Commit graph

16 commits

Author SHA1 Message Date
Simon
af90ecf395 Input refactoring and version update 2023-01-21 20:27:14 +00:00
Simon
dff31bcad2 Additional 2D drawer for fullscreen palette blend (for damage/pickups)
and also for drawing the crosshair and fps counter.
Required for RazeXR since the standard HUD 2D drawer is now scalable.
2023-01-16 20:14:08 +00:00
Simon
91ede1126f Initial commit of update to Raze mazter
All prior changes can be found on the (will be published in the future) RazeXR repo
2023-01-13 23:41:22 +00:00
Christoph Oelckers
20edd800f9 - big texture system refactor.
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Mitchell Richters
67b40ee1d5 - Convert angle in hud_drawsprite() to work on true degrees, and in the right direction. 2022-12-11 19:46:26 +01:00
Christoph Oelckers
c1d603e1e9 - backend update from GZDoom. 2022-10-02 20:33:18 +02:00
Christoph Oelckers
4f2170655c - animateoffs cleanup and consolidation
This was rewritten based on specs alone - it still doesn’t look that different due to its simplicity.
2022-08-05 23:32:16 +02:00
Christoph Oelckers
c2fc7577db - cleanup of 3D viewport code.
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
Mitchell Richters
118ceb18ca - Capitalise vec2_t y variable. 2021-12-30 09:57:02 +01:00
Mitchell Richters
3c9cd926ba - Capitalise vec2_t x variable. 2021-12-30 09:57:02 +01:00
Christoph Oelckers
1de9c63d45 - fixed center aligned rendering of 2D content.
This calculates the centered pivot point in integer texel coordinate space so for odd numbers it must round down instead of using a fractional position.
2021-11-29 00:57:10 +01:00
Mitchell Richters
99508e6f15 - Blood: Perform interpolation between frames for each tile coordinate when there is more than one frame and the picnum between frames match. 2021-07-29 17:39:22 +10:00
Mitchell Richters
ef05eec531 - Change a68d5aae70 to not do a leading zero, but add an extra space of frameDelay less than 10.
* Thanks, Graf. It's better :)
2021-07-24 17:51:14 +10:00
Mitchell Richters
a68d5aae70 - Add leading zero to statFPS() output (vid_fps) so that the text doesn't bounce continually when alternating between 10 ms and <10 ms. 2021-07-24 15:40:47 +10:00
Christoph Oelckers
42d02834b1 Merge branch 'master' into newrenderer2
# Conflicts:
#	source/build/include/build.h
#	source/build/src/polymost.cpp
#	source/build/src/voxmodel.cpp
#	source/core/gamecontrol.cpp
#	source/core/gamestruct.h
#	source/games/blood/src/animatesprite.cpp
#	source/games/blood/src/misc.h
#	source/games/blood/src/view.cpp
#	source/games/duke/src/render.cpp
#	source/games/sw/src/draw.cpp
#	source/games/sw/src/game.h
#	source/games/sw/src/jsector.cpp
#	source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
b3bcedda6c - moved backend independent HUD code out of glbackend.cpp. 2021-04-11 08:40:18 +02:00