Commit graph

20090 commits

Author SHA1 Message Date
Simon
74c7a65842 Several Fixes
- Fix issue with crosshair  not showing in readneck rampage
- Fix issue with off-hand direction stopping movement
- Fix RR worldscale
2023-02-18 17:08:36 +00:00
Simon
8ad59c7e43 Fixed couple of 6DoF issues...
- Duke: Fixed issue where for some sectors the weapon wouldn't appear to fire any projectiles
- Blood: Fixed 6DoF Pitch being based on headset angle
- Blood: Fixed 6DoF Z position being based on headset
- All games use 6DoF Z position as an offset from view position
2023-02-17 22:55:39 +00:00
Simon
c9dc3c628f Merge remote-tracking branch 'upstream/master' 2023-02-16 22:10:57 +00:00
Simon
7c37bad4ac Squashed commit of the following:
commit 57ebeb79e2
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Feb 16 22:07:38 2023 +0000

    Fixed issue with FrameSetup being called in the wrong place

    this seemed to limit the correctly submitted frames to 60 fps!

commit 16299b3f8a
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Feb 14 20:51:03 2023 +0000

    Get floor height offset correct for each game

commit fa74cf0559
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Feb 14 20:37:29 2023 +0000

    Clean exit on Pico & Quest

    and gold tier patron credit screen

commit deb2c35988
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Feb 13 22:22:29 2023 +0000

    Number of small changed

    - Hide crosshair if it isn't needed
    - Don't draw black bar when drawing FPS counter
    - added roll in to the weapon sprite
    - If drawing full screen mode always use orthographic projection

commit f1a165add7
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Feb 13 21:44:42 2023 +0000

    FInal changes to get MV rendering correctly

commit 936f079db8
Merge: 06a99dbaf f8c1f49e6
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Feb 13 11:29:23 2023 +0000

    Merge branch 'multiview' into direct-eye-buffers

commit 06a99dbafb
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Feb 13 11:26:44 2023 +0000

    Implementation using no additional frame buffers

commit f8c1f49e6f
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Feb 12 11:19:27 2023 +0000

    Failed attempt at multiview
2023-02-16 22:09:25 +00:00
Christoph Oelckers
6729c342af - undid bad code from a broken GZDoom PR. 2023-02-11 19:49:49 +01:00
Christoph Oelckers
09c8430e4e - removed bad include. 2023-02-11 12:36:31 +01:00
Christoph Oelckers
8c99d7b034 - Backend update from GZDoom
* scriptable CVARs.
* GLES update
* various ZScript improvements.
2023-02-11 12:06:58 +01:00
Christoph Oelckers
565f1ed416 - completed SW's SmallFont. 2023-02-11 10:58:27 +01:00
Christoph Oelckers
fd04cda324 - added a font option to have lower case for Latin only.
This is meant for SW's SmallFont to avoid creating lowercase Greek or Cyrillic letters. The font is too small to render them adequately.
2023-02-11 10:43:59 +01:00
Christoph Oelckers
29de90beb6 - Duke: disable the 1.5 BigFont for languages using the Cyrillic or Greek alphabet
This font is incomplete, unlike the 1.3 variant, so for these languages use the font that can render them.
2023-02-11 10:43:09 +01:00
Christoph Oelckers
6f1c3433ba - completed RR's BigFont. 2023-02-11 10:31:27 +01:00
Christoph Oelckers
c532a63bd4 - completed Nam/WW2GI's BigFont 2023-02-11 10:24:21 +01:00
Christoph Oelckers
7bfae00c7b - completed Nam/WW2GI's BigFont 2023-02-11 10:18:24 +01:00
Christoph Oelckers
8cd4f7f6cf - completed Duke's SmallFont. 2023-02-11 10:05:34 +01:00
Christoph Oelckers
3de194cb6c - completed Latin parts of Duke's 1.5 BigFont. 2023-02-11 09:59:38 +01:00
Christoph Oelckers
35e1e98162 - completed Duke's 1.3 BigFont 2023-02-11 09:55:59 +01:00
Simon
578f7cfbcd Fix issue where crosshair would disappear or get stuck
Was the fact that the controller was actually in a different sector to the player actor.
2023-02-10 22:42:19 +00:00
Rachael Alexanderson
3c4ab95664 - reflect https://github.com/ZDoom/gzdoom/pull/1983 2023-02-09 18:30:55 -05:00
Simon
9eb86eaa40 Added 6DoF weapons to all the other game modes 2023-02-09 23:04:41 +00:00
Christoph Oelckers
6c77d1c39e - Duke: fixed setup of purely scripted enemies,
Some band-aid is still needed for the time being.
2023-02-09 17:34:59 +01:00
Simon
35c101b671 slight improvement to location of weapon sprite relative to controller 2023-02-08 23:03:13 +00:00
Simon
82b83af956 True 6DoF weapons and aiming crosshair (Duke Only) 2023-02-08 22:48:47 +00:00
Simon
00d07de8a7 Update menu in pk3
remove warning about positional tracking issues (thanks to Mitch fixing it in Raze upstream)
Ensure SW pitch is set correctly
2023-02-06 21:43:31 +00:00
Simon
0778e73f9f Merge remote-tracking branch 'upstream/master' 2023-02-06 19:36:00 +00:00
Mitchell Richters
17392fe400 - Change viewport aspect calculation from 6aa94a9b8e to be a reciprocal multiplication. 2023-02-06 19:58:08 +11:00
Mitchell Richters
f8035bb4ba - Re-calculate the sector for each eye if it has a shift factor applied. 2023-02-06 19:55:46 +11:00
Christoph Oelckers
ede52f2dde - Duke: make the geisha statues shootable again.
This got lost in the awful spaghetti code somehow.
2023-02-05 13:37:04 +01:00
Simon
df2d0b2f0b Merge remote-tracking branch 'upstream/master' 2023-02-04 22:59:30 +00:00
Mitchell Richters
2020860ffe - For I_GetInputFrac(), just have the caller check if input is synchronised. 2023-02-05 08:40:25 +11:00
Mitchell Richters
9961a66a1f - Remove inputScale global and make static in mainloop.cpp. 2023-02-05 08:37:37 +11:00
Mitchell Richters
1938efabe6 - Fix bad return in scaletozero() from 924b601199. 2023-02-05 08:27:44 +11:00
Simon
4012183cf1 Merge remote-tracking branch 'upstream/master' 2023-02-04 14:33:56 +00:00
Simon
b8db1bd577 Single APK scheme for all devices 2023-02-04 14:31:35 +00:00
Christoph Oelckers
0d6ffa5863 - completed Blood's SmallFont. 2023-02-04 13:23:43 +01:00
Christoph Oelckers
ef1e3d492c - completed Blood's BigFont. 2023-02-04 12:23:59 +01:00
Mitchell Richters
924b601199 - Change scaletozero() to return true when back at 0 to save callers having to test angle's signum again. 2023-02-04 19:01:01 +11:00
Mitchell Richters
cbcc4f7729 - SW: Repair pitch setup for all weapons not accounting for the player's view pitch offset.
* Long-standing omission from back in 0e3604ac9e.
2023-02-04 17:18:47 +11:00
Simon
e28088380f Fix crash in Shadow Warrior when player dies 2023-02-04 17:05:20 +11:00
Mitchell Richters
5fd4fbfde5 - Remove some leftover debug code. 2023-02-04 17:05:20 +11:00
Hugo Locurcio
4cb311a4c1 Increase slider precision for mouse sensitivity settings
On mice with high DPI settings, low values such as 0.1-0.3 typically
need to be used to get a comfortable effective mouse sensitivity.
2023-02-04 17:05:20 +11:00
Mitchell Richters
ca4b9c5044 - Slight tidy-up in vectors.h. 2023-02-04 17:05:20 +11:00
Mitchell Richters
30de9c1922 - Factor in view pitch when clamping player's actor pitch. 2023-02-04 17:05:19 +11:00
Mitchell Richters
991ef5c27f - Minor input tidy-up. 2023-02-04 17:05:18 +11:00
Simon
862c8d2c4c Dynamically select world scale based on game 2023-01-31 22:13:11 +00:00
Simon
159c316ebb Merge remote-tracking branch 'upstream/master' 2023-01-29 19:18:17 +00:00
Simon
ed6eecaf0b Fix crash in Shadow Warrior when player dies 2023-01-29 19:18:01 +00:00
Christoph Oelckers
8052bc7e46 - fixed bad vector addition to incorrect variable. 2023-01-29 09:05:35 +01:00
Christoph Oelckers
4328016963 - move the remaining parts of spawninitdefault to DukeActor::Initialize.
This ensures proper execution of all code - spawninitdefault was designed to be the fallback for actors without a special case in spawninit.
2023-01-28 16:33:35 +01:00
Christoph Oelckers
38b278b12d - fixed enemy setup.
All enemies now run a native init function to reduce script-induced problems.

this required adding a NOGRAVITY flag so that the recon can use the same code as well which was the only enemy relying on custom code.
2023-01-28 16:33:15 +01:00
Christoph Oelckers
0db441accb - scriptified the native parts of the powder keg.
This was the last remaining actor with its own native ticking part.
2023-01-28 16:31:46 +01:00