Latest Raze Changes
Latest 50 commits, skipping 7300
Unofficial development builds at DRD Team
03-Mar-2019 (Sunday) at 05:40:56 PST by Magnus Norddahl
- fix typo and add color
03-Mar-2019 (Sunday) at 05:32:03 PST by Magnus Norddahl
- add vulkan info to startup log
03-Mar-2019 (Sunday) at 04:45:22 PST by Magnus Norddahl
Merge remote-tracking branch 'origin/master' into vulkan203-Mar-2019 (Sunday) at 04:26:10 PST by Christoph Oelckers
- fixed: when resizing the viewpoint buffer, the 2D entry must be reset so that for the next frame it gets recalculated.
03-Mar-2019 (Sunday) at 03:12:17 PST by Christoph Oelckers
- replaced the assignment operator in player_t with a named function.
This didn't behave like an assignment operator so it shouldn't be one, especially since the two places where it got called need different functionality.
03-Mar-2019 (Sunday) at 01:29:48 PST by Nemrtvi
Extra Spanish characters
This time with diacritics and full Strife support.
The inverted exclamation mark (¡) may cause problems in the menu because of its positioning, but I see no place where any exclamation mark is used in GZDoom’s Strife menu.
03-Mar-2019 (Sunday) at 00:58:20 PST by Christoph Oelckers
- fixed: SBARInfo's Tick function was using actor references from its last Draw operation.
Between these two calls these can change so these need to be retrieved each time either Draw or Tick are called.
03-Mar-2019 (Sunday) at 00:24:55 PST by Rachael Alexanderson
- fix what appears to have been an accidental debug commit, this broke portals and skies
03-Mar-2019 (Sunday) at 00:16:21 PST by Christoph Oelckers
- allow localization of the fallback string "Person".
The corresponding text is in the translation spreadsheet which isn't part of the repo yet.
03-Mar-2019 (Sunday) at 00:08:19 PST by Christoph Oelckers
- did a bit more tweaking to the menu dims.
Red on red in Doom was still not good, so the colors were darkened more and made more opaque.
02-Mar-2019 (Saturday) at 23:58:49 PST by Christoph Oelckers
- split up the compatibility menu by making each subsection its own submenu.
This one, even more than the gameplay options has devolved into an overwhelming wall of text.
02-Mar-2019 (Saturday) at 23:47:05 PST by Christoph Oelckers
- split up the automap colors menu.
The cheat and overlay settings are now in submenus. Like the gameplay menu, this was simply too long.
02-Mar-2019 (Saturday) at 23:41:20 PST by Christoph Oelckers
- split out the deathmatch and coop gameplay settings into their own submenus.
02-Mar-2019 (Saturday) at 23:29:10 PST by Christoph Oelckers
- made the menu dim darker and a bit more opaque.
The recent localization work has made it apparent that on many images the menu was extremely hard to read because its colors often clash with the background. The choice of a bright overlay color with extremely low opacity is simply not enough to make the menus comfortable to navigate. Chex Quest was particularly bad but the problem existed in many Doom mods as well. This also changes the CQ dim color to something a bit more green to better fit with the theme.
02-Mar-2019 (Saturday) at 23:16:41 PST by Christoph Oelckers
- fixed incorrect flag keyword in IWADINFO.
02-Mar-2019 (Saturday) at 22:56:42 PST by Christoph Oelckers
- moved the Doom BigFonts to the Game-Doom filter, now that Chex Quest got its own font.
02-Mar-2019 (Saturday) at 22:49:21 PST by Christoph Oelckers
- filter out the BIGFONT lump in Chex Quest, now that we have a more complete font internally.
02-Mar-2019 (Saturday) at 14:03:07 PST by Nemrtvi
ChexQuest 3 BIGFONT in lump format
No extra characters—just the original set of fonts from chex3.wad in a lump format.
02-Mar-2019 (Saturday) at 15:16:00 PST by Magnus Norddahl
- don't search for a renderpass if the current one matches
02-Mar-2019 (Saturday) at 15:06:33 PST by Magnus Norddahl
Merge branch 'vulkan2' of https://github.com/coelckers/gzdoom into vulkan202-Mar-2019 (Saturday) at 15:06:17 PST by Magnus Norddahl
- add some of the same checks that glrenderstate uses
02-Mar-2019 (Saturday) at 15:04:19 PST by Christoph Oelckers
Merge branch 'master' into vulkan202-Mar-2019 (Saturday) at 15:03:22 PST by Christoph Oelckers
- moved the weapon bobbing options from the Display Options to the HUD Options menu.
02-Mar-2019 (Saturday) at 14:56:06 PST by Magnus Norddahl
- only bind vertex and index buffers if they change
02-Mar-2019 (Saturday) at 14:47:56 PST by Magnus Norddahl
- only update matrices if they change
02-Mar-2019 (Saturday) at 14:39:44 PST by Magnus Norddahl
- clean up Apply function
02-Mar-2019 (Saturday) at 14:20:29 PST by Magnus Norddahl
- create an array for the stream data
02-Mar-2019 (Saturday) at 14:01:42 PST by Christoph Oelckers
- fixed: ACS's LocalAmbientSound did not check the activator before calling its methods.
02-Mar-2019 (Saturday) at 13:41:36 PST by Magnus Norddahl
- allocate more descriptors in the pool
02-Mar-2019 (Saturday) at 13:10:44 PST by Christoph Oelckers
- fixed: in CollectWithinRadius, make pos a value variable instead of a reference.
The underlying data here can be reallocated and invalidate what it points to.
02-Mar-2019 (Saturday) at 12:12:50 PST by Magnus Norddahl
- fix typo
02-Mar-2019 (Saturday) at 12:12:50 PST by Magnus Norddahl
- fix typo
02-Mar-2019 (Saturday) at 12:09:45 PST by Christoph Oelckers
- reject all DMX sounds shorter than or equal 8 bytes.
8 bytes is the minimum header size for DMX, so for one byte of sample data it has to be 9 bytes. This was causing access to invalid memory when trying to read the header of something too short. For other file formats this is of no concern because none has a header this short.
02-Mar-2019 (Saturday) at 10:59:42 PST by Rachael Alexanderson
- moved language changer to miscellaneous menu
- removed spacing gaps in the customize controls menu
02-Mar-2019 (Saturday) at 10:02:16 PST by Christoph Oelckers
- added two missing characters.
02-Mar-2019 (Saturday) at 09:32:20 PST by Christoph Oelckers
moved the 'ÿ's to the corresponding uppercase code point so that the internal substitution logic handles this properly.
02-Mar-2019 (Saturday) at 09:09:08 PST by Nemrtvi
Spanish font for Doom and Raven
Also includes extra French letters (ÿ and œ) as well as a tiny fix for the Hexen smallfont ü.
02-Mar-2019 (Saturday) at 08:51:57 PST by Magnus Norddahl
- align by 256 instead of 128
02-Mar-2019 (Saturday) at 08:27:19 PST by Magnus Norddahl
- fix one more validation error
02-Mar-2019 (Saturday) at 08:20:14 PST by Magnus Norddahl
- add missing image usage flag
02-Mar-2019 (Saturday) at 08:17:33 PST by Magnus Norddahl
- add features reported by validation layer
02-Mar-2019 (Saturday) at 08:11:23 PST by Magnus Norddahl
- make the vulkan logging a bit more readable
02-Mar-2019 (Saturday) at 07:52:33 PST by Magnus Norddahl
- found the stupid bug that caused validation layer not to work..
02-Mar-2019 (Saturday) at 07:36:29 PST by Magnus Norddahl
- fix some additional image transition errors reported by RenderDoc during the first frame
02-Mar-2019 (Saturday) at 07:03:56 PST by Christoph Oelckers
-corrected text placement on load+save menu.
02-Mar-2019 (Saturday) at 07:02:43 PST by Magnus Norddahl
Merge branch 'vulkan2' of https://github.com/coelckers/gzdoom into vulkan202-Mar-2019 (Saturday) at 07:02:27 PST by Magnus Norddahl
- transition image layouts and setup pipeline barriers (fixes some errors reported by RenderDoc)
02-Mar-2019 (Saturday) at 06:57:43 PST by Christoph Oelckers
- output the error code when submitting a command buffer fails.
02-Mar-2019 (Saturday) at 05:16:11 PST by Magnus Norddahl
- fix blinking caused by uninitialized clipping planes
02-Mar-2019 (Saturday) at 04:50:58 PST by Christoph Oelckers
- fixed: static event handlers must also receive WorldLoaded events on loading a savegame.