Christoph Oelckers
9bfea796df
- fixed menu entries for automap bindings.
2020-08-24 20:37:29 +02:00
Christoph Oelckers
f1a988b221
- make use of map bindings
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All automap controls have been moved there, and sizeup/sizedown have been made CCMDs, taking screen size management entirely out of the game modules
2020-08-24 20:20:15 +02:00
Christoph Oelckers
41a1120033
- added a native style display mode to the notification message display.
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Fixes #9
2020-08-23 22:39:53 +02:00
Christoph Oelckers
1a0e413d5c
- use CCMDs for Exhumed's input where applicable.
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- made crosshair toggle consistent across games.
2020-08-23 16:11:18 +02:00
Christoph Oelckers
5c7b613aa7
- reworked the main loop.
2020-08-23 12:26:52 +02:00
Mitchell Richters
5cb3562bc1
Merge remote-tracking branch 'Raze-coelckers/master' into back_to_basics2
2020-08-21 15:16:31 +10:00
Christoph Oelckers
a8b0839592
- switch SW to CCMD based input.
2020-08-16 16:00:40 +02:00
Christoph Oelckers
ef78e8602a
- major cleanup and consolidation of the screen/hud resizing code.
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This is now being handled by the backend, except for the processing of the key bindings which cannot be done yet.
2020-08-16 02:55:50 +02:00
Mitchell Richters
5b91a11404
- Blood uses 'beastvision', not 'nightvision'.
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Fixes #152 .
2020-08-11 07:51:28 +10:00
Christoph Oelckers
f6162899de
- Blood uses 'jumpboots', not 'jetpack'.
2020-08-10 20:09:10 +02:00
Mitchell Richters
9da9e97d07
- fix remaining Blood keybindings after CCMD migration.
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Fully Fixes #135 .
2020-08-10 23:09:34 +10:00
Mitchell Richters
1cdc5c820f
- fix Blood keybindings after CCMD migration.
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Fixes #135 .
2020-08-10 23:05:56 +10:00
Mitchell Richters
57ad048031
- fix LCtrl bindings in wadsrc keybind preset files. ( #73 )
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* Renamed LCtrl to Ctrl. Without these changes, the keybinds for LCtrl in the changed keybind preset files weren't binding.
2020-08-08 01:20:28 -04:00
Christoph Oelckers
3e8ff96e6b
- added workaround for DukeDC's ending cutscene which was abusing undefined behavior in the original code.
2020-08-05 22:57:45 +02:00
Christoph Oelckers
e211c7c91f
- fixed module sample rate menu option
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Fixes #79
2020-07-30 23:32:02 +02:00
Christoph Oelckers
0958bccade
Disabled all adult censoring in Duke and RR.
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Aside from being "authentic" the parental lock is just a stupid feature with often unwanted side effects.
2020-07-29 22:43:06 +02:00
Christoph Oelckers
7e8688ae2d
- fixed snd_channels menu entry.
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Fixes #57
2020-07-28 20:59:17 +02:00
Christoph Oelckers
c0d46f6a69
- implemented proper scaling for the status bar.
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Addresses #2 .
2020-07-26 23:06:27 +02:00
Christoph Oelckers
07a7cade70
- removed dead weaponswitch variable
2020-07-26 17:55:22 +02:00
Christoph Oelckers
9b37489e3a
- fixed option menu binding command and removed scoreboard until MP is working again
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Fixes #26
2020-07-26 12:47:51 +02:00
Christoph Oelckers
d2a4b4eef9
- replaced the alias names for some tiles with their numbers in Menudef.
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Fixes #1 It is not worth reimplementing the alias mechanism for a mere 3 names here.
2020-07-26 09:29:33 +02:00
Mitchell Richters
34c324e9c2
- fix binding for toggle cl_autorun
. Fixes #6 .
2020-07-26 14:31:14 +10:00
Mitchell Richters
41ba78cc23
- fix binding for centerview
. Fixes #5 .
2020-07-26 14:18:27 +10:00
Christoph Oelckers
d10bf41b03
- removed some obsolete stuff.
2020-07-24 19:44:05 +02:00
Mitchell Richters
cb050dbac9
- get rid of Redneck Deer Huntin'
from engine\grpinfo.txt since the game isn't supported.
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* Removes error in startup log for line #351 .
2020-07-24 22:26:06 +10:00
Mitchell Richters
54d73ce9f8
- fix 'Quick Turn' for Duke.
2020-07-23 14:05:36 +10:00
Christoph Oelckers
29e107ad24
- use CCMDs for weapon and inventory selection, courtesy of ZDuke.
2020-07-17 20:56:10 +02:00
Christoph Oelckers
a0cd407632
- cleanup on pausing code.
2020-07-15 18:10:31 +02:00
Christoph Oelckers
247c9fb786
- transitioned most parts of the menu to the backend's draw functionality.
2020-07-02 01:17:45 +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
Christoph Oelckers
65ddb6cb59
- disabled the game side frame limiter.
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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
6a9f1e9da1
- removed the old OpenGL interface.
2020-06-12 00:25:52 +02:00
Christoph Oelckers
17e1e4175e
- switched NPOT emulation to the renamed uniforms.
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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
a6545788a6
- do RR's lightning flash as a postprocessing effect.
2020-06-07 22:06:47 +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
9fc5f2d2e7
- some shader cleanup.
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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
60d7f4f7c2
- got rid of the RF_NPOTEmulation flag.
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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
232b0c1bb6
- store the lighting related uniforms in a GZDoom-style LightParms vec4.
2020-06-06 00:44:57 +02:00
Christoph Oelckers
0bd460d9e3
- split up the visibility factor into a scene specific and an element specific part.
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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
Christoph Oelckers
9dfd3ddd02
- migration of texture tinting to GZDoom's version.
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- start of visibility migration - removing unused globvis variable.
2020-06-05 17:02:21 +02:00
Christoph Oelckers
d812c2997c
- start renaming uniforms to match GZDoom.
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Needed to allow using the same shader with the backend.
2020-06-04 21:34:27 +02:00
Christoph Oelckers
b15cc31a38
- transitioned matrix setup to use the backend's uniform buffer implementation.
2020-06-04 20:14:48 +02:00
Christoph Oelckers
8430658cc5
- fixed texture filter menu entry.
2020-06-02 17:12:10 +02:00
Christoph Oelckers
350acd2ac3
- scale the vertex coordinates that get output to the hardware by 1024.
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This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
2020-06-01 09:55:28 +02:00
Christoph Oelckers
bd0c8acd46
- replaced detail matrix with a two element scale vector because that is all that is needed.
2020-05-31 12:23:35 +02:00
Christoph Oelckers
2841154683
- moved code around, got a few more utilities from GZDoom.
2020-05-31 10:37:19 +02:00
Christoph Oelckers
1d15fe63a6
- another backend update, pulling in the sky renderer.
2020-05-31 10:32:10 +02:00
Christoph Oelckers
5728241c1c
- updated backend from GZDoom.
2020-05-30 23:10:17 +02:00