Christoph Oelckers
2f9e32f748
Merge branch 'newrenderer'
2021-05-06 17:04:35 +02:00
Christoph Oelckers
72e4220929
- added an option to dump the list of discovered games to a JSON file.
2021-05-06 12:03:33 +02:00
Christoph Oelckers
c679f83f75
- make all games return to the main menu when the game is ended with F10.
...
Duke still went to the intro movies which was a bit problematic.
2021-05-04 11:32:09 +02:00
Christoph Oelckers
a7adef360b
- fixed compilation with Clang.
2021-05-04 00:11:43 +02:00
Christoph Oelckers
a303da37a9
- added a mapinfo dumper and used it to verify correctness of the data generated from game-native definitions.
...
Also simplified the levelnumber setup a bit.
2021-05-03 23:00:24 +02:00
Christoph Oelckers
7d77b2315f
- merged the few remaining contents of mmulti.h into d_net.h
2021-05-03 19:01:00 +02:00
Christoph Oelckers
6589222da6
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-03 18:50:41 +02:00
Christoph Oelckers
d206a767b2
- added render workaround for CP07.
2021-05-03 17:48:35 +02:00
Christoph Oelckers
d8b808576f
- restrict the sky portal shortcut to skies in scenes where there are no other portals.
...
This entire setup does not work with sector portals, causing various render glitches in Shadow Warrior's portals. This also applies to skies within portals so it is now restricted to single sky setups.
2021-05-03 14:52:23 +02:00
Christoph Oelckers
56fcf904b5
- Backend update from GZDoom.
2021-05-03 14:48:55 +02:00
Christoph Oelckers
389340f97c
- use sections for rendering.
2021-05-03 00:15:09 +02:00
Christoph Oelckers
30b1b046e4
- added an intermediate data structure to decouple the rendering from the immediate map data.
...
This will be needed for sectors consisting of disjoint parts and for providing some help with addressing rendering anomalies
2021-05-03 00:04:36 +02:00
Christoph Oelckers
f40e52ab34
- fixed issues with validation of command line specified main game GRP file name.
2021-05-02 22:56:53 +02:00
Christoph Oelckers
8003ab6fa3
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-02 22:37:46 +02:00
Christoph Oelckers
a1381c0ff2
- fixed Blood cutscene setup to avoid dependency on the sound code initialization.
...
It now only stores the sound name or ID but not the internal index which is only looked up when needed.
2021-05-02 18:10:59 +02:00
Christoph Oelckers
575a38d835
- added RMAPINFO handler for Blood's message array.
2021-05-02 18:00:11 +02:00
Christoph Oelckers
c1b4fdff83
- added a "clearall" instruction to RMAPINFO.
...
Since, unlike GZDoom, this format is additive and uses defaults for map progression it would otherwise a bit tricky to compile new episodes without accidentally pulling in some original special features.
2021-05-02 17:42:19 +02:00
Christoph Oelckers
dfd47ea33a
- migrated SW to RMAPINFO as well.
...
Also removed the 'definecutscene' code from the .def parser as this was never meant to be more than a temporary solution.
2021-05-02 17:35:25 +02:00
Christoph Oelckers
4b064b9f34
- migrated Exhumed's level setup to RMAPINFO.
...
This game never had a proper setup so this also fixes the crashes with visiting the multiplayer maps.
2021-05-02 15:54:19 +02:00
Christoph Oelckers
bb9d492db6
- migrated RRRA as well.
2021-05-02 14:01:10 +02:00
Christoph Oelckers
a28b4ea06a
- migrated Route66 and fixed some issues pointed out by this mod.
2021-05-02 13:29:41 +02:00
Christoph Oelckers
6f4e380728
- migrated RR's cutscene definitions.
...
Also turned several level-specific init options into map flags or map parameters.
2021-05-02 13:12:24 +02:00
Christoph Oelckers
15f9861633
- summary screens, too.
2021-05-02 12:28:32 +02:00
Christoph Oelckers
4458f8c929
- migrated the global cutscenes to RMAPINFO as well.
2021-05-02 12:22:40 +02:00
Christoph Oelckers
2d4e91615f
- migrated Duke's cutscene definitions to the new RMAPINFO.txt.
2021-05-02 12:02:55 +02:00
Christoph Oelckers
dbd179be5c
- RR progression fixes.
...
* E1L7 abuses an 'end the game' command to progress to E2L1, this needs special treatment.
* handle ENDGAME.MAP more cleanly by injecting an 'engine.con' into the compilation chain to define its map record. The main issue with this is that it needs to be defined before the regular CONs run.
* check the already defined 'clearinventory' and 'clearweapons' flags that are exposed through RMAPINFO (Duke/RR only so far.)
2021-05-02 10:55:22 +02:00
Christoph Oelckers
1798380f23
- adapted map transition in Duke/RR.
...
There's still some issues which will be taken care of by adding map flags.
2021-05-02 10:35:43 +02:00
Christoph Oelckers
e9385ed4e8
- adapted Blood to the new level progression features and simplified several parts, particularly the clumsy retrieval of the next level.
...
Some cheats in Duke will not work correctly with this commit!
2021-05-02 09:08:57 +02:00
Christoph Oelckers
93bfc35ad6
- use the volumes to find the starting maps for the menu and the clusters for the cutscenes.
2021-05-02 01:01:30 +02:00
Christoph Oelckers
825963661b
- migrated volumes to the new storage.
2021-05-02 00:35:56 +02:00
Christoph Oelckers
f732d4ec64
- added MAPINFO parser, based on GZDoom's.
...
This isn't hooked up yet, but all necessary structures and fields have been added so that selected pieces can be tested.
2021-05-01 22:52:28 +02:00
Christoph Oelckers
b21dadeef0
- we need to wait a bit before starting the intro scene.
...
The game timer actually starts before the main loop is ready so we have to wait with the cutscene until the loop is in sync with the timer.
2021-05-01 19:46:17 +02:00
Christoph Oelckers
27799def63
- rewrote movie player so that the decoder backends only perform the decoding but do not draw the frames themselves.
...
This caused twq problems:
1. It made it impossible to let the client apply effects to the video.
2. The client had no control when rendering stopped.
Now the backends only provide a texture handle that the client must draw. One immediate benefit is that Blood's fixed viewport scaling is now available to all video formats.
2021-05-01 18:59:16 +02:00
Christoph Oelckers
4069a5096a
- scriptified Exhumed's 2D content (minus the programmatic textures.)
2021-04-30 20:08:36 +02:00
Christoph Oelckers
cd1306dd05
- fixed mapinfo array.
...
Due to reallocations it must be an array of pointers.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
eaf5e1fba5
- Cutscene support in Blood.
...
Intro tested, rest to do.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
869dbd70e5
- fixed the design by merging the episode start handler into ShowIntermission.
...
Tying the start-of-episode cutscene to the cluster does not really work because it gets triggered by all maps of the cluster.
All currently existing intro cutscenes are tied to the map anyway.
Also correcting transition movie name for RRRA E2L1.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
cdccdec3e7
- final cleanup on new cutscene interfacw
...
* fixed frame gaps when exiting a cutscene. This must be properly synchronized with the state handler in the main loop.
* reactivated the loading screens. With texture precaching working the delay when loading a map becomes significant enough to require a visual feedback.
* RR does not play 'bonusmusic' on its summary screen.
2021-04-30 20:08:34 +02:00
Christoph Oelckers
ad01aee5ec
- fixed RR summary screen
2021-04-30 20:08:33 +02:00
Christoph Oelckers
6d743ce921
- most of the summary screen is working
2021-04-30 20:08:33 +02:00
Christoph Oelckers
0dc6980e5c
- made episode intro cutscenes a game independent feature.
...
So far only defined for Duke E4 but all the logic is outside the game code now and can be universally handled.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
3c27ec8cbd
- tested all of Duke's and RR's cutscenes.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
06abc0cfe2
- removed debug output and fixed fade flag setup and missing OnTick return
2021-04-30 20:08:33 +02:00
Christoph Oelckers
26a7700579
- Duke's intro works, without fading.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
1166b00af2
- switched intro movie playing over to the new system
...
Not tested yet.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
af8d06994a
- implemented the scripting interface layer.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
ef6d8c2c67
- added cutscene definitions for Duke and finalized the definecutscene parser.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
021f1b7832
- make SummaryInfo a struct instead of passing a list of values to the script classes.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
e05f900315
- added the data structures to hold the cutscene data.
2021-04-30 20:08:31 +02:00
Christoph Oelckers
21aa5c9234
- added game flags for all supported add-ons.
2021-04-30 20:08:31 +02:00
Christoph Oelckers
66799d9a6d
- more screen job setup work.
...
* interface for movie player done.
* first cutscene definition done.
* all converted classes removed from C++ code.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
4ff2010bd1
- moved the entire screen job management to the script side.
...
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
4636a52699
- MP summary screen ported.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
7fbe153ae7
- more Duke screen porting.
2021-04-30 20:08:24 +02:00
Christoph Oelckers
e75f0c17e4
- ported the TitleScreen class.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
1022564cab
- initial framework for scriptification of screen jobs.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
4a7430c8e4
- got rid of JobDesc.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
805b91b721
- put ScreenJobRunner declaration into header.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
71e5f9b70f
- changed screen job list to work without per-job completion callbacks.
...
They made things more complex than necessary and do not translate well to scripting.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
fb5e2fe0c0
- use flags instead of bools.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
af3eac8456
- simplified screen job setup where all elements can be skipped in one go.
2021-04-30 20:08:22 +02:00
Christoph Oelckers
aa6bd8ffcc
- factor in angoff when placing sprites.
2021-04-25 11:58:03 +02:00
Christoph Oelckers
8c379f7a44
Merge branch 'master' into newrenderer
2021-04-25 11:33:47 +02:00
Christoph Oelckers
79875d44e0
- moved MD4 calculator out of backend.
...
Only map hacks use MD4, this does not need to be shared.
2021-04-25 11:33:38 +02:00
Christoph Oelckers
ad28630df6
- offloaded map patches to data files.
...
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +02:00
Christoph Oelckers
a7046eaee4
- fixed animations on skies.
...
Lunatic Fringe made this very obvious.
2021-04-24 20:04:02 +02:00
Christoph Oelckers
5585351c0f
- added a hack to help the new renderer with Lunatic Fringe.
...
This is by no means a permanent solution but having it buys some time to find something more universal that won't affect performance too badly and investigate the need for a more robust solution.
The idea here is to define pairs of walls where when the first element of the pair is seen, it will treat the second one as view blocking.
This is used as the two offending windows (sectors 151 and 152) to cope with the lack of a height sensitive clipper.
2021-04-24 20:00:54 +02:00
Christoph Oelckers
be08a2f800
- clipper rework
...
* let the clipper work on relative angles to simplify the math.
* properly initialize the initial visible range and preserve it for multiple invocations.
* track the maximum visible angular range per sector. While possibly not sufficient to handle every edge case imaginable it has low overhead and is still useful to eliminate obvious cases that do not need more complex checks. It is enough to fix the blue door in Duke E3L4.
* removed unused elements of the clipper.
2021-04-24 12:08:38 +02:00
Christoph Oelckers
53e698e707
- 0.10.0
2021-04-22 22:03:50 +02:00
Christoph Oelckers
db7527fa43
- fix sky palette in Polymost mode.
2021-04-22 22:03:16 +02:00
Mitchell Richters
6fca2de7f3
- Fix clocking of timer when doing cumulative loads in loaddefinitionsfile()
.
2021-04-22 18:57:41 +10:00
Mitchell Richters
8e53489487
- Remove some leftover stuff from gamecontrol.h
.
2021-04-22 18:53:14 +10:00
Mitchell Richters
733f4f7aea
- Move all the timing code from LoadDefinitions()
to loaddefinitionsfile()
2021-04-22 18:50:49 +10:00
Mitchell Richters
27767f61ae
- Move for (auto& m : *userConfig.AddDefs)
loop from loaddefinitionsfile()
into LoadDefinitions()
and rework debug timer code to accommodate.
...
* Change also reverts 5af7be42a2
.
2021-04-22 16:33:45 +10:00
Mitchell Richters
c0e5599478
Merge branch 'master' into newrenderer
2021-04-22 08:58:26 +10:00
Mitchell Richters
ab4c18a73a
- processMovement()
: Remove attenuation of hidInput->dyaw
that was missed when scaling was removed from backend in 44e4c5ff78
.
2021-04-22 08:58:17 +10:00
Mitchell Richters
5af7be42a2
- LoadDefinitions()
: Remove if statement added in 1ea25e5d0e
that was causing added DEF files not to load.
...
* The loop for `userConfig.AddDefs` feels like it should be moved out of `loaddefinitionsfile()` and into `LoadDefinitions()`, but that's subject to discussion.
2021-04-22 08:44:59 +10:00
Christoph Oelckers
14971f9569
Merge branch 'master' into newrenderer
2021-04-22 00:10:37 +02:00
Christoph Oelckers
c17ec5fa45
- cleanup of savegame framework
2021-04-22 00:03:17 +02:00
Christoph Oelckers
97d8aee2e8
- savegame code cleanup.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
8fee2b3ed7
- save SW's User array as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
9c3aa7bb6c
- use the proper file names for loading -adddefs.
2021-04-21 23:55:40 +02:00
Christoph Oelckers
eb573bea23
- removed all compensation for the clamped shades.
...
None of this is needed, the shader can work with out of range shades to produce proper lighting.
2021-04-21 22:48:55 +02:00
Christoph Oelckers
dc0df7d081
- don't clamp shade values in the setup pass.
...
We need their proper values when setting up the lighting.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
9092b5c392
- removed some unused stuff from engine.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
b8f9bdb7c1
- made savepic work with new renderer.
2021-04-21 22:32:27 +02:00
Mitchell Richters
98a9963bb5
- Fix release builds of project and remove old def_.cpp
stub file.
2021-04-22 06:30:44 +10:00
Christoph Oelckers
c67a3e76b4
- seems I missed a bit...
2021-04-21 18:34:34 +02:00
Christoph Oelckers
35594a5516
- def parser cleanup, plus some better error messages.
2021-04-21 18:16:08 +02:00
Christoph Oelckers
ba5e7d419c
- cleaned up the remains of the old def parser.
2021-04-21 18:15:55 +02:00
Christoph Oelckers
1ea25e5d0e
- reworked the def parser's main loop.
2021-04-21 18:15:25 +02:00
Christoph Oelckers
8c854441bc
- model command migrated
2021-04-21 18:15:12 +02:00
Christoph Oelckers
542e1b2ba7
- ported all simple model commands.
...
'model' is the last remaining one.
2021-04-21 18:15:12 +02:00
Mitchell Richters
93edeac791
- Clean-up of input functions.
...
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Christoph Oelckers
b49de68c86
- migrated highpalookup, basepalette and undefbasepaletterange.
2021-04-20 22:43:02 +02:00
Christoph Oelckers
f51872db25
Merge branch 'master' into newrenderer
2021-04-20 20:46:06 +02:00
Christoph Oelckers
16f45ffe3d
- fixed small oversight in makepalookup parser.
2021-04-20 20:44:22 +02:00
Christoph Oelckers
512411d0fa
- parseUndefTexture(Range)
2021-04-20 20:41:15 +02:00
Christoph Oelckers
1518156386
- parseUndefPalookupRange
2021-04-20 20:41:15 +02:00
Christoph Oelckers
276fd19462
- parseMakePalookup
2021-04-20 20:41:15 +02:00
Christoph Oelckers
6fb09f36c7
- fixed a few parsing errors.
2021-04-20 20:41:04 +02:00
Christoph Oelckers
aaad546729
- palookup.
2021-04-20 20:21:51 +02:00
Christoph Oelckers
bb119fa928
- parseNumAlphaTabs
2021-04-20 20:21:51 +02:00
Christoph Oelckers
82a0b0502b
- parseBlendTable
2021-04-20 20:21:51 +02:00
Christoph Oelckers
01f93f4cca
- several smaller texture (un)definition commands.
2021-04-20 20:05:35 +02:00
Christoph Oelckers
8c5a9c23c3
- tileimportfromtexture and copytile.
2021-04-20 20:04:44 +02:00
Christoph Oelckers
97637e4d2d
- parseArtFile.
2021-04-20 20:03:19 +02:00
Christoph Oelckers
2761ced670
- handle 2 dead .def commands.
2021-04-20 20:02:19 +02:00
Christoph Oelckers
afb2cd3b82
- fixed NoFullbrightRange.
...
Ever since the texture system switchover this only set a dead bit, it has to explicitly mark the texture as not having a brightmap.
2021-04-20 20:02:08 +02:00
Christoph Oelckers
40a632a2ae
- rffdefineid
2021-04-20 19:39:12 +02:00
Christoph Oelckers
643b969dff
- added another weird Build specialty: no vertical sprite offset flipping for face sprites.
...
Just... why...? :?
2021-04-20 19:37:32 +02:00
Christoph Oelckers
be20b6a839
- fixed: wall sprites do not need NPOT emulation.
2021-04-20 16:58:18 +02:00
Christoph Oelckers
9e40e49c2c
- generalized the special key handling for skipping cutscenes.
2021-04-20 15:01:26 +02:00
Christoph Oelckers
d078b511b8
- flip backwards oriented wall sprites before submitting them to the render list.
...
Backwards orientation will break the translucent object sorter so this needs to be sorted out beforehand.
2021-04-20 14:30:22 +02:00
Mitchell Richters
d34070b8ae
- gameinput.h: Remove precise bool from horizsumfrac()
, look_anghalf()
and looking_arc()
added in a4895cb270
.
...
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
321bfe86f8
- DSkippableScreenJob::OnEvent()
: Ensure previously ignored keys don't cause a screenjob to skip.
...
* Volume up/down on the keyboard when trying to listen to a cut-scene shouldn't skip it.
2021-04-20 20:07:20 +10:00
Christoph Oelckers
ccdf9d13f1
- do not render sprites that are extremely close to the camera.
...
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
2021-04-20 00:15:11 +02:00
Christoph Oelckers
a919e526ec
- SW: the intro's sound may not be paused when the menu opens.
2021-04-19 21:39:44 +02:00
Mitchell Richters
de06030ea0
- gameinput.cpp: Make sethorizon()
, applylook()
and calcviewpitch()
class functions of PlayerHorizon
and PlayerAngle
where appropriate.
2021-04-19 20:50:10 +10:00
Mitchell Richters
171d541112
Merge branch 'master' into newrenderer
2021-04-18 10:05:10 +10:00
Christoph Oelckers
27ca71a6ec
- allow specifying a .def file in GAMEINFO.
...
This will be loaded on top of the regular .def files and not replace them.
2021-04-17 23:52:45 +02:00
Christoph Oelckers
eff7d66742
- fixed Clang compilation error.
2021-04-17 18:47:15 +02:00
Christoph Oelckers
cdf89b9175
- portal rendering fix when viewing through two-sided walls outside the actual portal area.
...
If there's more portal area behind such a line its range in the clipper needs to be cleared again.
2021-04-17 18:32:40 +02:00
Christoph Oelckers
82194bbf6b
Merge branch 'master' into newrenderer
...
# Conflicts:
# source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
cd58b1d055
- made the tile size getters a bit more robust.
...
They should not crash on invalid sprites.
2021-04-17 12:40:23 +02:00
Christoph Oelckers
962e313eb2
- fixed screen job fadeout.
2021-04-17 00:16:18 +02:00
Christoph Oelckers
2b9a527aba
- added a 'Start' method to DScreenJob.
...
Since the menu pauses the ticker this is needed to perform initial setup before the first frame.
2021-04-16 23:29:53 +02:00
Christoph Oelckers
584e4bfb4a
- explicitly check for opening the console when running a screen job.
2021-04-16 22:39:48 +02:00
Christoph Oelckers
3910146740
- skip the fade-in of the screen job if it starts while the game is paused.
...
While this works with the current code it simply does not look good.
2021-04-16 22:21:57 +02:00
Christoph Oelckers
f28aa8f06c
- properly pause streaming soundtracks of movies as well.
...
This is not relevant for any of the stock movies as they use separate sound files, we need to be aware of mods using the streaming sound capabilities of MVE and SMK.
2021-04-16 22:14:11 +02:00
Christoph Oelckers
1852c0b802
- properly pause the screen job player if the menu is open.
...
Still needs a bit of work for movies with embedded streaming sound.
2021-04-16 22:03:01 +02:00
Christoph Oelckers
2942e011bf
- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
2021-04-16 21:27:54 +02:00
Christoph Oelckers
e580407d7d
- the remaining Exhumed screens.
...
These are not tested yet, a bit more work is needed to allow this.
2021-04-16 20:48:40 +02:00
Christoph Oelckers
fed15a79e4
- Exhumed's intro screens.
2021-04-16 20:08:20 +02:00
Christoph Oelckers
4950b556c9
- handled SW's screens.
2021-04-16 18:43:59 +02:00
Christoph Oelckers
2a2c85c082
- migrated Duke's intro images and the first episode's ending animation.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
6ed1d5e678
- DBlackScreen and DImageScreen migrated to event-based handling.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
aad6158288
- cleanup of movie player code, migration to event interface.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
dbd3e1de44
- Screen Job refactoring WIP.
...
Framework to let them handle proper input events.
Not used yet.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
6cb84dc554
- split out the movie player into its own file.
2021-04-15 23:55:29 +02:00
Christoph Oelckers
dc8b72b2ce
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/games/duke/src/actors.cpp
# source/games/duke/src/hudweapon_d.cpp
# source/games/duke/src/hudweapon_r.cpp
# source/games/duke/src/render.cpp
2021-04-15 19:34:03 +02:00
Christoph Oelckers
61a6321cd6
- Exhumed: Change map command to start the level directly without going through the scrolling map.
2021-04-15 18:55:54 +02:00
Mitchell Richters
a4895cb270
- All Games: Allow for HUD interpolation to be disabled.
...
* Requested by users, really don't know why...
* Interpolation values are guarded by the CVAR.
* For Blood, integer truncation is employed just like original game.
* For all games where more precise sine/cosine math has been utilised, no changes have been made.
2021-04-15 13:35:53 +10:00
Mitchell Richters
92d1d7fbde
- Fix potential overflow issue in binangle::tosigned()
and getincanglebam()
.
2021-04-15 08:25:08 +10:00
Christoph Oelckers
9a58299bee
Merge branch 'master' into newrenderer2
2021-04-14 22:37:59 +02:00
Christoph Oelckers
f83e678ea0
- use the smooth ratio from the game logic in the renderer instead of calling I_GetTimeFrac again.
...
Unlike the higher level code this does not check for game over conditions.
2021-04-14 21:17:32 +02:00
Christoph Oelckers
2b1072eb91
- fixed bad sector addressing in flat sprites drawer.
2021-04-14 19:17:40 +02:00
Christoph Oelckers
5c306c61d6
- better fix for shadow rendering.
2021-04-14 14:46:15 +02:00
Christoph Oelckers
bc007d75de
- make map art work.
2021-04-14 14:16:09 +02:00
Christoph Oelckers
f4ec9a1921
- 4 more .def commands ported
2021-04-13 18:14:46 +02:00