Commit graph

12245 commits

Author SHA1 Message Date
Mitchell Richters
2bb5ef0d2e - Exhumed: Don't return to center after jumping or having something of a fall while playing with mouselook enabled. 2020-09-23 23:37:06 +10:00
Mitchell Richters
64113f8f9c - Blood/Duke/SW: Smooth out player's zpos adjustment while in 3rd person view. 2020-09-23 23:12:59 +10:00
Mitchell Richters
ce7af5fe0e - Duke: Fix security cameras skewing over time.
* Fixes regression from e1ee9bc83c. +='ing the angle by 16 gave a noticeable hiccup, but was keeping the poor math before in-check so the angle didn't drift.
* Using more temp data fields in hittype, properly define a min/max using the initial camera angle and the hitag which is conveniently the camera's viewing arc.
2020-09-23 18:31:12 +10:00
Christoph Oelckers
5784ff6ef7 - fixed damage type of incinerator's fireball.
A one-liner, what else... :D
2020-09-23 07:37:08 +02:00
Mitchell Richters
470f481619 - Duke: Simplify entire camera angle setup. 2020-09-23 15:34:03 +10:00
Mitchell Richters
ed9c8af82f - Duke: Move changes performed in 53038e1b29 from FinalizeInput() to processInputBits(). 2020-09-23 15:03:34 +10:00
Mitchell Richters
53038e1b29 - Duke: Don't allow looking left/right when on a security camera screen. 2020-09-23 15:00:33 +10:00
Mitchell Richters
88608e0682 - Duke: Interpolate camera sprite angle in animatecamsprite(). Fixes a "fixme". 2020-09-23 14:42:33 +10:00
Mitchell Richters
407b5346e3 - Blood: Fix issues taking damage following level transitions.
Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69919.
2020-09-23 13:28:07 +10:00
Mitchell Richters
d391e56d81 - Blood: Fix a few more issues following horizon change. Chase-cam now has proper z-pos. 2020-09-23 13:20:57 +10:00
Mitchell Richters
3d58a09aeb - Blood: Fix player's z-pos with changed horizon. 2020-09-23 08:54:19 +10:00
Christoph Oelckers
5e6317b8b9 Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking' 2020-09-22 23:32:28 +02:00
sinisterseed
831a9e3b29 - added menu entry for "cl_viewbob" in SW too 2020-09-22 23:25:07 +02:00
sinisterseed
0aa6b99287 - CMakeLists.txt fixes
Corrected some typos in the file.
2020-09-22 23:24:39 +02:00
Christoph Oelckers
2a2209b085 - cleanup and minor fixes. 2020-09-22 23:07:11 +02:00
Christoph Oelckers
d6bf4306eb - simplified the parser for blend modes 2020-09-22 23:05:43 +02:00
Christoph Oelckers
ec0e2be607 - better error message 2020-09-22 23:05:00 +02:00
Christoph Oelckers
880b811e0d - rewrote map loader to work independently of data structure sizes.
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Christoph Oelckers
28c5c72605 - fixed: black fog does not mean FogColor == 0 because its alpha component is non-0 2020-09-22 22:38:08 +02:00
Christoph Oelckers
43a9be0ad0 - removed Blood's loadboard replacement hook.
It never calls engineLoadBoard but always its own map loading function directly.
2020-09-22 22:38:08 +02:00
Mitchell Richters
fdbc4d0e67 - Build: Fix precision loss when calculating an angle in renderPrepareMirror(). 2020-09-22 23:12:31 +10:00
Mitchell Richters
7bb3ab8188 - Build: Remove unused inline function in-case it accidentally gets used... 2020-09-22 23:01:45 +10:00
Mitchell Richters
2f9783150c - Blood: Correctly set playerHorizMin() and playerHorizMax() with respect to horizon changing from 0 to 100 like the other games (min used to be -180, max used to be 120). 2020-09-22 22:55:23 +10:00
Mitchell Richters
639ad46af1 - Blood: When dead, ensure player's horizon scales to max horizon value like before (old horizon was based on 0, not 100, so 100+120 is gi->playerHorizMax(). 2020-09-22 22:52:17 +10:00
Mitchell Richters
ac635ebd0f - Blood/RR: Replace a few playerSet*() calls with playerAdd*(). Because the setters continually set until target is reached, can cause some perceivable smoothness issues if ticker re-targets's player's angle/horizon before input code has reached target. 2020-09-22 22:50:27 +10:00
Mitchell Richters
77265b3138 - SW: Fix regression from 1900cf1fcc where the conversion from GetDeltaAngle() to getincangle() got muddled up. 2020-09-22 20:02:58 +10:00
Mitchell Richters
2bc4291817 - menudef.txt: Remove a few Exhumed exclusions.
* These didn't seem to apply (as in, these functions worked out of the box for Exhumed) so I forgot about checking this.
2020-09-22 19:53:24 +10:00
Mitchell Richters
f168373ecf - Blood: Repair some ROR regressions from 31fc39b051.
Potentially addresses #87 and #88.
2020-09-22 18:14:43 +10:00
Christoph Oelckers
b06fe35c56 - removed redundant null entry in 'give' types. 2020-09-22 08:40:33 +02:00
Mitchell Richters
d338e60841 - Exhumed: Hook up crouch action to applylook() that was forgotten during initial implementation. 2020-09-22 16:06:12 +10:00
Mitchell Richters
46810ec490 - fix a few places where Q16.16 values were downscaled, only to be scaled back up again. 2020-09-22 15:51:48 +10:00
Mitchell Richters
31bb9e4d8d - Blood: Open up MAXHORIZVEL to SW levels to compensate for removal of q16horz scaling in previous horizon code. 2020-09-22 07:46:30 +10:00
Mitchell Richters
d40a2d3e95 Merge branch 'back_to_basics2' into Blood_InputReworking
# Conflicts:
#	source/blood/src/hudsprites.cpp
#	source/exhumed/src/status.cpp
#	source/games/duke/src/game_misc.cpp
#	source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
9859571ded - DrawCrosshair(): Factor in Blood's adjustable horizon which defaults to 90.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69920.
2020-09-22 07:29:52 +10:00
Mitchell Richters
5c097c4a74 - Blood: Fix player's slope with horizon now based on 100 and not 0. 2020-09-22 07:13:48 +10:00
Christoph Oelckers
0461acfc8b - removed the brightness fudging in the palette emulation shader and always return an alpha of 1.
The fudging was only needed because fog was still applied on top of the palette emulation so after completely disabling the true color distance attenuation in palette mode it made the image too bright.
The alpha needs to be 1 because this is only the texel, not the combined color.
2020-09-21 21:17:23 +02:00
Mitchell Richters
f8210ef8ee - Exhumed: Clean out some old bools regarding old panning code. 2020-09-21 20:44:02 +10:00
Mitchell Richters
d46787cd96 - Exhumed: Restore synchronised input, hook up rest of backend input functions and get rid of nPlayerDAng. 2020-09-21 20:37:09 +10:00
Mitchell Richters
5324d9680b - Exhumed: Fixed a few missed constants when changing horizon to 100. 2020-09-21 19:59:20 +10:00
Mitchell Richters
fa1ce1c021 - Exhumed: Hooked up tic-rate input helpers. Also removed nDestVertPan[]. 2020-09-21 19:29:16 +10:00
Mitchell Richters
8a4d4b6905 - Exhumed: Open game's constrained horizon as much as sky tile in first level permits. 2020-09-21 18:48:38 +10:00
Mitchell Richters
bdc53ed7b0 - Exhumed: Standardise horizon on 100 and remove backend extern'd polymostcenterhoriz variable. 2020-09-21 18:41:56 +10:00
Mitchell Richters
3de787235d - Exhumed: Initial uplift of player input. Still more to do. 2020-09-21 18:36:11 +10:00
Mitchell Richters
59e4fae064 - Game input: Fix miscellaneous issues.
* Duke/RR: Fix `SB_CENTERVIEW` not clearing while `cl_syncinput 1`.
* Duke/RR: Remove superfluous call to `apply_seasick()`.
* RR: Change two calls from `playerSetAngle()` to `playerAddAngle()` Updated version of `playerSetAngle()` doesn't stop setting angle until target is reached, a bit too strict for this and compromised vehicle turning.
* `applylook()`: Remove dead flag. Was only used with Duke, no other game called the function when dead anyway. Since the input helpers are processed outside of `applylook()` now this is not needed.
* `applylook()`: Extend function with a bit of commentary.
2020-09-21 17:12:53 +10:00
Mitchell Richters
f806cdcec6 - Blood/Duke/RR/SW: Unify the player's angle/horizon helper functions. 2020-09-21 17:12:51 +10:00
Mitchell Richters
7bf1cacc7f - Blood/Duke/RR/SW: Unify the player's angle function.
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within.
* For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit.
* For RR, replace a few misused bits with some bools inside of `player_struct`.
* Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
2020-09-21 17:12:26 +10:00
Christoph Oelckers
3810c4cb51 - Blood: instead of running the indexer after saving a state, just save the pointer before indexing to directly restore it. 2020-09-20 22:00:39 +02:00
Christoph Oelckers
1139702815 - disable softpoly for POSIX as well. 2020-09-20 21:52:10 +02:00
Christoph Oelckers
c1a8d55d24 - removed Softpoly from the startup screen and its enabling define in the project.
Since this not only crashes but also has totally unfitting lighting, which is unlikely to be fixed it really makes no sense offering this to the users.
Vulkan may also have to be disabled for release builds because it's not working yet but that needs to be fixed later and should eventually be supported.
2020-09-20 21:15:16 +02:00
Christoph Oelckers
78be8f866b - always use the containing sector's fog when rendering sprites.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value.
Currently this only has an effect in true color rendering mode.
2020-09-20 20:39:11 +02:00