Christoph Oelckers
111dbd7a7d
- backend update from GZDoom.
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mainly TAngle overhaul and needed code adjustments.
2022-08-26 18:28:22 +02:00
Christoph Oelckers
c2fc7577db
- cleanup of 3D viewport code.
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Removes all the hackery that Polymost needed and now uses a sane struct to store the info.
2022-08-05 17:04:45 +02:00
Christoph Oelckers
89e8d7ad58
- removed all remnants of the softpoly renderer which was never used in Raze.
2022-08-03 13:27:48 +02:00
Christoph Oelckers
6591b3b090
- Backend update from GZDoom.
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Mainly new features for 2D drawer and model renderer.
2022-07-23 12:05:27 +02:00
Mitchell Richters
9bbb54fe2e
- Replace every line that just contains spaces or tabs with an empty line feed in all files except 3rd party libraries.
2021-12-30 20:30:21 +11:00
Christoph Oelckers
01abe7b2ac
- addressed most unused/uninitialized variable warnings from MSVC.
2021-11-29 00:55:30 +01:00
Christoph Oelckers
f7fdc5af41
- address several warnings reported by GCC 11.
2021-11-29 00:55:29 +01:00
Christoph Oelckers
6e0fbb2043
- removed templates.h includes.
2021-10-30 10:51:03 +02:00
Mitch Richters
b02a6a3ec9
- Replace MIN()
from templates.h
with version provided in STL.
2021-10-30 10:36:15 +02:00
Christoph Oelckers
bad2c2e55f
- backend update from GZDoom
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* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
8a8379f5fc
- Backend update from GZDoom.
2021-07-11 09:50:36 +02:00
Christoph Oelckers
56fcf904b5
- Backend update from GZDoom.
2021-05-03 14:48:55 +02:00
Mitchell Richters
171d541112
Merge branch 'master' into newrenderer
2021-04-18 10:05:10 +10:00
Christoph Oelckers
3906d5cfb0
- fixed: the fullscreen color blends did not set their command's screenFade member.
...
Since this remained 0, those blends lost their color.
2021-04-17 23:43:16 +02:00
Christoph Oelckers
82194bbf6b
Merge branch 'master' into newrenderer
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# Conflicts:
# source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
2942e011bf
- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
2021-04-16 21:27:54 +02:00
Christoph Oelckers
30f4e2b29d
- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
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This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
ba5ede65b8
- backend update from GZDoom.
2021-02-26 19:06:10 +01:00
Christoph Oelckers
c96e04e6c9
- backend update from GZDoom.
2021-02-12 14:44:54 +01:00
Christoph Oelckers
8e0c50c22c
- fixed: F2DDrawer::AddPoly was missing a texture validation check.
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This caused problems when the automap wanted to render portal planes, which normally use an invalid texture as marker.
Fixes #263
2021-02-02 23:13:40 +01:00
Christoph Oelckers
e7ab4cd176
- backend update from GZDoom.
2021-01-29 13:20:00 +01:00
Christoph Oelckers
94892cc1f8
- set up the main menu background as default console background for Duke and its offspring games.
2020-10-25 15:06:06 +01:00
Christoph Oelckers
8caaf4fa64
- menu transitions are working again.
2020-10-08 16:33:11 +02:00
Christoph Oelckers
53c3a6fc9b
- silenced some warnings.
2020-10-07 16:02:49 +02:00
Christoph Oelckers
53980787b6
- added global offset for 2D drawer.
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This is needed to handle Duke's scrolling menus transparently to the menu code.
2020-10-05 01:42:47 +02:00
Christoph Oelckers
c61a2c3486
- enable palette emulation for HUD weapon drawing.
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Not correct yet but the basics are in.
2020-09-13 23:14:44 +02:00
Christoph Oelckers
1392f4db01
- handle the view frame with backend features.
2020-08-02 18:02:13 +02:00
Christoph Oelckers
efb73d04a0
- re-fixed the fix: Turned out that flipped offsetting is a bit more tricky.
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Due to how this works it cannot be done automatically, it must be passed as a parameter because at the point where the offset gets applied, all information about how it was specified is lost.
This must be enabled as a specific parameter to DrawTexture.
2020-07-26 08:31:54 +02:00
Christoph Oelckers
2ea9811e0a
- fixed offsetting for flipped 2D sprites and reverted the offset change for the trip bomb.
2020-07-26 08:08:15 +02:00
Christoph Oelckers
3d36e4839f
- implemented rotation for HUD sprites.
2020-07-24 23:23:19 +02:00
Christoph Oelckers
1e8b8443b0
- implemented 2D rotation and fixed offset calculation for drawing scaled sprites on the status bar.
2020-07-24 23:08:48 +02:00
Christoph Oelckers
197a35291a
- added level summary screens and made the fade for the screens an engine feature.
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This also hijacks one free element in the shader uniforms for the newly added factor.
2020-07-01 12:55:32 +02:00
Christoph Oelckers
22aad4999c
- use the engine backend to render the scene
2020-06-11 22:26:46 +02:00
Christoph Oelckers
5330964a7a
- removed redundant initializers.
2020-06-07 15:07:32 +02:00
Christoph Oelckers
4c6abe1bb9
- pass the shade through the 2D drawer, so that palette emulation can still use it.
2020-06-07 14:50:12 +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
c4017de12f
- updated to GZDoom's new texture management system.
2020-05-25 23:59:07 +02:00
Christoph Oelckers
55a3c62b59
- use GZDoom's 2D drawer.
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Console and menu font colors are not ok yet, aside from that it works.
2020-05-25 17:11:32 +02:00
Christoph Oelckers
e2f5e8fe34
- renamed 'common' to 'core'.
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We'll need 'common' for something else.
2020-04-12 08:30:36 +02:00
Christoph Oelckers
eac1007c56
- automap color fix.
2020-01-30 22:05:18 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
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Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
9de5814063
- fixed bad alpha setting for rotatesprite calls.
2020-01-03 22:05:00 +01:00
Christoph Oelckers
05e381ff6d
- fixed screen clearing for the automap.
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This should only affect the active window, not the entire screen.
2019-12-31 19:50:27 +01:00
Christoph Oelckers
1890df98f9
- process lines through the 2D drawer.
2019-12-31 19:02:55 +01:00
Christoph Oelckers
2f8d472d7d
- cleaned up the map drawer by using a real triangulator.
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Immediate benefit: almost 200 lines of bona-fide Kencode go to the dumpster.
2019-12-31 17:23:29 +01:00
Christoph Oelckers
77cd7bffc5
- fixed alpha calculations for textured automap.
2019-12-31 15:50:08 +01:00
Christoph Oelckers
964e303dd7
- draw the textures on the automap with the 2D drawer.
2019-12-31 15:05:08 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
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They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
9ceb47fdb2
- cleaned up the rotatesprite code a bit.
2019-12-30 20:16:51 +01:00