Simon
deb2c35988
Number of small changed
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- 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
2023-02-13 22:22:29 +00:00
Simon
f1a165add7
FInal changes to get MV rendering correctly
2023-02-13 21:44:42 +00:00
Simon
936f079db8
Merge branch 'multiview' into direct-eye-buffers
2023-02-13 11:29:23 +00:00
Simon
06a99dbafb
Implementation using no additional frame buffers
2023-02-13 11:26:44 +00:00
Simon
f8c1f49e6f
Failed attempt at multiview
2023-02-12 11:19:27 +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
35c101b671
slight improvement to location of weapon sprite relative to controller
2023-02-08 23:03:13 +00:00
Simon
82b83af956
True 6DoF weapons and aiming crosshair (Duke Only)
2023-02-08 22:48:47 +00:00
Simon
0778e73f9f
Merge remote-tracking branch 'upstream/master'
2023-02-06 19:36:00 +00:00
Mitchell Richters
17392fe400
- Change viewport aspect calculation from 6aa94a9b8e
to be a reciprocal multiplication.
2023-02-06 19:58:08 +11:00
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
862c8d2c4c
Dynamically select world scale based on game
2023-01-31 22:13:11 +00:00
Simon
42f29bd4bb
Merge remote-tracking branch 'upstream/master'
2023-01-27 09:33:18 +00:00
Christoph Oelckers
8e5e52f80e
- enable Spanish for Duke and related games.
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Nam/WW2GI was completed by machine translated texts, this was all simple stuff like item names.
2023-01-20 17:13:18 +01:00
Christoph Oelckers
a570e77509
- clear menuDelegate in case of an error in MENUDEF parsing.
2023-01-20 17:10:25 +01:00
Simon
e248c158a8
Merge remote-tracking branch 'upstream/master'
2023-01-16 21:16:26 +00:00
Simon
dff31bcad2
Additional 2D drawer for fullscreen palette blend (for damage/pickups)
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and also for drawing the crosshair and fps counter.
Required for RazeXR since the standard HUD 2D drawer is now scalable.
2023-01-16 20:14:08 +00:00
Christoph Oelckers
bb7f00988a
- give Blood's sounds well defined names so they can be defined via SNDINFO.
2023-01-15 16:15:28 +01:00
Christoph Oelckers
841402a776
- allow setting loop points for WAV sounds or other simple formats.
2023-01-15 15:19:21 +01:00
Christoph Oelckers
57695a3e07
- cleaned up the pitch management in the sound backend.
2023-01-15 14:06:01 +01:00
Christoph Oelckers
fca0bdf379
- Backend update from GZDoom.
2023-01-15 09:30:01 +01:00
Simon
91ede1126f
Initial commit of update to Raze mazter
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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
Christoph Oelckers
d5b217df2a
- Vulkan shader cache from GZDoom.
2023-01-07 19:32:15 +01:00
Christoph Oelckers
905a9bfeae
- backend update from GZDoom.
2023-01-07 19:30:49 +01:00
Christoph Oelckers
5952b79af5
- FString fixes.
2023-01-07 19:15:03 +01:00
Christoph Oelckers
262e93db2b
- call FullGc twice, because once does not seem to be sufficient anymore when the object system is shut down
2023-01-07 16:01:37 +01:00
Christoph Oelckers
cfef8c8a71
- ignore executable files in a zip's main folder when checking for mod content in a subdirectory.
2023-01-06 18:01:34 +01:00
CandiceJoy
483cec5bdd
- Fixed custom height and width not saving.
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* Fixes #780 .
2023-01-02 19:30:46 +11:00
Mitchell Richters
6aa94a9b8e
- Ensure the viewport's aspect ratio is factored into the HUD's aspect ratio.
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* Fixes #617 .
2023-01-02 18:52:19 +11:00
Rachael Alexanderson
6b8bdcc449
- fix math error on ARM architectures
2022-12-28 02:07:10 -05:00
Christoph Oelckers
b1e2b2addf
- backend cleanup from GZDoom.
2022-12-18 16:31:50 +01:00
Christoph Oelckers
d7da983c5e
- removed Vulksn SDK from main source folder.
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This is now part of ZVulkan.
2022-12-18 16:27:24 +01:00
Christoph Oelckers
e3d16d254d
- fixed: when deactivating the app, pausing the sound system should not depend on the game's internal pause state.
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All this tells is that the gameplay was halted. Sound was not stopped when the user either minimized or tabbed away in the in-game menu.
This commit had to be reapplied because it got lost in a backend update.
2022-12-18 15:28:17 +01:00
Christoph Oelckers
be2112a507
- fixed ESC pressing on Duke's monitors.
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This got busted by an update from GZDoom.
2022-12-18 13:06:09 +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
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
bea6834f8e
- code cleanup.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
3874cf365c
- use TEXMAN_ForceLookup where it was missing.
2022-12-11 19:45:38 +01:00
Christoph Oelckers
630276f7e0
- migrated texture flags parsing from .def to RMAPINFO.
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This was the final piece of non-tile-related data to be in there.
.def should be restricted to existing use cases concerning setup of render data, not for game content.
2022-12-11 19:45:18 +01:00
Christoph Oelckers
aa58b152ab
- use a TArray in BuildTiles for the tile descriptors.
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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
Christoph Oelckers
e37de147dc
- disabled the automatic location feature in the texture manager.
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For something that was never used it is simply too costly as it sits in a critical segment of code where it prevents optimization of multiple calls to GetGameTexture in a code block.
If this ever gets reimplemented it must be on a higher level - this simply does not work right.
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
a0722c55ea
- removed canvas hack stuff from Buildtiles after cleaning up the mess in SW.
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
6d9a8bfaa5
- scriptified the pool balls.
2022-12-11 19:43:47 +01:00
Christoph Oelckers
2b7e094019
- fixed: aliases for null textures must still be set.
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Also added 'listtexturealiases' CCMD for debugging.
2022-12-11 19:43:12 +01:00