Commit graph

11229 commits

Author SHA1 Message Date
Christoph Oelckers
a4879fb338 - draw all overlay elements on the game screen. 2020-07-06 15:52:09 +02:00
Christoph Oelckers
e272245537 - fixing some HUD stuff. 2020-07-06 15:48:51 +02:00
Christoph Oelckers
928620ab91 - why was this missed? 2020-07-06 13:27:56 +02:00
Christoph Oelckers
f2380f8829 - constant cleanup. 2020-07-06 13:26:26 +02:00
Christoph Oelckers
5d93e946c2 - moved all prediction code into a separate (inactive) source file. 2020-07-06 11:39:39 +02:00
Christoph Oelckers
f4e763e252 - input code cleanup.
The input queues are mostly abstracted now and some EDuke specific handling that isn't needed anymore was removed.
2020-07-06 10:34:31 +02:00
Christoph Oelckers
9300c0bdeb - stripped down the main menu loop to the minimum needed to be able to run it. 2020-07-06 08:55:56 +02:00
Christoph Oelckers
736a52f7b2 - startrts and domovethings. 2020-07-06 03:00:52 +02:00
Christoph Oelckers
827672a775 - moveclouds. 2020-07-06 02:05:31 +02:00
Christoph Oelckers
25bff01c70 - cleanup. 2020-07-06 00:54:06 +02:00
Christoph Oelckers
c6b619214f - cleanup of viewborder code.
The view border will now only be rendered in one place - inside displayrooms. None of the 2D content still depends on what it is set to.
2020-07-06 00:15:22 +02:00
Christoph Oelckers
021799573e - fixed sprite animations. 2020-07-05 23:22:35 +02:00
Christoph Oelckers
7bd2b33e39 - fixed centering of RR big text. 2020-07-05 21:40:51 +02:00
Christoph Oelckers
90d5d7ba75 . ugh. 2020-07-05 21:24:55 +02:00
Christoph Oelckers
cfe1e531c5 - activated the newly added render code and deleted the old one. 2020-07-05 21:21:39 +02:00
Christoph Oelckers
7ead48b9d9 - safety commit for displayrooms. 2020-07-05 16:49:00 +02:00
Christoph Oelckers
53f36e5c40 - fixed P_GetInput to work with the changed backend. 2020-07-05 12:26:00 +02:00
Christoph Oelckers
8a1206edbc Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2 2020-07-05 11:55:41 +02:00
Christoph Oelckers
c08b8dc17b - camera display fix.
This is one fucked up mess of code.
2020-07-05 11:54:50 +02:00
Christoph Oelckers
2e78c08856 - fixed palette transparency checks 2020-07-05 10:15:55 +02:00
Mitchell Richters
dae1506182 - change std::max() to std::min() in glbackend.h. Fixes issue in coelckers/Raze#83. 2020-07-05 09:05:19 +02:00
Christoph Oelckers
2b61b44188 - remove unused variable. 2020-07-05 08:58:13 +02:00
Mitchell Richters
30300bf3b2 - allow shade in glbackend.h to accept negative values, but still at a max of numshades-1.
* This fixes some issues with distance lighting issues in Duke3D as reported at https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158417.
2020-07-05 08:57:21 +02:00
Christoph Oelckers
2105af8096 - deleted some garbage. 2020-07-05 00:39:34 +02:00
Christoph Oelckers
390afc9490 - SE150 for RRRA.
It's the same as original SE40. What kind of mess whas done here in Eduke?
2020-07-05 00:16:59 +02:00
Christoph Oelckers
1657d90ca9 - ror.cpp 2020-07-04 23:40:54 +02:00
Christoph Oelckers
119b9f5d02 - SE40
Not testable because no working map uses it.
2020-07-04 23:40:14 +02:00
Christoph Oelckers
78f88e460e - G_DoThirdPerson replaced by the original 'view'. 2020-07-04 22:44:33 +02:00
Christoph Oelckers
2fba557a3d - fixed menu loop 2020-07-04 22:30:18 +02:00
Christoph Oelckers
2c494245ad - cheat list fixed. 2020-07-04 22:03:22 +02:00
Christoph Oelckers
7688390b2d - I hate it when MSVC doesn't recompile altered files... :( 2020-07-04 21:50:16 +02:00
Christoph Oelckers
7872b701ce - CCMD cleanup. 2020-07-04 21:36:27 +02:00
Mitchell Richters
c70cc474a0 - change mouse input from int to float and adjust games accordingly.
* Calculate game-side mousex/mousey divisions into the calculations performed in `InputState::GetMouseDelta()`.
* Fix mouse speed when `in_mousesmoothing` is true (wasn't factoring in / 3.f division used in non-true vector.
* Standard mouse forward/side movement speeds in Exhumed & SW with that of other games.
* Remove `strafeyaw` code from Duke/Exhumed/RR as it's not necessary and was leading to situations where the player would continually keep moving sideways even without input.
* Change mouse forward/side velocities to -= current value as is done with controller input and the player's angle/aim velocities.
2020-07-04 18:28:00 +02:00
Mitchell Richters
bb57590d34 - add gl_texture CVAR to glbackend à la GZDoom.
* Will be useful for further debugging of the lighting to determine whether Build actually did/does do different visibility for floor/walls/ceilings, etc.
* Idea inspired by Gez: https://forum.zdoom.org/viewtopic.php?f=341&t=68838&start=75#p1158294
2020-07-04 18:26:11 +02:00
Mitchell Richters
25c5b76f91 - make SDL mouse scaling match that of Windows for consistency. 2020-07-04 18:25:13 +02:00
Christoph Oelckers
39185300e7 - reimplemented cheats based on ZDoom's cheat parser. 2020-07-04 15:51:02 +02:00
Christoph Oelckers
dbd3202433 - simplified the generic cheat code.
This is both closer to ZDoom and more robust.
2020-07-04 10:22:20 +02:00
Christoph Oelckers
c9d3a383a4 more 2020-07-04 00:32:09 +02:00
Christoph Oelckers
f5d363d914 - cleaned out demo code. 2020-07-04 00:12:24 +02:00
Christoph Oelckers
d13b2dc130 - got rid of the dynamic tilemap.
Most tile access is in game specific code, the remaining code only accesses 51 tiles
2020-07-03 23:56:14 +02:00
Christoph Oelckers
f1a2836877 - it continues.
cameratext and the last 3 __STATICs.
2020-07-03 23:16:12 +02:00
Christoph Oelckers
d6e021a63d - statistics output 2020-07-03 21:44:57 +02:00
Christoph Oelckers
a3a8286857 - cleanup 2020-07-03 20:17:24 +02:00
Christoph Oelckers
1e24c4a22c - vscrn, aka updateviewport.
Just a temporary patch - this function won't work with the new status bar.
2020-07-03 16:59:53 +02:00
Christoph Oelckers
7f96d182b7 - palette stuff, input functions corrected. 2020-07-03 16:17:37 +02:00
Mitchell Richters
bbacc9e816 - factor in xdimenscale and viewingrangerecip when calculating renderSetVisibility().
* Changes performed in 0bd460d9e3 didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379 or d80a32d379, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
2020-07-03 14:42:41 +02:00
Christoph Oelckers
4fbd476b17 - refactored all text output to use DrawText.
No more screentext mess.
2020-07-03 10:53:35 +02:00
Christoph Oelckers
691643b035 - fix DTA_KeepRatio for fullscreen scaling. 2020-07-03 10:53:02 +02:00
Christoph Oelckers
5144e8c355 - ported the 'entering level' screen. 2020-07-03 09:59:24 +02:00
Christoph Oelckers
d2595582d4 - fixed coordinates. 2020-07-03 00:32:10 +02:00