Jordon Moss
dd8192ebbf
Fix bad call to updatesector in G_CollectSpawnPoints that broke spawns in overlapping sectors and TROR. p->cursectnum should equal the sprite's sectnum on initial spawn.
2020-06-04 21:38:12 +02:00
Christoph Oelckers
d812c2997c
- start renaming uniforms to match GZDoom.
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Needed to allow using the same shader with the backend.
2020-06-04 21:34:27 +02:00
Richard C. Gobeille
d92f56f36f
Duke3d: mark compiled CON_MOVE/CON_AI/CON_ACTION with a trailing value
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This is so I can tell the difference between actor .t_data[] values that are actually set to something defined in CON versus bullshit arbitrary internal usage of the same variable, which I need for a future commit.
2020-06-04 20:20:30 +02:00
Richard C. Gobeille
e353d38665
Duke3d: improve WT FLAMETHROWERFLAME enemy type check
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I don't expect anyone to make an EDuke32-compatible WT mod where other enemies shoot FLAMETHROWERFLAME, but if they do the behavior will at least be consistent across enemy types.
2020-06-04 20:20:30 +02:00
Richard C. Gobeille
91d9883845
Duke3d: optimize A_RadiusDamage()
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This results in far fewer calls to getwalldist(), inside(), and cansee(), which should significantly lessen the performance hit from a large number of A_RadiusDamage() calls in areas with many small detail sectors.
# Conflicts:
# source/duke3d/src/actors.cpp
2020-06-04 20:20:29 +02:00
Christoph Oelckers
b15cc31a38
- transitioned matrix setup to use the backend's uniform buffer implementation.
2020-06-04 20:14:48 +02:00
Christoph Oelckers
40f085adea
- draw fullscreen blends with the 2D drawer.
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Removing one special case of render setup. Now all 2D content is done by the same code.
2020-06-04 18:54:10 +02:00
Christoph Oelckers
cf6855904d
- took projection and view matrix out of the render state.
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This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
2020-06-04 18:46:44 +02:00
Christoph Oelckers
8216d31568
- fixed default for 'modern' in GameStartupInfo.
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It shouldn't force 1.5 compatibility but enable the CVAR.
2020-06-02 16:59:21 +02:00
Christoph Oelckers
7638ead1c8
- simplified the texture sampler setup.
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DAMETH_CLAMPED was redundant and only causig problems.
2020-06-02 16:55:02 +02:00
Christoph Oelckers
1b12c08c66
- backend sync
2020-06-02 11:48:48 +02:00
Christoph Oelckers
080333311c
- removed polymost_dorotatespritemodel.
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Models are inoperable right now anyway so this would never get called, but it does a few things that would cause problems with refactoring the backend code.
2020-06-01 11:28:07 +02:00
Christoph Oelckers
350acd2ac3
- scale the vertex coordinates that get output to the hardware by 1024.
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This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
2020-06-01 09:55:28 +02:00
Christoph Oelckers
68c97e3c25
Merge branch 'master' of https://github.com/coelckers/Raze
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# Conflicts:
# source/core/gamecontrol.h
# source/duke3d/src/game.cpp
# source/exhumed/src/exhumed.cpp
# source/rr/src/game.cpp
2020-05-31 23:30:10 +02:00
Mitchell Richters
f6068043d3
- Remove 'int paused' accidentally added to music.cpp in common back-end.
2020-05-31 23:19:54 +02:00
Mitchell Richters
daa862240d
Blood: Amend how game pauses.
2020-05-31 23:19:54 +02:00
Mitchell Richters
ce48f081fc
Exhumed: Amend how game pauses.
2020-05-31 23:19:54 +02:00
Mitchell Richters
33b6b85d57
SW: Amend how game pauses.
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- Pausing game with Pause key now works again.
2020-05-31 23:19:54 +02:00
Mitchell Richters
b86d499e0b
RR: Amend how game pauses.
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- M_Active or GUICapture properly pause game using game's pause mechanisms.
- Pausing game with Pause key now works again.
- Pausing game with Pause key now properly stops all sounds as per upstream.
2020-05-31 23:19:54 +02:00
Mitchell Richters
65265594e5
Duke3D: Amend how game pauses.
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- M_Active or GUICapture properly pause game using game's pause mechanisms.
- Pausing game with Pause key now works again.
- Pausing game with Pause key now properly stops all sounds as per upstream.
2020-05-31 23:19:54 +02:00
Mitchell Richters
7ed9f4fa8c
Prepare back-end for updated in-game pausing.
2020-05-31 23:19:54 +02:00
Christoph Oelckers
783dff41b6
- fixed clamp mode setup.
2020-05-31 23:08:56 +02:00
Christoph Oelckers
ab2686db34
- camtex transition
2020-05-31 21:43:32 +02:00
Christoph Oelckers
c26b6cdf59
- backend sync with GZDoom.
2020-05-31 21:25:52 +02:00
Christoph Oelckers
bd0c8acd46
- replaced detail matrix with a two element scale vector because that is all that is needed.
2020-05-31 12:23:35 +02:00
Christoph Oelckers
d752e33909
- removed the unused SurfaceShader class.
2020-05-31 11:47:19 +02:00
Christoph Oelckers
9ec66bafa1
- backend update.
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# Conflicts:
# source/common/textures/animtexture.cpp
# Conflicts:
# source/common/2d/v_2ddrawer.cpp
# source/common/textures/multipatchtexturebuilder.cpp
2020-05-31 10:57:41 +02:00
Christoph Oelckers
611dad7f69
- added the softpoly and Vulkan backend code fron GZDoom.
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Not hooked up yet.
2020-05-31 10:53:11 +02:00
Christoph Oelckers
2841154683
- moved code around, got a few more utilities from GZDoom.
2020-05-31 10:37:19 +02:00
Christoph Oelckers
1d15fe63a6
- another backend update, pulling in the sky renderer.
2020-05-31 10:32:10 +02:00
Christoph Oelckers
efa1cd3048
- moved video files to 'common'.
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# Conflicts:
# source/blood/src/screen.cpp
2020-05-31 09:19:16 +02:00
Christoph Oelckers
1e2a3da5fd
- video base code unified.
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# Conflicts:
# source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers
edb2cb31ee
- backend update with GZDoom model code.
2020-05-31 08:55:00 +02:00
Christoph Oelckers
7e5c3e066c
- fixed compilation
2020-05-30 23:45:47 +02:00
Richard C. Gobeille
47df8ed855
Duke3d: remove extraneous call to videoNextPage() when handling savegames initiated from CON
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# Conflicts:
# source/duke3d/src/game.cpp
2020-05-30 23:39:03 +02:00
Richard C. Gobeille
94eda45df9
Duke3d: improve nextsectorneighborz() return value checks
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Improves the messages printed to console when bailing out of sector effect processing due to nextsectorneighborz() returning -1. This also adds such a check to ST_21_FLOOR_DOOR, which was missing it entirely. (!!)
# Conflicts:
# source/duke3d/src/sector.cpp
2020-05-30 23:38:08 +02:00
sirlemonhead
86f2a7a578
PCExhumed: MoveSector() updates player position variables. Fixes #366
2020-05-30 23:34:26 +02:00
nukeykt
714ed1ecdd
Engine: fix sprite sorting issue that caused broken voxel rendering in polymost
2020-05-30 23:28:41 +02:00
NY00123
8a812cc329
SW: Call OSD_DisplayQueued in DemoPlayback,
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so OSD commands can have an effect from here
2020-05-30 23:28:24 +02:00
NY00123
9bf5ee046e
SW: Remove TitleLevel (probably dating back to 1995 prototype builds)
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# Conflicts:
# source/sw/src/game.cpp
2020-05-30 23:28:24 +02:00
NY00123
6aeb366a93
SW: Remove DemoOverride, ScenePlayBack and SceneLevel
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# Conflicts:
# source/sw/src/demo.cpp
# source/sw/src/game.cpp
2020-05-30 23:28:04 +02:00
NY00123
6920ef8fc3
SW - interpso.cpp: Imperfect hack for jittery coolies in level 1's train
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(with SO interpolation turned on). It would be nicer to have something
better structured than the given hack, but this currently seems to work,
while not breaking the sprites on the boat in the beginning of level 5.
2020-05-30 23:27:18 +02:00
NY00123
217bf454f4
sw/src/interpso.cpp:so_dointerpolations:
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Move ratio calculation out of inner loop.
2020-05-30 23:27:18 +02:00
Christoph Oelckers
5728241c1c
- updated backend from GZDoom.
2020-05-30 23:10:17 +02:00
Christoph Oelckers
88eea8269a
- set proper palette for null translation.
2020-05-30 22:35:21 +02:00
Christoph Oelckers
ea08fa0a4e
- updated common code.
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Most of what got added is still unused.
# Conflicts:
# source/build/src/palette.cpp
# Conflicts:
# source/build/src/palette.cpp
# Conflicts:
# source/common/engine/i_interface.h
2020-05-30 22:28:24 +02:00
Christoph Oelckers
82eb807090
- activate the texture layers if needed.
2020-05-30 22:27:59 +02:00
Christoph Oelckers
00f1043047
- remember custom tile type.
2020-05-30 22:20:53 +02:00
Christoph Oelckers
58c62e071c
- use FMaterial.
2020-05-30 22:20:06 +02:00
Christoph Oelckers
423f758314
- texture code restructuring.
2020-05-30 21:42:35 +02:00