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05-Oct-2019 (Saturday) at 23:37:23 PDT by Christoph Oelckers
Commit 5a72e0bfb7
Parents: 5cbb1c86ab

  • added a new texture class using stb_image to read a more formats.

This implementation only reads GIF, BMP and PIC formats. No animated GIF support because stb_image does not handle that. PNG, JPG and TGA are still being handled by the existing dedicated implementations. PSD and HDR are impractical for reading texture data and thus are disabled. PnM could be enabled, if its identification semantics were stronger. stb_image only checks the first two characters which simply would falsely identify several flats with the right colors in the first two bytes.

This is more or less a waste product of getting stb_image to work with something actually testable, so it is just provided as-is.

05-Oct-2019 (Saturday) at 11:51:48 PDT by Rachael Alexanderson
Commit 5cbb1c86ab
Parents: e6c6b617e2

  • add missing information for the drawers, from the wallsprite code. this reverts a revert.

This reverts commit 338430995e893919f24cd2dc7cd6529d57e38a63.

05-Oct-2019 (Saturday) at 08:23:01 PDT by drfrag
Commit e6c6b617e2
Parents: 338430995e

  • Fixed crash with wallsprites in the software renderer for real.

05-Oct-2019 (Saturday) at 08:19:03 PDT by drfrag
Commit 338430995e
Parents: b02ef69d49

Revert "- fixed a crash in the software renderer that caused wallsprites to crash"

This reverts commit 0dea6fcecc510600d16afa68d57cc53ef8a1d7cd.

05-Oct-2019 (Saturday) at 05:02:10 PDT by alexey.lysiuk
Commit b02ef69d49
Parents: 46270326be

  • cleaned POSIX compiler arguments for libraries

Removed omission of frame pointers as it makes crash reports much less useful Modified warning flags to hide annoying reports for external code

05-Oct-2019 (Saturday) at 04:47:36 PDT by alexey.lysiuk
Commit 46270326be
Parents: c09f196141

  • implemented str(n)icmp function definitions via CMake macro

05-Oct-2019 (Saturday) at 04:41:21 PDT by alexey.lysiuk
Commit c09f196141
Parents: ace677b8a3

  • applied fast math flags to C and C++ files

Avoid copy-paste using CMake macro

05-Oct-2019 (Saturday) at 01:23:46 PDT by alexey.lysiuk
Commit ace677b8a3
Parents: 7780f774f9

  • fixed: soundfont selection for FluidSynth was ignored

05-Oct-2019 (Saturday) at 01:02:19 PDT by alexey.lysiuk
Commit 7780f774f9
Parents: f13843c8ca

  • fixed: mode argument was ignored by utf8_fopen() on POSIX platforms

03-Oct-2019 (Thursday) at 23:42:10 PDT by Dominus Iniquitatis
Commit f13843c8ca
Parents: 9332316c2a

Fixed a typo

04-Oct-2019 (Friday) at 00:46:52 PDT by alexey.lysiuk
Commit 9332316c2a
Parents: 0dea6fcecc

  • set initial vsync state after creation of framebuffer

https://forum.zdoom.org/viewtopic.php?t=66020

03-Oct-2019 (Thursday) at 20:32:14 PDT by Rachael Alexanderson
Commit 0dea6fcecc
Parents: 1d9b5cb239

  • fixed a crash in the software renderer that caused wallsprites to crash (note: there is still a bug with grabbing the texture for these)

03-Oct-2019 (Thursday) at 02:22:46 PDT by alexey.lysiuk
Commit 1d9b5cb239
Parents: ad3327bdf5

  • restored ability to link with thirdparty sound libraries explicitly

DYN_SNDFILE=NO and DYN_MPG123=NO were ignored while DYN_FLUIDSYNTH=NO broke compilation These options should be applied to ZMusic target instead of the main executable As a bonus, it's now possible to build GZDoom without FluidSynth

02-Oct-2019 (Wednesday) at 08:18:24 PDT by Christoph Oelckers

Merge remote-tracking branch 'remotes/origin/master' into startscreen

01-Oct-2019 (Tuesday) at 15:17:22 PDT by Christoph Oelckers
Commit 6602d6151f
Parents: ddce4e6da3

  • added a texture that can display the start screen

Needed to experiment with this part of the engine. At the moment this only compiles on Windows because the other platforms do not have the needed backing code.

02-Oct-2019 (Wednesday) at 00:57:39 PDT by alexey.lysiuk
Commit ad3327bdf5
Parents: b0acfc3ce6

  • fixed compilation of Cocoa backend

src/posix/cocoa/st_start.mm:63:7: error: redefinition of 'FBasicStartupScreen'

01-Oct-2019 (Tuesday) at 15:53:38 PDT by Christoph Oelckers
Commit ddce4e6da3
Parents: d83bf72926

  • allow to reload shaders on restart.

Works on OpenGL but not on Vulkan.

01-Oct-2019 (Tuesday) at 15:17:22 PDT by Christoph Oelckers
Commit 69eac1f37f (startscreen_stuff)
Parents: b0acfc3ce6

  • added a texture that can display the start screen

Needed to experiment with this part of the engine. At the moment this only compiles on Windows because the other platforms do not have the needed backing code.

01-Oct-2019 (Tuesday) at 15:10:39 PDT by Christoph Oelckers
Commit d83bf72926
Parents: 35b386fb5f

  • set screen canvas size from start screen.

Unfortunately the frame buffer isn't properly uncoupled from the in-game window state so the whole thing is still a bit hacky. Before that is changed the start screen must work, though.

01-Oct-2019 (Tuesday) at 14:41:20 PDT by Christoph Oelckers
Commit 35b386fb5f
Parents: b0acfc3ce6

  • trying to initialize OpenGL right at the beginning.

Right now it has to be done after loading the IWAD, meaning it cannot be used to render the IWAD selection box, but it can be done before the start screen, so that this can be drawn with the render backend instead of Windows. Note that in this commit the startup screens do not show.

01-Oct-2019 (Tuesday) at 14:00:13 PDT by Christoph Oelckers
Commit b0acfc3ce6
Parents: 5179a69fdb

  • split up st_start.cpp into one file with the Windows interface code and a second one which only contains platform independent code.

Since this made heavy use of Windows type, those were duplicated to avoid rewriting the entire interface. This split at least reduces the amount of code needed to refactor for making the screens work on other platforms than Windows.

01-Oct-2019 (Tuesday) at 11:50:15 PDT by Christoph Oelckers
Commit 5179a69fdb
Parents: b9d4e77214

  • don't let Vulkan access the vid_vsync variable directly.

Since the FrameBuffers have a SetVsync method anything these last set must count, not the global variable directly.

01-Oct-2019 (Tuesday) at 11:13:40 PDT by Christoph Oelckers
Commit b9d4e77214
Parents: d2c156224b

  • eliminate a little bit of redundancy.

01-Oct-2019 (Tuesday) at 11:04:46 PDT by Christoph Oelckers
Commit d2c156224b
Parents: 86ab366958

  • cleanup of the sound init/exit code.

Now there is only one single entry point for both, instead of previously 2 entry and 4 exit points. This also eliminates the explicit shutdown of ZMusic. Timidity++'s two buffers have been put in containers that self-destruct on shutdown and calling dumb_exit is not necessary because the only feature requiring it is not used by any code in the music library.

01-Oct-2019 (Tuesday) at 10:06:28 PDT by Christoph Oelckers
Commit 86ab366958
Parents: f3219ca979

  • some reformatting on exit code, mainly to make searching for the content easier.

01-Oct-2019 (Tuesday) at 06:26:57 PDT by Christoph Oelckers

Merge branch 'master' of https://github.com/coelckers/gzdoom

01-Oct-2019 (Tuesday) at 06:24:17 PDT by Christoph Oelckers
Commit 241a47602b
Parents: 338ae15a4c

  • small fix

01-Oct-2019 (Tuesday) at 02:06:24 PDT by alexey.lysiuk
Commit 8ff51ca129
Parents: 282047e67c

  • fixed build issues with POSIX targets

30-Sep-2019 (Monday) at 16:37:21 PDT by Christoph Oelckers
Commit 338ae15a4c
Parents: ff40bcd178

  • sanitized exit code a bit

Instead of trying a homegrown way to avoid recursive exceptions, let's do it with the defined procedure C++ has for this case: call std::terminate.

This allowed removing some old hackery inherited from Boom and will now hopefully allow sanitizing the exit procedure to the point that it can be done without depending on exit handlers.

30-Sep-2019 (Monday) at 16:02:49 PDT by Christoph Oelckers
Commit ff40bcd178
Parents: a1a73ef2b3

  • moced I_DetectOS call into D_DoomMain

This requires the console and was the reason for this strange setup.

30-Sep-2019 (Monday) at 16:00:37 PDT by Christoph Oelckers
Commit a1a73ef2b3
Parents: 9f15efc5f5

  • moved the initial C_InitConsole call into D_DoomMain

The only difference here were the size values on Windows but for this initial call they have been useless for a long time. When this code was written the console buffer still had a fixed width that needed to be set before adding any text.

30-Sep-2019 (Monday) at 15:51:14 PDT by Christoph Oelckers
Commit 9f15efc5f5
Parents: eae593b1f5

  • also put the Windows system specific exit handlers into atexit's list

Again, these have no place in the game's own uninit code.

30-Sep-2019 (Monday) at 15:44:28 PDT by Christoph Oelckers
Commit eae593b1f5
Parents: 12440bbca3

  • put SDL_Quit into the atexit queue instead of atterm

System exit procedures should not go in there.

30-Sep-2019 (Monday) at 15:43:12 PDT by Christoph Oelckers
Commit 12440bbca3
Parents: e7c388dccd

  • new exception class for quitting the game

This will eventually replace the atexit mess, right now it isn't used.

30-Sep-2019 (Monday) at 15:42:21 PDT by Christoph Oelckers
Commit e7c388dccd
Parents: 42a54ef545

  • don't throw exceptions before the system isn't initialized

If the window cannot be opened this has no way to report the problem. In this case a message box is needed.

30-Sep-2019 (Monday) at 15:30:44 PDT by Christoph Oelckers
Commit 42a54ef545
Parents: 282047e67c

  • copied the restart cleanup code into its own function

30-Sep-2019 (Monday) at 15:26:07 PDT by Christoph Oelckers
Commit 282047e67c
Parents: 2a3205200f

  • added a mapping table from DOS-IBM-437 to Unicode

This is for future use, added now so that it won't get lost.

30-Sep-2019 (Monday) at 15:21:51 PDT by Christoph Oelckers
Commit 2a3205200f
Parents: a2883cdf39

  • reordered a few things in the startup procedure

Mainly done to isolate the calls that actually manipulate the global frame buffer.

V_Init alsoi initialized some palette data, which was moved to V_InitPalette and did something entirely different when running a restart as opposed to an initial start.

30-Sep-2019 (Monday) at 15:11:05 PDT by Christoph Oelckers
Commit a2883cdf39
Parents: 63f2bf7ae3

  • added missing return to the GENMIDI loader.

29-Sep-2019 (Sunday) at 18:01:47 PDT by Braden Obrzut
Commit 63f2bf7ae3
Parents: ff9715c080

  • Document limitation of TArray and silence warnings about non-trivial types being trivially moved

30-Sep-2019 (Monday) at 07:20:04 PDT by Alexander
Commit ff9715c080
Parents: 0c2ed71cdd

add m_quickexit option for quick exit in game menu

Default: off (false)

When this option is enabled (true), then exiting the game from main menu and by menu_quit command doesn't require confirmation and doesn't play sound.

30-Sep-2019 (Monday) at 08:44:05 PDT by Alexander
Commit 0c2ed71cdd
Parents: 9bb8da2533

fix bug when down arrow gave no result after mouse move in main menu

Steps to reproduce:

  1. Load game.
  2. Press any key to bring up the main menu.
  3. Move the mouse anywhere out of the menu entries.
  4. Press Down arrow.

Expected result: the menu cursor sound is played, the first menu element is selected. Actual result: the menu cursor sound is played, no menu element is selected.

Repeated Down arrow pressing doesn't give any result, either.

If on step 4 Up arrow is pressed, the last element in the menu is selected.

30-Sep-2019 (Monday) at 10:57:47 PDT by Christoph Oelckers
Commit 9bb8da2533
Parents: a76cdd0946

  • fixed the CDDA check to not catch all RIFF files.

30-Sep-2019 (Monday) at 10:41:03 PDT by Christoph Oelckers
Commit a76cdd0946
Parents: 83e8e5535d

  • fixed crash with non-looping music ending.

In this case it was the song terminating the stream, with the new setup the main music code has to do this itself.

30-Sep-2019 (Monday) at 09:21:34 PDT by Christoph Oelckers
Commit 83e8e5535d
Parents: 2b87941d7d

  • fixed compilation on Windows.

30-Sep-2019 (Monday) at 08:48:34 PDT by Christoph Oelckers

Merge branch 'master' into zmusic_work#

Conflicts:

  • #
  • src/sound/music/i_musicinterns.h

29-Sep-2019 (Sunday) at 18:01:33 PDT by Christoph Oelckers
Commit c61e8ada86 (zmusic_work)
Parents: 2bc72f38cc

  • removed the remains of the FModEx-style stream implementation

FMod had MP3/Ogg playback integrated right into itself, and the OpenAL backend tried to replicate this functionality.

This functionality, however, has been removed over two years ago when FMod started breaking things more and more, it was only this backing implementation that was left in.

29-Sep-2019 (Sunday) at 17:40:22 PDT by Christoph Oelckers
Commit 2bc72f38cc
Parents: 02507effe8

  • renamed a few functions in the public interface of ZMusic.

29-Sep-2019 (Sunday) at 17:35:47 PDT by Christoph Oelckers
Commit 02507effe8
Parents: c42deda6e6

  • moved the music loader code to ZMusic.

This was the final piece of code reorganization.

What's left is cleaning up the interface.

29-Sep-2019 (Sunday) at 17:31:12 PDT by Christoph Oelckers
Commit c42deda6e6
Parents: d0cf21654e

  • cleanup of the remaining music code in the main project

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