terminx
6fa287c767
Further AdLib cleanup... leaving this in a separate commit in case I fucked something up
...
git-svn-id: https://svn.eduke32.com/eduke32@8220 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:25:49 +02:00
terminx
8eb5233232
Further audiolib work... I think this is almost done!
...
git-svn-id: https://svn.eduke32.com/eduke32@8219 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# platform/Windows/audiolib.vcxproj
# platform/Windows/audiolib.vcxproj.filters
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
# source/audiolib/include/al_midi.h
# source/audiolib/src/_al_midi.h
# source/duke3d/src/osdcmds.cpp
# source/duke3d/src/sounds.cpp
2019-10-24 19:25:48 +02:00
terminx
8a1681fb5a
More audiolib work
...
git-svn-id: https://svn.eduke32.com/eduke32@8218 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/audiolib/src/music.cpp
# Conflicts:
# GNUmakefile
# platform/Windows/audiolib.vcxproj
# platform/Windows/audiolib.vcxproj.filters
# source/duke3d/src/menus.cpp
2019-10-24 19:25:09 +02:00
terminx
8b20118026
Audiolib rework WIP
...
This attempts to rectify the differences between versions of JFAudiolib created after we forked the code, and the extra features contained in Nuke.YKT's fork of our version.
git-svn-id: https://svn.eduke32.com/eduke32@8216 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# platform/Windows/audiolib.vcxproj
# platform/Windows/audiolib.vcxproj.filters
# platform/Windows/eduke32.vcxproj
# platform/Windows/eduke32.vcxproj.filters
# source/audiolib/include/fx_man.h
# source/audiolib/include/multivoc.h
# source/audiolib/src/flac.cpp
# source/audiolib/src/formats.cpp
# source/audiolib/src/fx_man.cpp
# source/audiolib/src/vorbis.cpp
# source/audiolib/src/xa.cpp
# source/audiolib/src/xmp.cpp
# source/duke3d/src/sounds_mapster32.cpp
# Conflicts:
# Common.mak
# GNUmakefile
# platform/Windows/audiolib.vcxproj
# platform/Windows/audiolib.vcxproj.filters
# platform/Windows/eduke32.vcxproj
# platform/Windows/eduke32.vcxproj.filters
# source/audiolib/include/multivoc.h
# source/audiolib/src/vorbis.cpp
# source/duke3d/src/config.cpp
# source/duke3d/src/game.h
# source/duke3d/src/osdcmds.cpp
# source/duke3d/src/sounds_mapster32.cpp
2019-10-24 19:24:31 +02:00
terminx
a1f08f2465
New files for audiolib
...
This is in a separate commit just to make the changes to existing files easier to go through.
git-svn-id: https://svn.eduke32.com/eduke32@8215 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/audiolib/include/midi.h
# source/audiolib/src/_midi.h
# source/audiolib/src/al_midi.cpp
# source/audiolib/src/midi.cpp
# source/audiolib/src/music.cpp
# source/audiolib/src/oplmidi.cpp
# source/duke3d/src/midi.cpp
# Conflicts:
# source/audiolib/src/al_midi.cpp
# source/audiolib/src/midi.cpp
# source/audiolib/src/music.cpp
2019-10-24 19:22:49 +02:00
terminx
d6e52ed526
Use SDL audiolib driver on Windows
...
This shitcans the SDL_mixer requirement but leaves platforms other than Windows without built-in MIDI playback capability until Nuke.YKT's OPL3 emulator is merged. This also reworks sdlmusic.cpp into music_external.cpp, including an untested port of the code to Windows.
git-svn-id: https://svn.eduke32.com/eduke32@8214 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# platform/Windows/eduke32.vcxproj
# platform/Windows/props/build_common.props
# source/audiolib/src/sdlmusic.cpp
# Conflicts:
# Common.mak
# GNUmakefile
# platform/Windows/audiolib.vcxproj
# platform/Windows/eduke32.vcxproj
# platform/Windows/eduke32.vcxproj.filters
# platform/Windows/props/build_common.props
# source/audiolib/src/driver_sdl.cpp
# source/audiolib/src/sdlmusic.cpp
# source/build/include/vfs.h
# source/build/include/winbits.h
# source/build/src/winbits.cpp
2019-10-24 19:22:06 +02:00
terminx
c0b7745013
Misc audiolib cleanups
...
git-svn-id: https://svn.eduke32.com/eduke32@8213 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/audiolib/src/fx_man.cpp
# source/audiolib/src/multivoc.cpp
# Conflicts:
# source/audiolib/include/multivoc.h
# source/audiolib/src/multivoc.cpp
# source/audiolib/src/vorbis.cpp
2019-10-24 19:20:33 +02:00
hendricks266
89cd122d14
Initialize sound before music
...
git-svn-id: https://svn.eduke32.com/eduke32@8255 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-24 19:06:04 +02:00
Christoph Oelckers
3ed87f449e
- and the last 2 hud CVARS for Blood…
2019-10-24 01:41:55 +02:00
Christoph Oelckers
3efb54e167
- ported most of the remaining HUD CVars
2019-10-24 01:30:33 +02:00
Christoph Oelckers
966751b7e8
- added GZDoom's font code and some dependencies.
2019-10-24 01:20:58 +02:00
Christoph Oelckers
2fa5e339fc
- added GZDoom's 2D drawer to the project.
...
So that for anything new I don't have to bother with the awful 2D interface Build provides.
2019-10-23 22:51:11 +02:00
Christoph Oelckers
20df360778
- converted the Polymost CVARs.
2019-10-23 21:11:37 +02:00
Christoph Oelckers
c1041a9c37
- removed the unused DN3D menu code from the Blood subproject.
2019-10-23 19:08:41 +02:00
Christoph Oelckers
ee5f0a7cf6
- cleaned out the remains of the frontends' CVAR definitions.
2019-10-23 18:58:34 +02:00
CommonLoon102
20a393871b
fix compiler error: storage size of weaponQAV isn't known ( #226 )
2019-10-23 18:38:00 +02:00
Szilárd Biró
c419fae31b
Fix compiling without OpenGL
2019-10-23 18:37:56 +02:00
Szilárd Biró
0f67b74a53
SEQFRAME big endian fix
2019-10-23 18:37:55 +02:00
Christoph Oelckers
21d90fd08b
- fixed compilation.
2019-10-23 18:36:48 +02:00
Christoph Oelckers
02fff2df06
- refactored wchoice and sensitivity CVARS
...
This is all that's needed for now, the remaining ones can wait.
2019-10-23 17:21:14 +02:00
Christoph Oelckers
18430c6c9f
- refactored r_fpslimit
...
Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
2019-10-23 17:07:29 +02:00
Christoph Oelckers
7fd05edbba
- missed one
2019-10-23 14:39:46 +02:00
Christoph Oelckers
43413e4dff
- r_useprecache
2019-10-23 14:39:33 +02:00
Christoph Oelckers
63f020996e
- a few more CVARs
2019-10-23 01:30:43 +02:00
Christoph Oelckers
5dec4736ce
- r_drawweapon, r_showfps, r_showfpsperiod
2019-10-23 01:04:07 +02:00
Christoph Oelckers
e5d38b2d30
- in_mouseflip and in_mousesmoothing
...
in_mousemode removed from persistent state because of how it is used.
Saving it makes no sense.
2019-10-23 00:59:01 +02:00
Christoph Oelckers
b73cf76f05
- in_mousebias and in_mousedeadzone
...
Actually, two totally useless options being preserved for historical significance.
Urgh.
2019-10-23 00:55:48 +02:00
Christoph Oelckers
c0c62fe367
- in_mouseaiming
2019-10-23 00:51:49 +02:00
Christoph Oelckers
7501120dc8
- in_mouse and in_joystick
2019-10-23 00:41:28 +02:00
Christoph Oelckers
8f06f0748d
- minor CVAR cleanup and refactoring of one more
2019-10-23 00:30:51 +02:00
Christoph Oelckers
713250cc64
- refactored a few more CVARs.
2019-10-23 00:20:27 +02:00
Christoph Oelckers
d476037f45
- hooked up hud_custom.
2019-10-22 23:43:16 +02:00
Christoph Oelckers
fe2bb036b7
- fixed bad parameter.
2019-10-22 23:32:15 +02:00
Christoph Oelckers
e5aa6c5df0
- refactored the HUD scaling into something manageable.
...
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
2019-10-22 23:31:46 +02:00
Grind Core
b6c16abf6f
Refactor:
...
- PLAYER.H structs
- ACTOR.H structs
# Conflicts:
# source/blood/src/db.h
# source/blood/src/player.h
2019-10-22 17:49:59 +02:00
Christoph Oelckers
a829f1cb52
- fixed all compile errors.
2019-10-22 17:47:24 +02:00
Christoph Oelckers
edce0d33e3
- refactored crosshairscale CVAR
2019-10-22 17:00:22 +02:00
Christoph Oelckers
bdf2d24b21
- refactored cl_weaponswitch
2019-10-22 02:31:14 +02:00
Christoph Oelckers
3f48ecd479
- 5 more Blood exclusive CVARs.
2019-10-22 02:15:24 +02:00
Christoph Oelckers
8431266d27
- refactoring of music CVARs
...
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(
Hopefully most of the affected code here can be tossed out soon, it's not pretty.
2019-10-22 02:01:05 +02:00
Christoph Oelckers
d2be5a4db9
- removed the OSD CVARs
...
They'll be removed anyway when the current OSD is tossed.
No need to bother.
2019-10-22 01:16:02 +02:00
Christoph Oelckers
38187a1870
- simple to convert demo CVARs
2019-10-22 01:06:02 +02:00
Christoph Oelckers
c5cb86bf2b
- sevral simple CVARs ported
2019-10-22 01:00:22 +02:00
Christoph Oelckers
279c0caea4
- autosave variables
2019-10-22 00:58:51 +02:00
Christoph Oelckers
dbe3cadd0f
- refactored autorunning CVARs
2019-10-22 00:52:07 +02:00
Christoph Oelckers
87653b50d4
- these were missing.
2019-10-22 00:18:58 +02:00
Christoph Oelckers
39c6af9b0a
- cl_automsg
2019-10-22 00:14:39 +02:00
Christoph Oelckers
30e9eed1b3
- the next CVAR, cl_autoaim
2019-10-22 00:05:21 +02:00
Christoph Oelckers
79d02a405e
- started transitioning the CVARs.
...
This is going to be a lot of work consolidating the 3 frontends' settings but a necessary evil for eventually getting Shadow Warrior to work as it is quite lacking here.
2019-10-21 23:29:48 +02:00
Christoph Oelckers
f7b9fb92c1
- added back ZDoom's CVAR code and hooked into the OSD.
...
This has the distinct advantage, aside from much cleaner coding, that it can interoperate with the gameconfigfile class.
2019-10-21 22:39:26 +02:00
Christoph Oelckers
bc8578e153
- brought in GZDoom's gameconfigfile so that the settings can be transitioned to a more robust implementation.
2019-10-21 21:36:05 +02:00
Christoph Oelckers
0d737ee130
- removed all code related to the -usecwd command line switch.
...
While feature-wise ok this was far too scattered throughout the frontends and needs to be done in a more concise way.
2019-10-21 19:51:12 +02:00
CommonLoon102
c342d25879
disable respawn for spawned dudes ( #223 )
...
makes sense
# Conflicts:
# source/blood/src/view.cpp
2019-10-21 19:37:39 +02:00
terminx
91dac5c73a
I swear, the amount of trivial differences between toolchain setups drives me up the wall sometimes
...
git-svn-id: https://svn.eduke32.com/eduke32@8247 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:14 +02:00
terminx
b2421887a1
Use stat() instead of fopen() to detect existing files when saving screenshots
...
git-svn-id: https://svn.eduke32.com/eduke32@8246 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-21 19:37:13 +02:00
Christoph Oelckers
72b87e5bd7
- fixed compilation.
2019-10-21 19:36:54 +02:00
Christoph Oelckers
8c7590e161
- refactored most of the remaining calls to kopen4load
2019-10-21 17:16:08 +02:00
Christoph Oelckers
1269a1715f
Fixed stupid typo in class name
...
It should read BuildTiles, not BuildFiles.
It's a tile manager, not a file manager!
2019-10-21 09:22:55 +02:00
Christoph Oelckers
0c4ffdea43
- do not use the cache for loading voxel data
...
This stuff is software rendering only so should be made optional anyway.
But aside from that it was the last non-sound data, being loaded into the cache.
With this gone the sound cache can be redone as a dedicated object and the atrocious cache1d implementation be tossed out.
2019-10-21 01:17:26 +02:00
Christoph Oelckers
64959be33e
- Don't use the global cache for caching tiles
...
Sincce the cache is scheduled for removal anyway this makes no sense, this should be handled by a more generic texture eviction logic that's needed anyway to deal with accumulating texture data.
2019-10-21 01:01:38 +02:00
Christoph Oelckers
5333f6adc1
- refactored a few more - simple stuff but lots of lines.
2019-10-21 00:13:17 +02:00
Christoph Oelckers
5022c58a63
- refactored the file access in the rest of the DN3D frontend and in some duplicated code in the Blood frontend.
2019-10-20 23:37:07 +02:00
Christoph Oelckers
d3c2d8e96f
- refactored file access in the movie player.
2019-10-20 22:48:21 +02:00
Christoph Oelckers
449a5a4717
- refactoring of palette loader.
2019-10-20 22:26:53 +02:00
Christoph Oelckers
6e7db1b63a
- refactored file access in RR frontend's sound code.
2019-10-20 21:56:13 +02:00
terminx
9aae157e27
This helps the player not fall off of the edges of certain types of moving sectors as easily
...
git-svn-id: https://svn.eduke32.com/eduke32@8245 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:53 +02:00
terminx
4c28d25e3f
Don't activate gamefunc_Toggle_Crouch if cheat_phase is non-zero
...
git-svn-id: https://svn.eduke32.com/eduke32@8244 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:51 +02:00
terminx
6f6d568720
This fixes most issues with the player clipping through the walls of rotating sectors
...
git-svn-id: https://svn.eduke32.com/eduke32@8243 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:50 +02:00
terminx
21025ea18f
Prefer assignment of .vec2 union inside vec3_t instead of explicitly assigning .x and .y members
...
git-svn-id: https://svn.eduke32.com/eduke32@8242 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:49 +02:00
terminx
69a3f9e884
Band-aid fix for Duke3d E4L4 map "corruption"
...
The map isn't necessarily "corrupt", but it has a large water sector with half a dozen different SE7 teleporter sprites in it, of which all but one have destination SE7 sprites that are constantly moving while the matching SE7 in the large sector stays in place. When you teleport, the game code picks one. It doesn't always pick the one that matches.
Yeah, OK, it never picks the one that matches.
The area is a total clusterfuck.
git-svn-id: https://svn.eduke32.com/eduke32@8241 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 21:08:48 +02:00
Christoph Oelckers
2be5727137
- refactored all file reading in the savegame code to the FileReader interface.
...
In this case a different open function is used because this is normally files on the hard drive and not assets, so being able to have a different setup for finding them is important.
2019-10-20 21:04:55 +02:00
Christoph Oelckers
7cacb7203f
- refactored all file access in SW frontend to use the FileReader variant and added a few utilities to avoid opening handles.
...
Because use of the handle API needs to be eliminated before a functioning resource management can be plugged in here.
2019-10-20 20:08:17 +02:00
Christoph Oelckers
1b96861615
- consolidated RTS code, because there were 3 copies.
...
Also completely rewritten to get rid of the cache dependency.
2019-10-20 19:13:44 +02:00
Christoph Oelckers
bf8a2ee573
- started refactoring of file handling, starting with some nasty bits in Shadow Warrior.
2019-10-20 17:09:58 +02:00
Christoph Oelckers
06f4138202
- merge fixes in Blood frontend code.
2019-10-20 17:09:01 +02:00
Christoph Oelckers
d83b3f34a3
- restored original whitespacing in blood/actor.cpp.
...
This ensures that future cherry picks won't conflict as badly.
2019-10-20 16:50:47 +02:00
Grind Core
70e0ed9ec4
- Refactor: added names for powerups and updated some old.
...
- AI: there is printing error message in conosole added (instead of dassert)
- Updates for Player Control modern type
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/actor.h
# source/blood/src/globals.cpp
# source/blood/src/globals.h
# source/blood/src/player.h
# source/blood/src/sound.cpp
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
# source/blood/src/weapon.h
2019-10-20 12:30:16 +02:00
terminx
a278a85b3b
Add const to dest parameter of MV_Reverb()
...
git-svn-id: https://svn.eduke32.com/eduke32@8184 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 11:53:25 +02:00
terminx
9756db95ca
Use templates for audiolib mixing functions
...
Patch from NY00123.
git-svn-id: https://svn.eduke32.com/eduke32@8183 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/audiolib/src/mix.cpp
# source/audiolib/src/mixst.cpp
2019-10-20 11:51:57 +02:00
Christoph Oelckers
75205ca69c
- do not throw exceptions to exit without proper handling.
2019-10-20 11:28:16 +02:00
Christoph Oelckers
c3d742dda0
- really delete the textures.
2019-10-20 10:52:56 +02:00
Christoph Oelckers
489170b12c
- fixed compilation again.
2019-10-20 10:52:38 +02:00
terminx
63d6e70e21
Apparently, a long while back when I limited snd_numvoices to 128 I forgot to change the menu to reflect it
...
git-svn-id: https://svn.eduke32.com/eduke32@8234 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:51 +02:00
Christoph Oelckers
76bceb81cd
- removed time consuming load indicator from Duke3D frontend as well.
2019-10-20 10:45:50 +02:00
terminx
c68c50ddca
Add snd_tryformats cvar to disable automatic loading of .ogg and .flac versions of sound and music
...
git-svn-id: https://svn.eduke32.com/eduke32@8212 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:50 +02:00
terminx
873440f06c
Fix tiny header issue
...
git-svn-id: https://svn.eduke32.com/eduke32@8208 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/osdcmds.cpp
# source/duke3d/src/osdcmds.h
2019-10-20 10:45:50 +02:00
terminx
b8f4651ab4
Don't try videoSetGameMode() if there aren't any valid modes
...
git-svn-id: https://svn.eduke32.com/eduke32@8207 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:50 +02:00
Christoph Oelckers
215a7cdff3
- removed unused animlock variable.
2019-10-20 10:45:49 +02:00
terminx
ca789dc4d0
Wait to run G_MoveLoop() until a frame has just been rendered
...
This should give G_MoveLoop() a better chance to not run past the time when another frame is to be drawn.
git-svn-id: https://svn.eduke32.com/eduke32@8195 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:49 +02:00
terminx
9fadf6032d
Silence a warning
...
git-svn-id: https://svn.eduke32.com/eduke32@8194 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:49 +02:00
terminx
ba02bbaf67
Add #pragma once to debugbreak.h and remove it from separate inclusion in a couple of translation units as we're including it directly in compat.h now
...
git-svn-id: https://svn.eduke32.com/eduke32@8192 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/sdlayer.cpp
# source/duke3d/src/gamedef.cpp
2019-10-20 10:45:48 +02:00
terminx
d7f779eaec
Use EXIT_FAILURE and EXIT_SUCCESS from stdlib.h when calling exit()
...
git-svn-id: https://svn.eduke32.com/eduke32@8190 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/build.cpp
# source/build/src/polymost.cpp
# source/build/src/tiles.cpp
# source/duke3d/src/astub.cpp
2019-10-20 10:45:48 +02:00
terminx
a15c2abf46
Update LZ4 to e8baeca51ef2003d6c9ec21c32f1563fef1065b9
...
git-svn-id: https://svn.eduke32.com/eduke32@8186 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:48 +02:00
terminx
8d74b9562f
Update xxHash to 1ea98d6a38300f7224869de856a876a2050cdf78
...
git-svn-id: https://svn.eduke32.com/eduke32@8185 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 10:45:48 +02:00
Christoph Oelckers
462bd8d292
- cleaned out some commented out code.
2019-10-20 10:44:51 +02:00
Christoph Oelckers
2316957026
- made things compile again after updating enet. Also removed the redundant dumb and game_music_emu libraries which just got imported by accident when using other things from GZDoom.
...
Note: enet uses 'malloc' and 'free' as field names in a struct - this does not work with any compiler using some sort of heap instrumentation that #defines these names!
This had to be changed to allow MSVC debug builds to compile again.
2019-10-20 09:16:01 +02:00
terminx
63713002b3
Swap out our old deprecated version of ENet for a single-file header-based fork, including features like IPv6 support
...
git-svn-id: https://svn.eduke32.com/eduke32@8175 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# GNUmakefile
# libraries/enet/LICENSE
# libraries/enet/callbacks.c
# libraries/enet/compress.c
# libraries/enet/enet/callbacks.h
# libraries/enet/enet/enet.h
# libraries/enet/enet/list.h
# libraries/enet/enet/protocol.h
# libraries/enet/enet/time.h
# libraries/enet/enet/types.h
# libraries/enet/enet/unix.h
# libraries/enet/enet/utility.h
# libraries/enet/enet/win32.h
# libraries/enet/host.c
# libraries/enet/list.c
# libraries/enet/packet.c
# libraries/enet/peer.c
# libraries/enet/protocol.c
# libraries/enet/unix.c
# libraries/enet/win32.c
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
# platform/Windows/eduke32.sln
# platform/Windows/eduke32.vcxproj
# source/duke3d/src/player.cpp
2019-10-20 08:43:36 +02:00
terminx
1667d4dd87
This is useless
...
git-svn-id: https://svn.eduke32.com/eduke32@8170 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:31:49 +02:00
terminx
8b43ed5777
Rename timerUpdate() and timerGetRate() to timerUpdateClock() and timerGetClockRate(), because they both only apply to totalclock
...
git-svn-id: https://svn.eduke32.com/eduke32@8169 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/timer.cpp
# source/build/src/winlayer.cpp
2019-10-20 08:31:26 +02:00
terminx
91fde580ce
Use nanosleep instead of usleep
...
git-svn-id: https://svn.eduke32.com/eduke32@8168 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:29:25 +02:00
terminx
ad6d94b0f5
Patch from Doom64hunter to address a couple of issues with per-map art
...
git-svn-id: https://svn.eduke32.com/eduke32@8167 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/src/tiles.cpp
2019-10-20 08:28:44 +02:00
terminx
8e088f6659
Equivalent to jfbuild commit b6a666745cea21c6f8193b046bcdd0636fb7c166
...
git-svn-id: https://svn.eduke32.com/eduke32@8158 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:17:35 +02:00
terminx
0270cc2df5
SDL_free() is not for pointers to SDL_RWops structures...
...
git-svn-id: https://svn.eduke32.com/eduke32@8151 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:16:02 +02:00
terminx
c86af959b9
Add optional duration parameter to idle()
...
git-svn-id: https://svn.eduke32.com/eduke32@8149 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/build/include/winlayer.h
2019-10-20 08:13:22 +02:00
terminx
a649130327
Clamp nextPageDelay in G_FPSLimit() to 0.0 - g_frameDelay
...
git-svn-id: https://svn.eduke32.com/eduke32@8148 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 08:12:26 +02:00
Christoph Oelckers
53248945e8
- added license headers.
2019-10-20 08:07:12 +02:00
Christoph Oelckers
e5ddb28a2b
- renamed texcache.cpp and moved it to its proper place.
...
The old content no longer exists, this is entirely backend code now.
2019-10-20 08:04:54 +02:00
Christoph Oelckers
f29dd6c495
- include cleanup
2019-10-20 08:02:45 +02:00
Christoph Oelckers
efcf447398
- moved newly added file to its proper place.
2019-10-20 07:51:35 +02:00
terminx
4dfae31900
Update xxHash to git commit cd0f5c22095c49c35104dca86620322801f14893
...
git-svn-id: https://svn.eduke32.com/eduke32@8142 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# platform/Windows/build.vcxproj
# platform/Windows/build.vcxproj.filters
2019-10-20 07:50:30 +02:00
terminx
70171ea341
Use timerGetHiTicks() instead of timerGetTicks() for timing in osdfunc_fileinfo()
...
git-svn-id: https://svn.eduke32.com/eduke32@8141 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:16 +02:00
terminx
85dd8e31a5
G_HandleAsync() -> gameHandleEvents()
...
git-svn-id: https://svn.eduke32.com/eduke32@8140 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:15 +02:00
terminx
802f69d324
Partial timer cleanup
...
After this revision, the only place timerUpdate() is called is from within handleevents(). S_Cleanup(), MUSIC_Update(), and G_HandleSpecialKeys() are now called from a timer callback set with timerSetCallback(). This more or less deprecates the usage of faketimerhandler() in EDuke32 and Mapster32, but other games still rely on the functionality.
git-svn-id: https://svn.eduke32.com/eduke32@8139 1a8010ca-5511-0410-912e-c29ae57300e0
# Conflicts:
# source/duke3d/src/astub.cpp
2019-10-20 07:48:13 +02:00
terminx
593b5740e3
Reword stupid error message that has probably never even been seen
...
git-svn-id: https://svn.eduke32.com/eduke32@8138 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:05 +02:00
terminx
4d3dedd4ab
ifdef DEBUGGINGAIDS for this quick exit crap
...
this is more like regular AIDS than DEBUGGINGAIDS though
git-svn-id: https://svn.eduke32.com/eduke32@8137 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:04 +02:00
terminx
4c4ffa80b4
Use tabledivide64() in timerUpdate()
...
git-svn-id: https://svn.eduke32.com/eduke32@8136 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:02 +02:00
terminx
b298ed19ff
Ugh, apparently we rely on this for FURY
...
git-svn-id: https://svn.eduke32.com/eduke32@8135 1a8010ca-5511-0410-912e-c29ae57300e0
2019-10-20 07:48:01 +02:00
Christoph Oelckers
85d377647a
- tweaked the fade ramp a bit.
...
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
Christoph Oelckers
9437387b4a
- fixed handling of FogDisabled flag
2019-10-20 00:45:47 +02:00
Christoph Oelckers
abaa1d19ee
- fixed some bad setup in SetTextureInternal.
2019-10-20 00:31:27 +02:00
Christoph Oelckers
2162ce1f26
- disabled the Redneck Rampage load progress indicator because it only prolongs the precaching time by waiting for the screen to be refreshed.
2019-10-19 23:19:45 +02:00
Christoph Oelckers
bb4a19cf3a
- added a few more texture formats to FHardwareTexture.
...
For brightmaps we do not need full RGBA8 data with mipmaps - RGBA2 without mipmaps is fully sufficient here and will save a lot of video memory.
2019-10-19 23:14:36 +02:00
Christoph Oelckers
7d2f61db2e
- converted all boolean parameters of the shader into a single flag word.
...
- discarded the idea of transient palettes because the maintenance here stood in no relation to the savingd.
2019-10-19 22:46:37 +02:00
Christoph Oelckers
17816b0f63
- fixed compilation for NBlood update.
2019-10-19 20:48:59 +02:00
nukeykt
098740155b
Use screentext in DrawStatNumber
2019-10-19 20:33:52 +02:00
nukeykt
182d5d2eb5
Use screentext in viewDrawText
2019-10-19 20:33:50 +02:00
nukeykt
90dc59749d
Import screentext from eduke32
...
# Conflicts:
# platform/Windows/nblood.vcxproj
# platform/Windows/nblood.vcxproj.filters
2019-10-19 20:33:49 +02:00
Christoph Oelckers
6f4ca480b5
- sky clamping may only be done in Blood for now.
...
This needs a better solution.
2019-10-19 20:25:58 +02:00
Christoph Oelckers
5fa879d5d1
- use texture clamping for skies, because these textures do not always wrap.
2019-10-19 19:29:59 +02:00
Christoph Oelckers
39e32d560c
- fixed progdir setup.
2019-10-19 19:22:23 +02:00
Christoph Oelckers
d4fc13fba5
- cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option).
2019-10-19 19:10:09 +02:00
Christoph Oelckers
2152780806
- added some hackery to render voxels properly again.
...
Something about their data preparation is not right, their depth looks totally off and causes fog to become to dense.
One more reason to reconstruct the renderer in a sane fashion.
2019-10-19 18:14:13 +02:00
Christoph Oelckers
e2f9e12efb
- implemented shade level based depth fading for the true color renderer.
2019-10-19 16:35:06 +02:00
Christoph Oelckers
cd7bbe35a8
- removed all legacy fog code.
2019-10-19 15:52:46 +02:00
Christoph Oelckers
2ef89abe08
- reworked palookupinfo output.
2019-10-19 13:27:09 +02:00
Christoph Oelckers
4a9f0248d7
- removed the texture ID cache.
...
Although this initially helped, it was only because it partially covered up the issues from the real problem which was using the sampler properties of the texture offsets.
With that one fixed this cache became pointless.
2019-10-19 10:40:47 +02:00
Christoph Oelckers
bc986b8054
- make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line.
...
- increased cache size to 200 MB (Note: The cache really needs to be replaced with something better that can adapt better to a system's RAM size.)
2019-10-19 10:22:02 +02:00
Christoph Oelckers
8b1f2f5fc9
- disabled console lockout option as a modding feature.
...
No, sorry, but this is something I consider unacceptable!
2019-10-19 00:27:34 +02:00
Christoph Oelckers
4142d3792b
- delete BUILDART header if found.
...
This will otherwise cause problems down the line because these 8 bytes are ignored in the offsets.
2019-10-19 00:26:43 +02:00
Christoph Oelckers
c6f973d05f
- more palookup information dumping
2019-10-19 00:25:42 +02:00
Christoph Oelckers
00630f728f
- fixed voxel rendering.
...
Still need to move the voxel textures into the texture manager but at least they render properly again.
2019-10-18 22:25:47 +02:00
Christoph Oelckers
00d59459a1
- fixed creation of true color textures and disabled fog in palette mode.
...
The fog should go away entirely but in palette mode it made everything too dark.
2019-10-18 22:09:19 +02:00
Christoph Oelckers
2ed722f329
- do not draw invalid textures.
2019-10-18 19:29:35 +02:00
Christoph Oelckers
9f357248e5
- fixed crash on shutdown.
2019-10-18 19:11:18 +02:00
Christoph Oelckers
dab7c43f7c
- fixed all compiler errors.
...
It mostly works again, but still has a few glitches.
2019-10-18 19:06:57 +02:00
Christoph Oelckers
ed415c1fa0
- silenced a few warnings.
2019-10-18 17:55:22 +02:00
Christoph Oelckers
23265ad213
- rework of texture management for models
...
Voxels yet to do.
This also removes the redundant texture matrix for the glow texture.
2019-10-18 14:04:32 +02:00
Christoph Oelckers
542994cc20
- added lookup for brightmap palettes.
2019-10-18 12:11:53 +02:00
Christoph Oelckers
530a9944f7
- texture loader redone but not tested yet
...
Models are currently non-functional and need to reroute their texture handling to the global texture manager instead of handling everything themselves.
Voxels also need a bit of work to make their texture management more automated.
2019-10-18 11:37:07 +02:00
Christoph Oelckers
c6514949e3
- texture creation WIP.
2019-10-18 00:20:27 +02:00
Christoph Oelckers
3da49ad20a
- safety commit: all relevant code for the texturing system has been moved to texcache.cpp.
2019-10-17 21:44:34 +02:00
Christoph Oelckers
bef8c9ae76
- hictinting cleanup.
...
This needs to be moved into the backend, and partially into the shader. So far this only removes the code from the main rendering logic, the final implementation is not done yet.
It had to go because it required the main rendering code to look deep into the texture data which would be a major blocker for refactoring.
2019-10-17 20:29:58 +02:00
Christoph Oelckers
304a906aa7
copy code
2019-10-17 14:21:51 +02:00
Christoph Oelckers
1426ebec20
Moved hightile replacement data into the textures
...
Not tested yet!
2019-10-17 12:45:25 +02:00
Christoph Oelckers
4f8e0dd936
- cleaned up a few copyright notices and unified licenses
2019-10-17 09:42:11 +02:00
Christoph Oelckers
6d7458fe42
- fixed bad endif() placing in CMake projects
2019-10-17 08:44:01 +02:00
Christoph Oelckers
452cfe385e
- Blood's voxel loader override has somehow gotten lost.
2019-10-16 23:57:29 +02:00
Christoph Oelckers
0aa5db7969
- project rework to shorten compile times.
...
* subprojects fpr game frontends added and unsigned char option put into global flags.
2019-10-16 23:09:02 +02:00
Christoph Oelckers
c988165131
- added a temporary workaround for image-based tile replacements.
...
The texture management is not ready yet to seamlessly handle these textures so for now they always need to be installed as hightile replacements.
2019-10-16 22:02:27 +02:00
Christoph Oelckers
066a76c892
- missed this part.
2019-10-16 21:18:26 +02:00
Christoph Oelckers
4cd2c024fc
- fixed crash in texture deinit code and ensure that everything gets deleted.
2019-10-16 21:16:40 +02:00
nukeykt
37322d001d
Do not apply zero floorpal on color sectors
2019-10-16 20:40:54 +02:00
nukeykt
a94404232b
Default target value to -1
...
# Conflicts:
# source/blood/src/trig.cpp
2019-10-16 20:40:53 +02:00
nukeykt
97feb8d59c
Fix mapedit compiling
...
# Conflicts:
# source/blood/src/mapedit.cpp
2019-10-16 20:40:41 +02:00
CommonLoon102
70b5e67e6f
fix cultist respawn time ( #220 )
...
# Conflicts:
# source/blood/src/actor.cpp
2019-10-16 20:40:34 +02:00
Christoph Oelckers
64e116a4b1
- use special classes with [] operators to redirect the frequently used global arrays to the newly implemented texture manager.
...
This allows to use the contained storage without changing all the code.
2019-10-16 20:39:59 +02:00
Christoph Oelckers
4dc69620b7
- cleanup
2019-10-15 23:56:29 +02:00
Christoph Oelckers
57c221644a
- transitioned all texture options of the def file
2019-10-15 23:38:01 +02:00
Christoph Oelckers
bb78db71bc
- tileDelete / tileSetDummy
2019-10-15 23:29:47 +02:00
Christoph Oelckers
9a52e8039c
- rerouted tileCreate and tileSetExternal calls.
2019-10-15 23:18:52 +02:00
Christoph Oelckers
c3bc690e98
- more updating and bug in UpdatePicSize fixed.
2019-10-15 20:02:37 +02:00
Christoph Oelckers
0e165e40a3
- first batch of adjustments to the new tile management.
...
- consolidated Polymost precaching and removed precaching for static tiles because they now are always loaded.
- removed cache configurability. On modern systems this is relatively pointless - allocating 50 or 100 MB is a non-issue - and the cache is due for replacement anyway.
2019-10-15 00:54:14 +02:00
Christoph Oelckers
4b6f28e7c8
- hooked up the writable texture types.
2019-10-15 00:19:31 +02:00
Christoph Oelckers
039d948991
- update of new texture classes.
2019-10-14 23:11:01 +02:00
Grind Core
9dd46c1c7c
- Fixes for refactor (wrong kills count)
...
- Fixes for refactor (proximity flag for dudes)
- Fixes for refactor (wrong kills count)
# Conflicts:
# source/blood/src/actor.cpp
2019-10-14 22:42:43 +02:00
Grind Core
16d4aebbb4
- Fixes for refactor
...
- Some ThrowError() calls was replaced my viewSetSystemMessage()
- New modern type playQAV (WIP)
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/weapon.h
2019-10-14 22:42:43 +02:00
Grind Core
08dfee073c
- Added names for callbacks
...
- Added names for sprite, wall and sector types
- Added gModernMap protection for using new features only on different version of map
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/callback.cpp
# source/blood/src/callback.h
# source/blood/src/triggers.h
2019-10-14 22:42:42 +02:00
Christoph Oelckers
9a4c07db27
- make it compile again.
2019-10-14 22:42:29 +02:00
Christoph Oelckers
17a4ddd51e
- adjusted bit array helpers for the change of type for gotpic from (undefined) char to (defined) uint8_t.
2019-10-13 08:55:52 +02:00
Christoph Oelckers
a6ba81939a
- reworked texture management, not yet active.
2019-10-12 22:49:46 +02:00
Christoph Oelckers
bb67a1ba38
- some reworking of the texture code to make integration of Build tiles easier.
2019-10-12 08:54:06 +02:00
Christoph Oelckers
fbc22e0125
- sanitized walock.
...
Sorry, but having a globally writable pointer to every texture is just insane and makes any functional management impossible.
This is merely a preparation for adding a real texture manager. That cannot be done if any code can write over the data at will. For that, it now has to make the texture writable first or create a writable empty texture.
2019-10-11 23:31:59 +02:00
Christoph Oelckers
3621aae3f0
- rerouted all write accesses to tilesiz and picsiz through a function interface.
...
These will have to do some texture management bookkeeping so directly changing the values is problematic.
This required changing the parameter interface in polymost.cpp because a few places hacked around with the global state to pass parameters to subfunctions.
2019-10-11 21:04:31 +02:00
Christoph Oelckers
fdbb27a796
- added back the paletted texture readers.
...
... after finding out what an inefficient and poorly working method the Build backend uses for downconverting true color textures.
2019-10-11 19:21:36 +02:00
Christoph Oelckers
14b21bab7a
- merged playing_blood and bloodhack variables because they did the same thing.
...
The only difference was that bloodhack came from NBlood and playing_blood was added for unhandled differences between the backends of EDuke32 and NBlood.
2019-10-11 00:34:27 +02:00
Christoph Oelckers
d9d721bff6
- removed old sky code.
...
r_flatsky is now the only option.
2019-10-11 00:15:20 +02:00
Christoph Oelckers
79ef3413dc
- removed a large block of fudging code for NPOT textures on non-supporting hardware.
...
We do not care about non-supporting hardware, so off this goes.
2019-10-10 23:38:06 +02:00
Christoph Oelckers
4d83a3c2a5
- moved all code related to texture creation to texache.cpp
...
Also go directly to the source when trying to determine translucency of a texture.
2019-10-10 23:29:13 +02:00
Christoph Oelckers
c588cd499a
- let GLInstance::Draw set the palette indexing mode.
...
This can be trivially decided based on the texture type, so there's really no need to let the higher level code deal with this.
2019-10-10 23:14:57 +02:00
Christoph Oelckers
36ca38258e
- hotfixed the transparency checkers to not create textures from regular tiles.
...
This caused some broken textures, apparently this gets called when not everything has been set up.
The hightile case will also have to be fixed.
2019-10-10 22:23:20 +02:00
Christoph Oelckers
fbc7e626e9
- removed the fullbright render pass, because this is better set up as a shader option.
...
- also removed the legacy fog modes because their implementation did not mix well with the texture system - they are also not really useful to begin with.
The last fog mode will most likely also be removed once true color shading is working but that one is less of an issue.
2019-10-10 21:05:10 +02:00
Christoph Oelckers
84b10bdb74
- cleaned up videoUpdatePalette function and removed the hardware texture invalidation from it.
...
This makes no sense because it'd toss out all the level textures that may still be needed for what probably is only a temporary palette change (like going underwater)
2019-10-10 20:28:41 +02:00
Christoph Oelckers
179076c4b1
- set up the texture matrix.
2019-10-10 19:46:46 +02:00
Christoph Oelckers
1407c18f8b
- cleaned out some remains of the non-indexed render path.
...
All of this will be redone in the backend.
2019-10-10 19:40:33 +02:00
Christoph Oelckers
46ffea94a4
- cleanup of gloadtile_art.
2019-10-10 19:30:05 +02:00
Christoph Oelckers
34b7759b7e
- removed the non-indexed parts of gloadtile_art.
...
This won't be needed anymore.
2019-10-10 19:25:03 +02:00
Christoph Oelckers
c428e367a0
- hotfix for texture filter settings.
...
This needs to be done differently later to choose the proper clamp setting.
2019-10-10 19:16:27 +02:00
Christoph Oelckers
1fee7a5f01
- cleanup of texture creation code.
...
There were several mostly pointless options complicating all of this.
2019-10-10 00:07:45 +02:00
Christoph Oelckers
eca099681a
- hooked up the Shadow Warrior frontend.
...
It doesn't really work but this way it always gets compiled and linked so that it receives the changes to the backend code.
2019-10-09 20:14:04 +02:00
Christoph Oelckers
0f4abfa4f4
- SW compiles.
...
This required taking lots of function prototypes out of functions because they won't get a namespace in there.
2019-10-09 19:58:09 +02:00
Christoph Oelckers
70004665fd
- added Shadow Warrior files to CMake project - not compiled yet.
2019-10-09 18:09:05 +02:00
nukeykt
1104065b47
Fix RR compiling on other platforms
...
Patch by NY00123
2019-10-09 17:31:13 +02:00
Christoph Oelckers
50a53bd2b9
- fixed: The precacher should not look for presence of the tile's pixel data.
...
For hardware rendered precaching this is meaningless.
2019-10-09 00:32:28 +02:00
Christoph Oelckers
9dc0ff08f5
- hotfixed compile error.
2019-10-09 00:26:54 +02:00
Grind Core
f5f012ccb9
- Added names for statnums
...
- Added names for system RX/TX channels
- Detect if map requires new features to work properly via special TX and command
- Effect Gen update
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/eventq.h
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
2019-10-08 22:27:45 +02:00
Christoph Oelckers
ef0fd57367
- small bits of cleanup.
2019-10-08 22:23:48 +02:00
Christoph Oelckers
93f9303c62
- minor reorganization of tiles.
2019-10-08 19:46:39 +02:00
Christoph Oelckers
b78b53d75b
- deleted unused function.
2019-10-08 18:48:14 +02:00
Christoph Oelckers
48a5dfe9a6
- skip -game in Blood menu
2019-10-08 01:38:01 +02:00
Christoph Oelckers
13115ad217
- another crash in Blood
2019-10-08 01:37:43 +02:00
Christoph Oelckers
50e6d364be
- prevent crash on invalid textures.
2019-10-08 01:37:24 +02:00
Christoph Oelckers
7131fe6c6e
- use separate textures for the palswap shade tables.
...
This creates a lot less mess than one big texture and also allows easier use of texelFetch in the server which is preferable for data textures.
2019-10-08 01:08:08 +02:00
Christoph Oelckers
06e9a60190
- nothing
2019-10-08 00:02:37 +02:00
Christoph Oelckers
82f6e2edb0
- fixed creation of paletted textures and added some palette debugging aids.
2019-10-07 23:32:38 +02:00
Christoph Oelckers
16dbb3526a
- removed unused code.
2019-10-07 22:11:28 +02:00
Christoph Oelckers
dfaa162bb2
- finished the palswap handling in the palette manager.
2019-10-07 22:11:09 +02:00
CommonLoon102
3b463bc38e
fix disappearing bodies in coop with respawning monsters ( #211 )
2019-10-07 17:41:16 +02:00
Christoph Oelckers
c050a0c4c8
- changed palswap management to handle the size of full lookup tables.
2019-10-07 00:34:15 +02:00
Christoph Oelckers
620897ecdd
fix
2019-10-07 00:14:41 +02:00
Christoph Oelckers
7713860b63
wip.
2019-10-07 00:14:16 +02:00
CommonLoon102
70c4865ba4
Delete keybinding with delete or backspace ( #208 )
2019-10-07 00:10:04 +02:00
CommonLoon102
320eaae790
Fix F8 ( #207 )
2019-10-07 00:10:03 +02:00
Grind Core
05a1c94df4
- Changes for Enemy Target Changer
...
- Debris physics update
# Conflicts:
# source/blood/src/actor.cpp
2019-10-07 00:09:32 +02:00
Christoph Oelckers
734d8b7d1e
- moved the palette management into the backend.
2019-10-06 21:15:53 +02:00
Christoph Oelckers
b1aaafb973
- abstracted uploadpalswap out of the game code.
...
This needs special setup on the renderer side that needs to be done in a more controlled fashion.
2019-10-06 19:47:31 +02:00
Christoph Oelckers
ef2de97077
- the harmless changes of the failed refactoring of the shader.
2019-10-06 19:32:35 +02:00
Christoph Oelckers
e94ed3abf2
- fixed uninitialized bitmap object for texture generation.
2019-10-06 19:19:26 +02:00
Christoph Oelckers
cf30f5560b
- upgraded the polymost fragment shader to GLSL 3.3 as well, removing all legacy features from it.
...
The only compatibility mode feature left is the main drawer function using glBegin/glEnd but changing that is not as urgent as the rest.
This also cleans up the fog application and adds the exponential fog mode again that somehow got lost over time.
2019-10-06 12:42:35 +02:00
Christoph Oelckers
3d538b4c8f
- use explicit vertex attributes for everything.
...
No more glVertex, glTexCoord or glColor calls anywhere.
2019-10-06 10:46:23 +02:00
Christoph Oelckers
71d132b470
- use explicitly declared matrix uniforms.
...
The builtin matrices are no longer available in modern GLSL, preventing an upgrade of the shader.
Also perform better reporting of shader compilation errors.
2019-10-06 10:19:51 +02:00
Christoph Oelckers
126f670239
- draft class for in-game textures.
...
These will abstract away all the gory details so that the using code only sees a single entity to use.
2019-10-06 09:31:36 +02:00
Christoph Oelckers
4a866b0320
- use stb_image to read the image formats supported by kplib but not by GZDoom.
...
(No, sorry, kplib must go - a utility library like that being utterly dependent on a multitude of global variables is a no-go.)
2019-10-06 08:48:07 +02:00
Christoph Oelckers
d1a7c4225d
- added a texture class for ART-format hightiles.
...
This allows to treat them like all other image formats.
2019-10-05 23:44:28 +02:00
Christoph Oelckers
0dfe99356d
- stripped most of the image processing code from kplib, because it's not needed anymore - and also not salvageable for any refactoring.
2019-10-05 22:32:32 +02:00
Christoph Oelckers
93ad83b380
- use GZDoom's texture backend to read hightile textures. (Hightile tinting code moved to the shader but isn't active yet.
...
- remove all code for faking gamma correction through palette manipulated images.
2019-10-05 21:59:03 +02:00
Christoph Oelckers
cd0dabf2ae
- this was missing
2019-10-05 19:39:41 +02:00
Christoph Oelckers
1a5e64329f
- added stripped down versions of GZDoom's texture classes
...
We need something more manageable to deal with the textures - and the hightile code in particular needs a better backend to read the images.
2019-10-05 19:38:25 +02:00
Christoph Oelckers
bedfc262c4
- added a FileReader wrapper for kopen4load.
...
Needed when transitioning the hightile loader to GZDoom's texture loader.
2019-10-05 17:30:23 +02:00
Christoph Oelckers
3fb5154dc9
- make it work again.
2019-10-05 14:17:59 +02:00
Christoph Oelckers
f99492d6d5
- removed OpenGL headers from non-backend files.
2019-10-05 13:57:26 +02:00
Christoph Oelckers
3c193bb243
- moved the animvpx shader to the backend code.
...
This removes the final access to OpenGL from the rest of the source, with the exception of the glFinish call in the swap code.
2019-10-05 13:38:02 +02:00
Christoph Oelckers
0ee80628a2
- moved documentation out of the Source folder and added surface shader sources.
2019-10-05 13:17:26 +02:00
Christoph Oelckers
b83349fe6b
- moved the surface shader to the backend and the shader source to the resource file.
2019-10-05 13:09:15 +02:00
Christoph Oelckers
644b07b718
- minor fixes.
2019-10-05 12:39:50 +02:00
Christoph Oelckers
bd4e4834e3
- moved the main shader and its entire uniform maintenance into the backend.
2019-10-05 12:28:08 +02:00
Christoph Oelckers
50c2065425
- removed miniz which is no longer in use.
2019-10-05 08:47:12 +02:00
Christoph Oelckers
d058084c10
- added an engine resource file.
...
Currently this only contains the main Polymost shaders and the resources from nblood.pk3.
The latter cannot be used yet because the Build resource management system is too stubborn to add the newly added file without some changes.
It's better to refactor the entire system instead.
2019-10-04 23:29:00 +02:00
Christoph Oelckers
ae1e090716
- all non-shader related GL calls are gone from the main code base.
2019-10-04 21:13:04 +02:00
Christoph Oelckers
f992aebf33
- two more
2019-10-04 19:17:55 +02:00
Christoph Oelckers
cb80e877ff
- refactored fog and depth func setting into GLInterface.
2019-10-04 18:44:16 +02:00
Christoph Oelckers
204abab724
glColor calls refactored.
2019-10-04 18:25:18 +02:00
Christoph Oelckers
96c0c3197c
- abstracted away more OpenGL calls, in particular all matrix access.
2019-10-04 18:12:03 +02:00
Christoph Oelckers
a86f1ffd4f
- make it compile again.
2019-10-04 17:36:37 +02:00
Christoph Oelckers
1ff8ea6a19
- added matrix class for moving the GL matrix manipulation out of the engine code.
2019-10-04 01:41:57 +02:00
Christoph Oelckers
471f720d95
- consolidated console clear functions.
2019-10-04 01:25:10 +02:00
Christoph Oelckers
63a733b934
- Project file for last commit.
2019-10-04 00:52:48 +02:00
Christoph Oelckers
c5c92c1410
- removed the ZDoom CVAR code because it won't be needed and added its Zip file reader to maintain an engine file with needed assets.
...
The Build code for this is far too messy for this task, so an external solution is needed.
2019-10-04 00:52:19 +02:00
Christoph Oelckers
ebbe1803bb
- made the game selector configurable (It's still Windows only...)
2019-10-04 00:26:13 +02:00
nukeykt
61f8b8c2d6
Hopefully fix map reloading
2019-09-30 20:31:12 +02:00
nukeykt
528e7f8320
More meaningful names for build object struct members
2019-09-30 20:31:11 +02:00
nukeykt
61b4fae6e0
Simplify voxel rotation handling
...
# Conflicts:
# source/build/include/mdsprite.h
2019-09-30 20:31:09 +02:00
nukeykt
c00ff59579
Fix enemy respawning. Verified in disassembly
2019-09-30 20:30:57 +02:00
nukeykt
0d2567a808
Backport "bind showkeys" osdcmd crash fix from eduke32
2019-09-30 20:30:56 +02:00
CommonLoon102
ce61c38660
Fixing annoying item use after save game ( #192 )
2019-09-30 20:30:54 +02:00
Christoph Oelckers
5687b4c02e
- added ZDoom's CVAR class.
...
No CVar transition has been done yet.
2019-09-26 00:20:16 +02:00
Christoph Oelckers
7fd395b5d7
- removed some legacy demo stuff from RedNukem backend.
2019-09-26 00:19:49 +02:00
nukeykt
c815e1c246
Minor sorting fix
2019-09-25 23:15:45 +02:00
nukeykt
9deb486626
Second attempt to fix polymost sprite sorting issue
2019-09-25 23:15:44 +02:00
nukeykt
402d9b8f02
long -> int
2019-09-25 23:15:43 +02:00
CommonLoon102
216ce4da9b
Reverb effect deactivate bugfix ( #190 )
2019-09-25 23:15:41 +02:00
nukeykt
b1713d7e67
Add quickload/save osdcmd
2019-09-25 23:15:40 +02:00
Christoph Oelckers
d12563f644
- got rid of klzw and the legacy demo code along with it.
2019-09-25 23:12:29 +02:00
Christoph Oelckers
0261fef4a8
- removed some unused files.
2019-09-25 23:00:10 +02:00
Christoph Oelckers
18b1ca287e
- moved the platform specific files out of the Build folder, mainly to get them out of the way.
2019-09-25 22:43:06 +02:00
Christoph Oelckers
cd920299d0
- moved winbits.cpp to the platform folder and cleaned out unused parts.
2019-09-25 22:38:47 +02:00
Christoph Oelckers
ad4527c8be
- initialize the GL backend in the proper place.
...
As long as there are still video mode switches this needs to be in the video mode switching function.
2019-09-23 23:33:59 +02:00
Christoph Oelckers
a5441061e9
- always save the entire config.
...
It is a major hassle if values cannot be looked up and then change when switching between branches etc.
2019-09-23 21:27:23 +02:00
Christoph Oelckers
568f01792f
- added ZDoom's configfile class.
2019-09-23 21:06:52 +02:00
Christoph Oelckers
86534c8a43
- more utilities, most importantly ZString without which it would be hard to use any ZDoom-based code at all.
2019-09-23 20:56:05 +02:00
Christoph Oelckers
034ce097c5
- added more utilities from GZDoom - TArray/TMap and FileReader.
2019-09-23 19:52:25 +02:00
Christoph Oelckers
330c80246e
- added ZDoom's FArgs class for easier command line checking.
2019-09-23 19:29:25 +02:00
Christoph Oelckers
37907ddd06
- startup hacks.
...
Unfortunately nothing of this can be fixed before the resource management has been refactored from the ground up. Sp for now this ugliness needs to suffice.
2019-09-23 18:17:36 +02:00
Christoph Oelckers
07e38f3d12
- made enet a separate library.
2019-09-23 08:40:02 +02:00
nukeykt
895fb719d9
blooddemohack -> enginecompatibility_mode
2019-09-23 01:30:07 +02:00
CommonLoon102
c2e8cc6607
Do not target teammates ( #187 )
2019-09-23 01:30:06 +02:00
nukeykt
a9fcee742d
RFS parser wip
2019-09-23 01:30:05 +02:00
CommonLoon102
3aa0ce5c3a
Maphack support ( #186 )
...
# Conflicts:
# .gitignore
2019-09-23 01:30:04 +02:00
CommonLoon102
67472623fe
Friendly fire related fixes ( #184 )
2019-09-23 01:29:43 +02:00
CommonLoon102
d19e74b31a
Added V1.0x WEAPONS BALANCE multiplayer setting ( #185 )
2019-09-23 01:29:42 +02:00
Christoph Oelckers
527d99008b
- fixed the setup.
...
Renamed all elements still referring to zdoom.
removed the frontend specific resource data.
fixed startup dialog to accept ANSI date despite building as Unicode. This needed a bit of hackery because the macros in windowsx.h are not character set sensitive.
2019-09-23 01:28:18 +02:00
Christoph Oelckers
f49284d47c
- made Blood start again by commenting out the fade functions which somehow broke during the CMake transition.
2019-09-22 23:55:45 +02:00
Christoph Oelckers
2cbe211e7c
- transitioned project to CMake and deleted most of the old build system.
...
The EDuke32 and RedNukem frontends are working, Blood isn't yet.
Notes:
many of the CMake variables and its output still refer to zdoom. Before changing that I wanted to make sure to be able to commit something that works.
support code for Windows XP has been entirely removed. On Windows this will only target Vista and up.
the crc32.h header had to be renamed to deconflict from zlib.
several Windows API calls were changed to call the A-versions directly. Weirdly enough there were places that defined their parameters as T types but in a non-working way.
removed some remaining editor files and support for the native software rendering only Windows backend.
in a few simple cases, replaced 'char' with 'uint8_t'. The code as-is depends on chars being unsigned which is non-portable. This needs to be carefully reviewed.
2019-09-22 23:15:46 +02:00
Christoph Oelckers
0d98e7f256
- put all Blood game code into a namespace.
2019-09-22 08:39:22 +02:00
Christoph Oelckers
2dc051f7cf
- put RedNukem game frontend into a namespace.
2019-09-22 00:10:48 +02:00
Christoph Oelckers
401a645ea1
- added a temorary requester to allow choosing the game until the code has been sufficiently refactored to do this in the startup dialog.
2019-09-21 23:45:57 +02:00
Christoph Oelckers
55a879fcc0
- put EDuke frontend source into a namespace.
...
This commit does not work yet!
2019-09-21 22:53:00 +02:00
Christoph Oelckers
30c47a8511
- include namespace file in all sources as the very first include.
2019-09-21 20:59:54 +02:00
Christoph Oelckers
92fa2cc030
- removed Mapster launcher images.
2019-09-21 20:28:55 +02:00
Christoph Oelckers
7721ed31c0
- removed Lunatic remains.
...
This looks as dead as it could be, so away it goes.
2019-09-21 20:27:29 +02:00
Christoph Oelckers
639d1fb4d3
- we do not want to build an editor here.
2019-09-21 20:24:11 +02:00