Simon
82b83af956
True 6DoF weapons and aiming crosshair (Duke Only)
2023-02-08 22:48:47 +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
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
Simon
4012183cf1
Merge remote-tracking branch 'upstream/master'
2023-02-04 14:33:56 +00:00
Mitchell Richters
ca4b9c5044
- Slight tidy-up in vectors.h.
2023-02-04 17:05:20 +11:00
Simon
862c8d2c4c
Dynamically select world scale based on game
2023-01-31 22:13:11 +00:00
Simon
42f29bd4bb
Merge remote-tracking branch 'upstream/master'
2023-01-27 09:33:18 +00:00
Christoph Oelckers
8e5e52f80e
- enable Spanish for Duke and related games.
...
Nam/WW2GI was completed by machine translated texts, this was all simple stuff like item names.
2023-01-20 17:13:18 +01:00
Christoph Oelckers
a570e77509
- clear menuDelegate in case of an error in MENUDEF parsing.
2023-01-20 17:10:25 +01:00
Simon
e248c158a8
Merge remote-tracking branch 'upstream/master'
2023-01-16 21:16:26 +00:00
Simon
dff31bcad2
Additional 2D drawer for fullscreen palette blend (for damage/pickups)
...
and also for drawing the crosshair and fps counter.
Required for RazeXR since the standard HUD 2D drawer is now scalable.
2023-01-16 20:14:08 +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
Christoph Oelckers
841402a776
- allow setting loop points for WAV sounds or other simple formats.
2023-01-15 15:19:21 +01:00
Christoph Oelckers
57695a3e07
- cleaned up the pitch management in the sound backend.
2023-01-15 14:06:01 +01:00
Christoph Oelckers
fca0bdf379
- Backend update from GZDoom.
2023-01-15 09:30:01 +01:00
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
Christoph Oelckers
d5b217df2a
- Vulkan shader cache from GZDoom.
2023-01-07 19:32:15 +01:00
Christoph Oelckers
905a9bfeae
- backend update from GZDoom.
2023-01-07 19:30:49 +01:00
Christoph Oelckers
5952b79af5
- FString fixes.
2023-01-07 19:15:03 +01:00
Christoph Oelckers
262e93db2b
- call FullGc twice, because once does not seem to be sufficient anymore when the object system is shut down
2023-01-07 16:01:37 +01:00
Christoph Oelckers
cfef8c8a71
- ignore executable files in a zip's main folder when checking for mod content in a subdirectory.
2023-01-06 18:01:34 +01:00
CandiceJoy
483cec5bdd
- Fixed custom height and width not saving.
...
* Fixes #780 .
2023-01-02 19:30:46 +11:00
Mitchell Richters
6aa94a9b8e
- Ensure the viewport's aspect ratio is factored into the HUD's aspect ratio.
...
* Fixes #617 .
2023-01-02 18:52:19 +11:00
Rachael Alexanderson
6b8bdcc449
- fix math error on ARM architectures
2022-12-28 02:07:10 -05:00
Christoph Oelckers
b1e2b2addf
- backend cleanup from GZDoom.
2022-12-18 16:31:50 +01:00
Christoph Oelckers
d7da983c5e
- removed Vulksn SDK from main source folder.
...
This is now part of ZVulkan.
2022-12-18 16:27:24 +01:00
Christoph Oelckers
e3d16d254d
- fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
...
All this tells is that the gameplay was halted. Sound was not stopped when the user either minimized or tabbed away in the in-game menu.
This commit had to be reapplied because it got lost in a backend update.
2022-12-18 15:28:17 +01:00
Christoph Oelckers
be2112a507
- fixed ESC pressing on Duke's monitors.
...
This got busted by an update from GZDoom.
2022-12-18 13:06:09 +01:00
Christoph Oelckers
20edd800f9
- big texture system refactor.
...
Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Mitchell Richters
67b40ee1d5
- Convert angle in hud_drawsprite()
to work on true degrees, and in the right direction.
2022-12-11 19:46:26 +01:00
Christoph Oelckers
bea6834f8e
- code cleanup.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
3874cf365c
- use TEXMAN_ForceLookup where it was missing.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
630276f7e0
- migrated texture flags parsing from .def to RMAPINFO.
...
This was the final piece of non-tile-related data to be in there.
.def should be restricted to existing use cases concerning setup of render data, not for game content.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
aa58b152ab
- use a TArray in BuildTiles for the tile descriptors.
...
For some reason MSVC wants to put this in the EXE now and the array is quite large.
2022-12-11 19:45:00 +01:00
Christoph Oelckers
e37de147dc
- disabled the automatic location feature in the texture manager.
...
For something that was never used it is simply too costly as it sits in a critical segment of code where it prevents optimization of multiple calls to GetGameTexture in a code block.
If this ever gets reimplemented it must be on a higher level - this simply does not work right.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
0869497ecb
- rewrote the tile pixel cache to work on texture IDs instead of tile IDs.
...
This allows using the related checking features with other textures as well.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
a0722c55ea
- removed canvas hack stuff from Buildtiles after cleaning up the mess in SW.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
51ad64f71e
- initialize all special tiles to their intended type before starting the game.
...
This ensures that we have an immutable mapping of tile number to texture ID now.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
6d9a8bfaa5
- scriptified the pool balls.
2022-12-11 19:43:47 +01:00
Christoph Oelckers
2b7e094019
- fixed: aliases for null textures must still be set.
...
Also added 'listtexturealiases' CCMD for debugging.
2022-12-11 19:43:12 +01:00
Christoph Oelckers
5a2819239c
- moved Duke's tile flags into the tile manager.
...
This is so that .def can access them. Later the other games also might make use of this.
2022-12-11 18:42:01 +01:00
Mitchell Richters
318ff64f36
- Allow passing angle through when drawing the generic crosshair.
2022-12-11 18:42:00 +01:00
Christoph Oelckers
10c552fb66
- did a bit of optimization on FGameTexture.
...
Since all material layers except the brightmaps are relatively rare encounters these were taken out of the main texture object and offloaded to a substructure that is only allocated on demand.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
c60fea678d
- replace the homegrown hash chain in the sound engine with a TMap.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
a825dfb8ca
- Duke sound is working again.
2022-12-11 18:41:52 +01:00
Christoph Oelckers
f103e33300
- fixed code up to the point where everything compiles again. Duke sounds are currently non-functional.
...
All Duke script code has been changed to use strings as sound names now, just like GZDoom these will be looked up at compile time.
Original Duke sound indices still exist but are now being managed as resource IDs, not sound engine indices anymore.
2022-12-11 18:41:51 +01:00
Mitchell Richters
59e8821332
- Use the interpolated sine table for tangent instead of Cephis math in TAngle<T>
.
...
* Performed testing and it's ~6.5x faster this way.
2022-12-11 18:41:38 +01:00
Christoph Oelckers
9cd1e9adb1
- updated Vulkan backend to use ZVulkan.
2022-12-11 18:30:01 +01:00