Latest Raze Changes
Latest 50 commits, skipping 8250
Unofficial development builds at DRD Team
27-Dec-2018 (Thursday) at 03:10:52 PST by Christoph Oelckers
- moved slope creation functions and most initialize-time variables into MapLoader class.
27-Dec-2018 (Thursday) at 02:28:47 PST by Christoph Oelckers
- moved the content from p_glnodes into the MapLoader class.
27-Dec-2018 (Thursday) at 00:44:49 PST by Christoph Oelckers
- moved most content of p_setup.cpp into a MapLoader class.
26-Dec-2018 (Wednesday) at 16:19:50 PST by Ijon
NOFRICTION now applies to Z friction when flying or swimming
27-Dec-2018 (Thursday) at 03:01:42 PST by alexey.lysiuk
- fixed crash in Actor.Warp() with null destination
26-Dec-2018 (Wednesday) at 23:49:34 PST by Christoph Oelckers
- 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
- 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
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
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
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
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
Change some of the names of the additive color properties
19-Dec-2018 (Wednesday) at 21:31:15 PST by Kevin Caccamo
Update additive colour info in GZDoom UDMF specs
19-Dec-2018 (Wednesday) at 09:18:42 PST by Kevin Caccamo
Add info about additive material colors to udmf_zdoom.txt
19-Dec-2018 (Wednesday) at 08:58:06 PST by Kevin Caccamo
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
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
Forcibly assign 0 to the additive special color
18-Dec-2018 (Tuesday) at 23:51:30 PST by Kevin Caccamo
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
Initial work on Doom64-style fade/glow
26-Dec-2018 (Wednesday) at 05:26:57 PST by Magnus Norddahl
- dynamically update polyobj lines
12-Dec-2018 (Wednesday) at 23:31:23 PST by Major Cooke
Reduced redundancy by putting all function aftermath handling in a subfunction.
12-Dec-2018 (Wednesday) at 19:36:20 PST by Major Cooke
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
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
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
- fix first softpoly frame being empty
25-Dec-2018 (Tuesday) at 06:27:33 PST by alexey.lysiuk
- 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
- set vid_scalefactor to 1 when using vid_setscale
24-Dec-2018 (Monday) at 04:44:08 PST by Christoph Oelckers
- 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
- 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
- remove shadow acne when dynlights perfectly align with planes
23-Dec-2018 (Sunday) at 05:59:47 PST by Magnus Norddahl
- improve softpoly 3d floor drawing somewhat
23-Dec-2018 (Sunday) at 03:40:26 PST by Christoph Oelckers
- 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
- fixed bad attempt at restoring position in A_CustomBulletAttack.
22-Dec-2018 (Saturday) at 20:01:50 PST by Magnus Norddahl
- 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
- missed this.
22-Dec-2018 (Saturday) at 07:09:58 PST by Christoph Oelckers
- 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
- renamed back arguments of A_FireProjectile.
22-Dec-2018 (Saturday) at 04:15:35 PST by alexey.lysiuk
- fixed default initialization of software warp textures
22-Dec-2018 (Saturday) at 01:21:04 PST by alexey.lysiuk
- fixed multipatch texture resolving
21-Dec-2018 (Friday) at 04:58:39 PST by alexey.lysiuk
- 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
- 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
- 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
- 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
- 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
- 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
- a few more explicit local buffer allocations removed.
21-Dec-2018 (Friday) at 00:21:40 PST by Christoph Oelckers
- 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
- fixed lost settings controller state upon new game
21-Dec-2018 (Friday) at 03:11:33 PST by alexey.lysiuk
- cleaned up player reinitialization upon new game
21-Dec-2018 (Friday) at 01:15:09 PST by Magnus Norddahl
- fix decals looking blackened due to low lookup table precision when alpha is zero