Commit graph

10809 commits

Author SHA1 Message Date
Christoph Oelckers
7e5c3e066c - fixed compilation 2020-05-30 23:45:47 +02:00
Richard C. Gobeille
47df8ed855 Duke3d: remove extraneous call to videoNextPage() when handling savegames initiated from CON
# Conflicts:
#	source/duke3d/src/game.cpp
2020-05-30 23:39:03 +02:00
Richard C. Gobeille
94eda45df9 Duke3d: improve nextsectorneighborz() return value checks
Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)

# Conflicts:
#	source/duke3d/src/sector.cpp
2020-05-30 23:38:08 +02:00
sirlemonhead
86f2a7a578 PCExhumed: MoveSector() updates player position variables. Fixes #366 2020-05-30 23:34:26 +02:00
nukeykt
714ed1ecdd Engine: fix sprite sorting issue that caused broken voxel rendering in polymost 2020-05-30 23:28:41 +02:00
NY00123
8a812cc329 SW: Call OSD_DisplayQueued in DemoPlayback,
so OSD commands can have an effect from here
2020-05-30 23:28:24 +02:00
NY00123
9bf5ee046e SW: Remove TitleLevel (probably dating back to 1995 prototype builds)
# Conflicts:
#	source/sw/src/game.cpp
2020-05-30 23:28:24 +02:00
NY00123
6aeb366a93 SW: Remove DemoOverride, ScenePlayBack and SceneLevel
# Conflicts:
#	source/sw/src/demo.cpp
#	source/sw/src/game.cpp
2020-05-30 23:28:04 +02:00
NY00123
6920ef8fc3 SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train
(with SO interpolation turned on). It would be nicer to have something
better structured than the given hack, but this currently seems to work,
while not breaking the sprites on the boat in the beginning of level 5.
2020-05-30 23:27:18 +02:00
NY00123
217bf454f4 sw/src/interpso.cpp:so_dointerpolations:
Move ratio calculation out of inner loop.
2020-05-30 23:27:18 +02:00
Christoph Oelckers
5728241c1c - updated backend from GZDoom. 2020-05-30 23:10:17 +02:00
Christoph Oelckers
88eea8269a - set proper palette for null translation. 2020-05-30 22:35:21 +02:00
Christoph Oelckers
ea08fa0a4e - updated common code.
Most of what got added is still unused.

# Conflicts:
#	source/build/src/palette.cpp

# Conflicts:
#	source/build/src/palette.cpp

# Conflicts:
#	source/common/engine/i_interface.h
2020-05-30 22:28:24 +02:00
Christoph Oelckers
82eb807090 - activate the texture layers if needed. 2020-05-30 22:27:59 +02:00
Christoph Oelckers
00f1043047 - remember custom tile type. 2020-05-30 22:20:53 +02:00
Christoph Oelckers
58c62e071c - use FMaterial. 2020-05-30 22:20:06 +02:00
Christoph Oelckers
423f758314 - texture code restructuring. 2020-05-30 21:42:35 +02:00
Christoph Oelckers
cdcb25bc1f - use high level textures to render voxels. 2020-05-30 00:30:56 +02:00
Christoph Oelckers
cca4fc609f - texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system. 2020-05-29 23:33:26 +02:00
Christoph Oelckers
2c94b2bb6d - split texture selection from binding. 2020-05-29 21:53:28 +02:00
Christoph Oelckers
1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00
Christoph Oelckers
594ec6626c - transitioned to using GZDoom's texture creation code.
Also added support for creating indexed textures directly into CreateTexBuffer, where this functionality can be shared.
As an added plus, brightmaps are working again, this time with less hackery.
2020-05-29 19:21:18 +02:00
Christoph Oelckers
66809ca9f4 - fixed indexed display of 2D content. 2020-05-29 16:46:36 +02:00
Christoph Oelckers
87a87c155d - moved to GZDoom's gl_hwtexture.cpp. 2020-05-29 01:03:01 +02:00
Christoph Oelckers
381e53017d - some hackery to make the camera textures in DN3D work again.
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
Christoph Oelckers
72889540a5 - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +02:00
Christoph Oelckers
362be65060 - removed FHardwareTexture's mSampler member.
This was a mostly unused relic of early development, the few places using it were static sampler settings.
2020-05-28 21:45:33 +02:00
Christoph Oelckers
f6ca5fa650 - fixed writable tiles. 2020-05-28 18:42:26 +02:00
Christoph Oelckers
5e93b8f3e7 - fixed transparent color. 2020-05-28 08:31:08 +02:00
Christoph Oelckers
a3e6829817 - fixed Exhumed menu by adding a proper layout mode to the drawer instead of hacking the broken tile offsets. 2020-05-27 23:30:36 +02:00
Christoph Oelckers
4ebe67ba3d - never render the null texture.
Blood's ROR effects won't work if this is not done.
2020-05-27 22:54:39 +02:00
Christoph Oelckers
193b940eef - palette code cleanup. 2020-05-27 22:19:02 +02:00
Christoph Oelckers
d52600663d - backend sync with GZDoom to pull in a few bugfixes and formatting corrections. 2020-05-26 23:12:04 +02:00
Christoph Oelckers
143e338d9f - fixed bad console setup. 2020-05-26 21:45:33 +02:00
Christoph Oelckers
7109ce4e30 - made some changes to the font and texture system to allow late loading of the palette.
The base palette can be set via .def files so that the engine has no access to it until the entire game state is set up.
This means that font translations and PNG palette remap tables cannot be built when the owning objects are created.
For PNGs this has the added advantage that they only get done when really required and not unconditionally - most of the time the remap table isn't even needed here.

Thid fixes the slider graphics in the option menus.

# Conflicts:
#	source/core/gamecontrol.cpp

# Conflicts:
#	source/core/gamecontrol.cpp
2020-05-26 21:43:32 +02:00
Christoph Oelckers
b233cc2ea5 - cleaned out some unused code. 2020-05-26 00:10:44 +02:00
Christoph Oelckers
e0b2497a56 - backend update. 2020-05-26 00:10:21 +02:00
Christoph Oelckers
ebe936f03f - moved platform backend code to 'common'. 2020-05-26 00:09:27 +02:00
Christoph Oelckers
29db3febb8 - updated the platform code to be mostly identical with GZDoom 2020-05-26 00:08:26 +02:00
Christoph Oelckers
c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
Christoph Oelckers
7a1fda2cc2 - use the 2D drawer's coordinates in the console. 2020-05-25 17:13:26 +02:00
Christoph Oelckers
55a3c62b59 - use GZDoom's 2D drawer.
Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
2f672da7ba - the basics for creating font objects for the in-game bitmap fonts.
Definitions were added to RedNukem frontend for testing, not used yet.
2020-05-25 17:01:56 +02:00
Christoph Oelckers
7c3cac5721 - buildtiles.h cleaned of merge errors. 2020-05-25 16:53:35 +02:00
Christoph Oelckers
1d065085d4 - fixed some palette issues 2020-05-25 00:46:46 +02:00
Christoph Oelckers
94cb36ae53 - removed helper #ifdefs. 2020-05-25 00:33:25 +02:00
Christoph Oelckers
758e4ad7cb - stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere.
This class is only needed to manage the palette textures used by the indexed render mode, all the rest is available globally.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
4178d48fb6 - re-enabled GPalette and disabled brightmaps.
In order to finish this I need the switchover, but brightmaps need an update of the texture code which requires merging a few more WIP changes before the code can be fixed.
2020-05-25 00:31:55 +02:00
Christoph Oelckers
6bd4f77c5b - fix compilation. 2020-05-25 00:31:55 +02:00
Christoph Oelckers
72c323cf32 - disabled switch to GPalette because it's not working right yet. 2020-05-25 00:05:26 +02:00