Simon
df2d0b2f0b
Merge remote-tracking branch 'upstream/master'
2023-02-04 22:59:30 +00:00
Mitchell Richters
2020860ffe
- For I_GetInputFrac()
, just have the caller check if input is synchronised.
2023-02-05 08:40:25 +11:00
Simon
4012183cf1
Merge remote-tracking branch 'upstream/master'
2023-02-04 14:33:56 +00:00
Mitchell Richters
ca4b9c5044
- Slight tidy-up in vectors.h.
2023-02-04 17:05:20 +11:00
Simon
e248c158a8
Merge remote-tracking branch 'upstream/master'
2023-01-16 21:16:26 +00:00
Christoph Oelckers
fca0bdf379
- Backend update from GZDoom.
2023-01-15 09:30:01 +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
Christoph Oelckers
5952b79af5
- FString fixes.
2023-01-07 19:15:03 +01:00
Rachael Alexanderson
6b8bdcc449
- fix math error on ARM architectures
2022-12-28 02:07:10 -05:00
Mitchell Richters
67b40ee1d5
- Convert angle in hud_drawsprite()
to work on true degrees, and in the right direction.
2022-12-11 19:46:26 +01:00
Christoph Oelckers
aa58b152ab
- use a TArray in BuildTiles for the tile descriptors.
...
For some reason MSVC wants to put this in the EXE now and the array is quite large.
2022-12-11 19:45:00 +01:00
Mitchell Richters
59e8821332
- Use the interpolated sine table for tangent instead of Cephis math in TAngle<T>
.
...
* Performed testing and it's ~6.5x faster this way.
2022-12-11 18:41:38 +01:00
Christoph Oelckers
1061e3e2ca
- backend update from GZDoom.
2022-12-04 16:51:44 +01:00
Christoph Oelckers
d43ebd22ae
- fixed merge errors from backend update.
2022-11-24 18:05:47 +01:00
Christoph Oelckers
2ffdf3d0e1
- backend update from GZDoom.
...
Mainly quaternion math and sound system cleanup.
2022-11-24 16:56:46 +01:00
Christoph Oelckers
4d6920e80b
- fixed failiure to initialize the ambient tags array.
...
Also adding range checks to all places where it gets used. This is from CON code so proper values are never guaranteed.
2022-11-24 09:01:44 +01:00
Christoph Oelckers
8806fb930b
- Backend update from GZDoom
...
* Vector 4 in zscript
* garbage collector fixes
2022-11-12 10:45:39 +01:00
Christoph Oelckers
2290f05dcb
Revert "- Use std::fma()
in the interpolation code."
...
This reverts commit ff7e0afa6f
.
On Visual Studio with precise math, which is our main target this generates a very expensive function call instead of optimized assembly which renders the function's purpose ad absurdum.
2022-11-07 10:36:34 +01:00
Mitchell Richters
ff7e0afa6f
- Use std::fma()
in the interpolation code.
...
* From everything I've read, this more accurate, can be ~5% faster and is heavily optimised on CPUs of the last 10-12 years.
* This homegrown solution can be removed for `std::lerp()` once we go C++20.
2022-11-07 19:28:34 +11:00
Mitchell Richters
274899c9db
- Get rid of useless lerp()
function I added last night for lack of C++20.
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* We already have a generic linear interpolator that _I_ added, so let's use it.
2022-11-07 17:31:17 +11:00
Mitchell Richters
c8114e7ed0
- Revert change to TAngle<T>
's /
operator that snuck in.
2022-11-07 15:43:00 +11:00
Mitchell Richters
8ec475aec8
- Replace clamped off tangent values with a linear interpolation of the player's pitch.
...
* Gives a tangent-like ramping where it's noticeable without having to use the tangent at all.
* Had to do homegrown lerper since we're not C++20 yet.
2022-11-06 21:59:04 +11:00
Christoph Oelckers
41fc5660e5
- Backend update from GZDoom
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* IQM enhancements
* config storage in Users
* moving of savegame filename generation to the backend
2022-11-06 11:46:26 +01:00
Christoph Oelckers
a3dbfab54b
- return some invalid but recognizable magic value when IntersectLines is being passed two collinear lines.
...
This actually should check if the two lines are identical but since this is rather expensive and rarely needed it's better handled by returning a distinct value the caller can handle if needed.
2022-10-30 16:51:37 +01:00
Christoph Oelckers
e3254a8546
- fixed an edge case in cansee where an actor placed directly on a two-sided wall would fail to register that wall's back sector.
2022-10-30 16:51:37 +01:00
Christoph Oelckers
98e2fecd37
- another bunch of type conversion warnings fixed.
...
the ones in the findplayer functions are not critical in singleplayer.
2022-10-30 16:51:35 +01:00
Christoph Oelckers
902f8c9706
- silenced lots of warnings for deliberate type conversions.
...
The ones in d_net.cpp are not in active code.
2022-10-30 16:51:35 +01:00
Mitchell Richters
75047b6ad5
- Eliminate MulScaleF()
.
2022-10-27 16:55:52 +02:00
Christoph Oelckers
8e9ddf370c
- rewrote getzrange
...
Not using any old Build code anymore. Aside from the trivial stuff this uses code from Doom and SW instead.
2022-10-27 16:55:28 +02:00
Mitchell Richters
bb6e12a2b1
- Eliminate remaining calls to TAngle<T>::fromBuildf()
.
2022-10-25 07:07:03 +02:00
Mitchell Richters
5d8cc1b4fc
- Store all input speed constants as DAngle to avoid calling DAngle::fromDeg()
all the time.
2022-10-25 07:07:02 +02:00
Christoph Oelckers
2fe5655394
- added 'Resized()' to TVector2 and fixed its const state for all vectors.
2022-10-25 07:06:56 +02:00
Christoph Oelckers
0672a1a958
- replaced mapangle(85) with DAngle15.
2022-10-25 07:06:50 +02:00
Christoph Oelckers
de70e802ec
- downgraded all LGPL3 license headers in the backend to LGPL2.
...
This had already been agreed by all involved authors, but apparently not all files were changed accordingly.
2022-10-23 18:46:17 +02:00
Christoph Oelckers
2991bc752b
- split out the pure math stuff from gamefuncs.h into a utility header in 'common'.
...
Also did a bit of reshuffling on gamefuncs.h to group content better.
2022-10-22 20:41:26 +02:00
Christoph Oelckers
243c071834
- got rid of bsinf and bcosf.
2022-10-22 12:17:04 +02:00
Christoph Oelckers
0501482160
- added missing distance check for sprites to hitscan.
2022-10-22 12:17:03 +02:00
Mitchell Richters
8e851c8b00
- Blood: Initial pass at floatifying actFloorBounceVector()
.
...
* Direct translation of the original code.
2022-10-22 12:16:58 +02:00
Mitchell Richters
6efe565f7c
- Blood: Floatified vector addition in ConcussSprite()
.
2022-10-22 12:16:57 +02:00
Christoph Oelckers
04e98f2f77
- avoid inflation of random functions.
2022-10-22 12:16:56 +02:00
Christoph Oelckers
9f219ce809
- floatified bounce()
2022-10-22 09:34:14 +02:00
Christoph Oelckers
1a597c4e0b
- fixed and floatified chickenarrow.
2022-10-21 00:00:02 +02:00
Christoph Oelckers
3352783be2
- added a Sum function to TVector familiy
...
Duke uses this kind of distance check quite a lot so it makes sense to add it to the vectors.
2022-10-21 00:00:02 +02:00
Christoph Oelckers
5eb9af1e00
- Backend update from GZDoom
...
IQM model support and a few bugfixes.
2022-10-20 22:24:25 +02:00
Christoph Oelckers
50a9ca49f3
- floatified player_struct::hitang
2022-10-20 00:33:31 +02:00
Mitchell Richters
bdc6a5cf69
- Remove fudging from I_GetInputFrac()
and correct getPushBuild()
.
2022-10-18 19:52:02 +02:00
Christoph Oelckers
e7f581a4fd
- floatified AngleChase.
2022-10-18 18:34:25 +02:00
Christoph Oelckers
9d8f06612f
- floatified MoveSector
2022-10-18 18:34:25 +02:00
Christoph Oelckers
7f3c5ae18d
- added a 'dot' function to DVector2 because using the '|' operator is not intuitive.
2022-10-15 17:52:07 +02:00
Mitchell Richters
acee39ad68
- Restore a dedicated interpolatedvalue()
overload just for angles, which need special treatment.
2022-10-15 13:32:03 +02:00