Latest Raze Changes

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Unofficial development builds at DRD Team

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27-Dec-2018 (Thursday) at 03:10:52 PST by Christoph Oelckers
Commit 733cd5260a
Parents: 89ba723609

  • moved slope creation functions and most initialize-time variables into MapLoader class.

27-Dec-2018 (Thursday) at 02:28:47 PST by Christoph Oelckers
Commit 89ba723609
Parents: 2e22c01d45

  • moved the content from p_glnodes into the MapLoader class.

27-Dec-2018 (Thursday) at 00:44:49 PST by Christoph Oelckers
Commit 2e22c01d45
Parents: 071347d7fb

  • moved most content of p_setup.cpp into a MapLoader class.

26-Dec-2018 (Wednesday) at 16:19:50 PST by Ijon
Commit 071347d7fb
Parents: 23f2a3a7fc

NOFRICTION now applies to Z friction when flying or swimming

27-Dec-2018 (Thursday) at 03:01:42 PST by alexey.lysiuk
Commit 23f2a3a7fc
Parents: f3ae61a2d3

  • fixed crash in Actor.Warp() with null destination

https://forum.zdoom.org/viewtopic.php?t=63031

26-Dec-2018 (Wednesday) at 23:49:34 PST by Christoph Oelckers
Commit f3ae61a2d3
Parents: b31f284e28

  • remove some obsolete bit of cruft from the class type system.

This was a remnant of putting the meta data directly into the class descriptor which turned out to be an unworkable approach

26-Dec-2018 (Wednesday) at 23:28:09 PST by Christoph Oelckers
Commit b31f284e28
Parents: e04fc026ff

  • fixed 3D floor initialization for actor spawning.

Since actors are being spawned before the renderer gets set up this needs to fully initialize the list before spawning the actors, then take it down again for creating the vertex buffer and then recreate it.

22-Dec-2018 (Saturday) at 22:36:25 PST by Kevin Caccamo
Commit e04fc026ff
Parents: 286886e161

Expand UDMF and ZScript API for side's own additive colors

Add 'useowncoloradd{top,mid,bottom}' sidedef properties to the UDMF spec Only use side's additive colors if 'useowncoloradd(top|mid|bottom)' is set. Rename UseOwnColors flag to UseOwnSpecialColors Add UseOwnAdditiveColor flag to side_t::part Add EnableAdditiveColor to side_t Add Side.EnableAdditiveColor to ZScript API

22-Dec-2018 (Saturday) at 19:02:20 PST by Kevin Caccamo
Commit 286886e161
Parents: 9622ca7517

Minor fixes for additive colour ZScript API

Sector.SetAdditiveColor actually called Sector.SetSpecialColor Add use boolean property, used to determine whether or not to override the sector's additive wall colour with the side's additive colour.

20-Dec-2018 (Thursday) at 23:11:57 PST by Kevin Caccamo
Commit 9622ca7517
Parents: 0773e6a98e

Add additive color before applying object colors

Based on what I saw in this video (https://youtu.be/Yx1tflavea8), the additive colors are applied before the object colors

20-Dec-2018 (Thursday) at 16:03:52 PST by Kevin Caccamo
Commit 0773e6a98e
Parents: 60696c91a2

Rework implementation as per the new specification

The new specification is more flexible, and allows assigning additive colors to individual parts of a sector (walls, sprites, flats) and even individual parts of a side (top, middle, bottom)

Add AdditiveColors arrays to sector_t and side_t::part Initialize AdditiveColors arrays to 0 Export AdditiveColors to ZScript Save AdditiveColors in saved game files Use colors from AdditiveColors arrays when setting the additive color for the render state Add code to parse the new UDMF additive color properties Remove additive color slot from sector color/part enum Add SetAdditiveColor to sector_t and side_t Add GetAdditiveColor to side_t Export new methods and additive color arrays to ZScript

20-Dec-2018 (Thursday) at 13:38:57 PST by Kevin Caccamo
Commit 60696c91a2
Parents: 141a60b93d

Change some of the names of the additive color properties

19-Dec-2018 (Wednesday) at 21:31:15 PST by Kevin Caccamo
Commit 141a60b93d
Parents: c165d0dc03

Update additive colour info in GZDoom UDMF specs

19-Dec-2018 (Wednesday) at 09:18:42 PST by Kevin Caccamo
Commit c165d0dc03
Parents: 6485570c93

Add info about additive material colors to udmf_zdoom.txt

19-Dec-2018 (Wednesday) at 08:58:06 PST by Kevin Caccamo
Commit 6485570c93
Parents: 33723e8904

Implement additive colours on HUD sprites

Also, make sure the alpha for the additive colour is 255.

19-Dec-2018 (Wednesday) at 08:44:45 PST by Kevin Caccamo
Commit 33723e8904
Parents: 80bcac48ef

Implement additive colour on walls and sprites

Also, don't modify the alpha channel when adding the additive colour.

19-Dec-2018 (Wednesday) at 08:32:53 PST by Kevin Caccamo
Commit 80bcac48ef
Parents: 758cd77e55

Forcibly assign 0 to the additive special color

18-Dec-2018 (Tuesday) at 23:51:30 PST by Kevin Caccamo
Commit 758cd77e55
Parents: e5d43a734a

Rename ColorAdd to AddColor, and use it ingame

Rename ColorAdd to AddColor Add AddColor to FRenderState Tweak SpecialColors array in ZScript to include the additive color Add uAddColor to the shader compiler Add uAddColor to the texel

16-Dec-2018 (Sunday) at 06:09:58 PST by Kevin Caccamo
Commit e5d43a734a
Parents: 094ef39d5f

Initial work on Doom64-style fade/glow

26-Dec-2018 (Wednesday) at 05:26:57 PST by Magnus Norddahl
Commit 094ef39d5f
Parents: 1e741446d7

  • dynamically update polyobj lines

12-Dec-2018 (Wednesday) at 23:31:23 PST by Major Cooke
Commit 1e741446d7
Parents: 6372cdaa41

Reduced redundancy by putting all function aftermath handling in a subfunction.

12-Dec-2018 (Wednesday) at 19:36:20 PST by Major Cooke
Commit 6372cdaa41
Parents: 2f7fae2fb0

Split off pain chance triggering from ReactToDamage into its own function and gave ZScript access to it.

  • TriggerPainChance(Name mod, bool forcedPain)
  • One exception: PainThrehold is only checked in ReactToDamage, since this function does not require checking damage amount.

12-Dec-2018 (Wednesday) at 18:38:56 PST by Major Cooke
Commit 2f7fae2fb0
Parents: d2d684a35a

DamageMobj Refactor

  • Split off all reactive functionality (pain, infighting, etc) into its own function, ReactToDamage.
  • Refactored all DamageMobj's damage <= 0 values.
  • Any unconditional cancellations now return -1. ReactToDamage will not be called if values < 0.
  • All pain/wound/target changing allowances return 0.

17-Nov-2018 (Saturday) at 15:34:27 PST by Ijon
Commit d2d684a35a
Parents: 1bb2bb31d4

Add NOFRICTION and NOFRICTIONBOUNCE flags

NOFRICTION disables all friction effects on the thing it's set on (including the speed cap from water/crouching), and NOFRICTIONBOUNCE disables the "bounce off walls on an icy floor" effect on the thing it's set on.

25-Dec-2018 (Tuesday) at 07:50:11 PST by Magnus Norddahl
Commit 1bb2bb31d4
Parents: 0584ecf65e

  • fix first softpoly frame being empty

25-Dec-2018 (Tuesday) at 06:27:33 PST by alexey.lysiuk
Commit 0584ecf65e
Parents: dc05220abc

  • declared Actor's Morph() and UnMorph() functions virtual

They are expected to be virtual on C++ side

24-Dec-2018 (Monday) at 21:18:44 PST by Rachael Alexanderson
Commit dc05220abc
Parents: a40c617478

  • set vid_scalefactor to 1 when using vid_setscale

24-Dec-2018 (Monday) at 04:44:08 PST by Christoph Oelckers
Commit a40c617478
Parents: c58f5095d9

  • initialize the index field for particles.

This won't contribute to sort order so it should be the same for all particles, which it wasn't because it was never set.

24-Dec-2018 (Monday) at 01:18:25 PST by Christoph Oelckers
Commit c58f5095d9
Parents: 0c4602507e

  • fixed sprite sorting in the hardware renderer.

This did no longer sort sprites in the same position reliably since the feature to render sprites which only partially are inside a sector was added. With this, sprites in the same position are no longer guaranteed to be added to the render list in sequence. Fixed by adding an 'order' field to AActor which gets incremented with each spawned actor and reset when a new level is started.

The software renderer will also need a variation of this fix but its data no longer has access to the defining actor when being sorted, so a bit more work is needed here.

23-Dec-2018 (Sunday) at 06:13:38 PST by Magnus Norddahl
Commit 0c4602507e
Parents: 2cd1734de3

  • remove shadow acne when dynlights perfectly align with planes

23-Dec-2018 (Sunday) at 05:59:47 PST by Magnus Norddahl
Commit 2cd1734de3
Parents: fcfccfe739

  • improve softpoly 3d floor drawing somewhat

23-Dec-2018 (Sunday) at 03:40:26 PST by Christoph Oelckers
Commit fcfccfe739
Parents: c1a86e9a4d

  • fixed random number generation in SpawnFizzle.

This should now produce the same value range as Hexen's original code.

23-Dec-2018 (Sunday) at 03:13:53 PST by Christoph Oelckers
Commit c1a86e9a4d
Parents: 38cffa7646

  • fixed bad attempt at restoring position in A_CustomBulletAttack.

22-Dec-2018 (Saturday) at 20:01:50 PST by Magnus Norddahl
Commit 38cffa7646
Parents: 9208fb9b77

  • fix null pointer crash, replace DONT_DRAW with a boolean, make rw_pic a local variable

22-Dec-2018 (Saturday) at 10:12:34 PST by Christoph Oelckers
Commit 9208fb9b77
Parents: 36058df025

  • missed this.

22-Dec-2018 (Saturday) at 07:09:58 PST by Christoph Oelckers
Commit 36058df025
Parents: 5e086ec384

  • gave the strifehumanoid's burn states dynamic lights.

Unlike everything else from the IWADs this had to use the 'light' keyword in ZScript because this is merely a base class for many others and the light definitions here need to be inheritable.

22-Dec-2018 (Saturday) at 07:07:30 PST by Christoph Oelckers
Commit 5e086ec384
Parents: 9446ddb318

  • renamed back arguments of A_FireProjectile.

22-Dec-2018 (Saturday) at 04:15:35 PST by alexey.lysiuk
Commit 9446ddb318
Parents: fb540d6d2b

  • fixed default initialization of software warp textures

https://forum.zdoom.org/viewtopic.php?t=62979

22-Dec-2018 (Saturday) at 01:21:04 PST by alexey.lysiuk
Commit fb540d6d2b
Parents: 5c5b9eb044

  • fixed multipatch texture resolving

https://forum.zdoom.org/viewtopic.php?t=62972

21-Dec-2018 (Friday) at 04:58:39 PST by alexey.lysiuk
Commit 5c5b9eb044
Parents: f6d9110c70

  • empty screenshot array is returned by base framebuffer

src/v_video.h:556:94: warning: control reaches end of non-void function [-Wreturn-type]

21-Dec-2018 (Friday) at 04:52:30 PST by Christoph Oelckers
Commit f6d9110c70
Parents: 0770c0022c

  • removed the redundant GetOffsetPosition export and added direct native support to its existing variants

21-Dec-2018 (Friday) at 03:32:36 PST by Christoph Oelckers
Commit 0770c0022c
Parents: a44e63babd

  • cleaned up use of the random function in script files.

Many uses of random() & value have been turned into random(0, value). This is not only more efficient, it also ensures better random distribution because the parameter-less variant only returns values between 0 and 255.

21-Dec-2018 (Friday) at 02:14:18 PST by Christoph Oelckers
Commit a44e63babd
Parents: 2c3c91ff42

  • fixed the decal translation handler truncated the translation ID

This was yet another of those old misguided 16 bit space 'optimizations'.

21-Dec-2018 (Friday) at 02:03:10 PST by Christoph Oelckers
Commit 2c3c91ff42
Parents: 1deedd5671

  • fixed: The random sound handler was using 16 bit storage throughout

Changed to use 32 bit and also fixed the random number call which was using the byte value variant of the access operator, effectively limiting the number of choices to 256.

21-Dec-2018 (Friday) at 01:27:01 PST by Christoph Oelckers
Commit 1deedd5671
Parents: ebaabcfb4f

  • fixed PlayerInfo.FindMostRecentWeapon

returning multiple values from a subfunction is currently not working so this has to add an indirection.

21-Dec-2018 (Friday) at 01:26:09 PST by Christoph Oelckers
Commit ebaabcfb4f
Parents: cf18dbdfa7

  • a few more explicit local buffer allocations removed.

21-Dec-2018 (Friday) at 00:21:40 PST by Christoph Oelckers
Commit cf18dbdfa7
Parents: b3d6dfb55f

  • use a TArray to pass the screenshot buffer

This also removes a few other explicit buffer allocations.

21-Dec-2018 (Friday) at 03:12:23 PST by alexey.lysiuk
Commit b3d6dfb55f
Parents: 73d9751bb4

  • fixed lost settings controller state upon new game

https://forum.zdoom.org/viewtopic.php?t=62959

21-Dec-2018 (Friday) at 03:11:33 PST by alexey.lysiuk
Commit 73d9751bb4
Parents: b64dfb54a5

  • cleaned up player reinitialization upon new game

21-Dec-2018 (Friday) at 01:15:09 PST by Magnus Norddahl
Commit b64dfb54a5
Parents: 9fab5f3b2c

  • fix decals looking blackened due to low lookup table precision when alpha is zero

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