Randy Heit
bf0856aef5
Remove DepthScale and DepthOrg from FWallTmapVals
2014-08-07 22:58:11 -05:00
Randy Heit
891b3da103
Remove extra magnitude from magic texture mapping values
...
- These used to be fixed point, but now they're floating point, so the
excess magnitude is unneeded.
2014-08-07 22:43:23 -05:00
Randy Heit
fefe6aa2c1
Specie -> Species
...
- specie: money in the form of coins rather than notes
- species: a group of living organisms consisting of similar individuals
capable of exchanging genes or interbreeding
2014-08-07 22:40:12 -05:00
Randy Heit
75dc7de632
Merge branch 'master' of github.com:rheit/zdoom
2014-08-07 22:28:35 -05:00
Randy Heit
46592f5f6d
Don't clamp SHADE2LIGHT
...
- Light levels aren't stored in bytes anymore, so there's no reason to
clamp it anymore when loading Build maps.
2014-08-07 22:27:48 -05:00
Randy Heit
fbb5689f29
Eliminate extra vars from FWallCoords
...
- cx1, cx2, cy1, and cy2 are not used anywhere, so get rid of them.
- Also annotated the comments to indicate the corresponding arrays in the Build engine.
2014-08-07 22:26:24 -05:00
Randy Heit
e6a1d6b516
Parse more info from Blood's map header
2014-08-07 22:00:02 -05:00
Randy Heit
9659b894a3
Skip neardepth/fardepth checking in R_DrawSprite
...
- Wall sprites now clip much, much better than before.
2014-08-07 20:43:09 -05:00
Randy Heit
7b02027ba7
Fixed: Wall sprites cut off one pixel short of the window's right border
2014-08-07 20:00:49 -05:00
Randy Heit
6303935ad6
Use wall sprite Y scale
2014-08-07 19:57:55 -05:00
Randy Heit
0aa67c68ab
Redo lighting for each wall sprite
...
- Because previously it just reused whatever the most recently drawn wall
used.
2014-08-07 17:23:06 -05:00
Randy Heit
e1ee80661e
Make FWallCoords' members lowercase
...
because they're kind of a pain to type when all uppercase.
- Also, make its sx1 and sx2 members shorts, so it takes less space, since
it's getting crammed into a vissprite now.
2014-08-07 17:12:04 -05:00
Leonard2
8c4c011ca2
MTHRUSPECIES on puffs
...
You were right it's cleaner that way
2014-08-07 18:05:39 +02:00
Leonard2
5400ce1a21
+MTHRUSPECIES on puffs
2014-08-07 15:50:21 +02:00
Randy Heit
1d02ad3aa2
Merge branch 'master' of github.com:rheit/zdoom
2014-08-02 22:40:02 -05:00
Randy Heit
d0043bed78
Q&D port of decal code to draw generic wall sprites
...
- This still doesn't use all the sprite properties correctly. It also
looks like they're going to need different code to build the clipping
arrays. But at least wall sprites are drawn at the proper angle now!
2014-08-02 22:35:57 -05:00
Christoph Oelckers
a1b579e5fc
- added menu entry for newly added hud_showweapons CVAR.
2014-08-03 01:20:12 +02:00
Christoph Oelckers
eef4d1fac1
Merge branch 'fix_build_nonmsvc' of https://github.com/alexey-lysiuk/gzdoom
2014-08-03 01:17:15 +02:00
alexey.lysiuk
6ef67e1d3e
Fixed build on compilers other than MSVC
...
No more "Call to 'LittleShort' is ambiguous" error
2014-08-02 13:14:25 +03:00
Edward Richardson
9716a61219
Add CVar for drawing weapons in the althud
2014-08-02 19:34:16 +12:00
Randy Heit
15251e7a21
Set face/wall/floor flags from Build sprites
2014-07-31 22:18:08 -05:00
Randy Heit
a600a816c3
Consolidate some common code for texture mapping setup
...
- R_AddLine() and R_RenderDecal() had nearly identical code for setting up
texture mapping. These have now been spun off into methods of
FWallCoords and FWallTmapVals.
2014-07-31 21:02:22 -05:00
Randy Heit
b0b9c57e85
Pass x1 and x2 to Prep(L)Wall as params
2014-07-31 20:32:21 -05:00
Randy Heit
fc63e9db3c
Pass WallC as a parameter to (O)WallMost instead of referencing it globally
2014-07-31 20:23:04 -05:00
Randy Heit
bc450808b2
Consolidate wall texturing vars into two structs
...
- All transformation and clipping values go into FWallCoords.
- All texture mapping values go into FWallTMapVals.
2014-07-31 20:17:23 -05:00
Randy Heit
bbc3b69a7c
Remove polymost stuff
...
- Maybe it will be back someday, but it's been essentially dead for nearly
10 years, so don't hold your breath.
2014-07-31 19:44:41 -05:00
Randy Heit
4cf468452c
Remove slopetype from line_t.
...
- Recomputing it in the only two places where it's used is trivial, so
it's basically a waste of space to precompute it.
2014-07-31 19:15:08 -05:00
Randy Heit
e55e7b9a38
Don't weed out wall and floor sprites when spawning Build sprites
2014-07-31 18:22:33 -05:00
Randy Heit
a922ae04cc
Use Blood player starts
...
- Blood's maps use thing types, much like Doom's, so getting its player
starts is easy. There's no need to synthesize a start from the editor
position like with other Build maps.
2014-07-29 21:39:05 -05:00
Randy Heit
449a17c2f4
Correctly assign the sample rate for all Blood SFX formats
...
- Blood can do 44100 Hz sounds!
2014-07-29 21:09:29 -05:00
Randy Heit
e0e00c4f8c
Fixed: None of the Blood ambient sounds were registered correctly
2014-07-29 20:56:20 -05:00
Randy Heit
4296e9caa2
Fix typo in comment
2014-07-29 20:51:23 -05:00
Randy Heit
d602b272b5
Never cache nodes for Build maps
2014-07-29 20:46:20 -05:00
Randy Heit
00854dd09e
Don't reopen the reader for encrypted maps
...
- Fixed: Memory leak when loading Blood maps.
2014-07-29 20:42:17 -05:00
Randy Heit
02e7c56c82
Move SpriteFrames.Clear() from R_InitSprites to FTextureManager::Init
...
- Fixed: Blood sprite rotations were overwritten by the Doom sprite
rotations.
2014-07-29 20:31:53 -05:00
Randy Heit
f3d8edb4d8
Fixed: No sprites were loaded for Build maps
2014-07-29 20:30:50 -05:00
Christoph Oelckers
a1dfdf0fc7
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-29 15:51:14 +02:00
Randy Heit
ea7ba9dba3
Add per-actor friction
...
- This is multiplied by the sector's friction.
- This is intentionally not serialized yet, while awaiting feedback.
2014-07-28 23:15:50 -05:00
Randy Heit
0f8a0020ed
Merge remote-tracking branch 'origin/master'
2014-07-28 21:08:21 -05:00
Randy Heit
cd28ad78a3
Used debug GME for debug ZDoom build with VC2005 solution
2014-07-28 21:04:30 -05:00
Randy Heit
7280d278d9
Fix VC2005 warning in F7ZFile::Open
2014-07-28 21:03:41 -05:00
Randy Heit
4c6edd5e58
Add script array support to ZDoom
2014-07-28 21:02:20 -05:00
Edward Richardson
6af441c4d7
Dup frames shouldn't adapt.
...
Adapting during a dup frame caused jittery network performance
(especially when using high dup values).
The demoplayback check also didn't need to be there anyway.
2014-07-29 11:09:46 +12:00
Christoph Oelckers
993b6c3066
- fixed typo in FraggleScript item class list
2014-07-28 17:13:42 +02:00
Christoph Oelckers
6d4eb7f62d
- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.
2014-07-27 10:07:37 +02:00
Christoph Oelckers
79f3984346
Merge branch 'upstream' of https://github.com/Edward850/zdoom
2014-07-26 10:17:47 +02:00
Christoph Oelckers
5576892c01
Merge branch 'redundant_offsetof_macro' of https://github.com/edward-san/zdoom
2014-07-26 10:17:25 +02:00
Christoph Oelckers
e7f844b61a
Merge branch 'master' of https://github.com/rheit/zdoom
2014-07-26 10:15:23 +02:00
Christoph Oelckers
a21f01bc5f
- added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags.
2014-07-26 10:15:07 +02:00
Randy Heit
ff257a0300
Fix compiling with provided VS 2005 projects
2014-07-21 22:31:05 -05:00