Commit graph

833 commits

Author SHA1 Message Date
Christoph Oelckers
da90bd3b6a - fixed: When drawing fullscreen, ignore texture offsets.
Fixes #218.
Exhumed also has a fullscreen image with bogus offsets.
2020-08-20 20:43:17 +02:00
Christoph Oelckers
94beac937d - scale down the notify display by 2 in RR.
Its fonts are double the size as the other games and this must be factored in here for HUD scaling to work as expected.
2020-08-19 16:40:54 +02:00
Christoph Oelckers
7bb6b6a1ee - do not call handleEvents outside the main loop.
In other places I_GetEvent should be used to call the system's message pump and keep the app responsive, but all game side processing should be skipped.
2020-08-16 10:00:13 +02:00
Christoph Oelckers
a690f44fc8 - use constexpr for translation utilities 2020-08-15 10:22:07 +02:00
Christoph Oelckers
c3ddde02b2 - use consistent types in FileReader's ReadInt* functions. 2020-08-15 07:33:21 +02:00
Christoph Oelckers
3d4177fbb2 - fixed return type of FileReader::ReadUInt64.
fixes #181.
2020-08-14 23:56:31 +02:00
Christoph Oelckers
66cb7f61a4 - fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed. 2020-08-14 21:01:27 +02:00
Christoph Oelckers
2d545767ef - completely clear all texture data when setting a frame size.
SMK tries to draw a texture from it before the first frame has been rendered. This ensures that it gets a fully black frame.
Fixes #167.
2020-08-12 01:32:05 +02:00
Christoph Oelckers
000c00dc91 - block game input during intro cutscenes
Fixes #158
2020-08-11 00:42:08 +02:00
Christoph Oelckers
070f04093a - clear the buffer for the cutscene textures when starting a new cutscene.
Otherwise the first frame may display garbage.
2020-08-10 22:16:02 +02:00
Christoph Oelckers
cf5be7fbfa - default gl_control_tear to false.
This doesn't work that well with animated cutscenes.
2020-08-10 22:02:37 +02:00
Christoph Oelckers
0492c5f4d3 - optimized reverb settings.
Fixes #124
2020-08-09 13:26:48 +02:00
Christoph Oelckers
d729bc898c - fixed character counter in MakeUTF8. 2020-08-03 20:18:33 +02:00
Christoph Oelckers
18c3d9b240 - get the frame time right at the start of the frame, not when performing interpolations.
This is to factor think time out of the time span between frames and to avoid changes if the smoothratio gets calculated multiple times.
2020-08-02 21:16:01 +02:00
Mitchell Richters
4830989d32 - remove all code used to get current display's refresh rate.
* Serves no purpose in Raze or GZDoom and appears to only have been added to the backend to facilitate the older interpolation code that was excised in 893686709b.
2020-08-02 20:57:09 +02:00
Mitchell Richters
f8952d5cae - directly cast steady_clock::now() to nanoseconds instead of microseconds then multiplying by 1000. 2020-08-02 20:57:08 +02:00
Christoph Oelckers
1392f4db01 - handle the view frame with backend features. 2020-08-02 18:02:13 +02:00
Christoph Oelckers
218a9c84fd - removed the last remaining Blood helpers from the file system, also deleted a few short files whose contents could be moved. 2020-07-27 19:38:41 +02:00
Christoph Oelckers
b2f794bde5 - cache QAVs outside the file system as well.
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
b120bade95 - fixed scuba gear display.
Fixes #37.
2020-07-26 18:35:47 +02:00
Christoph Oelckers
efb73d04a0 - re-fixed the fix: Turned out that flipped offsetting is a bit more tricky.
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
75e8a71905 - some progress with sound. Still glitchy. 2020-07-23 23:22:09 +02:00
Christoph Oelckers
928a16983d - adapted the MVE player.
Video appears to work, but has quite severe artifacting  I cannot tell if it's the video or the decoder which causes it.
2020-07-23 22:26:07 +02:00
Christoph Oelckers
be9094cb97 Silenced lots of warnings pointed out by XCode. 2020-07-23 17:02:59 +02:00
Christoph Oelckers
1869a7930e - hooked up the new savegame code.
Not tested yet.
2020-07-21 00:07:02 +02:00
Christoph Oelckers
61d08f41e0 - fixed DTA_KeepRatio. 2020-07-17 21:14:58 +02:00
Christoph Oelckers
29e107ad24 - use CCMDs for weapon and inventory selection, courtesy of ZDuke. 2020-07-17 20:56:10 +02:00
Christoph Oelckers
55feadd11c - render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes 2020-07-16 13:23:26 +02:00
Christoph Oelckers
ea6c74d0e6 - transitioned the local input handler.
There wasn't anything EDuke32-specific in there - nearly everything mapped perfectly to JFDuke.
2020-07-15 19:48:04 +02:00
Christoph Oelckers
a9f152c1fe - added JFDuke's label type checker and did some cleanup on the CON init code.
Most importantly: Use dynamic buffers for managing the labels instead of hijacking some other storage space.
2020-07-15 12:34:42 +02:00
Christoph Oelckers
2fd2ad2212 - sky code cleanup and transitioning of Duke's. 2020-07-15 00:06:19 +02:00
Christoph Oelckers
a93ed1e502 Merge branch 'master' into back_to_basics2
# Conflicts:
#	source/blood/src/view.cpp
#	source/core/gamecontrol.cpp
2020-07-14 12:57:38 +02:00
alexey.lysiuk
df2b3b6b17 - made mouse scaling in Cocoa backend match other platforms 2020-07-07 11:37:23 +03:00
Christoph Oelckers
642ae03d90 - use player_struct from JFDuke. 2020-07-06 23:05:48 +02:00
Christoph Oelckers
f2380f8829 - constant cleanup. 2020-07-06 13:26:26 +02:00
Christoph Oelckers
8a1206edbc Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2 2020-07-05 11:55:41 +02:00
Christoph Oelckers
2e78c08856 - fixed palette transparency checks 2020-07-05 10:15:55 +02:00
Mitchell Richters
25c5b76f91 - make SDL mouse scaling match that of Windows for consistency. 2020-07-04 18:25:13 +02:00
Christoph Oelckers
39185300e7 - reimplemented cheats based on ZDoom's cheat parser. 2020-07-04 15:51:02 +02:00
Christoph Oelckers
f1a2836877 - it continues.
cameratext and the last 3 __STATICs.
2020-07-03 23:16:12 +02:00
Christoph Oelckers
691643b035 - fix DTA_KeepRatio for fullscreen scaling. 2020-07-03 10:53:02 +02:00
Christoph Oelckers
c09b4896a6 - made RR summary screens work. 2020-07-01 22:14:11 +02:00
Christoph Oelckers
197a35291a - added level summary screens and made the fade for the screens an engine feature.
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
8aaadfad1b - fixed the notification display. 2020-06-30 22:01:43 +02:00
Christoph Oelckers
7253b4eb74 - added a serializer for the flamethrower's fire map. 2020-06-29 23:36:06 +02:00
Christoph Oelckers
ea59efd091 - Duke's multiplayer statistics screen. 2020-06-29 20:50:18 +02:00
Christoph Oelckers
e7da8e4bcf - fixed red font for use with DrawText. 2020-06-29 13:19:36 +02:00