Latest Raze Changes
Latest 50 commits, skipping 7150
Unofficial development builds at DRD Team
14-Mar-2019 (Thursday) at 15:33:19 PDT by Magnus Norddahl
- move swapchain and the presentation related synchronization objects out of VulkanDevice
14-Mar-2019 (Thursday) at 15:07:52 PDT by Magnus Norddahl
- implement save pic
14-Mar-2019 (Thursday) at 13:42:02 PDT by Christoph Oelckers
- do not use iswspace to check raw UTF-8.
At least under MSVC this function reports 0x85 as whitespace, but it is a continuation byte for UTF-8 sequences and may not be treated as whitespace.
14-Mar-2019 (Thursday) at 05:53:24 PDT by alexey.lysiuk
- fixed dynamic lights flickering with GL3 render path
13-Mar-2019 (Wednesday) at 19:08:11 PDT by Rachael Alexanderson
Merge branch 'master' of https://github.com/coelckers/gzdoom into vulkan213-Mar-2019 (Wednesday) at 16:21:53 PDT by Magnus Norddahl
- add some support for using the HDR10 ST2084 color space on monitors that support it (unfortunately it doesn't work, and with virtually no documentation either from nvidia or khronos it is hard to say why)
13-Mar-2019 (Wednesday) at 10:06:59 PDT by Christoph Oelckers
- fixed: player_t::GetGender needs to check if the CVAR exists.
This function can get called before the player's userinfo is available
13-Mar-2019 (Wednesday) at 06:10:13 PDT by Magnus Norddahl
- capture screenshot support
13-Mar-2019 (Wednesday) at 03:27:28 PDT by Chronos Ouroboros
Fixed arrays of dynamic arrays causing a compilation error.
13-Mar-2019 (Wednesday) at 03:14:42 PDT by Magnus Norddahl
- implement RenderTextureView
13-Mar-2019 (Wednesday) at 02:39:22 PDT by Christoph Oelckers
Merge branch 'master' of https://github.com/coelckers/gzdoom13-Mar-2019 (Wednesday) at 02:38:51 PDT by Christoph Oelckers
added printlocalized CCMD to check strings in-game.
13-Mar-2019 (Wednesday) at 00:54:06 PDT by Chronos Ouroboros
Fixed nested dynamic array indexing causing a compilation error.
12-Mar-2019 (Tuesday) at 23:11:46 PDT by Christoph Oelckers
- fixed: The FFont* serializer was unable to handle null pointers.
12-Mar-2019 (Tuesday) at 05:36:59 PDT by Christoph Oelckers
- added a fallback mapping for the typographic upper quotation mark to the generic form
12-Mar-2019 (Tuesday) at 18:23:33 PDT by Magnus Norddahl
- implement wipe screen copy
12-Mar-2019 (Tuesday) at 17:15:50 PDT by Magnus Norddahl
- VkHardwareTexture needs to BFF with FTexture
12-Mar-2019 (Tuesday) at 16:59:39 PDT by Magnus Norddahl
- remove dead code
12-Mar-2019 (Tuesday) at 16:52:25 PDT by Magnus Norddahl
- remove IShaderProgram and make the old classes an implementation detail of the OpenGL backend. In the long run they should be removed completely as their weird design is mostly an artifact of once having supported OpenGL 2
12-Mar-2019 (Tuesday) at 16:18:27 PDT by Magnus Norddahl
- move the active render target from VkRenderPass to VkRenderState
12-Mar-2019 (Tuesday) at 15:53:20 PDT by Magnus Norddahl
- change the images to be upside down until presentation to increase compatibility with shaders designed for OpenGL
- clamp scissors fully to avoid NVidia's awful drivers locking up the entire system if they end up out of bounds
- perform buffer clears as part of the render pass. this puts some restrictions on how FRenderState.Clear can be used
- add an offset uniform to the present shaders so the vulkan target can flip the image during presentation
12-Mar-2019 (Tuesday) at 08:24:55 PDT by Magnus Norddahl
- remove screenquadscale.vp
12-Mar-2019 (Tuesday) at 08:17:39 PDT by Magnus Norddahl
Merge branch 'vulkan2' of https://github.com/coelckers/gzdoom into vulkan212-Mar-2019 (Tuesday) at 08:17:26 PDT by Magnus Norddahl
- clip scissors (tired of my computer blue screening - thanks NVidia!)
- wrap viewport
12-Mar-2019 (Tuesday) at 07:10:27 PDT by alexey.lysiuk
- implemented OpenGL / Vulkan switch in Cocoa backend
12-Mar-2019 (Tuesday) at 06:47:27 PDT by alexey.lysiuk
- implemented OpenGL / Vulkan switch in SDL backend
12-Mar-2019 (Tuesday) at 07:02:21 PDT by Magnus Norddahl
- fix shaders only being loaded from the engine pk3
11-Mar-2019 (Monday) at 20:36:44 PDT by Rachael Alexanderson
- implement backend switcher for Windows. NYD: Still needs to be done for Mac and Linux
11-Mar-2019 (Monday) at 19:07:46 PDT by Rachael Alexanderson
Merge branch 'master' of https://github.com/coelckers/gzdoom into vulkan211-Mar-2019 (Monday) at 19:06:51 PDT by Rachael Alexanderson
- Reverse the status bar offset when shearing the viewport in Vulkan - fixes the issue with a black bar at the top of the screen
11-Mar-2019 (Monday) at 17:19:40 PDT by Rachael Alexanderson
- add some /0 guards in the load/save menu to prevent VM aborts
11-Mar-2019 (Monday) at 16:00:54 PDT by Christoph Oelckers
- added lowercase->uppercase mapping for ß and moved all glyphs to the uppercase code point for consistency.
11-Mar-2019 (Monday) at 15:44:48 PDT by Christoph Oelckers
- recolorized Doom's SmallFont extended characters to green for use in Chex Quest.
These fonts are similar enough that this works.
11-Mar-2019 (Monday) at 14:44:28 PDT by Christoph Oelckers
- adjusted the script-side MidPrint calls to honor the con_midconsolefont CVAR.
11-Mar-2019 (Monday) at 10:28:02 PDT by Nemrtvi
Language-specific quotation marks
Supports German. (French, Russian, and Spanish quotation marks are already in the engine.)
11-Mar-2019 (Monday) at 13:21:37 PDT by Christoph Oelckers
- use international date format for all places that print a date.
The most important one is the autosave tagging. This was done because the old printout was missing the year and printed the month as a 3 character English string, sabotaging any attempt to sort the autosaves by anything meaningful.
11-Mar-2019 (Monday) at 12:59:43 PDT by Christoph Oelckers
- reworked the load/save menu to use the new console font.
Parts of this menu suffered badly from lack of screen space to convey the intended information due to the oversized fonts. With the new font this is a lot less problematic (unless using 320x200, of course)
11-Mar-2019 (Monday) at 11:54:03 PDT by Christoph Oelckers
- added an option to use the new console font for centered messages.
Like the notification messages, this is optional to not affect existing settings.
11-Mar-2019 (Monday) at 11:09:37 PDT by Christoph Oelckers
- allow using the console font for notification messages (e.g. item pickup)
This is optional because it impacts display of game content, but for readability the new font definitely has advantages.
11-Mar-2019 (Monday) at 10:42:28 PDT by Christoph Oelckers
- use the new console font for the chat input.
11-Mar-2019 (Monday) at 10:27:46 PDT by Christoph Oelckers
- use the new console font to display stat output.
11-Mar-2019 (Monday) at 10:24:42 PDT by Christoph Oelckers
- fixed cursor positioning in console with double-wide characters present.
11-Mar-2019 (Monday) at 01:39:06 PDT by alexey.lysiuk
- added missing #include
src/c_console.cpp:167:7: error: no type named 'u32string' in namespace 'std'
10-Mar-2019 (Sunday) at 16:26:37 PDT by Christoph Oelckers
- fixed: The command line parser of the console was incapable of handling non-ASCII characters.
10-Mar-2019 (Sunday) at 16:06:44 PDT by Christoph Oelckers
- fixed crash when inserting CJK text.
10-Mar-2019 (Sunday) at 15:29:33 PDT by Christoph Oelckers
- reactivated the formatting for the secret hints.
This had to be temporarily disabled for the font switch and wasn't undone afterward.
10-Mar-2019 (Sunday) at 11:07:48 PDT by Christoph Oelckers
- fixed: IsPointInLevel must explicitly check for minisegs, which can be one-sided on maps with unclosed sectors.
Obviously, in such a case it is impossible to decide whether a point is really inside the map, so if this happens, behavior is undefined.
10-Mar-2019 (Sunday) at 10:54:57 PDT by Christoph Oelckers
- fixed character counting in TypeOn HUD message.
10-Mar-2019 (Sunday) at 09:43:38 PDT by Christoph Oelckers
- handle double wide characters in the console buffer.
10-Mar-2019 (Sunday) at 09:14:34 PDT by Christoph Oelckers
- use a wide string for the console input buffer.
Since this needs to do cursor positioning calculations it's the one spot in the entire engine where UTF-8 would simply be to messy, especially when having to deal with double wide characters.