Simon
7c37bad4ac
Squashed commit of the following:
...
commit 57ebeb79e2
Author: Simon <simonbrown77@googlemail.com>
Date: Thu Feb 16 22:07:38 2023 +0000
Fixed issue with FrameSetup being called in the wrong place
this seemed to limit the correctly submitted frames to 60 fps!
commit 16299b3f8a
Author: Simon <simonbrown77@googlemail.com>
Date: Tue Feb 14 20:51:03 2023 +0000
Get floor height offset correct for each game
commit fa74cf0559
Author: Simon <simonbrown77@googlemail.com>
Date: Tue Feb 14 20:37:29 2023 +0000
Clean exit on Pico & Quest
and gold tier patron credit screen
commit deb2c35988
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Feb 13 22:22:29 2023 +0000
Number of small changed
- Hide crosshair if it isn't needed
- Don't draw black bar when drawing FPS counter
- added roll in to the weapon sprite
- If drawing full screen mode always use orthographic projection
commit f1a165add7
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Feb 13 21:44:42 2023 +0000
FInal changes to get MV rendering correctly
commit 936f079db8
Merge: 06a99dbaf
f8c1f49e6
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Feb 13 11:29:23 2023 +0000
Merge branch 'multiview' into direct-eye-buffers
commit 06a99dbafb
Author: Simon <simonbrown77@googlemail.com>
Date: Mon Feb 13 11:26:44 2023 +0000
Implementation using no additional frame buffers
commit f8c1f49e6f
Author: Simon <simonbrown77@googlemail.com>
Date: Sun Feb 12 11:19:27 2023 +0000
Failed attempt at multiview
2023-02-16 22:09:25 +00:00
Simon
578f7cfbcd
Fix issue where crosshair would disappear or get stuck
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Was the fact that the controller was actually in a different sector to the player actor.
2023-02-10 22:42:19 +00:00
Simon
9eb86eaa40
Added 6DoF weapons to all the other game modes
2023-02-09 23:04:41 +00:00
Simon
00d07de8a7
Update menu in pk3
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remove warning about positional tracking issues (thanks to Mitch fixing it in Raze upstream)
Ensure SW pitch is set correctly
2023-02-06 21:43:31 +00:00
Simon
4012183cf1
Merge remote-tracking branch 'upstream/master'
2023-02-04 14:33:56 +00:00
Mitchell Richters
991ef5c27f
- Minor input tidy-up.
2023-02-04 17:05:18 +11:00
Simon
159c316ebb
Merge remote-tracking branch 'upstream/master'
2023-01-29 19:18:17 +00:00
Christoph Oelckers
432021b8e7
- Exhumed: avoid shade hacks with palette emulation on.
...
This code only makes sense with true color rendering.
2023-01-28 11:44:05 +01:00
Simon
42f29bd4bb
Merge remote-tracking branch 'upstream/master'
2023-01-27 09:33:18 +00:00
Christoph Oelckers
33f0d229fa
- Exhumed: fixed bad return values for two HUD functions.
2023-01-21 14:37:57 +01:00
Simon
4b2b6da3da
Merge branch 'ZDoom:master' into master
2023-01-13 23:41:41 +00:00
Simon
91ede1126f
Initial commit of update to Raze mazter
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All prior changes can be found on the (will be published in the future) RazeXR repo
2023-01-13 23:41:22 +00:00
Mitchell Richters
7f1add4786
- Exhumed: Remove unused local variable left over from 087aa7b2ee
.
2023-01-13 10:34:31 +11:00
Mitchell Richters
087aa7b2ee
- Exhumed: Tidy up DrawMap()
entrypoint.
2023-01-12 18:59:32 +11:00
Mitchell Richters
c606fc11da
- Add call to resetForcedSyncInput()
for all games.
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* Blood was missing it.
* If it's pre-added to all games, it never needs thinking about.
2023-01-12 18:59:32 +11:00
Christoph Oelckers
2e35d6a6a8
- Exhumed: account for rounding errors in MoveSectorSprites
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The formula here left no margin for error and minor rounding errors are inevitable with this code.
2023-01-07 10:45:15 +01:00
Christoph Oelckers
d064706f93
- got rid of wallpicnum and overpicnum.
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All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
2022-12-29 14:14:53 +01:00
Christoph Oelckers
b1e2b2addf
- backend cleanup from GZDoom.
2022-12-18 16:31:50 +01:00
Christoph Oelckers
837e4d1438
- eliminated many uses of wallpicnum.
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The ones left require a bit more work on the data first.
2022-12-18 15:11:08 +01:00
Christoph Oelckers
a9ea2cd5c0
- moved GetReservedScreenSpace function into the scripted status bar where it belongs.
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Since this is supposed to return the height of the status bar, keeping it native is a bit pointless as it cannot be modified that way.
2022-12-18 14:47:38 +01:00
Christoph Oelckers
c41dc29885
- eliminated half of the remaining tileWidth and tileHeight calls.
2022-12-18 14:45:09 +01:00
Christoph Oelckers
e78fd90f67
- adapted sky code for using texture IDs.
2022-12-18 14:42:27 +01:00
Christoph Oelckers
5147826eeb
- consolidated precaching code and rewrote the core to work on texture IDs.
2022-12-18 13:37:54 +01:00
Christoph Oelckers
20edd800f9
- big texture system refactor.
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Finally that quickly slapped together BuildTiles class is gone and replaced with something that better integrates with the underlying texture manager
2022-12-18 13:05:58 +01:00
Christoph Oelckers
ff09257d47
- Exhumed: allow Anubis to get out of the walking state if he loses his target.
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This happened on occasion on the first map
2022-12-14 10:25:01 +01:00
Kevin Caccamo
4cdb0c3c55
Attempt to fix #787
2022-12-13 14:08:02 +01:00
Christoph Oelckers
9c1fc93e1c
- Exhumed: The ObjectList was not properly garbage collected.
2022-12-13 08:49:56 +01:00
Mitchell Richters
c3f276a08a
- Tidy up remaining Build angle constants in gamefuncs.h
.
2022-12-11 19:46:27 +01:00
Mitchell Richters
de8353f085
- Eliminate BAngToDegree
constant.
2022-12-11 19:46:26 +01:00
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
e26d9106aa
- handle all occurences of tileWidth and tileHeight using spritetypebase::picnum.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
f479f995a1
- transitioned all tileLeftOffset and tileTopOffset calls to use the texture manager.
2022-12-11 19:44:01 +01:00
Christoph Oelckers
0869497ecb
- rewrote the tile pixel cache to work on texture IDs instead of tile IDs.
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This allows using the related checking features with other textures as well.
2022-12-11 19:44:00 +01:00
Christoph Oelckers
8b0e86e88b
- wrap a few more accesses to picnum variables
2022-12-11 19:44:00 +01:00
Christoph Oelckers
ede5b017ab
- renamed walltype::picnum to wallpicnum for easier searching.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
51ad64f71e
- initialize all special tiles to their intended type before starting the game.
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This ensures that we have an immutable mapping of tile number to texture ID now.
2022-12-11 19:43:58 +01:00
Christoph Oelckers
a63ee8079a
- implemented customizable breakable walls and ported all hard coded variants to use this.
2022-12-11 19:43:57 +01:00
Mitchell Richters
2c592405fa
- Separate pitch/yaw key input into separate functions and apply from the ticker.
2022-12-11 19:43:56 +01:00
Mitchell Richters
f58e3c58aa
- Remove PlayerAngles::setPitch()
method usage.
2022-12-11 19:43:56 +01:00
Mitchell Richters
7a7758efaa
- Remove PlayerAngles::addPitch()
method usage.
2022-12-11 19:43:56 +01:00
Mitchell Richters
968d0ae0d2
- Implement new scaled angle change setup and remove enforcement of synchronised input.
2022-12-11 19:43:55 +01:00
Mitchell Richters
15b101870d
- Completely remove current scaled angle change setup.
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* During this transition, temporarily enforce synchronised input at all times.
2022-12-11 19:43:55 +01:00
Christoph Oelckers
67e807de26
- exported the tile flag setters to .def.
2022-12-11 18:42:01 +01:00
Mitchell Richters
6c0493868e
- Implement new method for applying scaled angle changes.
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* This method works more accurately to how an angle change would occur under interpolated circumstances.
2022-12-11 18:42:01 +01:00
Mitchell Richters
5a8612110d
- Process scaled angle adjustments in each game's render function, not from the input function.
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* Previous config had the potential to call `I_GetInputFrac()` nearly twice in a row, which would have resulted in some hitching.
* Calling from each game's render function avoids the above and means we can start applying scaled angle changes one frame faster.
2022-12-11 18:42:01 +01:00
Mitchell Richters
58c1efb8de
- Exhumed: Remove all remaining angle wrapper usage.
2022-12-11 18:42:00 +01:00
Mitchell Richters
1aad5eacfa
- Remove all remaining legacy wrappers.
2022-12-11 18:42:00 +01:00
Mitchell Richters
cca36b8061
- Make legacy weapon drawers in PlayerAngles local to Redneck code, they will eventually go.
2022-12-11 18:42:00 +01:00
Mitchell Richters
e972818db5
- Tidy up modern crosshair/weapon offset drawers.
2022-12-11 18:41:59 +01:00
Mitchell Richters
25de63ffb5
- Cleanup of render draw code to use new angle getter.
2022-12-11 18:41:59 +01:00