Commit graph

14151 commits

Author SHA1 Message Date
Christoph Oelckers
22be26bd2d - font system fixes. 2021-05-28 12:16:07 +02:00
Christoph Oelckers
d44500863b - removed the multiplayer scoreboard screens.
Since there is no plan to keep them in case MP gets implemented there's no need to maintain them.
These should later be replaced by a generic screen using a better font and a layout that takes higher resolutions into account.
2021-05-27 13:33:54 +02:00
Rachael Alexanderson
fd97da05b7 - allow UNC search paths on Windows 2021-05-26 10:47:36 -04:00
Christoph Oelckers
4ff4fa643b - rewrote the default translation handling to be compatible with luminosity translations. 2021-05-25 12:59:09 +02:00
Christoph Oelckers
8b1757eee2 - got rid of most of the font system's baggage that's no longer needed.
Mainly this means that it's no longer necessary to reorder the palette to get working translated glyphs, so the FFontChar1 class and the TranslatedPic member and its invasive handling could all be cleaned out.
All font operations now take place on true color data, with the sole execption of FSpecialFont's 'notranslate' handling.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
9769f346ec - refactored the special fonts away from BuildTranslation so that this function and the entire large heap of ugly baggage it drags in can finally be deleted.
Function is gone, baggage will come next.
2021-05-25 12:59:09 +02:00
Christoph Oelckers
372d425e01 - use luminosity translations for single lump fonts and let them use their original palette. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
377829d6a2 - let hex fonts use the luminosity translations. 2021-05-25 12:59:08 +02:00
Christoph Oelckers
0bab333f36 - redid font translation so that it doesn't need to crush the font characters' color set to the base palette.
Right now it creates a special type of luminance translation that can operate on a true color bitmap.
2021-05-25 12:59:08 +02:00
alexey.lysiuk
9382a62aa1 - continuous integration: disable zipdir output 2021-05-24 13:00:27 +03:00
alexey.lysiuk
5b86265de1 - continuous integration: download zmusic instead of building it 2021-05-24 13:00:13 +03:00
Christoph Oelckers
0b181c67b9 - don't skip lines when an empty one gets deleted. 2021-05-23 17:22:29 +02:00
Christoph Oelckers
f212421547 - don't let the triangulator choke on empty sectors. 2021-05-23 17:19:01 +02:00
Christoph Oelckers
a63873d243 - fixed 'pause' keybinding control was disabled in the menu. 2021-05-23 17:10:51 +02:00
Christoph Oelckers
8aed9063f8 - sector splitting hack for SW $bath.map. 2021-05-23 17:06:47 +02:00
Christoph Oelckers
572f45ca53 - delete lines in proper order when eliminating a pair.
Deleting the lower one first will delete the wrong second one.
2021-05-23 16:36:06 +02:00
Christoph Oelckers
b2545f8042 - PlayMusic script function. 2021-05-23 16:21:04 +02:00
Christoph Oelckers
d98a567597 - halt the game timer when setting up a cutscene and when starting movie playback.
These are both lengthy operations that can take several 100s of milliseconds, so when starting a streaming video they can throw off the timing quite significantly.
With this the intermissiondelay counter could be removed as it was only there to flush the accumulated time before starting video playback.
2021-05-23 14:36:54 +02:00
Christoph Oelckers
cc1def8d77 - fixed: When the node builder is used for triangulation, all zero-length lines must be eliminated first.
These can cause triangulation errors.
2021-05-23 09:16:30 +02:00
Brian Koropoff
bea0379830 Fix off-by-one error in group search
This could be hit when loading raze.pk3 from the build directory while
the file search path contains only one grp file
2021-05-23 08:51:32 +02:00
Brian Koropoff
9394ebe768 Resolve raze.pk3 via search paths
Linux installs typically don't have it next to the program binary
2021-05-23 08:51:32 +02:00
Brian Koropoff
e4e949877d Fix buffer overflow at maploader.cpp:392 2021-05-22 22:31:16 +02:00
Christoph Oelckers
b899b63843 - Raze must still use zmusiclite due to license restrictions... :(
This was a copy/paste error when cleaning up some things in the project file.
2021-05-22 19:23:47 +02:00
Christoph Oelckers
0c6e2f0c9e - silenced some warnings. 2021-05-22 15:34:04 +02:00
Christoph Oelckers
d7a47b2f3a - route all accesses to gameaction from the backend through the sysCallbacks.
gameactions are frontend specific so this needs to be decoupled.
2021-05-22 13:02:34 +02:00
Christoph Oelckers
6ae09f8ec9 - ported Doom's type-on text screens as a screen job overlay. 2021-05-22 12:08:08 +02:00
Christoph Oelckers
5337513044 - ported GZDoom's subtitle drawer to the cutscene framework.
For later use, this isn't used yet.
2021-05-22 10:26:53 +02:00
Christoph Oelckers
d2ed4e703d - made Exhumed's text scroller a universal component of the cutscene system, usable by all games. 2021-05-22 10:06:15 +02:00
Christoph Oelckers
f69fe334fc - removed duplicate variable. 2021-05-22 09:22:30 +02:00
Christoph Oelckers
0d793a59fd - moved the cutscene core to 'engine'.
More adjustments for making this code compatible with GZDoom.
2021-05-22 02:15:49 +02:00
Christoph Oelckers
e10bcf6294 - split the screen job code into a generic and a Raze specific part.
Preparations for porting this to GZDoom.
2021-05-22 01:35:50 +02:00
Christoph Oelckers
1dff0502b0 - moved libvpx and libsmackerdec to more fitting places, plus some project cleanup. 2021-05-22 01:06:51 +02:00
Christoph Oelckers
16c6e2db05 - silence float truncation warnings for explicit casts. 2021-05-21 21:06:48 +02:00
Christoph Oelckers
4739c71b39 - PNG 16 bit support from GZDoom. 2021-05-21 21:06:11 +02:00
Christoph Oelckers
264d42179e - optimized the wall drawer a bit to avoid repeated calls to the render API's deoth bias function.
The setters in FRenderState should check if the value actually changes and the wall drawer should only call it for non-translucent wall sprites.
2021-05-21 19:07:22 +02:00
Christoph Oelckers
4bb57cfab5 - fixed flickering floor sprites.
The SetDepthBias call was somehow gotten lost.
2021-05-21 19:03:39 +02:00
Christoph Oelckers
234f303348 - fixed typo in line segment culler. 2021-05-21 18:40:34 +02:00
Christoph Oelckers
f7a424cd06 - fixed precision issues with GetClosestPointOnWall for orthogonal lines.
The math failed for some large wall sprites (e.g. Blood E2M4, sprite #181), and in orthogonal cases it is better anyway to perform direct checks of the coordinates
2021-05-21 18:25:30 +02:00
Christoph Oelckers
b0cc5c14e2 - fixed bad argument count in ScreenJobRunner.Validate call. 2021-05-21 17:32:36 +02:00
Christoph Oelckers
24dbfc7827 - fixed BunchInFront to do a more thorough comparison in case it encounters colinear walls. 2021-05-21 14:32:01 +02:00
Christoph Oelckers
716b8840af - when using the node builder to triangulate sectors we must delete overlapping walls.
The node builder can create bad geometry from them because it does bad ordering when two lines facing in opposite directions overlap.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
079a95a0a3 - use a higher depth bias for non-orthogonal wall sprites.
Due to minor angular inaccuracies they are more sensitive to z-ordering than orthogonal ones when things are closely stacked.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d572e56839 - removed the indirection for the global arrays.
No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Cacodemon345
75ecd173b6 Destroy FStartupScreen before initializing video
Fixes terminal output cutoff on console tab completion on Unix systems.
2021-05-20 19:32:48 +02:00
Christoph Oelckers
be97ee04f9 - re-enable flat sprite rendering.
This was commented out for testing but forgotten afterward.
2021-05-20 19:21:14 +02:00
Christoph Oelckers
5cfd810311 - new renderer: take fog properties for walls and ceilings from the proper elements. 2021-05-20 19:17:21 +02:00
Christoph Oelckers
ec976d9db7 - RR: fixed double negation in pitch math when throwing dynamite. 2021-05-20 19:06:11 +02:00
Christoph Oelckers
e5236d3423 - SW: fixed sector transfers involving a portal for real this time.
It is not enough to just copy the properties - if this happens the entire portal needs to be reinitialized. The only way to do this is to run CollectPortals again to reset all portals in the map.
2021-05-20 18:52:27 +02:00
Christoph Oelckers
b5358bc03c - fixed typo in wall sprite offsetting code. 2021-05-20 18:25:19 +02:00
Rachael Alexanderson
a75ed91796 - this crash was handled by nothing more than an assert... 2021-05-20 11:02:11 -04:00