Christoph Oelckers
ccce75667e
Revert "- Remove CVAR_NOINITCALL
bit from gl_texture_hqresize*
CVARs."
...
This reverts commit e03d532670
.
2021-07-24 09:08:29 +02:00
Mitchell Richters
e03d532670
- Remove CVAR_NOINITCALL
bit from gl_texture_hqresize*
CVARs.
...
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=72466 .
2021-07-24 15:58:05 +10:00
alexey.lysiuk
56d313f08d
- use SDL Vulkan window flag directly
2021-07-21 17:37:52 +03:00
Vanfanel
2aea69b48a
Pass the missing fullscreen flag when creating a Vukan window.
2021-07-21 14:41:28 +03:00
Christoph Oelckers
a614f741fd
- relaxed consistency checks for VOC files.
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Rampage Warrior contains a few sounds that failed validation so this check does not exist in the original 3D Realms sound code.
2021-07-14 23:22:41 +02:00
Christoph Oelckers
8a8379f5fc
- Backend update from GZDoom.
2021-07-11 09:50:36 +02:00
Christoph Oelckers
a98507f737
- fixed endless loop in replay gain analyzer when getting passed music with an unhandled sample rate.
2021-07-11 09:11:59 +02:00
Christoph Oelckers
e5cb1976d3
- disable texture name truncation for textures/ directory.
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Unlike Doom, a similar limit does not exist here and must not be enforced. Any texture from this folder needs to be usable by its full name without extension to be able to replace named tiles.
2021-07-05 22:39:24 +02:00
Christoph Oelckers
5d67987fe1
- don't attempt to decode animation frames at offsets beyond the end of the current page.
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Copied from EDuke32.
2021-07-02 20:33:53 +02:00
Christoph Oelckers
f0d2aef9d9
- fixed hires replacements for colorized font characters.
2021-06-01 11:29:39 +02:00
Christoph Oelckers
454816299e
- reorganized loading of textures.
...
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.
All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
25e57763af
- implemented substitution for incomplete fonts.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
d174b61c3c
- allow switching between the two Duke BigFonts and fix Y in Duke's BigFont13.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422
- moved all font setup out of the C++ code.
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All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93
- added internationalized fonts.
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This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
d7e1707b37
- removed the Doom specific font init code.
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This has no use in Raze and only got in the way by enforcing unwanted defaults.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
8fae793341
- defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
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This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
22be26bd2d
- font system fixes.
2021-05-28 12:16:07 +02:00
Christoph Oelckers
d44500863b
- removed the multiplayer scoreboard screens.
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Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Christoph Oelckers
4ff4fa643b
- rewrote the default translation handling to be compatible with luminosity translations.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
8b1757eee2
- got rid of most of the font system's baggage that's no longer needed.
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Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
9769f346ec
- refactored the special fonts away from BuildTranslation so that this function and the entire large heap of ugly baggage it drags in can finally be deleted.
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Function is gone, baggage will come next.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
372d425e01
- use luminosity translations for single lump fonts and let them use their original palette.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
377829d6a2
- let hex fonts use the luminosity translations.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
0bab333f36
- redid font translation so that it doesn't need to crush the font characters' color set to the base palette.
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Right now it creates a special type of luminance translation that can operate on a true color bitmap.
2021-05-25 12:59:08 +02:00
Christoph Oelckers
b2545f8042
- PlayMusic script function.
2021-05-23 16:21:04 +02:00
Christoph Oelckers
d98a567597
- halt the game timer when setting up a cutscene and when starting movie playback.
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These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
0c6e2f0c9e
- silenced some warnings.
2021-05-22 15:34:04 +02:00
Christoph Oelckers
d7a47b2f3a
- route all accesses to gameaction from the backend through the sysCallbacks.
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gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
6ae09f8ec9
- ported Doom's type-on text screens as a screen job overlay.
2021-05-22 12:08:08 +02:00
Christoph Oelckers
5337513044
- ported GZDoom's subtitle drawer to the cutscene framework.
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For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
0d793a59fd
- moved the cutscene core to 'engine'.
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More adjustments for making this code compatible with GZDoom.
2021-05-22 02:15:49 +02:00
Christoph Oelckers
e10bcf6294
- split the screen job code into a generic and a Raze specific part.
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Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
1dff0502b0
- moved libvpx and libsmackerdec to more fitting places, plus some project cleanup.
2021-05-22 01:06:51 +02:00
Christoph Oelckers
16c6e2db05
- silence float truncation warnings for explicit casts.
2021-05-21 21:06:48 +02:00
Christoph Oelckers
4739c71b39
- PNG 16 bit support from GZDoom.
2021-05-21 21:06:11 +02:00
Christoph Oelckers
264d42179e
- optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
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The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
eae97ded1b
- backend update from GZDoom.
2021-05-17 20:33:40 +02:00
Christoph Oelckers
60fe1d32fb
- Blood: unpositioned sounds must be limited to one per channel.
2021-05-16 11:51:51 +02:00
Christoph Oelckers
781cb32dcf
- fixed all issues with Duke's/RR's status bar.
2021-05-15 16:46:08 +02:00
Christoph Oelckers
f84f58e714
- ported Duke and RR status bars.
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Compiles but not tested yet.
2021-05-15 14:27:32 +02:00
Christoph Oelckers
d311792e06
- engine side preparations for Duke Statusbar scriptification.
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Mainly, gotweapon had to be reverted to a flat bool array to avoid implementing FixedBitArray for the VM.
Also adding a few new tile names and PushV for string arrays.
2021-05-15 10:44:35 +02:00
Christoph Oelckers
bdfe40af7c
- properly terminate base64 data.
2021-05-13 22:28:36 +02:00
Christoph Oelckers
e5dd4a8638
- made the scripted version of Blood's status bar functional.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
778378fd5c
- scriptified version of Blood's status bar compiles.
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Not tested yet.
2021-05-12 21:50:02 +02:00
Christoph Oelckers
783b94f922
- more warning fixes in 'core'.
2021-05-12 21:48:14 +02:00
Christoph Oelckers
499ed52972
- route savegame requests through the newwork, just like GZDoom does.
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Although a bit overkill for single player saves only, this will ensure consistent behavior between both engines regarding the menu.
2021-05-12 00:21:26 +02:00
Cacodemon345
36b910a253
Fix compilation on OpenBSD
2021-05-10 08:25:14 +02:00
Christoph Oelckers
2f9e32f748
Merge branch 'newrenderer'
2021-05-06 17:04:35 +02:00
Rachael Alexanderson
7b45144023
- these changes were missing from the last Vulkan update
2021-05-06 04:27:58 -04:00
Christoph Oelckers
56fcf904b5
- Backend update from GZDoom.
2021-05-03 14:48:55 +02:00
Christoph Oelckers
8003ab6fa3
Merge branch 'scriptable_cutscenes' into newrenderer
2021-05-02 22:37:46 +02:00
Christoph Oelckers
4c2266ee88
- fixed incomplete SW ending cutscene.
2021-05-01 20:31:51 +02:00
Christoph Oelckers
4069a5096a
- scriptified Exhumed's 2D content (minus the programmatic textures.)
2021-04-30 20:08:36 +02:00
Christoph Oelckers
3c27ec8cbd
- tested all of Duke's and RR's cutscenes.
2021-04-30 20:08:33 +02:00
Christoph Oelckers
af8d06994a
- implemented the scripting interface layer.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
021f1b7832
- make SummaryInfo a struct instead of passing a list of values to the script classes.
2021-04-30 20:08:32 +02:00
Christoph Oelckers
e05f900315
- added the data structures to hold the cutscene data.
2021-04-30 20:08:31 +02:00
Christoph Oelckers
b515543016
- added varargs pushv function to Array<int>.
...
We'll need this for the ANM sound arrays.
Support for other array<> types to be done later.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
4ff2010bd1
- moved the entire screen job management to the script side.
...
This isn't hooked up yet and lots of code is commented out, the games won't start with this commit.
2021-04-30 20:08:30 +02:00
Christoph Oelckers
1022564cab
- initial framework for scriptification of screen jobs.
2021-04-30 20:08:23 +02:00
Christoph Oelckers
8c379f7a44
Merge branch 'master' into newrenderer
2021-04-25 11:33:47 +02:00
Christoph Oelckers
79875d44e0
- moved MD4 calculator out of backend.
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Only map hacks use MD4, this does not need to be shared.
2021-04-25 11:33:38 +02:00
Christoph Oelckers
dca964444b
- backend fixes from GZDoom.
2021-04-25 11:32:50 +02:00
Christoph Oelckers
ad28630df6
- offloaded map patches to data files.
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This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +02:00
Christoph Oelckers
14971f9569
Merge branch 'master' into newrenderer
2021-04-22 00:10:37 +02:00
Christoph Oelckers
97d8aee2e8
- savegame code cleanup.
2021-04-22 00:03:17 +02:00
Christoph Oelckers
8fee2b3ed7
- save SW's User array as JSON.
2021-04-22 00:03:15 +02:00
Christoph Oelckers
cd45a1f035
- made more parts of USER serialization friendly.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
dcb393bc44
- started reorganizing SW's memory management.
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Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
2021-04-22 00:03:14 +02:00
Christoph Oelckers
b8f9bdb7c1
- made savepic work with new renderer.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
f51872db25
Merge branch 'master' into newrenderer
2021-04-20 20:46:06 +02:00
Christoph Oelckers
8c5a9c23c3
- tileimportfromtexture and copytile.
2021-04-20 20:04:44 +02:00
Christoph Oelckers
afb2cd3b82
- fixed NoFullbrightRange.
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Ever since the texture system switchover this only set a dead bit, it has to explicitly mark the texture as not having a brightmap.
2021-04-20 20:02:08 +02:00
Christoph Oelckers
588fa5ffe2
- fixed: FileSystem.CreatePathlessCopy must set the copy to not have a full path.
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Otherwise it may evade special lookup rules for music and not be found
2021-04-20 20:00:47 +02:00
Mitchell Richters
2f696e1a95
Merge branch 'master' into newrenderer
2021-04-19 20:50:37 +10:00
Christoph Oelckers
c8e466c995
- delete the "New savegame" node before starting work on the savegame.
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This caused an off-by-one issue in the displayed list.
2021-04-19 12:48:06 +02:00
Mitchell Richters
171d541112
Merge branch 'master' into newrenderer
2021-04-18 10:05:10 +10:00
Christoph Oelckers
27ca71a6ec
- allow specifying a .def file in GAMEINFO.
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This will be loaded on top of the regular .def files and not replace them.
2021-04-17 23:52:45 +02:00
Christoph Oelckers
3906d5cfb0
- fixed: the fullscreen color blends did not set their command's screenFade member.
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Since this remained 0, those blends lost their color.
2021-04-17 23:43:16 +02:00
Christoph Oelckers
82194bbf6b
Merge branch 'master' into newrenderer
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# Conflicts:
# source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
f28aa8f06c
- properly pause streaming soundtracks of movies as well.
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This is not relevant for any of the stock movies as they use separate sound files, we need to be aware of mods using the streaming sound capabilities of MVE and SMK.
2021-04-16 22:14:11 +02:00
Christoph Oelckers
2942e011bf
- cleaned up the screen job's fade handling, now that the jobs no longer depend on an external timer.
2021-04-16 21:27:54 +02:00
Christoph Oelckers
dbd3e1de44
- Screen Job refactoring WIP.
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Framework to let them handle proper input events.
Not used yet.
2021-04-16 17:24:58 +02:00
Christoph Oelckers
9a58299bee
Merge branch 'master' into newrenderer2
2021-04-14 22:37:59 +02:00
Christoph Oelckers
f6c4c19b02
- added a filter to the directory loader to remove EDuke32's texture cache files.
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These cause problems with the texture manager.
2021-04-14 22:12:15 +02:00
Christoph Oelckers
b5dbc3cf29
- allow specifying startup .con files via GAMEINFO.
2021-04-13 18:08:55 +02:00
Christoph Oelckers
10d0de8dbf
Merge branch 'master' into newrenderer2
2021-04-12 15:06:12 +02:00
Christoph Oelckers
a15ac43722
- enable embedding of blood.rff and sounds.rff in mod archives when playing Blood
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Some mods provide pregenerated resources, this allows loading them without picking them apart first.
2021-04-12 00:31:36 +02:00
Christoph Oelckers
6142f9d795
- added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
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Blood needs this for its PlayerSound controller, which is run right on map load - so without this it wouldn't start the sound when a map is initiated from the console.
2021-04-11 21:14:09 +02:00
Christoph Oelckers
6b684e74ba
- migrated 'texture' .def command.
2021-04-10 14:09:08 +02:00
Christoph Oelckers
333581a084
Merge branch 'master' into newrenderer2
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# Conflicts:
# source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
f20acca498
- always default the resource ID to -1, even for dummy entries.
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Better be safe than sorry, this should never happen in Blood but we never know what people may load...
2021-04-08 22:03:25 +02:00
Christoph Oelckers
a530dfbe35
Merge branch 'master' into newrenderer2
2021-04-08 18:52:54 +02:00
Christoph Oelckers
cecd34efc7
- moved a bit more script parsing functionality into the backend and tried it out on the 'skybox' command.
2021-04-08 14:00:08 +02:00
Christoph Oelckers
e0ee3a6701
- fixed: Vulkan did not define NPOT_EMULATION for its fragment shader.
2021-04-08 09:29:08 +02:00
Christoph Oelckers
0b79649dc2
Merge branch 'master' into newrenderer2
2021-04-06 16:14:21 +02:00
Christoph Oelckers
424c0ce3f4
- testing some script parser improvements.
2021-04-06 15:07:12 +02:00
Christoph Oelckers
cbe25d9d6b
- Blood: disable look left and look right in the classic key configuration.
2021-04-06 12:06:03 +02:00
Christoph Oelckers
fc314b6616
- allow loading Zips where all content is in a subdirectory.
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The same logic as in GZDoom applies: The root must not have any other content and the subdirectory must contain identifiable game content.
Some handling was also added to strip out macOS resource fork folders because they can contain data that can confuse file detection.
2021-04-06 01:06:03 +02:00
Christoph Oelckers
30c7dbd579
Merge branch 'master' into newrenderer2
2021-04-05 21:25:41 +02:00
Christoph Oelckers
8ea13f7c65
- implemented support for paletted textures to Vulkan backend.
2021-04-05 21:24:29 +02:00
Christoph Oelckers
e098e0ca2e
- added VR mode init code as this is actually functional with the new renderer.
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Also moved a few things out of gl_texture.cpp as this file is scheduled to go away with Polymost.
2021-04-05 20:12:11 +02:00
Christoph Oelckers
9a46fa7ef0
Merge branch 'master' into newrenderer2
2021-04-05 19:20:56 +02:00
Christoph Oelckers
41072eb020
- fixed uninitialized scale variable in sky code.
2021-04-05 19:20:41 +02:00
Christoph Oelckers
869433ee2e
- fixed invalidation of programmatic textures.
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This is only relevant for Vulkan because it stores the descriptor sets with the material, not the hardware texture.
2021-04-05 19:18:57 +02:00
Christoph Oelckers
c0f1949fb9
- fixed some swapped parameters in status bar code.
2021-04-05 19:07:59 +02:00
Christoph Oelckers
5030ca50ff
Merge branch 'master' into newrenderer2
2021-04-05 18:05:53 +02:00
Christoph Oelckers
ec460df2c0
- always ensure that the global index buffer is not empty.
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This needs to be valid for Vulkan, even if it isn't used.
2021-04-05 18:05:44 +02:00
Christoph Oelckers
0017b5d9c5
- pad out the StreamData buffer to 16 bytes and avoid any form of conditional compilation here.
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Vulkan does not manage to get the shader properly compiled without this.
2021-04-05 18:00:02 +02:00
Christoph Oelckers
f2dd4ceaab
- always ensure that the global index buffer is not empty.
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This needs to be valid for Vulkan, even if it isn't used.
2021-04-05 18:00:02 +02:00
Christoph Oelckers
96fb96617f
- backend update from GZDoom.
2021-04-05 17:59:54 +02:00
Christoph Oelckers
c303884274
- better handling for Duke's scrolling cloudy skies.
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* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
ab36b86a59
- sky tweaking
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* Build skies need a different mesh for the dome - the one from GZDoom distorts them too much.
* made adjustment to the positioning math after redoing the mesh
* Exhumed abuses some strange effect of the original sky placement math which means the y-offsetting must be disabled for this game.
* RRRA sky initialization fixed. It must be done after setting up the tiles.
2021-04-03 21:06:02 +02:00
Christoph Oelckers
638f19172a
- voxel rendering.
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The stock voxels of Blood and SW seem to work so far, but not all edge cases have been tested.
2021-04-02 18:20:07 +02:00
Christoph Oelckers
b7e8815133
- some further lightening of compat.h.
2021-03-24 21:13:36 +01:00
Christoph Oelckers
1297e4ed02
- SW's line to sprite portals are working now.
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Also fixed a clipper issue with Blood's line to line portals.
2021-03-24 10:33:50 +01:00
Christoph Oelckers
096ce5e025
- initial sky fixes.
2021-03-22 16:02:52 +01:00
Christoph Oelckers
a12f277846
- fixed uninitialized clear color variable.
2021-03-22 12:07:51 +01:00
Christoph Oelckers
e884a418f8
- portal WIP
2021-03-22 12:07:29 +01:00
Christoph Oelckers
cecfbb76e8
- fixed uninitialized clear color variable.
2021-03-22 12:07:15 +01:00
Christoph Oelckers
63f057d93f
- portal and sky WIP.
2021-03-21 22:48:01 +01:00
Christoph Oelckers
98e4a3035d
- updated the earcut.hpp triangulator.
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The old one wasn't triangulating the bathroom sector in DUKEDC2 properly, the bug got fixed upstream in the mean time.
2021-03-21 17:18:15 +01:00
Christoph Oelckers
757d7be18b
- updated the earcut.hpp triangulator.
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The old one wasn't triangulating the bathroom sector in DUKEDC2 properly, the bug got fixed upstream in the mean time.
2021-03-21 11:54:39 +01:00
Christoph Oelckers
30f4e2b29d
- replaced the engine automap drawer with one leveraging the newly added sector geometry data.
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This eliminates a lot of code depending on Build's projection math.
2021-03-20 16:20:48 +01:00
Christoph Oelckers
af6c6c8ef0
- added the DrawInfo class.
2021-03-18 10:23:53 +01:00
Christoph Oelckers
e9dd1c104b
- started adding the draw list code from GZDoom.
2021-03-18 10:19:13 +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.
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It renders walls, but y-panning is still broken.
2021-03-17 16:54:36 +01:00
Christoph Oelckers
90cb82d244
- disable the player specific volume modifiers if replay gain is enabled.
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These two functions would get into the way of each other otherwise.
2021-03-14 09:05:28 +01:00
Christoph Oelckers
8ae5d0b30e
- backend update from GZDoom.
2021-03-13 01:21:38 +01:00
Christoph Oelckers
ee5950e7ad
- backend update from GZDoom.
2021-03-07 13:21:15 +01:00
Christoph Oelckers
9104fba3ec
- moved colormap constants to backend.
2021-03-06 23:06:26 +01:00
Christoph Oelckers
5b85105762
- re-added the fix for the inverted card reader in Twin Dragon's Map 10.
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This accidentally got lost when the one-sided key fix was generalized.
2021-03-06 12:20:03 +01:00
Christoph Oelckers
bbd5c0ac8b
- transitioned voxel rendering to use the backend's implementation.
2021-03-02 17:10:34 +01:00
Christoph Oelckers
4b59acd251
- Blood: Check the sound's internal loop flag when playing a sound.
...
Fixes #275
2021-03-02 11:59:20 +01:00
Christoph Oelckers
b9050b1a35
- Blood: properly clip the gauge for throwing dynamite force instead of stretching it.
2021-03-02 03:31:10 +01:00
Christoph Oelckers
2f2d0443f2
- fixed size setup for most menus.
...
All of Raze's menus scale to 320x200 and to get proper mouse coordinates the definitions must reflect that as well.
Fixes #271
2021-03-01 13:08:10 +01:00
Christoph Oelckers
80404558f6
- RR: Fixed the drink and eat meters on the status bar.
...
Turned out that the status bar's DrawGraphic cannot handle it with its coordinate hackery, this needs a separate, cleaner interface function that does not mess around with the pivot which needs to be passed unaltered to the backend to properly rotate around it
2021-02-28 22:34:52 +01:00
Christoph Oelckers
ce87e18f90
- block Escape to toggle the console while AppActive is false.
...
This is for testing #174 - this is the only place in the code where the escape key is explicitly checked.
2021-02-27 13:47:30 +01:00
Christoph Oelckers
ba5ede65b8
- backend update from GZDoom.
2021-02-26 19:06:10 +01:00
Christoph Oelckers
4c915180da
- fixed stale pointer access in Unix version of D_AddFile.
...
Pointer was assigned a buffer of a local variable that went out of scope before checking its content.
Fixes #268 (hopefully)
2021-02-26 13:28:02 +01:00
Christoph Oelckers
c96e04e6c9
- backend update from GZDoom.
2021-02-12 14:44:54 +01:00
Christoph Oelckers
ba22df2a2a
- removed unused I_GetBuildTimeFrac function.
2021-02-03 12:18:58 +01:00
Christoph Oelckers
8e0c50c22c
- fixed: F2DDrawer::AddPoly was missing a texture validation check.
...
This caused problems when the automap wanted to render portal planes, which normally use an invalid texture as marker.
Fixes #263
2021-02-02 23:13:40 +01:00
Christoph Oelckers
e7ab4cd176
- backend update from GZDoom.
2021-01-29 13:20:00 +01:00
Mitchell Richters
ff0be3079e
- m_fixed.h: Fix incorrect return type for MulScaleF()
originating from 8cf2588bad
.
2021-01-29 21:19:15 +11:00
Rachael Alexanderson
3f30d91323
- 21:9 improvements
...
- vid_aspect is now set to change to 21:9's ACTUAL aspect - 64:27
- screen elements now scale to 64:27 properly. to restore classic behavior, set cvar `vid_allowtrueultrawide` to false
2021-01-17 11:45:12 -05:00
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
f20daa2595
- Replace divscale64()
calls with DivScaleU()
from common.
2021-01-05 07:31:17 +11:00
Mitchell Richters
8cf2588bad
- Replace fmulscale##()
calls with MulScaleF()
from common.
...
* Regex for reference: fmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:13 +11:00
Mitchell Richters
8f75f06efd
- Replace tmulscale##()
calls with TMulScale()
from common.
2021-01-05 07:31:08 +11:00
Rachael Alexanderson
fc7dada764
- sync from gzdoom
2021-01-02 07:52:59 -05:00
Christoph Oelckers
b73b59cf66
- fixed badly inherited exception subclass.
2020-12-30 09:55:57 +01:00
Rachael Alexanderson
218b0cfb03
- syncing these files over from GZDoom
...
- this does not actually yet build for Windows ARM64, but it does put the framework in place to make that possible in the near future
2020-12-12 09:20:02 -05:00
Christoph Oelckers
dd7d661f9a
- explicitly disable mipmapping for indexed textures.
...
It looks like this code was not handled properly.
2020-12-10 20:46:44 +01:00
Christoph Oelckers
94d3d643d7
- fixed: the file system's entry count was not updated before rehashing.
...
This broke Blood's RFS parser.
2020-12-09 18:56:17 +01:00
Christoph Oelckers
5a5f9b8e02
- backend update from GZDoom.
2020-11-23 15:54:06 +01:00
alexey.lysiuk
07eeba88fa
- fixed incorrect autosegs section addresses on macOS
...
It appeared that getsectbyname() returns address stored in executable header as is, i.e. without adjusting it for ASLR
2020-11-14 12:48:39 +02:00
Christoph Oelckers
36479b623d
- re-fixed crosshair scale to only use one CVAR for everything.
2020-11-13 17:56:55 +01:00
sinisterseed
34dfb6c5fc
- fixed crosshair scaling in Exhumed & the other games.
...
The problem was that the CVARs operating the scale were different between Exhumed and the other titles, meaning that "crosshairscale" worked in one, but not the others. They have now been split.
Also lowered the default crosshair size as it was too much for Exhumed.
Fixes #180 .
2020-11-13 18:33:18 +02:00
alexey.lysiuk
555007539d
- eliminate dependency on linking order for autosegs registration
...
This fixes #164
2020-11-13 09:41:58 +01:00
alexey.lysiuk
6b12514a29
- fixed compilation with MSVC 14.28.29333 from VS2019 16.8.0
...
This fixes #175
include\algorithm(7419,1): error C2678: binary '=': no operator found which takes a left-hand operand of type 'const T' (or there is no acceptable conversion) (compiling source file source\common\scripting\jit\jit.cpp)
include\algorithm(7419,17): error C3892: '_First': you cannot assign to a variable that is const (compiling source file source\core\searchpaths.cpp)
2020-11-12 11:38:53 +02:00
Christoph Oelckers
a92b4943f9
- Duke: use original colors for inventory status display.
...
I took one liberty and still use green/yellow/red for the percentage, but this now uses palette translations so that it works better with hires replacements.
2020-11-11 11:49:05 +01:00
Christoph Oelckers
3558289d70
- give forward declared enum a type.
2020-11-10 21:44:15 +01:00
Christoph Oelckers
96fbfdcf86
- made hires replacements work for untranslated fonts.
2020-11-10 21:34:49 +01:00
Christoph Oelckers
ed599d0f05
- moved the hires texture replacement logic into a backend callback.
...
This way it can be handled transparently to the calling code.
Fonts do not work yet, though.
2020-11-10 16:22:02 +01:00
Christoph Oelckers
40358febc1
- changed render interface to resolve textures to materials in the backend.
...
This is needed to have a unified spot where to resolve textures for both 2D and 3D.
2020-11-10 09:08:48 +01:00
Christoph Oelckers
918425469a
- fixed crosshair setup.
...
Fixes #168
2020-11-09 17:20:14 +01:00
Christoph Oelckers
4e6e564e14
- silenced message about missing function prototypes for exports.
...
This is necessary to later separate the games' script content from each other because there'd be lots of unprototyped functions otherwise.
2020-11-05 18:59:21 +01:00
Christoph Oelckers
1a300aa220
- fixed GC crash with new statusbar code.
...
It looks GZDoom never run in the case where using Create<> to create an object this left a pointer uninitialized.
To be safe, use Calloc instead of Malloc to get the memory for the new object so that everything is nulled.
2020-11-03 06:51:42 +01:00
Christoph Oelckers
7a482c6284
- make DHUDFont an object.
2020-10-31 13:20:54 +01:00
Christoph Oelckers
7de6528a1f
- the status bars work as objects.
...
# Conflicts:
# source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
f341fbc1fb
- backend update.
2020-10-28 21:46:43 +01:00
Christoph Oelckers
5abc5c0509
- option menu positioning fix.
2020-10-25 17:11:45 +01:00
Christoph Oelckers
7dda316391
- define console background for Blood.
2020-10-25 15:31:20 +01:00
Christoph Oelckers
94892cc1f8
- set up the main menu background as default console background for Duke and its offspring games.
2020-10-25 15:06:06 +01:00
Christoph Oelckers
74df8f55da
- moved c_console.cpp to 'common'.
2020-10-25 13:26:40 +01:00
Christoph Oelckers
8d3585afe1
- console cleanup.
...
The bulk of the console is now free of game dependencies.
2020-10-25 13:14:42 +01:00
Christoph Oelckers
273ad5e133
- backend update
2020-10-25 09:20:26 +01:00
Christoph Oelckers
aeda977bc2
- fixed incomplete font initialization.
2020-10-24 21:02:00 +02:00
Christoph Oelckers
c33525381e
- undid the native part of GetFullscreenRect because the functions are not compatible.
2020-10-24 18:13:45 +02:00
Christoph Oelckers
c82d9d2908
- backend update from GZDoom.
2020-10-24 17:30:47 +02:00
Christoph Oelckers
c2828fe2e3
fixed undefined end of list behavior of iterators
...
Also fixed a few warnings
2020-10-18 12:14:05 +02:00
Christoph Oelckers
bc0a55de41
- backend update.
2020-10-17 16:01:31 +02:00
Christoph Oelckers
197a5f642a
- properly delete backing images in the texture manager.
...
Although the images themselves are automatically taken down, any memory they allocate is not - and some of the special tile classes do need dynamic storage.
2020-10-15 20:22:41 +02:00
Mitchell Richters
38c0af4d34
- D_AddFile()
: Check the existence of the file before enumerating entire directory to find it as input might be coming in correctly.
2020-10-15 06:50:41 +11:00
Mitchell Richters
be42a6e28d
- Amend 9d84f92c0e
to just do true case-insensitivity.
...
* adding /home/mrichters/.config/raze/Blood/sOuNdS.rFf, 1747 lumps
2020-10-14 20:18:53 +11:00
Mitchell Richters
9d84f92c0e
- Amend bce15428d5
to only check case on the filename, not the full path.
...
* Still to be tested when I get home, but need it committed to get it off my laptop anyway.
2020-10-14 18:58:55 +11:00
Christoph Oelckers
25d79285a3
- added the resource file name to the listmaps printout.
2020-10-14 01:13:36 +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
bdc1f66131
- missed an include.
2020-10-12 20:30:12 +02:00
Christoph Oelckers
bce15428d5
- for Unix-like systems, check added resources for lower and uppercase variants if the specified one cannot be found.
2020-10-12 20:01:40 +02:00
Christoph Oelckers
8e1c71b867
Merge branch 'InputContinuation'
2020-10-11 15:24:51 +02:00
Christoph Oelckers
47e452f452
- fixed the real issue for the sound problems and reverted the last commit.
...
It was far more serious than a botched merge.
2020-10-11 13:44:23 +02:00
Christoph Oelckers
820b37721b
- moved tab completion code into 'common' as well.
2020-10-11 00:08:07 +02:00
Christoph Oelckers
242a70e610
- split the command line buffer off from c_console.cpp and reactivated the check for CONBACK.
2020-10-10 23:16:08 +02:00
Christoph Oelckers
fe2e96d3a6
Merge branch 'master' into InputContinuation
...
# Conflicts:
# source/games/duke/src/duke3d.h
2020-10-10 21:39:27 +02:00
Christoph Oelckers
a39cf290e3
- Blood: fixed: The player's inventory and some other state were reset for each level, not each new game.
2020-10-10 20:20:12 +02:00
Christoph Oelckers
e95fea1056
- fixed: Toggling palette emulation should reset the texture filter in the samplers.
2020-10-10 18:57:16 +02:00
Christoph Oelckers
16fd505f9a
- make sure that sfxinfo_t is always fully initialized by adding initializer values to all fields.
...
Let's hope this finally fixes those sound hiccups.
2020-10-10 09:47:00 +02:00
Christoph Oelckers
b21beb4039
- made the options search work.
...
This required changing how the engine credits menu work because it created a circular dependency in its original form.
2020-10-09 22:33:02 +02:00
Christoph Oelckers
802d295e48
- Shadow Warrior credit screens.
2020-10-08 23:53:15 +02:00
Christoph Oelckers
02507d937d
- got the text screens working. Also reformatted RR's credits a bit for a better presentation.
2020-10-08 23:40:17 +02:00
Christoph Oelckers
19c719db4e
- image scroller is working again.
2020-10-08 22:53:12 +02:00
Christoph Oelckers
6ba06f5ed0
- ImageScroller WIP commit.
2020-10-08 22:20:41 +02:00
Christoph Oelckers
15eaf86f5a
- preparations for the image scroller menu.
2020-10-08 18:02:25 +02:00
Christoph Oelckers
8caaf4fa64
- menu transitions are working again.
2020-10-08 16:33:11 +02:00
Christoph Oelckers
cc7290e313
- work on menu transitions.
2020-10-08 01:00:23 +02:00
Christoph Oelckers
56eae0b42d
- got the basics working for Exhumed's main menu.
2020-10-08 00:21:07 +02:00
Christoph Oelckers
2bb38f7d67
- get load and save game menus and related CCMDs working again.
2020-10-07 18:32:57 +02:00
Christoph Oelckers
53c3a6fc9b
- silenced some warnings.
2020-10-07 16:02:49 +02:00
Mitchell Richters
90e711464a
- clamp(): Remove definition in compat.h and uplift definition in templates.h.
2020-10-07 13:29:00 +11:00
Christoph Oelckers
38ddbfe65f
- activated most of the support code for programmatically created menus again.
...
Blood's regular menu screens mostly work again
2020-10-07 01:31:41 +02:00
Christoph Oelckers
5726b693bd
- added back the menu transition, although it cannot be used yet, and all game specific menu CCMDs.
2020-10-07 01:12:57 +02:00
Christoph Oelckers
0968a9d97e
- renamed the Customizer to 'Delegate' because this works very much like a delegate in Objective-C.
...
- route menu sound calls through the delegate to better deal with differences between games.
2020-10-07 01:00:43 +02:00
Christoph Oelckers
603c3b50ec
- reimplemented Blood's menu items.
2020-10-07 00:50:26 +02:00
Christoph Oelckers
d22bdf9dc7
- use an alias for the menu bar texture in Blood.
...
Direct tile access has been disabled for now, hopefully this can be buried deep in the engine for all eternity.
2020-10-06 20:05:51 +02:00
Christoph Oelckers
55e7e34707
- added texture aliases so that tiles can given real names in the texture manager.
...
Use this to turn Duke's and RR's tile enums into real names, leaving out RRTILExx - the few that are needed were renamed.
2020-10-06 19:26:22 +02:00
Christoph Oelckers
3dbb8cbb11
- safety commit
2020-10-05 21:47:53 +02:00
Christoph Oelckers
29a4955f79
- missing global variables.
2020-10-05 20:44:30 +02:00
Christoph Oelckers
4d712cd5a0
- date code from GZDoom.
2020-10-05 20:28:19 +02:00
Christoph Oelckers
c03644ea76
- base.zs cleanup and extendable structs.
2020-10-05 20:03:28 +02:00
Christoph Oelckers
53980787b6
- added global offset for 2D drawer.
...
This is needed to handle Duke's scrolling menus transparently to the menu code.
2020-10-05 01:42:47 +02:00
Christoph Oelckers
9606b09ddd
- update of language code from GZDoom.
2020-10-05 00:46:24 +02:00
Christoph Oelckers
7c89db69bd
-menuCustomizer from GZDoom.
2020-10-05 00:23:30 +02:00
Christoph Oelckers
16431e9f0a
- SetupMenuColors restored.
2020-10-04 22:21:11 +02:00
Christoph Oelckers
6a4b72cfef
- removed obsolete calls from menudef.cpp.
2020-10-04 22:14:20 +02:00
Christoph Oelckers
27ff78ed51
- removed the GZDoom menu CCMDs.
2020-10-04 22:02:10 +02:00
Christoph Oelckers
f233345ba1
- move most of the menu code into the backend.
2020-10-04 21:57:35 +02:00
Christoph Oelckers
7f6b02c451
- merged string table and system callbacks.
2020-10-04 21:15:51 +02:00
Christoph Oelckers
5d76cbcbdb
- game compiles and starts again (without menu, of course)
...
Now it's time to rebuild the menu.
2020-10-04 20:53:37 +02:00
Christoph Oelckers
9cc318da93
- ugh
2020-10-04 20:14:15 +02:00
Christoph Oelckers
7be2d44108
- corrected includes.
2020-10-04 20:11:03 +02:00
Christoph Oelckers
82612a1330
- it compiles again (with lots of code commented out.)
2020-10-04 20:11:02 +02:00
Christoph Oelckers
46a1fe3826
- updated script definitions to silcence startup warnings.
2020-10-04 20:10:13 +02:00
Christoph Oelckers
dff8339ba3
- backend update from GZDoom.
2020-10-04 19:33:50 +02:00
Christoph Oelckers
f8caf88089
- backend update.
2020-10-03 17:04:45 +02:00
Christoph Oelckers
fe61ff09a4
- added remapping for Cyrillic characters to matching Latin counterparts.
2020-09-29 20:16:31 +02:00
Christoph Oelckers
b57e13ff62
- mouse code update.
...
May still need some tweaking of the factors.
2020-09-28 22:36:43 +02:00
Christoph Oelckers
012bccd916
- indexed rendering fixes
...
backported from GZDoom.
2020-09-28 21:26:21 +02:00
alexey.lysiuk
6cf921dbfe
- restored old mouse scaling for Cocoa backend
...
This reverts commit df2b3b6b17
.
2020-09-28 09:35:36 +03:00
Christoph Oelckers
9dd26c8196
- fixed explosion distance of Hexen Cleric's firestorm weapon.
2020-09-27 16:30:06 +02:00
Christoph Oelckers
02afa90202
- another backend update from merging several GZDoom PRs.
2020-09-27 16:16:53 +02:00
Christoph Oelckers
c326bcd308
- fixed i_net's GetPlayerName function's indexing.
2020-09-27 16:12:51 +02:00
Christoph Oelckers
af5e3dd1b8
- render backend update from GZDoom, mostly minor stuff.
2020-09-27 16:12:51 +02:00
Christoph Oelckers
4ca5bfdd46
- sanity check added for MoveLumpsInFolder
2020-09-27 16:12:51 +02:00
Christoph Oelckers
ba5da8ebc2
- UE1 model code update.
2020-09-27 16:12:51 +02:00
Christoph Oelckers
cb49bcb96d
- updated VM from GZDoom.
...
Just to be up to date.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
0314cdec55
- texture manager fixes from GZDoom
...
* missing null check in FPngTexture.
* ignore identity translations when creating textures.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
f8ae35f8a5
- macOS backend update, plus moving base64.cpp around.
2020-09-27 16:12:50 +02:00