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Commits on Aug 18, 2018
Commits on Aug 17, 2018
  1. Added missing check for HITOWNER on bouncers with 0 damage.

    OrdinaryMagician authored and coelckers committed Aug 17, 2018
  2. Add HITOWNER flag, when set, allows a projectile to collide with its …

    OrdinaryMagician authored and coelckers committed Aug 17, 2018
    …shooter.
Commits on Aug 16, 2018
  1. Add "IsFinal" parameter for CheckReplacement.

    OrdinaryMagician authored and coelckers committed Aug 16, 2018
    If set to true it guarantees that the replacement is final and will not go through the rest of the replacement chain.
Commits on Aug 15, 2018
  1. Fix SDL window "sticking" to the center of the screen after using vid…

    OrdinaryMagician authored and coelckers committed Aug 15, 2018
    …_setsize.
  2. Added CheckReplacement to event handlers, a function inspired by its …

    OrdinaryMagician authored and coelckers committed Aug 15, 2018
    …namesake in Unreal's Mutator class.
    
    Performs runtime replacement of actor classes.
    Takes priority over the "replaces" keyword in both DECORATE and ZScript.
Commits on Aug 14, 2018
  1. - disable runtime buffer security check in release build.

    coelckers committed Aug 14, 2018
    This has a minor but measurable effect on performance because it gets inserted into every function which uses a local stack space structure.
  2. - fixed FS camera for real.

    coelckers committed Aug 14, 2018
  3. Make various getter and pure-math Actor methods clearscope.

    argv-minus-one authored and coelckers committed Aug 14, 2018
    These methods do not examine or change playsim state. They only perform math or look at class metadata.
    
    Methods changed are:
    
    • deltaangle
    • absangle
    • AngleToVector
    • RotateVector
    • Normalize180
    • BobSin
    • GetDefaultSpeed
    • FindState
    • GetDropItems (which changes the scope of the returned struct, but the returned struct is all-readonly anyway)
Commits on Aug 13, 2018
  1. - fixed FraggleScript's moving camera.

    coelckers committed Aug 13, 2018
    The logic here was a bit more complicated than I assumed but it was all buried in a heap of code that tried to deal with angular wraparounds in the BAM format.
Commits on Aug 12, 2018
  1. Bump ZScript version to 3.5.0.

    argv-minus-one authored and coelckers committed Aug 12, 2018
    When GZDoom 3.5.0 was released, the ZScript version in the release commit was set to 3.5.0, but on master it was left at 3.4.0.
    
    In the future, I suggest setting the ZScript version *before* making a release commit. Then master will remain up to date.
  2. - creation of dither texture no longer affects active unit

    alexey-lysiuk committed Aug 12, 2018
    Red checkerboard was rendered upon startup instead of
    * the first saved game's thumbnail
    * the first game frame
Commits on Aug 11, 2018
  1. - fixed dither math.

    coelckers committed Aug 11, 2018
Commits on Aug 9, 2018
  1. - Allow specifying monitor bits-per-channel for dithering output. Not…

    raa-eruanna committed Aug 9, 2018
    … all displays are created equal, so this option is actually important for specifying the exact amount for your display.
Commits on Aug 8, 2018
  1. - add gl_dither for toggling dithered output on and off

    dpjudas committed Aug 8, 2018
  2. Make dither texture data constant

    coelckers committed Aug 8, 2018
  3. - replace dither texture with a hand pre-calculated table)

    raa-eruanna committed Aug 8, 2018
Commits on Aug 7, 2018
  1. - use a texture for the dither matrix

    dpjudas committed Aug 7, 2018
  2. - change 'halfstep' in the dither shader to a #define

    raa-eruanna committed Aug 7, 2018
  3. - expand the dither matrix from 4x4 to 8x8

    raa-eruanna committed Aug 7, 2018
  4. - further math tweaks

    raa-eruanna committed Aug 7, 2018
  5. - fix up a bit of math on the dither shader

    raa-eruanna committed Aug 7, 2018
  6. - add dithering to present shader

    dpjudas committed Aug 7, 2018
Commits on Aug 5, 2018
  1. Revert "Add RenderStyle API"

    coelckers committed Aug 5, 2018
    This reverts commit 8c7d3b6.
    
    With DTA_LegacyRenderStyle being added there is no pressing need for this. Aside from that there's an utterly unhealthy amount of information duplication here and it is missing some more recent additions.
  2. Add RenderStyle API

    Zombie authored and raa-eruanna committed Jun 15, 2018
  3. Additional blocking-related flags for Actor.LineTrace()

    OrdinaryMagician authored and raa-eruanna committed Jun 5, 2018
  4. Fix model rendering only using interpolated yaw. Pitch and roll are n…

    OrdinaryMagician authored and raa-eruanna committed Aug 5, 2018
    …ow also interpolated.
Commits on Aug 4, 2018
  1. Texture data overlap occuring here, using memmove instead.

    devnexen authored and alexey-lysiuk committed Aug 4, 2018
Commits on Aug 3, 2018
  1. - fixed compilation warning reported by MSVC

    alexey-lysiuk committed Aug 3, 2018
    src\r_data\models\models_ue1.cpp(103): warning C4244: 'argument': conversion from 'int' to 'float', possible loss of data
  2. - bump version number

    alexey-lysiuk committed Aug 3, 2018
Commits on Aug 2, 2018
  1. - these should not be here. they are just unused templates I forgot t…

    raa-eruanna committed Aug 2, 2018
    …o remove
  2. - export resolution strings to the language file

    raa-eruanna committed Aug 2, 2018