Christoph Oelckers
d572e56839
- removed the indirection for the global arrays.
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No idea what part of EDuke32 needed this, but it is not necessary.
2021-05-21 14:32:01 +02:00
Christoph Oelckers
d4eb54d686
- render free standing wall sprites without depth bias.
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Otherwise they can end up badly ordered with walls.
2021-05-20 12:36:35 +02:00
Christoph Oelckers
5ae1c334fa
- Duke: fixed bad check in 'ifnotmoving' CON command.
2021-05-14 10:03:07 +02:00
Christoph Oelckers
b6dd834420
- fixed warnings in Build code.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
7283de0084
- fixed some very noisy warnings in two headers.
2021-05-12 21:47:32 +02:00
Christoph Oelckers
e40ed2262e
- cleanup of 'gotpic' handling.
2021-05-10 20:13:28 +02:00
Christoph Oelckers
e74aca291c
- position tweaking for Nam's skies.
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Why is this such an utter mess to get skies placed correctly? :(
2021-05-10 20:13:28 +02:00
Cacodemon345
36b910a253
Fix compilation on OpenBSD
2021-05-10 08:25:14 +02:00
Christoph Oelckers
020a636c2f
- removed some more useless stuff from headers.
2021-05-03 19:16:26 +02:00
Christoph Oelckers
0db8fc6163
- removed UNREFERENCED_PARAMETER macro.
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Using C++ standard of not naming such parameters instead.
2021-05-03 19:10:53 +02:00
Christoph Oelckers
7d77b2315f
- merged the few remaining contents of mmulti.h into d_net.h
2021-05-03 19:01:00 +02:00
Christoph Oelckers
9092b5c392
- removed some unused stuff from engine.
2021-04-21 22:32:27 +02:00
Christoph Oelckers
ba5e7d419c
- cleaned up the remains of the old def parser.
2021-04-21 18:15:55 +02:00
Christoph Oelckers
1ea25e5d0e
- reworked the def parser's main loop.
2021-04-21 18:15:25 +02:00
Christoph Oelckers
aaad546729
- palookup.
2021-04-20 20:21:51 +02:00
Christoph Oelckers
82194bbf6b
Merge branch 'master' into newrenderer
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# Conflicts:
# source/games/exhumed/src/2d.cpp
2021-04-17 13:22:30 +02:00
Christoph Oelckers
42b87362ee
- When keeping around a dummy sprite, make sure that the engine's utilities cannot find it anymore.
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This was causing issues with the master switch sprites in Duke that have to be kept for sound purposes.
Unfortunately, both hitscan and neartag are far too dumb to analyze sprites they may hit in any way and needed some help skipping such sprites.
2021-04-17 09:37:38 +02:00
Christoph Oelckers
f4ec9a1921
- 4 more .def commands ported
2021-04-13 18:14:46 +02:00
Christoph Oelckers
798cf2f973
Merge branch 'newrenderer2' of https://github.com/coelckers/Raze-private into newrenderer2
2021-04-12 20:25:56 +02:00
Christoph Oelckers
aebcc13c4a
- migrated voxel parsing stuff.
2021-04-11 18:37:11 +02:00
Christoph Oelckers
42d02834b1
Merge branch 'master' into newrenderer2
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# Conflicts:
# source/build/include/build.h
# source/build/src/polymost.cpp
# source/build/src/voxmodel.cpp
# source/core/gamecontrol.cpp
# source/core/gamestruct.h
# source/games/blood/src/animatesprite.cpp
# source/games/blood/src/misc.h
# source/games/blood/src/view.cpp
# source/games/duke/src/render.cpp
# source/games/sw/src/draw.cpp
# source/games/sw/src/game.h
# source/games/sw/src/jsector.cpp
# source/glbackend/glbackend.cpp
2021-04-11 14:38:56 +02:00
Christoph Oelckers
9fd3ab6b5e
- fixed texture precaching.
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After the migration to GZDoom's full backend this never created any textureds when precaching things.
2021-04-11 09:59:55 +02:00
Mitchell Richters
e76f63e2c0
- Consolidate all game interpolation code into inline functions.
2021-04-11 16:45:35 +10:00
Christoph Oelckers
b4d89cbac3
- got rid of the remaining occurences of gethiq16angle and all related tables.
2021-04-10 12:10:28 +02:00
Christoph Oelckers
333581a084
Merge branch 'master' into newrenderer2
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# Conflicts:
# source/build/src/defs.cpp
2021-04-09 19:57:56 +02:00
Christoph Oelckers
fb02b38279
- better .def loading logic.
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To allow cumulative loading without interfering with other ports, Raze will now look for files called xxxx-raze.def, where xxxx is the default .def name (e.g. duke3d-raze.def for Duke3D.) and if that is found, cumulatively load all same-named files - it will fall back on the default name if no such thing is found.
-def still overrides both and will not cumulatively load.
2021-04-09 14:30:01 +02:00
Christoph Oelckers
7a9e58c31e
- removed redundant cstat.h file.
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Constants are already defined in buildtypes.h
2021-04-05 18:05:43 +02:00
Christoph Oelckers
e30dc82676
- Cleanup of the voxel code.
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* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
Mitchell Richters
be8df3488d
- build.h: Remove function prototypes for now static functions within engine.cpp
.
2021-04-05 20:28:57 +10:00
Christoph Oelckers
c303884274
- better handling for Duke's scrolling cloudy skies.
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* Using the Doom-style dome here because it looks better.
* this necessitated changes to the backend to allow both types of sky domes at the same time
* do not clamp panning fields for cloudy sky with the new renderer because this makes the texture jump.
2021-04-04 20:35:38 +02:00
Christoph Oelckers
55ad51ee1f
Merge branch 'master' into newrenderer2
2021-04-04 13:23:51 +02:00
Christoph Oelckers
97a0cb2a10
- handle voxel rotation in the backend to enable it for all games.
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This was previously only present in the Blood module and missed in Exhumed from upstream so the entire option was rather pointless.
Fixes #290
2021-04-04 10:33:29 +02:00
Christoph Oelckers
c8a75a8664
- give each DrawInfo its own list of tsprites.
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Since these do not fully get processed sequentially the contents need to be preserved until needed.
This required getting rid of the global tsprite array. Polymost still uses a static vatiable, though, but this is only accessed in polymost-exclusive code.
2021-04-02 10:28:40 +02:00
Christoph Oelckers
80e5cd0dc5
- fixed some automap issues:
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* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Christoph Oelckers
7bea8ad6ba
- fixed texture overlays for SW's sector portals.
2021-03-30 23:27:11 +02:00
Christoph Oelckers
fd0e9824b6
- call the game specific analyzesprites functions.
2021-03-26 15:06:14 +01:00
Christoph Oelckers
0b1e81023f
- added sprite collection loop to ProcessSector and did a bit of cleanup on the TSprite code.
2021-03-25 23:16:32 +01:00
Christoph Oelckers
af54cf3a3c
- made SW's sector portals operational.
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Unlike the other games these are so poorly defined that the engine has to rely on the original fudging to pick the proper portal to link to. As a result they are just as limited as they always were.
In addition all the portal search code had to be reinstated.
2021-03-25 16:45:40 +01:00
Christoph Oelckers
168b0385cf
- moved shadeToLight out of build.h.
2021-03-25 09:13:59 +01:00
Christoph Oelckers
368b2319f2
- replaced 'static FORCE_INLINE' globally with 'inline'.
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I have no idea what kind of compiler needs such a construct, it's totally not how C++ should be written.
2021-03-24 21:43:36 +01:00
Christoph Oelckers
b7e8815133
- some further lightening of compat.h.
2021-03-24 21:13:36 +01:00
Christoph Oelckers
8993095bc0
- got rid of pow2char
2021-03-24 20:37:20 +01:00
Christoph Oelckers
d8627a2b3f
- removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code.
2021-03-24 20:28:58 +01:00
Christoph Oelckers
022edd2dc2
- cleaned engine.cpp off all code exclusive to the Polymost renderer.
2021-03-24 19:45:42 +01:00
Christoph Oelckers
0c7f05a416
- let the clipper work exclusively on Build coordinates.
2021-03-22 23:40:25 +01:00
Christoph Oelckers
63f057d93f
- portal and sky WIP.
2021-03-21 22:48:01 +01:00
Christoph Oelckers
09a9e14feb
- set up engine portals for SW.
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Also moving more code to _polymost.cpp which is only needed for ad-hoc lookup of portals with a client side implementation of a two-layer renderer.
2021-03-21 17:04:06 +01:00
Christoph Oelckers
a36377111c
- engine-side portal setup for Blood and RRRA.
2021-03-21 14:48:35 +01:00
Christoph Oelckers
d42ce0ee7e
- WIP
2021-03-20 23:01:16 +01:00
Christoph Oelckers
f30a568858
- moved wallfront function into polymost.cpp.
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This was one of the few functions left in engine.cpp that accesses the global scene state.
2021-03-20 19:10:46 +01:00