Richard C. Gobeille
3c6adcd10b
RR: fix player still being able to look around while frozen
...
Replicates changes to Duke3D code from f408c5a8d4763ef905c81d870ab53d74fa5be015.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
815df3ed38
Duke3d: fix player still being able to look around while frozen
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
e641c82cdc
RR: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
...
Replicates changes to Duke3D code from 5e4fd35738
.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
47c16e4872
RR: fix issue with player movement not being locked when crushing shrunken enemies
...
Replicates changes to Duke3D code from f5aa302475
.
2020-06-17 17:10:11 +02:00
Richard C. Gobeille
0822195ba2
RR: fix jittery view on moving sectors
...
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Replicates changes to Duke3D code from c30b21dcdc7dfbcd400abe0fad204f1c0bacdba1.
2020-06-17 17:10:11 +02:00
Mitchell Richters
db5a4b49eb
- Duke3D: Fix issues caused from cherry pick from upstream.
...
This change from a5c9a702e9
needs to be dropped due to how we're handling one_eighty_count as per 2129d3b4e7
.
2020-06-17 17:10:11 +02:00
Christoph Oelckers
b9a567463c
- fixed compile error.
2020-06-17 12:26:06 +02:00
Richard C. Gobeille
9a2c2d5a98
exhumed: fix overflow in feebtag()
2020-06-17 12:26:06 +02:00
nukeykt
22e0c4d9ae
Rednukem: fix longstanding bug with unfrozen GREENSLIME
...
Backported from eduke32
2020-06-17 12:26:06 +02:00
sirlemonhead
d2806393bb
PCExhumed: Add code to draw serpent cam status text on screen
...
# Conflicts:
# source/exhumed/src/sound.cpp
# source/exhumed/src/status.h
2020-06-17 12:26:06 +02:00
sirlemonhead
9df13d0dfe
PCExhumed: Don't restore mid level save point if re-entering a just completed level
2020-06-17 12:26:05 +02:00
sirlemonhead
2e514e539e
PCExhumed: Fix cheat messages
2020-06-17 12:26:05 +02:00
Dino Bollinger
54ce1b5c06
Fix minor memory leak in Net_Connect()
...
# Conflicts:
# source/duke3d/src/network.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4128fd62c7
engine: set g_loadedMapVersion in engineLoadBoardV5V6()
...
# Conflicts:
# source/build/src/engine.cpp
2020-06-17 12:26:05 +02:00
Richard C. Gobeille
4e9144dd20
Duke3d: fix GREENSLIME issue introduced by 6335a9a2e515329a159b03ba0c8a32136dc6ac42
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
54d9a1a711
Duke3d: add some labels for the different GREENSLIME states
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
5574f0bd74
Duke3d: add player .somethingonplayer check to GREENSLIME, and reset the player's .somethingonplayer to -1 if the player is dead
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
39b1c3cee9
Duke3d: fix longstanding bug with unfrozen GREENSLIME
...
This fixes some undefined behavior that occurred as a result of reading far past the bounds of slimeFrames[].
2020-06-17 12:26:04 +02:00
Richard C. Gobeille
575541e32c
engine: update libdivide
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
1cab7b9765
engine: add divideu64()/divideu64_noinline()
2020-06-17 12:26:03 +02:00
Dino Bollinger
d3b6991846
Duke3D: This should fix players being able to superjump out of water
2020-06-17 12:26:03 +02:00
Dino Bollinger
9c2c1cc765
Fix 3D model animation depending on the number of sprites present on the map.
...
Fixes terminx/eduke32#64 .
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
28911435d9
Duke3d: fix regression with the Devastator's ability to damage sprites in sectors other than the sector the rocket hit
...
Fixes terminx/eduke32#62 .
2020-06-17 12:26:03 +02:00
Richard C. Gobeille
a5c9a702e9
Duke3d: fix jittery view on moving sectors
...
This also fixes the interpolation for gamefunc_TurnAround and stomping on enemies. Fixes terminx/eduke32#60 .
# Conflicts:
# source/duke3d/src/actors.cpp
# source/duke3d/src/game.cpp
# source/duke3d/src/premap.cpp
2020-06-17 12:26:02 +02:00
Richard C. Gobeille
f5aa302475
Duke3d: fix issue with player movement not being locked when crushing shrunken enemies
...
Fixes terminx/eduke32#59 .
2020-06-17 12:26:02 +02:00
Richard C. Gobeille
5e4fd35738
Duke3d: fix issue where the player was unable to look or move under some circumstances after being "killed" with god mode enabled
...
Fixes #56 .
2020-06-17 12:26:02 +02:00
Christoph Oelckers
2c2b871083
- fixed texture validation checks.
2020-06-17 12:26:02 +02:00
Christoph Oelckers
95b4340eec
- initial palette shader work.
2020-06-17 12:26:01 +02:00
Christoph Oelckers
b753ea5db7
- preparations for passing palette lookup textures through the low level texture code.
2020-06-17 12:26:01 +02:00
nukeykt
b907791558
Blood: input code improvements
...
Repairs interpolation issues introduced in 96c9ca657e
as reported in https://forum.zdoom.org/viewtopic.php?f=340&t=69009
2020-06-17 12:22:23 +02:00
Rachael Alexanderson
6fdc11d608
- Raze is not GZDoom. Changed to something more generic. (Will do the same update to GZDoom)
2020-06-16 08:01:37 -04:00
Christoph Oelckers
2a29dbf793
- use backend independent code to render the camera textures.
2020-06-14 21:57:21 +02:00
Christoph Oelckers
d4b32bf79f
- fully synchronized the backend code with GZDoom.
...
The camera texture code couldn't be done earlier.
2020-06-14 21:13:22 +02:00
Christoph Oelckers
5effc95ae1
- updated startup dialog and fixed multisampling not active in the 3D scene.
2020-06-14 20:59:26 +02:00
Christoph Oelckers
946da7d622
- moved the textures used for the animations into the texture manager.
...
This is to allow giving them a texture ID so that they can be used from ZScript which has no access to naked textures.
This also consolidates AnimTexture and VpxTexture.
2020-06-14 20:27:13 +02:00
Christoph Oelckers
edd9f1773b
- added the entry point for the ZScript compiler.
2020-06-14 19:20:04 +02:00
Christoph Oelckers
d4cdb31464
- backend update to make the ZScript compiler work.
2020-06-14 18:58:30 +02:00
Mitchell Richters
7b3ad35cc2
- Duke3D & RR: Always process cheats even while paused.
...
* Resolves https://forum.zdoom.org/viewtopic.php?f=340&t=68961
2020-06-13 17:53:29 +02:00
Christoph Oelckers
35471ce7e2
- clear the screen for Exhumed's logos.
2020-06-13 00:08:47 +02:00
Christoph Oelckers
ee98db589f
- fixed the Exhumed startup to do proper fading of the publisher logos, which PCExhumed only implemented for the software renderer.
...
Made it faster than PCExhumed, though
2020-06-12 23:06:11 +02:00
Christoph Oelckers
67b1963e7c
- fixed render state management.
...
There are effectively two states - the one in the backend and a local one in the drawer for the render list which is supposed to eliminate some of the more costly repeated calls.
This higher level state was cached globally, which did not work anymore because the real render state could be changed elsewhere without this code realizing it.
All this means that the render list drawer must create a new state cache for each call and also must apply its current pending render state before leaving to ensure that everything is properly reset.
2020-06-12 22:32:49 +02:00
Christoph Oelckers
aa67875792
- enabled r_shadows in Blood.
...
This was the only game not allowing to switch off the shadows.
2020-06-12 21:46:24 +02:00
Christoph Oelckers
9b03537f3a
- fixed shadows in Shadow Warrior.
...
They use a shade of 127 which wasn't clamped to a valid range in the backend.
2020-06-12 21:40:49 +02:00
Christoph Oelckers
65ddb6cb59
- disabled the game side frame limiter.
...
The backend has its own one, and unlike the one on the game side, it actually suspends execution when waiting.
2020-06-12 21:08:47 +02:00
Christoph Oelckers
1311db9ac9
- changed all places clearing the screen in 2D display code to use the 2D drawer's ClearScreen method.
2020-06-12 20:52:01 +02:00
Christoph Oelckers
60b18c7ec9
- Blood: use the 2D drawer to clear the screen for 2D display.
2020-06-12 20:31:23 +02:00
Christoph Oelckers
4f0e3adfbb
- removed pointless constexpr declaration on numeric constants.
2020-06-12 16:49:35 +02:00
Christoph Oelckers
3b7f494a88
Merge branch 'master' of https://github.com/coelckers/Raze
2020-06-12 16:44:14 +02:00
Mitchell Richters
d79a5d256d
- fix joystick scaling for all games.
...
* Repairs https://forum.zdoom.org/viewtopic.php?f=340&t=67239 and https://forum.zdoom.org/viewtopic.php?f=340&t=67933
* Values that come from GZDoom backend are too low to be suitable for the Build games which were dividing by 'analogExtent'.
* Remove definition of analogExtent from all games and define in inputstate.h, then define joyaxesScale as 75% of analogExtent to provide a bit of headroom and not have a scale of 1.0 be full speed.
* Invert the returned results of GetAxes() as the returned floats are reversed for build games.
* Leverage scaleAdjustmentToInverval() on game-side code to consistently scale the input irrespective of frame rate, vsync etc.
2020-06-12 16:44:08 +02:00
Christoph Oelckers
6ececaec40
- include cleanup
2020-06-12 00:43:40 +02:00
Christoph Oelckers
a419181c36
- simplified screenshot code.
2020-06-12 00:39:06 +02:00
Christoph Oelckers
f2d075e0d0
- code cleanup.
2020-06-12 00:37:40 +02:00
Christoph Oelckers
6a9f1e9da1
- removed the old OpenGL interface.
2020-06-12 00:25:52 +02:00
Christoph Oelckers
ba397f5ca1
- always draw floors opaque
2020-06-11 23:55:23 +02:00
Christoph Oelckers
22aad4999c
- use the engine backend to render the scene
2020-06-11 22:26:46 +02:00
Mitchell Richters
76884c1e18
- fix CI build errors in vk_shader.cpp for all platforms due to missing terminator on #ifdef guarded line.
2020-06-11 13:17:12 +03:00
Christoph Oelckers
f92d775ddb
- fixed bad includes.
2020-06-11 09:57:17 +02:00
Christoph Oelckers
a9141af545
- backend update.
2020-06-11 09:15:44 +02:00
Christoph Oelckers
f41e0f9f50
- copied non-x86 compile fix from GZDoom.
2020-06-09 00:13:28 +02:00
Christoph Oelckers
17e1e4175e
- switched NPOT emulation to the renamed uniforms.
...
This was the last feature that needed to be mapped to a GZDoom compatible render state
2020-06-08 08:16:50 +02:00
Christoph Oelckers
5cbe9fc49c
- added NPOT emulation to the backend.
...
This is #ifdef guarded because GZDoom uses the same code base but has no use for this feature.
2020-06-08 08:02:58 +02:00
Christoph Oelckers
a6545788a6
- do RR's lightning flash as a postprocessing effect.
2020-06-07 22:06:47 +02:00
Christoph Oelckers
5330964a7a
- removed redundant initializers.
2020-06-07 15:07:32 +02:00
Christoph Oelckers
d7225c1965
- backend update from GZDoom
2020-06-07 15:02:54 +02:00
Christoph Oelckers
4c6abe1bb9
- pass the shade through the 2D drawer, so that palette emulation can still use it.
2020-06-07 14:50:12 +02:00
Christoph Oelckers
b6d204a88b
- fixed: Weapons are part of the scene and always need to be rendered with the global base palette.
2020-06-07 13:50:41 +02:00
Christoph Oelckers
8da6b8796b
- made presets work again.
...
Two fixes:
* fixed file system setup to mark the last main game resource.
* unbind all keys before loading a preset.
2020-06-07 13:35:23 +02:00
Christoph Oelckers
f2a637418d
- moved palette.cpp out of Build folder.
2020-06-07 13:06:18 +02:00
Christoph Oelckers
3fe4dbed01
- fixed fog translation table generation.
2020-06-07 12:51:26 +02:00
Christoph Oelckers
724c8d4251
- fixed: The full dotted lump filter string was never used.
...
The code added all partial matches to the file system but not the full match.
2020-06-07 11:55:51 +02:00
Christoph Oelckers
f0d208bf56
- fixed compile error.
2020-06-07 10:46:35 +02:00
Christoph Oelckers
9aa2224110
- remove the remains of Lunatic from RR code.
2020-06-07 10:46:22 +02:00
NY00123
a54d408d59
Duke3D: Remove KEEPINSYNC comments referencing LUA code
...
# Conflicts:
# source/duke3d/src/_functio.h
# source/duke3d/src/duke3d.h
# source/duke3d/src/game.h
# source/duke3d/src/global.h
2020-06-07 10:38:55 +02:00
NY00123
ec11d22caf
Use static instead of LUNATIC_EXTERN
...
# Conflicts:
# source/build/include/build.h
# source/duke3d/src/gamedef.cpp
2020-06-07 10:36:43 +02:00
NY00123
6a70389f1d
Let's just use __fastcall instead of LUNATIC_FASTCALL
...
# Conflicts:
# source/build/include/build.h
2020-06-07 10:36:04 +02:00
NY00123
cca922f023
Engine: Adjust krand for removal of LUNATIC
...
# Conflicts:
# source/build/include/build.h
# source/build/src/engine.cpp
2020-06-07 10:35:23 +02:00
NY00123
dba06d9601
Engine: Remove the LUNATIC-specific definitions
...
of engine_main_arrays_are_static, engine_v8 and Mulscale.
# Conflicts:
# source/build/src/engine.cpp
2020-06-07 10:34:33 +02:00
NY00123
3592118e25
source/duke3d/src/actors.h: Remove last remaining mention of the
...
LUNATIC macro in Duke3D. AC_ACTIONTICS and AC_MOVFLAGS are still used.
2020-06-07 10:34:13 +02:00
NY00123
ea06e35025
source/duke3d/src/osdcmds.cpp:osdcmd_spawn: Remove
...
LUNATIC-specific code while defining the two loop vars at once.
# Conflicts:
# source/duke3d/src/osdcmds.cpp
2020-06-07 10:34:12 +02:00
NY00123
40abf17f2f
Duke3D: Remove a few more LUNATIC-specific definitions and macro references
2020-06-07 10:33:53 +02:00
NY00123
db71bb9ba7
source/duke3d/src/gamevars.cpp: Remove LUNATIC definition of ADDWEAPONVAR
...
# Conflicts:
# source/duke3d/src/gamevars.cpp
2020-06-07 10:33:40 +02:00
NY00123
6a4960c774
source/duke3d/src/gamevars.cpp: Remove POSTADDWEAPONVAR, since this
...
is a no-op in non-LUNATIC builds, which will be the only ones to stay.
2020-06-07 10:33:18 +02:00
NY00123
fe020facf9
source/duke3d/src/player.cpp: Remove LUNATIC implementation of
...
G_HandlePal. In fact, let's not use a separate P_HandlePal function.
2020-06-07 10:33:17 +02:00
NY00123
a1bfbb0b21
source/duke3d/src/premap.cpp:P_ResetTintFade: Remove LUNATIC-specific
...
assignment, but keep the function instead of separately setting pals.f.
2020-06-07 10:33:17 +02:00
NY00123
c93ec9e405
source/duke3d/src/network.cpp: Remove LUNATIC-specific code
2020-06-07 10:33:17 +02:00
NY00123
7cf7ccfd05
source/duke3d/src: Remove almost all "#ifdef LUNATIC" blocks.
...
Surrounding "#if !defined LUNATIC"/"#endif" pairs are also covered.
# Conflicts:
# source/duke3d/src/astub.cpp
# source/duke3d/src/cmdline.cpp
# source/duke3d/src/demo.cpp
# source/duke3d/src/duke3d.h
# source/duke3d/src/game.cpp
# source/duke3d/src/game.h
# source/duke3d/src/gamedef.cpp
# source/duke3d/src/gamedef.h
# source/duke3d/src/gameexec.cpp
# source/duke3d/src/gameexec.h
# source/duke3d/src/gamevars.cpp
# source/duke3d/src/gamevars.h
# source/duke3d/src/namesdyn.cpp
# source/duke3d/src/osdcmds.cpp
# source/duke3d/src/premap.cpp
# source/duke3d/src/savegame.cpp
# source/duke3d/src/savegame.h
# source/duke3d/src/sbar.cpp
# source/duke3d/src/screens.cpp
2020-06-07 10:33:16 +02:00
NY00123
1a1039a2d3
Fix a possible jitter upon changing the player's action
...
(e.g., beginning to jump, or landing on ground);
Reproduced with the input being tied to framerate
while SO interpolation is toggled on.
This involves the following modifications:
- PF2_INPUT_CAN_TURN and PF2_INPUT_CAN_AIM are now additionally set
from various DoPlayerBegin* functions, allowing the player to continue
turning/aiming as usual (right before the next call to domovethings),
even in specific instances of player action changes.
- If PF2_INPUT_CAN_TURN/PF2_INPUT_CAN_AIM was set before and
after calling pp->DoPlayerAction from domovethings altogether,
ensure that the player's oq16ang/oq16horiz is updated by
making an appropriate call to DoPlayerTurn/DoPlayerHorizon. This
is done in case a call to DoPlayerTurn/DoPlayerHorizon is missed.
This change is not applied for a dead player, though.
2020-06-07 10:19:49 +02:00
NY00123
039458d14d
sw/src/draw.cpp:drawscreen: Removing the PF_DEAD test
...
in 1a3c9e3a15ba788607dfd96ebcc75a2198be6d69 was a mistake.
The interpolation should still apply, albeit not while
the viewing angle is changed via the player's own input.
We should also continue interpolating in coop view.
2020-06-07 10:19:48 +02:00
NY00123
ce2aee49df
SW: This should hopefully be a better way of fixing the lack of
...
interpolation of player turning/aiming/movement, while being carried
by a sector object, without SO interpolation. This is a continuation of
73a0aa394e906a65633d61f3c749c9b9b7e66aaa and bf31bc2987a3eccd31d343622327bd4ee0f9c5a1,
aiming to fix a jitter in case the player is continuously
getting pushed by a wall (e.g., on the boat in level 5).
Basically, this moves the relevant assignments from track.cpp:MovePlayer
and MovePoints to player.cpp:DoPlayerMove. Unless a call to one of these
functions has been missed, pushwall and clipmove can be called from
player.cpp in the following instances, which should be covered:
- Via DoPlayerMove, which is the function getting the fix now.
- Via DoPlayerSlide, which is called in the beginning of DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerCrawl/DoPlayerWade,
followed by DoPlayerMove.
- Via DoPlayerCurrent when called from DoPlayerDive,
followed by DoPlayerMove if the player doesn't stop diving.
# Conflicts:
# source/sw/src/track.cpp
2020-06-07 10:19:48 +02:00
Richard C. Gobeille
a0876223ab
Assignments
...
# Conflicts:
# source/build/src/clip.cpp
2020-06-07 10:17:33 +02:00
Christoph Oelckers
9fc5f2d2e7
- some shader cleanup.
...
I think it's now as close to GZDoom's backend interface as it can be without disabling needed features.
2020-06-07 10:15:31 +02:00
Christoph Oelckers
09e31fd5f4
- disabled sky texture clamping because it never really worked.
2020-06-07 10:14:32 +02:00
Christoph Oelckers
60d7f4f7c2
- got rid of the RF_NPOTEmulation flag.
...
This can easily be controlled with the 2 main variables alone.
2020-06-07 09:30:55 +02:00
Christoph Oelckers
353e3eb1fa
- fixed RRRA E2L1 fog.
2020-06-07 08:24:12 +02:00
Christoph Oelckers
3adfdfcac5
- renamed a few more things in the shader.
2020-06-07 08:16:04 +02:00
Christoph Oelckers
fc466849ce
- disabled demos in blood.
2020-06-06 09:23:44 +02:00
Christoph Oelckers
70ae86aff1
- disabled Blood's demo code because recent changes broke sync to the point where trying to fix it looks like a pointless endeavour.
2020-06-06 07:56:35 +02:00
Christoph Oelckers
232b0c1bb6
- store the lighting related uniforms in a GZDoom-style LightParms vec4.
2020-06-06 00:44:57 +02:00
Christoph Oelckers
f159496f6e
- moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
...
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
Christoph Oelckers
0bd460d9e3
- split up the visibility factor into a scene specific and an element specific part.
...
The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used.
This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
2020-06-05 19:06:31 +02:00