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
588fa5ffe2
- fixed: FileSystem.CreatePathlessCopy must set the copy to not have a full path.
...
Otherwise it may evade special lookup rules for music and not be found
2021-04-20 20:00:47 +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
0c5729b0f6
- SW: Ensure all sprite angles are backed up in the ticker.
...
* Fixes #326 .
2021-04-20 21:33:42 +10:00
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
2f696e1a95
Merge branch 'master' into newrenderer
2021-04-19 20:50:37 +10:00
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
Christoph Oelckers
c8e466c995
- delete the "New savegame" node before starting work on the savegame.
...
This caused an off-by-one issue in the displayed list.
2021-04-19 12:48:06 +02:00
Mitchell Richters
1daa346fdd
- Exhumed: Make SB_CENTERVIEW
work properly when cl_syncinput 1
is set.
2021-04-19 20:24:11 +10:00
Mitchell Richters
4eaf05d95e
- Duke: Fix bad vehicle speed clamp change from e79c6bacd3
.
...
- Fixes #325 .
- 🤦
2021-04-19 19:33:13 +10:00
Mitchell Richters
171d541112
Merge branch 'master' into newrenderer
2021-04-18 10:05:10 +10:00
Mitchell Richters
3961fcc28a
- Exhumed: When returning to center after going up/down stairs etc (slope tilting), don't use the backend's aim/look up/down return to center code as it's slower.
2021-04-18 10:04:17 +10:00
Christoph Oelckers
eb912604d2
- RFS compatibility with GDX: The outermost path component can be left out.
2021-04-17 23:59:10 +02:00
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
3906d5cfb0
- fixed: the fullscreen color blends did not set their command's screenFade member.
...
Since this remained 0, those blends lost their color.
2021-04-17 23:43:16 +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
d2c9b5979d
- gave key 7 a proper spawn record using the blue outline as image.
...
A proper definition here is needed to allow dropping this item.
The original code had a picnum of -1 here which caused crashes.
2021-04-17 12:05:37 +02:00
Christoph Oelckers
0cdb7a53ce
- more char removal - mostly weapon.cpp
2021-04-17 10:34:12 +02:00
Christoph Oelckers
9828b0228e
- made type of shade variables consistent.
...
Some were char, some signed char and the initializers needed type casts.
This wasn't serious but created a lot of casting noise.
2021-04-17 10:22:00 +02:00
Christoph Oelckers
ada28d8d04
- Blood: replaced 'unsigned char' with 'uint8_t' and 'signed char' with 'int8_t'.
...
Preparation for getting rid of all those excessively used plain chars which are a menace to code stability.
2021-04-17 10:14:03 +02:00
Christoph Oelckers
839547a9fc
- Blood: gave FXDATA meaningful member names
2021-04-17 10:12:40 +02:00
Christoph Oelckers
42b87362ee
- When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
...
This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
962e313eb2
- fixed screen job fadeout.
2021-04-17 00:16:18 +02:00
Christoph Oelckers
091a9b7fef
- fixed Exhumed laptop cutscene.
2021-04-17 00:01:28 +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
49e07a47c6
- now that everything is fixed, the map in Exhumed can be initiated from the console.
2021-04-16 22:40:21 +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
03d517c509
- removed debug assert.
2021-04-16 22:16:21 +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
a43259c40c
- Exhumed's map.
2021-04-16 20:10:46 +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
9dff494e6c
- handle all of RR's screens.
2021-04-16 17:38:05 +02:00
Christoph Oelckers
f4b089b776
- fixed bad sound checkin Duke's intermission.
2021-04-16 17:37:08 +02:00
Christoph Oelckers
7895d67b18
- ported the Duke intermission screen.
...
This also got its timing code thoroughly cleaned up.
2021-04-16 17:24:59 +02:00
Christoph Oelckers
a78af92959
- migrated the Duke end of episode animations.
2021-04-16 17:24:59 +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
Mitchell Richters
be4fbbf9ec
- Exhumed: Hide player panning code behind cl_slopetilting
.
...
* Fixes #303 . again.
2021-04-16 23:37:05 +10:00
Christoph Oelckers
6cb84dc554
- split out the movie player into its own file.
2021-04-15 23:55:29 +02:00
Christoph Oelckers
9c5f3f3673
- Exhumed: Skip the map when changing levels from the console.
...
The current screen job implementation does not coexist well with UI elements.
More like a hotfix, the screen job framework needs to be redone for properly handling input.
2021-04-15 23:04:14 +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
96d78ab9e6
- made DukeActor::s a pointer.
...
As a reference we would never be able to export this to scripting
2021-04-15 19:21:43 +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
e79c6bacd3
- Duke: Clamp RRRA vehicle input in processVehicleInput()
.
2021-04-15 18:59:07 +10:00
Mitchell Richters
2176435831
- Duke: Replace sprite z pos numeric values with correct enum values for each game.
2021-04-15 18:02:16 +10:00
Mitchell Richters
6cebd7fca2
Merge branch 'master' into newrenderer2
2021-04-15 18:01:26 +10:00
Mitchell Richters
aeb16e390c
- Duke: Add resurrected
flag to handle resurrection via cheating or when pissing in RR.
2021-04-15 18:00:58 +10:00
Mitchell Richters
d5b14a8de3
- Duke: Remove some direct array accesses in lieu of player_struct
pointer.
2021-04-15 16:34:24 +10:00
Mitchell Richters
242f958c41
- Duke: Clean up some duplicated code in hudweapon_*.cpp files.
2021-04-15 15:49:36 +10:00
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
f6c4c19b02
- added a filter to the directory loader to remove EDuke32's texture cache files.
...
These cause problems with the texture manager.
2021-04-14 22:12:15 +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
Christoph Oelckers
b5dbc3cf29
- allow specifying startup .con files via GAMEINFO.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
4fe3c50c7c
- used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with.
...
While in GZDoom this uses the IWAD name, the same approach is a lot more problematic here because of name duplications with far more incompatible content.
So this allows targeting a group of base games instead of one specific version.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
6ad3ac8ef9
- added GameID field to GrpInfo.
...
This is for allowing new features easier referencing of the various records.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
230312e7f3
- re-fixed Blood skill selection.
2021-04-13 18:08:55 +02:00
Mitchell Richters
7b57df3c8f
- Exhumed: Redo player panning code.
...
* Initial implementation from d32dcd5f8e
was not working properly and already had some workarounds for when the player was underwater, etc.
* Re-read implementation in GDX and rebased off of it.
* Fixes #303 .
2021-04-13 21:56:01 +10:00
Christoph Oelckers
eaebcfcd7d
- Exhumed: hotfix for moving on sloped floors
2021-04-13 00:31:50 +02:00
Christoph Oelckers
88fb2185fa
- Blood: default skill is 2, not 3.
2021-04-13 00:31:49 +02:00
Christoph Oelckers
92cdec077d
- fixed some bogus range checks in automap code.
2021-04-12 20:54:12 +02:00
Christoph Oelckers
798cf2f973
Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2
2021-04-12 20:25:56 +02:00
Christoph Oelckers
9598b626c9
Merge branch 'master' into newrenderer2
2021-04-12 20:03:50 +02:00
Christoph Oelckers
1e40e93da4
- fixed the vertical offsets of the World Tour skies.
...
They were rendered too low.
2021-04-12 19:47:16 +02:00
Christoph Oelckers
aed7e8166e
- fixed setup of startup title.
2021-04-12 19:39:42 +02:00
Christoph Oelckers
89be30b720
- handle fullbright sprite hackery using negative shade values.
2021-04-12 18:57:10 +02:00
Christoph Oelckers
efe76a6647
- Blood: fixed crash with badly defined drop objects.
...
Got -1 for picnum there, this was causing crashes.
2021-04-12 16:32:42 +02:00
Christoph Oelckers
bf019ac028
- Build must draw the sky for completely closed sectors as well.
2021-04-12 16:31:44 +02:00
Christoph Oelckers
3cc05e5532
- fixed handling of single-tile skies with palette translation.
2021-04-12 16:00:00 +02:00
Christoph Oelckers
26d737c279
- fixed double-add of xoffset for wall sprites.
2021-04-12 15:50:52 +02:00
Christoph Oelckers
10d0de8dbf
Merge branch 'master' into newrenderer2
2021-04-12 15:06:12 +02:00
Christoph Oelckers
a15ac43722
- enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
...
Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
f87e40131f
- Blood: add a dummy sound entry at index 0.
...
Parts of the sound system treat entry 0 as "no sound" so nothing placed there would play.
This made the one custom sound in "The Way of Ira" not play because as the last sound being defined it ended up in the first, invalid slot.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
d25838fe15
- Blood: fixed issue with INI detection when having content added by RFS files.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
135dd1f081
- added PlaySound CCNDs.
2021-04-12 00:31:23 +02:00
Christoph Oelckers
9b977ba96e
- fixed mixup of values 0 and -1 in sound code.
...
0 means 'default', -1 means 'silent'. This caused playback issues for useSoundGen. All other places were passing proper volume values along, this is the only one to read the volume from map data.
2021-04-11 22:42:24 +02:00
Christoph Oelckers
6142f9d795
- added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
...
Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers
fd6a71cac5
- fixed a random crash with an empty sprite I just experienced.
2021-04-11 21:14:09 +02:00
Christoph Oelckers
ef95754e87
- fixed bad texture checks.
2021-04-11 18:38:26 +02:00
Christoph Oelckers
aebcc13c4a
- migrated voxel parsing stuff.
2021-04-11 18:37:11 +02:00
Christoph Oelckers
c33eea2540
- migrating 'tint .def command.
2021-04-11 15:23:42 +02:00
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
0ee28fb45e
- also handle SW's voxels.
2021-04-11 13:38:23 +02:00
Christoph Oelckers
e5e23cd63c
- make sure voxels are being precached.
...
In Blood's case it also needs to check the game-side array to find everything.
2021-04-11 13:19:48 +02:00
Christoph Oelckers
32250f704f
- mograted Blood's precaching to the backend's implementation.
2021-04-11 12:42:59 +02:00
Christoph Oelckers
6342926871
- disabled the QAV preload calls in Blood.
...
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
2021-04-11 12:10:52 +02:00
Christoph Oelckers
d663d84596
- changed precaching setup for Exhumed.
...
This looks overly simplistic - I doubt it's enough to catch everything.
2021-04-11 10:54:10 +02:00
Christoph Oelckers
e4cf768fa8
- call StartPrecaching to keep Vulkan happy.
2021-04-11 10:50:04 +02:00
Mitchell Richters
e959226914
- Fix RRRA bike/boat angle adjustments following changes in f343bd8d5e
.
...
* Because we're wrapping a negative number around to be unsigned, we need to do that after we've done our bit-shift operations.
2021-04-11 18:34:07 +10:00
Christoph Oelckers
387c62d584
- rewrote SW's precaching code.
...
* made it palette aware
* use backend facilities to track precached data.
* fixes bug in animation precaching loops - they only precached the base index over and over again.
2021-04-11 10:20:52 +02:00
Christoph Oelckers
9fd3ab6b5e
- fixed texture precaching.
...
After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
f343bd8d5e
- Fix death camera issues stemming from f254eeb465
.
...
* Adjustment in `__addadjustment()` needs to be signed.
* Output of `bvectangbam()` needs to be signed before Duke/SW left-shift the value.
2021-04-11 17:52:29 +10:00
Mitchell Richters
534271c62a
- PlayerHorizon::interpolatedsum(): Cut over interpolation code to inline functions that was missed when doing e76f63e2c0
.
2021-04-11 17:50:32 +10:00
Mitchell Richters
656705bcd7
- binangle: Add signedrad()
and signeddeg()
methods for consistency with the unsigned methods.
...
* Left out from f254eeb465
.
2021-04-11 17:02:44 +10:00
Mitchell Richters
e76f63e2c0
- Consolidate all game interpolation code into inline functions.
2021-04-11 16:45:35 +10:00
Christoph Oelckers
b3bcedda6c
- moved backend independent HUD code out of glbackend.cpp.
2021-04-11 08:40:18 +02:00
Christoph Oelckers
0bdbf0f1cb
- fixed: alpha was never set for voxels.
...
Fixes #304
2021-04-11 08:26:36 +02:00
Mitchell Richters
f254eeb465
- binaryangle.h: Remove lookangle
class and replace use with binangle
.
...
* Added in fca846272e
to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.
2021-04-11 15:45:53 +10:00
Christoph Oelckers
184d9be6b1
- fixed palette setup for duplicate base palettes.
...
Due to some old code it could happen that these weren't fully set up and missed their translations.
Fixes #301 - Blood's invulnerability palette is identical to the base.
2021-04-10 21:42:53 +02:00
Christoph Oelckers
addfe4e904
- activate the progress bar on the startup screen.
2021-04-10 19:28:46 +02:00
Christoph Oelckers
db5fbe3bbb
- make the startup banner in the initial console window work.
2021-04-10 19:14:30 +02:00
Christoph Oelckers
a5ed7ba8a3
- two more simple .def commands.
2021-04-10 16:35:29 +02:00
Christoph Oelckers
6b684e74ba
- migrated 'texture' .def command.
2021-04-10 14:09:08 +02:00
Christoph Oelckers
057b8a7354
- cleanup of bvectan family of functions.
...
This can be greatly simplified to a single bvectangbam function using atan2 directly.
2021-04-10 12:54:29 +02:00
Christoph Oelckers
b4d89cbac3
- got rid of the remaining occurences of gethiq16angle and all related tables.
2021-04-10 12:10:28 +02:00
Christoph Oelckers
35221188db
- inlined Clipper::PointToAngle
2021-04-10 10:56:11 +02:00
Christoph Oelckers
2e191f2742
- consolidated the SetLightAndFog code fragments.
2021-04-10 10:34:20 +02:00
Mitchell Richters
8ebd1a9ebc
- binaryangle.h: Clean up HorizToPitch()
since we're on the new renderer.
2021-04-10 10:06:30 +10:00
Mitchell Richters
28fb752446
- Replace gethiq16angle()
with bvectangbam()
in renderer code. This addresses some observed clipping issues in the new renderer.
2021-04-10 09:23:02 +10:00
Christoph Oelckers
e0dc261dfd
- fixed edge case in wall sorter when the camera is exactly on a line that's being checked.
2021-04-10 00:05:29 +02:00
Christoph Oelckers
02dedaad46
- Blood: undid restriction for original QAV for Guns Akimbo shotgun fix.
2021-04-09 22:48:39 +02:00
Christoph Oelckers
345275db5d
- better handling for portal lines having sloped back sectors.
...
This is a very ugly special case that probably needs a bit more work to get right, for now this should be enough as this combination is rather rare.
2021-04-09 22:48:16 +02:00
Christoph Oelckers
19a4c12e6a
- Blood: undid restriction for original QAV for Guns Akimbo shotgun fix.
2021-04-09 22:11:16 +02:00
Christoph Oelckers
ff0a3df302
- fixed extended music lookup again.
...
# Conflicts:
# source/core/parsefuncs.h
2021-04-09 21:28:23 +02:00
Christoph Oelckers
2084c53538
- fixed extended music lookup again.
2021-04-09 21:21:53 +02:00
Christoph Oelckers
92697686cb
- migrated a few more .def commands.
2021-04-09 19:59:03 +02:00
Christoph Oelckers
333581a084
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
2820c50f3e
- Blood: let the RFS parser handle forward slashes when cutting out the base directory of a given file name.
2021-04-09 18:25:32 +02:00
alexey.lysiuk
57c7a85d9f
- fixed compilation with Clang
...
source/build/src/defs.cpp:3198:56: error: cannot pass non-trivial object of type 'FString' to variadic function; expected type from format string was 'char *' [-Wnon-pod-varargs]
2021-04-09 15:55:30 +03:00
Christoph Oelckers
fb02b38279
- better .def loading logic.
...
To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers
f20acca498
- always default the resource ID to -1, even for dummy entries.
...
Better be safe than sorry, this should never happen in Blood but we never know what people may load...
2021-04-08 22:03:25 +02:00
Christoph Oelckers
778a75c097
- fixed rffdefineid handler passing a bad file name to the backend.
2021-04-08 21:36:52 +02:00
Christoph Oelckers
9f08f9786a
- consolidated a bit of dead content in .def parser.
2021-04-08 20:03:50 +02:00
Christoph Oelckers
c9483353ff
- some more translucency checks.
2021-04-08 19:56:18 +02:00
Christoph Oelckers
1362a7ebc5
- added extended translucency support and did a bit of code consolidation.
2021-04-08 19:45:18 +02:00
Christoph Oelckers
794cab2d54
- removed some dead code.
2021-04-08 18:54:39 +02:00
Christoph Oelckers
a530dfbe35
Merge branch 'master' into newrenderer2
2021-04-08 18:52:54 +02:00
Christoph Oelckers
51c4c47183
- block manual advancing of intermission screens when already fading out.
...
This seems to cause some serious stability issues with how they handle the 2D drawer.
2021-04-08 18:01:42 +02:00
Christoph Oelckers
793d2d99ef
- re-fixed the music lookup.
2021-04-08 17:46:53 +02:00
Christoph Oelckers
a53ed46bae
- fixed item placement on SW minihud.
...
Fixes #295
2021-04-08 17:43:56 +02:00
Christoph Oelckers
fc1fbfe8b3
- fixed .def 'music' parsing.
...
This was incomplete and just ignored Duke's special music, and the levelnum generation used an outdated formula so that it never managed to assign any music to the maps.
2021-04-08 16:35:26 +02:00
Christoph Oelckers
e2f570a70a
- fixed: extended sound lookup must check the sound/ folder.
2021-04-08 16:05:32 +02:00
Christoph Oelckers
1439897b65
- fixed extended music lookup.
...
The logic was inverted for extended lookup which always resulted in failure to find the song.
2021-04-08 15:55:37 +02:00
Christoph Oelckers
cecd34efc7
- moved a bit more script parsing functionality into the backend and tried it out on the 'skybox' command.
2021-04-08 14:00:08 +02:00
Christoph Oelckers
4d29cd2df2
- I shouldn't have used WT's skies as reference - they got front and back faces swapped.
2021-04-08 13:54:58 +02:00
Christoph Oelckers
38ecfc8fa5
- added handling for cubemapped skyboxes.
2021-04-08 12:47:31 +02:00
Christoph Oelckers
b68512ef88
- on closer inspection, do not draw skies on intra-sky lines ever - the renderer already takes care of this elsewhere.
2021-04-08 10:10:15 +02:00
Christoph Oelckers
d348377bd8
- when drawing skies on walls where both sides are sky, use the backside's texture.
...
This fixes a sky anomaly in RR's E1L1.
2021-04-08 09:45:17 +02:00
Christoph Oelckers
e0ee3a6701
- fixed: Vulkan did not define NPOT_EMULATION for its fragment shader.
2021-04-08 09:29:08 +02:00
Christoph Oelckers
4cdc39c9b9
Merge branch 'master' into newrenderer2
2021-04-08 08:55:41 +02:00
Christoph Oelckers
a80c5db02b
- forgot to save the Exhumed part of the last commit
2021-04-07 21:37:01 +02:00
Christoph Oelckers
58fb938aa7
- block opening of the menu in the fade out phase of a screenjob and in Exhumed's map/intermission screens.
...
At these places there's some inteference that can bring the engine into an unstable state.
This is not a real fix, just a quick workaround. The actual problem requires closer examination why these are the only places where this happens.
2021-04-07 19:39:48 +02:00
Christoph Oelckers
68b7628f56
- RRRA: Sector effector type 156 is not supposed to scroll the floor texture.
2021-04-07 18:12:25 +02:00
Christoph Oelckers
7a03967ceb
- fixed clipping info not properly reset when rendering the scene in two passes.
...
We need to reset the gotsector array for that, but since we also need the accumulate result of both passes there's now two such arrays.
2021-04-07 16:52:17 +02:00
Christoph Oelckers
caa8efd3d5
- fixed renderer to avoid bunches of walls that wrap around behind the camera's back.
2021-04-07 16:09:25 +02:00
Christoph Oelckers
3a34043267
Merge branch 'master' into newrenderer2
2021-04-07 15:12:27 +02:00
Christoph Oelckers
4a6a999f89
- SW: fixed interpolation for sector object sprites.
...
When checking for an existing interpolation it needs to check the actual sprite, not just the interpolation type.
2021-04-07 15:08:26 +02:00
Christoph Oelckers
4bd44f9d62
- flat sprites use different visibility rules.
...
Hooray, Build engine, yet another totally nonsensical magic factor with absolutely no reason why...
2021-04-07 12:58:45 +02:00
Christoph Oelckers
6ad0089524
- fixed flat sprites using the sector bit names for checking for being flipped.
...
Thank you, autocompletion... :(
2021-04-07 12:39:12 +02:00
Christoph Oelckers
59f18f5fa7
- ensure that all HWSprites are oriented with z1 > z2.
...
This is required by the sorting code to work as intended.
2021-04-07 12:31:47 +02:00
Christoph Oelckers
f9f1d591b3
- must set up fog before textures.
...
Otherwise the PickTexture callback won't get all needed info.
2021-04-07 10:30:49 +02:00
Christoph Oelckers
3d846f341a
- fixed a major clipping issue with the new renderer.
...
* the bunch drawer can at most process an angular range of 180°. If this gets exceeded it can run into wraparound issues that may cause holes in the geometry.
* there was no clipping to the current field of view so it always checked the full 360°.
2021-04-07 00:02:36 +02:00
Christoph Oelckers
d823ae255e
- fixed view clipping for portal sectors.
...
All lines within the portal must neither be added to the clipper nor checked for obstruction by other parts of the map.
2021-04-06 19:25:40 +02:00
Christoph Oelckers
5c2335bbeb
- encapsulate setuptile(range) parsing in separate functions.
2021-04-06 16:22:24 +02:00
Christoph Oelckers
0b79649dc2
Merge branch 'master' into newrenderer2
2021-04-06 16:14:21 +02:00
Christoph Oelckers
d193e199f1
- reorganized hightile offset storage.
2021-04-06 15:55:33 +02:00
Christoph Oelckers
424c0ce3f4
- testing some script parser improvements.
2021-04-06 15:07:12 +02:00
Christoph Oelckers
cbe25d9d6b
- Blood: disable look left and look right in the classic key configuration.
2021-04-06 12:06:03 +02:00
Christoph Oelckers
fc314b6616
- allow loading Zips where all content is in a subdirectory.
...
The same logic as in GZDoom applies: The root must not have any other content and the subdirectory must contain identifiable game content.
Some handling was also added to strip out macOS resource fork folders because they can contain data that can confuse file detection.
2021-04-06 01:06:03 +02:00
Christoph Oelckers
bfcedc2177
- autodetect .inis when loading Blood mods.
...
This works as long as the loaded mods have one single .ini file in them - in that case it is assumed that it is supposed to replace blood.ini, which will allow dragging & dropping such archives without further user intervention.
2021-04-06 00:57:31 +02:00
Mitchell Richters
5984fda8a1
- PlayerAngle: Repair issues with addadjustment()
method following changes in 4ffe004483
that were affecting negative input.
2021-04-06 06:01:54 +10:00
Christoph Oelckers
16ad5f0cc8
- fixed sky rendering in palette emulation mode.
...
The sky dome drawer cannot work with indexed textures, but since they are fullbright anyway we can just temporarily disable it.
2021-04-05 21:53:19 +02:00
Christoph Oelckers
30c7dbd579
Merge branch 'master' into newrenderer2
2021-04-05 21:25:41 +02:00
Christoph Oelckers
8ea13f7c65
- implemented support for paletted textures to Vulkan backend.
2021-04-05 21:24:29 +02:00
Christoph Oelckers
e098e0ca2e
- added VR mode init code as this is actually functional with the new renderer.
...
Also moved a few things out of gl_texture.cpp as this file is scheduled to go away with Polymost.
2021-04-05 20:12:11 +02:00
Christoph Oelckers
7c4e9ea87e
- moved palette manager for indexed textures out of glbackend
2021-04-05 20:00:21 +02:00
Christoph Oelckers
9a46fa7ef0
Merge branch 'master' into newrenderer2
2021-04-05 19:20:56 +02:00
Christoph Oelckers
41072eb020
- fixed uninitialized scale variable in sky code.
2021-04-05 19:20:41 +02:00
Christoph Oelckers
869433ee2e
- fixed invalidation of programmatic textures.
...
This is only relevant for Vulkan because it stores the descriptor sets with the material, not the hardware texture.
2021-04-05 19:18:57 +02:00
Christoph Oelckers
c0f1949fb9
- fixed some swapped parameters in status bar code.
2021-04-05 19:07:59 +02:00
Christoph Oelckers
5030ca50ff
Merge branch 'master' into newrenderer2
2021-04-05 18:05:53 +02:00
Christoph Oelckers
ec460df2c0
- always ensure that the global index buffer is not empty.
...
This needs to be valid for Vulkan, even if it isn't used.
2021-04-05 18:05:44 +02:00
Christoph Oelckers
f6b46e9f63
- added a few missing init calls.
2021-04-05 18:05:44 +02:00
Christoph Oelckers
7a9e58c31e
- removed redundant cstat.h file.
...
Constants are already defined in buildtypes.h
2021-04-05 18:05:43 +02:00
Christoph Oelckers
e30dc82676
- Cleanup of the voxel code.
...
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Christoph Oelckers
0017b5d9c5
- pad out the StreamData buffer to 16 bytes and avoid any form of conditional compilation here.
...
Vulkan does not manage to get the shader properly compiled without this.
2021-04-05 18:00:02 +02:00
Christoph Oelckers
f2dd4ceaab
- always ensure that the global index buffer is not empty.
...
This needs to be valid for Vulkan, even if it isn't used.
2021-04-05 18:00:02 +02:00
Christoph Oelckers
96fb96617f
- backend update from GZDoom.
2021-04-05 17:59:54 +02:00
Mitchell Richters
ba90f444dd
- PlayerAngle: Repair issues with addadjustment()
method following changes in 4ffe004483
that were affecting negative input.
2021-04-05 21:41:11 +10:00
Christoph Oelckers
87efc84c84
- enable palette emulation for the new renderer.
2021-04-05 13:05:31 +02:00
Mitchell Richters
be8df3488d
- build.h: Remove function prototypes for now static functions within engine.cpp
.
2021-04-05 20:28:57 +10:00
Christoph Oelckers
090b52f783
- fixed animatesprites call in Duke.
...
This passed z instead of angle.
2021-04-05 12:25:09 +02:00
Christoph Oelckers
de2df926e1
- fixed render timing.
2021-04-05 11:54:28 +02:00
Mitchell Richters
172e3996bb
- HWSprite::Process()
: Added x-off-by-one-fix for sprites similar to yspans from b7bad558da
.
2021-04-05 19:37:00 +10:00
Christoph Oelckers
ba2defeb14
Merge branch 'master' into newrenderer2
2021-04-05 10:34:34 +02:00
Christoph Oelckers
ba41bb4c61
- fixed the viewport setup.
...
There were two problems here - the math for calculating the rect was wrong and the initial aspect ratio was also not correct.
2021-04-05 10:34:03 +02:00
Christoph Oelckers
008391a2ad
- license correction for ct_chat.cpp
...
This was supposed to get the same treatment as d_net.cpp, i.e get the old license restored and be released under a duplicate GPL/Doom Source license but it was somehow missed when it got added. Also removed all leftover Doom specific parts.
2021-04-05 08:59:06 +02:00
Christoph Oelckers
658712d893
- removed duplicate d_gui.h file.
2021-04-05 08:56:44 +02:00
Christoph Oelckers
eb2e77fb75
- Apply fix from EDuke32 commit 7225643e.
...
Fix undefined behavior/potential OOB access in ST_21_FLOOR_DOOR. g_AnimateGoal does not take a sector number, it takes an animation index, and caps at 1024, not 4096.
2021-04-05 00:14:15 +02:00
Christoph Oelckers
8e31c34b06
- fixed tileImportFromTexture.
...
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:02:04 +02:00
Christoph Oelckers
8055ff1d86
- fixed tileImportFromTexture.
...
* the parser read numbers with leading zeros as octal, which is not wanted here
* texture lookup by file name must be forced for root directory entries.
2021-04-04 21:00:41 +02:00
Christoph Oelckers
6315a8b039
- removed now obsolete #define.
2021-04-04 20:41:44 +02:00
Christoph Oelckers
c303884274
- better handling for Duke's scrolling cloudy skies.
...
* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
39c457bbf2
- removed a few unused CVARs carried over from GZDoom.
2021-04-04 19:35:12 +02:00
Christoph Oelckers
ea91b5ba5d
- added a map patch for SW:WT's 'skyline' map.
...
This contains a badly tagged sky sector that makes the new renderer glitch out.
2021-04-04 18:57:03 +02:00
Christoph Oelckers
1201cc71ef
- fixed voxel rendering.
...
No, that 'while' was even pointless in Polymost, much more here where it runs within another loop.
2021-04-04 13:45:43 +02:00
Christoph Oelckers
d76c2ccc34
- voxel rotation.
2021-04-04 13:24:33 +02:00
Christoph Oelckers
55ad51ee1f
Merge branch 'master' into newrenderer2
2021-04-04 13:23:51 +02:00
Christoph Oelckers
9828cd7129
- this better have a null check...
2021-04-04 13:02:26 +02:00
Christoph Oelckers
6ebbf1288d
- Duke/RR: Don't delete master switch sprites.
...
The sound system may play sounds on them after their deletion - this resulted in undefined behavior. To ensure properly defined behavior the sprite needs to be retained at least as long as the sound controller may still need it - which cannot be reliably determined so it has to be kept around forever. This would be easier if the sound controller code had proper start and stop events instead of inferring what to do from secondary information.
Fixes #288 .
2021-04-04 13:01:32 +02:00
Christoph Oelckers
97a0cb2a10
- handle voxel rotation in the backend to enable it for all games.
...
This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
a298a3d3df
- disabled 'isRunning' in Blood entirely.
...
After discovering yet another misbehaving place in the game I think it can be safely concluded that this is better left off unconditionally.
The only remaining place where this still gets checked is in nnexts, but I wouldn't expect this to work either.
Fixes #292
2021-04-04 09:35:05 +02:00
Christoph Oelckers
ebac57fb4f
- fixed music in Blood's menu
...
This is only supposed to play for the fade-in of the background but needs to stop when the menu appears.
Fixes #291
2021-04-04 09:25:41 +02:00
Christoph Oelckers
d71ebace97
- fixed fog density of the new renderer.
...
The actual value needs to be a lot lower than for Polymost due to the different projection.
2021-04-03 22:51:31 +02:00
Christoph Oelckers
952bccbf5f
- added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back.
2021-04-03 21:49:28 +02:00
Christoph Oelckers
d7a13fc9f2
- same for the new renderer.
2021-04-03 21:40:32 +02:00
Christoph Oelckers
9c95c902c7
- added a check for game-side-defined voxels when discarding one-sided wall sprites viewed from the back.
2021-04-03 21:40:16 +02:00
Christoph Oelckers
ab36b86a59
- sky tweaking
...
* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +02:00
Christoph Oelckers
82bcd90755
- fixed some remaining triangulation issues.
2021-04-03 15:10:06 +02:00
Christoph Oelckers
f7dd0ec4a2
- use ZDoom's node builder for triangulating sectors that fail the simple approach.
...
As it turned out, the triangulator only works fine for regular polygons, but creates incomplete meshes for sectors with multiple sections or some degenerate areas, which are quite common with swinging doors.
The node builder is more costly and creates wall splits, of course, but it does not create broken output for degenerate sectors so it's a good fallback.
2021-04-03 12:44:30 +02:00
Christoph Oelckers
3ff3c6f50e
- fixed: stale, but still active interpolations for wall positions should not trigger sector retriangulation.
2021-04-03 10:26:02 +02:00
Christoph Oelckers
dc234ea72d
- implemented RR's geometry effect.
...
The grossest of all gross render hack that were ever done with Build...
2021-04-02 22:52:46 +02:00
Christoph Oelckers
54eee347a6
- do y-flipping of wall textures correctly.
...
1.f - h is not correct for NPOT texures due to hpw they tile.
2021-04-02 22:50:53 +02:00
Christoph Oelckers
7446d0441b
- use LGPLv2 for all Raze specific render code.
2021-04-02 18:22:54 +02:00
Christoph Oelckers
638f19172a
- voxel rendering.
...
The stock voxels of Blood and SW seem to work so far, but not all edge cases have been tested.
2021-04-02 18:20:07 +02:00
Mitchell Richters
e3c2757f1c
- sethorizon(): Ensure SB_CENTERVIEW
bit is always cleared if horizon target is set.
2021-04-02 23:23:24 +11:00
Mitchell Richters
9c01bde44e
- gameinput.cpp: Block player input within sethorizon()
and applylook()
if target for each has been set by the ticker.
...
* Stops players having the ability to provide input and fight the system trying to set an input.
2021-04-02 22:47:19 +11:00
Mitchell Richters
4ffe004483
- Further work within PlayerAngle
and PlayerHorizon
structs following 39fe9efaff
and bf2d8078a4
.
...
* Reduce code repetition.
* Clamp incoming horizon when using `settarget()` methods.
* Eliminate double calculation that was occurring in `processhelpers()`.
2021-04-02 22:47:17 +11:00
Christoph Oelckers
c8a75a8664
- give each DrawInfo its own list of tsprites.
...
Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00
Christoph Oelckers
6afbb82e66
- fixed one-sided wall sprite checks.
2021-04-02 09:04:13 +02:00
Christoph Oelckers
80e5cd0dc5
- fixed some automap issues:
...
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Christoph Oelckers
85020b374a
- use texture clamping on non-tiled walls.
2021-04-01 19:21:24 +02:00
Christoph Oelckers
e1df17964e
- fixed handling of SW's shadows.
...
An out of range shade will only work without fog.
2021-04-01 19:10:43 +02:00
Mitchell Richters
88695ef554
Merge branch 'master' into newrenderer2
2021-04-01 16:49:07 +11:00
Mitchell Richters
c076310e34
- InputState::ClearAllInput()
: Only clear crouch_toggle
bool if outside of a level, and resend SB_CROUCH
sync bit if inside a level and crouch_toggle
is true.
...
* Fixes #287 .
2021-04-01 13:46:16 +11:00
Mitchell Richters
4321efa21c
- Re-arrange swaddons[]
const char array so that /gameroot
is picked up first following changes in f4b27bbd27
.
...
* Since f4b27bbd27
, `D:/Program Files (x86)/Steam/steamapps/common/Shadow Warrior Classic/gameroot/addons/Sw.grp` was being picked up instead of `D:/Program Files (x86)/Steam/steamapps/common/Shadow Warrior Classic/gameroot/SW.GRP`.
* Fixes #289 .
2021-04-01 12:25:57 +11:00
Mitchell Richters
029f8807df
- Make 360. / 2048.
a constant expression and replace all uses throughout code.
2021-04-01 10:42:22 +11:00
Mitchell Richters
aa35b6a479
- binaryangle.h: Fix constexpr issue on GCC builds following bf2d8078a4
.
2021-04-01 08:32:07 +11:00
Christoph Oelckers
3c4429f2a8
- fixed sector mesh generator to allow sectors with non-continuous wall loops.
...
Blood has a few such sectors.
2021-03-31 21:26:57 +02:00
Christoph Oelckers
4cc0afe587
- fixed texture coordinate generation for sloped planes.
...
Since these depend on the slope, the sector's ceiling and floorz need to be the same as for the mesh when creating them.
2021-03-31 20:20:19 +02:00
Mitchell Richters
c630ad9110
Revert "- subjective fix to Duke 3D's RPG harsh recoil."
...
This reverts commit 839a7bcbe4
.
Revert "- Duke: Restore RPG harsh recoil behind a CVAR."
This reverts commit 88a49b0d22
.
# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
2021-03-31 20:35:18 +11:00
Mitchell Richters
760c918e75
- Duke: Remove unnecessary int casts from gameexec.cpp
.
...
* Incoming vars are already int and called functions only accept an int so really just no need at all.
2021-03-31 20:07:36 +11:00
Mitchell Richters
16886895b0
- Duke: DoPlayer()
: Ensure SB_CENTERVIEW
bit is cleared when setting a horiz target from CON.
...
* Repairs horizon issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365 .
2021-03-31 19:48:38 +11:00
Mitchell Richters
bf2d8078a4
- PlayerHorizon: Replicate changes to settarget()
and processhelpers()
methods from 39fe9efaff
.
2021-03-31 19:44:50 +11:00
Mitchell Richters
39fe9efaff
- PlayerAngle: Adjust how settarget()
methods store angle for unsynchronised angle adjustments and adjust processhelpers()
method accordingly.
...
* Repairs angle issues raised in https://forum.zdoom.org/viewtopic.php?f=340&p=1185365 .
2021-03-31 19:43:41 +11:00
Christoph Oelckers
7bea8ad6ba
- fixed texture overlays for SW's sector portals.
2021-03-30 23:27:11 +02:00
Christoph Oelckers
a84060fda7
- SW: mark sector as dirty in wallmove.
2021-03-30 21:51:37 +02:00
Christoph Oelckers
15fb89d08f
- workaround for SO interpolation potentially writing bad values to wall positions.
...
That messed up interpolation code really needs to be thrown away and replaced later, for now this has to suffice.
2021-03-30 21:30:12 +02:00
Christoph Oelckers
f6984314b7
- SW: let sector objects properly invalidate the sector they are in.
2021-03-30 21:28:27 +02:00
Christoph Oelckers
a4174352c7
- keep separate sector compare data for floor and ceiling.
...
Otherwise there can be problems if floor and ceiling change at the same time.
2021-03-30 20:43:52 +02:00
Christoph Oelckers
9cccd6f89b
- store plane meshes without height information.
...
This avoids retriangulation when just the plane's z changes.
2021-03-30 20:30:35 +02:00
Christoph Oelckers
6239734bdc
- always create geometry for flat sprites in the collection pass.
...
This still depends on Build's tsprite array which is global so its contents are too volatile for delayed geometry generation.
This needs to be refactored later but it can only be done when Polymost is gone.
2021-03-30 19:58:42 +02:00
Christoph Oelckers
4647a0b2bc
- fixed cases of small textures being used for the sky.
...
Case in Point: DukeDC uses a 64x64 texture with palette remap for the sky.
2021-03-29 23:25:43 +02:00
Christoph Oelckers
6fcb6fa1d5
- sky positioning tweaks.
...
It does not use the panning info of the wall and needs a texture height relative adjustment.
2021-03-29 22:34:46 +02:00
Christoph Oelckers
92bb9c5319
- fixed display of player in mirrors.
2021-03-29 21:48:23 +02:00
Christoph Oelckers
d2a1f9ea88
- fixed issue with constantly regenerating sector ceiling triangle meshes.
2021-03-29 20:29:09 +02:00
Christoph Oelckers
ab9c7de147
- use texture clamping for all sprites.
2021-03-29 20:18:49 +02:00
Christoph Oelckers
2d0360fa55
- apply depth bias to translucent geometry.
...
This is necessary to handle wall and floor sprites placed on actual walls and floors work as intended.
2021-03-29 19:45:04 +02:00
Christoph Oelckers
b93502f0d0
- fixed bad assignments for vertex compare data in sector triangulator.
2021-03-29 10:15:06 +02:00
Christoph Oelckers
e0fe8d2ed9
- fixed interpolation issues with sector objects in SW.
...
SO's vertex interpolation does not use the common framework so it got missed by the sector retriangulation checks.
We need to check two wall positions as well to make sure that sector movement is properly detected.
2021-03-29 09:25:26 +02:00
Christoph Oelckers
389d61d086
- fixed texture selection for one-sided walls with the one-way flag set.
2021-03-29 09:11:38 +02:00
Christoph Oelckers
18cf208b7d
- fixed SW shadows in new renderer.
...
shade clamping and full sprite sort was missing,
2021-03-28 22:29:13 +02:00
Christoph Oelckers
0ae93318e3
- flip camera textures to have the correct orientation.
2021-03-28 21:00:24 +02:00
Christoph Oelckers
e8edb32e0d
- fixed camera texture setup.
...
They still are upside-down but aside from that work as expected.
2021-03-28 19:22:51 +02:00
Christoph Oelckers
d9ff2fd1e2
- used display size for all texture positioning.
2021-03-28 18:22:30 +02:00
Christoph Oelckers
81a690970b
- SW: hide the player sprite before calling the renderer.
2021-03-28 15:28:08 +02:00
Christoph Oelckers
d3e0a9590c
- renderDrawMasks may only be called for Polymost.
2021-03-28 15:14:32 +02:00
Mitchell Richters
6f65eb2270
- Duke: Amend 7e8ef99ec9
to adjust view height where it was originally adjusted.
...
* Doing this in `renderView()` unconditionally isn't correct as it can lead to a double adjustment if `p->spritebridge == 0 && p->newOwner == nullptr`.
2021-03-28 23:21:07 +11:00
Christoph Oelckers
7e8ef99ec9
- fixed view height in Duke.
2021-03-28 13:38:27 +02:00
Christoph Oelckers
83760d4974
- fixed a few wall sprite rendering issues.
...
* masked walls were inserted into the sprite render list, causing sorting issues and depth fighting (see Duke's cameras and the 'closed' sign in Route66/Carnival.map)
* vertical and horizontal wall sprites needed their sorting functions swapped.
* plane clipping for wall sprites used bad coordinates.
2021-03-28 13:09:26 +02:00
Christoph Oelckers
b7bad558da
- added y-off-by-one-fix for y-centered sprites.
2021-03-28 12:05:29 +02:00
Mitchell Richters
ffb956749d
- HWSprite::Process()
: Fix yoff
adjustment when spr->cstat & CSTAT_SPRITE_YCENTER
.
2021-03-28 20:46:50 +11:00
Christoph Oelckers
9f48b36627
- redid sprite projection math.
2021-03-28 10:49:34 +02:00
Christoph Oelckers
fa44d75e98
- draw regular sprites.
...
Mostly functional, but the projected size is off.
2021-03-27 23:12:41 +01:00
Christoph Oelckers
7c991d59ac
- fixed bad return in sprite processing code.
2021-03-27 15:52:20 +01:00
Christoph Oelckers
0da33096c6
- fixed some wall sprite flickering issues.
2021-03-27 15:24:09 +01:00
Christoph Oelckers
e7d73fd8e7
- fixed clipping code.
...
This seems to require the old code as-is - the latest refactoring broke some stuff again and had to be reverted.
2021-03-27 15:04:16 +01:00
Christoph Oelckers
d1c23d1ad0
- fixed wall sprite rendering.
2021-03-27 14:18:33 +01:00
Christoph Oelckers
efe0d57fca
- removed all the decal stubs.
...
Build has wall sprite for decals so this is redundant and ultimately not usable.
2021-03-27 13:26:11 +01:00
Christoph Oelckers
d0f38d7362
- wall sprite WIP.
2021-03-27 13:22:34 +01:00
Christoph Oelckers
1dfb2672a8
- flat sprite rendering!
2021-03-26 20:28:44 +01:00