Christoph Oelckers
f233345ba1
- move most of the menu code into the backend.
2020-10-04 21:57:35 +02:00
Christoph Oelckers
7f6b02c451
- merged string table and system callbacks.
2020-10-04 21:15:51 +02:00
Christoph Oelckers
5d76cbcbdb
- game compiles and starts again (without menu, of course)
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Now it's time to rebuild the menu.
2020-10-04 20:53:37 +02:00
Christoph Oelckers
9cc318da93
- ugh
2020-10-04 20:14:15 +02:00
Christoph Oelckers
7be2d44108
- corrected includes.
2020-10-04 20:11:03 +02:00
Christoph Oelckers
82612a1330
- it compiles again (with lots of code commented out.)
2020-10-04 20:11:02 +02:00
Christoph Oelckers
46a1fe3826
- updated script definitions to silcence startup warnings.
2020-10-04 20:10:13 +02:00
Christoph Oelckers
dff8339ba3
- backend update from GZDoom.
2020-10-04 19:33:50 +02:00
Christoph Oelckers
f8caf88089
- backend update.
2020-10-03 17:04:45 +02:00
Christoph Oelckers
fe61ff09a4
- added remapping for Cyrillic characters to matching Latin counterparts.
2020-09-29 20:16:31 +02:00
Christoph Oelckers
b57e13ff62
- mouse code update.
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May still need some tweaking of the factors.
2020-09-28 22:36:43 +02:00
Christoph Oelckers
012bccd916
- indexed rendering fixes
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backported from GZDoom.
2020-09-28 21:26:21 +02:00
alexey.lysiuk
6cf921dbfe
- restored old mouse scaling for Cocoa backend
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This reverts commit df2b3b6b17
.
2020-09-28 09:35:36 +03:00
Christoph Oelckers
9dd26c8196
- fixed explosion distance of Hexen Cleric's firestorm weapon.
2020-09-27 16:30:06 +02:00
Christoph Oelckers
02afa90202
- another backend update from merging several GZDoom PRs.
2020-09-27 16:16:53 +02:00
Christoph Oelckers
c326bcd308
- fixed i_net's GetPlayerName function's indexing.
2020-09-27 16:12:51 +02:00
Christoph Oelckers
af5e3dd1b8
- render backend update from GZDoom, mostly minor stuff.
2020-09-27 16:12:51 +02:00
Christoph Oelckers
4ca5bfdd46
- sanity check added for MoveLumpsInFolder
2020-09-27 16:12:51 +02:00
Christoph Oelckers
ba5da8ebc2
- UE1 model code update.
2020-09-27 16:12:51 +02:00
Christoph Oelckers
cb49bcb96d
- updated VM from GZDoom.
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Just to be up to date.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
0314cdec55
- texture manager fixes from GZDoom
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* missing null check in FPngTexture.
* ignore identity translations when creating textures.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
f8ae35f8a5
- macOS backend update, plus moving base64.cpp around.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
0795c79a3a
- engine updates from GZDoom.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
a9ca6c8081
- sound backend update from GZDoom.
2020-09-27 16:12:49 +02:00
Christoph Oelckers
03a0cf943e
-minor cleanup and backporting of con_pulsetext from Raze.
2020-09-27 16:12:49 +02:00
Christoph Oelckers
9285d91918
- added timescale support from GZDoom.
2020-09-27 16:12:49 +02:00
Christoph Oelckers
f0678f4f4e
- Font setup fix from GZDoom.
2020-09-27 07:33:43 +02:00
Christoph Oelckers
b93a9b478a
- implemented World Tour's developer commentaries.
2020-09-26 17:43:34 +02:00
Christoph Oelckers
3210dd5782
- fixed the noisiest value truncation warnings after shortly re-enabling them in the compiler, plus a few places where the warning pointed to incorrect code.
2020-09-26 11:59:24 +02:00
Christoph Oelckers
1e12bca0a6
- route World Tour's texts through the string table by adding an indirection option
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This way they can be translated into all languages without duplicating all relevant content.
The original text files are no longer being used.
2020-09-26 10:08:48 +02:00
Christoph Oelckers
18ce5bed60
- add line feed after PALETTE_EMULATION #define
2020-09-26 08:52:11 +02:00
Christoph Oelckers
8450369a22
- must reset file pointer before reading the size from a patch texture.
2020-09-26 08:42:40 +02:00
Christoph Oelckers
77841b3154
- fixed application of detail textures.
2020-09-25 22:03:11 +02:00
Christoph Oelckers
ccfd20e074
- added some quick rejection checks for Doom patch textures.
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Since the checker reads all lumps completely into memory to check them, this can take quite a while. Reject everything that can be just by looking at the size fields immediately, without loading the rest.
2020-09-25 19:06:19 +02:00
Christoph Oelckers
a27211dc34
- added support for SSI containers to the file system.
2020-09-19 10:07:53 +02:00
Christoph Oelckers
6776508239
- widescreen asset setup and consolidation of .def file loading.
2020-09-16 19:13:06 +02:00
Christoph Oelckers
b26a5b800e
- make sure that changing the texture filter mode does not clobber the global state
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Need to rebind the samplers after modifying them to avoid undefined behavior.
Fixes #397
2020-09-15 22:00:15 +02:00
Christoph Oelckers
c98f7d304b
- added a list compare function to FScanner.
2020-09-15 21:21:16 +02:00
Christoph Oelckers
09a6534270
- redid scriptfile as a wrapper around FScanner
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Another piece of Build licensed code gone, yay!
This will also allow gradual conversion of the DEF parser to our own code, unencumbered by the Build license. :)
2020-09-15 00:11:08 +02:00
Christoph Oelckers
c61a2c3486
- enable palette emulation for HUD weapon drawing.
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Not correct yet but the basics are in.
2020-09-13 23:14:44 +02:00
Christoph Oelckers
1368c26d22
- fixed translation setup for palette mode.
2020-09-13 21:23:38 +02:00
Christoph Oelckers
6ad8046b47
- dual license d_net.cpp and i_net.cpp
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The same source was available under both in GZDoom, so keep it.
2020-09-13 19:38:31 +02:00
Christoph Oelckers
57a9419f8e
- use FString for returning strings from the script parser.
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This is mainly a preparation for merging the parser into sc_man, because sc_man does not keep token texts in a static variable.
This commit also fixes a handful of places that were flagged by the stricter conversion rules of FString.
2020-09-13 10:29:57 +02:00
Christoph Oelckers
9e81fa89a8
- fixed some of the issues with palette emulation
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* the palette shader was not bound.
* the palette textures were not bound.
* palette mode still used regular lighting on top of the palette emulation
This works a lot better than before but is still not complete.
2020-09-12 21:23:14 +02:00
Christoph Oelckers
89316aea33
- demoted the SWCustom parser to the primitive Hexen interface after finding out that this is all the Build parser can do.
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This also meant I had to add symbol support to the old style number parsers.
2020-09-12 10:23:47 +02:00
Christoph Oelckers
e5cf57917e
- FScanner::SkipToEndOfBlock
2020-09-11 00:18:13 +02:00
Christoph Oelckers
ef5ac2319e
- migrated SW's info script parser to sc_man.
2020-09-10 17:46:54 +02:00
Christoph Oelckers
d011a16c5b
- added a menu option for WT's music switch.
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Fixes #370
2020-09-08 22:37:21 +02:00
Christoph Oelckers
29d990991b
- dug out Dynamo's BigFont for Exhumed from the forum.
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This is not the font from GDX, it was a separate creation. The only character in here from GDX is the question mark because it was missing.
2020-09-08 01:12:23 +02:00
Christoph Oelckers
1b46a6fd9a
- removed bogus assert in buffer code.
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An empty buffer is a perfectly valid construct that may not be asserted upon. The 3D scene does not use indices so the buffer receives no data and remains empty.
This made the softpoly renderer fail in debug builds. Performance issues aside it works fine now.
Fixes #314
2020-09-07 23:17:06 +02:00