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
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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
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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.
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* 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
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# 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