Christoph Oelckers
2979fb9e03
- new access methods for spritetype and DDukeActor.
2021-12-25 21:28:54 +01:00
Christoph Oelckers
8cca55c24a
- made wall a TArray.
2021-12-25 21:28:50 +01:00
Christoph Oelckers
7d2404ce76
- made sector a TArray.
2021-12-25 21:28:49 +01:00
Christoph Oelckers
ae8e642785
- templated updatesectorneighborz to eliminate redundancy with updatesectorneighbor
2021-12-25 21:28:36 +01:00
Christoph Oelckers
0c83d299f2
- removed compat.h entirely, all that was left was redundant #includes.
2021-12-14 12:27:41 +01:00
Christoph Oelckers
7546cf3a4b
- replaced vec3f_t with FVector3.
2021-12-14 09:58:01 +01:00
Mitch Richters
63a19bbb15
- Port spritetype::insector()
over from develop and use with sector nullptr checks in 6539d72663
.
2021-12-07 19:56:50 +11:00
Christoph Oelckers
00d54fa11a
- fixed return value of updatesector pointer variant.
2021-11-30 16:44:52 +01:00
Christoph Oelckers
64cad55d73
- fixed updatesector and changed updatesectorz to use the same search algorithm.
...
The initial distance check in updatesectorneighbor had a far too low threshold which would skip the breadth-first search for relatively small distances already.
Exhumed's LEV1 and Duke's Lunatic Fringe were the most obvious candidates where this could cause problems.
Changed to use a mixture of the original updatesector with the revised algorithm so that all immediate neighbors of the start sector will get visited unconditionally.
updatesectorz was still the original function from Shadow Warrior, this also was changed to use the same algorithm as uodatesector.
2021-11-30 00:15:25 +01:00
Christoph Oelckers
f765783437
- various small bits of cleanup.
2021-11-29 00:57:11 +01:00
Christoph Oelckers
d5a6be3d96
- cleaned up Duke's spawn code.
...
The paths for initializing a map placed sprite and spawning a new actor at run time are now fully separate aside from the actual initialization of the actor.
2021-11-29 00:56:31 +01:00
Christoph Oelckers
baf36a321b
- inside, haskey and removed unused processmove functions.
2021-11-29 00:56:30 +01:00
Christoph Oelckers
4e31360fe4
- cleaned up dragpoint
...
This still contained some code for EDuke32's TROR and used a shared static global array.
It now uses the BFSSearch class to manage its bit array to unlimit the size of its working set and to avoid reallocation.
2021-11-29 00:56:25 +01:00
Christoph Oelckers
7126aa22f4
- preparations in the map loader for dynamically sized data storage.
...
This also consolidates these parts for Blood with the other games.
2021-11-29 00:56:25 +01:00
Christoph Oelckers
c79dace730
- eliminated sector[] in position checkers
2021-11-29 00:56:24 +01:00
Christoph Oelckers
b68c66dae6
-Duke/RR: started migrating hitscan to pointer usage.
2021-11-29 00:56:21 +01:00
Christoph Oelckers
53998c9cb7
- Blood: remove unneeded replacement functions.
...
changespritesect is the only one called from the engine.
2021-11-29 00:55:42 +01:00
Christoph Oelckers
ad030d7e23
- Duke: SE20 + SE128 are wall-free
...
Also use symbolic constantfor SE_128 to make it easier to find.
2021-11-29 00:55:39 +01:00
Christoph Oelckers
ec9ab56ece
- use collision struct in ActorMoveHitReact
2021-11-29 00:55:03 +01:00
Christoph Oelckers
2a897c0582
- SW hit code abstraction.
2021-11-29 00:55:03 +01:00
Christoph Oelckers
642088ed80
- let ValidateSprite print better messages when developer mode is set to warning and also call it for Blood.
2021-11-11 21:28:53 +01:00
Christoph Oelckers
c46c8a68cd
- fixed nextsectorneighborzptr
2021-11-09 17:29:03 +01:00
Christoph Oelckers
a35900362e
- only use un-deprecated variants of updatesector(z) in SW.
2021-11-09 00:09:48 +01:00
Christoph Oelckers
94b2b0af31
- widen sector index in engineLoadBoard to 32 bit
2021-11-09 00:07:00 +01:00
Christoph Oelckers
0ffe52791e
- delete deprecated pushmove variants
2021-11-08 23:22:06 +01:00
Christoph Oelckers
5510efd920
- removed TROR specific parts of updatesectorz
...
None of this is ever called, in particular the parts that muck around with the sectorindex and add magic bits to it.
2021-11-08 23:11:29 +01:00
Christoph Oelckers
eeaa7f98f0
- inlines for validating sector and wall indices.
2021-11-08 18:56:10 +01:00
Christoph Oelckers
477a2a23e6
- nextSector in runlist
2021-11-08 18:37:21 +01:00
Christoph Oelckers
ae08ae1d8d
- some leftover shorts plus utilities that ended up unused but may be useful later.
2021-11-07 16:46:23 +01:00
Christoph Oelckers
fd2764dc6e
- Duke: eliminated all local short variables in actors*.cpp.
2021-11-07 16:30:55 +01:00
Christoph Oelckers
0eba3335c6
- eliminated some leftover 16 bit values used for storing indices.
2021-11-07 16:30:44 +01:00
Christoph Oelckers
a594e6465c
- added nextSector access function to walltype and used it to eliminate a few more sector[] references.
2021-11-07 15:56:29 +01:00
Christoph Oelckers
d20aa47adf
- made sector parameter of updatesectorz an int and deprecated the short version.
2021-11-06 19:27:51 +01:00
Christoph Oelckers
13306e900d
- silence some warnings.
2021-11-06 18:26:47 +01:00
Christoph Oelckers
83fe41e71e
- made updatesector receive a 32 bit int pointer and deprecated the 16 bit variant.
2021-11-06 15:53:16 +01:00
Christoph Oelckers
ba2d4acc18
- added a sector() method to spritetype.
...
For making game code working with sectors a bit easier to read.
2021-11-06 14:19:55 +01:00
Mitch Richters
f0a347263a
- SW: Replace use of getzrange_old()
inline wrapper with getzrange()
and remove inline wrappers.
2021-10-30 17:30:02 +02:00
Mitch Richters
add3481e40
- SW: Replace use of pushmove_old()
inline wrapper with pushmove()
and remove inline wrappers.
2021-10-30 17:30:02 +02:00
Mitch Richters
adcdbdc931
- SW: Replace use of clipmove_old()
inline wrapper with clipmove()
and remove inline wrappers.
2021-10-30 17:30:02 +02:00
Mitch Richters
879e2f3ce4
- Build: Promote sintable[]
array values to precision Blood uses in prep for replacing Blood's costable[]
.
2021-10-30 10:24:15 +02:00
Christoph Oelckers
c4ea5cf336
- restore original krand formula.
...
Note: The only game module actually using this is Duke/RR.
2021-10-26 18:48:54 +02:00
Christoph Oelckers
0bd0923f44
- cleaned up some dirty code.
2021-08-30 08:07:40 +02:00
Mitchell Richters
4298399e00
- Build: Change MAXSPRITESONSCREEN
from constant of 2560 to 1/4 of MAXSPRITES.
...
* Mods like Blood's Eviction are pushing these limits hard. Bumping the onscreen limit resolved recurring crash on `sstation.map` with no apparent ill-effects.
2021-07-25 15:38:51 +10:00
Mitchell Richters
1dbf34fe56
- Repair some potential issues from 1354d52c05
that might be causing issues with #455 .
2021-07-04 21:06:13 +10:00
Brian Koropoff
e4e949877d
Fix buffer overflow at maploader.cpp:392
2021-05-22 22:31:16 +02:00
Christoph Oelckers
d572e56839
- removed the indirection for the global arrays.
...
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
5ae1c334fa
- Duke: fixed bad check in 'ifnotmoving' CON command.
2021-05-14 10:03:07 +02:00
Christoph Oelckers
b6dd834420
- fixed warnings in Build code.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
e40ed2262e
- cleanup of 'gotpic' handling.
2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c
- position tweaking for Nam's skies.
...
Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Christoph Oelckers
020a636c2f
- removed some more useless stuff from headers.
2021-05-03 19:16:26 +02:00
Christoph Oelckers
9092b5c392
- removed some unused stuff from engine.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
1ea25e5d0e
- reworked the def parser's main loop.
2021-04-21 18:15:25 +02:00
Christoph Oelckers
aaad546729
- palookup.
2021-04-20 20:21:51 +02:00
Christoph Oelckers
f4ec9a1921
- 4 more .def commands ported
2021-04-13 18:14:46 +02:00
Christoph Oelckers
aebcc13c4a
- migrated voxel parsing stuff.
2021-04-11 18:37:11 +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
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
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
333581a084
Merge branch 'master' into newrenderer2
...
# Conflicts:
# source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
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
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
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
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
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
fd0e9824b6
- call the game specific analyzesprites functions.
2021-03-26 15:06:14 +01:00
Christoph Oelckers
0b1e81023f
- added sprite collection loop to ProcessSector and did a bit of cleanup on the TSprite code.
2021-03-25 23:16:32 +01:00
Christoph Oelckers
168b0385cf
- moved shadeToLight out of build.h.
2021-03-25 09:13:59 +01:00
Christoph Oelckers
368b2319f2
- replaced 'static FORCE_INLINE' globally with 'inline'.
...
I have no idea what kind of compiler needs such a construct, it's totally not how C++ should be written.
2021-03-24 21:43:36 +01:00
Christoph Oelckers
b7e8815133
- some further lightening of compat.h.
2021-03-24 21:13:36 +01:00
Christoph Oelckers
8993095bc0
- got rid of pow2char
2021-03-24 20:37:20 +01:00
Christoph Oelckers
d8627a2b3f
- removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code.
2021-03-24 20:28:58 +01:00
Christoph Oelckers
022edd2dc2
- cleaned engine.cpp off all code exclusive to the Polymost renderer.
2021-03-24 19:45:42 +01:00
Christoph Oelckers
0c7f05a416
- let the clipper work exclusively on Build coordinates.
2021-03-22 23:40:25 +01:00
Christoph Oelckers
63f057d93f
- portal and sky WIP.
2021-03-21 22:48:01 +01:00
Christoph Oelckers
fedfc2cfa4
- removed global variables that were only being used by the automap drawer plus a few other obsolete things.
2021-03-20 16:46:06 +01:00
Christoph Oelckers
30f4e2b29d
- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
...
This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
3df5c440f9
- added some helpers to make it easier to determine if a sector's geometry has been altered.
...
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
2021-03-19 23:18:09 +01:00
Christoph Oelckers
a5b3a1dd3e
- removed some unused things from engine.cpp.
2021-03-19 15:12:54 +01:00
Christoph Oelckers
b492cbcebb
- ported my old Build-style renderer for Doom from 2008 and the wall renderer from GZDoom to work with Build data.
...
It renders walls, but y-panning is still broken.
2021-03-17 16:54:36 +01:00
Christoph Oelckers
a484e39e05
- removed integer square root code.
...
On modern systems using the sqrt function with a cast to int has no relevant performance disadvantage anymore so there's no need for all of this.
2021-03-15 19:02:08 +01:00
Christoph Oelckers
ac82838859
- removed unused 'wallvisible' function.
2021-03-15 18:58:14 +01:00
Christoph Oelckers
ad8654ed06
- fixed maphack loader.
...
The duplicate 'currentSprite' variable prevented it from doing anything.
Also cleaned up the interface a bit to avoid using a global variable for parameter passing.
Fixes #279
2021-03-07 09:39:16 +01:00
Christoph Oelckers
783328c5fa
- removed some unused declarations.
2021-02-27 12:29:07 +01:00
Christoph Oelckers
99f1f0952a
- little bit of engine cleanup.
2021-02-25 12:16:21 +01:00
Christoph Oelckers
cf672b508f
- removed unused 'updatesectorexclude' function.
2021-02-02 23:13:40 +01:00
Mitchell Richters
5124c0daec
- Amalgamate ksgn and sgn into Sgn in cmdlib.h, and remove pragmas.h.
2021-01-05 07:31:37 +11:00
Mitchell Richters
b36bea7c69
- Replace scale()
calls with Scale()
from common.
2021-01-05 07:31:34 +11:00
Mitchell Richters
b191a482d6
- Remove hw_detailmapping
and hw_glowmapping
since they're no longer relevant with GZDoom's backend (they're always in an on state).
2021-01-03 21:39:21 +11:00
Mitchell Richters
d3b95d4d70
- Build/Duke: Remove the only use case for drawrooms()
inline wrapper and change getcamspriteang()
to return binangle instead of a build angle.
2021-01-03 17:35:19 +11:00
Christoph Oelckers
d04013066c
- build a composite texture of all the segments for sky rendering to reduce the seams between the single segments.
2020-12-04 22:29:25 +01:00
Christoph Oelckers
396e3cd524
- actually call the model animation timer somewhere.
...
Now models also animate properly. :)
2020-12-02 00:19:22 +01:00
Christoph Oelckers
25ef58f897
- re-enabled all model specific code in Duke's animatesprites function and removed some remaining software renderer-only code in the engine.
2020-12-01 23:57:39 +01:00
Christoph Oelckers
9a4073508d
- Blood: Savegame fully transitioned to JSON
...
not tested yet.
2020-11-23 09:53:58 +01:00
Mitchell Richters
0190a98a10
- Remove calcSinTableValue()
inline function and clean up use of PI
/fPI
and BANG2RAD
#defines.
2020-11-22 21:18:10 +01:00
Mitchell Richters
32a1796728
- buildutils: Replace sintable[]
use within Build with bsin()
/bcos()
, using bsinf()
/bcosf()
where appropriate.
...
* Includes a few header include shuffles to make it all come together.
2020-11-22 21:18:02 +01:00
Christoph Oelckers
5f54eac297
- made palette loader part of the game interface.
...
This gets rid of the Blood 'replace' hook for thus.
2020-11-21 12:54:09 +01:00
Christoph Oelckers
a5b3681630
- foundation for a better collision info management.
...
The way this is handled is the main reason why Build maps are size limited, but since it is extremely invasive it needs to be taken out of the game code piece by piece, this is the framework for doing this for Duke.
2020-10-24 09:31:15 +02:00
Christoph Oelckers
08e29396e5
- split moveweapons_d further up into more smaller parts.
2020-10-18 09:45:41 +02:00
Christoph Oelckers
eb78b88598
- all Blood stat iterators ported.
2020-10-15 20:22:39 +02:00
Christoph Oelckers
0a0a995cbd
- some cleanup of build.h
2020-10-15 20:22:38 +02:00
Christoph Oelckers
be3292d29b
- removed the mostly unused macros for sprite iteration.
2020-10-15 20:22:38 +02:00
Christoph Oelckers
760a557f73
- converted the remaining sector iterators in Duke.
2020-10-15 01:34:27 +02:00
Christoph Oelckers
91fdf160b6
- fixed clearing of actorinfo.
...
It overwrote memory beyond its end.
2020-10-15 01:34:24 +02:00
Christoph Oelckers
d368d734d3
- prototyping some refactoring helpers.
2020-10-14 00:58:21 +02:00
Christoph Oelckers
b6149f88f7
- added sprite iterator classes.
...
The code base currently contains roughly 600 iterator loops directly referencing Build's global variables.
That state of things is not refactorable - these iterator wrappers are supposed to get rid of these explicit references.
2020-10-14 00:05:25 +02:00
Christoph Oelckers
99b4a64a67
- removed the PSPTwoDSetter
...
This is no longer needed because all weapon drawing is using the proper interface now.
2020-10-13 21:38:24 +02:00
Christoph Oelckers
817fa8aba3
- save the entire engine state as JSON.
...
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
2020-10-13 20:18:08 +02:00
Christoph Oelckers
b4a011300a
- implemented proper delta serialization for sectors and walls.
2020-10-11 21:11:38 +02:00
Christoph Oelckers
f12c6b0319
- removed wallext because its only member 'blend' is not used by anything.
...
This is a feature not worth preserving, render style + alpha should be done directly, not via indirect lookup tables.
2020-10-11 18:44:16 +02:00
Christoph Oelckers
fd31da3115
- save sectors and walls as JSON
...
This is not optimized yet so saves are a bit larger than necessary.
2020-10-11 18:10:52 +02:00
Christoph Oelckers
4e67197838
- added back the hijacked 'detail' member to spritetype.
...
This changes the Blood map loader to not use the in-game sprite structure for loading a level and moves the qsprite_filler array back into the sprite.
2020-10-02 22:18:08 +02:00
Christoph Oelckers
5e6317b8b9
Merge remote-tracking branch 'remotes/Github_private/Blood_InputReworking'
2020-09-22 23:32:28 +02:00
Christoph Oelckers
880b811e0d
- rewrote map loader to work independently of data structure sizes.
...
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
2020-09-22 22:40:53 +02:00
Christoph Oelckers
43a9be0ad0
- removed Blood's loadboard replacement hook.
...
It never calls engineLoadBoard but always its own map loading function directly.
2020-09-22 22:38:08 +02:00
Mitchell Richters
7bb3ab8188
- Build: Remove unused inline function in-case it accidentally gets used...
2020-09-22 23:01:45 +10:00
Christoph Oelckers
6776508239
- widescreen asset setup and consolidation of .def file loading.
2020-09-16 19:13:06 +02:00
Christoph Oelckers
aeeec61f39
- fixed light level setup in palette emulation mode.
2020-09-13 20:48:54 +02:00
Christoph Oelckers
0e58203d92
- fixed rintersect and removed some unused bits from engine.cpp.
2020-09-13 20:15:46 +02:00
Christoph Oelckers
a4754d7f34
- rewrote the map hack parser using sc_man.
...
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.
Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
2020-09-13 13:01:44 +02:00
Christoph Oelckers
ec1c42b04a
- got rid of common.h
...
All still relevant content was moved to places closer to its use.
2020-09-08 18:39:47 +02:00
Christoph Oelckers
18b39fd952
- first stage of generic automap code.
...
Lines and textures get rendered, not all colors are correct - sprites yet to do...
2020-09-06 20:49:43 +02:00
Christoph Oelckers
809f8b5d4b
- hooked up the new automap framework.
2020-09-06 12:44:58 +02:00
Mitchell Richters
72771aeb40
- Fix broken krand()
follow changes in 1354d52c05
due to truncation occuring from FixedToInt()
inline function.
...
Very very sorry... :'(
Fixes #321 .
2020-09-06 16:37:04 +10:00
Christoph Oelckers
8114309e89
- compat.h cleanup.
...
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.
2020-09-04 21:24:48 +02:00
Christoph Oelckers
e5e8c02f1d
- WIP level transition refactored to a game independent event system.
2020-09-04 19:43:35 +02:00
Mitchell Richters
1354d52c05
- Major cleanup of Q16.16 utilisation within games and engine.
...
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
2f05a93547
Merge branch 'Packet' into back_to_basics2
...
# Conflicts:
# source/core/gamestruct.h
# source/games/duke/src/gameloop.cpp
# source/games/duke/src/player_d.cpp
2020-08-31 00:09:56 +02:00
Christoph Oelckers
b8258da997
- cleaning out some trash from compat.h.
...
The header from hell...
2020-08-30 23:34:40 +02:00
Christoph Oelckers
0c455acaa2
- more work to switch over to the new loop.
...
Mainly separation of ticker and render calls
2020-08-30 10:42:44 +02:00
Christoph Oelckers
536e7455f2
- moved I_StartFrame to the top of the loop and cleaned up baselayer.hj
2020-08-28 08:44:44 +02:00
Mitchell Richters
b883204f6a
- All Games: Remove remaining use of totalclock
and associated timing code.
2020-08-26 09:49:34 +10:00
Mitchell Richters
76b05dbcd6
- Build (and games): Remove totalclocklock
.
2020-08-26 09:48:56 +10:00
Christoph Oelckers
8b8f048393
- moved parts of videoNextPage to app_loop.
2020-08-23 18:08:08 +02:00
Christoph Oelckers
7fe7b9b8e0
- be gone, rotatesprite.
2020-08-23 14:59:34 +02:00
Christoph Oelckers
0843f5f04a
- ported the final level's text screen and exported its text to the string table.
2020-08-22 18:12:19 +02:00
Christoph Oelckers
249c5b5734
- removed some dead code.
2020-08-14 21:12:32 +02:00
Christoph Oelckers
66cb7f61a4
- fixed rendering on narrow screens with an aspect ratio less than 4:3 and removed some parts that are no longer needed.
2020-08-14 21:01:27 +02:00
Christoph Oelckers
8acc4101be
- simplified calcSinTableValue and inlined it.
...
There's no need for all this magic voodoo - the sin function already returns the proper values all by itself.
2020-08-02 22:03:22 +02:00
Mitchell Richters
9c8593018b
- define new function calcSinTableValue()
to calculate an equivalent sintable[]
entry.
...
* Returns a true double result.
* Also supports fractional input for fractional input. That is, if `sintable[1]` = 50 and `sintable[2]` = 100, `calcSinTableValue(1.5)` = 75.
* Increased precision of `BANG2RAD` define to use double and not float.
* As such, revert addition of `sintablef[]`.
2020-08-02 21:20:54 +02:00
Mitchell Richters
7b8e40c7e1
- create sintable sintablef[2048]
as sintables of doubles.
...
* Also change BANG2RAD define to be a double and not a float.
2020-08-02 21:20:06 +02:00
Christoph Oelckers
b6cb0ce1a1
- consolidated shade to light conversion
2020-07-31 20:58:55 +02:00
Christoph Oelckers
b2f794bde5
- cache QAVs outside the file system as well.
...
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
2020-07-27 19:37:02 +02:00
Christoph Oelckers
55feadd11c
- render the weapons with the DrawTexture interface and properly handle rotatesprite's alignment modes
2020-07-16 13:23:26 +02:00
Christoph Oelckers
2fd2ad2212
- sky code cleanup and transitioning of Duke's.
2020-07-15 00:06:19 +02:00
Christoph Oelckers
1e9679aceb
- removed faketimerhandler and the last static remains of EDuke's netcode.
2020-07-14 21:15:37 +02:00
Christoph Oelckers
f9c03760a3
- removed setuptile DEF command due to the hacky implementation and general uselessness of what can be done with it.
2020-07-14 17:47:11 +02:00
Christoph Oelckers
fedeec73c7
- cleaned out some unused parts of engine.cpp
2020-07-14 17:35:19 +02:00
Christoph Oelckers
5655015691
- YAX is also gone now.
2020-07-14 16:06:14 +02:00
Christoph Oelckers
117e78cb3b
- removed clipshape feature as it is a feature of modern EDuke32 maps only.
2020-07-14 15:36:25 +02:00