT by Christoph Oelckers
Commit cc801a7efa
Parents: bca8d01ab3

  • MBF21: added projectile group.

28-Jun-2021 (Monday) at 16:34:14 PDT by Christoph Oelckers
Commit bca8d01ab3
Parents: 9b4a4157b9

  • MBF21: infighting groups.

28-Jun-2021 (Monday) at 13:21:27 PDT by Christoph Oelckers
Commit 9b4a4157b9
Parents: 3bef08b1aa

  • added an OnDestroy method to Shape2D so that its users can explicitly free the data it holds.

In this case it is very important to care about management, because this class will hold GPU-side buffers!

28-Jun-2021 (Monday) at 13:06:07 PDT by Christoph Oelckers
Commit 3bef08b1aa
Parents: 5b1b6f1db4

  • MBF21: implemented the new line scroller types.

These extend the parameter set of Scroll_Texture_Offsets, so in Hexen/UDMF format the advanced scroll types are also available for the tag-less variant.

28-Jun-2021 (Monday) at 11:11:44 PDT by Cacodemon345
Commit 5b1b6f1db4
Parents: c4ed0cefde

Add Windows 11 detection

28-Jun-2021 (Monday) at 11:17:08 PDT by Christoph Oelckers
Commit c4ed0cefde
Parents: 057cc0678b

  • MBF21: implemented new line flags.

While 'block players' was just a simple remap, 'block land monsters' required quite a bit of work... This also fixes the bug that BLOCK_FLOATERS was never checked for sliding against a wall.

28-Jun-2021 (Monday) at 07:19:59 PDT by Christoph Oelckers
Commit 057cc0678b
Parents: 256451115b

  • MBF21: handling of new flags in sector special.

15-Jun-2021 (Tuesday) at 00:35:33 PDT by alexey.lysiuk
Commit 256451115b
Parents: cf4c72d4a7

  • report correct macOS version with older SDKs

When built against 10.15 SDK or earlier, macOS 11.0+ returns 10.16 for compatibility, and external process is needed to output the actual version for us

13-Jun-2021 (Sunday) at 23:30:51 PDT by alexey.lysiuk
Commit cf4c72d4a7
Parents: 4e46a83734

  • fixed potential crash when sound sequence is destroyed

Level can be unset if sound sequence destruction happens after saved game loading failure

https://forum.zdoom.org/viewtopic.php?t=72551

13-Jun-2021 (Sunday) at 23:00:08 PDT by Christoph Oelckers
Commit 4e46a83734
Parents: 38f2402d2d

  • fixed bad type in FxFontCast.

13-Jun-2021 (Sunday) at 00:41:45 PDT by alexey.lysiuk
Commit 38f2402d2d
Parents: ff784fc905

  • added TVector2<> constructor from float*

As we seem to do not like explicit constructors, this will make temporary TVector3<> object creation much less probable

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