Christoph Oelckers
d101a2b51f
- removed pointless address check.
...
This array was once a pointer but the check was forgotten.
2021-10-24 08:26:10 +02:00
Emile Belanger
2a905e8026
Fix palette mode for GLES
2021-10-16 18:42:02 +02:00
Christoph Oelckers
46d2c52b19
- use correct math to access a texel's center for rendering voxels.
...
No idea if this was causing problem, but it surely wasn't 100% correct.
2021-10-13 00:12:58 +02:00
Christoph Oelckers
39319a9582
- fixed warnings in common code.
2021-10-08 19:07:56 +02:00
Christoph Oelckers
2348dd8848
- backend update from GZDoom
...
* GLES backend fixes.
* font colorization fixes.
* option menu spacing fix
2021-10-07 22:46:45 +02:00
Christoph Oelckers
49e0c461c2
- Backend update from GZDoom.
...
This is mainly bringing the GLES backend up to date.
2021-10-07 22:46:45 +02:00
Christoph Oelckers
a3d9cd9a68
- Backend update from GZDoom - mainly for GLES2 support.
2021-09-18 12:20:28 +02:00
Christoph Oelckers
585f841f96
- core shader override block, backported from GZDoom.
2021-09-12 18:18:26 +02:00
Christoph Oelckers
bad57f6a5f
- clear pspAsArray at the beginning of a save/load operation, not at the end.
...
If done at the end it may leave behind some stale data if saving or loading fails for some reason.
2021-09-12 18:17:50 +02:00
Christoph Oelckers
6d958135e0
- give TMap a proper move constructor and assignment operator.
2021-08-23 19:05:31 +02:00
Mitchell Richters
1d0924e45a
- Fix invocation name in FileSystem::GetLongName()
error output.
...
* Thanks to @Gaerzi for spotting this.
2021-08-23 18:55:42 +10:00
Mitchell Richters
1ee6fd76c4
Merge branch 'blood-qavrework'
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# Conflicts:
# source/core/gamecvars.cpp
# source/core/gamecvars.h
# source/games/blood/src/weapon.cpp
2021-08-23 11:02:09 +10:00
Mitchell Richters
907e0974e9
- Add GetLongName()
method to FileSystem
class.
2021-08-22 15:03:28 +10:00
Mitchell Richters
20ea0acbec
- Add Contains()
method to TArray
class, returning a true/false bool as appropriate.
2021-08-21 13:34:58 +10:00
Christoph Oelckers
a5e3a85c98
- changed palette lookup to consider the remapping of color 0 to 255.
...
This is to ensure that black maps to the proper index, even if there's duplicates.
2021-08-14 10:26:04 +02:00
Christoph Oelckers
bad2c2e55f
- backend update from GZDoom
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* replacement of 'long' in string code.
* palette removal in V_GetColor.
* fixes to DShape2D buffer management.
2021-08-14 10:04:45 +02:00
Christoph Oelckers
c4c9f4acbe
- call ColorMatcher.Pick instead of BestColor when remapping a voxel.
...
This was the only place in the engine using BestColor directly with the game palette.
2021-08-14 09:49:03 +02:00
Christoph Oelckers
5aa27bad3b
- flag SW's cutscenes as 'boss death only'.
2021-08-13 22:25:13 +02:00
Christoph Oelckers
23b8707fc2
- added means to define resource IDs in all container formats allowing long file names.
...
To define these, construct a file name like "basename.{resourceid}.extension", e.g. blaster.{65}.qav will define 'blaster.qav' with a resource ID of 65.
2021-08-11 12:04:53 +02:00
Christoph Oelckers
b2f7eb5b4f
- fixed: Raze did not have gl_lights yet, but recent additions need this CVAR.
...
Put it in v_video.cpp so that it is in a common backend file.
2021-08-11 12:02:56 +02:00
Christoph Oelckers
8106d788f6
- backend update from GZDoom.
...
Fixes:
* do not strip 'filter' as a directory prefix.
* proper spacing for scaled sheet fonts.
* fix of transparent color in BMF fonts.
* fix restart button on error pane in Windows.
* do not skip over empty 'if's with a condition that would error out.
2021-08-11 10:28:21 +02:00
Mitchell Richters
4a70f6efd0
- Allow ticrate to be specified to timer code, while still defaulting to GameTicRate
. Move out I_GetBuildTime()
from common code to gamefuncs.h
as part of this.
...
* Allow specification of floating point ticrates as it's possible Blood's QAVs could have a fractional ticrate.
2021-08-05 14:52:55 +10:00
Mitchell Richters
0d9afc1aaf
- Extend menu's ImageScroller
ZScript class with mAnimated
and use with Blood for the help and credits menu.
2021-08-05 14:52:51 +10:00
Mitchell Richters
1ed1222e10
- Extend menu's ListMenu
ZScript class with mAnimated
already natively available, and use with Blood where BloodDripDrawer
is defined.
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* Finalises the interpolated blood dripping code changes from 9884d5f396
.
2021-08-04 10:31:45 +10:00
Christoph Oelckers
888f8888bb
- backported some fixes in the common backend from GZDoom
2021-08-03 13:00:09 +02:00
Christoph Oelckers
c69efe5817
- fix crash issue with empty VOCs.
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Pointer to empty data causes undefined behavior if length is 0.
2021-07-25 12:43:42 +02:00
Christoph Oelckers
c51c6fa524
- adapted the Zip root folder eliminator to deal with archives that do not add proper folder records to their central directory.
2021-07-25 12:18:53 +02:00
Christoph Oelckers
ccce75667e
Revert "- Remove CVAR_NOINITCALL
bit from gl_texture_hqresize*
CVARs."
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This reverts commit e03d532670
.
2021-07-24 09:08:29 +02:00
Mitchell Richters
e03d532670
- Remove CVAR_NOINITCALL
bit from gl_texture_hqresize*
CVARs.
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* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=72466 .
2021-07-24 15:58:05 +10:00
alexey.lysiuk
56d313f08d
- use SDL Vulkan window flag directly
2021-07-21 17:37:52 +03:00
Vanfanel
2aea69b48a
Pass the missing fullscreen flag when creating a Vukan window.
2021-07-21 14:41:28 +03:00
Christoph Oelckers
a614f741fd
- relaxed consistency checks for VOC files.
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Rampage Warrior contains a few sounds that failed validation so this check does not exist in the original 3D Realms sound code.
2021-07-14 23:22:41 +02:00
Christoph Oelckers
8a8379f5fc
- Backend update from GZDoom.
2021-07-11 09:50:36 +02:00
Christoph Oelckers
a98507f737
- fixed endless loop in replay gain analyzer when getting passed music with an unhandled sample rate.
2021-07-11 09:11:59 +02:00
Christoph Oelckers
e5cb1976d3
- disable texture name truncation for textures/ directory.
...
Unlike Doom, a similar limit does not exist here and must not be enforced. Any texture from this folder needs to be usable by its full name without extension to be able to replace named tiles.
2021-07-05 22:39:24 +02:00
Christoph Oelckers
5d67987fe1
- don't attempt to decode animation frames at offsets beyond the end of the current page.
...
Copied from EDuke32.
2021-07-02 20:33:53 +02:00
Christoph Oelckers
f0d2aef9d9
- fixed hires replacements for colorized font characters.
2021-06-01 11:29:39 +02:00
Christoph Oelckers
454816299e
- reorganized loading of textures.
...
Due to dependencies on initializing some data in app_init it was not possible to cleanly set up the fonts.
This adds a game-side function for loading the entire palettes before starting with the texture data and another one for loading game-side texture data.
This now allows fully setting up the palettes before starting with the textures and to fully set up the textures before reading the .def files.
All this is needed because to properly initialize, the fonts need to be able to access the fully initialized texture state, including replacements and hires substitutions from the .def files.
2021-06-01 11:05:26 +02:00
Christoph Oelckers
25e57763af
- implemented substitution for incomplete fonts.
2021-05-31 21:20:32 +02:00
Christoph Oelckers
d174b61c3c
- allow switching between the two Duke BigFonts and fix Y in Duke's BigFont13.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
af781e0422
- moved all font setup out of the C++ code.
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All internal fonts now get defined through FONTDEFS.
Also fixing a few offsets.
2021-05-31 21:20:31 +02:00
Christoph Oelckers
42b70a7d93
- added internationalized fonts.
...
This still needs a bit of fixing and tweaking but most is working.
2021-05-31 21:20:30 +02:00
Christoph Oelckers
d7e1707b37
- removed the Doom specific font init code.
...
This has no use in Raze and only got in the way by enforcing unwanted defaults.
2021-05-31 21:20:28 +02:00
Christoph Oelckers
8fae793341
- defined a new constant, CR_NATIVEPAL, to use the font functions with a predefined palette.
...
This is mainly for code clarification, the value is the same as CR_UNDEFINED.
2021-05-29 11:47:05 +02:00
Christoph Oelckers
22be26bd2d
- font system fixes.
2021-05-28 12:16:07 +02:00
Christoph Oelckers
d44500863b
- removed the multiplayer scoreboard screens.
...
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Christoph Oelckers
4ff4fa643b
- rewrote the default translation handling to be compatible with luminosity translations.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
8b1757eee2
- got rid of most of the font system's baggage that's no longer needed.
...
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
9769f346ec
- refactored the special fonts away from BuildTranslation so that this function and the entire large heap of ugly baggage it drags in can finally be deleted.
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Function is gone, baggage will come next.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
372d425e01
- use luminosity translations for single lump fonts and let them use their original palette.
2021-05-25 12:59:08 +02:00