Commit graph

698 commits

Author SHA1 Message Date
Christoph Oelckers
117e78cb3b - removed clipshape feature as it is a feature of modern EDuke32 maps only. 2020-07-14 15:36:25 +02:00
Christoph Oelckers
aa01adb2f1 - removed osd.h as it was merely a minimal wrapper around c_dispatch, giving some alias names.
Nothing that's needed when cutting ties to upstream.
2020-07-14 14:00:27 +02:00
Christoph Oelckers
2e05ff532b - got rid of the struct trackers.
They were only used for handling an undefined case in the renderer but the overhead and side effects were too severe.
2020-07-14 13:51:03 +02:00
Christoph Oelckers
7e261425bb - time to get rid of clockticks.hpp.
Aside from its non-existent license it was also not the correct way to handle more precise view interpolation.
2020-07-14 13:00:52 +02:00
Christoph Oelckers
481ac965cf - reverted ClockTicks to an integer so that interpolation can be reimplemented without it affecting the global game timer.
The entire method at use here is essentially not correct. Interpolation should be handled independently of the game timer directly based on the underlying clock, like in ZDoom.
There's interpolation bugs in the Build games that cannot be fixed if totalclock is used for it, but if we use something else we do not need a fractional totalclock.
2020-07-14 11:52:38 +02:00
Christoph Oelckers
6b86d7606f - safety commit - does not compile! 2020-07-07 13:19:09 +02:00
Christoph Oelckers
f2380f8829 - constant cleanup. 2020-07-06 13:26:26 +02:00
Christoph Oelckers
8a1206edbc Merge remote-tracking branch 'remotes/origin/master' into back_to_basics2 2020-07-05 11:55:41 +02:00
Mitchell Richters
bbacc9e816 - factor in xdimenscale and viewingrangerecip when calculating renderSetVisibility().
* Changes performed in 0bd460d9e3 didn't take into account xdimenscale and viewingrangerecip like the days of old and this wasn't picked up in d80a32d379 or d80a32d379, where the applied fixes only appeared to work because they worked for me at 2560x1440p.
2020-07-03 14:42:41 +02:00
Christoph Oelckers
fc017f5868 - removed unused editwall variable. 2020-06-26 20:28:57 +02:00
Christoph Oelckers
ed9b418db7 - deleted a bit more unused code.
# Conflicts:
#	source/games/duke/src/zz_config.cpp
2020-06-22 00:06:34 +02:00
Christoph Oelckers
e3153f143d hudweapon
# Conflicts:
#	source/build/src/engine.cpp
2020-06-22 00:05:07 +02:00
Christoph Oelckers
990cb2acb8 -'shoot' replaced.
# Conflicts:
#	source/build/src/palette.cpp
2020-06-21 23:24:49 +02:00
Christoph Oelckers
18d6a8e65d - another safety commit.
# Conflicts:
#	source/games/duke/src/zz_actors.cpp
2020-06-21 23:07:42 +02:00
Christoph Oelckers
e007b9bceb - safety commit 2020-06-21 23:07:41 +02:00
Christoph Oelckers
15c744f3da - movement code of the VM transitioned 2020-06-21 23:07:41 +02:00
Christoph Oelckers
577a800843 - the rest of sector.cpp, except for the input function. 2020-06-21 22:40:12 +02:00
Christoph Oelckers
92f5236b24 - more sector stuff. 2020-06-21 22:40:12 +02:00
Christoph Oelckers
c8cb0e4efd - the beginning of sector.cpp
The math backend functions have been moved out of Build because they originally have a good license.

# Conflicts:
#	source/build/src/mdsprite.cpp
#	source/build/src/polymost.cpp
2020-06-21 22:39:05 +02:00
Christoph Oelckers
8cc273955d - moveeffectors, actors.c complete. 2020-06-21 22:38:04 +02:00
Christoph Oelckers
7b75a0683a moveactors plus backing code. 2020-06-21 22:37:29 +02:00
Christoph Oelckers
89e555761d - guts and moves 2020-06-21 22:36:09 +02:00
Christoph Oelckers
c11963b41a - movesprite 2020-06-21 22:36:08 +02:00
Christoph Oelckers
1bb7da173a - removed a few more dependencies on Build includes. 2020-06-20 18:17:49 +02:00
Christoph Oelckers
686999381b - moved non-Build definitions out of baselayer.h. 2020-06-20 17:52:10 +02:00
Christoph Oelckers
15d869ccde -moved scancodes.h out of Build folder.
This file is from the Duke source and available under a good license so it can be moved to a better place.
2020-06-20 12:54:33 +02:00
Christoph Oelckers
198ed45357 - clean up redundancy 2020-06-20 10:58:47 +02:00
Richard C. Gobeille
1cab7b9765 engine: add divideu64()/divideu64_noinline() 2020-06-17 12:26:03 +02:00
Christoph Oelckers
2a29dbf793 - use backend independent code to render the camera textures. 2020-06-14 21:57:21 +02:00
Christoph Oelckers
a419181c36 - simplified screenshot code. 2020-06-12 00:39:06 +02:00
Christoph Oelckers
f2d075e0d0 - code cleanup. 2020-06-12 00:37:40 +02:00
Christoph Oelckers
a6545788a6 - do RR's lightning flash as a postprocessing effect. 2020-06-07 22:06:47 +02:00
Christoph Oelckers
f2a637418d - moved palette.cpp out of Build folder. 2020-06-07 13:06:18 +02:00
NY00123
ec11d22caf Use static instead of LUNATIC_EXTERN
# Conflicts:
#	source/build/include/build.h
#	source/duke3d/src/gamedef.cpp
2020-06-07 10:36:43 +02:00
NY00123
6a70389f1d Let's just use __fastcall instead of LUNATIC_FASTCALL
# Conflicts:
#	source/build/include/build.h
2020-06-07 10:36:04 +02:00
NY00123
cca922f023 Engine: Adjust krand for removal of LUNATIC
# Conflicts:
#	source/build/include/build.h
#	source/build/src/engine.cpp
2020-06-07 10:35:23 +02:00
NY00123
dba06d9601 Engine: Remove the LUNATIC-specific definitions
of engine_main_arrays_are_static, engine_v8 and Mulscale.

# Conflicts:
#	source/build/src/engine.cpp
2020-06-07 10:34:33 +02:00
Christoph Oelckers
f159496f6e - moved the ShadeDiv array into the lookup table and took the numshades-2 divisor out of the stored value.
The value was changed to allow easier reuse in scenarios where the size of the shade table does not matter anymore.
2020-06-05 23:18:21 +02:00
Christoph Oelckers
1e2a3da5fd - video base code unified.
# Conflicts:
#	source/core/rendering/v_video.cpp
2020-05-31 09:18:43 +02:00
Christoph Oelckers
cdcb25bc1f - use high level textures to render voxels. 2020-05-30 00:30:56 +02:00
Christoph Oelckers
cca4fc609f - texture code cleanup, mainly cppying layer data into the textures at startup to be able to use a real material system. 2020-05-29 23:33:26 +02:00
Christoph Oelckers
1bc744b77b - moved hictinting data into the lookup tables. 2020-05-29 20:15:42 +02:00
Christoph Oelckers
87a87c155d - moved to GZDoom's gl_hwtexture.cpp. 2020-05-29 01:03:01 +02:00
Christoph Oelckers
381e53017d - some hackery to make the camera textures in DN3D work again.
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
Christoph Oelckers
72889540a5 - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +02:00
Christoph Oelckers
5e93b8f3e7 - fixed transparent color. 2020-05-28 08:31:08 +02:00
Christoph Oelckers
a3e6829817 - fixed Exhumed menu by adding a proper layout mode to the drawer instead of hacking the broken tile offsets. 2020-05-27 23:30:36 +02:00
Christoph Oelckers
193b940eef - palette code cleanup. 2020-05-27 22:19:02 +02:00
Christoph Oelckers
29db3febb8 - updated the platform code to be mostly identical with GZDoom 2020-05-26 00:08:26 +02:00
Christoph Oelckers
c4017de12f - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00