Commit graph

1832 commits

Author SHA1 Message Date
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
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
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
Simon
9eb86eaa40 Added 6DoF weapons to all the other game modes 2023-02-09 23:04:41 +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
4012183cf1 Merge remote-tracking branch 'upstream/master' 2023-02-04 14:33:56 +00:00
Mitchell Richters
991ef5c27f - Minor input tidy-up. 2023-02-04 17:05:18 +11:00
Simon
159c316ebb Merge remote-tracking branch 'upstream/master' 2023-01-29 19:18:17 +00:00
Christoph Oelckers
8052bc7e46 - fixed bad vector addition to incorrect variable. 2023-01-29 09:05:35 +01:00
Christoph Oelckers
dce0afe499 - Blood: fixed application of push velocity. 2023-01-28 12:43:46 +01:00
Christoph Oelckers
fc547f5ada - Blood: fixed bad array resize. 2023-01-28 10:59:27 +01:00
Christoph Oelckers
3b8956c728 - Blood: make sure that tracking condition data is always properly initialized. 2023-01-28 10:11:34 +01:00
Simon
42f29bd4bb Merge remote-tracking branch 'upstream/master' 2023-01-27 09:33:18 +00:00
Christoph Oelckers
19a58ddeb0 - Blood: fixed velocity for ejected shell casings. 2023-01-21 14:33:42 +01:00
Christoph Oelckers
9cc7f90410 - Blood: reverted GetSpriteExtents to integer math.
The change in precision was enough to make the game misbehave.
2023-01-21 13:56:14 +01:00
Christoph Oelckers
81f6899e72 - C++20 constant fixes.
Use of enums is deprecated in floating point calculations.
2023-01-21 10:34:44 +01:00
Simon
0170c89815 Merge remote-tracking branch 'upstream/master' 2023-01-18 21:57:14 +00:00
Christoph Oelckers
f6ff02c51e - Blood: fixed incorrect defaults for relative sound volume in two places 2023-01-18 06:58:37 +01:00
Simon
e248c158a8 Merge remote-tracking branch 'upstream/master' 2023-01-16 21:16:26 +00:00
Christoph Oelckers
bb7f00988a - give Blood's sounds well defined names so they can be defined via SNDINFO. 2023-01-15 16:15:28 +01:00
Simon
4b2b6da3da
Merge branch 'ZDoom:master' into master 2023-01-13 23:41:41 +00:00
Simon
91ede1126f Initial commit of update to Raze mazter
All prior changes can be found on the (will be published in the future) RazeXR repo
2023-01-13 23:41:22 +00:00
Mitchell Richters
c7d2a64af0 - Blood: Use nullAngle in one place. 2023-01-13 09:03:02 +11:00
Mitchell Richters
c606fc11da - Add call to resetForcedSyncInput() for all games.
* Blood was missing it.
* If it's pre-added to all games, it never needs thinking about.
2023-01-12 18:59:32 +11:00
Christoph Oelckers
b7799a5a3c - fix kill counter in Blood (for real this time.) 2023-01-08 20:12:28 +01:00
Christoph Oelckers
d7d4bfe04b - Blood: use a 3D unit vector to set Blood's projectile velocity. 2023-01-08 19:16:58 +01:00
Christoph Oelckers
7cf13ed158 - fixed bad angle math in cl_showweapon handler. 2023-01-06 17:22:21 +01:00
Mitchell Richters
1d0e9b369e - Blood: Fix bad spawned actor angle for actFireMissile().
* Originating from a8cc6c1189.
* Fixes #837.
2023-01-06 17:55:40 +11:00
Mitchell Richters
1438bb5e80 - Blood: Ensure actor's XY pos is updated before calling Z slope utils.
* Originates from efc832ca5c.
* Fixes #833.
2023-01-06 17:08:56 +11:00
Mitchell Richters
676cdba259 - Blood: Adjust VDoorBusy() setup from e133985fa0.
* Changes to case 3 while visibly different, actually equates to the same algorithm for case 0.
* Revert case 3 back to original condition and send through 0 to `ZTranslateSector()` in `VDoorBusy()` if its 3 and we're not vanilla.
2023-01-05 20:59:14 +11:00
Mitchell Richters
a36cb45421 - Blood: Add VanillaMode() test to previous commit. 2023-01-03 09:01:37 +11:00
Mitchell Richters
e133985fa0 - Blood: Adjust sine wave in GetWaveValue for 4th type to use full curve of the wave.
* Initial setup would cause a very abrupt stop when coming to the top of an elevator, such as the one in E1M5.
* This would continue for an abrupt fall, causing the floor to essentially give out underneath the player or a dude actor.
* Lengthened wave allows the wave to start off softly and finish softly, with the elevator fastest in the middle of motion.
* Fixes #778.
2023-01-02 23:42:37 +11:00
Mitchell Richters
95f05d51c5 - Blood: Increase precision of values used within GetWaveValue(). 2023-01-02 23:26:54 +11:00
Mitchell Richters
30cacb1a70 - Blood: Fix bad cherry pick in bcd2d82bc7. 2023-01-02 19:33:51 +11:00
bcd2d82bc7 - Blood: Allow fire button to be used for tnt/spray throw
Prevent alt fire blocking fire button for tnt/spray can throwing

* Advised of fix to Raze here: https://github.com/nukeykt/NBlood/pull/654#issuecomment-1253886969
* Fixes #671.
2023-01-02 19:24:38 +11:00
Mitchell Richters
deef767c5d - Blood: Fix some nullptr issues in checkHit() and checkFloorHit().
* Fixes #834.
2023-01-02 15:02:57 +11:00
Christoph Oelckers
d064706f93 - got rid of wallpicnum and overpicnum.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Mitchell Richters
96e8565ba7 - Blood: Reset player's render angle state only for the console player. 2022-12-29 14:35:42 +11:00
Christoph Oelckers
ef7c72ce9f - Blood: add all statically stored EventObjects to the GC processor. 2022-12-18 17:54:54 +01:00
Christoph Oelckers
8c41294cb0 - overpicnum lightening.
Especially make sure that it is never set to tile 0. There seems to have been some undefined behavior here treating 0 as 'no texture', but doing so inconsistently.
2022-12-18 15:13:22 +01:00
Christoph Oelckers
a9ea2cd5c0 - moved GetReservedScreenSpace function into the scripted status bar where it belongs.
Since this is supposed to return the height of the status bar, keeping it native is a bit pointless as it cannot be modified that way.
2022-12-18 14:47:38 +01:00
Christoph Oelckers
c41dc29885 - eliminated half of the remaining tileWidth and tileHeight calls. 2022-12-18 14:45:09 +01:00
Christoph Oelckers
e78fd90f67 - adapted sky code for using texture IDs. 2022-12-18 14:42:27 +01:00
Christoph Oelckers
8dfbbc8220 - migrated floorpicnum and ceilingpicnum to FTextures.
The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
6848af9b6c - use texture IDs in Duke's texture flag checkers. 2022-12-18 13:42:28 +01:00
Christoph Oelckers
5147826eeb - consolidated precaching code and rewrote the core to work on texture IDs. 2022-12-18 13:37:54 +01:00
Christoph Oelckers
1a6f808fca - refactored all access to the fake picanm[] array.
Also use symbolic names in precache calls in Blood.
2022-12-18 13:26:29 +01:00
Christoph Oelckers
e23a5095cb - moved the other tile info tables of Blood to the texExtInfo array as well.
The two fields are easily reusable for the other games so it's a welcome simplification.
2022-12-18 13:23:59 +01:00
Christoph Oelckers
c34756e5f2 - cleanup of voxel init code.
The voxreserve array was never properly set up so it is gone now.
nextvoxid now gets set right before loading .def files.
2022-12-18 13:18:44 +01:00
Christoph Oelckers
8a789b9015 - voxel management cleanup.
Moving the voxel index into the texExtInfo array and removing most of Blood's and SW's special handling.
2022-12-18 13:18:43 +01:00