Commit graph

1055 commits

Author SHA1 Message Date
Christoph Oelckers
53e698e707 - 0.10.0 2021-04-22 22:03:50 +02:00
Christoph Oelckers
db7527fa43 - fix sky palette in Polymost mode. 2021-04-22 22:03:16 +02:00
Mitchell Richters
6fca2de7f3 - Fix clocking of timer when doing cumulative loads in loaddefinitionsfile(). 2021-04-22 18:57:41 +10:00
Mitchell Richters
733f4f7aea - Move all the timing code from LoadDefinitions() to loaddefinitionsfile() 2021-04-22 18:50:49 +10:00
Mitchell Richters
27767f61ae - Move for (auto& m : *userConfig.AddDefs) loop from loaddefinitionsfile() into LoadDefinitions() and rework debug timer code to accommodate.
* Change also reverts 5af7be42a2.
2021-04-22 16:33:45 +10:00
Mitchell Richters
c0e5599478 Merge branch 'master' into newrenderer 2021-04-22 08:58:26 +10:00
Mitchell Richters
ab4c18a73a - processMovement(): Remove attenuation of hidInput->dyaw that was missed when scaling was removed from backend in 44e4c5ff78. 2021-04-22 08:58:17 +10:00
Mitchell Richters
5af7be42a2 - LoadDefinitions(): Remove if statement added in 1ea25e5d0e that was causing added DEF files not to load.
* The loop for `userConfig.AddDefs` feels like it should be moved out of `loaddefinitionsfile()` and into `LoadDefinitions()`, but that's subject to discussion.
2021-04-22 08:44:59 +10:00
Christoph Oelckers
14971f9569 Merge branch 'master' into newrenderer 2021-04-22 00:10:37 +02:00
Christoph Oelckers
c17ec5fa45 - cleanup of savegame framework 2021-04-22 00:03:17 +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
9c3aa7bb6c - use the proper file names for loading -adddefs. 2021-04-21 23:55:40 +02:00
Christoph Oelckers
eb573bea23 - removed all compensation for the clamped shades.
None of this is needed, the shader can work with out of range shades to produce proper lighting.
2021-04-21 22:48:55 +02:00
Christoph Oelckers
dc0df7d081 - don't clamp shade values in the setup pass.
We need their proper values when setting up the lighting.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
9092b5c392 - removed some unused stuff from engine. 2021-04-21 22:32:27 +02:00
Christoph Oelckers
b8f9bdb7c1 - made savepic work with new renderer. 2021-04-21 22:32:27 +02:00
Mitchell Richters
98a9963bb5 - Fix release builds of project and remove old def_.cpp stub file. 2021-04-22 06:30:44 +10:00
Christoph Oelckers
c67a3e76b4 - seems I missed a bit... 2021-04-21 18:34:34 +02:00
Christoph Oelckers
35594a5516 - def parser cleanup, plus some better error messages. 2021-04-21 18:16:08 +02:00
Christoph Oelckers
ba5e7d419c - cleaned up the remains of the old def parser. 2021-04-21 18:15:55 +02:00
Christoph Oelckers
1ea25e5d0e - reworked the def parser's main loop. 2021-04-21 18:15:25 +02:00
Christoph Oelckers
8c854441bc - model command migrated 2021-04-21 18:15:12 +02:00
Christoph Oelckers
542e1b2ba7 - ported all simple model commands.
'model' is the last remaining one.
2021-04-21 18:15:12 +02:00
Mitchell Richters
93edeac791 - Clean-up of input functions.
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
2021-04-21 20:41:04 +10:00
Christoph Oelckers
b49de68c86 - migrated highpalookup, basepalette and undefbasepaletterange. 2021-04-20 22:43:02 +02:00
Christoph Oelckers
f51872db25 Merge branch 'master' into newrenderer 2021-04-20 20:46:06 +02:00
Christoph Oelckers
16f45ffe3d - fixed small oversight in makepalookup parser. 2021-04-20 20:44:22 +02:00
Christoph Oelckers
512411d0fa - parseUndefTexture(Range) 2021-04-20 20:41:15 +02:00
Christoph Oelckers
1518156386 - parseUndefPalookupRange 2021-04-20 20:41:15 +02:00
Christoph Oelckers
276fd19462 - parseMakePalookup 2021-04-20 20:41:15 +02:00
Christoph Oelckers
6fb09f36c7 - fixed a few parsing errors. 2021-04-20 20:41:04 +02:00
Christoph Oelckers
aaad546729 - palookup. 2021-04-20 20:21:51 +02:00
Christoph Oelckers
bb119fa928 - parseNumAlphaTabs 2021-04-20 20:21:51 +02:00
Christoph Oelckers
82a0b0502b - parseBlendTable 2021-04-20 20:21:51 +02:00
Christoph Oelckers
01f93f4cca - several smaller texture (un)definition commands. 2021-04-20 20:05:35 +02:00
Christoph Oelckers
8c5a9c23c3 - tileimportfromtexture and copytile. 2021-04-20 20:04:44 +02:00
Christoph Oelckers
97637e4d2d - parseArtFile. 2021-04-20 20:03:19 +02:00
Christoph Oelckers
2761ced670 - handle 2 dead .def commands. 2021-04-20 20:02:19 +02:00
Christoph Oelckers
afb2cd3b82 - fixed NoFullbrightRange.
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
40a632a2ae - rffdefineid 2021-04-20 19:39:12 +02:00
Christoph Oelckers
643b969dff - added another weird Build specialty: no vertical sprite offset flipping for face sprites.
Just... why...? :?
2021-04-20 19:37:32 +02:00
Christoph Oelckers
be20b6a839 - fixed: wall sprites do not need NPOT emulation. 2021-04-20 16:58:18 +02:00
Christoph Oelckers
9e40e49c2c - generalized the special key handling for skipping cutscenes. 2021-04-20 15:01:26 +02:00
Christoph Oelckers
d078b511b8 - flip backwards oriented wall sprites before submitting them to the render list.
Backwards orientation will break the translucent object sorter so this needs to be sorted out beforehand.
2021-04-20 14:30:22 +02:00
Mitchell Richters
d34070b8ae - gameinput.h: Remove precise bool from horizsumfrac(), look_anghalf() and looking_arc() added in a4895cb270.
* It looks terrible to have low precision math versions of look_anghalf and looking_arc since we always interpolate `look_ang` now, so lets just not.
2021-04-20 21:12:17 +10:00
Mitchell Richters
321bfe86f8 - DSkippableScreenJob::OnEvent(): Ensure previously ignored keys don't cause a screenjob to skip.
* Volume up/down on the keyboard when trying to listen to a cut-scene shouldn't skip it.
2021-04-20 20:07:20 +10:00
Christoph Oelckers
ccdf9d13f1 - do not render sprites that are extremely close to the camera.
These can temorarily cover the entire screen so everything with a distance of less than 4 map units will now be skipped if it is a face sprite.
2021-04-20 00:15:11 +02:00
Christoph Oelckers
a919e526ec - SW: the intro's sound may not be paused when the menu opens. 2021-04-19 21:39:44 +02:00
Mitchell Richters
de06030ea0 - gameinput.cpp: Make sethorizon(), applylook() and calcviewpitch() class functions of PlayerHorizon and PlayerAngle where appropriate. 2021-04-19 20:50:10 +10:00