Christoph Oelckers
|
91957e40f1
|
- moved some original Raze code out if the Build folder.
|
2021-03-20 17:08:55 +01:00 |
|
Christoph Oelckers
|
30f4e2b29d
|
- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
This eliminates a lot of code depending on Build's projection math.
|
2021-03-20 16:20:48 +01:00 |
|
Christoph Oelckers
|
3df5c440f9
|
- added some helpers to make it easier to determine if a sector's geometry has been altered.
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
|
2021-03-19 23:18:09 +01:00 |
|
Christoph Oelckers
|
7dd5b508c8
|
- flat rendering WIP.
Still buggy triangulation and no texture alignment, but it renders something.
|
2021-03-18 21:50:02 +01:00 |
|
Christoph Oelckers
|
c4b3523f05
|
- moving utilities to more appropriate places.
|
2021-03-18 12:49:33 +01:00 |
|
Christoph Oelckers
|
e9dd1c104b
|
- started adding the draw list code from GZDoom.
|
2021-03-18 10:19:13 +01:00 |
|
Mitchell Richters
|
cff97c9cf3
|
- calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
|
2021-02-18 21:47:39 +11:00 |
|
Mitchell Richters
|
ba57429ac6
|
- Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
* Based off SW's implementation.
|
2021-02-18 21:47:37 +11:00 |
|