Christoph Oelckers
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94b91f6ec3
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- build.h cleanup
* moved krand and krandf into the games/duke folder because no other game uses them
* moved CVARS to gamefuncs.h.
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2022-10-30 16:51:09 +01:00 |
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Christoph Oelckers
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a4dd5bb4ce
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- rewrote the model storage code.
Using proper C++ containers now.
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2022-10-27 16:55:54 +02:00 |
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Christoph Oelckers
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738c133d05
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- animation precaching cleanup.
No need to handle animations on the,game side. markTileForPrecache already handles this - now also for oscillating animations.
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2022-08-05 23:48:43 +02:00 |
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Christoph Oelckers
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9e14b168bb
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- addressed more shadowed variables in common code.
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2021-12-30 09:57:32 +01:00 |
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Christoph Oelckers
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8003ab6fa3
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Merge branch 'scriptable_cutscenes' into newrenderer
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2021-05-02 22:37:46 +02:00 |
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Christoph Oelckers
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6f4e380728
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- migrated RR's cutscene definitions.
Also turned several level-specific init options into map flags or map parameters.
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2021-05-02 13:12:24 +02:00 |
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Christoph Oelckers
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42d02834b1
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Merge branch 'master' into newrenderer2
# Conflicts:
# source/build/include/build.h
# source/build/src/polymost.cpp
# source/build/src/voxmodel.cpp
# source/core/gamecontrol.cpp
# source/core/gamestruct.h
# source/games/blood/src/animatesprite.cpp
# source/games/blood/src/misc.h
# source/games/blood/src/view.cpp
# source/games/duke/src/render.cpp
# source/games/sw/src/draw.cpp
# source/games/sw/src/game.h
# source/games/sw/src/jsector.cpp
# source/glbackend/glbackend.cpp
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2021-04-11 14:38:56 +02:00 |
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Christoph Oelckers
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0ee28fb45e
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- also handle SW's voxels.
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2021-04-11 13:38:23 +02:00 |
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Christoph Oelckers
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e5e23cd63c
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- make sure voxels are being precached.
In Blood's case it also needs to check the game-side array to find everything.
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2021-04-11 13:19:48 +02:00 |
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Christoph Oelckers
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e4cf768fa8
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- call StartPrecaching to keep Vulkan happy.
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2021-04-11 10:50:04 +02:00 |
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Christoph Oelckers
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9fd3ab6b5e
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- fixed texture precaching.
After the migration to GZDoom's full backend this never created any textureds when precaching things.
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2021-04-11 09:59:55 +02:00 |
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