Simon
42f29bd4bb
Merge remote-tracking branch 'upstream/master'
2023-01-27 09:33:18 +00:00
Christoph Oelckers
2198782ecb
- SW: make player sounds always follow the source.
...
Let's hope this fixes the issues with weapon sounds.
2023-01-21 12:01:32 +01:00
Christoph Oelckers
81f6899e72
- C++20 constant fixes.
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Use of enums is deprecated in floating point calculations.
2023-01-21 10:34:44 +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
Mitchell Richters
4f8909db96
- SW: Don't interpolate the player's sprite in InterpSectorSprites()
, it's interpolated elsewhere.
...
* Fixes #845 .
2023-01-08 23:25:45 +11:00
Mitchell Richters
3271c2011e
- SW: Tune shadow drawing code so that it by default uses the sector's interpolated floorz when possible.
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* Partially addresses #845 .
2023-01-08 23:03:59 +11:00
Christoph Oelckers
7262184d53
- SW: account for invalid player actors being passed to the sound engine.
2023-01-08 12:41:34 +01:00
Mitchell Richters
1f489d5dbe
- SW: Don't back up the actor's Z after changing it in KeepActorOnFloor()
.
...
* This seems completely wrong and kills Z interpolation on slopes, vators, etc.
* Thanks Graf 😁
* Fixes #844 .
* Partially addresses #845 .
2023-01-08 22:24:17 +11:00
Mitchell Richters
165afbbfa9
- SW: Restore lost SetAngleFromChange(actor)
call from previous commit.
2023-01-07 22:49:22 +11:00
Christoph Oelckers
ae6af08cf1
- SW: cleaned up SlopeBounce and fixed some bad math.
2023-01-07 12:23:29 +01:00
Mitchell Richters
f69bfe4959
- SW: Remove leftover debug prints from previous commit.
2023-01-06 12:10:19 +11:00
Christoph Oelckers
32ce8a97bf
- SW: do not double interpolate sectors that are both part of a sector object but also have a global interpolation attached.
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In this case the SO interpolation must be skipped. The only use case for this combination is sine-wave animated water.
2023-01-05 19:26:42 +01:00
Mitchell Richters
179ec32d5f
- SW: Fix automap sprite angle which was not right with unsynchronised input.
2023-01-05 21:00:32 +11:00
Mitchell Richters
c5f27f28b7
- SW: Tidy up the player sprite pos variable a little.
2023-01-02 17:06:01 +11:00
Mitchell Richters
577099284f
- SW: Increment PlayClock
at the end of the tic, not at the start.
2023-01-02 16:49:02 +11:00
Mitchell Richters
b03d674a74
- SW: Fix tank track velocity.
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* Originating from 8efe6f638b
.
* Velocity was correctly floatified initially but because it was unwrapped, it never got adjusted for Q28.4 later on.
2023-01-02 14:41:43 +11:00
Mitchell Richters
56d9ccfc9c
- SW: Fix tank tracks not working.
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* Originating from 0c146e7ccb
.
2023-01-02 14:39:43 +11:00
Mitchell Richters
7760eff4ba
- SW: Fix issue with RC tank in $seabase.
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* Originated from 8efe6f638b
.
* I'm sure this was meant to be 0.05, but became 0.5 by mistake.
* Use something closer to `12800. / 262144.`.
* Fixes #831 .
2023-01-02 14:36:55 +11:00
Mitchell Richters
f431d51c2f
- SW: Add inertia correction to PlayerWarpUpdatePos()
.
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* Warping between sectors such as the clouds in $volcano now maintains perfect velocity, etc.
2023-01-02 11:53:10 +11:00
Mitchell Richters
ac13bd81af
- Fix bad Z test in WarpPlane()
.
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* Originates from incomplete change in 7eba7aacbd
.
* Fixes #832 .
2023-01-02 11:00:47 +11:00
Christoph Oelckers
c72f5e2242
- SW: SECT_WALL_MOVE must consider tilenum 0 as 'no change'.
2022-12-29 14:40:18 +01:00
Christoph Oelckers
d064706f93
- got rid of wallpicnum and overpicnum.
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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
Christoph Oelckers
f5e9e7d981
- got rid of most remaining references to wallpicnum and overpicnum.
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What remains now needs changing the variables to texture IDs first.
2022-12-29 14:14:53 +01:00
Christoph Oelckers
bfdfff7a42
- named all of SW's breakable wall textures.
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We need this later when these get exported.
2022-12-29 14:14:53 +01:00
Mitchell Richters
e528c3fbb8
- SW: Repair whoopsie in BunnyCheat()
.
2022-12-29 21:50:29 +11:00
Mitchell Richters
fbee05e760
- SW: Restore two original cheat codes lost long ago.
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* Fixes #810 .
2022-12-29 20:59:19 +11:00
Mitchell Richters
9d5bae0c8e
- SW: Fix clipmove call within DoPlayerMoveVehicle()
.
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* Originating from 05ad1e38e9
.
* Fixes #829 .
2022-12-29 20:32:58 +11:00
Mitchell Richters
ca2a427379
- SW: Re-add CVAR_SERVERINFO
back to sw_ninjahack
but leave commented out, it may be needed later.
2022-12-29 19:41:41 +11:00
Mitchell Richters
6065140f68
- SW: Remove CVAR_SERVERINFO
flag from sw_ninjahack
and take them out of the global space.
2022-12-29 19:36:18 +11:00
Mitchell Richters
b0b2f1bf1b
- SW: Only bring the weapon back up after doing chops if not on a vehicle with a weapon.
2022-12-29 19:25:17 +11:00
Mitchell Richters
c240c8e6ee
- SW: Fix two bad calls to pushmove()
where a fixed point adjustment was used.
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* Came in from 3ac4e7ed2d
.
* Fixes #816 .
2022-12-29 19:02:56 +11:00
Mitchell Richters
dcd0e62466
- SW: Remove call to doYawKeys()
from DoPlayerDeathFollowKiller()
.
2022-12-29 14:35:42 +11:00
Mitchell Richters
572ec96467
- SW: Reset player's render angle state only for the console player.
2022-12-29 14:35:41 +11:00
Mitchell Richters
7593114fc7
- SW: Tidy up UpdatePlayerSprite()
a bit.
2022-12-29 14:35:41 +11:00
Mitchell Richters
774c7795b1
- SW: Apply same fix to DoPlayerClimb()
.
2022-12-29 14:35:38 +11:00
Mitchell Richters
7e1e447f98
- SW: Apply same fix to DoPlayerFly()
.
2022-12-29 14:27:59 +11:00
Mitchell Richters
09304ef298
- SW: Fix player diving height issues.
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* Fixes #822 .
2022-12-29 14:27:59 +11:00
Mitchell Richters
6c7797a9f0
- SW: Clean up some noisy commented out calls to DoPlayerHeight()
.
2022-12-29 13:50:27 +11:00
Mitchell Richters
0b3076d2b4
- SW: Fix PreMapCombineFloors()
setup due to player actor not yet being initialised.
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* Fixes #804 .
2022-12-23 19:18:08 +11:00
Mitchell Richters
4890f1d9dc
- SW: Adjustments to the death height code on the back of the last commit.
2022-12-23 19:18:07 +11:00
Mitchell Richters
5f1581be9d
- SW: Rework the player's height adjustment to use the pos.Z setter from during the refactor.
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* I tried to get smart during the refactor when I should have kept it simple.
* Fixes #813 .
2022-12-23 19:18:07 +11:00
Christoph Oelckers
8c41294cb0
- overpicnum lightening.
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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
837e4d1438
- eliminated many uses of wallpicnum.
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The ones left require a bit more work on the data first.
2022-12-18 15:11:08 +01:00
Christoph Oelckers
a9ea2cd5c0
- moved GetReservedScreenSpace function into the scripted status bar where it belongs.
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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
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.
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The sky code still needs some work.
2022-12-18 14:32:52 +01:00
Christoph Oelckers
4ea252c227
- simplified SW's mirror setup a bit to take advantage of Raze's in-engine mirror handling.
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We only need one label texture and no special treatment of the backsector.
2022-12-18 14:06:34 +01:00
Christoph Oelckers
9d62951cf3
- SW: use surface types for detecting water and lava sectors
2022-12-18 14:05:17 +01:00
Christoph Oelckers
32ad16f84d
- SW's first texture flag, yay!
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Removes two floorpicnum accesses
2022-12-18 14:04:33 +01:00
Christoph Oelckers
5b8dd84361
- use setceilingtexture where textures are simply copied around
2022-12-18 13:52:10 +01:00