raa-eruanna
32f758de41
Merge branch 'truecolor' of https://github.com/dpjudas/zdoom
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# Conflicts:
# src/v_video.cpp
2016-09-08 03:19:08 -04:00
Major Cooke
043ada24da
Wave quakes now stack.
2016-09-08 00:38:12 +02:00
Magnus Norddahl
0c8c9e0aea
Added FDynamicColormap support to true color mode
2016-06-05 14:08:03 +02:00
Christoph Oelckers
966e6797e4
- fixed: The view path for checking whether the player sprite should be drawn during a portal transition was never set properly in the portal transitioning case.
2016-05-09 23:16:06 +02:00
Christoph Oelckers
ef98757c7c
- replaced finesine for texture warping with a smaller custom table, based on the old 2005 FP code, but fixes the generation of the sine table.
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- removed all remnants of finesine and deleted tables.c and tables.h.
2016-04-28 15:59:37 +02:00
Christoph Oelckers
027b8d29b8
- make FieldOfView a real angle and remove all uses of finetangent.
2016-04-28 13:59:06 +02:00
Christoph Oelckers
26f54b0ba4
- eliminated tantoangle and cleaned up r_tables.h
2016-04-28 12:18:33 +02:00
MajorCooke
64d01a3bb1
Forgot to undo this.
2016-04-27 10:26:06 -05:00
MajorCooke
0fc7055f51
- Fixed: Quakes with rolling were not unique; they borrowed from any other quakes that didn't have rolling, thus preventing the rolling from falling off properly.
2016-04-27 10:13:30 -05:00
MajorCooke
762d186657
Finished interpolation.
2016-04-27 13:42:16 +02:00
MajorCooke
be9b25e760
Use ViewRoll instead of CamRoll, and removed CamRoll entirely. Begin work on interpolation.
2016-04-27 13:42:15 +02:00
MajorCooke
c972caa9f3
- Added rollIntensity and rollWave to A_QuakeEx.
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- Instead of moving the camera around, it rolls the camera.
- This only has an effect in GZDoom.
2016-04-27 13:42:15 +02:00
Christoph Oelckers
3c13d8085b
- removed unused R_PointToDist2 and R_PointToAngle2 functions.
2016-04-23 13:55:50 +02:00
Randy Heit
ded3f92452
Commence renderer floatification
2016-04-22 23:09:13 -05:00
Christoph Oelckers
322b9fc0ae
- wrap access to portal properties into sector_t:: member functions.
2016-04-19 11:35:28 +02:00
Christoph Oelckers
f66202aef1
- fixed: If due to portal transitions, the chasecam cannot be interpolated, the entire view interpolation must be disabled for the current frame.
2016-04-17 18:42:54 +02:00
Christoph Oelckers
7ac0cfbbb9
- added support for angle changing portals to P_AimCamera.
2016-04-16 22:54:47 +02:00
Christoph Oelckers
0cbdb9ab72
- handle display of player sprite during portal transition properly.
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This checks if the current viewpoint lies on the interpolation path, translated by all active portals.
2016-04-07 19:35:01 +02:00
Christoph Oelckers
6ffb5fa164
- fixed: Angular interpolation needs to call deltaangle instead of using the difference between two angles to avoid overflow conditions.
2016-04-02 22:12:52 +02:00
Christoph Oelckers
bb13590e07
- make viewx etc. global.
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- a few minor optimizations.
2016-04-02 20:07:02 +02:00
Christoph Oelckers
ccfb2ac233
- fixed quake checks.
2016-04-01 12:58:46 +02:00
Christoph Oelckers
8680391e0b
- floatified the global view variables.
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The software renderer still uses internal copies of the fixed point version.
2016-04-01 12:22:16 +02:00
Christoph Oelckers
9412ce45d6
- floatified portals.cpp and most of p_maputl.cpp.
2016-03-31 16:52:25 +02:00
Christoph Oelckers
d54a2364b9
- floatified r_interpolate.cpp.
2016-03-30 17:11:31 +02:00
Christoph Oelckers
66929cbaff
- floatified p_trace, p_slopes and p_udmf.cpp.
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- major cleanup of unused code.
2016-03-30 16:30:22 +02:00
Christoph Oelckers
25f5e8449a
- replaced all direct access to sector plane coefficients with wrapper functions.
2016-03-29 12:40:41 +02:00
Christoph Oelckers
26ff2f73d7
- floatified P_TryMove and the sliding and bouncing code.
2016-03-27 13:29:58 +02:00
Christoph Oelckers
1125101b37
- floatified AActor::Prev plus the stuff using it.
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- rewrote some coordinate functions in AActor to use real float math instead of converting back and forth between float and fixed.
2016-03-25 16:25:25 +01:00
Christoph Oelckers
09d8b4af80
- changed I_GetTimeFrac to return a double instead of a fixed_t.
2016-03-24 12:00:21 +01:00
Christoph Oelckers
4a79602325
- floatification of g_shared.
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- rewrote FraggleScript's movecamera function because it was utterly incomprehensible.
2016-03-24 01:46:11 +01:00
Christoph Oelckers
6557f3b8c8
- floatified quake and weapon code
2016-03-23 20:45:48 +01:00
Christoph Oelckers
2dbd79cc8d
- floatified the return data from Trace().
2016-03-23 18:07:04 +01:00
Christoph Oelckers
70d87f94f2
Merge branch 'master' into floatcvt
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# Conflicts:
# src/p_acs.cpp
# src/r_utility.cpp
# src/thingdef/thingdef_codeptr.cpp
# src/version.h
2016-03-23 14:15:24 +01:00
Christoph Oelckers
0d1fbcf65f
- flattened the following commits by Major Cooke:
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* Added falloff parameter to A_QuakeEx.
- Treated just like A_Explode's 'fullradiusdamage' parameter, where the quake will fall off from this distance on out to the edge. Default is 0, which means no falloff.
- Credits to MaxED and Michaelis for helping.
* - Added HighPoint parameter to QuakeEx.
- Allows fine tuning of where the quake's maximum or minimum occurs, in tics. This must be a range between [1, duration).
- For up or down scaling quakes, this sets the quake to reach maximum sooner or start minimizing later.
- For both, this indicates when the strongest will occur. Default is 0, or in the middle.
The original commits were nearly impossible to find in the convoluted commit tree, so I think it's preferable to have one clean commit instead.
2016-03-23 14:03:10 +01:00
Christoph Oelckers
6b3c0ecbd3
- floatified viewheight variables and some related code.
2016-03-22 18:06:08 +01:00
Christoph Oelckers
7ebb96f15c
- use one of the new floating point special variables to store the portal plane height of the skybox things.
2016-03-21 00:05:44 +01:00
Christoph Oelckers
cff8e51811
- converted AActor::height to double.
2016-03-20 20:55:06 +01:00
Christoph Oelckers
ada5097e34
- converted scale variables in AActor, FMapThing and skin to float.
2016-03-20 12:13:00 +01:00
Christoph Oelckers
51b05d331d
- replaced AActor::vel and player_t::Vel with a floating point version.
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- Converted P_MovePlayer and all associated variables to floating point because this wasn't working well with a mixture between float and fixed.
Like the angle commit this has just been patched up to compile, the bulk of work is yet to be done.
2016-03-20 00:54:18 +01:00
Christoph Oelckers
b140d71c49
- several fixes.
2016-03-16 22:29:35 +01:00
Christoph Oelckers
671291227e
- first stage of converting actor angles to float complete
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Patched up everything so that it compiles without errors again. This only addresses code related to some compile error. A large portion of the angle code still uses angle_t and converts back and forth.
2016-03-16 12:41:26 +01:00
Christoph Oelckers
161d03231a
- added custom math routines for reliability.
2016-03-11 15:45:47 +01:00
Christoph Oelckers
f8ebfb541e
- use typedefs for TVector<double> etc.
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(Better have this out of the way before messing around with this stuff...)
2016-03-10 20:45:45 +01:00
Christoph Oelckers
90553bb61c
- deal with portals in P_AimCamera.
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This will most likely need some more testing and refining but at least it should work through line portals now.
2016-03-06 13:10:42 +01:00
Michael Labbe
97821a3036
21:9 aspect ratio support
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- vid_aspect 6 forces 21:9
2016-03-03 17:31:12 -06:00
Randy Heit
55142078d8
Normalize line endings
2016-03-01 09:47:10 -06:00
Christoph Oelckers
047070d180
- made arbitrary portals passable.
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This includes:
* allow one sided portal linedefs to be crossable when part of a polyobject. Due to the limitations, two-sided linedefs won't work here. For general use this is still not allowed because making them passable would require some crippling fudging.
* delay portal finalization until after polyobjects have been spawned.
* the camera interpolation also needs to handle angle differences.
The code is still not 100% complete - the most important thing that is still missing is proper handling of P_CheckPosition through arbitrary portals.
2016-02-27 18:07:39 +01:00
Christoph Oelckers
8d58d63b60
- implemented line portal transition. Not yet tested for arbitrary portals but for static ones it is working - including camera interpolation.
2016-02-27 01:23:43 +01:00
Christoph Oelckers
eafd2519b4
- fixed a few incorrect uses of AngleTo function.
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- added portal offsetting to all AproxDistance, AngleTo and Vec*To members of AActor.
- optimized displacement retrieval so that the most common case with no offset retrieves a constant null-vector which can be optimized away fully by the compiler.
- early out in P_GetOffsetPosition if there's no portal lines nearby, so that the common case can skip the traverser completely even on maps with line portals.
2016-02-26 11:52:50 +01:00
Christoph Oelckers
b01e0fa06e
- removed debug output from portal transition code.
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- handle the case where a portal transition crosses more than a single boundary in one move.
2016-02-24 10:08:23 +01:00