Commit graph

57 commits

Author SHA1 Message Date
Christoph Oelckers
b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00
Christoph Oelckers
58fb938aa7 - block opening of the menu in the fade out phase of a screenjob and in Exhumed's map/intermission screens.
At these places there's some inteference that can bring the engine into an unstable state.
This is not a real fix, just a quick workaround. The actual problem requires closer examination why these are the only places where this happens.
2021-04-07 19:39:48 +02:00
Christoph Oelckers
60979ee478 - fixed: G_BuildTiccmd needs to clear the command struct.
This could otherwise pick up some stray data from earlier calls and create bogus input.
Fixes #97
2021-03-15 10:11:49 +01:00
Christoph Oelckers
396e3cd524 - actually call the model animation timer somewhere.
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
ae36ea88c3 - wrap all checks of cl_syncinput in an inline function. 2020-11-30 23:40:16 +01:00
Christoph Oelckers
8d3585afe1 - console cleanup.
The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
273ad5e133 - backend update 2020-10-25 09:20:26 +01:00
Christoph Oelckers
99b4a64a67 - removed the PSPTwoDSetter
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
742917c6d7 - re-enabled the autoload-after-death function.
This had to be disabled for the menu but somehow was missed when reenabling these things again.
2020-10-12 19:42:16 +02:00
Christoph Oelckers
91e23b3ab5 - Exhumed: play the menu advance sound when starting a game 2020-10-10 13:30:23 +02:00
Christoph Oelckers
294a806793 - fixed some issues with prematurely terminated sounds. 2020-10-10 12:57:43 +02:00
Christoph Oelckers
19c719db4e - image scroller is working again. 2020-10-08 22:53:12 +02:00
Christoph Oelckers
a953404331 - SW's text menus done.
This also copies the Build texture animation info into the texture manager so that the 2D code can access it through existing interfaces.
2020-10-07 23:22:29 +02:00
Christoph Oelckers
26a31a626d - option menus are working, although all colors are still wrong and the captions are not displayed. 2020-10-04 21:42:40 +02:00
Christoph Oelckers
82612a1330 - it compiles again (with lots of code commented out.) 2020-10-04 20:11:02 +02:00
Christoph Oelckers
0ddf53a3ef Merge branch '0.7' 2020-09-28 21:26:43 +02:00
Christoph Oelckers
47c1c22ff7 - do not stop the music in the cross-game level-end handler.
Some maps require that it continues playing here.
2020-09-27 20:42:55 +02:00
Christoph Oelckers
af5e3dd1b8 - render backend update from GZDoom, mostly minor stuff. 2020-09-27 16:12:51 +02:00
Christoph Oelckers
89bc194035 - added shareware checks to the "start game" menus. 2020-09-25 19:36:50 +02:00
Christoph Oelckers
d8639a9a64 - fixed bad checks for uncapped frame rate. 2020-09-18 23:18:42 +02:00
Christoph Oelckers
d74d65bece - clear the 2D drawers in the correct place. 2020-09-15 21:52:02 +02:00
Christoph Oelckers
8babdd6296 - fixed "pointers to temporary" errors reported by XCode 2020-09-15 21:45:54 +02:00
Christoph Oelckers
42d4e112a1 - clear the message display unconditionally when restarting the game.
It was only done when the level was reloaded.
Fixes #400
2020-09-14 21:32:36 +02:00
Christoph Oelckers
0e58203d92 - fixed rintersect and removed some unused bits from engine.cpp. 2020-09-13 20:15:46 +02:00
Christoph Oelckers
6ad8046b47 - dual license d_net.cpp and i_net.cpp
The same source was available under both in GZDoom, so keep it.
2020-09-13 19:38:31 +02:00
Christoph Oelckers
b289e6bc5e - cleanup. 2020-09-13 19:27:05 +02:00
Christoph Oelckers
d5b9a9ee43 Merge remote-tracking branch 'remotes/Github_private/InputStuffs' into back_to_basics2 2020-09-10 23:25:43 +02:00
Christoph Oelckers
52cbb5c9dc - implemented reloading from the last saved game, like in GZDoom.
Fixes #352
2020-09-10 22:45:42 +02:00
Mitchell Richters
ee5689b07e Merge branch 'back_to_basics2' into InputStuffs 2020-09-09 21:04:42 +10:00
Christoph Oelckers
2fc058e487 - don't autosave just after starting a new game. 2020-09-08 23:00:31 +02:00
Mitchell Richters
b72a3326d0 Merge branch 'back_to_basics2' into InputStuffs
# Conflicts:
#	source/core/d_net.cpp
2020-09-09 06:56:27 +10:00
Christoph Oelckers
8d2d36457f - consolidated the map name display on startup
Fixes #275
2020-09-08 18:28:41 +02:00
Mitchell Richters
722537a1f0 - InputState: Make CONTROL_GetInput() return an object instead of accepting a pointer and provide to games as a function parameter.
* Provide read-only/const results from `CONTROL_GetInput()` so games can't change received input.
* Change non-descript `info` to `hidInput` (Human Interface Device).
* Remove a few unused prototypes.
2020-09-06 20:18:26 +10:00
Christoph Oelckers
a7b198d7ee - Stop music when ending a level, or when going back to the menu in Blood. Also play the sound on Blood's summary screen as an UI sound.
Fixes #349
2020-09-05 19:20:25 +02:00
Christoph Oelckers
f36ac1dc90 - fixed issues with console on top of intermissions not appearing. 2020-09-05 18:41:18 +02:00
Christoph Oelckers
e0b4dde3cd - fixed: A screen job that fades out was not rendering its final (black) frame which could result in visual glitches.
Fixes #320
2020-09-05 15:59:32 +02:00
Christoph Oelckers
c1786001b2 - route all game state changes through game actions.
This is to avoid problems with the main loop not calling Ticker and Render in sync.
2020-09-05 15:43:34 +02:00
Christoph Oelckers
d2de11cd99 - hide the message display on intermission screens.
Fixes #336
2020-09-04 23:56:04 +02:00
Christoph Oelckers
2e8b808683 - added a C_ClearMessages function for the console and fixed game restart after death.
Fixes #322
2020-09-04 22:23:38 +02:00
Christoph Oelckers
97f395bd72 - transitioned Blood to the new level change messaging system 2020-09-04 20:46:44 +02:00
Christoph Oelckers
77f96a1c75 - fixing some issues. Level transitions in Duke are working now. 2020-09-04 19:43:36 +02:00
Christoph Oelckers
e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00
Christoph Oelckers
b253ae123f - run screen jobs with uncapped frame rate.
Fixes #325
2020-09-03 18:36:37 +02:00
Christoph Oelckers
b49e050baf - transitioned Exhumed to the new main loop.
Fixed #301
2020-09-02 22:55:57 +02:00
Christoph Oelckers
923833ccec - animated menus without frame rate cap
The frame rate cap is only deactivated if there's actual animations running so that leaving the game in the menu won't make the engine run at high frame rates.
Fixes #288.
2020-08-31 19:56:13 +02:00
Christoph Oelckers
2bf368d49b - redid the timer for the automap zoom
Add more precision and uncouple from the game timer
2020-08-31 19:18:53 +02:00
Christoph Oelckers
03aad6559b - added a global leveltimer variable to Duke.
This timer only gets incremented by the main game ticker when the playsim is running.

This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00
Christoph Oelckers
007c6e122d - gameclock abstraction
This may need more work to have a reliable timer
2020-08-31 00:16:43 +02:00
Christoph Oelckers
98557947da - gameclock must also be set before calling gi->Render.
This runs at the display's frame rate so the timer value from the Ticker call is not precise enough to do all the work.
2020-08-30 22:52:20 +02:00
Mitchell Richters
5daaa1fc06 - fix issues with cl_syncinput 0. 2020-08-31 05:24:29 +10:00