Christoph Oelckers
1aa72cfbbd
- fixed: The quicksave requester did not open the menu properly
...
This resulted in input not reaching it.
2020-02-11 21:25:21 +01:00
Christoph Oelckers
8374b9e1b4
- fixed: The menu code should not reset the global input state when trying to close a menu with none open.
2020-02-09 22:57:04 +01:00
Christoph Oelckers
6231cec7c1
- sound backend update.
2020-02-09 13:26:51 +01:00
alexey.lysiuk
c54f813ea9
- fixed shifting of the current item in save/load menus
...
Virtual <New save game> item wasn't taken into account
2020-02-07 08:06:09 +01:00
Christoph Oelckers
1d468190a6
- fixed: parent-less confirmation screens did not process any input.
2020-02-04 21:02:22 +01:00
alexey.lysiuk
14ef8e873e
- fixed compilation NO_OPENAL option enabled
2020-02-04 16:16:49 +02:00
Christoph Oelckers
67a0954c32
- fixed option menu positioning.
2020-01-27 22:29:00 +01:00
Rachael Alexanderson
a2b7aa18d1
- fixed - menudef was not detecting properly the presence of OpenAL
2020-01-26 18:42:52 -05:00
Christoph Oelckers
9c423ae6a3
- take down the level outside the LoadGame function in ShadowWarrior.
...
With the new savegame system it was done too late which could cause crashes.
2020-01-21 23:36:54 +01:00
Christoph Oelckers
493525a58e
- consolidation of engine save code.
...
This had discrepancies between the game modules so now all use the same code to save the common engine state.
2020-01-21 21:51:05 +01:00
Christoph Oelckers
cacbd7d8b6
- reset YAX data before loading a game.
...
This could cause random lockups when loading a savegame for a game not maintaining the feature. The entire engine state really needs to be handled globally instead of repeating this core 5 times...
2020-01-21 19:14:53 +01:00
Rachael Alexanderson
a637ec60c4
- finally - we have a compile on linux!
2020-01-20 05:46:18 -05:00
Christoph Oelckers
a4d8e68b9f
- added an engine credits menu page.
2020-01-15 20:39:41 +01:00
Christoph Oelckers
4aacd6d958
- display the savepics.
...
- fixed level name list in Exhumed.
2020-01-14 22:37:23 +01:00
Christoph Oelckers
dc5b8d27f8
- infrastructure for savegame pics.
...
Savepic generation implemented for Duke 3D, but results in a black image.
2020-01-12 23:16:21 +01:00
Christoph Oelckers
238bbd26c1
- fixed: savegame insertion must not move the "New savegame" node at the top.
2020-01-11 23:05:37 +01:00
Christoph Oelckers
17eddda36c
- added date and play time display to savegames.
2020-01-11 19:40:35 +01:00
Christoph Oelckers
b8ac5aea84
Merge branch 'master' of https://github.com/coelckers/Raze
2020-01-07 01:11:33 +01:00
Christoph Oelckers
fb985d2503
- more macOS compilation fixes
...
Still not complete…
2020-01-07 01:11:19 +01:00
Christoph Oelckers
2a0104092d
- fixed uninitialized variable in savegame name entering menu.
2020-01-06 21:11:59 +01:00
Christoph Oelckers
9e7f91b5ac
- fixed size of texture arrays.
...
We need 6 slots, not 5.
2020-01-05 12:56:32 +01:00
Christoph Oelckers
b6862cfd70
- fixed text input menu and y-positioning of option menus.
2020-01-05 12:12:14 +01:00
Christoph Oelckers
746aa4da82
- added a ClearScreen function to the 2D drawer to wrap the frequent occurence of this use case.
2020-01-05 10:48:44 +01:00
Christoph Oelckers
a3020ed867
- don't let joystick/controller axis events register as a keypress for screen advancing.
2020-01-05 10:36:52 +01:00
Christoph Oelckers
73950458d4
- fixed mouse selection for generated menus.
2020-01-03 21:28:01 +01:00
Christoph Oelckers
5cc165587e
- added mouse control for image scroller menu.
2020-01-03 20:53:38 +01:00
Christoph Oelckers
4155d49e59
- fixed menu slider rendering.
2020-01-03 20:40:56 +01:00
Christoph Oelckers
39c55199f9
- added a few missing menu things.
2020-01-03 20:37:02 +01:00
Christoph Oelckers
c82d6de6c3
- fixed a few typos and uninitialized variables.
2020-01-03 17:08:41 +01:00
Christoph Oelckers
72036721d5
- made DN3D shareware operable.
...
The GRP defines neither episodes nor skills, so they have to be provided internally.
This isn't 100% correct yet, but should do for now.
2020-01-03 00:44:39 +01:00
Rachael Alexanderson
21ba23f36d
- pull most recent video scale changes from gzdoom
2020-01-01 23:42:09 -05:00
Christoph Oelckers
18099e9179
- removed the pure software render surface and deleted a few unused variables.
...
With all the 2D refactorings thhe softsurface won't work anymore.
This also revealed a bug with the fullscreen variable, a few places were still using the old one from the SDL backend.
2020-01-01 12:36:48 +01:00
Christoph Oelckers
d464017363
- cleaned up the input code a bit.
2020-01-01 11:35:47 +01:00
Christoph Oelckers
51eaa5cd1f
- let mouse control in the menu default to Touchscreen-like, like it is in GZDoom.
2019-12-31 02:48:16 +01:00
Christoph Oelckers
ad24a1ce31
- place weapon sprites in a separate render list.
...
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
2019-12-30 20:16:51 +01:00
Christoph Oelckers
f6dee38d28
- route all 2D drawing through the 2D drawer unconditionally.
...
This is needed so that the postprocessor receives a clean 3D view to process without messing up the 2D parts.
2019-12-28 19:10:23 +01:00
Christoph Oelckers
1e16998cac
- fixed memory leak in savegame menu.
2019-12-28 13:08:34 +01:00
Christoph Oelckers
68a3a60d0b
- Exhumed menu tweaks - draw a background and caption for the option menus the game originally did not have.
...
- fixed a crash in the 2D drawer when two consecutively allocated vertex buffers had the same address. Strangely this only occured with Exhumed but not the other games
- fixed Exhumed crashing with sound disabled.
2019-12-26 17:42:45 +01:00
Christoph Oelckers
6373b75d22
Merge branch 'master' into powerslave
...
# Conflicts:
# source/common/gamecontrol.cpp
# source/common/version.h
# wadsrc/static/engine/grpinfo.txt
2019-12-26 14:46:14 +01:00
Christoph Oelckers
62e9112133
- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
...
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
Christoph Oelckers
c8edef4e0c
- disabled the "User Maps" option pending implementation of a working selection menu for exposing this.
2019-12-26 10:55:43 +01:00
Christoph Oelckers
1a8f11e01d
Merge branch 'master' into powerslave
...
# Conflicts:
# source/build/src/sdlayer.cpp
# source/common/menu/menu.cpp
# source/sw/src/config.cpp
# source/sw/src/game.cpp
2019-12-26 00:21:04 +01:00
Christoph Oelckers
e180d9afd3
Merge commit '40a533402e443a0de1673543642c892ab9c731fd' into powerslave
...
# Conflicts:
# source/audiolib/include/fx_man.h
# source/audiolib/include/multivoc.h
# source/audiolib/src/_multivc.h
# source/audiolib/src/fx_man.cpp
# source/audiolib/src/multivoc.cpp
2019-12-25 19:24:55 +01:00
Christoph Oelckers
23bc599468
- fixed recursion issues caused by the plasma generator function performing a busy wait.
2019-12-25 18:57:08 +01:00
Christoph Oelckers
b0cefdedce
- plugged all memory leaks that were reported with Shadow Warrior when starting the first level.
2019-12-25 11:26:19 +01:00
Christoph Oelckers
49c49b2672
- read the global settings before presenting the game selection dialog
...
- deinit the menu in GameMain instead of using atexit.
- gi == null check must include the call to FreeGameData.
2019-12-24 20:06:55 +01:00
Christoph Oelckers
43033e830a
- Blood now also starts the first level without leaks.
...
I had to refactor the LoadSave data to allow automatic takedown, the linked list was not the most convenient thing - an array is better.
2019-12-24 19:47:34 +01:00
Christoph Oelckers
6e9631f2d8
- fixed all undefined symbols except OpenGLFrameBuffer.
2019-12-23 10:53:58 +01:00
Christoph Oelckers
3f9657b96a
- removed all leftover dependencies on the old sound backend.
2019-12-18 22:24:50 +01:00
Christoph Oelckers
4d5755ca67
- update of the sound engine for unlimited channels per source.
...
Blood needs this.
2019-12-17 00:29:38 +01:00