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Merge branch 'master' into newrenderer
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commit
c0e5599478
2 changed files with 1 additions and 35 deletions
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- added a fallback generic record to grpinfo.txt for identifying Blood.rff based on content.
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- gave key 7 a proper spawn record using the blue outline as image. A proper definition here is needed to allow dropping this item. The original code had a picnum of -1 here which caused crashes.
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- cleanup of movie player code, migration to event interface.
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- Screen Job refactoring to fix the volatile timer in there causing problems with the menu.
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- split out the movie player into its own file.
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- Duke: Clamp RRRA vehicle input in `processVehicleInput()`.
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- Duke: Add `resurrected` flag to handle resurrection via cheating or when pissing in RR.
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- added a filter to the directory loader to remove EDuke32's texture cache files. These cause problems with the texture manager.
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- make map art work.
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- allow specifying startup .con files via GAMEINFO.
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- used the newly added game ID as reference for GAMEINFO to autoselect which game to start a mod with.
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- added GameID field to GrpInfo. This is for allowing new features easier referencing of the various records.
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- Exhumed: Redo player panning code, but guard it with cl_slopetilting as it does not work that well with mouselook.
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- Exhumed: fix for moving on sloped floors
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- added widescreen graphics credits to the Engine Credits menu.
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- Blood: default skill is 3, not 2.
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- fixed some bogus range checks in automap code.
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- fixed the vertical offsets of the World Tour skies. They were rendered too low.
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- added native support for Nightfright's Alien World Order" GRP generator.
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- enable embedding of blood.rff and sounds.rff in mod archives when playing Blood Some mods provide pregenerated resources, this allows loading them without picking them apart first.
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- Blood: add a dummy sound entry at index 0 so that no valid sound gets placed in this slot.
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- Blood: fixed issue with INI detection when having content added by RFS files.
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- added PlaySound CCNDs.
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- Blood: fixed mixup of values 0 and -1 in sound code.
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- added CHANF_FORCE flag for forcing non-looped sounds to start, even when sound is paused.
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- make sure voxels are being precached.
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- disabled the QAV preload calls in Blood. This is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
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- fixed texture precaching. After the migration to GZDoom's full backend this never created any textures when precaching things.
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- fixed: alpha was never set for voxels.
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- fixed palette setup for duplicate base palettes. Fixes #301 - Blood's invulnerability palette is identical to the base.
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- activate the progress bar on the startup screen.
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- make the startup banner in the initial console window work.
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- Blood: undid restriction for original QAV for Guns Akimbo shotgun fix.
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@ -131,7 +131,7 @@ void processMovement(InputPacket* currInput, InputPacket* inputBuffer, ControlIn
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// process mouse and initial controller input.
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// process mouse and initial controller input.
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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if (buttonMap.ButtonDown(gamefunc_Strafe) && allowstrafe)
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currInput->svel -= xs_CRoundToInt((hidInput->mousemovex * mousevelscale) + (scaleAdjust * (hidInput->dyaw / 60) * keymove * cntrlvelscale));
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currInput->svel -= xs_CRoundToInt((hidInput->mousemovex * mousevelscale) + (scaleAdjust * hidInput->dyaw * keymove * cntrlvelscale));
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else
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else
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currInput->avel += hidInput->mouseturnx + (scaleAdjust * hidInput->dyaw * hidspeed * turnscale);
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currInput->avel += hidInput->mouseturnx + (scaleAdjust * hidInput->dyaw * hidspeed * turnscale);
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