Christoph Oelckers
34bda2c962
- address excessive view swaying in Blood.
...
It is totally unclear what happened here in the original code, but the info apparently never reached the place where it's being checked. BloodGDX just ignores it so we do now, too.
2021-03-01 19:28:47 +01:00
Christoph Oelckers
2f2d0443f2
- fixed size setup for most menus.
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All of Raze's menus scale to 320x200 and to get proper mouse coordinates the definitions must reflect that as well.
Fixes #271
2021-03-01 13:08:10 +01:00
Christoph Oelckers
80404558f6
- RR: Fixed the drink and eat meters on the status bar.
...
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00
Christoph Oelckers
fa8ca81460
- SW: added persistent copy of oz.
...
The door movement code uses oz for its position checks so we need a persistent version of it that survives uncontrolled changes from the engine side.
2021-02-28 12:35:34 +01:00
Christoph Oelckers
d31fe01b6d
- skill stuff for Exhumed.
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Just for fun. ;)
2021-02-27 14:08:08 +01:00
Christoph Oelckers
ce87e18f90
- block Escape to toggle the console while AppActive is false.
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This is for testing #174 - this is the only place in the code where the escape key is explicitly checked.
2021-02-27 13:47:30 +01:00
Christoph Oelckers
d28d5a5e1f
- use real fog, even in palette emulation mode.
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Using the palette to apply fog is just far too broken and cannot be kept in check with all the hacks the Build engine allows.
This only works if all elements on screen use the identity translation lookup which is basically never the case.
Real fog, on the other hand, can easily be applied to everything.
2021-02-27 13:30:52 +01:00
Christoph Oelckers
1e8ebf2306
- removed unused variables in Exhumed's status bar code.
2021-02-27 12:37:25 +01:00
Christoph Oelckers
d0cf9d65e7
- use 2D size in 2D code, not the engine's screen dimensions.
2021-02-27 12:33:47 +01:00
Christoph Oelckers
2094b6420f
- use local screen size variables in automap code.
2021-02-27 12:30:20 +01:00
Christoph Oelckers
783328c5fa
- removed some unused declarations.
2021-02-27 12:29:07 +01:00
Christoph Oelckers
e470c59263
- Exhumed: Set opos for all dynamically spawned sprites.
...
Fixes #253
Let's hope this covers everything, the code is a bit scattered...
2021-02-27 00:16:03 +01:00
Christoph Oelckers
ba5ede65b8
- backend update from GZDoom.
2021-02-26 19:06:10 +01:00
Christoph Oelckers
b15810e173
- SW: fixed crash with credits screen and CD tracks missing.
2021-02-26 18:58:13 +01:00
Christoph Oelckers
4c915180da
- fixed stale pointer access in Unix version of D_AddFile.
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Pointer was assigned a buffer of a local variable that went out of scope before checking its content.
Fixes #268 (hopefully)
2021-02-26 13:28:02 +01:00
Christoph Oelckers
a46792e519
- fixed SE21 handler.
...
This one is most prominently noticeable in WW2GI's first map where blowing up a crack has no effect.
This must have happened when removing all those dangerous pointer to long casts that were so popular back in the bad old days.
Fixes #266
2021-02-26 13:14:44 +01:00
Christoph Oelckers
99f1f0952a
- little bit of engine cleanup.
2021-02-25 12:16:21 +01:00
Mitchell Richters
4589f6f26d
Merge remote-tracking branch 'public/chasecam_unification'
2021-02-25 20:33:36 +11:00
Rachael Alexanderson
4c0591a25b
- port over -noautoexec
that I did from GZDoom
2021-02-21 11:12:19 -05:00
Mitchell Richters
1d48ac537a
- Exhumed: Replace original chasecam code with calcChaseCamPos()
within game.
2021-02-18 22:14:39 +11:00
Mitchell Richters
cff97c9cf3
- calcChaseCamPos(): Restore original algorithms for new position via GameInterface struct.
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* Averaging out the values was a net negative for all games. Each games' original value is tuned to the specific games.
2021-02-18 21:47:39 +11:00
Mitchell Richters
ba57429ac6
- Blood, Duke & SW: Create new backend chasecam function and replace game-specific versions with it.
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* Based off SW's implementation.
2021-02-18 21:47:37 +11:00
Mitchell Richters
2abda0e27d
- All Games: Migrate each game's clock counter to backend solution.
2021-02-18 21:47:33 +11:00
Christoph Oelckers
5ad1d74f62
- added missing shader #define.
2021-02-12 14:55:42 +01:00
Christoph Oelckers
c96e04e6c9
- backend update from GZDoom.
2021-02-12 14:44:54 +01:00
Christoph Oelckers
5b6aa372ea
- fixed autoaim check and adjusted presentation in the menu to be correct for all games.
...
Fixes #264
2021-02-06 10:56:11 +01:00
Christoph Oelckers
ba22df2a2a
- removed unused I_GetBuildTimeFrac function.
2021-02-03 12:18:58 +01:00
alexey.lysiuk
c712b84889
- update continuous integration settings
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* specify continuous integration runners explicitly
* use gcc and clang 10 instead of 9
* install clang 6 as it's not available by default
2021-02-03 10:05:19 +02:00
Christoph Oelckers
20db6b0c78
- added protection against oversized menu caption bars.
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SWC20 is a mod that contains a caption that is larger then the entire screen and was pushing the actual menu content out of it.
Fixes #239
2021-02-02 23:49:04 +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
cf672b508f
- removed unused 'updatesectorexclude' function.
2021-02-02 23:13:40 +01:00
Mitchell Richters
b1290448c5
- Duke: Slightly tune texty
in FullscreenHUD1()
to line it up perfectly.
2021-02-01 18:42:41 +11:00
Christoph Oelckers
8ffda1c9d1
- Duke: Calculate the true font height of the numbers for alignment in the Statusbar.
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The original tiles are all 15 pixels tall, but depending on the games can vary in their true height, so use CheckRealHeight on them to get their true dimensions.
Fixes #250
2021-02-01 00:09:22 +01:00
Christoph Oelckers
30e8111979
- fix inventory selector positioning in WW2GI.
...
This must have abused some quirk of the original code to be this far off...
2021-01-30 23:51:50 +01:00
Christoph Oelckers
40593b866f
- WW2GI: fixed event numbering.
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There is a typo in the CON files that assigns EVENT_AIMUP and EVENT_AIMDOWN the same number. The source did not replicate this which caused several events to call the wrong handler.
Fixes #252
2021-01-30 23:42:44 +01:00
Christoph Oelckers
a0be30facb
Revert "- Exhumed: Tune x offset alignment in DrawStatusAnims()
following changes in 220283d1ec3cba03f455bd96bcf130df777b5635."
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This reverts commit c08583ebc1
.
This does not work as intended.
Fixes #261
# Conflicts:
# source/games/exhumed/src/status.cpp
2021-01-30 10:55:58 +01:00
sinisterseed
19e7419896
- Exhumed: Fixed key offsets.
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An int can't store a float, effectively truncating to 0 and not holding the 0.5. Thanks MJ :) .
Partially addresses #262 - The Torch icon bouncing in the HUD still remains.
2021-01-30 11:50:33 +02:00
Mitchell Richters
f11501883d
- Exhumed: Make 3rd person camera properly interpolated.
2021-01-30 11:23:38 +11:00
Mitchell Richters
e66960d9fc
- Exhumed: Ensure ox/oy/oz sprite positions are set when warping to coordinates.
2021-01-30 11:22:46 +11:00
Christoph Oelckers
e7ab4cd176
- backend update from GZDoom.
2021-01-29 13:20:00 +01:00
Christoph Oelckers
7b72fccfa2
- fixed hires replacement code not to destroy the intended translation in case there is no replacement.
2021-01-29 13:08:26 +01:00
Mitchell Richters
c08583ebc1
- Exhumed: Tune x offset alignment in DrawStatusAnims()
following changes in 220283d1ec
.
2021-01-29 22:11:03 +11:00
Christoph Oelckers
52ba0461bc
- fixed hires lookup for tiles using special palettes.
...
In these cases the palette needs to be ignored and the base version picked. The proper handling for this case was undefined, working in some cases and not in others.
Fixes #247
2021-01-29 11:48:32 +01:00
Mitchell Richters
ff0be3079e
- m_fixed.h: Fix incorrect return type for MulScaleF()
originating from 8cf2588bad
.
2021-01-29 21:19:15 +11:00
Mitchell Richters
c267c214c2
- Duke: Repair jumping zvel issue originating from 5e45f988e3
for Duke and 1c5c90d00f
for RR.
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* Thanks for backtracing, Graf :)
* Fixes #259 .
2021-01-29 20:00:15 +11:00
alexey.lysiuk
b0fc0e648b
- fixed wrong gdtoa definitions for Apple ARM64
...
https://forum.zdoom.org/viewtopic.php?t=71303
2021-01-28 14:44:11 +02:00
Christoph Oelckers
26c5d5aa32
- SW: fixed issue with autoselecting single episode entries with non-empty subtitles.
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This case needs different offsets.
2021-01-27 23:53:26 +01:00
Christoph Oelckers
3163e4a799
- check for invalid tiles being passed to the 2D renderer.
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Since mods can actually replace valid tiles with invalid ones, the low level render code needs to check this case.
2021-01-27 23:52:40 +01:00
Christoph Oelckers
8cf3e50ade
- removed bad 'pos' setup in PreDrawStackedWater
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This was a) supposed to set 'opos' not 'pos' and is b) redundant because here both Users point to the same sprite.
Fixes #261
2021-01-25 18:07:49 +01:00
Christoph Oelckers
981a2c7e5c
- Exhumed: restored old static switch array.
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There's side effects in here that broke the door logic and made doors automatically open sometimes.
2021-01-24 14:49:51 +01:00