Commit Graph

12177 Commits

Author SHA1 Message Date
Christoph Oelckers 1139702815 - disable softpoly for POSIX as well. 2020-09-20 21:52:10 +02:00
Christoph Oelckers c1a8d55d24 - removed Softpoly from the startup screen and its enabling define in the project.
Since this not only crashes but also has totally unfitting lighting, which is unlikely to be fixed it really makes no sense offering this to the users.
Vulkan may also have to be disabled for release builds because it's not working yet but that needs to be fixed later and should eventually be supported.
2020-09-20 21:15:16 +02:00
Christoph Oelckers 78be8f866b - always use the containing sector's fog when rendering sprites.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value.
Currently this only has an effect in true color rendering mode.
2020-09-20 20:39:11 +02:00
Christoph Oelckers dc7be6d526 - Duke: edited the first intermission pic a bit to reduce the visibility of a seam where it was extended 2020-09-20 19:29:21 +02:00
Mitchell Richters f0b32b6078 - SW: Implement `cl_viewbob`. 2020-09-20 18:25:16 +10:00
Christoph Oelckers 555ebf86a0 - Duke: fixed path for widescreen intermission pics. 2020-09-19 22:16:48 +02:00
Christoph Oelckers bac357a6be - disable the weapon in SW's savepics.
The way the weapon drawer is implemented does not work well with save pictures.
2020-09-19 21:31:35 +02:00
Christoph Oelckers d963f317d9 - added the widescreen summary backgrounds for Duke.
They were made by fgsfds whose permission we have.
2020-09-19 10:54:45 +02:00
Christoph Oelckers 12c0761add - added all Exhumed assets whose usage rights could be cleared.
The mummy staff is missing due to unknown permissions. Sorry for the inconvenience.
2020-09-19 10:39:42 +02:00
Christoph Oelckers a27211dc34 - added support for SSI containers to the file system. 2020-09-19 10:07:53 +02:00
Christoph Oelckers 2bf5933923 - fixed weapon sprite translation index when in paletted mode. 2020-09-19 00:06:07 +02:00
Christoph Oelckers d8639a9a64 - fixed bad checks for uncapped frame rate. 2020-09-18 23:18:42 +02:00
Christoph Oelckers 005f8feceb - properly use the correct delay for an ANM's final frame. 2020-09-18 22:49:51 +02:00
Christoph Oelckers 29a10cabcb - fixed most issues with palette emulation.
Brightness is now correct - I have no idea why this factor of 1/0.85 is needed - something must reduce the brightness of the entire scene but I have no idea what.
2020-09-18 22:29:13 +02:00
Christoph Oelckers 7b879f6fe7 - removed now unused SavegameLoaded variable. 2020-09-18 01:11:38 +02:00
Christoph Oelckers 77a2bcb958 - SW: make ambients start properly.
This fell victim to some fudging code that was needed to avoid crashes with the original game loop.
All that fudging could easily be removed now because nothing of it is needed anymore.
2020-09-18 00:33:18 +02:00
Christoph Oelckers af298411df - added widescreen titlepic for Duke Nukem 3D:
Also made some tweaks to the intro sequence drawer so that it recognizes image formats not depending on the game palette.
2020-09-17 23:20:50 +02:00
Christoph Oelckers f5d14f826a - added the SHOOT event and fixed some issues with poor code generation for the game data accessors.
They created different code depending on the passed index, this was changed to always emit the optional parameter, even when not needed, so that the interpreter does not need to second-guess.
2020-09-17 23:06:54 +02:00
Christoph Oelckers 8fa5d3d9d2 - added the remaining CON features from EDuke 2.x
Not everything will do something, though. This was some incredibly careless code operating without a safety net allowing uncontrolled write access to the map structure.
Most of the critical fields have been made read-only, which has been the only mode of access in the mods I checked.

Note that this does not enable scripting of the weapon sprite drawer, only the gameplay related features were done.
2020-09-17 23:06:54 +02:00
Mitchell Richters e1ee9bc83c - Duke: Fix camera advancing angle by 16 instead of 8 under circumstances. 2020-09-17 18:31:09 +10:00
Christoph Oelckers 399b27fcbb - added widescreen version of SW's summary screen background, submitted by Phredreeke. 2020-09-17 07:52:13 +02:00
Mitchell Richters 71a06b7cdd - SW: Fix quake intensity. 2020-09-17 09:01:19 +10:00
Nash Muhandes bf12c28322 Write my full name in AUTHORS.md 2020-09-16 20:54:43 +02:00
Christoph Oelckers 08f33c2093 - removed MSVC 32 bit target and added libvpx to Linux GCC target in CI setup. 2020-09-16 20:27:12 +02:00
Christoph Oelckers 4dc7f8b142 - undid some formatting screwups from the merge. 2020-09-16 19:28:51 +02:00
Christoph Oelckers 942beea1ff Merge branch 'back_to_basics2' 2020-09-16 19:26:23 +02:00
Mitchell Richters 4370686c81 - SW: Allow disabling melee weapon blurring. 2020-09-16 19:18:08 +02:00
Christoph Oelckers b0090b07fc - do not fade screen jobs in when in the menu.
This doesn't work properly because the timer is stopped, leading to visual artifacts with the fading.
2020-09-16 19:13:21 +02:00
Christoph Oelckers 6776508239 - widescreen asset setup and consolidation of .def file loading. 2020-09-16 19:13:06 +02:00
Christoph Oelckers 234fae011e - aded widescreen assets for all games except Exhumed where usage rights have not been fully cleared yet. 2020-09-16 19:13:05 +02:00
Christoph Oelckers 2095e9e3c6 - code changes for last commit - they were not picked up automatically.
# Conflicts:
#	source/build/src/defs.cpp
2020-09-16 19:13:05 +02:00
Christoph Oelckers 4512b6463d - added widescreen weapon sorites for Duke and disabled the World Tour sprites 2020-09-16 19:13:05 +02:00
Christoph Oelckers 5c777eeb38 - moved implementation of 'animtilerange' into buildtiles.cpp. 2020-09-16 19:13:05 +02:00
Christoph Oelckers 616838dd0a - little bit of cleanup on tileImport. 2020-09-16 19:13:05 +02:00
Mitchell Richters ce82eaf899 - Duke/RR: Address weapon drawer interpolation concerns raised in #403. 2020-09-16 21:01:09 +10:00
Christoph Oelckers 3188ff4a79 - tewaked the distance calculation in the shader to improve palette emulation brightness.
Fixes #393
2020-09-15 22:16:51 +02:00
Christoph Oelckers b26a5b800e - make sure that changing the texture filter mode does not clobber the global state
Need to rebind the samplers after modifying them to avoid undefined behavior.

Fixes #397
2020-09-15 22:00:15 +02:00
Christoph Oelckers 867b8f006f Reverted key input changes from yesterday.
At least the SW version did not work right so let's take no chances here.
2020-09-15 21:54:10 +02:00
Christoph Oelckers d74d65bece - clear the 2D drawers in the correct place. 2020-09-15 21:52:02 +02:00
Christoph Oelckers 8babdd6296 - fixed "pointers to temporary" errors reported by XCode 2020-09-15 21:45:54 +02:00
Christoph Oelckers e7ddc4178a - fixed bad Printf formatting directives in swcustom parser. 2020-09-15 21:45:05 +02:00
Christoph Oelckers c98f7d304b - added a list compare function to FScanner. 2020-09-15 21:21:16 +02:00
Christoph Oelckers 2c3041081d - remove indirection in picanm access. 2020-09-15 21:17:08 +02:00
Christoph Oelckers d1293da8dc - connecting the dots for Blood's special tile features. 2020-09-15 01:27:24 +02:00
Christoph Oelckers bc5d3eea88 - split the worker part for tileImportTexture out of the parser. 2020-09-15 01:21:17 +02:00
Christoph Oelckers 09a6534270 - redid scriptfile as a wrapper around FScanner
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 e382690f9c - migrated defs error reporting to FScriptPosition
This not only prints better formatted texts, it also takes a lot of script maintenance out of the code.
2020-09-14 22:55:21 +02:00
Christoph Oelckers 8a7502c00d - I wish, MSVC flagged struct params to variadic functions properly…
XCode reported these as errors.
2020-09-14 22:44:21 +02:00
Christoph Oelckers 70a6fbe9be - do not interpolate while playing the flash at Exhumed's exits.
Fixes #395
2020-09-14 22:31:15 +02:00
Christoph Oelckers cf6b497d02 - fixed animation of weapon sprites
This also disables palette emulation for weapons because it's too buggy right now. Will be re-enabled once fixed.
2020-09-14 22:16:33 +02:00